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this is invaluable thanks

my group is roughly 20th level and sp I will use your symbol idea and any others to make it more difficult.

My party has a lot of firepower and I need to slow them down. i am thinking two symbols maybe

so how did your guys end it? Did they win?

Kalshane wrote:

Lamia Hungerer

Huge monstrosity, chaotic evil
Armor Class. 19 (natural armor)
Initiative. +1
Hit Points. 264 (23d12 + 115)
Speed. 10, fly 60 (hover)
Abilities. Str 30 (+10), Dex 13 (+1), Con 20 (+5), Int 13 (+1), Wis 18 (+4), Cha 19 (+4)
Saving Throws. Constitution +10, Charisma +9
Skills. Athletics +15, Insight +14, Intimidation +14, Perception +9, Stealth +6
Damage Resistances. electricity, fire, bludgeoning, slashing and piercing damage from non-magical weapons
Damage Immunities. acid, poison
Condition Immunities. poisoned
Senses. darkvision 90ft
Languages. Abyssal, Common, Giant, Thassilonian

Traits.
Stench: Any creature that starts its turn within 30 ft. of the lamia hungerer must succeed on a DC 18 Constitution saving throw or be Poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the lamia hungerer's Stench for 24 hours.

Vile Spew: Whenever a hungerer takes damage, the resulting wound spews a great gout of vile blood and acid. Any creature within 5ft of a hungerer when it is wounded takes 2d6 points of acid damage. A DC 18 Dexterity saving throw negates this damage.

Actions.

Multiattack. The hungerer takes one bite and two claw attacks.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) peircing damage plus 2d6 acid. If a creature is brought to 0 hit points by this attack it is instantly slain as the hungerer decapitates it, bites it in half or otherwise inflicts a devastating wound.

Claw. +15 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage


Kalshane wrote:

Yeah, they should be Gargantuan. I didn't have a size on my notes, so I just mirrored the Emperyal and other giants when writing this up, but checking the token I used in the VTT, I had them be gargantuan.

30 is the max for any ability score in 5E, so that's strong as strong can be.

I will say, my PCs really hated the the Rune Flare/Spark Shower combo. Also, the knock back effect on their attack can be really scary in certain terrain (like the Eye of Avarice.)

if you do find big K was wondering if you have anything on his minions

like most high Cleopatra
Kalib
and vorian

thanks

converting is not to bad after that


still wondering what big k would look like in 5e. i have printed out your rune giants. they are perfect

vecnalives wrote:
Kalshane wrote:

Yeah, they should be Gargantuan. I didn't have a size on my notes, so I just mirrored the Emperyal and other giants when writing this up, but checking the token I used in the VTT, I had them be gargantuan.

30 is the max for any ability score in 5E, so that's strong as strong can be.

I will say, my PCs really hated the the Rune Flare/Spark Shower combo. Also, the knock back effect on their attack can be really scary in certain terrain (like the Eye of Avarice.)

would really appreciate seeing the complete write up of big K


Kalshane wrote:

Yeah, they should be Gargantuan. I didn't have a size on my notes, so I just mirrored the Emperyal and other giants when writing this up, but checking the token I used in the VTT, I had them be gargantuan.

30 is the max for any ability score in 5E, so that's strong as strong can be.

I will say, my PCs really hated the the Rune Flare/Spark Shower combo. Also, the knock back effect on their attack can be really scary in certain terrain (like the Eye of Avarice.)

would really appreciate seeing the complete write up of big K


Kalshane wrote:

Looks like my Rune Giants were as follows:

Rune Giant
Lawful Evil Huge Giant
Armor Class: 20 (Plate)
Hit Points: 300
Speed: 50ft
STR 30 DEX 13 CON 22 INT 14 WIS 21 CHA 18
Saving Throws: Str +15, Con +11, Wis +10, Cha +9
Skills: Athletics +15, History +7, Perception +10
Damage Immunities: Cold, Fire, Lightning
Senses: True Sight 120', Darkvision 60', Passive Perception 20

ACTIONS

Multi-Attack: The Rune Giant attacks twice with his Magic Greatsword or uses Rune Flare followed by Spark Shower

Magic Greatsword. Melee Weapon Attack: +15 to hit, reach 10 ft.,one target, Hit: 31 (6d6+10) slashing damage. If the target is a creature, it must succeed on a DC 18 Strength Save or be knocked back 10 ft and prone.

Javelin. Thrown Weapon Attack: +15 to hit, range 60/240 ft., one target, Hit: 36 (4d12+10) piercing damage.

Rune Flare. The runes adorning the giant's body flare with brilliant light. Any creature within 10 ft must make a successful DC 17 Constitution saving throw or be blinded until the end of the rune giant's next turn.

Spark Shower (Recharge 5-6). The rune giant unleashes a torrent of sparks in a 30' cone. Each creature within the cone must make a DC 17 Dexterity saving throw, taking 35 (10d6) fire and 35 (10d6) lightning damage on a failed save or half as much damage on a successful one

Enslave Giant. The rune giant can impress his will on one giant he can see within 60 ft. The target must make a successful DC 21 Wisdom save or become Charmed as per Dominate Monster. The rune giant can choose to end the effect as a bonus action, otherwise it remains in effect until the rune giant is slain or rendered unconscious. A creature that has successfully saved against this effect is immune to further attempts by this rune giant for 24 hours.

amazing

well if you find a write up of big K please post it

what you have so far is great

are not runegiants gargantuan...if so are they not stronger?


could you provide a write up of your 5e karzoug please as I am doing the same thing.

if you have 5e stats for the rune giant , etc that would be awesome


Im also playing rotrl in 5e

could you share any notes on how your converting it?


I have DMed for 32 years and I totally agree.

we dont expect you to wear heavy armor or start doing pushups that your PC should be capable of doing. So why does a GM resort to this involuntary sense of expecting you to act out a high wisdom or intelligence.

a 3pp came out many years that fixed the problem in an absolutely amazing way it's called skill focus talk

It is a mixture of acting advantages that are granted to the player to help play a high social ability that clearly he might not portray in real life. (he might be shy around the table. It does not always rely on dice rolling to get by social combat but it has elements of that in it. Very simplistic system that has many theatre elements built in!

ie using bluff to retract a statement that you said to an NPC/GM

Ie. Having a time out to ask the players for the perfect response by your bard, etc. Clearly more heads are better than one; attempts to simulate a better high intelligence.

Ie using sense motive to anticipate a reaction that the player clearly might not expect (kinda forcing the DMs hand but in a good way for someone with +20 check) but what your Bard/ranger would definitly sense. This really add so much depth to the four major skills it feels as dynamic as combat is.

I think the best thing to do is just check out the book.

I own almost every 3pp product for every social combat out there. 4e, social combat cards,debate combat system, warhammer interaction combat, spycraft seduce interaction cards, etc,

Nothing has been more effective than skill focus talk. PERIOD!

Damon Griffin wrote:

Some members of our group are unhappy with the way social interaction is handled mechanically. Where combat is generally a whole series of steps with back and forth before arriving at an eventual conclusion to the “conflict”, diplomacy/bluff/intimidate is generally a single opposed roll.

If social skills are really going to be about coercion – at least of NPCs – then there ought to be a more involved system than the equivalent of “I roll my attack. If the target to defend, it dies.” We do make an effort to roleplay the situations, we don't just roll dice, but ultimately the resolution comes down to a single die roll.

What we'd like is something more like a haggling system, where the "back and forth" could be better modeled, especially for players who don't have the same social skills as their PCs are supposed to.

One of our group members has an annoying tendency, when he GMs, to run NPCs that will smile and say nothing when captured and questioned, no matter what we do. When it came around to his turn to GM again, I decided to optimize my character for social interaction to counter this. At 9th level, my aasimar cleric has +24 to Intimidate and close to that in Diplomacy and Sense Motive. Few NPCs are built to withstand that, so either she gets her way in almost every interaction, or the GM decides not to allow a skill check. This isn't really satisfactory for anyone.
** spoiler omitted **

Anyone know of any 3pp systems we might take a look at? I haven't seen Paizo's Social Combat cards, except for the two sample images, but my impression is that you play cards to affect the final result, not necessarily that it...


Pop'N'Fresh wrote:
Those are pretty nice, thanks!

any chance anyone has done the maps for the champions belt for the age of worms?

care to share?