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

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.

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.
 
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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.
 
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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?
 

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.
 

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?
 

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

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

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 of interesting to see.

Edit: To your question, Mutually Assured Destruction.
 

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

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

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 of interesting to see.

Edit: To your question, Mutually Assured Destruction.

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.
 

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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?
 
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