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*Pathfinder & Starfinder
Spellweaver CR10??
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<blockquote data-quote="ken-ichi" data-source="post: 1865219" data-attributes="member: 20061"><p>I have never seen a mage character played (for long) without at least a 14 Con. That puts a 10th level wiz at 33 hp minimum with avg at 46.5 + 1d10+10 =(62) for false life vs 51.5 for the weaver with false life up. Advantage wiz.</p><p></p><p>Hmm... Good point about the multiple spell casting for defensive buffing.</p><p>There are a lot of good low level buffs and the only thing that keeps them all from being used is the number of round needed to cast them all.</p><p></p><p>The weaver has two options, buff up and then attack or just nuke a guy and hope it survives the next round.</p><p></p><p>So the spell weaver could be invisible at the start of the encounter (at will) and most likely have mage armor and false life already up. It could on the first round of combat cast shield, mirror image, and blink. That is a huge defensive bonus in just one round.</p><p></p><p>To go from 22 AC to 26 AC with images and 50% area damage plus 50% miss chance for blink as well as being invisible is pretty rough. That should give sufficient protection from ranged attacks to let it survive after it launches it's initial volley.</p><p></p><p>A permanent arcane sight could help bring this guy down fast. The wizards spots the aura and when it powers up he drops a dispel magic on it. The spellweaver probably knows this so would target mages first and instantly kills them with a volley a MMs instead of buffing. This could be negated with shield or a brooch of shielding, so it may choose to use Scorching rays or even acid arrows might work. (6d4 for several rounds should drop a mage fast and help keep it from casting spells. The appropriate resist elements negates either of these alpha strikes.</p><p></p><p>The problem is, I can't see a way of using this monster without either killing the party, or an utter humiliating defeat for the weaver.</p><p></p><p>Not a fun creature to fight if it is played correctly, it either kills you all or dies without doing much. </p><p>So I would say this is a badly CRed creature, but not only badly CRed, but just badly thought out of what this thing could actually do. Increasing the CR by a few points only makes the thing more desperate to survive, so it must alpha stikre anyone who might greater dispel or have true seeing. Overall cool monster idea, bad implementation.</p><p>Put this with the adamantine clockwork horror, unusable monster as written.</p><p></p><p>Although as a mixed encounter with a different type of creature or two at higher levels like 14-15th level might be interesting.</p></blockquote><p></p>
[QUOTE="ken-ichi, post: 1865219, member: 20061"] I have never seen a mage character played (for long) without at least a 14 Con. That puts a 10th level wiz at 33 hp minimum with avg at 46.5 + 1d10+10 =(62) for false life vs 51.5 for the weaver with false life up. Advantage wiz. Hmm... Good point about the multiple spell casting for defensive buffing. There are a lot of good low level buffs and the only thing that keeps them all from being used is the number of round needed to cast them all. The weaver has two options, buff up and then attack or just nuke a guy and hope it survives the next round. So the spell weaver could be invisible at the start of the encounter (at will) and most likely have mage armor and false life already up. It could on the first round of combat cast shield, mirror image, and blink. That is a huge defensive bonus in just one round. To go from 22 AC to 26 AC with images and 50% area damage plus 50% miss chance for blink as well as being invisible is pretty rough. That should give sufficient protection from ranged attacks to let it survive after it launches it's initial volley. A permanent arcane sight could help bring this guy down fast. The wizards spots the aura and when it powers up he drops a dispel magic on it. The spellweaver probably knows this so would target mages first and instantly kills them with a volley a MMs instead of buffing. This could be negated with shield or a brooch of shielding, so it may choose to use Scorching rays or even acid arrows might work. (6d4 for several rounds should drop a mage fast and help keep it from casting spells. The appropriate resist elements negates either of these alpha strikes. The problem is, I can't see a way of using this monster without either killing the party, or an utter humiliating defeat for the weaver. Not a fun creature to fight if it is played correctly, it either kills you all or dies without doing much. So I would say this is a badly CRed creature, but not only badly CRed, but just badly thought out of what this thing could actually do. Increasing the CR by a few points only makes the thing more desperate to survive, so it must alpha stikre anyone who might greater dispel or have true seeing. Overall cool monster idea, bad implementation. Put this with the adamantine clockwork horror, unusable monster as written. Although as a mixed encounter with a different type of creature or two at higher levels like 14-15th level might be interesting. [/QUOTE]
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Spellweaver CR10??
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