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<blockquote data-quote="Cleon" data-source="post: 7299996" data-attributes="member: 57383"><p>OK, let's use arcana then.</p><p></p><p>That's 18 ranks apiece in Hide, Intimidate, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Listen, Sense Motive and Spot.</p><p></p><p>Which comes out to…</p><p></p><p><strong>Skills:</strong> Diplomacy +7, Hide +11, Intimidate +23, Knowledge (arcana) +18, Knowledge (religion) +18, Knowledge (the planes) +18, Listen +18, Sense Motive +18, Spot +18, Survival +5 (+7 on other planes)</p><p></p><p>Updating the <a href="http://www.enworld.org/forum/showthread.php?p=7166684#post7166684" target="_blank"><strong>Khalk'ru Working Draft</strong></a>.</p><p></p><p></p><p></p><p>I'm not keen on some of those. The flavour suggests Khalk'ru would prefer to annihilate enemies with its touch of destruction rather than pushing or tossing them about. Power Attack doesn't seem of much use either, since it makes it less likely to hit with its destructive touch.</p><p></p><p>Your final suggestions of Lightning Reflexes, Cleave and Great Cleave are fine though.</p><p></p><p>A regular Kraken has Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will.</p><p></p><p>Of those, I like Blind-Fight and Improved Initiative.</p><p></p><p>That leaves one. Maybe Combat Reflexes to increase its opportunity attacks?</p><p></p><p><strong>Feats:</strong> Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Lightning Reflexes</p><p></p><p></p><p></p><p>I was wondering about giving it some ability to "mind influence" people to help explain how it formed a cult of worshippers (and maybe why the hero of the book thinks he's the reincarnation of Khalk'ru's champion) but couldn't decide how to solidly express that as a mechanic. Maybe something similar to the <em>modify memory</em> spell or the <em>psionic modify memory</em> power? It would need to be able to work across planar barriers for Khalk'ru to work its will from "beyond".</p><p></p><p>There's no indication it can "talk" telepathically. They don't seem to be sure whether it has a mind or intelligence. That'd be obvious if they could chat with it.</p><p></p><p></p><p></p><p>No. Something like SR 24 or 25 feels about right for the Aspect.</p></blockquote><p></p>
[QUOTE="Cleon, post: 7299996, member: 57383"] OK, let's use arcana then. That's 18 ranks apiece in Hide, Intimidate, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Listen, Sense Motive and Spot. Which comes out to… [B]Skills:[/B] Diplomacy +7, Hide +11, Intimidate +23, Knowledge (arcana) +18, Knowledge (religion) +18, Knowledge (the planes) +18, Listen +18, Sense Motive +18, Spot +18, Survival +5 (+7 on other planes) Updating the [URL="http://www.enworld.org/forum/showthread.php?p=7166684#post7166684"][B]Khalk'ru Working Draft[/B][/URL]. I'm not keen on some of those. The flavour suggests Khalk'ru would prefer to annihilate enemies with its touch of destruction rather than pushing or tossing them about. Power Attack doesn't seem of much use either, since it makes it less likely to hit with its destructive touch. Your final suggestions of Lightning Reflexes, Cleave and Great Cleave are fine though. A regular Kraken has Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will. Of those, I like Blind-Fight and Improved Initiative. That leaves one. Maybe Combat Reflexes to increase its opportunity attacks? [B]Feats:[/B] Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Lightning Reflexes I was wondering about giving it some ability to "mind influence" people to help explain how it formed a cult of worshippers (and maybe why the hero of the book thinks he's the reincarnation of Khalk'ru's champion) but couldn't decide how to solidly express that as a mechanic. Maybe something similar to the [I]modify memory[/I] spell or the [I]psionic modify memory[/I] power? It would need to be able to work across planar barriers for Khalk'ru to work its will from "beyond". There's no indication it can "talk" telepathically. They don't seem to be sure whether it has a mind or intelligence. That'd be obvious if they could chat with it. No. Something like SR 24 or 25 feels about right for the Aspect. [/QUOTE]
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