• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Maedar

Status
Not open for further replies.
I'm still an advocate of DR 8/adamantine. Like hardness, but without all the messy extra bookkeeping. And I think glyptars should be able to activate magical objects that they're attached to, simply because it probably wouldn't happen too often, but it'd make for an interesting element (this staff is cursed! It keeps activating randomly!)

Demiurge out.
 

log in or register to remove this ad

I'd rather avoid hardness too, as it adds to many additional variables (certain energy types do more, others do less, and so forth).

I'd also like to see both the activate magic items and animate objects powers.
 

what mechanic would we use for activating a magic item? shall we assume that the glyptar automatically knows how to use the item's functions? would an Intlligence check or something make more sense?

how about the other items from post #70 above?


also, back to the actual maedar itself. i want to make the "immunities" entry less cumbersome. i could just move petrification and paralysis to the stat block. the rest could probably be named into another sort of SQ.

Immunities (Su): A maedar has immunity to petrification and paralysis, as well as any magic intended specifically to inhibit movement such as hold person and slow. A maedar also has immunity to the poisonous bite of a medusa's serpentine hair.
 

Immunities in the stat-block. Petrification, paralysis, poison (why not make it all poison?) and slow.

Demiurge out.
 

BOZ said:
what mechanic would we use for activating a magic item? shall we assume that the glyptar automatically knows how to use the item's functions? would an Intlligence check or something make more sense?

Good question. Use Magic Device would make the most sense, but it would need some racial bonuses to give it a fighting chance at success. Alternatively, we could state that it treats any spell completion or spell trigger checks as if it were on its spell list, and that it learns command words in some manners similar to the Intelligence check you described above.


BOZ said:
how about the other items from post #70 above?

I like both the possessing fiend powers you quoted therein. I think the 10 foot on a side rule works better than 1,000 pounds for that particular power. The animate objects ability essentially replaces the other one, does it not?

BOZ said:
also, back to the actual maedar itself. i want to make the "immunities" entry less cumbersome. i could just move petrification and paralysis to the stat block. the rest could probably be named into another sort of SQ.

Immunities (Su): A maedar has immunity to petrification and paralysis, as well as any magic intended specifically to inhibit movement such as hold person and slow. A maedar also has immunity to the poisonous bite of a medusa's serpentine hair.

The new stat block format we'll have to use has an immunities line which can handle all that. :)
 

excellent. ;)

i don't know that i would want to get into using Use Magic Device unless we want to give that to the maedar in the first place. it's not unlikely that a maedar would have UMD, but it's not all that likely either. ;)

so, would this part be covered by the animate objects effect then, or should we state it?
If the animated object has moving parts, such as a wagon, clock, or crossbow, a glyptar can control the movement. A wagon can be made to steer toward a pedestrian on a street or roll out of a stable with no horse pulling it. A clock can slow or run backward. A crossbow can c-o-c-k and fire (but not aim or load itself).
 

Hmmm....

Per the spell:

"You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate."

Per the animated object creature entry:

"Animated objects fight only as directed by the animator. They follow orders without question and to the best of their abilities. "

It sounds like per the spell, they are mainly only useful for combat. But the creature entry seems to indicate that they will follow any orders.
 

i think we can leave that part out then - although some DMs might need that explained to them, i'm sure others can figure it out for themselves. ;)


perhaps we can give them an Intelligence check to use a magic item, using a simplified version of the feystag's power?
 



Status
Not open for further replies.

Into the Woods

Remove ads

Top