I just don't have the energy anymore to preach the virtues of epic level play to nonbelievers.BOZ said:good deal - that was easier than i expected!![]()
I didn't have time before, but now I do...BOZ said:any thoughts on the other stuff regarding powers and such?
I agree with Shade.BOZ said:Shade mentioned adding the Air subtype – this might just be a good thing for them.
I like the "copy the arrowhawk" option.BOZ said:so, adding all of this up, we can probably attribute at least some of the following things to a mortai:
Its Attack and Full Attack lines would either be blank or would list a sort of electricity ray like with the arrowhawk.
Yeah, or somewhere in the range of CR + 11-16.BOZ said:spell resistance of at least 27.
Yes.BOZ said:probably Air Mastery
Cool.BOZ said:Immunity to Weapons, probably similar to what swarms have
I'd add in the remaining spells from the air domain to replace those without suitable replacements: At will--chain lightning; 3/day--whirlwind; 1/day--elemental swarm (cast as an air spell only).BOZ said:Spell-Like Abilities something like so: At will – acid fog, air walk (cast on another creature), call lightning (given to another creature?), control winds, fog cloud, gust of wind, ice storm, rainbow pattern, summon monster IX (air outsiders only), whispering wind, wind walk, and wind wall; 7/day – cloudkill; 3/day – control weather. Caster level 20th. The save DCs are Charisma-based. (don’t have PHB with me, but I guess it loses aerial servant, dust devil, and rainbow unless there are suitable replacements)
Perhaps the loremaster's abilities could be used as blueprints:BOZ said:Legend Lore (Su) ability
I'll get back to you on this one.BOZ said:Write up the core/nimbus for its vulnerable spot
Yep.BOZ said:Probably needs some sort of amorphous/gaseous form ability
How should we handle this? Circumstance bonus to Hide checks when in cloudy skies?BOZ said:Can imitate any type of cloud
Indeed.BOZ said:Knows all languages
Shade said:Perhaps the loremaster's abilities could be used as blueprints:
Lore: At 2nd level, a loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
Greater Lore (Ex): At 6th level, a loremaster gains the ability to understand magic items, as with the identify spell.
True Lore (Ex): At 10th level, once per day a loremaster can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.
How should we handle this? Circumstance bonus to Hide checks when in cloudy skies?
I'll get back to you on this one.
PSMC2 said:It’s not widely known, but mortai have a secret core – a place where their power’s collected in one spot, a glowing nimbus of light no more than 10 feet across in the heart of the cloud. This nucleus is vulnerable to enchanted weapons, although it is AC –5. ‘Course, finding a sphere 10 feet across in a cloud encompassing a couple of cubic miles wouldn’t be an easy feat, especially if the mortai were throwing lightning at the bashers trying to find the needle in the haystack.
MC8 said:However, mortai are extremely able denizens of the air, and are masters of their environment. As such, it is quite difficult to gain position or advantage enough to actually attack a mortai. First of all, they are very high in the air, making them difficult to reach.
PSMC2 said:For most nonfliers, just getting into position to injure a mortai’s a serious challenge. Mortai can hover a few hundred feet above the ground, or they can float at altitudes of 20,000 feet or more. Their superior speed and maneuverability almost guarantee that they can leave a situation whenever they want. Mortai are so huge that no physical weapon wielded by a mortal can injure them; a vorpal sword +5 just waves through cloud-stuff even if a blood gets close enough to wield it. Only magical spells, dragon breath, or similar effects can cause actual injury to a mortai.
PSMC2 said:If a mortai is somehow driven to combat, it can attack once per round with a great bolt of lightning 10 feet in diameter and possibly miles in length. Any creature in the path of the bolt suffers 10d6 points of damage (a save versus spell for half damage applies). A creature standing on the ground when struck by a bolt must make an additional successful saving throw versus spell or be stunned for 2 to 20 rounds. Mortai can throw lightning bolts all day long if that’s what it takes to get their point across to their antagonists.
Well, since spell-like abilities always have a casting time of 1 standard action, we could simply make it a spell-like ability and be done with it. Otherwise, we could do something like this:BOZ said:this might be more like an enhanced special ability. Not sure what to do with it yet, but it will come to me.“Legend lore at will without penalty or time requirements.” “This spell is cast instantly and is always accurate.”
Gotcha.BOZ said:Hide and/or Disguise bonus.could be a minor (Ex) ability too.
Hmmm...here's a rought stab at it...BOZ said:It’s not widely known, but mortai have a secret core – a place where their power’s collected in one spot, a glowing nimbus of light no more than 10 feet across in the heart of the cloud. This nucleus is vulnerable to enchanted weapons, although it is AC –5. ‘Course, finding a sphere 10 feet across in a cloud encompassing a couple of cubic miles wouldn’t be an easy feat, especially if the mortai were throwing lightning at the bashers trying to find the needle in the haystack.
Immunity to physical weapons?BOZ said:For most nonfliers, just getting into position to injure a mortai’s a serious challenge. Mortai can hover a few hundred feet above the ground, or they can float at altitudes of 20,000 feet or more. Their superior speed and maneuverability almost guarantee that they can leave a situation whenever they want. Mortai are so huge that no physical weapon wielded by a mortal can injure them; a vorpal sword +5 just waves through cloud-stuff even if a blood gets close enough to wield it. Only magical spells, dragon breath, or similar effects can cause actual injury to a mortai.
Hmmm, it sounds like this should be an Ex ability rather than a ranged attack. The arrowhawk has an electricity ray, which hits just one opponent. This is more like a lighting bolt or electricity breath weapon.BOZ said:If a mortai is somehow driven to combat, it can attack once per round with a great bolt of lightning 10 feet in diameter and possibly miles in length. Any creature in the path of the bolt suffers 10d6 points of damage (a save versus spell for half damage applies). A creature standing on the ground when struck by a bolt must make an additional successful saving throw versus spell or be stunned for 2 to 20 rounds. Mortai can throw lightning bolts all day long if that’s what it takes to get their point across to their antagonists.
Looks good.BOZ said:Adding these things then:
Spell-Like Abilities: At will – acid fog, air walk (targets another creature), call lightning (bestowed upon another creature) (DC X), chain lightning (DC X), control winds (DC X), fog cloud, gust of wind (DC X), ice storm, rainbow pattern (DC X), summon monster IX (air elementals and outsiders only), whispering wind, wind walk, and wind wall; 7/day – cloudkill (DC X); 3/day – control weather, whirlwind (DC X); 1/day--elemental swarm (cast as an air spell only). Caster level 20th. The save DCs are Charisma-based
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a mortai.
I'd leave it in, as it has to take a standard action to use its control winds spell-like ability, and might choose to do something else instead.BOZ said:Gaseous Form (Ex): A mortai’s insubstantial form grants it immunity to critical hits and flanking. A mortai cannot run, but it can fly, and it is subject to winds. It cannot ever wear armor, manipulate solid objects, or enter water or other liquids. It can pass through small holes or narrow openings – even mere cracks. It also can occupy squares occupied by enemies.
Might take out the subject to winds though… as it can simply control them.unless, of course, it is subject to winds that it is not yet in control of…?
Shade said:Well, since spell-like abilities always have a casting time of 1 standard action, we could simply make it a spell-like ability and be done with it.
Hmmm...here's a rought stab at it...
Power Core (Ex): A mortai has a secret core where its power is collected in one spot. This is a glowing nimbus of light no more than 10 feet across in the heart of the cloud. A creature can make a DC X Knowledge (the planes) check to realize that the mortai has this vulnerable core. A successful Search check (DC X) is needed to actually locate the core. The core has an Armor Class of 25 and has DR X/magic.
What happens if the core is attacked? Simple damage to the mortai?
Immunity to physical weapons?
Hmmm, it sounds like this should be an Ex ability rather than a ranged attack. The arrowhawk has an electricity ray, which hits just one opponent. This is more like a lighting bolt or electricity breath weapon.
I'd leave it in, as it has to take a standard action to use its control winds spell-like ability, and might choose to do something else instead.
Excellent! I am also tempted by that bright, shiny apple...er, to make it a free action.BOZ said:I definitely like it as a supernatural ability rather than a spell-like. I’m almost tempted to make it a free action. I would not limit the number of times per day at all. Giving it another try:
Legend Lore (Su): A mortai can duplicate the effects of a legend lore spell, as a standard/free action. A mortai receives this information instantly, and the information is always accurate as if the mortai had the person or thing at hand or was in the place in question.
Sounds good.BOZ said:For the cloud thing, maybe….
Cloud Form (Ex): A mortai is able to shift its cloudy shape to nearly any size and shape (Colossal only), and can even appear as dark storm clouds. As such, a mortai has a +X racial bonus on Hide checks and a +X racial bonus on Disguise checks when among clouds.
Actually, more Stargate.BOZ said:power core – how “Star Trek”!
seriously though, I like it! And the answer to your questions would be “Yes”![]()
Good flavor text, and I don't think you need the last part.BOZ said:I just gave it the “immune to weapon damage” in the SQ line, like swarms have.“For most nonfliers, just getting into position to injure a mortai’s a serious challenge. Mortai can hover a few hundred feet above the ground, or they can float at altitudes of 20,000 feet or more. Their superior speed and maneuverability almost guarantee that they can leave a situation whenever they want.” can become part of the flavor text optionally.
Don’t know if I would need to state this or not though: “Only magical spells, dragon breath, or similar effects can cause actual injury to a mortai.”
Ooh, I like the name of the ability! It looks good, although a Fort save would seem to make more sense to me.BOZ said:you’re probably right. I’m going to have to give them a big old "---" in the Attack lines (something I was trying to avoid with the horgar) and just have that awesome lightning bolt useable once per round. How about_:
Legendary Lightning (Ex): Once per round, a mortai is able to unleash an awesome lightning bolt that is 10-feet square in diameter, and affects everything in its path. This bolt always strikes the ground where the mortai directs it, and can be miles in length. All creatures and objects in the path of this bolt suffer 10d6 points of electricity damage (Reflex DC X half). Any creature standing on the ground when struck by this bolt must also succeed on a DC X Will? Save or be stunned for 2d10 rounds.
BOZ said:exactly – that’s why I brought it up.![]()
Shade said:Excellent! I am also tempted by that bright, shiny apple...er, to make it a free action.
Power Core (Ex): A mortai has a secret core where its power is collected in one spot. This is a glowing nimbus of light no more than 10 feet across in the heart of the cloud. A creature can make a DC X Knowledge (the planes) check to realize that the mortai has this vulnerable core. A successful Search check (DC X) is needed to actually locate the core. The core has an Armor Class of 25 and has DR X/magic. Damage dealt to the power core deals damage to the mortai's normal hit points, and bypasses any additional damage reduction or protection it otherwise possesses.
The consequences are inconsequential.BOZ said:what – there are consequences for giving in to temptation? Hah, a free action it is.![]()
Yeah, I was just covering my butt in case we'd decided the mortai had other damage reduction (but I was too lazy to scroll back).BOZ said:bit of a problem there at the end, chief. Saying that the core has damage reduction, but that attacks against it bypass damage reduction is mighty contradictory.
I’d like to replace the last two sentences with:
“This core can be attacked with and damaged by physical weapons, and has an Armor Class of 25 and damage reduction X/magic. Damage dealt to the core of a mortai deals damage to the mortai’s normal hit point total.”
I could see it go either way. My gut says Constitution (or is that indegestion?)BOZ said:And what ability score should the save for the aptly-named Legendary Lightning be based on? Charisma, Constitution?