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Rogues Gallery for Shemmy's Planescape Storyhour #1 (up to date 5-9-06)
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<blockquote data-quote="Dialexis" data-source="post: 3100183" data-attributes="member: 42583"><p>Solarious,</p><p></p><p>Excellent synthesis -as well as improving upon the build.</p><p></p><p>I had likewise considered some feats from the BoVD, or from the Champions of Ruin, but decided initially against sure to make the more core, and usable (with the idea of advanced picking up a few Vile Feats and such).</p><p></p><p>You are absolutely correct in the lack of need for Move Silently -and the need for a high Concentration is self-evident with its construct-like flavor and SLA's. Great Job.</p><p></p><p>I also fully agree with your switch of feats (Weapon Finesse was more to reflect flavor, but is accomplished with the tentacles being touch attacks). Improved Multiattack is much better (and as you said -easier on the DM). </p><p></p><p>Languages look great.</p><p></p><p>You also did an awesome job on the SA/SQ -especially with Thoughtouch, and Spawn of the Ebon (the holy/good bypassing the immunities is a great touch -mechanically and flavor-wise). The 2d4 damage to all mental stats is much cleaner/better than the 1 random one -and the 1d4 for a successful save is likewise perfect.</p><p></p><p>I do have a problem with giving it d10 Construct HD -The HD of monsters are so inimical to their type -I say we keep it as d8, the Astraloth doesn't really need the extra hit points, and the d10 Construct HD, but still Outsider unnecessarily messy/confusing. Everything else is great with the SQ.</p><p></p><p>As for the primary attack -well, the main context (and only context) is from the story-hour's battle with Kiro and Clueless. That said, there was no strong description of a tail or of any tail attacks. I'd actually just say to do away with the tail. It already has a whopping 12 attacks, far more than any other fiend. Dropping it down to 11 wouldn't really hurt the thing, but it would slightly streamline combat -especially since only the tentacles would have a different reach than the bite and claws. </p><p>Shemeska, if there is a strong story reason for the tail -please let me know (or if you are just enamored and don't want to de-tail the beast).</p><p></p><p>Like Shemeska said, I'd say that bite might be the primary but from the way the story-hour battle went, I would actually say that a claw attack would be the primary attack (but either way, I have no strong partiality between the two).</p><p></p><p>As for the tentacle attack's critical, I'd actually make it conform to most other similar attacks -since it is an attack roll, a tentacle that criticals bestows 2 negative energy levels. (This is more for continuity, and doesn't seem to take away from its flavor).</p><p></p><p>As for its CR -I'd venture to say 19. It can track you even across planes endlessly so escape is ery difficult -especially with its planar incorporealness. It has 11 attacks! 8 are touch attacks that deal negative energy levels. It is extremely hard for rogues and straight fighters to kill due to its immunities. Magic users face problems in that, for average 19th level casters, they have less than 50% chance of their magic even potentially affecting the astraloth, otherwise, it heals from the magic or directs back at you. </p><p></p><p>Its only weakness is against clerics -who could cast healing/holy spells (SR is still an issue).</p><p></p><p>It doesn't really need offensive magic since it has such maneuverability, and so many magical defenses/immunities. Put me up against a greater stone golem or an astraloth, and I'd pick the stone golem any day (a party of PCs can almost always escape it, and it has way less attacks, and has fewer special defenses/attacks). </p><p></p><p>Hit points for a CR 19 might be a little low, and so I'd venture to bump it up from a 23 (which is pretty measly for a outsider hunter) to an even 30 (makes sense with the contructy-ness) -which would peg its final hp at 290. (this makes it still less than Balors and Pit Fiends, but they are CR 20 and lack the immunity to criticals and precision damage). </p><p></p><p>Once again, Solarious, you did a tremendous job (and of course tribute still flows to Shemeska for the original brilliance).</p><p></p><p>Oh, and one last thing -besides the spell eater SQ, how can it be healed -we haven't made it immune to negative energy (and I don't think we should -having it be an outsider, but like an undead construct would be a bit too much), positive energy harms it, and it is not exactly a construct. Do repair damage spells heal it? Of must it rely upon its spell eater SQ and other terrible alchemical/magical devices in the vaults of the Wasting Tower and other 'lothy labs?</p><p>(I think I prefer the later -it plays up the balance of being in-between existence -and thus none of the usual healing works).</p></blockquote><p></p>
[QUOTE="Dialexis, post: 3100183, member: 42583"] Solarious, Excellent synthesis -as well as improving upon the build. I had likewise considered some feats from the BoVD, or from the Champions of Ruin, but decided initially against sure to make the more core, and usable (with the idea of advanced picking up a few Vile Feats and such). You are absolutely correct in the lack of need for Move Silently -and the need for a high Concentration is self-evident with its construct-like flavor and SLA's. Great Job. I also fully agree with your switch of feats (Weapon Finesse was more to reflect flavor, but is accomplished with the tentacles being touch attacks). Improved Multiattack is much better (and as you said -easier on the DM). Languages look great. You also did an awesome job on the SA/SQ -especially with Thoughtouch, and Spawn of the Ebon (the holy/good bypassing the immunities is a great touch -mechanically and flavor-wise). The 2d4 damage to all mental stats is much cleaner/better than the 1 random one -and the 1d4 for a successful save is likewise perfect. I do have a problem with giving it d10 Construct HD -The HD of monsters are so inimical to their type -I say we keep it as d8, the Astraloth doesn't really need the extra hit points, and the d10 Construct HD, but still Outsider unnecessarily messy/confusing. Everything else is great with the SQ. As for the primary attack -well, the main context (and only context) is from the story-hour's battle with Kiro and Clueless. That said, there was no strong description of a tail or of any tail attacks. I'd actually just say to do away with the tail. It already has a whopping 12 attacks, far more than any other fiend. Dropping it down to 11 wouldn't really hurt the thing, but it would slightly streamline combat -especially since only the tentacles would have a different reach than the bite and claws. Shemeska, if there is a strong story reason for the tail -please let me know (or if you are just enamored and don't want to de-tail the beast). Like Shemeska said, I'd say that bite might be the primary but from the way the story-hour battle went, I would actually say that a claw attack would be the primary attack (but either way, I have no strong partiality between the two). As for the tentacle attack's critical, I'd actually make it conform to most other similar attacks -since it is an attack roll, a tentacle that criticals bestows 2 negative energy levels. (This is more for continuity, and doesn't seem to take away from its flavor). As for its CR -I'd venture to say 19. It can track you even across planes endlessly so escape is ery difficult -especially with its planar incorporealness. It has 11 attacks! 8 are touch attacks that deal negative energy levels. It is extremely hard for rogues and straight fighters to kill due to its immunities. Magic users face problems in that, for average 19th level casters, they have less than 50% chance of their magic even potentially affecting the astraloth, otherwise, it heals from the magic or directs back at you. Its only weakness is against clerics -who could cast healing/holy spells (SR is still an issue). It doesn't really need offensive magic since it has such maneuverability, and so many magical defenses/immunities. Put me up against a greater stone golem or an astraloth, and I'd pick the stone golem any day (a party of PCs can almost always escape it, and it has way less attacks, and has fewer special defenses/attacks). Hit points for a CR 19 might be a little low, and so I'd venture to bump it up from a 23 (which is pretty measly for a outsider hunter) to an even 30 (makes sense with the contructy-ness) -which would peg its final hp at 290. (this makes it still less than Balors and Pit Fiends, but they are CR 20 and lack the immunity to criticals and precision damage). Once again, Solarious, you did a tremendous job (and of course tribute still flows to Shemeska for the original brilliance). Oh, and one last thing -besides the spell eater SQ, how can it be healed -we haven't made it immune to negative energy (and I don't think we should -having it be an outsider, but like an undead construct would be a bit too much), positive energy harms it, and it is not exactly a construct. Do repair damage spells heal it? Of must it rely upon its spell eater SQ and other terrible alchemical/magical devices in the vaults of the Wasting Tower and other 'lothy labs? (I think I prefer the later -it plays up the balance of being in-between existence -and thus none of the usual healing works). [/QUOTE]
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