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Belzamus
B First Post
Also, Neo, I had an idea for another competitor if there's still room. Are you familiar with the Concordant Killer from the Monster Manual 4?
Those have always been my favorite of the alignment exemplars and I think having one in the tournament would be pretty cool. I restatted it to
better fit the IH a while ago, I'll attach it here so you can see.
Attachments
Concordant Slayer.doc
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Buugipopuu
B First Post
Fast Healing over Nine Thousand is not "Two Cosmics and a Divine". Especially on a creature that's immune to basically all non-damaging
effects. Indissoluble is an Omnific ability, and that ability is one tenth as good as it, so twenty divine abilities (three cosmics and two divines) on
its own. With it he's basically unkillable (And rightly so, because that ability alone jacks his ECL up past 300). It's so good that if he were put up
against his own clone, the fight would never end (they can just about hurt each other by leap-attacking and burning 6 Mighty Blows per turn, but
after 10 rounds of this they run out with 24-50k hp remaining, and without Mighty Blow they recover 3000 hp per round). If you have a defensive
ability so good that even a monster that's literally a machine for doing damage with no effort put into anything other than doing damage isn't
good enough at doing damage to overcome it, your defensive ability is probably too good.
The natural armour ability is probably slightly better than the hits-on-a-touch attack cosmic, what with it also shafting touch spells, Hand
abilities, and all the combat actions that get touch attacks anyway, which wouldn't really be a problem if he didn't have Immunity to Everything.
Doubling BAB is probably fine as a Divine on a Construct. Would be better to word it as improving BAB to a certain progression, so as not to set
a precedent that suggests it's okay for creatures with Outsider HD to get a BAB of twice their HD for a single Divine. Or Clerics with Divine
Power.
Belzamus
First Post
B
Dec 12, 2011 #83
Okay, I'll get rid of that, then. Though, now you have me wondering how a Mercury golem advanced to this level would look.
I mentioned I haven't done anything DnD related in two years or so, yeah? My sense of things is kind of rusty. Sorry I keep throwing such
obnoxious stuff out there.
So, do you think I should ditch the touch AC boost as well? Maybe drop it to 1/2?
And for the last point, it was basically a lift of Legendary Warrior from the war portfolio. Correct me if I'm wrong, but the IH doesn't allow base
attacks past 4, correct? So there's no kind of abuse from that angle possible.
Also, I am truly, truly sorry for making you say "over nine thousand" in a serious discussion.
Buugipopuu
B First Post
Belzamus said:
Okay, I'll get rid of that, then. Though, now you have me wondering how a Mercury golem advanced to this level would look.
I see your Mercury Golem and raise you a Francium Golem: http://yurgen.uwcs.co.uk/DND/Francium.txt It's as CR 15 as the Mercury Golem is
CR 19, which is to say, not at all.
So, do you think I should ditch the touch AC boost as well? Maybe drop it to 1/2?
Replace it with something that makes sense. Say, convert half its Natural Armour bonus into a Deflection bonus to AC. No matter how tough
your skin is, it's not going to stop someone touching you. Also: He's missing his -1 Size penalty to AC and attack.
And for the last point, it was basically a lift of Legendary Warrior from the war portfolio. Correct me if I'm wrong, but the IH doesn't allow base attacks past 4,
correct? So there's no kind of abuse from that angle possible.
The cosmics found only on double portfolios aren't a great place to start from a balance perspective. They'd have you believe it's okay for
Legendary Strength to stack with itself.
Belzamus
B First Post
That Francium Golem looks familiar. That wasn't entered in U_K's design a monster contest, was it?
Good call with the deflection bonus. *smacks head* And will add in the size penalty.
And, well, you have to fault the broken VSC damage scaling rather than stackable Legendary Strength, no? Without doubling damage every 30
str, it's merely tastelessly powerful, not die-of-laughing-at-the-absurdity powerful.
Buugipopuu
First Post
B
Dec 12, 2011 #86
I don't think the Francium Golem's shown up anywhere else (Google seems to agree with me). I wouldn't be completely surprised if someone
else independently wrote up stats for one. It's a fairly obvious thing to do if you have rudimentary knowledge of Chemistry and have read the IH.
Some of my Epic Feats/DvAs (relevant because I'm converting one of my characters for this tournament. Mainly by liberal Application of
Legendary Ability Score). The only two think are dubious balance-wise are Prismatic Effect (which is probably fine because it's more difficult to
use than Energy or Withering effects. There's a remote possibility of a no-save Permakill if you end up randomly teleporting someone to Byss,
but that's their fault for not being Dimensionally Anchored or running Planar Bubble) and Indissoluble Force Field. The latter is reliant on my
Force Field being weaker than the HP-Multiplier-using one that you guys have, and having a number of weaknesses. If Force Field HP were
increased significantly, it'd become massively overpowered. Hybrid Wild Shape is one tenth as good as Transwarp, and has additional
restrictions, so it's probably fine.
My version of Tenacious Spell may look like a considerable increase in versatility, but really it stops Anyfeat from being used to get Tenacious
onto every spell for no cost, and so is about the same in power. Was thinking of upping the level required for permanent-duration spells (to stop
the obvious abuse of permanent duration dispel-proof spells). Improved Automatic Heighten Spell is dicey if you allow easy access to caster-
level increases beyond one's HD. I recommend not using it in conjunction wit U_K's "Caster Level Always Equals HD" rule, since that makes
getting high-DC spells too easy. It's probably also broken with the FaenMerc epic spell system, due to the three-pronged DC-increasing effect it
can create.
I deliberately made Sturdy Construction not stack, to prevent it getting insane when combined with VSCs, but if getting VSCs is to be made
more difficult, then making it stack is probably fine.
STURDY CONSTRUCTION
You are considerably tougher than other machines of your size.
Prerequisites: Construct Type, any feat with the word 'Toughness' in its name.
Benefit: You calculate your construct bonus hitpoints as if you were one size larger.
Special: For example, after taking this feat, a Medium construct would have 30 bonus hitpoints instead of 20.
[/sblock]
Divine Abilities
[sblock]
BARRIER STRIKE (SU)
You can suddenly expand your force field to use it as a weapon.
Prerequisites: Force Field, Widen Force Field, Power Attack, Improved Bull Rush
Benefit: Your force field's hitpoints increase by an additional 100 plus a further 5 points for every hit die you possess.
Its regeneration increases by 10 points, plus an additional 1 for every ten hit dice you possess, and resists an additional 1 point of Divine
damage.
As a Standard action, if your Force Field has at least one hit point, you may make a Bull Rush attempt against every creature within a Close
(25ft. +5ft./2HD) range cone.
Your Strength modifier for this attack is your Strength modifier or your Charisma modifier, whichever is higher.
You treat yourself as being three size categories larger for the purpose of determining the largest creature you can Bull Rush and your Size
bonus on the opposed strength check.
Creatures that fail the opposed strength check take 1d4 Force damage for every 8 hit dice you possess, and are pushed back 5 feet plus 5 feet
for every 5 points by which they failed the strength check in a direction directly away from you.
Creatures may not be pushed beyond the limit of your force field's expansion (Close range).
You suffer no negative consequences for failing any of the opposed strength checks involved in this action, and may not choose to move with
any of the creatures you push back.
As this is a Force effect, it may be used to Bull Rush Incorporeal or Ethereal creatures, or to Bull Rush creatures on the Material plane from the
Ethereal plane.
Normal: Your Force Field only protects yourself.
Special: Yes, a Dungeoncrasher Fighter may use this ability to Bull Rush people into walls.
Belzamus
B First Post
Novel Summoning is confusing me a bit. It reads as though it allows you to apply any template regardless of CR/ECL increase. Is that the way
it's supposed to work or is there a limiting factor similar to Hybrid Wild Shape?
Also, I don't think allowing Sturdy Construction to stack would be good for the tournament, since unlike the damage from VSCs which we fixed,
Construct bonus HP still explodes as you start stacking on increases. Notice the 81,000 Perfection is getting from his VSCs. I don't actually
think it's so much a problem as is, because, well, they're Constructs, but if we allowed that feat to stack, they'd get into sickeningly high Hit
Points in short order. Granted, only living Constructs can take it anyway, so it's kind of niche, but still.
Also, Prismatic Effect is really cool. It's a wonder it wasn't in the book originally. (As opposed to some of the more out-there Effect abilities...)
Buugipopuu
B First Post
Belzamus said:
Novel Summoning is confusing me a bit. It reads as though it allows you to apply any template regardless of CR/ECL increase. Is that the way it's supposed to
work or is there a limiting factor similar to Hybrid Wild Shape?
CR Adjustment = Spell Slot Adjustment. It's the last line of the Benefit section.
Also, I don't think allowing Sturdy Construction to stack would be good for the tournament, since unlike the damage from VSCs which we fixed, Construct bonus
HP still explodes as you start stacking on increases. Notice the 81,000 Perfection is getting from his VSCs. I don't actually think it's so much a problem as is,
because, well, they're Constructs, but if we allowed that feat to stack, they'd get into sickeningly high Hit Points in short order. Granted, only living Constructs can
take it anyway, so it's kind of niche, but still.
Ah, okay.
Also, Prismatic Effect is really cool. It's a wonder it wasn't in the book originally. (As opposed to some of the more out-there Effect abilities...)
I created it specifically to give to Prismatic Dragons in place of their regular breath, who, despite being Epic Dragons, have breath weapons that
do less damage on average than any of the non-epic dragons.
Omeganian
O Explorer
Dec 13, 2011 #89
Buugipopuu said:
I don't think the Francium Golem's shown up anywhere else (Google seems to agree with me). I wouldn't be completely surprised if someone else independently
wrote up stats for one. It's a fairly obvious thing to do if you have rudimentary knowledge of Chemistry and have read the IH.
Only if the knowledge of chemistry is extremely rudimentary. Otherwise, you know that the half life of francium is 22 minutes. Not only is that
too short for any reasonable service, the power released will vaporize the golem immediately. Basically, a somewhat stretched out version of
the Kiloton spell.
Belzamus
B First Post
Quick note, I replaced Perfection's regeneration ability with a new ability to power-down his inscription for 1d4 rounds to double his plasma
beam's damage, as... I have a feeling most entrants will be running circles around his 90 ft. speed.
Let me know if that's too much, he's pretty substantially weakened while the inscription is shut off, but ~16,000 damage every other round while
the opponent desperately tries to Power Attack through 100k hp is nothing to scoff at either.
Last edited: Dec 13, 2011
Buugipopuu
B First Post
EDIT: I've basically finished the writeup of one of my characters. I couldn't find a reasonable solution without house rules to the following
problem, but with all the custom PrCs that are floating around, it shouldn't be a problem, right? I allowed Warmind, Psionic Fist and any other
psionic prestige class which casts from the Psychic Warrior list to instead advance PsyWar manifesting like a normal manifester PrC. This
gives a considerable boost to manifested level at the cost of some power points and powers known. I also interpreted the Improved Power
Mastery description to combine Automatic Metapsionic Capacity and Improved Manifestation to bring it in line with Improved Spell Mastery, as
I assume that was the intend.
Belzamus: The Beam's damage wasn't its problem. Its crappy attack bonus was. I don't really like the idea of letting him use his Str bonus to
aim lazors, that seems too nonsensical even for the IH, and the 'roll 1d4 to see how many rounds you lose, and then roll 1d2 to see how often
you can beam' mechanic is a bit cumbersome. Just make it a flat 2 rounds to gain the damage bonus. As written it also nullifies the
competence bonus to attack, meaning his enhanced beam only has an attack bonus of +139. Even with a touch attack, that's not hitting
anything. Having him nullify the inscription to convert the beam into a double-damage Line of the same length would be more useful. Sure,
Evasion ruins your day, but some people don't have evasion, while everyone has a Touch AC that makes +139 less than attractive.
Omeganian said:
Only if the knowledge of chemistry is extremely rudimentary. Otherwise, you know that the half life of francium is 22 minutes. Not only is that too short for any
reasonable service, the power released will vaporize the golem immediately. Basically, a somewhat stretched out version of the Kiloton spell.
If you'd actually read the writeup, you'd have noticed that I pointed out its half-life and gave it an ability that reflects the energy released by its
radioactive decay (Albeit reduced because it'd be too hard to CR a monster with such low strength and hit points if it had an accurate amount
of fire damage for the heat it's putting out), and Indissoluble, so any damage it incurs due to its own nuclei decaying or it boiling itself with the
decay energy is immediately healed. And anyway, all that's physics, not chemistry.
Furthermore, this is using a set of golem creation rules from a book that includes a Neutronium Golem, which has all of those problems
magnified considerably due to the instability of neutron degenerate matter in quantities of significantly less than a solar mass, so the rules
clearly don't care what you think.
Last edited: Dec 13, 2011
Belzamus
B First Post
D'oh! I totally forgot that his attack bonus with it would drop. I like that suggestion of yours, I'm going to change it that. Thanks.
Edit: Made it so he can just lower and raise it as he wants as a Swift Action. Now, if only he didn't produce such hilariously low DCs on his
effects. Oh, well.
Last edited: Dec 14, 2011
Neoiceshroom
First Post
Belzamus said:
D'oh! I totally forgot that his attack bonus with it would drop. I like that suggestion of yours, I'm going to change it that. Thanks.
Edit: Made it so he can just lower and raise it as he wants as a Swift Action. Now, if only he didn't produce such hilariously low DCs on his effects. Oh, well.
Hmmm... I see your problem and I think I may have a solution.... at least as far as his low attack bonus is concerned.
Are you familiar with the Intellectual Body/Mind/Soul/Spirit Abilities? If his intelligence wasn't so low I'd suggest using them to boost his attack
bonus since he is in fact an intelligent construct.
As for the rather low DCs I'm afraid I can't be of much help with that one.
However, with an intelligence of 45 (modifier +17) It hardly seems worthy of a divine ability. Possibly use an artifact magical/psionic item to
boost his intelligence to make it a worthy investment?
Belzamus
B First Post
That's a thought. I'm not exactly sure how intelligent Perfection is supposed to be, but it could possibly work.
Though, I don't think his attack bonus is in that much trouble at the moment, as long as he has his Inscription powered up. The real danger he
represents is his sundering abilities. If any of his opponents make the mistake of leaving themselves in range, ESPECIALLY if he can't hit them
with his normal attacks, he's going to absolutely wreck their armor. At least if I'm remember the rules for Sunder properly...
Also, keep in mind, if his DCs actually got into dangerous territory, any victory over him could possibly end in a MAD thanks to his Supernova.
Honestly, he's not likely to use the Line effect Plasma Beam against anyone in the tournament since it present such a disadvantage for little
gain in this setting. It would be more for laying waste to cities, I imagine.
Neoiceshroom
First Post
Belzamus said:
Also, keep in mind, if his DCs actually got into dangerous territory, any victory over him could possibly end in a MAD thanks to his Supernova. Honestly, he's not
likely to use the Line effect Plasma Beam against anyone in the tournament since it present such a disadvantage for little gain in this setting. It would be more for
laying waste to cities, I imagine.
I know this is a terribly newbish question, but what does MAD mean?
Belzamus
B First Post
I have a version I did based on U_K's website version that clocks in at ECL 171. With some customization and maybe the paragon template, one
of those would fit perfectly I think.
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And I have to admit... I've never seen one played before. Would be kind of interesting to see.
Neoiceshroom
First Post
Belzamus said:
I have a version I did based on U_K's website version that clocks in at ECL 171. With some customization and maybe the paragon template, one of those would fit
perfectly I think.
And I have to admit... I've never seen one played before. Would be kind ofClick
interesting
to expand...
to see.
That actually sounds really cool! Yeah, if you want to post a stat-block I believe the tournament could use an abomination or two.
Oh also, just so you're aware the Amidah before Alabaster was actually a Hundred-handed one. Fully Advanced + psuedonatural template.
His statblock is down at the very very bottom of the attached Document. It's left over from the ECL 130 Adventure I ran a year or two ago.
Attachments
Sons of the High Tyr…
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Belzamus
B First Post
Okay, I've run into a huge problem. For the longest time I've been trying to figure out a way to turn momentum into force damage on attacks. It
doesn't make any logical sense that a character flying at you at Mach 49 and a character who moves 30 feet per round doing the same damage
on a successful charge attempt.
Some of the characters entering this tournament have INSANELY high movement speeds. The only potential limit to a characters movement is
the speed of light, which is around 186,200 some-odd miles per second IIRC.
Edit - My original formula was going to be 1d6 extra points of damage per 10 feet of movement speed, but I found that to be too easy to break.
Suggestions anyone?
Last edited: Dec 14, 2011
Omeganian
O Explorer
Buugipopuu said:
If you'd actually read the writeup, you'd have noticed that I pointed out its half-life
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