psionichamster |
So I'm running a one-off adventure this weekend, for 18th level 3.5ed "anything goes" characters.
My players are pretty good optimizers, so I'm not really worried about how well they'll do against my metroids, space pirates, Ridley, Kraid, and etc...
The problem herein: What to do with Samus.
Obviously, if I'm running a Metroid Prime based game, I can't simply ignore her. I don't want to kill her off, or have her be a prisoner, either, so that left me with "NPC Participant"
Basically, they'll encounter her about halfway through the adventure, right as they fight a big old Metroid for the first time.
So....how to stat her out.
Basics: CR 18, needs to stay humanoid in general, Medium, and not break the WBL guidelines. Also: no flight, no wielded melee weapons, and definite use of the Power Beam, preferably with Ice, Plasma, and Missile fire as well.
So far, I'm thinking a specialized Warlock, bumping the HD to d8/d10, Full BAB, good Ref & Fort Saves, 2+int skills (with ranger-style list), and thats about it.
Suit garners life support (nonfunctional in the adventure til the end..thus why she's still here), increased jumping, wicked AC/DR, extra sensory stuff (darkvision/thermal vision for sure... possibly a variant "detect Phazon" mode), and the Blaster itself.
For the Blaster, I was thinking of just porting over the Warlock's Eldritch Blast (9d6/attack, standard action, range 200') or possibly as a Large Longbow, allowing for the rapid-fire lower individual damage attack. Perhaps a combination of the 2, where rapid fire allows for individual targeting and suppressive fire, and "super beam" delivers one big punch after some charge time.
Ice Beam, Missiles, and the Grapple Beam I plan on having stashed around the adventure area, just ready to be picked up. Each of them can be used individually by non-Samus PC's, but can be integrated into her armor for optimum usage.
The only other thing would be Energy Tanks...I was figuring they'd be like a "Contingent Heal" or "Healing Pact" type effect. Hit 0 HP, they kick off, delivering some amount of HP to the imbiber.
So, any thoughts? Problems or issues with the above?
I have 4e stats for Space Pirates, Metroids, and the bosses, would LOVE if someone had already made up 3.5 or PF style baddies, otherwise I'll be reverse engineering those 4e critters by hand.
-t
Mikaze |
Don't forget that this setting has ghosts that you have to switch to X-Ray vision to see!
(except in the cases where you don't have to switch to X-Ray vision, like in Super Metroid)
It's an odd series really. Sometimes it dabbles in alien gothic horror. Desolate planetscapes constantly wracked by storms, a crashed derelict spacecraft nearby...
Orthos |
My guess would be warforged. Or a humanoid with Mechwalker (Dragonmech) or Power Armor Proficiency (Dragon Star).
Have to be the latter. She's very much human under the armor.
I'd like to see (and possibly borrow) those stats if you don't mind posting them when you're done. :D
I like the Warlock conversion, especially the option to choose between "charge for single high-damage attack or get iterative attacks at lesser damage each". You'll need to give baddies a decent Touch AC or she'll cream them though - and while your average Space Pirate may have Touch 12 or so not everything will be so easy to blast (example: Ridley. Load on the Dodge AC!!).
Missiles are trickier. Any plans on how you want to do those? I'm drawing a blank.
Armor grants AC, DR, and possibly Fortification if you can afford it; other "armor pieces" (head, arms, hands, belt, feet, neck, ring slots) provide the other "effects" of the power armor, such as energy resistance and such. Probably the best way to do it in 3.5/PF at least that I'm aware of.
Mikaze |
Twin Agate Dragons wrote:My guess would be warforged. Or a humanoid with Mechwalker (Dragonmech) or Power Armor Proficiency (Dragon Star).Missiles are trickier. Any plans on how you want to do those? I'm drawing a blank.
Make blasters and unlimited resource, missiles limited but replenishable.
Missiles may or may not do splash damage. They definitely punch through DR.
Missiles may have double or more effectiveness against things with certain physical make-ups, such as crystaline objects or objects that have been frozen(which leads to the old ice beam + missile followup method of killing Metroids).
psionichamster |
Orthos wrote:Twin Agate Dragons wrote:My guess would be warforged. Or a humanoid with Mechwalker (Dragonmech) or Power Armor Proficiency (Dragon Star).Missiles are trickier. Any plans on how you want to do those? I'm drawing a blank.
Make blasters and unlimited resource, missiles limited but replenishable.
Missiles may or may not do splash damage. They definitely punch through DR.
Missiles may have double or more effectiveness against things with certain physical make-ups, such as crystaline objects or objects that have been frozen(which leads to the old ice beam + missile followup method of killing Metroids).
Pretty much like this...
Was thinking like so: Once/Turn as a free action, can change "Beam Type" on the Blaster...Default is regular old "Power Beam". Plasma changes energy type to fire, lights things on fire (Ref Save), Ice changes to Cold, has chance to Slow enemies (Fort Save), Missiles do Piercing/Slashing Damage in an area, definitely only 1 shot/round with the missiles.
While I would love to really hammer out all the parts/components for this character, I am trying to keep her "simple" enough to just slot her into the 3-person team I'm expecting on Sunday.
I should be able to post preliminary stats soon.
-t
psionichamster |
So, here's the rough and ready version. Suggestions/ critiques greatly appreciated.
Human Custom “Warlock” 18
Init +6
Senses: Spot +21, Listen +21, Darkvision 60'
Resistances: Fire, Cold, Electricity 20
DR: 10/ Byeshk
HP: 18d8+90 (183 HP)
AC: 37 Touch: 19 FF: 21 (15 Arm, 3 Shield, 3 Def, 1 Dodge, 5 Dex)
Saves: Fort +19, Ref +20, Will +9
Attack: Blaster +20 Touch 10d6+20
Rapid Shot +18/+18/+13/+8 Touch 2d6 +7
Many Shot +16 Touch 3 x 2d6+7
BAB/Grapple: 13/8/3 // Grapple +21 (+23 with beam)
Abilities: Str 22, Dex 22, Con 20, Int 14, Wis 10, Cha 8
Feats: Point Blank Shot, Powered Armor Proficiency, Precise Shot, Rapid Shot, Dodge, Mobility, Shot on the Run, Manyshot
Skills: Balance +27, Climb +16, Decipher Script(B) +23, Hide +16, Jump(B) +57, Listen +21, Move Silently +17, Search (B) +23, Spot +21, Survival +10
Suit Powers: +6 Str/Dex/Con, Necklace of Adaptation, +30 Jump (no penalty for standing still), +20' speed, AC: 15 arm, 3 Def, 3 Shield, DR 10/Byeshk, Resist Cold/Fire/Elec 20, Darkvision 60', Bonus Skills: Decipher Script (full round scan), Jump +30, Search (full round scan)
Ice Beam=Cold Damage, Fort Save DC 25 or Slow for 1rd
Plasma Beam = Fire Damage, Ref Save DC 25 or lit on fire 1rd
Missiles = Piercing/Slashing in 10' Radius 10d6+30, Ref Save DC 25 for Half
Grapple Beam = 15' reach, Entangled on touch, Grapple check to pull in. Opposed Grapple / Escape Artist DC 25 to get out.
Monsters to follow, hopefully by Fri at the latest.
-t
Orthos |
Ouch, 8 Cha? I honestly don't see Samus as uncharismatic. (And mechanically, it would hamstring the saving throws on her Warlock abilities, unless you're rewriting those to be based off another stat... troublesome with the Fort save one would assume comes along with the Ice Beam and similar effects.)
I also don't see her as obscenely strong, either... nearly all her attacks are at range, and she does very little heavy lifting; what she does (and the weight of the armor itself) is likely handled by enhancement bonuses on her armor/equipment. She does do a whole lot of pushing and dragging, but you don't need to be super-strong to do that, your Push and Drag numbers are significantly higher than your Carry capacity.
Suggested solution: Move a chunk of her points in STR to CHA, and add +STR enhancement bonus to one of her armor pieces to compensate... or perhaps also change the current +STR bonus to a +CHA bonus instead.
Also, I'm curious what her armor is classified as, since it doesn't appear to be impairing her dex any yet gives a +15 armor bonus which usually takes Full Plate to manage. I assume it's custom but just curious. :)
psionichamster |
.Good point on swapping str and cha.
I may actually put 15 into con, with cha coming in 4th instead of 6th.
Yeah, armor was based on full plate +5 with max dex of 5 and no acp.
Kinda op for regular use, but it works here.
Warlock was the base, but I basically eyeballed the powers and reimagined them around her Prime incarnation.
Does she seem too overpowering? As an npc I don't want her to outshine the PC's. Like I said, they're good Optimizers, and have all the 3.5 books to run through.
BTW, I was basing the saves off dex.
-t
donato Contributor |
I also don't see her as obscenely strong, either... nearly all her attacks are at range, and she does very little heavy lifting; what she does (and the weight of the armor itself) is likely handled by enhancement bonuses on her armor/equipment. She does do a whole lot of pushing and dragging, but you don't need to be super-strong to do that, your Push and Drag numbers are significantly higher than your Carry capacity.
Actually, to the best of my knowledge, Samus is strong as heck:
Samus Aran is a Human. She is 6 feet 3 inches tall and weighs 198 pounds.
I'm sure we all know what Samus looks like. She in no way looks as if though she has excess pounds, so I assume that's mostly muscle. You'd have to be pretty strong to be 198 pounds of muscle, if you ask me.
Mikaze |
Quote:Samus Aran is a Human. She is 6 feet 3 inches tall and weighs 198 pounds.I'm sure we all know what Samus looks like. She in no way looks as if though she has excess pounds, so I assume that's mostly muscle. You'd have to be pretty strong to be 198 pounds of muscle, if you ask me.
She used to sport a six-pack before that damn redesign came along. :(
(NOTE: the 6'3", 198 lbs thing came from one of the strat guides put out by Nintendo of America. The internets have raged back and forth over the canonicity of those measurements for years. Personally I'd run with them, because, you know, space amazon.)
Orthos |
Orthos wrote:I also don't see her as obscenely strong, either... nearly all her attacks are at range, and she does very little heavy lifting; what she does (and the weight of the armor itself) is likely handled by enhancement bonuses on her armor/equipment. She does do a whole lot of pushing and dragging, but you don't need to be super-strong to do that, your Push and Drag numbers are significantly higher than your Carry capacity.Actually, to the best of my knowledge, Samus is strong as heck:
Quote:Samus Aran is a Human. She is 6 feet 3 inches tall and weighs 198 pounds.I'm sure we all know what Samus looks like. She in no way looks as if though she has excess pounds, so I assume that's mostly muscle. You'd have to be pretty strong to be 198 pounds of muscle, if you ask me.
At those stats, yes she would be exceptionally strong. I wasn't aware she was that tall and heavy though. That certainly does make a difference.
Good catch.
Jandrem |
So I'm running a one-off adventure this weekend, for 18th level 3.5ed "anything goes" characters.
My players are pretty good optimizers, so I'm not really worried about how well they'll do against my metroids, space pirates, Ridley, Kraid, and etc...
The problem herein: What to do with Samus.
Obviously, if I'm running a Metroid Prime based game, I can't simply ignore her. I don't want to kill her off, or have her be a prisoner, either, so that left me with "NPC Participant"
Basically, they'll encounter her about halfway through the adventure, right as they fight a big old Metroid for the first time.
So....how to stat her out.
Basics: CR 18, needs to stay humanoid in general, Medium, and not break the WBL guidelines. Also: no flight, no wielded melee weapons, and definite use of the Power Beam, preferably with Ice, Plasma, and Missile fire as well.
So far, I'm thinking a specialized Warlock, bumping the HD to d8/d10, Full BAB, good Ref & Fort Saves, 2+int skills (with ranger-style list), and thats about it.
Suit garners life support (nonfunctional in the adventure til the end..thus why she's still here), increased jumping, wicked AC/DR, extra sensory stuff (darkvision/thermal vision for sure... possibly a variant "detect Phazon" mode), and the Blaster itself.
For the Blaster, I was thinking of just porting over the Warlock's Eldritch Blast (9d6/attack, standard action, range 200') or possibly as a Large Longbow, allowing for the rapid-fire lower individual damage attack. Perhaps a combination of the 2, where rapid fire allows for individual targeting and suppressive fire, and "super beam" delivers one big punch after some charge time.
Ice Beam, Missiles, and the Grapple Beam I plan on having stashed around the adventure area, just ready to be picked up. Each of them can be used individually by non-Samus PC's, but can be integrated into her armor for optimum usage.
The only other thing would be Energy Tanks...I was figuring they'd be like a "Contingent Heal" or "Healing Pact" type...
I really dig your idea for the game, but personally I'd leave Samus out of it. She's a badass character, to be sure, but you are treading real close to the "DMPC from HELL" territory. The players should be the focus of the action.
In the Metroid stories, there's lots of room for Space Pirate attacks and Metroid ecology outside of when Samus is ever immediately present. You could even have the players find her incapacitated in the last fight, maybe whatever you are using for a "last boss" has her captured. Maybe the players are sent there to save her in the first place?
ghettowedge |
I really dig your idea for the game, but personally I'd leave Samus out of it. She's a badass character, to be sure, but you are treading real close to the "DMPC from HELL" territory. The players should be the focus of the action.
In the Metroid stories, there's lots of room for Space Pirate attacks and Metroid ecology outside of when Samus is ever immediately present. You could even have the players find her incapacitated in the last fight, maybe whatever you are using for a "last boss" has her captured. Maybe the players are sent there to save her in the first place?
+1
psionichamster |
Hmm...there is that...
The only issue I see is that the party will be much smaller than we're used to (only 3 players and myself, rather than the 5 + DM we usually have)
I was intending for Samus to be a sort of "font of info" and extra gun in action, rather than a sledgehammer to crack every encounter.
I just don't see them succeeding at taking out the legitimate cr 18-20 threats without some extra oomph.
Maybe it'll become more clear when I finish up the critters' stats.
Jandrem |
Hmm...there is that...
The only issue I see is that the party will be much smaller than we're used to (only 3 players and myself, rather than the 5 + DM we usually have)
I was intending for Samus to be a sort of "font of info" and extra gun in action, rather than a sledgehammer to crack every encounter.
I just don't see them succeeding at taking out the legitimate cr 18-20 threats without some extra oomph.
Maybe it'll become more clear when I finish up the critters' stats.
I see your point, and I agree a smaller party might need some extra guns, but it might be best to use npc, possibly other bounty hunters in armor similar to hers. Samus is such a central character, as soon as the PCs see her arrive, they're gonna feel like they're playing second fiddle, even if she only contributes very little. If they are doing all the actiony stuff, they're going to think less of her, since they all know what an intergalactic badass she is.
I say this because I had a very similar situation in a Star Wars game I ran. I included some known characters from the stories and the players almost instinctively faded into the background. They knew how tough the known characters were and figured those characters were supposed to be kicking butt, even when I nudged the players along. When I tried this again later, and put the well-known characters at risk, putting the spotlight on the PCs to save the day, I got MUCH better results. Maybe they happen upon Samus fighting some Pirates and she gets injured, maybe captured.
I hope this makes sense, I'm not trying to shoot you down. Just be careful of how you manage DMPC's.
psionichamster |
Good points on the "known character" issue. I'm not really sold on Shamus being necessary...they will need some extra actions, but any old dude in power armor can do that.
I even have a "Brotherhood of Steel" complete with power armor wearing dudes in my Eberron past campaign. (They helped fend off a covenant attack that time)
They will definitely encounter her at some point, but probably towards the end, most likely grabbed by Ridley and dragged off to the mother brain.
Non-Samus space marine it is
BTW, space pirates are mostly done...should be posted after work.
Turin the Mad |
Good points on the "known character" issue. I'm not really sold on Shamus being necessary...they will need some extra actions, but any old dude in power armor can do that.
I even have a "Brotherhood of Steel" complete with power armor wearing dudes in my Eberron past campaign. (They helped fend off a covenant attack that time)They will definitely encounter her at some point, but probably towards the end, most likely grabbed by Ridley and dragged off to the mother brain.
Non-Samus space marine it is
BTW, space pirates are mostly done...should be posted after work.
If the main concern is "action economy", why not award them extra actions for their own characters? This would permit you to remove the extraneous targets from the PCs side of things.
Depending on how close to six your group usually is, award extra actions in proportion. If the baddies and the characters are typically geared for 6 players, award two move-actions and two standard-actions (i.e., two full-round actions) per round. Permit "1 round" spells to complete within the round, at the cost of 'eating' their swift/immediate action for that round, leaving them a move & standard for their remainder.
If there is usually 5 characters, award an extra standard action per round with an extra move action for the group of 3 to decide who gets to use it.
The Bosses would need one extra action set per round of their own, but the rest of the time the baddies are suitably fodder for the characters.
psionichamster |
Yeah, thats a very good idea, Turin.
I think I'll do something like that...extra standard actions all around.
One of the PC's will have a cleric cohort, most likely, so they will have 4 "things to do" every round, even if 1 of them is weaker than the others and probably non-offensive in nature.
Now it is looking like i get to use Samus as a "Dark Samus" and shoot the PCs with missiles and charge beams...I love it.
-t
Turin the Mad |
Yeah, thats a very good idea, Turin.
I think I'll do something like that...extra standard actions all around.
One of the PC's will have a cleric cohort, most likely, so they will have 4 "things to do" every round, even if 1 of them is weaker than the others and probably non-offensive in nature.
Now it is looking like i get to use Samus as a "Dark Samus" and shoot the PCs with missiles and charge beams...I love it.
-t
^^ Kill zem ... kill zem all.
psionichamster |
Here's big bad boss herself, the Mother Brain!
Name: Mother Brain
(Gargantuan Aberration)
Hit die: 21d8+10d4+217(336hp)
Init: 0
Speed: 40
AC: 22 (Natural +14, size -2, )
AC flat footed :22
AC Touch: 8
Base Attack/Grapple: 20/35
Attack: +25 Bite 2d6+7 Crit(20-20)X2
or +19 Ranged Touch Attack
Full attack: +25 Bite 2d6+7
+20 Foreclaws 1d6+3 Crit(20-20)X2
Space/Reach: 20ft (4x4)/15ft (2)
Special Qualities: Darkvision 60, Detect thoughts DC(20) Continuosly, Guarded thoughts
Saves: Fort +17, Ref +12, Will +21
Abilities: Str 24, Dex 10, Con 24, Int 20, Wis 15, Chr 26
Skills: Bluff 28, Concentration 41, Diplomacy 29, Gather Information 8, Hide -4.5, Intimidate 27, Know arcana 35, Listen 21, Move Silently 3.5, Ride 0, Sense Motive 19, Spellcraft 36, Spot 21,
Languages: Common, Infernal
Feats: Alertness, Combat casting, Dodge, Empower Spell, Eschew Materials, Extend Spell, GSF: Evocation, Transmutation, Lightning reflexes, Maximize Spell, Quicken Spell, Rapid Metamagic, SF: Evocation, Transmutation, Weapon focus(ray)
Alignment: Lawful Evil
CR: 21
Spells Known:
Spells
Level 0 (6) DC 18
Level 1 (8) DC 19
Magic Missile(Evocation)
Protection from Good(Abjuration)
Shield(Abjuration)
True Strike(Divination)
Ventriloquism(Illusion)
Level 2 (8) DC 20
Eagles Splendor(Transmutation)
False Life(Necromancy)
Flaming Sphere(Evocation)
Resist Energy(Abjuration)
Scorching Ray(Evocation)
Level 3 (8) DC 21
Greater Mage Armor(Abjuration)
Haste(Transmutation)
Heroism(Enchantment)
Slow(Transmutation)
Level 4 (8) DC 22
Orb of Electricity(Conjuration)
Enervation(Necromancy)
Hallucinatory Terrain(Illusion)
Ice Storm(Evocation)
Level 5 (7) DC 23
Fabricate(Transmutation)
Mages Telepathic Bond(Divination)
Cone of Cold(Evocation)
Telekinesis(Transmutation)
Maximized Flaming Sphere(Evocation)
Level 6 (7) DC 24
Mass Bears Endurance(Transmutation)
Legend Lore(Divination)
Move Earth(Transmutation)
Empowered Orb of Electricity
Level 7 (7) DC 25
Delayed Blast Fireball(Evocation)
Arcane Sight, Greater (Divination)
Greater Scrying (Divination)
Empowered Cone of Cold(Evocation)
Extended Bears Endurance, Mass(Transmutation)
Level 8
Polar Ray(Evocation)
Mind Blank (Abjuration)
Empowered Chain Lightning(Evocation)
With Haste, Heroism, Bear's Endurance, Eagle's Splendor, Shield, Greater Mage Armor, False Life, and Resist Energy x3 (Cold, Fire, Elec) running, she will prove to be quite the challenge for my little heroes.
I hope the exact Super Metroid end sequence comes to be...heroes go nuts, expend all sorts of crazy resources to fight her to a "standstill, she blasts you back, big old Phazon Metroid (or revived Dark Samus with the Hyperbeam) shows up and allows for the final push back to kill her off.
Base creature was a Dark Naga, advanced to 21HD, with 10 extra levels of Sorcerer & Sized up to Gargantuan. Lost the sting and most of the naga abilities, and will be getting Dual Actions as a "Solo Monster type"
Tentatively CR 21, and I think that's about right.
BTW, This site, Dinglesgames.com, is fantastic.
The hardest part was tweaking the spell list, everything else was pretty much plug and play style.
psionichamster |
Boss Man Kraid!
(Gargantuan Unique Outsider) {Advanced Stoneboned Monster of Legend Behir}
Hit die: 27d10+456(607hp)
Init: 8
Speed: 30,fly 0,swim 0,climb 15,burrow 0
AC: 20 (Dex +4, Natural +10, size -4, )
Flat Footed :16
Touch: 10
Base Attack/Grapple: 27/63 Bull Rush +41
Attack: +34 Bite 4d6+42 + Grab (Power Attack for -10 figured in)
or +27 Spikes 3d6+21 (19-20)x2 +Impale
Full attack: +34 Bite 4d6+42
2x +34 Claw 2d6+20
Space/Reach: 20 (4x4)/15ft
Special Attacks: Breath Weapon DC(41) 20ft line 7d6 electricity
Constrict 2d8+ 20 with successful grapple,
Improved Grab free grapple if hits,
Swallow Whole can cut out 35 points with light slashing or piercing AC20, Swallow Whole medium or smaller on successful grapple take 2d8+20 bludgeoning +30 acid,
Impale: Spikes initiate Bullrush on hit, if target is pushed against wall or other solid structure, DC 27 Ref to avoid being stuck in place. DC 20 Str & standard action to remove spike, with another DC 27 Ref to avoid 6d6 damage on removal.
Special Qualities: Darkvision 60,Low-light Vision Immunity to electricity, Acid, Mind-Affecting effects, Powerful Build (Colossal), Cannot be tripped, Scent
Saves: Fort +34, Ref +22, Will +17
Abilities: Str 50, Dex 19, Con 43, Int 13, Wis 20, Chr 18
Skills: Climb 24, Hide 4, Listen 13, Spot 13, Survival 11,
Languages: Common
Feats: Imp. Init.(B), Multi Attack (B), Power Attack, Cleave, Imp Bull Rush, Awesome Blow, Imp Toughness, Track, Alertness, Imp. Nat. Attack (Bite), Imp. Multiattack
Alignment: Neutral Evil
CR: 18
Once again, I advanced a standard monster (Behir this time), to ridiculous HD, then slapped the Stone Boned, Monster of Legend, and (for giggles) Advanced Simple templates on board. I think this really captures the huge beast as shown in Super Metroid. Impale comes instead of Rake, really showing the "huge belly spikes" from the SNES game, and NOT requiring 6 separate attack rolls on the full attack.
He, like the other Bosses, will be getting Dual Actions.
I think that might be it. Any other little monsters should be easily run out of the SRD/MM.
psionichamster |
psionichamster wrote:I think that might be it. Any other little monsters should be easily run out of the SRD/MM..... Ridley? (I guess you might be able to get away with just running him as a dragon straight out of the book, I would think it a bit off though...)
funny you should say that...
Ridley
CE Elite Huge Aberration (Customized Mature Adult Red Dragon)
statblock to follow
psionichamster |
Space Pirate Boss: Ridley
CE Elite Huge Aberration (Customized Mature Adult Red Dragon)
Init +5
Senses: Darkvision, Blindsense, Keen Senses, Spot/Listen +32
AC: 40 DR 15/Byeshk or Adamantine
Touch: 12 SR 23, Immunity: Fire, Acid. Vulnerable: Sonic
Flat-Footed: 40 Resist Cold, Fire 20
Fire Aura: All creatures within 40' of Ridley take 15 Fire Dmg / turn.
Holocaust: All Grabbed enemies take and additional 15 Fire Dmg/ turn.
Fort +21, Red +14, Will +18
25d10+200 (450 HP) <---yes, max HP. he's the boss.
Speed 40' / Fly 150 poor
Attack:
Bite +35 2d8+12+1d6 fire
Claw/Claw +35 2d6+6+1d6 fire
Wing/Wing +35 1d8+6+1d6 fire
Tail +35 2d6+12+1d6 fire
Crush +35 2d8+12+1d6 fire
Breath Weapon: Cone of fire, 14d10 Dmg, Ref DC 31 negates, lingers for 1/2 Dmg on following round on failed save. Usable once every 1d4-1 Rds.
SLA: Mass Hold Monster, DC 23, Usable 3/day.
BAB +25 Grapple +44
Str 34, Dex 10, Con 24, Int 18, Wis 19, Cha 18
Feats: Imp Init, Hover, Wingover, Snatch, Multiattack, Improved Multiattack, Ability Focus: Breath Weapon, Flyby Attack, Power Attack, Imp. Toughness
Skills: Listen +32, Spot +32, Search +32, Diplomacy +32, Intimidate +32, Know (Arcana) +32, Know(Local) +32, Know(Dungeoneering) +32, Tumble +28, Escape Artist +28, Survival +32
I think that about does it.
General plot for those interested:
En route to Sharn, the City of Towers, the party is attacked on the Lightning Rail by aerial space pirates. This (hopefully) draws the PCs outside, where they can see the giant sinkhole opening at the city's edge.
Cue long, long fall, and short fight with a few space pirates. PC's should survive the fall (better have some means of that, at 18th lvl), or be out of the area, and get to see the opening area of Metroid Prime. Ruined "Chozo" structures, scattered with bits of train, NPC bodies, whatnot. Vague red/gold flashes, sounds of weird combat, and possibly a glimpse of big Rid.
On they go through the fire-area, a short tunnel-dungeon filled with space pirates, then Kraid and the reveal of the Metroids.
They SHOULD break about that point for resting, I'm guessing.
Next set of encounters ramps the brain-sucker-fun up to 11, culminating with Ridley, Dark Samus, and finally, Mother Brain.
I fully expect one of 2 outcomes.
A: As is their usual MO, they SWAT-Style curbstomp each and every one of these critters, only running into serious danger from the Nat-20 happy Mook.
B: They die in the train crash. (I hope they're not dumb, I really do.)
It is on for Manana, and I am looking forward to running homebrew stuff with crazy characters again. Odd, that.
-t
psionichamster |
Well, highlights of the night include:
A Druid, Warblade/Deepstone Sentinel, and Warforged Juggernaut are just as dangerous as Mother Brain herself.
No matter how you foreshadow or highlight where the boss fights are, the players will find SOMEWHERE else to go.
Brilliant energy Large bastard swords being utilized by space marines are brutal.
Samus is scary, no matter what color she's wearing.
...
At the end of the night, after 10 separate combats, the PC's managed to slay:
A dozen assorted Space Pirates, ranging from CR 9 - 13
18 individual Giant type mutants. Some of which were Frost Giant Warrior 12, some were Fire Giant Warrior 14, and the Space Marines were Knight/Fighter 9/4.
The aformentioned Warforged Knight/Juggernaut/Reforged, by dropping him into a "Rock to Lava, Sonic-Substituted" spell. He was encapsulated and killed by vibrating liquid rock.
The mother Brain, despite doing many hundreds of points of damage to the party, just couldn't keep up with their Maneuvers / Spells / Full attacks. Standard / Standard / Quicken / Quicken wasn't enough, especially as her automated defense turrets got one shot in each before the party went Greater Invisible.
Ridley, Kraid, and Samus all managed to avoid being killed, mostly through lack of time.
All in all, it was a fun night, and having all the proper images, along with appropriate theme music really made it. Pandora radio + Fightin' Time seemed to really like us...continually giving Metroid music and orchestrating the finale-type music to match our victorious moments.
The party ended up as:
Dwarven Fighter 18 (2 Axes and Animated Shield...wicked tough and hits like a brick poop house)
Dwarven Wizard / Geometer / Warweaver / Archmage (i may be a bit off on the classes, but he was capable of buffing the entire party quite readily, and bringing the serious hurt in multiple flavors of energy.)
---Once he Reaving Dispel'ed the Druid the party fought, he was sitting on pretty much ALL the spells that are cool to have, from Shapechange to Barkskin. He basically went into the Mother Brain fight with the Hyper Beam already on.
Whispergnome Swordsage. Once again, showcasing why I will not allow the Bo9S in a regular game.
Cohort Halfling Bard. Healing, buffing, staying invisible, quite an effective addition.
I went with Turin's suggestion, and gave out an extra standard action to the PC's / turn. It worked out well, allowing for old-school fighter awesomeness (move + full attack for some 150-200 dmg, give or take.) Most of the time, it was "One action, one bad guy goes away"
The funniest part of the night was the fact that the player of the Wizard, along with the Fighter's player, hadn't ever played Metroid after the original NES version. No Prime, no Super Metroid, no nothing. I could have potentially used it as all original material, with some extra window dressing.
All in all, a successful evening, and a very good exercise in generating 3.5ed monsters once again.
Again, I can't really speak too highly of Dinglesgames.Com
Their NPC generator allowed for awesome things like coming up with a set of Fire Giant Warrior 14's in about 1 minute, while the players finish up buying and selling loot.
-t
Turin the Mad |
Orthos wrote:Was this a one-shot or will you be getting to the three remaining big-bads and their assorted minionions in a later session?almost certainly a one-shot, but I'm not getting rid of the NPC files.
we'll see if we return when some of the group bails on game night next time.
-t
Sounds like a fun session for everyone. Kudos!
Kthulhu |
Frankly, anyone who tells you that any stat for Samus is too high has never really gotten into the series. By the time she gets a fully upgraded suit in any of the games, she's one of the most seriously overpowered characters in gaming. Seriously, let a munchin who's into optimization and has at least a Masters in mathematics help you design her, and then multiply everything by 2.5.
Even without the suit, she's an enhanced human who has spent most of her life being trained as the perfect warrior by a nearly mythically powerful race.