Cleon
Hero
Shall we just give it the Mystaran Kraken's Shipcrusher special ability?
Oh, and the Kraken needs Jet in its crunch as well…
Updating Awnshegh Kraken Working Draft.
Shall we just give it the Mystaran Kraken's Shipcrusher special ability?
The updated working draft is good, and I'd be up to include Expert Grappler as well.
For Shipcrusher, we could just say that each tentacle does damage as normal.
Attack | Kraken | Colossal.Krak | Awnshegh | A.vs.Krak | A.vs.Crak |
Tentacle | 21 | 29.5 | 31.5 | 150% | 106.779% |
Arm | 9.5 | 12.5 | 13.5 | 142.105% | 108% |
Bite | 20 | 29 | 30 | 150% | 103.448% |
Increase | +47.368% | +6.076% |
Attack | Kraken | Awnshegh/Bite.8d6 | /Bite.6d8 | Awn8d6.v.K | Awn6d8.v.K |
Tentacle | 21 | 29 [2d10+18] | 29 | 138.095% | 138.095% |
Arm | 9.5 | 13.5 [1d8+9] | 13.5 | 142.105% | 142.105% |
Bite | 20 | 37 [8d6+9] | 36 | 185% | 180% |
Average | +55.067% | +53.400% |
Make the ink a contact poison with initial damage a disease and secondary damage death? That seems to be the closest thing we can do to the original. Maybe slimy doom for the disease?
I say yes to Expert Grappler and your proposed damage and Shipcrusher values.
So, maybe Su poison, but do we need the disease to be Su too? We could write our own, I suppose!
I like using it every 1d4+1 rounds, and I also like the tweak so that the save is only on initial exposure.
I think I prefer making it a swift action, and 3d6 Con twice ought to be enough damage for the poison, right? Ooh, we could make it drain the second time, unless you really prefer it just kills characters outright.
I'd be ok with limiting the disease to 1d6 Con. And the incubation period sounds like it should be 1 day from the original monster text.
What do you think?
I'm wondering whether I should capitalize the "The" in its name, so it's always "The Kraken" to emphasize its singularity.
Like Bruce Wayne's alter-ego is often referred to as The Batman or a certain well known luchador is called El Santo.
Let's capitalize the "The."
I like your revisions for the Death Cloud and Inky Doom. Let's go with your second option in the blue text. I'm also ok with making the secondary damage for the Death Cloud (treating it as a poison) death, as long as we also make it a death effect that can be warded off by appropriate magic.
As for curing Inky Doom, borrow this from Mummy Rot?
"A character attempting to cast any conjuration (healing) spell on a creature afflicted with Inky Doom must succeed on a DC X caster level check, or the spell has no effect on the afflicted character.
To eliminate Inky Doom, the curse must first be broken with break enchantment or remove curse (requiring a DC X caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the Inky Doom can be magically cured as any normal disease."
I can go for that, including the red bracketed text. How about DC 25? Shouldn't we say specifically that these are death effects?
Let's leave the death effect descriptor out of Inky Doom I guess. We could just change the secondary damage line to "One minute after contact, the creature must succeed at a second DC 37 Fortitude save or die; this is a death effect."
I think I'd probably rather switch to Con damage than change the save DC. (Then we can drop the death effect.) Or we could go with a Con check. I'm certainly ok with reducing the Inky Doom CL check DC. What if we go with 1d10/2d10 Con damage or 1d10 Con drain/2d10 Con damage?
I'm certainly ok with reducing the Inky Doom CL check DC.
I no longer remember what I was thinking about with the Inky Doom CL DC! Hmmmm....
I like the revised Death Cloud. I am also happy to make the Death Cloud a death effect, but I'd like it to remain a poison. Can we word it something like "Death cloud ink is a supernatural poison and a magical death effect; abilities such as death ward will block all damage from a death cloud if they succeed at a DC 25 caster level check (roll once per cloud)." ?