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

Special Conversion Thread: Moldvay's Undead

Status
Not open for further replies.
Ray of Doom (Sp): As a standard action, Black Annis may fire a ray of seething evil energy at an opponent within 60 feet. Creatures struck by this ray take 2d6 points of damage (and must make a DC X Fortitude save, Cha based, or be dazzled for 1 round?).

and add "or ray of doom +11 ranged touch (2d6)" to her attack and full attack lines.

Isn't the damage a bit wimpy for a creature of her power? A warlock of comparable hit dice would be doing, what, 5d6 ranged touch with their eldritch blasts.

Why not give the old girl a bit more bite and up Ray o' Doom's damage a few dice.
 

log in or register to remove this ad

I'll note under tomb-tainted that the cat is a magical beast, not monstrous humanoid.

I'm a bit torn on upping the ray of doom damage that much. 5d6 might be too good for her to do anything else. Other thoughts?
 

I'm a bit torn on upping the ray of doom damage that much. 5d6 might be too good for her to do anything else. Other thoughts?

Well the 5d6* was just for comparison purposes, I'd be fine with 3d6, the same average damage as one of her claws, or 4d6. 2d6 just seems too feeble.

(*Come to think of it, doesn't an 11th level Warlock shoot 6d6 eldritch blasts? They do 1d6 at 1st level plus 1d6/two levels, if my memory serves me right.)
 

The rationale behind the 2d6 was because the original did 2-12 damage with either a claw or a "magical attack". I'd rather keep the damage low, but perhaps increase the rider effect to sickened or shaken.

Consider, Cleon, that an 11th level warlock won't have that good of DR, that many hit points or that powerful of a melee attack. The ray of doom isn't her primary attack or defining feature--it's just an option.
 


The rationale behind the 2d6 was because the original did 2-12 damage with either a claw or a "magical attack". I'd rather keep the damage low, but perhaps increase the rider effect to sickened or shaken.

Consider, Cleon, that an 11th level warlock won't have that good of DR, that many hit points or that powerful of a melee attack. The ray of doom isn't her primary attack or defining feature--it's just an option.

I agree. We don't want it to become her primary attack mode. When touch attacks become an option, they'll always be chosen in favor of regular attacks if the damage is close.

I'm OK with increasing the effect to sickened, though.

How about we compromise and go with 2d6+Cha?

I'd rather not break the warlock standard here, but what if we allowed her to cast a "super blast" three times per day at a higher damage threshold as a compromise?
 

The rationale behind the 2d6 was because the original did 2-12 damage with either a claw or a "magical attack". I'd rather keep the damage low, but perhaps increase the rider effect to sickened or shaken.

That 2-12 claw attack is a little odd, come to think of it, since a regular 1E/2E Annis has claws that do 9-16. I wonder why Moldvay cut it down?

I agree. We don't want it to become her primary attack mode. When touch attacks become an option, they'll always be chosen in favor of regular attacks if the damage is close.

I'm OK with increasing the effect to sickened, though.

I'd rather not break the warlock standard here, but what if we allowed her to cast a "super blast" three times per day at a higher damage threshold as a compromise?

Don't much like the idea of a limited use "super blast", since she may well never use more than three in a typical fight I suspect the 3/day will not be a practical limitation.

Upon reflection, I'd rather not give her a Ray o' Doom attack at all, since the original legendary monster does not have such a power.
 

That 2-12 claw attack is a little odd, come to think of it, since a regular 1E/2E Annis has claws that do 9-16. I wonder why Moldvay cut it down?

I'm guessing just to simplify the attack line, but only Moldvay knows for sure.

Don't much like the idea of a limited use "super blast", since she may well never use more than three in a typical fight I suspect the 3/day will not be a practical limitation.

Perhaps not, although the same could be said for any creature with Empower SLA and similar feats/powers.

Upon reflection, I'd rather not give her a Ray o' Doom attack at all, since the original legendary monster does not have such a power.

It's not too much of a stretch, though, since the original had that vague "spells" damage. I think it adds some nice flavor, and helps differentiate her further from a standard annis. So my vote is "keep", but I'll bow to the majority if the support isn't there.
 

It's not too much of a stretch, though, since the original had that vague "spells" damage. I think it adds some nice flavor, and helps differentiate her further from a standard annis. So my vote is "keep", but I'll bow to the majority if the support isn't there.

What vague "spells" damage? The only spells I'm seeing with any offensive capacity in the original are confusion and animate dead, neither of which cause damage directly. Although obviously she can create zombies and skeletons to sic on her foes to injure them.
 


Status
Not open for further replies.

Into the Woods

Remove ads

Top