Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Looking at Jovol's armband one could say, that Mostin got a little shafted when Jovol gave out his stuff. I mean, by the time he can cast the spell, he could probably create it himself. otoh the stone tablet spare him a lot of xp/gold learning the spell ...
I had a curious thought last night: what if the tablet isn't the spell with which Fillein bound Graz'zt (IIRC all we know about it is that it says Graz'zt's name on it, right?).
What if, instead, it is Graz'zt's soul object?
__________________ grodog
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Allan Grohe
Editor and Project Manager Black Blade Publishing
Originally posted by grodog I had a curious thought last night: what if the tablet isn't the spell with which Fillein bound Graz'zt (IIRC all we know about it is that it says Graz'zt's name on it, right?).
I was looking at the write-up for Graz'zt, halfway down this page and the question occurred to me- why does he summon glabrezu and balors? Shouldn't it be succubi and mariliths? Particularly now that he's short a few balors.
Does he have access to wish or miracle?
I'm also curious as to how the simulacrum works when he applies it to himself. (Very handy for supervising witch's sabbaths on myriads of primes, no doubt).
His basic stats (caster level, hit dice, etc) are simply multiplied by 60%, if I understand it correctly, and derivative stats (like BAB) are recalculated. Are his "at will" abilities reduced to once every other round? (or 3/5 rounds: ability/pause/ability/pause/ability, repeat) Or are 40% of them simply lost?
On the Simulacrum, I'm not sure how Sepulchrave does it, but since it's a highly disputed topic, I thought I'd throw in my opinion here.
Since Simulacrum is Illusion (Shadow), and since Shades can conjure a creature and is also Illusion (Shadow), why not apply the same rules for a Shadow creature here (although as an automatically 'recognized' Shade)?
Quote:
In the SRD, under Shades:
Shadow creatures have three-fifths the normal hit points (regardless of whether they’re recognized as shadowy). They deal normal damage and have all normal abilities and weaknesses. Against a creature who recognizes them as shadowy, however, such a creature’s damage is three-fifths normal, and all special abilities that do not produce normal damage (in hit points) are only 60% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are three-fifths as large.
This is for a 60% real creature, since Simulacrum could produce a 51-60% creature, I suggest making anything 57% and below only 50% or 1/2 as much and 58%-60% to three fifths as much as per Shades.
__________________ From 'The Third IR':
Creamsteak - What do you think of Sollir?
Darkness - My guess is that he's an opportunistic munchkin If that's good or bad is an entirely different question, of course...
From 'A Game of Opposites':
Janos - The above challenge is open to everyone except Sollir, because I know he could kill a 20th level Wizard with a 1st level commoner ... somehow.
Last edited by Sollir Furryfoot; 1st June 2003 at 01:20 AM..
Before you take off for awhile (or later if you're already gone, of course), can you please post stats on Chosod? If he can nuke a Solar, I'm pretty impressed!
__________________ grodog
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Allan Grohe
Editor and Project Manager Black Blade Publishing
Crosod is optimized for stealth and swift, devastating attacks, using haste, expeditious retreat and his quickened spell-like abilities. His maximum double-move – 1200 feet per round when flying – translates to around 140 mph.
When encountered first by Shomei he was hugely buffed – immune to sonics, death warded, invisible and under the protection of mage armour and an unholy aura. His Charisma was 34 – pumping up his Save DCs – and his Constitution was 35 – granting him another +4 on Fort saves and an additional 136 hp. His arcane sight, and detect thoughts were also running and he was surrounded by a zone of revelation.
His ‘official’ CR is 22 – which feels a tad on the low side. The DC 31 save against his destruction was the one which Zhorion failed – the Solar rolled low. Crosod’s high caster level for his spell-like abilities means that he simply ignores SR 35 or less.
The Wyrm Crosod
Shadow Half-Fiend/Half Black Dragon (Wyrm); CR 22; Gargantuan Outsider (Dragon); HD 34d12+272; hp 493; Init +6; Speed 90 ft., fly 300 ft., swim 90 ft.; AC 42 (-4 size, +2 Dex, +37 natural); Attack: +44 melee (bite), +39 melee (claw), +39 melee (wing), +39 melee (tail slap) or +44 melee (crush); Dmg: 4d6+14 (bite), 2d8+7 (claw), 2d6+7 (wing), 2d8+21 (tail slap) or 4d6+21 (crush); SA Breath weapon, frightful presence, fast healing 2, spell-like abilities, spells, snatch; SQ Blindsight, darkvision, evasion, DR 20/+3, immunities, keen senses, shadow blend, SR 26, water breathing; SV Fort +29, Ref +23, Will +25; AL CE; Str 39, Dex 14, Con 27, Int 22, Wis 19, Cha 25.
Spells Per Day: 6/8/8/8/7/7/5; Save DC 17 + spell level; 1st level – expeditious retreat, know protections, mage armour, spider climb, true strike; 2nd level – blindness/deafness, detect thoughts, eagle’s splendour, endurance, invisibility; 3rd level – arcane sight, displacement, fireball, haste; 4th level – dimension door, polymorph self, sonic orb, zone of revelation; 5th level – hold monster, Rary’s telepathic bond, sending; 6th Level – acid storm, greater dispelling
Breath Weapon (Su): Every 1d4 rounds, Crosod can breath a line of acid 5 ft. wide and 120 ft. long for 22d4 points of damage (Reflex Save DC 34). Half of the damage dealt by Crosod’s breath is unholy damage.
Frightful Presence (Ex): When Crosod attacks, charges or flies overhead, creatires within 220 ft. with less than 34 HD must make a Will saving throw (DC 34) or become shaken for 4d6 rounds.
Spell-like Abilities: At 13th level (Save DC 17 + spell level): 3/day – darkness (110 ft. radius), insect plague; 1/day - corrupt water, plant growth. At 34th level (Save DC 17 + spell level) : 3/day – darkness, poison, unholy aura; 1/day – cause fear, desecrate, mirror image, plane shift (Plane of Shadow only) unholy blight, contagion, blasphemy, unhallow, horrid wilting, summon monster IX (fiends only), destruction.
Evasion (Ex): If exposed to any effect that normally allows a Reflex saving throw for half damage, Crosod takes no damage on a successful saving throw.
Shadow Blend (Su): In any conditions other than full daylight, Crosod can disappear into the shadows giving him nine-tenths concealment. A daylight spell negates this.
Special Qualities: Acid, sleep, poison and paralysis immunity; cold, electricity and fire resistance 20; darkvision 1100 ft.; blindsight 330 ft.; low-light vision.; +2 luck bonus to saving throws.
Sep (if you're still around), how do you work out the mechanics of such monstrosities? Do you just sit down with pencil and paper? Is there a program which can deal with beasts like this one?