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5 months ago  ::  Jan 18, 2013 - 11:15PM #361
BlackDragon71425
Date Joined: Oct 26, 2007
Posts: 780
Well there's your mage killer EruditeApe.  I'm pretty happy with it, and I friend who is way more into DnD than I am I explained it to said a mage of around the same level has about a 50/50 shot of damaging it, so that seems fair to me.  I'm not the greatest at figuring CR, especially at this level, so I hope this is pretty even.  If you think it lacks anything, or has too much, please do not hesitate to say so, and I'll change it to your liking.
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5 months ago  ::  Jan 19, 2013 - 12:04AM #362
EruditeApe
Date Joined: Dec 17, 2011
Posts: 1,681
Very nice. The only problems I can really see is that it still instaloses to Evard's Kinky Tentacles and the like1, as well as having no protection against fort SoDs, and it lacks any method to track or prevent fleeing prey, which, at this level, are likely to just throw out a (Greater)Teleport or Plane Shift if caught in a losing battle. There's also the problem that it has no way to shut down Celerity, or any way to compete with Nerveskitter and the like.

Or, basically, there's nothing preventing the wizard from running away the second this guy shows up.

I'd also kick the SR up a bit, as boosting CL is incredibly easy.

And, on a final note, it doesn't have many tools to deal with any mooks the wizard might have. Basically, a big dumb fighter could kill it, unless it blows its Plane Shift as a SoD. And it's a poor wizard that doesn't have some mooks.

So, while this thing is very, very cool, and I do quite like it, it really falls around CR 10 or so. It's got some good defenses(Though, among other things, Freedom of Movement, or some limited equivalent, would help), it is rendered helpless before a couple of reasonably simple strategies, and lacks sufficient killiing power(Like, an average of, what, 16 damage a round? An Ogre could do better) to be really, truly dangerous. It's suffering from Monk-itis, basically. 

The basic solutions I can think of for this are giving it Trace Teleport or the like, some way to shut down some casting nearby(Possibly a limited counterspell, or just an area of denial like a weaker AMF2), and the ability to, whether from more attacks, more damage, or other abilities, reasonably fight a fighter, golem, big summon, bound outsider, or other big mook. 

But, otherwise, thank you. It's quite an impressive piece of work.

1When I say Instalose, I mean that it will cost it one standard action to SLA out. While that looks fine, the wizard has more tools for breaking the action economy, and so the Aposi will get caught in a losing battle of the actions.
2If you go with the area of denial, it should totally be called Armor of Contempt3.
3Or maybe that's just my inner nerd talking. Feel free to ignore that. 
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5 months ago  ::  Jan 19, 2013 - 1:50AM #363
Slagger_the_Chuul
Date Joined: May 26, 2001
Posts: 5,178
How about something like these to make things a little harder?

Aura of Contempt (Su): The arcane spell failure chance for all spells cast within 100 feet of a NAME is increased by 50%.  A caster who is not already subject to an arcane spell failure chance is considered to have an arcane spell failure chance of 0% (increased to 50% within the aura).

Pursuit Teleport (Sp) As a standard action, a NAME may designate a single arcane caster as the target of its pursuit teleport.  If the designated caster uses an arcane spell with the teleportation descriptor to transport themselves, the NAME can choose to share the effect, arriving at the destination adjacent to the caster as if transported by the same spell.
The effect persists for 1 hour, or until the NAME designates a new caster as its target.

EDIT: Clarified aura of contempt and gave made individual pursuit teleportations voluntary.
The kraken stirs.  And ten billion sushi dinners cry out for vengeance.  - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.


= My most popular campaign item; for all your adventuring convenience. Show
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness.  It is made of polished wood, with five studlike buttons on one end.  Each button produces a different effect when pressed.  Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed.
        When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle.
        When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets.
        When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall.
        When button 4 is pressed, the rod becomes a sturdy iron spade.
        When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid.  Once per day, it can be commanded to fill with fresh water.
If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours.
    Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
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5 months ago  ::  Jan 19, 2013 - 9:01AM #364
EruditeApe
Date Joined: Dec 17, 2011
Posts: 1,681

Jan 19, 2013 -- 1:50AM, Slagger_the_Chuul wrote:

Aura of Contempt (Su): The arcane spell failure chance for all spells cast within 100 feet of a NAME is increased by 50%.


Which is nifty, but won't really help. as how many Wizards actually wear armor?

Also, Pursuit Teleport needs to be optional. But it would be pretty cool. 

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5 months ago  ::  Jan 19, 2013 - 9:38AM #365
Slagger_the_Chuul
Date Joined: May 26, 2001
Posts: 5,178

Jan 19, 2013 -- 9:01AM, EruditeApe wrote:

Jan 19, 2013 -- 1:50AM, Slagger_the_Chuul wrote:

Aura of Contempt (Su): The arcane spell failure chance for all spells cast within 100 feet of a NAME is increased by 50%.


Which is nifty, but won't really help. as how many Wizards actually wear armor?

Also, Pursuit Teleport needs to be optional. But it would be pretty cool. 


True, there's a room for some clarification (the aura should work even if you have a 0% arcane spell failure chance, but that's unclear from a single sentence) and pursuit teleport should be optional to use.

The kraken stirs.  And ten billion sushi dinners cry out for vengeance.  - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.


= My most popular campaign item; for all your adventuring convenience. Show
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness.  It is made of polished wood, with five studlike buttons on one end.  Each button produces a different effect when pressed.  Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed.
        When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle.
        When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets.
        When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall.
        When button 4 is pressed, the rod becomes a sturdy iron spade.
        When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid.  Once per day, it can be commanded to fill with fresh water.
If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours.
    Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
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5 months ago  ::  Jan 19, 2013 - 11:10AM #366
BlackDragon71425
Date Joined: Oct 26, 2007
Posts: 780

Jan 19, 2013 -- 12:04AM, EruditeApe wrote:

Very nice. The only problems I can really see is that it still instaloses to Evard's Kinky Tentacles and the like (that's what greater teleport at will is for.  It has a 1 in 5 chance to make the Concentration check), as well as having no protection against fort SoDs (gave it a constantly active death ward), and it lacks any method to track or prevent fleeing prey, which, at this level, are likely to just throw out a (Greater)Teleport or Plane Shift if caught in a losing battle (added the pursuit teleport ability). There's also the problem that it has no way to shut down Celerity, or any way to compete with Nerveskitter and the like (It really shouldn't need to.  Tactics wise, it would close with the caster from stealth, surprise round punch it in the throat so it can't cast spells, beat on him a little maybe, and teleport away to set up another sneak attack).

Or, basically, there's nothing preventing the wizard from running away the second this guy shows up.

I'd also kick the SR up a bit, as boosting CL is incredibly easy (SR boosted to what I originally had it at, but was talked out of by a friend.  32 seems about standard for monsters of this level.  Just add 2 or so for every 1 to 2 HD the aposi increases).

And, on a final note, it doesn't have many tools to deal with any mooks the wizard might have. Basically, a big dumb fighter could kill it, unless it blows its Plane Shift as a SoD. And it's a poor wizard that doesn't have some mooks ( I wouldn't think it would stand there and allow itself to get beat on. That's why it uses hit and run tactics. Hit wizard hard, disable ability to speak, teleport away to within 100ft or less so wizard stays in aura of contempt, sneak back to sneak attack some more.  I also upped the DR to 10/-. Dunno what else to give it to make it survivalable vs non casters).

So, while this thing is very, very cool, and I do quite like it, it really falls around CR 10 or so. It's got some good defenses(Though, among other things, Freedom of Movement, or some limited equivalent, would help), it is rendered helpless before a couple of reasonably simple strategies, and lacks sufficient killiing power(Like, an average of, what, 16 damage a round? An Ogre could do better) to be really, truly dangerous. It's suffering from Monk-itis, basically. (You asked that its attack be unarmed strike.  There isn't a whole lot I can do to up its damage potential other than uping its Strength, which I did, to 21 instead of 17.  I gave it Superior Unarmed Strike, 1d10 is where this thing is on that progression chart.  That's why it is stealthy and quick.  It uses sneak attack to make up for its lack of raw power.) 

The basic solutions I can think of for this are giving it Trace Teleport or the like, some way to shut down some casting nearby(Possibly a limited counterspell, or just an area of denial like a weaker AMF2), and the ability to, whether from more attacks, more damage, or other abilities, reasonably fight a fighter, golem, big summon, bound outsider, or other big mook.  (I don't really know what else I could do for more attack/damage/abilities that falls within your original request.  I was only using spell-like abilities for movement and vision based stuff.  Unarmed strike is really limited in its damage dealing base, and you wanted humanoid, so only two attacks.  I suppose I could give it another set of arms so it'll have 4 attacks instead of 2.  The only way to increase its damage is more HD and a higher Str. 

But, otherwise, thank you. It's quite an impressive piece of work.  And thanks to you and Slagger for more ideas on abilities on the thing.  I'll update it here shortly once I edit my copy.

1When I say Instalose, I mean that it will cost it one standard action to SLA out. While that looks fine, the wizard has more tools for breaking the action economy, and so the Aposi will get caught in a losing battle of the actions.
2If you go with the area of denial, it should totally be called Armor of Contempt3.
3Or maybe that's just my inner nerd talking. Feel free to ignore that. 




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5 months ago  ::  Jan 19, 2013 - 11:31AM #367
EruditeApe
Date Joined: Dec 17, 2011
Posts: 1,681
Two problems with the stealth idea: First off, foresight and/or tortoise. Second, Mindsight or other senses. Of course, Quicken SLA could solve that decently, as it could 'port in and smack the Wizard. Or let it teleport as a SU move action.

You could replace the unarmed strikes with a couple of slam attacks. That would give it access to Rapidstrike, which would solve the number of attacks problem decently.

But, still, this thing is really cool. Thanks! 
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5 months ago  ::  Jan 19, 2013 - 11:49AM #368
BlackDragon71425
Date Joined: Oct 26, 2007
Posts: 780
OK, changes made: Increased HD to 20, giving more hp, a better grapple to deal with evard's tentacles, 3 attacks instead of 2, another feat, better saves overall, and more skill points.  I increased Str to 22, so now it can deal 2d6+6 damage with each hit.  I gave it Great Fortitude to better make those Fort saves. I included death ward to the constant spell-like abilities, and the two abilities suggested by you and Slagger.

Damage wise I think we are better off staying with the Unarmed strike.  A medium creatures slam is only 1d4.  I'd have to blow 3 feats on Improved Natural Attack just to get it up to 2d6 like it is now.  Plus with a +15 BAB it now has 3 attacks.

Foresight and mindsight are both covered by mindblank; the aposi wouldn't show up on either.  Now regular darkvision, see invisibility, tremorsense, and blindsight/sense are another story of course.

Oh, if the grapple check still isn't enough to get out of a grapple, I increased the aposi's concentration, so now it just has to roll a 7 or better and it can teleport out. 
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5 months ago  ::  Jan 19, 2013 - 2:32PM #369
EruditeApe
Date Joined: Dec 17, 2011
Posts: 1,681
Just FYI, by RAW, Mindsight is basically unbeatable.

But, the Aposi looks good. I like it a lot. 
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5 months ago  ::  Jan 19, 2013 - 4:51PM #370
BlackDragon71425
Date Joined: Oct 26, 2007
Posts: 780

Jan 19, 2013 -- 2:32PM, EruditeApe wrote:

Just FYI, by RAW, Mindsight is basically unbeatable.

But, the Aposi looks good. I like it a lot. 




Cool, so it looks good as is now?  Think it'll provide a decent challenge?  If you do happen to use it in game, let me know how it goes so I can get a better feeling for the Challenge Rating.

As to the mindsight thing, I am going off of a similar ability, thoughtsense, which is basically the same thing.  Let's those with the ability detect thinking creatures within 60ft.  Mind blank makes the possessor undetectable to this ability.  And mindblank protects those under its effects from all devices/spells that detect, influence, or read emotions/thoughts.  My reasoning would lead me to believe that "devices" also covers the abilities of monsters.  But if you are using the monster in a game it is up to you how you would interpret that.  

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