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Converting Epic Level Beings

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BOZ said:
here is the ability straight up; we'd undoubtedly want to make modifications:

Earth Glide (Ex): A X can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing X flings the X back 30 feet, stunning the creature for 1 round unless she succeeds on a DC 15 Fortitude save.

That could all work as long as we add a limiter to his mountain realm.

As for the spell, most of it works, except:

BOZ said:
Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone’s complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save.

Probably unnecessary as it ain't easy to destroy an entire mountain.

BOZ said:
Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell’s duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.

It should never expire, thus preventing the second sentence.

BOZ said:
The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals you 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage.

I think at the very least the "transmute rock to mud=death" should be omitted due to the size.

Another thing to donsider modifiying for Vore...

Mountain Dependency (Su): Each oread is mystically bound to a mountain. If an oread stays farther than 1 mile from her mountain, she dies within 4d6 hours.
 

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Shade said:
That could all work as long as we add a limiter to his mountain realm.

True. See below.

Shade said:
Probably unnecessary as it ain't easy to destroy an entire mountain.

True. :) I’ll cut that out.

Shade said:
It should never expire, thus preventing the second sentence.

The whole paragraph, really, since he cannot fully leave the mountain.

Shade said:
I think at the very least the "transmute rock to mud=death" should be omitted due to the size.

Omitted, or transferred to straight damage. We’ll see how many such things we want to list in that last sentence. ;)

Shade said:
Another thing to donsider modifiying for Vore...

Mountain Dependency (Su): Each oread is mystically bound to a mountain. If an oread stays farther than 1 mile from her mountain, she dies within 4d6 hours.

Not sure how that would be useful?

In this ability, should we make it clear how much Vore can move in or out of the mountain and all that? is it clear enough already?

“Vore’s Movement” (Ex): Vore Lekiniskiy can glide through the stone and earth of Vstaive Peak as easily as a fish swims through water. His burrowing leaves behind no tunnel or hole, nor does he create any ripple or other signs of his presence. A move earth spell cast on an area containing Vore Lekiniskiy (forces him back into the mountain?), stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.

Vore is always in contact, however tenuous, with the face of the mountain. He remains aware of the passage of time and can cast spells on himself while hiding in the mountain. Nothing that goes on outside the mountain can be seen, but Vore can still hear what happens around him.

The following spells harm Vore if cast upon the area that he is occupying: Stone to flesh deals him 5d6 points of damage. Stone shape deals him 3d6 points of damage. Transmute rock to mud (deals him X damage?). Passwall (deals him Xdamage?).
 

BOZ said:
Not sure how that would be useful?

Just the fact that he's tied to a mountain. :D

BOZ said:
In this ability, should we make it clear how much Vore can move in or out of the mountain and all that? is it clear enough already?

“Vore’s Movement” (Ex): Vore Lekiniskiy can glide through the stone and earth of Vstaive Peak as easily as a fish swims through water. His burrowing leaves behind no tunnel or hole, nor does he create any ripple or other signs of his presence. A move earth spell cast on an area containing Vore Lekiniskiy (forces him back into the mountain?), stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.

Vore is always in contact, however tenuous, with the face of the mountain. He remains aware of the passage of time and can cast spells on himself while hiding in the mountain. Nothing that goes on outside the mountain can be seen, but Vore can still hear what happens around him.

The following spells harm Vore if cast upon the area that he is occupying: Stone to flesh deals him 5d6 points of damage. Stone shape deals him 3d6 points of damage. Transmute rock to mud (deals him X damage?). Passwall (deals him Xdamage?).

I'm liking it so far. The parenthetical bit in the first paragraph seems fine. Since both transmute rock to mud and passwall are a level lower than stone to flesh, maybe 4d6 for both?

We probably need to add a line or two describing how far he extends from the mountain. Something like:

"Vore must always keep at least 5 feet of his space within the mountain. He can extend the rest of his body and use his natural reach as normal."
 

i agree that something like that should be stated. i'm not sure how it would work though, to keep 5 feet of his space within the mountain, since his space is 30x30 (at least)?
 





how's about...

“One With the Mountain” (Ex): Vore Lekiniskiy is mystically bound to Vstaive Peak. He can glide through the stone and earth of Vstaive Peak as easily as a fish swims through water. His burrowing leaves behind no tunnel or hole, nor does he create any ripple or other signs of his presence. A move earth spell cast on an area containing Vore Lekiniskiy forces him back into the mountain, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.

Vore is always in contact, however tenuous, with the face of the mountain. He remains aware of the passage of time and can cast spells on himself while hiding in the mountain. Nothing that goes on outside the mountain can be seen, but Vore can still hear what happens around him. Vore can emerge from the face of the mountain at any point he wishes, however he cannot fully leave the mountain; he must always remain in contact with the mountain and cannot have more than half of his body outside the mountain at any time.

The following spells harm Vore if cast upon the area that he is occupying: Stone to flesh deals him 5d6 points of damage, transmute rock to mud and passwall deal him 4d6 points of damage, and stone shape deals him 3d6 points of damage.
 


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