Author
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Comment
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Xel565
Here for a while
(2/27/03 12:12 pm)
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Deck of many things
Does anyone have a chart or a way to randomly determine what the outsider is that plagues the player if he draws the flames card in the deck in the inner fane?
Xel
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Entropius
Here for a while
(2/27/03 12:33 pm)
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the outsider
I'd probably make it a beastie from the Monster Manual (demon or devil) with CR 1 or 2 greater than the level of the PC.
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Infiniti2000
Here quite a while
(2/27/03 12:41 pm)
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ezSupporter
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Re: the outsider
Just an idea, but the Deck does not specify a demon or a devil. It might very well be a celestial being, which would make for a very interesting situation. What side will the rest of the party choose? How will the affected player react, if good-aligned?
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Andorax
Still here? Wow.
(2/27/03 3:38 pm)
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Re: the outsider
Random, schmandom. Picking's always better, and given the location and circumstances, I'd suggest something Pseudonatural and bizarre.
"Whadda ya mean, Orcs get levels too?!?" |
benhamtroll
Here to stay
(2/27/03 3:44 pm)
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Re: the outsider
It should look like Monte.
There's no business like gnoll business |
Entropius
Here for a while
(2/27/03 5:22 pm)
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Maybe a hybrid elemental?
In the 2E Monster Manual, there was an entry for "tempest"; a sort of hybrid elemental. The things were huge and nasty... too huge and nasty to convert and use here.
Maybe the summoned outsider could be a similar crossbreed-elemental, however, with a demonically-infused or somesuch template thrown on?
Maybe something like this (this is based on a 16 HD elemental, adjust to fit whatever CR is needed):
Hybrid Elemental Thingie
Huge Elemental (Air, Earth, Water, Fire)
Hit Dice: 16d8+114 (186 hp avg.)
Initiative +7 (Dex)
Speed 20 (swim 40, fly 60 (perfect))
AC 23 (-2 size, +7 dex, +8 natural)
Attacks: 2 slams +15 melee (2d10+7), plus 1 slam +15 melee (2d8+7), plus 1 slam +15 melee (2d8+7 and 2d8 fire and burn) ([i]one per element[/i])
Face/Reach: 10x5/15
Special attacks: Burn, push, drench, vortex, whirlwind
Special qualities: Elemental, damage reduction 15/+2, fast healing 5, SR 20
Saves: +17 Fortitude, +17 Reflex, +12 Will
Abilities: Str 24, Dex 24, Con 24, Int 12, Wis 14, Cha 14
Skills: Listen +19, Spot +19
Feats: Dodge, Power Attack, Improved Critical (slam), Multiattack
Spell-like abilities as Sor10.: Roll 1d6 each round.
1: Empowered [i]Melf's acid arrow[/i] (ranged touch +17)
2: [i]Fireball[/i], save DC 20
3: [i]Lightning bolt[/i], save DC 20
4: [i]Ice storm[/i], save DC 21
5: Maximized [i]blast of force[/i], save DC 20 (Tharizdunic force effect)
6: Roll twice
The elemental can use whichever ability(ies) the roll indicates each round, as a standard action. (Should this be "free action"? That could get positively nasty.)
Burn, push, vortex, drench, whirlwind: As described in the Monster Manual.
Elemental traits: Immune to fire, cold, acid, and electricity. Able to move through earth and stone as if it were solid ground.
CR 12.
The physical appearance of such a beastie is left as an exercise for the reader.
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