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<blockquote data-quote="Cleon" data-source="post: 7191768" data-attributes="member: 57383"><p>Let's check the numbers.</p><p></p><p>A single priest in the current working draft has CL 10, 14 HD and Wisdom 19 (but 26 for spellcasting), so if it's the only survivor to finish a chant magic spell it will have a CL or 21st, or enough for an Epic Spell.</p><p></p><p>If we assume the priests were epic-casting a <em>dispel</em> seed (Spellcraft 19) with the factors "+21 on the dispel check" (Spellcraft +21) "Increase casting time by 10 minutes" (Spellcraft -20) that'd be a Spellcraft DC of 20, so all we need to do is give it a Spellcraft skill of +19 or better and it'll automatically succeed at the roll and free its master!</p><p></p><p>With 14 HD it can have up to 17 ranks in Spellcraft and it has a +4 ability modifier from its Intelligence of 19 plus I suspect it might have enough Knowledge (arcana) or Use Magic Device for a synergy bonus.</p><p></p><p>Speaking of skill ranks, I'm wondering whether to change these things from Aberration to Native Outsider for the sake of making them slightly tougher and more skilled. It'd also make it a bit less obvious I used an enlarged Mind Flayer as a model.</p><p></p><p>The original adventure is a bit vague as to where these things come, but talks of aliens from "deepest intergalactic space".</p><p></p><p>I'm happy to keep them Aberrations for the time being.</p></blockquote><p></p>
[QUOTE="Cleon, post: 7191768, member: 57383"] Let's check the numbers. A single priest in the current working draft has CL 10, 14 HD and Wisdom 19 (but 26 for spellcasting), so if it's the only survivor to finish a chant magic spell it will have a CL or 21st, or enough for an Epic Spell. If we assume the priests were epic-casting a [I]dispel[/I] seed (Spellcraft 19) with the factors "+21 on the dispel check" (Spellcraft +21) "Increase casting time by 10 minutes" (Spellcraft -20) that'd be a Spellcraft DC of 20, so all we need to do is give it a Spellcraft skill of +19 or better and it'll automatically succeed at the roll and free its master! With 14 HD it can have up to 17 ranks in Spellcraft and it has a +4 ability modifier from its Intelligence of 19 plus I suspect it might have enough Knowledge (arcana) or Use Magic Device for a synergy bonus. Speaking of skill ranks, I'm wondering whether to change these things from Aberration to Native Outsider for the sake of making them slightly tougher and more skilled. It'd also make it a bit less obvious I used an enlarged Mind Flayer as a model. The original adventure is a bit vague as to where these things come, but talks of aliens from "deepest intergalactic space". I'm happy to keep them Aberrations for the time being. [/QUOTE]
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