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Lore of the Zahl-Ganib
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<blockquote data-quote="SteelDraco" data-source="post: 2858944" data-attributes="member: 359"><p>Very cool stuff. I like the concepts, but have a few thoughts on some of the execution.</p><p></p><p>I'm not a huge fan of giving them a set list of spell-like abilities to simulate their ability as casters. For a race like this, it makes more sense to me to say that they have spells as a spellcaster of a certain level, to make it clear that customization of the spell list is encouraged. Look at the psionic mind flayer in the XPH for an example of this - they start as 9th level psions, and then can gain psion levels with the normal class advancement rules. For these critters, I might have them start with the spells of a 7th level wizard with a specialization in Necromancy (or Abjuration, depending on the individual). </p><p></p><p>Scatter is... wow. A very, very powerful ability. I would consider looking at the material in Monster Manual on swarms, and have them gain the Swarm subtype rather than just being flat immune to all damage. That would mean they could still take damage from area effects, but weapon damage and spells that target an individual could be ignored. Also, you need to specify how long it takes to reassemble - this is a much better effect if it's a free action to reassemble than if it takes a standard action (or a full action, which is probably what I'd do). </p><p></p><p>The spirit phase ability is really quite good. I'd explain it a bit better, just to make it clear how it interacts with stuff designed to fight ethereal and incorporeal creatures. For example, what happens if you attack a Zahl-Ganib with a <em>ghost touch</em> weapon, or a spell modified with the Transdimensional Spell feat? IMO, you should be able to harm the creature if you prepare for its abilities, but, as you've described it, that's not possible.</p><p></p><p>Seal of Fluctuating Pain's saving throw is an interesting idea mechanically, but it seems strange in-game. Does it look different if it's cast as a Reflex save than a Fortitude save? If the spell is a ray, why not just use the normal rules for rays, with a ranged touch attack?</p><p></p><p>Seal of Amplification should have a saving throw, in my opinion. What I would probably do is have a Will partial save. If they save, it only has that effect for one round. If they fail the save, it has the full normal effect. I'd probably drop it down a level, if I did that. No saving throw means that it's a horribly deadly spell, particularly since these creatures have no problem with blowing a round. They have enough defensive free-action stuff they can do that they can ensure that they won't take any damage during a round, so casting a spell like this isn't going to cost them anything, and it's just death for whoever they cast it on. </p><p></p><p>The duration for Seal of Atrophy probably should be Special (see text), since 1d4 isn't constant.</p></blockquote><p></p>
[QUOTE="SteelDraco, post: 2858944, member: 359"] Very cool stuff. I like the concepts, but have a few thoughts on some of the execution. I'm not a huge fan of giving them a set list of spell-like abilities to simulate their ability as casters. For a race like this, it makes more sense to me to say that they have spells as a spellcaster of a certain level, to make it clear that customization of the spell list is encouraged. Look at the psionic mind flayer in the XPH for an example of this - they start as 9th level psions, and then can gain psion levels with the normal class advancement rules. For these critters, I might have them start with the spells of a 7th level wizard with a specialization in Necromancy (or Abjuration, depending on the individual). Scatter is... wow. A very, very powerful ability. I would consider looking at the material in Monster Manual on swarms, and have them gain the Swarm subtype rather than just being flat immune to all damage. That would mean they could still take damage from area effects, but weapon damage and spells that target an individual could be ignored. Also, you need to specify how long it takes to reassemble - this is a much better effect if it's a free action to reassemble than if it takes a standard action (or a full action, which is probably what I'd do). The spirit phase ability is really quite good. I'd explain it a bit better, just to make it clear how it interacts with stuff designed to fight ethereal and incorporeal creatures. For example, what happens if you attack a Zahl-Ganib with a [I]ghost touch[/I] weapon, or a spell modified with the Transdimensional Spell feat? IMO, you should be able to harm the creature if you prepare for its abilities, but, as you've described it, that's not possible. Seal of Fluctuating Pain's saving throw is an interesting idea mechanically, but it seems strange in-game. Does it look different if it's cast as a Reflex save than a Fortitude save? If the spell is a ray, why not just use the normal rules for rays, with a ranged touch attack? Seal of Amplification should have a saving throw, in my opinion. What I would probably do is have a Will partial save. If they save, it only has that effect for one round. If they fail the save, it has the full normal effect. I'd probably drop it down a level, if I did that. No saving throw means that it's a horribly deadly spell, particularly since these creatures have no problem with blowing a round. They have enough defensive free-action stuff they can do that they can ensure that they won't take any damage during a round, so casting a spell like this isn't going to cost them anything, and it's just death for whoever they cast it on. The duration for Seal of Atrophy probably should be Special (see text), since 1d4 isn't constant. [/QUOTE]
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