Rules/Crunch of Eyros - Page 6





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  1. #101
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    Quote Originally Posted by domino
    That's a heck of a monster. The AC is a bit too low for what I think it should be at that CR, but again, the Damage Reduction and Hit Points should make up for that.

    That said, he's got a tail the size of a school bus. Would there be any way to use that as an attack, instead of the bite maybe?
    Hmmm...Improved Combat Expertise (no limit!) should make up for AC deficits. I agree that a Tail Slap or possibly Tail Sweep attack like a Dragon makes sense. Since his bite already does 1.5x Strength bonus to damage, I think I'll give the Tail Slap just 1x Strength bonus.

 

  • #102
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    And we have finally gone Hot in the Rules of Eyros Thread guys! (yeah I know, I know, the normal thread almost has 300 posts now, and we only have 100 but still) Way to go to everyone for all your hard work so far.

  • #103
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    As far as Vil's AC, the real secret to playing him strategically as the DM is that his AC can vary by up to 37 from round to round. Thus, he can play one of two tricks on the party. Trick one: He doesn't raise his AC at all on round 1, and when even little Jimmy the peasant hits him, the party gets cocky and goes full Power Attack on round 2, when he raises it up and everything misses (and as a side note, if he selects his Dodge target wisely, the Power Attack isn't going to be hurting *him* anyway so much as another enemy on the other side [see Elusive Target feat]). The other way is to scare the players with his maxed out 57 AC on round 1 so that they do something crazy like cast True Strike (and of course they wouldn't dare Power attack at this point), and then he can lower the AC so he can Power Attack *them*. Switch around and always keep them guessing

  • #104
    I don't know that elusive target makes sense. I mean, to be able to do that, he'd need to be a lot smaller. It doesn't really matter how elusive he is, opponents on opposite sides of him are still about ten feet away from each other.

    Improved Expertise, on the other hand, is a nasty evil horrible trick, and I love it.

    On a related note, how does a 50HD Solar sound for Conquers Twice? Too much, you think?

    Finally, in keeping with the worship idea. What about Legion Standards? When held, they give a +1 morale bonus to attack and saves, but if they fall, a minus 1 morale penalty to the same? And if you go out of the aura's range, you don't get the bonus, and use your normal stats?
    Last edited by domino; Wednesday, 2nd March, 2005 at 10:24 PM.

  • #105
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    Quote Originally Posted by domino
    Finally, in keeping with the worship idea. What about Legion Standards? When held, they give a +1 morale bonus to attack and saves, but if they fall, a minus 1 morale penalty to the same? And if you go out of the aura's range, you don't get the bonus, and use your normal stats?
    That's basically what I was thinking. I think in the case of the standard, the aura should be less fixed - as long as the legion is around it, they get the benefit, even if they are spread out in a long line or something. I want it to do something cool with the standard bearers, as well, perhaps giving any legionnaire within 5 feet of the standard the ability to take an attack meant for the bearer.
    Last edited by Abisashi; Wednesday, 2nd March, 2005 at 10:51 PM. Reason: editaholic!

  • #106
    Yeah. But I was thinking of the aura just to make sure that you won't have a legion just lock their standard up in the fortress, and stay safe and secure in the knowledge that it's fine.

  • #107
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    Quote Originally Posted by domino
    Yeah. But I was thinking of the aura just to make sure that you won't have a legion just lock their standard up in the fortress, and stay safe and secure in the knowledge that it's fine.
    Right, sorry I didn't communicate that very well. The standard has to be with the legion for them to be in the aura, but what I meant was that the aura shouldn't be a 100' radius circle, but more amorphous. Does that make more sense?

  • #108
    Gotcha. Yeah, that would be difficult to do though. Maybe make it so that the commander can alter the shape of the aura to match whatever formation the unit is in. (akin to the sculpt spell feat). Thus, you can move the formation around, but if a soldier panics and bolts, he is out of formation, and thus out of the range of the aura.

  • #109
    Conquers Twice
    Huge Outsider

    Hit Dice: 40d8+280 (440 hp)
    Initiative: +7
    Speed: 50 ft. (10 squares), fly 150 ft. (good)
    Armor Class: 48 (2 size, +3 Dex, +24 natural +13 armor), touch 11, flat-footed 45
    Base Attack/Grapple: +38/55
    Attack: +5 dancing greatsword +59 melee (3d6+20/1720) or +2 composite longbow (+5 Str bonus) +46 ranged (2d6+7/x3 plus slaying) or slam +45 melee (2d8+15)
    Full Attack: +5 dancing greatsword +59/+54/+49/+44 melee (3d6+20/1720) or +2 composite longbow (+5 Str bonus) +46/+41/+36/+31/ ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+15)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-like abilities, spells
    Special Qualities: Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 35, tongues
    Saves: Fort +33 (+37 against poison), Ref +27, Will +32
    Abilities: Str 41, Dex 16, Con 28, Int 23, Wis 27, Cha 28
    Skills: Concentration +52, Craft or Knowledge (any five) +39, Diplomacy +52, Escape Artist +35, Hide +25, Listen +51, Move Silently +23, Search +49, Sense Motive +51, Spellcraft +49, Spot +51, Survival +24 (+26 following tracks), Use Rope +21 (+23 with bindings)
    Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track, Point Blank Shot, Far Shot, Distant Shot, Improved Critical (Greatsword), Weapon Focus (Greatsword)
    Environment: Any good-aligned plane
    Organization: Solitary or pair
    Challenge Rating: 34
    Treasure: No coins; double goods; standard items
    Alignment: Lawful good
    Organization: Unique

    Extra Equipment : +5 Heavy Fortification Mithril Full Plate Armor

    Solars are puissant champions of good. Only the most powerful fiends approach their power. Even more fearsome than their +5 dancing greatswords are their +2 composite longbows that create any sort of slaying arrow when drawn.

    A solars natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.

    Regeneration (Ex): A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.

    Spell-Like Abilities: Caster level 20th. The save DCs are Charisma-based.


    At will - aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), polymorph (self only) power word stun, remove curse (DC 20), remove disease (DC 20), remove fearresist energy, summon monster VII, speak with dead (DC 20), waves of fatigue (DC 18);

    3/day - blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion;

    1/day - greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish.

    The following abilities are always active on a solars person, as the spells (caster level 20th): detect evil, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action.

    Spells: Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.

    But I'm not sure about the Aura. Maybe some sort of aura of courage, similar to a Paladin's Aura of Courage? I personally, think that whereas Evil takes things away, Good should be providing things to others. Like a bonus to saves, or attack, or morale, etc.

  • #110
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    I'm going to go out on a limb and say that although you definitely followed the MM rules for advancement to the letter, that CR 34 is too high for CT. Level 30ish characters will eat him for breakfast and spit him out, even without the ELH, because his SR isn't high enough to stop them from instakilling him (or since his touch AC sucks, they could easily take him out with, say, a twinned, maximised Polar Ray and a quickened, twinned, maximised Polar Ray, in one round. Then again, in one of my campaigns, a level 17 wizard NPC who I *thought* was committing suicide attacked the grief-stricken (CR 23) Solar that was once his wife with the goal of putting her out of her misery. More suicidal yet was the fact that his first action was to cast that BoED spell on her that made her take half damage from all attacks and take no pain. But then he won on the second or third round (can't remember which, and if it was third, she only staved off death with Heal). Maybe we could advance him less and make him less high level, since anything in the 30s should probably be epicified to keep it alive against an equivalent party.

  • #111
    We could just arbitrarily drop his CR down to close to that of Vil. Maybe 25 or so. I didn't go and put the cleric spells in, because those I would think would be something the GM would want to hammer out uniquely. Those would make a difference. Also, we can always go ahead and give him more magic gear. Unlike, say, a giant dinosaur, it's perfectly appropriate for him to have a similar outfit to an adventurer.

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    Quote Originally Posted by domino
    We could just arbitrarily drop his CR down to close to that of Vil. Maybe 25 or so. I didn't go and put the cleric spells in, because those I would think would be something the GM would want to hammer out uniquely. Those would make a difference. Also, we can always go ahead and give him more magic gear. Unlike, say, a giant dinosaur, it's perfectly appropriate for him to have a similar outfit to an adventurer.
    It is certainly true that he could wear gear, which would make a huge difference. I'm thinking maybe we should drop him to 30 HD and then make him CR 25. Advancement by the Monster Manual usually doesn't work out so well except for brutish smashy things, so CT will get the short end of the stick if he is advanced much that way. The other, better but more difficult, possibility is to advance him with PC levels (maybe cleric to stack with his automatic cleric casting). That's really the best way to advance Outsider types with all those special abilities, since the extra HD from monster advancement doesn't really synergise with those

  • #113
    Cleric or Paladin, even. If you want to do some more number crunching for that, go ahead. If not, I'll do it sometime when I get back.

    I suppose adding the Saint template would be a bit much. Actually, now that I think about it, adding the Saint template would simply be superfluous to his inherent abilities.

  • #114
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    You go ahead, I have to write a paper about Celtic Mythology and what it can tell us about the ancient Celts.

  • #115
    Conquers Twice
    Large Outsider/Paladin 10

    Hit Dice: 22d8++10d10+161 (299 hp)
    Initiative: +7
    Speed: 50 ft. (10 squares), fly 150 ft. (good)
    Armor Class: 51 (1 size, +3 Dex, +21 natural, +13 Armor, +5 deflection), touch 17, flat-footed 48
    Base Attack/Grapple: +32/+48
    Attack: +5 dancing greatsword +39 melee (3d6+2d6 Holy+20/1920) or +2 composite longbow (+5 Str bonus) +26 ranged (2d6+2d6 Holy+7/x3 plus slaying) or slam +34 melee (2d8+2d6 Holy+15)
    Full Attack: +5 dancing greatsword +39/+34/+29/+24 melee (3d6+2d6 Holy+20/1920) or +2 composite longbow (+5 Str bonus) +26/+21/+16/+11 ranged (2d6+2d6 Holy+7/x3 plus slaying) or slam +34 melee (2d8+2d6 Holy+15)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-like abilities, spells
    Special Qualities: Damage reduction 25/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 35, tongues
    Saves: Fort +39 (+43 against poison), Ref +31, Will +36
    Abilities: Str 35, Dex 18, Con 24, Int 23, Wis 27, Cha 34
    Skills: Concentration +45, Craft or Knowledge (any five) +33, Diplomacy +52, Escape Artist +25, Hide +24, Listen +33, Move Silently +25, Search +31, Sense Motive +56, Spellcraft +31, Spot +36, Survival +15 (+17 following tracks), Use Rope +16 (+18 with bindings)
    Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track, Point blank shot, Far Shot, Distant Shot, Holy Strike
    Environment: Any good-aligned plane
    Organization: Solitary or pair
    Challenge Rating: 33
    Treasure: No coins; double goods; standard items
    Alignment: Lawful Good

    Equipment:
    +5 Heavy Fortification Mithril Full Plate
    +5 ring of Protection
    +6 Cloak of Charisma

    That's what he looks like with 10 levels of paladin. I haven't bothered to put the various extras a paladin gets, immunity to fear, add cha to saves (though those were added into the numbers) just to save space. I was thinking about switching out the dancing greatsword for a Holy Avenger. What do you think?

    Other stuff, those feats that I added among other things let him shoot arrows at anything in sight, at any distance, with no range penalties, and Holy strike adds 2d6 Holy damage to any weapon he picks up, even a broken chair leg.
    Last edited by domino; Friday, 4th March, 2005 at 12:59 AM.

  • #116
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    Instead of the kind of crappy Holy Avenger in the DMG, Conquers Twice's Holy Avenger should Geater Dispell whenever it hits something.

  • #117
    Honestly, A Holy Avenger would probably not even be worth it. The main point of a Holy Avenger is to do extra holy damage, and be +5.

    But his Greatsword already is plus 5, and the Holy Strike feat adds the holy damage.

    In my mind, he's the anti-Vil. Vil as the king to the south, and just about THE premiere force of Evil in the setting. Conquers Twice being up north, and the mightiest avatar of Good out there. So, despite his higher CR, I think he should be equal with Vil.

  • #118
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    Alsixnivis

    I'll stat up Alsixnivis this weekend, when I have access to my draconomicon.


    We still haven't made those pillar feats, but statting up high CR monsters is so fun!

  • #119
    Yeah, it's fun. But I have a feeling we're headed towards the same problem with, what was it, FR? Where everything is too top heavy. So far, about 1/3 of the movers and shakers that have been seriously discussed are nigh-unto godlike creatures.

    That seems a bit too much. But maybe that's just me.

  • #120
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    Quote Originally Posted by domino
    Yeah, it's fun. But I have a feeling we're headed towards the same problem with, what was it, FR? Where everything is too top heavy. So far, about 1/3 of the movers and shakers that have been seriously discussed are nigh-unto godlike creatures.

    That seems a bit too much. But maybe that's just me.
    Well, we could have just not advanced them as much, leaving their CRs lower without going against the flavour. But remember, we've got these guys instead of gods for this setting, so they are the upper echelon. Also, we don't have that many high-level NPCs out there, so we need a few things that can challenge a high-level party. We've got about 70 NPCs, and only about 10% of them are very powerful, despite the natural tendency to create powerful, important beings.

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