Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)

Observers

That's just nasty, like fighting opponents that gain a level every single round. It's a good thing they don't get +1 to AC as well! hehehe.... though you could make that a house rule. It would make sense too, if you gain that kind of bonus because you know how your opponent moves, it *should* work both ways... Ghoulish Formian Observers... nasty...

On the other hand, this kind of bonus really should be limited by either the fighting formians intelligence, or their dexterity. Just 'cause you know what someone is going to do, doesn't mean you have an infinite ability to capitalize on it.
 
Last edited:

log in or register to remove this ad

Formian intelligence is irrellivant, I'm sure you can guess why.

As for the rest... it is still an insight bonus afterall so... don't see the problem.

As for the Illithid Savant. I'm sure the Defenders (and any other PC's while I'm at it) would be mighty surprised by an Illithid with Damage Reduction, Spellcasting abilities, Lore, the Smite evil or smite good ability and regeneration 5 (fire and acid).

One of the best PrC's I've ever seen and by far my favorite. The flavor is just awsome and it is just so right for an Illithid. Just my 2 cents =]
 
Last edited:

Hiveminds

This is more of a if fantasy were fact type of question, but hey, who cares, right?

Anyway, if you had a species, like the Formians, wouldn't their individual intelligence scores still affect how well they process the information fed to them by the Hive?

And while we're on the topic, if that thing about Hive intelligence were literally translated, wouldn't Hive creatures be like infinitely powerful wizards, clerics, druids, sorcerers and bards?
 

Read the Formian entry in the MM, it specifically states that they are capable of very impressive and harmonious battle plans and maneuvers through use of the Hivemind and being directed by the more powerfull and intelligent broods.

============

And PC, you might wanna hit their Instant Fortress with this if you really want to annoy them ^^

Quagmire Vortex
Evocation [Earth, Water]
Level: Drd 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No

This devastating spell can be cast only in swampy or muddy environments; the entirety of the spell's spread must be located in this terrain or the spell fails.

When cast, the bog in this area lurches into a sluicing life, forming a vortex made of mud and peat not unlike a huge whirlpool. The violent churning motion of the vortex knocks down creatures, collapses structures, and inexorably pulls anything caught in its area toward its center.

Each creature standing in the area must make a Reflex save (DC 15) each round they remain in the area or fall down. Structures in the area take 50 points of damage per round. Any creature caught inside a structure that collapses takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble. A creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned creature falls unconscious, he or she must make a Constitution check (DC 15) or take 1d6 points of lethal damage each minute thereafter until freed or dead. Unfortunately, pinned creatures may be in for an even more terrible fate as they are drawn toward the center of the vortex.

Each round, all creatures that have fallen down and all structures that have collapsed move in the same circular pattern around the center of the vortex at a speed of 30. Each round, this motion draws objects 10 feet closer to the vortex's center.

Creatures on the ground that have not been knocked prone move in this manner as well, but this movement does not count against their maximum movement for the round, and, on their turn, such creatures can take move actions to move in any direction they wish. The thick mud reduces the base land speed of Large or smaller creatures to 5 feet, and it does not hinder creatures larger than this. If a creature has a natural swim speed, it may use this speed instead while in the mud.

Once an object or creature reaches the center of the vortex, it is pulled down into the mud at a rate of 30 feet per round to a maximum depth of 80 feet. Creatures pulled into the mud begin to drown whenever they can no longer hold their breath (see the Swim skill description in Chapter 4 of the Player's Handbook, and Drowning in Chapter 8 of the Dungeon Master's Guide). Characters held below the surface of the vortex can swim back toward the surface with a successful Swim Check (DC 35 + 1 per consecutive round of being under the surface).

Once the spell's duration ends, the vortex instantly calms. Trees and other natural vegetation are naturally returned to their positions before the vortex began, but creatures and artificial objects (including ruined structures) pulled down into the vortex become imprisoned in the mud; living creatures that do not have burrowing speeds quickly suffocate if not rescued.


:cool:
 
Last edited:

Quagmire Vortex - Yikes! That's a pretty scary spell. :eek: Balanced well, of course, in that any high-level character with a means to fly or otherwise transport itself isn't in any danger, plus the fact that it must be cast in mud. But still - it certainly would be very impressive to witness! :cool:
 

Well what it would do in conjunction with an Earthquake and a control winds and control water does bother me...

And put that underground... A little 3 high level druid group.. shrug...
 


Each creature standing in the area must make a Reflex save (DC 15) each round they remain in the area or fall down.

I houseruled it to be a Reflex save each round they remain in the area or fall down. A set DC this low for a 9th level spell is too useless and limits it to target structures.

With a reflex save equal of that to the Druid it makes it more combat directed and nothing too imbalanced. Fly spells and other stuff and plenty about and it's enviromentally dependant which is another pain. When a druid is able to use this puppy it should be a decent spell IMHO and not one with a pansy DC 15 static reflex save.

Making it a Blance check with a set DC ipv a Reflex save would be fine as well. I preferred the Reflex save myself.
 

Piratecat said:
Anyways, did Imbindarla's death surprise other folks? Now I'm really curious if it came out of left field for everyone!

I knew she was falling; figured Aeos had speared her, and that, dying as she fell, she had cursed the Defenders (or, later, the world) with her own suffering... I thought the worms were immature C'thonnians, though! Kept expecting Shud M'ell to crack open a world-shattering earthquake! Never caught on about the beetles, though. (Are you sure you mentioned that Imbindarla was goddess of crawling things in darkness? If so, I missed it!)

Anyway, her son (or someone) was certainly ready for the fall... The "Fall of Magic" only lasted 30 seconds, so SOME(ONE/THING) took up the mantle!
 

Several things were ready to take up the mantle. :D

It's odd to think that in less than ten sessions, this whole adventure will be over. Lord knows what the result will be, though. The PCs make some wrong choices, and some very bad stuff could happen to the whole world.

Ought to be interesting.

As for that hive-minded merc group, I don't have much in the way of stats for them. I always figured that each other hive-member present gives everyone a bonus on various skills and attacks. There's also a link for hit points, where any wounds get split up between the group. To be honest, it's never come up before now, so I've just hand-waved it as I went for the cool effect.
 

Remove ads

Top