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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Creature ability: Bladestorm Aura
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<blockquote data-quote="Mesh Hong" data-source="post: 4712647" data-attributes="member: 73463"><p>Level 14 creature with a 10 damage aura for creatures starting their turn inside aura (not the usual starting their turn inside or entering aura?). I don't see a problem with that, especially if its a solo.</p><p> </p><p>What you could do to make it more interesting is, as this is a clockwork creature, with an appropriate skill check the PCs could spot a vital part of the creature that controls the whirling blade defence, if they can hit that then it will reduce or stop the auras power.</p><p> </p><p>Perception DC: 25; Arcana DC: 25; Thievery DC: 28</p><p>success: You spot an important looking nodule in the middle of the creatures back nestled amongst armoured plates. Its going to be tricky but if you could hit that spot you might stop those spinning blades.</p><p> </p><p>Any attack may target the "control node"; targeting the nodes gives a -5 penalty to the attack; the attacks deals damage as normal but adds; on hit the Clockwork Beasts BladeStorm Aura is supressed for 1d3 rounds. (actually maybe 1d2 rounds)</p><p> </p><p>alternatively you could have it doing 10 damage, when hit on the "control node" it reduces the damage permanently as follows:-</p><p>standard aura: 10 damage (on entering or starting inside)</p><p>1st hit: 8 damage</p><p>2nd hit: 6 damage</p><p>3rd hit: 3 damage</p><p>4th hit: 0 damage (blades destoryed)</p><p> </p><p>Personally I think that using d8 or d10 instead of flat damage is unnecessary and is slightly adding to unneeded dice rolling. At level 14 the occasional 10 damage aura is fine, as long as the aura isn't so big that PCs can't get away from it by double moving <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(:" title="Smile (:" data-smilie="1"data-shortname="(:" />D)</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4712647, member: 73463"] Level 14 creature with a 10 damage aura for creatures starting their turn inside aura (not the usual starting their turn inside or entering aura?). I don't see a problem with that, especially if its a solo. What you could do to make it more interesting is, as this is a clockwork creature, with an appropriate skill check the PCs could spot a vital part of the creature that controls the whirling blade defence, if they can hit that then it will reduce or stop the auras power. Perception DC: 25; Arcana DC: 25; Thievery DC: 28 success: You spot an important looking nodule in the middle of the creatures back nestled amongst armoured plates. Its going to be tricky but if you could hit that spot you might stop those spinning blades. Any attack may target the "control node"; targeting the nodes gives a -5 penalty to the attack; the attacks deals damage as normal but adds; on hit the Clockwork Beasts BladeStorm Aura is supressed for 1d3 rounds. (actually maybe 1d2 rounds) alternatively you could have it doing 10 damage, when hit on the "control node" it reduces the damage permanently as follows:- standard aura: 10 damage (on entering or starting inside) 1st hit: 8 damage 2nd hit: 6 damage 3rd hit: 3 damage 4th hit: 0 damage (blades destoryed) Personally I think that using d8 or d10 instead of flat damage is unnecessary and is slightly adding to unneeded dice rolling. At level 14 the occasional 10 damage aura is fine, as long as the aura isn't so big that PCs can't get away from it by double moving (:D) [/QUOTE]
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Creature ability: Bladestorm Aura
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