Immortal's Handbook continuation thread

Upper_Krust said:
Hi Clay_More mate! :)



I like it. Reminds me of the motorcycles in Tron. :)

However I think the effect is more suited to Armour than a weapon.

The weapon at least could be sheated...

Upper_Krust said:
Seemingly you have just taken yourself out of the game. When you can't be hurt by anything ever then you are the Dungeon Master.

+infinity

Of course you could always go back in time to before the wearer donned the armour and then kill them... :p

Or just consider that the armor is very itchy, and you have to make a Will save every hour to not remove it ASAP. I doubt the armor could immunize its wearer against itself, since it's more powerful than everything.

That and the fact you'll need to remove at least part of it if you don't want to pee in your armor...




Assimilator works a bit like superpowered version of my ogre-mages (I house ruled they eat souls as well as flesh, and gain competence bonuses to their skills equals to half their eaten victim's rank in that skill; beside you need to kill an ogre-mage to free the eaten souls if you want to resurrect a victim).
 

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Re: Are you high?

Anabstercorian said:
What is with the pricing for the Life Bane things?

Look, it's considered to increase the bonus by some amount, but only when against living opponents. If it doesn't always function, why does it cost MORE than simply increasing the enchantment, which functions ALL the time against ALL enemies and targets?

Well, bane weapons add +2 to things, and are much more limited than these. Perhaps the life bane idea itself is out of whack.
 

Upper_Krust said:
Hi Anubis mate! :)



Rating Ability Scores at +0.1 affects almost every other factor (not to mention dozens of relative issues outside the CR/EL pdf itself). Changing them is not an issue.

It may be pertinent to change size. That one has always dogged me.



CR x2 = EL +4 is the proper exchange rate.

Doubling CR is the same as multiplying the number of opponents by four.*

I hit upon the mechanic while I was toying with EXP tables.

Um, I think you need to look at it again.

One CR 6 creature is NOT the same as four CR 3 creatures. Where did you get this? Please elaborate how you got this.
 

About the Immortal ability (don't know what was in my head :confused: ) - I figured a Rogue could just steal it off your body (though honestly I don't know how). I look back at my abilities last night and realized they are bad. .......I plead temporary insanity. ;)

Some less....stimulating ones later today.:D
 

Re: Re: Are you high?

Anubis said:


Well, bane weapons add +2 to things, and are much more limited than these. Perhaps the life bane idea itself is out of whack.

Bane weapons also deal 2d6 points of extra damage.

So, if the lifebane +5 weapon deal also 5d6 bonus damage, its price as a +10 ability would be roughly OK -- but probably on the weak side, IMO. Rather than doubling, I would multiply by 1.5, and make it a +8 ability.

Sean K. Reynolds made up lesserbane and greaterbane weapons, by the way. I share his opinions on bane.







I'll join in the fun and create some silly abilities too.

Turtle Armor

Cuirass with this enchantment allow the wearer to retract in it in order to get total cover and concealment from touch attacks and targetting spells like magic missile.

Snail Armor
This is an improvement of the turtle armor. When the wearer retract, he is effectively planeshifted into a magnificent mansion, as it is well known that "snails carry their home on their back". You may exit the manor and phase back to your armor with a free action.

When you're in your extradimensional manor, the armor is physically empty, and may be donned by someone else, who may then wink out to the manor as well. You can't exit the manor if someone else is wearing the armor.


Tojanida Armor
Another variation on the shell, this suit of armor allows the wearer to behave like a tojanida. This is highly unsettling (as well as unbalancing if you're not also flying), as your head may disappear and reappear at the place of a leg, etc. You are considered to be immune to critical hits and sneak attacks, as only your heads and limbs are truly here, and they just don't stay in place. You gain a dodge bonus from this effect equal to your Dex bonus. However, you suffer a -4 penalty on all your attacks, unless you take a special proficiency feat. Tojanida Armor Fighting may be considered as an exotic weapon proficiency for purpose of class granting bonus feats.

Hermit Crab Armor
These armors allows you to instantly teleport once per day in any other suit of armor in sight. The wearer of the other suit of armor, if any, is allowed a will save to prevent the effect from happening. If he fails, he's winked out of his armor, and send to your own, while you follow the reverse path. This ability is frequently put on armors that are both clumsy and unefficient.

Note that, as a magic armor, the hermit crab armor resize itself instantly to the person teleported in, but you should not necessarily expect the armor of your victim to be similarily enchanted.
 
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How about Elemental Armor that allows you to absorb damage of energy types as hit points? Fire Armor allows you to absorb all fire damage and whatever you would've lost, you gain instead, like if you get hit with a 30 damage fireball, you recover 30 instead.

What would that be? +18?
 

Revised HD/Level Modifiers

Hi all! :)

Okay, before I get back to replying (which I attempted last night - but my computer crashed) I wanted to post the following:

Revised Hit Dice/Class Challenge Rating modifiers:

Aberration +0.4/HD
Animal +0.25
Beast +0.3
Construct +0.2
Dragon +0.6
Elemental +0.35
Fey +0.35
Giant +0.35
Humanoid +0.35
Magical Beast +0.5
Monstrous Humanoid +0.45
Ooze +0.2
Outsider +0.6
Plant +0.2
Shapechanger +0.45
Undead (Intelligent) +0.35
Undead (Mindless) +0.2

Adept +0.4/Level
Aristocrat +0.4
Commoner +0.25
Expert +0.4
Warrior +0.4

Character Level or Prestige Class +0.6/Level
NPC Wealth +0.2
PC Wealth +0.4

Integrated Levels +0.3


It all seems accurate enough, however you do get some interesting results:

Astral Deva's +3 Mace of Disruption = 50,000 GP. This equals 11 levels of PC Wealth* which means CR +4.4

*Although 8 Levels (+3.2) using my own method of determining wealth.

However I am not sure if one expensive item is equal to a gaggle of inexpensive items?

PC Wealth: Level x Level x Level x 100 GP
NPC Wealth: Halve Level then treat as PC Wealth (Remove the limitations on possessing magic items - ie. no single item greater than one quarter the entire amount).

eg. 8th-level PC: 8 x 8 x 8 x 100 = 51,200 GP
eg. 12th-level NPC: 6 x 6 x 6 x 100 = 36,000 GP

Incidently I think I will break you in gently to these new ideas before I relate the Solars new CR. :o
 

Bonjour mon ami! :)

Gez said:
The weapon at least could be sheated...

Maybe you would have to 'run' to activate it? :p

Gez said:
Or just consider that the armor is very itchy, and you have to make a Will save every hour to not remove it ASAP. I doubt the armor could immunize its wearer against itself, since it's more powerful than everything.

That and the fact you'll need to remove at least part of it if you don't want to pee in your armor...

You need a trap door to avoid embarassment. :D

Gez said:
Assimilator works a bit like superpowered version of my ogre-mages (I house ruled they eat souls as well as flesh, and gain competence bonuses to their skills equals to half their eaten victim's rank in that skill; beside you need to kill an ogre-mage to free the eaten souls if you want to resurrect a victim).

Skill cannibals eh!?

Gez said:
Bane weapons also deal 2d6 points of extra damage.

So, if the lifebane +5 weapon deal also 5d6 bonus damage, its price as a +10 ability would be roughly OK -- but probably on the weak side, IMO. Rather than doubling, I would multiply by 1.5, and make it a +8 ability.

Sean K. Reynolds made up lesserbane and greaterbane weapons, by the way. I share his opinions on bane.

I agree Bane should be +2d6 per +1 but I don't believe energy weapons should be +1d6 per +1.

Bane: +2d6/+1
Aligned: +1d6/+1
Energy: +1d6/+2

Gez said:
I'll join in the fun and create some silly abilities too.

Turtle Armor

Cuirass with this enchantment allow the wearer to retract in it in order to get total cover and concealment from touch attacks and targetting spells like magic missile.

Coincidentally enough I submitted a "Turtle Shield" to Relics & Rituals II...but it didn't get chosen. In my defence it was a hasty write-up though. :o

Gez said:
Snail Armor
This is an improvement of the turtle armor. When the wearer retract, he is effectively planeshifted into a magnificent mansion, as it is well known that "snails carry their home on their back". You may exit the manor and phase back to your armor with a free action.

When you're in your extradimensional manor, the armor is physically empty, and may be donned by someone else, who may then wink out to the manor as well. You can't exit the manor if someone else is wearing the armor.

So its like a Rod of Security in a way?

Gez said:
Tojanida Armor
Another variation on the shell, this suit of armor allows the wearer to behave like a tojanida. This is highly unsettling (as well as unbalancing if you're not also flying), as your head may disappear and reappear at the place of a leg, etc. You are considered to be immune to critical hits and sneak attacks, as only your heads and limbs are truly here, and they just don't stay in place. You gain a dodge bonus from this effect equal to your Dex bonus. However, you suffer a -4 penalty on all your attacks, unless you take a special proficiency feat. Tojanida Armor Fighting may be considered as an exotic weapon proficiency for purpose of class granting bonus feats.

I can see this being as much a curse as a boon! :)

Gez said:
Hermit Crab Armor
These armors allows you to instantly teleport once per day in any other suit of armor in sight. The wearer of the other suit of armor, if any, is allowed a will save to prevent the effect from happening. If he fails, he's winked out of his armor, and send to your own, while you follow the reverse path. This ability is frequently put on armors that are both clumsy and unefficient.

Note that, as a magic armor, the hermit crab armor resize itself instantly to the person teleported in, but you should not necessarily expect the armor of your victim to be similarily enchanted.

Interesting idea.

Hold on a second wheres the "Zaratan Island Armour"? :D
 

Hi Anubis mate! :)

Anubis said:
Um, I think you need to look at it again.

One CR 6 creature is NOT the same as four CR 3 creatures. Where did you get this? Please elaborate how you got this.

I could see a Troll versus four Ogres being an interesting battle.

Can you think of any 4 x CR 3 vs CR 6 that is overtly 'broken'?

Anubis said:
How about Elemental Armor that allows you to absorb damage of energy types as hit points? Fire Armor allows you to absorb all fire damage and whatever you would've lost, you gain instead, like if you get hit with a 30 damage fireball, you recover 30 instead.

What would that be? +18?

+15 possibly?

I could certainly see Armour that allowed +1 hp restored/+3 damage inflicted (as per an Iron Golem). Rated at +5 in this case.

Interesting idea in fact. Why didn't I think of it!? :o
 

Hi Dark Wolf mate! :)

Dark Wolf 97 said:
About the Immortal ability (don't know what was in my head :confused: ) - I figured a Rogue could just steal it off your body (though honestly I don't know how). I look back at my abilities last night and realized they are bad.

I thought they were all enjoyable...if not practical. ;)

Dark Wolf 97 said:
.......I plead temporary insanity. ;)

I know what thats like - I just try not to post my more eccentric ideas. :cool:

Dark Wolf 97 said:
Some less....stimulating ones later today. :D

Look forward to reading them. :)
 

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