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[3.5E] New Revision Spotlight - Mummy and Mummy Lord
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<blockquote data-quote="Schmoe" data-source="post: 852236" data-attributes="member: 913"><p>These two additions are definitely bonuses. I like them a lot.</p><p></p><p></p><p></p><p>I agree. This would be great if they had the space and time to give us examples of NPC's of every creature that is advanced by class levels, but it seems more likely that there will only be a few scattered here and there.</p><p></p><p></p><p></p><p>The fire vulnerability is probably just an omission. They're either still working out the details, or else Energy Vulnerability is now a major "ability" that is covered under another section. </p><p></p><p>The Great Fortitude seems like a flavor issue to me.</p><p></p><p>The tactics section, hopefully, is an omission. I loved the round-by-round tactics for the Pit Fiend, and I think it would make an excellent addition as a standard section for any monster write-up. </p><p></p><p>As far as the special ability DC's are concerned, that is just the way that the special abilities scale when class levels are added. The DC is based off of racial HD and an ability modifier, so adding class levels, while good for adding class abilities, will only rarely strengthen a creature's base abilities. That's the way the system currently works, so I don't see it as a problem with the upcoming revision.</p><p></p><p>If you think that special abilities should scale with CR, then use <strong>total</strong> HD to calculate the DC's, rather than racial HD. The exact formula is 10+(HD/2)+(Ability mod.). So the Mummy Lord's rot and fear aura would both have a DC of 10+(18/2)+3 = 22, which is considerably more difficult, even when matched against a character's strong save. That's what I do. Be careful, as this can have very deadly results. When your Bodak/Rogue 8 has TPK'd your party, you only have yourself to blame. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Schmoe, post: 852236, member: 913"] These two additions are definitely bonuses. I like them a lot. I agree. This would be great if they had the space and time to give us examples of NPC's of every creature that is advanced by class levels, but it seems more likely that there will only be a few scattered here and there. The fire vulnerability is probably just an omission. They're either still working out the details, or else Energy Vulnerability is now a major "ability" that is covered under another section. The Great Fortitude seems like a flavor issue to me. The tactics section, hopefully, is an omission. I loved the round-by-round tactics for the Pit Fiend, and I think it would make an excellent addition as a standard section for any monster write-up. As far as the special ability DC's are concerned, that is just the way that the special abilities scale when class levels are added. The DC is based off of racial HD and an ability modifier, so adding class levels, while good for adding class abilities, will only rarely strengthen a creature's base abilities. That's the way the system currently works, so I don't see it as a problem with the upcoming revision. If you think that special abilities should scale with CR, then use [b]total[/b] HD to calculate the DC's, rather than racial HD. The exact formula is 10+(HD/2)+(Ability mod.). So the Mummy Lord's rot and fear aura would both have a DC of 10+(18/2)+3 = 22, which is considerably more difficult, even when matched against a character's strong save. That's what I do. Be careful, as this can have very deadly results. When your Bodak/Rogue 8 has TPK'd your party, you only have yourself to blame. :p [/QUOTE]
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[3.5E] New Revision Spotlight - Mummy and Mummy Lord
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