Greater Energon, uncomplete (was Elemental Sphere, CbP II)

Knight Otu

First Post
I'd like to muster some help with the Energy Sphere I proposed for the Creatures by Poll #2, who will (most likely) not be detailed by the community. Instead, I'll do it myself.
I'll keep the basic information (Large, NE Outsider, 12 HD, incorporeal) and description.

It's basic attack powers will be utilized via forming up to four pseudopods consisting of one energy type (elemental, positive or negative), and two pseudopods of different types can be combined. Thus, this energon may have up to four "normal" pseudopods, two "normal" pseudopods and one combined pseudopod, or two combined pseudopods.

Each pseudopod can do one of the following: Shoot a ray, make an incorporeal touch, or cause a burst effect, all based on the energy mixture of that pseudopod. The energon can use all it's pseudopods as a full round action, or one as a standard action.

Now I would like to hear your opinion on the possible effects for these three attack types. The melee touches should be stronger than the rays, while the bursts could be a bit stronger, but with a drawback (I'm thinking of Con damage.)

Thanks in advance! :)
 
Last edited:

log in or register to remove this ad

I think I should post what I already have for the creature:

Energon, Xeyren-Yiir
Large Outsider (Evil, Incorporeal)
Hit Dice:
12d8+48 (102)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 30 ft. (good)
AC: 20 (-1 size, +5 Dex, +7 deflection)
Attacks: 1-4 incorporeal touches +17 melee, 1-4 energy rays +17 ranged touch
Damage: Incorporeal touch 1d8 and energy effect; energy ray 1d4 and energy effect
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Energetic pseudopods, energetic burst
Special Qualities: Incorporeal, energetic resistance, telepathy
Saves: Fort +12, Ref +13, Will +11
Abilities: Str /, Dex 21, Con 18, Int 13, Wis 12, Cha 25
Skills: Bluff +22, Hide +16, Intimidate +24, Search +16, Sense Motive +16, Spot +16
Feats: Combat Reflexes, Improved Initiative, Iron Will
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 13?
Treasure: None
Alignment: Always neutral evil
Advancement: 13-19 HD (Large); 20-36 HD (Huge)
Xeyren-yiirs are a rare form of energon that combine not only positive and negative energy, but also the four classical elements within themselves. They are native to the Negative Energy Plane, tainted by it’s dark energy.
A xeyren-yiir appears as a large, translucent sphere, about 6 feet across, consisting of elemental energies, the deep darkness of negative energy and the bright light of positive energy. They can form up to 4 pseudopds, each visibly consisting of one energy type. They can alos combine two different pseudopods into one, creating a pseudopod that swirls with both energy types. As it is incorporeal, a xeyren-yiir does not care for material obstacles, though at times they tend to be drawn to places where the energies are strong, such as a volcano.
Combat
A xeyren-yiir faced with opposition will try to gauge the strengths and weaknesses of it’s enemies and form pseudopods as appropriate. It prefers to use it’s energy rays from a distance, and burst attacks against large groups of weaker enemies. If those attack types are undesirable for a reason, it may use it’s pseudopods for direct melee attacks.
Energetic Pseudopods (Ex/Su): As a free action, the xeyren-yiir can change the setup of it’s pseudopods during it’s turn, but only once per turn. It can choose either four pure pseudopods, two pure and a combined pseudopod, or two combined pseudopod. It can use each pseudopod either to make an incorporeal touch attack, a ray attack with a range of 60 ft., or a burst attack (Both the ray and the burst attacks are supernatural abilities, while the incorporeal touch is extraordinary). In addition, these formed pseudopods determine the xeyren-yiir’s resistances. The xeyren-yiir can choose the following pseudopods, but each element or energy can only be chosen once:
Air (Pure):
Earth (Pure):
Fire (Pure): The melee touch attack dealsan additional 1d8 points of fire damage. The ray deals an additional 1d6 points of fire damage.
Negative (Pure):
Positive (Pure):
Water (Pure):
Ashes (Combined Fire/Negative):
Dust (Combined Earth/Negative):
Ice (Combined Air/Water):
Lightning (Combined Air/Positive):
Magma (Combined Earth/Fire):
Mineral (Combined Earth/Positive):
Ooze (Combined Earth/Water):
Radiance (Combined Fire/Positive):
Salt (Combined Negative/Water):
Smoke (Combined Air/Fire):
Steam (Combined Positive/Water):
Vacuum (Combined Air/Negative):
Energetic Blast (Su): Instead of using a pseudopod for a melee touch or a ray, a xeyren-yiir can use it to create an energetic blast based on the energy types of that pseudopod, in a 30 feet radius around the xeyren-yiir. Every time it uses an energetic blast, the xeyren-yiir suffers 1d4 points of temporal Constitution damage. A xeyren-yiir is immune to the effects of a blast created by itself. The types of blasts that each pseudopod can create are as follows:
Air (Pure):
Earth (Pure):
Fire (Pure): Every creature caught in the blast suffers 3d6 points of fire damage, with a Reflex save (DC 20) for half possible.
Negative (Pure):
Positive (Pure):
Water (Pure):
Ashes (Combined Fire/Negative):
Dust (Combined Earth/Negative):
Ice (Combined Air/Water):
Lightning (Combined Air/Positive):
Magma (Combined Earth/Fire):
Mineral (Combined Earth/Positive):
Ooze (Combined Earth/Water):
Radiance (Combined Fire/Positive):
Salt (Combined Negative/Water):
Smoke (Combined Air/Fire):
Steam (Combined Positive/Water):
Vacuum (Combined Air/Negative):
Incorporeal: Xeyren-yiirs can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. They can pass through solid objects at will, and their attacks pass though armor. They always move silently.
Energetic Resistances: A xeyren-yiir possesses various resistances and immunities, based on the pseudopods it has formed in a given round. These resistances and immunities can be found in the following list:
Air (Pure):
Earth (Pure):
Fire (Pure): The xeyren-yiir has fire resistance 20.
Negative (Pure):
Positive (Pure):
Water (Pure):
Ashes (Combined Fire/Negative):
Dust (Combined Earth/Negative):
Ice (Combined Air/Water):
Lightning (Combined Air/Positive):
Magma (Combined Earth/Fire):
Mineral (Combined Earth/Positive):
Ooze (Combined Earth/Water):
Radiance (Combined Fire/Positive):
Salt (Combined Negative/Water):
Smoke (Combined Air/Fire):
Steam (Combined Positive/Water):
Vacuum (Combined Air/Negative):
Telepathy (Su): A Xeyren-yiir can communicate telepathically with any creature within 100 feet that has a language.
 

Elemental Excess

I really like the concept with this thing, but I also admit that I always feel like Elementals in general get the shaft in RPGs, and I love seeing something new for them. But I think maybe the monster might benefit if you split it up a bit. Make a positive and negative version, following the Xeg/Xag precedent. If nothing else, something from the negative material plane isn't likely to be touting anything positive material. ;)

Just a thought. As for effects, I'm brainstorming.

-MsM
 

Good point about the splitting of the monster, MissHappen! :)
The original concept wasn't necessarily an Energon (that could have been determined in a poll, of course), but for an Energon it does make sense to split. :)

That would also reduce the number of effects that a creature could manifest - less headaches to remember which are actually active ;).
 

Elemental Misery

Some ideas on effects:

Ash: Snuffs out fire/fire spells/magic effects/fire resistance?
Salt: Instead of dehydration, how about salty wounds? (ouch!)
Vacuum: The Hoover effect. I like the idea of the thing using this to grapple, and maybe wield an enemy, held on the end of a 'pod. Maybe it can use this to suck targets closer too.
Dust: Dust of sneezing and choking.

Brilliance: Instead of just blinding, how about a defensive effect? It blocks/diffuses light-based effects, and maybe even disperses visual/illusion effects.
Steam: Scalding dmg ignores most physical armor.
Lightning: Add extreme magnetism to metal items, or maybe give a serious hit bonus to targets with metal on them.
Mineral: Sharpness sounds good...

Hope these help a bit.

-MsM
 

Sounds good. :)

I only have a few problems with the effects for steam, lightning and mineral..

Scalding (fire) damage already ignores armor.

Lightning - Not sure about magnetism, but the to hit bonus against metal should be workable.

Mineral - Sharpness as in Sword of Sharpness? Should maybe call for a Reflex save...

Thanks! :)
 

Scalding?

Point. I keep forgetting how streamlined the idea of fire damage is. My recommend on the steam business is have it act like fire damage, but penalize any fire resistance by a bit. Steam is supposedly super-positive water in an elemental sense, and has little to do with actual fire as much as it does raw energy.

Glad to be some help...
-MsM
 


Excellent...

Hey, this is your monster. If it sounds good to you, keep it. ;) But it sounds good to me too.

I'm trying to come up with original ideas for the standard elements/paraelements, but I don't want to use anything particularly complex. This critter looks like it would have to deal with a lot of mechanics anyway...

So far, all I've got is Magma laying a shell of cooling rock on the target, slowing them down. Ice not only does cold damage, but it also freezes potions/water/etc on the target's person.

Smoke and Ooze? Well, nausea is always a favorite for Ooze.

-MsM
 

OK, consider the Steam damage type finalized. :)

I agree that the powers shouldn't be too complex, but a few could be a bit more out there...

I'll propably edit the stats post sometime this week to split the creature into two, positive and negative, and add your feedback. :)

Thanks again! :)
 

Remove ads

Top