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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: 3118872" data-attributes="member: 42583"><p>Solarious,</p><p></p><p>Sorry for the long interlude there.</p><p></p><p>Anyways, I'll try to answer your excellent questions (and once again, kudos for the job well done).</p><p></p><p> </p><p></p><p>Praise given where praise is earned -too often on public gaming forums, criticism is given (even if constructive) and not enough positive endorsement is given.</p><p></p><p></p><p></p><p>I'll get back to you on this later.</p><p></p><p></p><p></p><p>Agreed -on all points.</p><p></p><p></p><p></p><p>No, Stand Still is a much better choice -mechanically, it makes the Astraloth more powerful (which is good for a creature of said HD/CR, but it also establishes a psionic undercurrent (not enought to repulse psionic-hating gamers, but enough to draw in the psionic-loving gamers) which helps to establish its strange and alien psyche.</p><p></p><p></p><p></p><p>The SQ's, as I have said, are wonderful -and the partial Will/Fort is always nice (your comment on Mettle is apt).</p><p></p><p></p><p></p><p>Yeah, I'd definately suggest to change it to d8 (there just isn't enough convention for Hybrid HD-monster type -thus, keep the Astraloth as an Outsider and switch to d8's (as well as the Con boost). The additional HP is good for the CR -as well as the Fortitude (since at that level, there are many "save-or-die" spells that are Fort saves).</p><p></p><p><oh, nevermind, I see you have changed it already -good job! silly me></p><p></p><p></p><p></p><p>Ok, I can go with this -the allusion works for me as well (it takes a little artistic license, but you've earned the right, and it helps the moster build).</p><p></p><p></p><p></p><p>Comparisons:</p><p></p><p>I'll really only compare the Nightcrawler (the Nightwalker is really no comparision in power -which is good since it is only a CR 16).</p><p></p><p>The Nightcrawler has 5 more HD, but that is only important with spells dependant upon the comparitive CL versus HD.</p><p></p><p>Ok, the Intiative is way better on the Astraloth (by 7!, meaning it can usually get the jump on more PCs, which can be really deadly with its negative energy levels -since highest level spells go first). (It also has higher Int than the Balor/Pit Fiend, CR 20 Baddies)</p><p></p><p>Ok, on movement, the Astraloth kicks the NC to the curb -perfect incorporeal flight with 60' AND at will greater teleport/planar transition -versus 30' movement (60' burrow) for the NC, and only 1/day planeshift. This means, that generally, the AL is not only better than the NC, but is porbably far better than most PCs -meaning escape is far less viable -or pursuit. (Once again, this is far better than the Pit Fiend/Balor) -also, it has a far bigger reach with its attacks -coupled with Stand Still make it PC-uber scary).</p><p></p><p>AC: Well, in total score, the NC is 35, to the AL's 32 -However, the NC only has a 6 touch, whereas, the AL's touch is still a whopping 32! -meaning most touch spells will always get the NC, but hardly ever against the AL (also, I just realized that the current AL has no natural armor bonus -weird? Maybe we should drop the Profane armor bonus, or give it a +4 Natural armor bonus -total of 36 -which is the same as the Balor, 4 less than the Pit Fiend, and 1 more than the NC).</p><p></p><p>As for Grapple, the AL has the same as the Pit Fiend (less than the Gargantuan NC, but that's to be expected)</p><p></p><p>The NC only has 2 attacks (with one being 3 higher and the other being two lower) -the Pit Fiend/Balor has 6/5 attacks, compared to the AL's 12! (8 of which are touch based). I still think we need to scale back the # of Tentacle attacks to about 4 -which would still give it a total of 8 attacks (4 touch-based) which is still a lot more than the NC -as well as the CR 20's.</p><p></p><p>As for damage -average amount of damage for all attacks:</p><p>NC: 45 bite+ 20 tail=65.</p><p>AC: 15 tail + bite 14 + claws 21 + tentacles 20 (+40 from negative energy levels)= 70/110 hp!</p><p>*This doesn't include the NC poison or the AL's negative energy levels (besides raw damage)</p><p>Balor: 60 sword + 16 whip=76 (97 with Body Flames) -not including chance of Vorpal.</p><p>Pit Fiend: Claws 42 + wings 26 + Bite 20 (poison not factored -which is Con) + 15 =103</p><p>This is another reason to back down the Tentacles -lowering to 4/round lowers the total to 60/80 -which is much more in line with CR 19+</p><p></p><p>Senses: The AL wins against all -100 Blindsight vs. 60' temorsense for NC. Even True Seeling doesn't make it immpossible to sneak up on a Balor. </p><p>DR is comparable for CR 20.</p><p>SR: AL has 30, NC has 31, Balor 28, Pit Fiend 32 -so all is in order here.</p><p></p><p>Saves: The AL has a much better Fort & Ref, while the Will is much lower (which makes sense with the whole constructy-ness thing) -However, its saves are nearly identical to the Balor's. Moreover, it is immune to mind-affecting effects so the low Will is largely moot.</p><p></p><p>Actually, after looking at everything, I'd venture to say that the Astraloth is definately a CR 19 -or maybe a very good case for a CR 20 (Especially with all the SA/SQ's).</p><p></p><p></p><p></p><p>Good points -all. It gives them the tiniest of weaknesses -which is good, since they really have none otherwise.</p><p></p><p></p><p></p><p>I'd say to just take the hit and bump tentacles to 4/round (even though they have more, they just can bring them all to bear in 6 seconds with also coordinating its tail, bite, and claws) -this makes it a solid CR 19.</p></blockquote><p></p>
[QUOTE="Dialexis, post: 3118872, member: 42583"] Solarious, Sorry for the long interlude there. Anyways, I'll try to answer your excellent questions (and once again, kudos for the job well done). Praise given where praise is earned -too often on public gaming forums, criticism is given (even if constructive) and not enough positive endorsement is given. I'll get back to you on this later. Agreed -on all points. No, Stand Still is a much better choice -mechanically, it makes the Astraloth more powerful (which is good for a creature of said HD/CR, but it also establishes a psionic undercurrent (not enought to repulse psionic-hating gamers, but enough to draw in the psionic-loving gamers) which helps to establish its strange and alien psyche. The SQ's, as I have said, are wonderful -and the partial Will/Fort is always nice (your comment on Mettle is apt). Yeah, I'd definately suggest to change it to d8 (there just isn't enough convention for Hybrid HD-monster type -thus, keep the Astraloth as an Outsider and switch to d8's (as well as the Con boost). The additional HP is good for the CR -as well as the Fortitude (since at that level, there are many "save-or-die" spells that are Fort saves). <oh, nevermind, I see you have changed it already -good job! silly me> Ok, I can go with this -the allusion works for me as well (it takes a little artistic license, but you've earned the right, and it helps the moster build). Comparisons: I'll really only compare the Nightcrawler (the Nightwalker is really no comparision in power -which is good since it is only a CR 16). The Nightcrawler has 5 more HD, but that is only important with spells dependant upon the comparitive CL versus HD. Ok, the Intiative is way better on the Astraloth (by 7!, meaning it can usually get the jump on more PCs, which can be really deadly with its negative energy levels -since highest level spells go first). (It also has higher Int than the Balor/Pit Fiend, CR 20 Baddies) Ok, on movement, the Astraloth kicks the NC to the curb -perfect incorporeal flight with 60' AND at will greater teleport/planar transition -versus 30' movement (60' burrow) for the NC, and only 1/day planeshift. This means, that generally, the AL is not only better than the NC, but is porbably far better than most PCs -meaning escape is far less viable -or pursuit. (Once again, this is far better than the Pit Fiend/Balor) -also, it has a far bigger reach with its attacks -coupled with Stand Still make it PC-uber scary). AC: Well, in total score, the NC is 35, to the AL's 32 -However, the NC only has a 6 touch, whereas, the AL's touch is still a whopping 32! -meaning most touch spells will always get the NC, but hardly ever against the AL (also, I just realized that the current AL has no natural armor bonus -weird? Maybe we should drop the Profane armor bonus, or give it a +4 Natural armor bonus -total of 36 -which is the same as the Balor, 4 less than the Pit Fiend, and 1 more than the NC). As for Grapple, the AL has the same as the Pit Fiend (less than the Gargantuan NC, but that's to be expected) The NC only has 2 attacks (with one being 3 higher and the other being two lower) -the Pit Fiend/Balor has 6/5 attacks, compared to the AL's 12! (8 of which are touch based). I still think we need to scale back the # of Tentacle attacks to about 4 -which would still give it a total of 8 attacks (4 touch-based) which is still a lot more than the NC -as well as the CR 20's. As for damage -average amount of damage for all attacks: NC: 45 bite+ 20 tail=65. AC: 15 tail + bite 14 + claws 21 + tentacles 20 (+40 from negative energy levels)= 70/110 hp! *This doesn't include the NC poison or the AL's negative energy levels (besides raw damage) Balor: 60 sword + 16 whip=76 (97 with Body Flames) -not including chance of Vorpal. Pit Fiend: Claws 42 + wings 26 + Bite 20 (poison not factored -which is Con) + 15 =103 This is another reason to back down the Tentacles -lowering to 4/round lowers the total to 60/80 -which is much more in line with CR 19+ Senses: The AL wins against all -100 Blindsight vs. 60' temorsense for NC. Even True Seeling doesn't make it immpossible to sneak up on a Balor. DR is comparable for CR 20. SR: AL has 30, NC has 31, Balor 28, Pit Fiend 32 -so all is in order here. Saves: The AL has a much better Fort & Ref, while the Will is much lower (which makes sense with the whole constructy-ness thing) -However, its saves are nearly identical to the Balor's. Moreover, it is immune to mind-affecting effects so the low Will is largely moot. Actually, after looking at everything, I'd venture to say that the Astraloth is definately a CR 19 -or maybe a very good case for a CR 20 (Especially with all the SA/SQ's). Good points -all. It gives them the tiniest of weaknesses -which is good, since they really have none otherwise. I'd say to just take the hit and bump tentacles to 4/round (even though they have more, they just can bring them all to bear in 6 seconds with also coordinating its tail, bite, and claws) -this makes it a solid CR 19. [/QUOTE]
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