You are on page 1of 11

log in or register to remove this ad

Community  General Tabletop Discussion  *Dungeons & Dragons 

A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)


 Neoiceshroom ·  Nov 23, 2011

  Prev 5 of 16 Next  

Belzamus
B First Post

Dec 12, 2011  #81

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
20 KB Views: 87

log in or register to remove this ad

Buugipopuu
B First Post

Dec 12, 2011  #82

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

Dec 12, 2011  #84

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

Dec 12, 2011  #85

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.

Anyway, will word it something like you suggested above.

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.

[sblock]Automatic Heighten Spell [EPIC] (EX)


Your uses of metamagic make your spells more potent.
Prerequisites: Spellcraft 20 ranks, Heighten Spell, Metamagic Freedom.
Benefit: Your spells always count as having a spell level equal to the level of the spell slot in which the spell is prepared, even if the spell in
question is a lower level spell being prepared in a higher level slot due to metamagic adjustment.
In effect, every level of other metamagic you apply also Heightens the spell by one level.
Metamagic applied without adjustments to the level of the slot in which the spell is prepared, such as with the Automatic Metamagic Capacity
feat does not Heighten the spell.

Semiautomatic Heighten Spell [EPIC] (EX)


By rapidly casting magic, you overwhelm the defences of your target.
Prerequisites: Spellcraft 25 ranks, Heighten Spell, Metamagic Freedom, Automatic Heighten Spell, Automatic Metamagic Capacity, Quicken
Spell
Benefit: Whenever you cast multiple Quickened spells at once (i.e., the only way to cast more than one Quickened spell in a single round), each
spell is considered Heightened by the total metamagic slot adjustment of all the applications of Quicken used (including Automatic Metamagic
Capacity, an exception to the usual rule that Automatic Metamagic Capacity does not grant Automatic Heighten Spell). This overlaps with the
effect of Automatic Heighten Spell, in the case of applications of Quicken used from actual spell slots.

Improved Automatic Heighten Spell [EPIC] (EX)


Shrugging off your spells is no mean feat.
Prerequisites: Spellcraft 25 ranks, Heighten Spell, Metamagic Freedom, Automatic Heighten Spell, Epic Spell Focus in at least two schools of
magic.
Benefit: Rather than using spell level to calculate the DCs for your spells, you may instead use half your caster level in the class used to cast
the spell.

PLANAR WILDSHAPE [Epic][Wild]


Prerequisites: Wisdom 25, Wildshape 6/day, Knowledge (The Planes) 15 Ranks
You are attuned to a specific plane, and wildshape forms you assume take on characteristics of creatures from that plane.
Benefit: Select one of the following templates.
Any form you assume through Wildshape may gain that template if it qualifies as a valid target for the template.
You gain all extraordinary and supernatural abilities provided by the template.
Air/Cold/Earth/Fire/Water/Wood Element Creature (Manual of the Planes)
Anarchic Creature (Planar Handbook)
Axiomatic Creature (Planar Handbook)
Celestial Creature (Monster Manual)
Entropic Creature (Planar Handbook)
Fiendish Creature (Monster Manual)
Pseudonatural Creature (Complete Arcane)
Shadow Creature (Manual of the Planes)
Vivacious Creature (Planar Handbook)
Normal: You may only assume the form of generic non-templated creatures.
Special: You may take this ability multiple times.
Each time you take it you pick an additional template, but may only apply one such template to any single transformation.
You most definitely may not pick the version of the Pseudonatural Creature template printed in the Epic Level Handbook.

Tenacious Spell [Epic, Metamagic]


Prerequisites: Spellcraft 15 ranks.
Benefit: Whenever a Tenacious Spell would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds.
The magic still ends when its duration expires, but the suppressed rounds do not count against its duration.
You can dismiss your own spell or spell-like ability (if dismissible) or dispel your own tenacious magic normally.
A spell prepared with the Tenacious Spell metamagic feat uses up a slot five levels higher than normal.

NOVEL SUMMONING [Epic][Metamagic]


You can modify a summoning spell to summon rare variations on normal creatures.
Prerequisites: Spellcraft 25 ranks, Spell Focus (Conjuration), Augment Summoning, Imbue Summoning
Benefit: You may prepare any Summoning spell as a Novel spell, and use it to summon variations of a creature augmented by your own
magical power.
You may apply any template (or combination of templates, if you possess Metamagic Freedom) to the creature(s) summoned or called (as long
as the creature is a valid target for the template, and the template does not change the creature's type or subtype(s) to something that is
incompatible with the spell used to summon it).
A Novel spell uses up a spell slot a number of levels higher than the original spell equal to the CR adjustment of the template being applied.
Normal: You may only summon and call non-templated creatures (barring certain spells which summon specific templates creatures, usually
celestial or fiendish animals).
Special: This spell conjures new creatures, it does not augment existing ones, so may not be used to call specific creatures and then apply
templates to them.
If you possess abilities which grant additional hit dice to summoned creatures, apply them before applying the template(s) from this
metamagic feat.

INTRINSIC MELDSHAPER (SU) [EPIC]


You are capable of augmenting yourself with pure incarnum, rather than indirectly.
Prerequisites: Meldshaper Level 21st, Con 19
Benefit: Pick one soulmeld you can shape that provides a deflection or insight bonus.
You may change the bonus type provided to an Incarnum bonus.
Special: You may take this feat multiple times, each time you do so, you may select an additional soulmeld to change to providing an incarnum
bonus.

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.

DIVINE MELDSHAPER (SU)


You have near-limitless reserves of essentia.
Prerequisites: Meldshaper level 25th
Benefit: Your essentia pool is doubled.
In addition, your essentia capacity increases by 1.

EXPERT TURNING [Divine][Divine]


Prerequisites: Charisma 40, Knowledge (Religion) 40 Ranks, ability to Turn or Rebuke Undead, Improved Turning
You achieve greater results from your attempts to control or destroy undead than others.
Benefit: When turning or rebuking undead, you may destroy any undead you successfully turn, and command any undead you successfully
rebuke.
Normal: Your cleric level needs to be double that of the hit dice of the undead you are turning to obtain the greater effect.

55. FORCE FIELD (SU)


You can generate a powerful shield to protect you from harm.
Benefit: You can create a personal force field (similar to a wall of force) that stops 100 hit points of damage plus five additional points for every
hit die the deity possesses.
While your force field has at least one hit point remaining, you are immune to all effects other than hit point damage, language-dependant
effects and effects which rely on sight (i.e., would not affect a Blind creature).
Your force field is immune to force damage (but not attacks which deal other types of damage that happen to have the Force descriptor).
A force field that takes even a single point of damage from a Divine [Effect] (but not any effect that merely deals Divine damage) immediately
collapses, and you suffer all the effects of the attack other than the first point of Divine damage.
Your force field has an armour class equal to your touch AC, and does not benefit from any of your immunities, resistances or other damage-
mitigating effects.
This force field regenerates its protection at a rate of ten points per round plus one additional point per round for every ten hit dice the deity
posseses.
As a Standard action, you may concentrate on your force field, giving it temporary hitpoints equal to its normal maximum hitpoints until the
start of your next turn.
You may lower or raise your force field as a free action.

GOD OF ALL ESSENCES (SU)


Your mastery of the eldritch blast is unparalleled.
Prerequisites: Spellcraft 40 ranks, One least, lesser, greater and dark eldritch essence invocation, Lord of All Essences
Benefit: There is no limit to the number of different essences you can apply to your eldritch blast simultaneously, however you may only still
apply a single duplicate essence to your eldritch blast.
In addition, the DC of all eldritch essence invocations you use increases by a further +4.

HYBRID WILDSHAPE [Divine][Wild]


Prerequisites: Wisdom 40, Wildshape 10/day, Knowledge (Nature) 40 Ranks, Knowledge (The Planes) 20 Ranks, Dragon Wildshape, Improved
Elemental Wildshape, Planar Wildshape
You have learned to partially modify the forms you assume.
Benefit: When you assume another form with your Wildshape ability, you may apply a (valid) template with a challenge rating adjustment of
less than or equal to one tenth your number of ranks in Knowledge (Nature) to that wildshape form for the duration of your transformation.
This template may not change the type or subtype of the form you assume to one that you cannot wildshape into.
You gain all extraordinary and supernatural abilities provided by the template.

Improved Dragon Wild Shape [Wild][Divine]


Prerequisites: Wis 40, Knowledge (nature) 40 ranks, wild shape 10/day.
Benefit: You may use wild shape to change into any creature with the dragon type (other than Nehaschimic and Adamic dragons).
The size limitation is the same as your limitation on animal size.
You gain all extraordinary and supernatural abilities of the dragon whose form you take.

IMPROVED REGENERATION (SU)


Your regeneration becomes harder to penetrate.
Prerequisites: Con 50, Regeneration
Benefit: Your Regeneration improves, regenerating an additional number of hitpoints per round equal to half your hit dice.
You may select one damage type that currently deals lethal damage to you, that damage type now deals nonlethal damage as normal.

INCARNUM FREEDOM (SU)


Your control over incarnum is limited only by your reserves of power.
Prerequisites: Meldshaper level 25th, Knowledge (arcana) 40 ranks, Double Chakra, Rebind Soulmeld, Rapid Meldshaping
Benefit: Using Rapid Meldshaping or Rebind Soulmeld now only requires a swift action, rather than a Full-Round action, and does not provoke
attacks of opportunity, and may be used any number of times per day.
In any round in which you do not use Rebind Soulmeld or Rapid Meldshaping, as a swift action, you may reallocate essentia away from any
ability or soulmeld to any other ability or soulmeld.
Special: If you gain this ability after picking multiple copies of Rebind Soulmeld or Rapid Meldshaping, you may retrain all but one copy of those
feats, provided you take advantage of this option at the moment you gain the ability.

INDISSOLUBLE FORCE FIELD (SU)


Your force field recovers fully at the beginning of every round.
Prerequisites: Force Field
Benefit: Your force field recovers to its normal maximum hitpoints at the beginning of every round.

PRISMATIC [EFFECT] (SU)


You can create effects which radiate every colour of the rainbow.
Benefit: The effect creates a shimmering rainbow of colour.
Roll a d8 for each affected creature and consult the following list.
If multiple results are generated, they must be saved against individually.
In addition, any creature affected with less than half the deity's effective HD total (modified for the type of Effect being created) is automatically
Blinded for 2d4 rounds.
1: Red: The effect deals 1d6 Fire damage per hit die of the deity.
2: Orange: The effect deals 1d8 Acid damage per hit die of the deity.
3: Yellow: The effect deals 1d12 Electricity damage per hit die of the deity.
4: Green: The effect deals 1 point of Constitution drain per ten hit dice the deity possesses.
5: Blue: The effect deals 1d2 points of Dexterity drain per ten hit dice the deity possesses. Creatures reduced to 0 Dexterity turn to stone.
6: Indigo: The effect deals 1d3 points of Wisdom drain per ten hit dice the deity possesses.
7: Violet: The target is sent to a random location within 100 miles (Blood/Storm/Strike effects), a random location somewhere on the current
plane (Blast/Wrath effect), a random location on a random plane (Beam/Breath effects) or a random location on a random plane in a random
lower dimension (Hand/Immolation effects).
If rolling multiple times on this table, multiple rolls of this result have no additional effect.
8: Roll again twice.
Special: This effect can be taken multiple times and its effects stack.
Each time it is taken it either applies to a different effect (see pages 116- 117), or it applies to the same effect as follows:
Taken twice = Greater Prismatic [Effect], roll twice on the Prismatic [Effect] table.
Taken three times = Superior Prismatic [Effect], roll three times on the Prismatic [Effect] table.
Taken four times = Perfect Prismatic [Effect], roll four times on the Prismatic [Effect] table.
Taken five times = Prismatic Mastery, use any type of prismatic effect.
Taken six times = Uncanny Prismatic Mastery, shape area effects to only target enemies.

SUPERIOR REGENERATION (SU)


Your regeneration becomes harder to penetrate.
Prerequisites: Con 50, Regeneration
Benefit: Your Regeneration improves, regenerating an additional number of hitpoints per round equal to half your hit dice.
You may select alignment that currently deals lethal damage to you, effects affiliated with that alignment now deal nonlethal damage as
normal.

WIDEN FORCE FIELD (SU)


You can expand your force field to protect others
Prerequisites: Force Field
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 Swift action, you may convert your force field into a sphere of any radius within up to Close range (25ft +5ft/2HD) as long as it is large
enough to contain you.
Converting it back to a personal shield is also a Swift action.
Nothing (but visual information) may pass through the force field, but the sphere moves with you and passes through objects and creatures
harmlessly if forced against them.
A creature that finds itself partially inside the force field as a result of your movement or the expansion of the sphere is unimpeded by the
sphere until it is fully inside or outside the field.
When in the form of a sphere, your force field has an armour class of zero and automatically fails any saves it would be required to make (but is
still immune to everything that isn't hitpoint damage).
When you take a Standard action to concentrate on your force field while it is in the form of a sphere, it gains temporary hitpoints equal to
double its normal maximum hitpoints until the start of your next turn.
Normal: Your Force Field only protects yourself.[/sblock]

Belzamus
B First Post

Dec 12, 2011  #87

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

Dec 12, 2011  #88

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

Dec 13, 2011  #90

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

Dec 13, 2011  #91

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.

EDIT2: What are the rules on pre-combat buffing?

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

Dec 14, 2011  #92

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

Dec 14, 2011  #93

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

Dec 14, 2011  #94

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

Dec 14, 2011  #95

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

Dec 14, 2011  #96

Hey, Neo... I have what may be a profound question:

How can there possibly not be a Hekatonkeires entered in the tournament?

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.
 Log in Register  

And I have to admit... I've never seen one played before. Would be kind of interesting to see.

Edit: To your question, Mutually Assured Destruction.

Neoiceshroom
First Post

Dec 14, 2011  #97

Belzamus said: 

Hey, Neo... I have what may be a profound question:

How can there possibly not be a Hekatonkeires entered in the tournament?

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…
39 KB Views: 52

Last edited: Dec 14, 2011

Belzamus
B First Post

Dec 14, 2011  #98

I'll see what I can come up with, then.


Neoiceshroom
First Post

Dec 14, 2011  #99

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.

HELP! Anyone? I'm totally stumped here.

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

Dec 14, 2011  #100

Buugipopuu said: 

If you'd actually read the writeup, you'd have noticed that I pointed out its half-life

Really? Where does it say it becomes a Radium Golem within an hour?

  Prev 5 of 16 Next   You must log in or register to reply here.

The Common Signs of Psoriatic


Arthritis
Info on psoriatic arthritis
Yahoo Search LEARN MORE

Share:        

Community  General Tabletop Discussion  *Dungeons & Dragons 

 Light Mode

Contact us Terms and rules Privacy policy Help Home 

Forum software by XenForo® © 2010-2020 XenForo Ltd.


Paid Registrations by AddonFlare - Premium XF2 Addons
Discord Integration © Jason Axelrod of 8WAYRUN
XenCarta 2 PRO © Jason Axelrod of 8WAYRUN

You might also like