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<blockquote data-quote="Felon" data-source="post: 2308264" data-attributes="member: 8158"><p>Mechalich certainly has a flair for hype, but all-in-all the ethergaunts seem very overblown. Essentially, they're wizards with really high INT scores and a few abilities that, while creepy enough, are a lot weaker than their spells. </p><p></p><p>In particular, I really want to know what the point is of giving them a ranged touch attack that does a whopping 1d6 of damage. No matter how nasty they are otherwise, their scariness is seriously undermined by that one crap attack. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>By and large, it seems the ethergaunts are formidable because they abuse plane-shifting back forth between the material and ethereal plane to a degree few DM's would alow a player to get away with (e.g. shifting away and coming right back with all your wounds fully healed and rested). And here's an excerpt from Mechalich's post that I don't get:</p><p></p><p></p><p></p><p>I assume this is a reference to the gaunts circumventing <em>dimensional anchor</em> or <em>dimensional lock</em>, but I'm not sure how Mechalich is saying they can do that here. How do the Whites "allow" the Reds to leave?</p><p></p><p></p><p>My favorite mobs:</p><p></p><p>Avolokia are pretty cool, if somewhat underpowered.</p><p></p><p>Ulgarstastas and hu;lathoins (basically different takes on the same monster idea).</p><p></p><p>Braxats</p><p></p><p>Spellstitched </p><p></p><p>Swarms and Living Spells</p><p></p><p>Death Giants & Eldritch Giants</p><p></p><p>Rot Reavers (similar to avolokias, but actually effective)</p></blockquote><p></p>
[QUOTE="Felon, post: 2308264, member: 8158"] Mechalich certainly has a flair for hype, but all-in-all the ethergaunts seem very overblown. Essentially, they're wizards with really high INT scores and a few abilities that, while creepy enough, are a lot weaker than their spells. In particular, I really want to know what the point is of giving them a ranged touch attack that does a whopping 1d6 of damage. No matter how nasty they are otherwise, their scariness is seriously undermined by that one crap attack. :confused: By and large, it seems the ethergaunts are formidable because they abuse plane-shifting back forth between the material and ethereal plane to a degree few DM's would alow a player to get away with (e.g. shifting away and coming right back with all your wounds fully healed and rested). And here's an excerpt from Mechalich's post that I don't get: I assume this is a reference to the gaunts circumventing [I]dimensional anchor[/I] or [I]dimensional lock[/I], but I'm not sure how Mechalich is saying they can do that here. How do the Whites "allow" the Reds to leave? My favorite mobs: Avolokia are pretty cool, if somewhat underpowered. Ulgarstastas and hu;lathoins (basically different takes on the same monster idea). Braxats Spellstitched Swarms and Living Spells Death Giants & Eldritch Giants Rot Reavers (similar to avolokias, but actually effective) [/QUOTE]
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