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*Pathfinder & Starfinder
Help me rejigger an encounter in Tamoachan (C-1)
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<blockquote data-quote="Stormonu" data-source="post: 6051099" data-attributes="member: 52734"><p>Nitpick: it's a water wierd, not a water elemental - much more dangerous and antagonistic.</p><p></p><p>For one thing, I'd give the wierd the ability to move beteen the two fountains; it can only be in one of the two at the same time.</p><p></p><p>Also, I'd be inclined to run this as a skill challenge prior to the fight. The individual who fiddles with the fountain triggers the wierd, which pulls the character in and envelopes said character in twisting, watery coils - attempting to crush the victim whilst at the same time drown the victim.</p><p></p><p>Skill Challenge: Free the victim's wierd before he/she drowns.</p><p>Difficulty: 6 successes before 4 failures</p><p>Primary Skills: Athletics for the trapped character. Spellcraft/Religion (1 use) can be used to invoke Zotz to make the wierd momentarily pause to assess the speaker. Combat powers can be used against the wierd.</p><p>Notes: Powers that shift or slide either the wierd or the victim grant one automatic success, but do not actually free the character. Any damage dealt from a power do 3/4 damage to the PC and 1/4 to the wierd. For every failed skill check, the victim loses one 1/4 of their total hit points; the victim MUST make at least one skill check a round.</p><p></p><p>After the skill check, if the water wierd is still intact (it should be statted up as a solo), the characters can battle it as a monster, with it moving between the two fountains and creating 'minor' water snake minions to attack and harrass the PCs. The minions would focus on immobilizing PCs so the water wierd could make a deadly attack. Note also from earlier rooms that limed water has acidic properties - the water wierd could spit like a cobra to blind enemies, for example.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 6051099, member: 52734"] Nitpick: it's a water wierd, not a water elemental - much more dangerous and antagonistic. For one thing, I'd give the wierd the ability to move beteen the two fountains; it can only be in one of the two at the same time. Also, I'd be inclined to run this as a skill challenge prior to the fight. The individual who fiddles with the fountain triggers the wierd, which pulls the character in and envelopes said character in twisting, watery coils - attempting to crush the victim whilst at the same time drown the victim. Skill Challenge: Free the victim's wierd before he/she drowns. Difficulty: 6 successes before 4 failures Primary Skills: Athletics for the trapped character. Spellcraft/Religion (1 use) can be used to invoke Zotz to make the wierd momentarily pause to assess the speaker. Combat powers can be used against the wierd. Notes: Powers that shift or slide either the wierd or the victim grant one automatic success, but do not actually free the character. Any damage dealt from a power do 3/4 damage to the PC and 1/4 to the wierd. For every failed skill check, the victim loses one 1/4 of their total hit points; the victim MUST make at least one skill check a round. After the skill check, if the water wierd is still intact (it should be statted up as a solo), the characters can battle it as a monster, with it moving between the two fountains and creating 'minor' water snake minions to attack and harrass the PCs. The minions would focus on immobilizing PCs so the water wierd could make a deadly attack. Note also from earlier rooms that limed water has acidic properties - the water wierd could spit like a cobra to blind enemies, for example. [/QUOTE]
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Help me rejigger an encounter in Tamoachan (C-1)
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