The Dance of Ruin ability requires 3 actions and states "The Vrock dances in flight..." Does that mean that a Vrock must be flying to use the ability? If so then the Vrock will automatically fall after using Dance of Ruin as it doesn't have any spare actions use a Fly action to hover. This reading doesn't make much sense, given the rest of the abilities description about running it over multiple rounds. But then why mention dancing "in flight?" Flavour, possibly - but as it literally can't be used as written while in flight it seems a poor description. Is the ability perhaps missing additional detail about allowing the Vrock to hover while using Dance of Ruin?
Just seeking some clarification on these feats. Ancestral Longevity - I original thought that it meant that each day you can pick a skill and become trained in that skill, so you could change the skill every day. Considering how Expert and Universal Longevity work, I now take it to mean that when you select the Ancestral Longevity feat you also select a single skill to which it applies. In effect it gives one extra trained skill with limitations (not counting as a prerequisite). Expert Longevity - First paragraph, fine: when you select this feat you pick a skill in which you are trained. During your daily preparations you become expert in that one skill (and trained in you Ancestral Longevity skill). All good.
Kingmaker - you may be a fighter or a wizard or a rogue, but what you really want to be is a town planner. Rise of the Runelords - the adventure path with the misleading plural in the title. Jade Regent - walk half way across the planet literally the level before you could teleport there. Serpent's Skull - It's a lot like Savage Tide.
I liked the alternatives offered in Pathfinder Unchained as relating to disease and poison. However the progress of disease in the system has no theoretical limit to the number of saving throws that might be required. You could in theory be bouncing around between Healthy and Death literally forever. You could just include a maximum duration at which point the affliction ends, which is how poisons work. This is more or less what I've done, although I've added a few bells and whistles. The system uses the Unchained system physical and mental disease tracks but resolves the progress of the disease differently. DISEASE When a character is exposed to a disease and fails the initial saving throw, they enter the first phase of the disease. The three phases are: Incubation, Acute and Convalescence. The character begins at Latent/Carrier on the disease track. Cure describes the ways in which the disease might be cured. If a disease is cured magically then the character immediately enter the Convalescence phase, and the saving throw normally made at the end of the Acute phase is considered to have been successful (see below). The Incubation section describes the Duration of the phase, and the Effect of the phase, including the number of steps down the disease track the character progresses. Steps down the disease track should be divided evenly across the duration of the phase. Any other effects occur at the start of the phase. It also includes the effect of a successful Heal check (at the DC of the disease). The healer must spend a total of two hours tending to the patient over the course of the incubation phase to make the check. If the healer spends at least one hour but less than two, they can make the check at a -4 penalty. At the end of the incubation phase the character makes a saving throw. On a failed save the character enters the Acute phase. On a successful save the character throws off the worst of the disease and enters the Convalescence phase. They must immediately make another saving throw to determine the progress of the convalescence phase. If the saving throw is a natural 1, then the character will relapse without the aid of a healer. The Acute section describes the Duration of the phase, and the Effect of the phase, including the number of steps down the disease track the character progresses. Steps down the disease track should be divided evenly across the duration of the phase. Any other effects occur at the start of the phase. It also includes the effect of a successful Heal check (at the DC of the disease). The healer must spend a total of four hours tending to the patient over the course of the acute phase to make the check. If the healer spends at least two hours but less than four, they can make the check at a -4 penalty. At the end of the acute phase the character makes a saving throw. The success or failure of the save determines the progress of the convalescence phase. If the saving throw is a natural 1, then the character will relapse without the aid of a healer. The Convalescence section describes the Duration of the phase for a successful and a failed saving throw (if the disease is cured magically then the saving throw is automatically successful), which includes the rate at which the character’s condition climbs the disease track, and the Effect of the phase for a successful and a failed saving throw. It also includes the effect of a successful Heal check (at the DC of the disease). The healer must spend a total of one hour tending to the patient over the course of the convalescence phase to make the check. If the healer spends at least thirty minutes but less than one hour, they can make the check at a -4 penalty. The Relapse section gives the stage on the disease track at which the relapse occurs. The character enters the acute phase. At the end of this acute phase the character makes a saving throw to determine the progress of the convalescence phase. A character will only relapse once (unless the DM decides otherwise) even if they roll a second natural 1. BLINDING SICKNESS
BUBONIC PLAGUE
CACKLE FEVER
DEMENTIA DUST
DEMON FEVER
DEVIL CHILLS
FILTH FEVER
LEPROSY
MIND FIRE
RABIES
RED ACHE
SHAKES
SLIMY DOOM
I ran AoW and luckily didn't have the problem of a still-kicking Dragotha at the end. One possibility is that the party are aided by Lashonna. She still wants Dragotha destroyed and is probably disappointed that the party failed to do so. Her course of action may depend on whether the characters are aware of her loyalties, but she may be prepared to form an alliance of convenience with the party in order to take Dragotha down. I could see the final encounter being Kyuss and Dragotha vs the party and Lashonna - until Dragotha falls, at which time Lashonna switches sides. Or, if the party is smart, they deal with Dragotha before the final encounter by luring him somewhere and destroying him, after which Lashonna perhaps retreats to the spire and is encountered as written. As to Zosiel's Circlet, assuming Dragotha is not destroyed before the final encounter, destroying the negative energy device under the city seems like a suitably important event that might justify releasing the circlet's full potential.There was no inherent connection between the circlet and Dragotha such that his death was the only thing that could power it. If you're concerned that the party can't deal with Dragotha without the Balakarde fragments, then perhaps his master (I can't remember his name as written; I called him Tenser in my game) followed in the party's wake into the Wormcrawl Fissure and collected the fragments. Or (more plausibly) as a final gift he provides the characters with some minor artefacts that will help against Dragotha - which are just re-skinned versions of the Balakarde fragments. The player's don't need to know that they missed something from the previous scenario.
Jam Falcon wrote: Ellizabella (Lizzy) has been an almost unstoppable force throughout the entire campaign, an artificer with defenses beyond most beings ability to bypass. Lashonna, knowing this, equipped herself and her three blessed angels with antimagic torcs (from Underdark). Despite her penchant for spellcasting, she realized that her best option was to disable all the items and engage in melee against a defenseless Lizzy. Along with a blessed angel and three vampires, Lashonna cornered Lizzy and her level was drained entire after a couple of rounds. Technically, a vampire can't level drain in an anti-magic field, as energy drain is a supernatural ability.
Character: Sharlto.
Character: Sloane.
Kobold Cleaver wrote:
...but then I tweaked it one last time. I changed the infestation as follows, with the new bit in bold. Worm (Ex) – infestation – 1 worm; save Fort DC 15; onset immediate; frequency 1/round; effect 1 damage until fail 3 saves (if DR reduces damage to 0 does not count as failed save), on 4th and subsequent failed save take 1d2 Int damage; each additional infestation increases save DC by +1 (make one save only for all infestations) and damage or Int damage by +1; target dies when Int damage equals current Int I found that it didn't really work trying to track multiple worms in a each target. One character had 1 worm the first round, 2 more the next; another character had 2 worms, then 1 more, then another one; trying to keep track of how many saves had been failed for each worm for each character, Aaargh! Instead it's just how many worms are burrowing into you, regardless of when it happened, (increase DC and damage by 1 for each worm after the first) and how many times have you failed to save. Its not quite as realistic - after the character starts taking Int damage for the worms, then a worms that burrows into his hand immediately contributes to the Int damage - but it's a massive head-ache saver.
Yeah, I noticed that too. I kept the banded mail and changed his description to... "This Grimlock’s body is a testament either to his madness or to his devotion. The symbol of Erythnul is carved into his shaved head, his teeth are filed to points, and preserved, cloudy, yellow eyes have been sewn into his eye sockets, granting him an unblinking and insane stare."
Kobold Cleaver wrote:
Sorry, are you suggesting making those changes to the 3rd edition Spawn, or to my version of the Spawn? It probably wouldn't make my version over powered: 59 hp, +11 attack, average of 20 damage, DC 16 save against fear and worms. And as the creature that inspired the whole damn adventure path, it should probably be on the tough side of its challenge rating. The Spawn of Kyuss was one of the first creatures I converted into Pathfinder when I started, so I spent a lot of time thinking about it and trying to make sure it was balanced. At this point I've converted creatures up to the Library of Last Resort, and now I just pump them out and don't sweat the details - I keep them in line with the Pathfinder monster creation guidelines and with what I feel is fair.
Steel_Wind wrote:
That's the main reason that I changed the infestation to be more like rot grubs; if you fail the initial Reflex save the worm burrows immediately. That way it's not susceptible to a instantaneous area attack (like burning hands) because you have no line-of-effect to the worm. Instead, you have to apply flame in the first round after infestation directly to the spot where the worm burrowed in.
Kobold Cleaver wrote: Ouch. Just tell the players that I tried. ;D So there were 5 Spawn of Kyuss - I played out the spread of the infection at Blackwall as others have suggested. And the characters annihilated them. It's a party of 5 characters (Alchemist, Inquisitor, Oracle, Ranger, Wizard) made with the 15-point buy, and they're pretty unstoppable. They took out Zyrxog without breaking a sweat - air-walking Inquisitor, flying Alchemist, everyone hasted, prayed, blessed, heroism, inspired by the Wizard's Bard cohort.
And this is probably the final version that I'll be running with in Encounter at Blackwall. The fear aura lasts longer (it's basically the Doom spell), Large targets are subject to the grab but don't get the grappled condition, I clarified how ongoing grappling exposes the target to more worms, and I added a Reflex save to shake off each worm. *************************************************************************** *********************
CR 5; Know religion DC 20; CE, medium, undead; Init +2; Senses darkvision 60ft, Perception +6; Aura fear; moderate chaos, moderate evil DEFENCE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Curative Transformation (Ex) – remove curse and remove disease (and similar effects) turn spawn into zombie on DC 16 caster level check Fear Aura (Su) – continuous 30ft-radius effect; DC 15 Will save or shaken for 6 minutes; save also immune to that spawn’s aura for 24 hours; mind-affecting fear effect Grab (Ex) - Large or smaller creature; Large creatures can be grabbed but don't gain the grappled condition; start grapple without provoking AoO; grapple check at -20 to not gain grappled condition Kyuss’ Gift (Su) – disease – slam; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d6 Con and 1d4 Wis (rotting flesh and dementia); cure 2 consecutive saves; healing magic only half effect on victim (remove disease works normally) Worm (Ex) – infestation – 1 worm; save Fort DC 15; onset immediate; frequency 1/round; effect 1 damage until fail 3 saves (if DR reduces damage to 0 does not count as failed save), on 4th and subsequent failed save take 1d2 Int damage; target dies when Int damage equals current Int
Rynjin wrote:
It very much depends on what you mean by "never intended within the rules". I don't want to put words in you mouth, but if you're saying that there is a rule that high-level NPC casters are never available to craft magic items - or that it is not intended that high-level NPC casters be available to craft magic items - then I would say that that is not in the Core book, nor in any of the supplements that I've read. Quote:
To my way of thinking, you have the elements backwards. We agree that the extract is not overpowered in setting A (minimum caster level) but it is overpowered in setting B (floating caster level) - even though the settings don't change the maths, as I pointed out before. I'd argue that it is not that setting B is broken, but rather that setting A prevents the broken extract from being overpowered. and that the reason the extract is broken is because it violates one of the core building principles of spells in Pathfinder and D&D generally - that the effect is proportionate to the level of the one who casts the spell. Instead it is proportionate to a factor extrinsic to the spell or the caster - the caster level of the potion. Also, off-hand, I cannot think of another spell that would be so wildly overpowered in a different setting (a setting that does not change the maths of the system). Quote: There's exactly ONE city in Golarion I know of that has even 18th level casters (Absalom). Everywhere else is significantly lower. Quote: The point still stands that you must find a 20th level Druid willing to deal with you, and if your game world has them running around everywhere that's a problem with the world, not the Extract. So - hypothetical question - if you were DM'ing a game set in Golarion, and the player of a 4th-level alchemist wanted to find a high-level druid and perform some quest for said druid in exchange for the crafting of the potion - and if they can't find a 20th-level caster they'll look for a 16th-level or 12th-level one - how would you handle it?
Ghost of Vhecker wrote:
I see you're doing your research for that email I sent you. See you at K's on Wednesday.
Quote: Where is he getting a CL 20 potion in the first place? Where do you find these level 20 casters at all, much less ones willing to make a potion for some random guy? In my own campaign, anything that isn't straight from the core book is not available for general purchase. A potion of more than minimum caster level must be crafted or quested for. But given the way the extract currently works, there is a lot of incentive for a player to want to track down a high level caster and perform some quest or task in exchange for said caster crafting the potion. Obviously, I can exercise DM fiat and declare that no 20th-level druid is willing or available to do so. But to do so is not what I'd considered the best form of DM-ing, and is a basic admission that - yes, the spell is broken, but I'm going to prevent players from exploiting it. And then the player says "fine, I'll find a 16th-level druid and get a +4 potion of Greater Magic Fang instead. No? What about a 12th-level druid?" Essentially, I shouldn't need extrinsic considerations (can the player acquire the right potion) to protect or justify an intrinsically broken extract. Why not just have a extract that isn't intrinsically broken? Think of it this way; ideally, the extract should be "not-broken" in all settings and campaigns. Suppose you're running a setting full of high level casters, many of whom craft items. Nothing about the setting changes how the numbers work. A 20th-level potion of Greater Magic Fang still costs 3000gp and is still an expendable item, and a low-level character having +5 magic attack/damage is still overpowered, regardless of the number of 20th-level druids there are wandering around. In such a setting, a 20th-level potion might be readily available for anyone with the cash. If the alchemist then breaks game balance with Alchemical Allocation, are we saying that it's the setting that's wrong rather than the extract? Quote: I don't think this issue is an issue at all with that in mind. No need to change how the extract works, especially not in a way that fundamentally changes its use. Might as well make a new extract in that case. I don't agree that it fundamentally changes its use. The main effect of either version of the extract is that it allows you to reuse an expendable item. The original version allows the use of an expendable item of any caster level. The amended version allows the use of an expendable item but fixes the caster level at the alchemist's own level.
This issue is about to rear its head in a campaign I'm running, so I thought i'd see what people think. Here is Alchemical Allocation: ALCHEMICAL ALLOCATION
As has been pointed out elsewhere, the spell allows an alchemist with natural attacks, for the one-time expenditure of 3000gp, to get the benefit of Greater Magic Fang at caster level 20 every day, regardless of his or her own level. If the alchemist burns three 2nd-level extracts each morning, he or she gets +5 attack and damage on bite and 2 claws for the next 20 hours. The spell basically breaks the guideline that the power/effect of a spell (extract) is based on the caster level of the person casting the spell. In effect, you have a 2nd level spell with a 3000gp focus that grants +5 attack/damage for 20 hours. Of course it's worse than that because, for example, the same spell with a 900gp focus can give you a +5 deflection bonus to AC for 18 minutes (shield of faith), or with an 1100gp focus can give you 30 points of fire resistance (resist energy). The action economy - you have to cast the spell, draw the potion, quaff the potion, stow the potion - does mitigate the effect, but only in combat. In most cases any spell with a duration of minutes per level is cast before combat begins. And Greater Magic Fang was probably cast before the alchemist had breakfast that morning. The correction I'm considering is simply that, when quaffed, the caster level of the potion's effect is equal to the alchemist's level. The effect of the spell on Elixirs doesn't change, as Elixirs are not level based. This would mean that the main benefit of the spell is that, with the one-time purchase of a potion, the alchemist can, in effect, cast spells that he or she wouldn't otherwise be able to cast. The effect of the potion would scale with the alchemist's level, and the alchemist would only need to acquire potions of the minimum caster level. With this change, the alchemist can still quaff that potion of Greater Magic Fang (price 750gp) three times a day, but won't get the benefit of +5 attack/damage until he or she reaches 20th level - no-one else does, so I don't see why the alchemist should. This change does mimic to some extent the alchemist Discovery Enhance Potion. I don't feel that the change I'm suggesting makes Enhance Potion redundant. If you want to use your extracts on something other then Alchemical Allocation then you still have your uses of Enhance Potion to improve those 1st-level cure light wound potions. Of course, a discovery like Extend Potion will synergise better with Alchemical Allocation, but then again it always has. And, just to be clear, I wrote above that "the caster level of the potion's effect is equal to the alchemist's level" to show that the caster level of the potion itself doesn't change. A 1st-level potion remains a 1st-level potion after it is spat out.
blahpers wrote: I wouldn't consider mud "water or similar liquid", so it would not be a valid target. Another GM might allow raising or lowering the water table. I suppose the way I see it, the area is described as "water in a volume of blah blah blah". It doesn't say that the area of the spell can't contain other things (in the case of mud, it contains silt), but that the spell only affects the water in the area. In effect, you're not casting the spell on the mud; you're casting it on the water (which is mixed up with silt), which is why the spell drives away the water and leaves the silt behind.
Ipslore the Red wrote:
Good point about transmutation vs conjuration, which I hadn't considered. That basically answers my questions regarding casting Control water on Create Water (as you've outlined) or on ground water: if the DM allowed you to use Control Water in that way you could raise or lower the ground water available in the area of effect, which typically wouldn't be much - you'd end up with a few puddles on the surface.
So here is Control Water:
Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures. Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land. With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.
What would be the effect of casting Control Water on 10-foot deep mud? The spell description states the effect of the spell on water, but doesn't say much about the initial required state or condition of the water. Does it include mud? Ground water? The description does include the ambiguous phrase "water or similar liquid". What constitutes a "similar liquid"? Similar consistency, perhaps? Suppose you cast Control Water on a room that's 10 feet deep in mud. A 7th-level caster can lower the water by 14 feet. If the mud is 10 feet deep, then you'd drive the water out, leaving (perhaps) 5 feet of silt behind. Alternately, if you raised the water by 14 feet, would you end up with 19 feet of muddy water (if you assume 5 feet of water plus 14 feet more, diluted by 5 feet of silt)? Of course, if ground water is a legitimate target for the spell, then a caster would be able to create a massive flood on any open ground. A 7th-level caster would be able to raise a mass of water 70' by 70' by 14' (about half a million gallons) from any patch of moist earth - which is pretty much anywhere that isn't a desert. As stated, their doesn't seem to be a minimum amount of water required to cast upon. Using Create Water, could you create a thin film of water across a stone floor, then use Control Water to add, in the case of our 7th-level caster, another 14 feet of depth? My own inclination is that it's reasonable to use Control Water on mud - to convert it either to silt by lowering the water or to muddy water by raising the water. It's the sort of situation where inventive use of a spell outside of its normal application could reward a clever caster. I'd probably draw the line at raising ground water, or a film of Created Water. Thanks for any input or suggestions.
I swapped the lurking strangler for a vargouille. The lurking strangler is a beholder-crafted creature - how did the Faceless One come to acquire it? It is of near animal intelligence, which doesn't make it a plausible scout. Also it needs to eat, and the nearby food fountain is covered with brown mold. Depending on how long the party takes to reach it, it may have been down there for many days. The vargouille is the same CR (2), is an independent creature (so it's more reasonable that it has allied with the Faceless One), is moderately intelligent and, as an outsider, doesn't need to eat - it can wait down there indefinitely.
So having kicked it around a bit, streamlined it and incorporated the infestation rules, I figured that, rather than lowering the CR to match the stats, I'd bring the stats up to CR 5. I also lessened the fear effect from panicked to shaken. But mainly, I felt that the only thing scarier than a Spawn of Kyuss was a Spawn of Kyuss that gives you a big wormy hug! Also, they don't speak common; they speak Flan. You figure that if you've had your brain eaten away, then it's the worms - passed on from one spawn to the next down the centuries in an unbroken chain from Kyuss himself - that are providing the linguistic ability. SPAWN OF KYUSS (v2.0) CR 5; Know religion DC 20; CE, medium, undead; Init +1; Senses darkvision 60ft, Perception +6; Aura fear; moderate chaos, moderate evil DEFENCE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Curative Transformation (Ex) – remove curse and remove disease (and similar effects) turn spawn into zombie on DC 16 caster level check Fear Aura (Su) – continuous 30ft-radius effect; DC 15 Will save or shaken for 1d6 rounds; save renders target also immune to that spawn’s aura for 24 hours; mind-affecting fear effect Grab (Ex) - Large or smaller creature; start grapple without provoking AoO; grapple check at -20 to not gain grappled condition Kyuss’ Gift (Su) – disease – slam; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d6 Con and 1d4 Wis (rotting flesh and dementia); cure 2 consecutive saves; while suffering Kyuss' gift all healing magic has only half normal effect on the victim (remove disease works normally) Worm (Ex) - living creatures only; infestation; save Fort DC 15; onset immediate; frequency 1/round; effect 1d3 damage until fail 3 saves (if DR reduces damage to 0 does not count as failed save for that round), then 1d2 Int damage; target dies when Int damage equals current Int
Kobold Cleaver wrote: I think the worms are such a terrifying threat (even if you're prepared) that they justify the CR 5. All mummies have is a little decay, but those worms can chew you up in ten seconds flat. There's not even any saving throw. Heck, if you don't get the cleric over in time, or he's outta remove disease, that's all she wrote. True there is no save and, if the infestation passes a certain point, you're screwed if you don't have the right spells available. But if none of the characters are using natural attacks, a single spawn can transfer, at best, a single worm to one target each round. The worm is completely vulnerable for a full round before it starts burrowing - plenty of time for a member of the party to neutralise it. Even once it starts burrowing, there are at least 2 rounds during which multiple characters can make Heal checks to attempt to neutralise it.My impression of Pathfinder as compared to 3rd edition is that they attempted to move away from "glass cannons": giving creatures a devastating attack, making them otherwise weak and then estimating CR somewhere between the two. The Mind Flayer, which I had to re-write for AoW, is a good example - a devastating Mind Blast that takes half the party out in the first round, but with incredibly low defences and hp for a CR 8 creature. With that ethos in mind, I rewrote the spawn to grant characters more options in dealing with the worm attack while at the same time beefing up the spawn overall.
In the Core Rulebook; "Environment" chapter; "Traps" section; "Sample Traps" sub-section: LIGHTNING BOLT GALLERY TRAP CR 17
The calculation doesn't seem to bear this trap out as CR 17. Average damage: 28
Option 1: 28 x 2 x 3.5 = 196; CR modifier 20 (196/10 rounded to nearest); final CR 20 +1 (base) = 21
So possibly the CR of the trap is incorrect. Also, which is the correct method of calculating average damage when applying both the multiple target and average duration modifiers?
In the Core Rulebook; "Environment" chapter; "Traps" section; "Elements of a Trap" sub-section; "Effect" sub-sub-section: Magic Device Traps: These traps produce the effects of any spells included in their construction, as described in the appropriate entries. If the spell in a magic device trap allows a saving throw, its save DC is (10 + spell level) × 1.5. Some spells make attack rolls instead. The save DC should be 10 + (spell level x 1.5). All the example magical traps given have a save DC consistent with 10 + (spell level x 1.5).
I'd already posted this under "houserules" - I didn't realise that this message board was here. Just hoping for some feedback. I'm converting Age of Worms to Pathfinder. Looking at the basic Spawn of Kyuss, I felt that they clearly were not CR 5, even with a fear aura, fast healing and their worm attack. Comparing Spawn to a Mummy, also CR 5, they seem woefully under-powered (AC 20 vs 11, hp 60 vs 30, DR 5/- vs fast healing 5, fear aura vs fear aura). I lowered the Spawn of Kyuss' CR to 4 and upped their AC to 15 (+1 Dex, +4 natural) to make them a slightly more reasonable challenge. But since I had made them relatively tougher, I also wanted to outline some more detailed options for dealing with their worm attack. So here is the stat block I came up with. *************************************************************************** ********************* SPAWN OF KYUSS
DEFENCE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Curative Transformation (Ex) – remove curse and remove disease (and similar effects) turn spawn into zombie on DC 14 caster level check Fear Aura (Su) – continuous 40ft-radius effect; as fear spell (panicked); Will DC 14 negates; save also renders you immune to aura for 24 hours; CL 7th Kyuss’ Gift (Su) – disease – slam; save Fort DC 14; onset 1 day; frequency 1/day; effect 1d6 Con and 1d4 Wis (rotting flesh and dementia); cure 2 consecutive saves; healing magic has only half effect on victim (remove disease works normally) Worm (Ex) - worm (fine vermin, AC 10, 1 hp, leap 10ft, killed by touch of silver); on spawn’s next turn worm burrows into target (if target has +5 natural armour they are immune); before burrowing they may be killed normally; cause 1 hp damage/round for 1d4+1 rounds to reach brain; then inflict 1d2 Intelligence damage per round until victim dies at 0 intelligence; natural attacks and unarmed strikes expose attacker to 1d4 worms
*************************************************************************** ********************* So I may have gone a bit overboard on the details, but I liked the idea of the players getting masterwork silver scalpels specially made. Also, as they play such a significant part of the whole adventure path, I thought they should be fairly detailed. Anyway so what do people think? Should Spawn of Kyuss be CR 5 or 4? Have I made it overpowered? And have I gone a bit nuts on the whole surgery thing?
Just hoping for some feedback. I'm converting Age of Worms to Pathfinder. Looking at the basic Spawn of Kyuss, I felt that they clearly were not CR 5, even with a fear aura, fast healing and their worm attack. Comparing Spawn to a Mummy, also CR 5, they seem woefully under-powered (AC 20 vs 11, hp 60 vs 30, DR 5/- vs fast healing 5, fear aura vs fear aura). I lowered the Spawn of Kyuss' CR to 4 and upped their AC to 15 (+1 Dex, +4 natural) to make them a slightly more reasonable challenge. But since I had made them relatively tougher, I also wanted to outline some more detailed options for dealing with their worm attack. So here is the stat block I came up with. *************************************************************************** ********************* SPAWN OF KYUSS
DEFENCE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Curative Transformation (Ex) – remove curse and remove disease (and similar effects) turn spawn into zombie on DC 14 caster level check Fear Aura (Su) – continuous 40ft-radius effect; as fear spell (panicked); Will DC 14 negates; save also renders you immune to aura for 24 hours; CL 7th Kyuss’ Gift (Su) – disease – slam; save Fort DC 14; onset 1 day; frequency 1/day; effect 1d6 Con and 1d4 Wis (rotting flesh and dementia); cure 2 consecutive saves; healing magic has only half effect on victim (remove disease works normally) Worm (Ex) - worm (fine vermin, AC 10, 1 hp, leap 10ft, killed by touch of silver); on spawn’s next turn worm burrows into target (if target has +5 natural armour they are immune); before burrowing they may be killed normally; cause 1 hp damage/round for 1d4+1 rounds to reach brain; then inflict 1d2 Intelligence damage per round until victim dies at 0 intelligence; natural attacks and unarmed strikes expose attacker to 1d4 worms
*************************************************************************** ********************* So I may have gone a bit overboard on the details, but I liked the idea of the players getting masterwork silver scalpels specially made. Also, as they play such a significant part of the whole adventure path, I thought they should be fairly detailed. Anyway so what do people think? Should Spawn of Kyuss be CR 5 or 4? Have I made it overpowered? And have I gone a bit nuts on the whole surgery thing?
The rules for the Whirlwind ability in the Universal Monster Rules concur with Bestiary 1, but differ from Bestiary 2 and 3. Bestiary 2 and 3 omit the line "Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air." Has the Whirlwind ability reverted back to its original form or does the PRD need to be updated in line with Bestiary 2 and 3? |