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Converting Epic Level Beings

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back to crius...

Should we give him tremorsense?

Finally took a look at the Gravorg – not sure how much there is to use for Crius. It has reverse gravity, which we can give to him as an at-will spell-like power, or a spell, or whatnot.
 

Sure, tremorsense sounds kinda gravity-related. Earth mastery might also go well with the gravity theme.

I think he should have some sort of at-will control gravity ability. Here's a start, expanding on the gravorg's power...

Control Gravity (Sp): At will, Crius can produce an effect like that of a reverse gravity spell (caster level Xth; Reflex save DC X), except that the range is X feet and it affects an area of up to X 10-foot cubes. Crius simply stacks the cubes to reach a ceiling or other overhang, then uses any remaining area to disrupt the prey's companions.

Alternatively, Crius can increase the gravity in an area. Creatures within the area must make a Will (?) save or be pulled downward. Creatures on the ground are slowed (as the slow spell). Airborne creatures are pulled downward and reach the ground in 1 round. Falling objects and creatures take falling damage as normal.

Lifting an object in this area is difficult; treat all objects as weighing X times their normal weights.
 

that's pretty cool to start. any ideas how to implement the effects on ranged missiles, melee weapon attacks, and armor class?
 

Well, the easiest thing would be to treat it as if underwater:

Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.

Slashing and bludgeoning weapons: -2 on attack rolls, half damage.
Grapple checks: -2 on grapple checks.

A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.

Freedom of movement would negate all penalties and allow normal movement.
So maybe instead of the slow effect I suggested, we could use the underwater movement penalties, replacing a Swim check with a Strength check.
 

now yer thinkin. :D

also, he can perform a feat where he makes a single object essentially unmovable, and can do it permanently if he concentrates long enough.
 

Reprinting his abilities for ease of reference...

Crius can increase the weight of objects at will, and he can make things weightless. He is able to make any one non-living object too heavy to lift for a period of 1-4 melee rounds; this power can be increased to permanency if the titan is allowed to work on the object for one full turn (saving throw vs. the permanency applicable).
Add to the control gravity ability:

Crius can also change the weight of a single object as a standard action. He can make the object either weightless, causing it to float upward as per the reverse gravity spell if unattended. Alternatively, he can increase the weight of an object, making it too heavy to lift for 1d4 rounds.

If Crius concentrates on an object for 1 minute, he can permanently change its weight. If he chooses to make the object too heavy to lift, nothing short of a wish or miracle spell can allow the object to be lifted.

In battle, the titan creates a field of gravity that causes anything launched at him of a physical nature (arrows, spears, etc.) to fall short. All attackers will be at —4 on their chances to hit and —1 on their armor classes while in this field. Likewise, dexterity bonuses do not apply.
Perhaps we could say that the armor-check penalty of armor is doubled in the gravity field?
 

Good stuff. :)

As far as the armor check penalty, that is a good idea too. Did you make mention of items carried? A character carrying 50 pounds of gear might suddenly find it hard to move if it became 200 pounds. And a character in full plate mail would have some real problems!

I’d say the “affect single object” should be line of sight, and can work apart from the regular gravity field.

I’m thinking this power is so interesting and different, that I might just open it up to discussion in the general forum. :)

As to your previous post (which I did not read as thoroughly as I should have):

Thrown weapons are ineffective within the heavy gravity field, even when launched from outside the field. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of the field’s area they pass through, in addition to the normal penalties for range. Slashing and bludgeoning weapons suffer a -2 on attack rolls and only do half damage. Any creature attempting a grapple check suffers a -2 on the check.

A successful Climb check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.

Freedom of movement would negate all penalties and allow normal movement.

And how would these differ under reversed gravity – or is that covered under the spell description? :)
 

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