Hijax
Donkey Kong
   
Posts: 646
Kobolds ate my cookies
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« Reply #160 on: March 15, 2010, 04:48:47 PM » |
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If you're that determined to destroy the place, use AftS and blast the entire planet into an asteroid belt  you forgot twinned. also, the interesting thing about AftS is that it also summons atropus.
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"There's more to apocalypse than running around like a maniac you know"-B. M. Evilwizardington. blogging at disasters made in china
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KellKheraptis
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« Reply #161 on: March 15, 2010, 04:49:53 PM » |
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If you're that determined to destroy the place, use AftS and blast the entire planet into an asteroid belt  you forgot twinned. also, the interesting thing about AftS is that it also summons atropus. Well, with the coverage area on this particular one, I hope he can survive in space.
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McPoyo
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« Reply #162 on: March 15, 2010, 04:51:01 PM » |
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also, the interesting thing about AftS is that it also summons atropus.

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A gygaxian dungeon is like the world's most messed up game show.
Behind door number one: INSTANT DEATH! Behind door number 2: A magic crown! Behind door number 3: 4d6 giant bees, and THREE HUNDRED POUNDS OF HONEY! They don't/haven't, was the point. 3.5 is as dead as people not liking nice tits.
Sometimes, their tits (3.5) get enhancements (houserules), but that doesn't mean people don't like nice tits.
Though sometimes, the surgeon (DM) botches them pretty bad...
Best metaphor I have seen in a long time. I give you much fu. Three Errata for the Mage-kings under the sky, Seven for the Barbarian-lords in their halls of stone, Nine for Mortal Monks doomed to die, One for the Wizard on his dark throne In the Land of Charop where the Shadows lie.
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Agita
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« Reply #163 on: March 15, 2010, 04:52:14 PM » |
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If you're that determined to destroy the place, use AftS and blast the entire planet into an asteroid belt  you forgot twinned. also, the interesting thing about AftS is that it also summons atropus. Well, with the coverage area on this particular one, I hope he can survive in space. He's basically a moon-sized undead skull, so I'd say he can. Heck, all fights on Atropus (yes, that's on, not against) take place under no-atmosphere conditions in Elder Evils, because when he touches the surface it's already too late.
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« Last Edit: March 15, 2010, 06:35:39 PM by Agita »
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KellKheraptis
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« Reply #164 on: March 15, 2010, 04:53:12 PM » |
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If you're that determined to destroy the place, use AftS and blast the entire planet into an asteroid belt  you forgot twinned. also, the interesting thing about AftS is that it also summons atropus. Well, with the coverage area on this particular one, I hope he can survive in space. He's basically a moon-sized undead skull, so I'd say he can. Heck, all fights on Atropus (yes, that's on, not against) take playe undor no-atmosphere conditions in Elder Evils, because when he touches the surface it's alsready too late. Omfg...what are his HD? Forget AftS, with my CL I can GATE IN UNICRON!
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Hijax
Donkey Kong
   
Posts: 646
Kobolds ate my cookies
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« Reply #165 on: March 15, 2010, 04:54:52 PM » |
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He doesn't really have HD, kell, bu he has an aspect(which is what U fight)
heck, what about charm monster-ing his aspect, and by extension him?
you now have a planet sized undead skull of so pure negative energy that it can eat planets, as your buddy.
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"There's more to apocalypse than running around like a maniac you know"-B. M. Evilwizardington. blogging at disasters made in china
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KellKheraptis
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« Reply #166 on: March 15, 2010, 04:56:21 PM » |
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He doesn't really have HD, kell, bu he has an aspect(which is what U fight)
heck, what about charm monster-ing his aspect, and by extension him?
you now have a planet sized undead skull of so pure negative energy that it can eat planets, as your buddy.
I have to try this in our Sunday game here...the DM is just crazy enough to let it fly until the thing descends on the planet. Then it'll be "wait...CL what? And wtf is this about Unicron?!?"
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bearsarebrown
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« Reply #167 on: March 15, 2010, 06:32:10 PM » |
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Aspect of Atropus is the shit. As a swift action, the aspect of Atropus can cause all divine spellcasters and extraplanar outsiders within a 1,000-mile radius to be- come sickened for 1d4 hours. An affected creature must succeed on a DC 53 Fortitude save or take 66 points of vile damage
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Tonymitsu
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« Reply #168 on: March 15, 2010, 06:39:04 PM » |
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If you're that determined to destroy the place, use AftS and blast the entire planet into an asteroid belt  you forgot twinned. also, the interesting thing about AftS is that it also summons atropus. Well, with the coverage area on this particular one, I hope he can survive in space. He's basically a moon-sized undead skull, so I'd say he can. Heck, all fights on Atropus (yes, that's on, not against) take playe undor no-atmosphere conditions in Elder Evils, because when he touches the surface it's alsready too late. Omfg...what are his HD? Forget AftS, with my CL I can GATE IN UNICRON! Atropus has no printed statistics. The Aspect of Atropus that the party actually fights is described as "a small fraction of his will". This has 66HD. So if your DM will let you control an Elder Evil that predates creation by virtue of your ability to Gate in a small fraction of his will, then by all means. (btw, per his statistics block Atropus isn't an outsider). Incidentally, the moonlet itself presumably has conditions suitable for a living being to exist (I.E. air), and is considered a minor negative-dominant, low-gravity environment. so if you are controlling it you probably can use it to safely coast around the cosmos where you please. On the off-chance the DM decides to invade your moonlet, make sure refer him to the encounter table in the same book: (man tables with these forum commands suck, can't make em fancy or anything) | d% | Encounter | Average EL | Source | | 01–04 | 1d3 famine spirits | 21 | MM2 96 | | 05–07 | 1 advanced deathshrieker | 19 | MM3 32 | | 08–19 | 1 corpse gatherer | 19 | MM2 51 | | 20–29 | 1 ragewind | 19 | MM2 173 | | 30–47 | 1d8 angels of decay | 19 | LM 83 | | 48–58 | 1d2 nightcrawlers | 18 | MM 195 | | 59–75 | 1d4 nightwalkers | 18 | MM 196 | | 76–88 | 1d6 nightwings | 17 | MM 197 | | 89–100 | 1d12 dread wraiths | 16 | MM 258 |
Atropus certainly gets more than his fair share of attention from that book. I agree that his encounter is certainly the coolest setting, but honestly I'd be more afraid of seeing the Worm that Walks show up in a campaign. His block lists him with Regeneration 10. The MM1 definition says that it will be noted in the creature's entry what effects deal regular damage to him. Since he has no such notations that means he doesn't take real damage from anything, which equates roughly to Tarrasque-levels of invulnerability. This not including his ability to discorporate and vanish in 1 round as an immediate action.
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Agita
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« Reply #169 on: March 15, 2010, 06:39:46 PM » |
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And it's not even technically a unique monster.
There might be a problem in that it's Undead and doesn't have the Extraplanar subtype, though.
EDIT: IIRC, the moonlet explicitly has no atmosphere of its own.
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« Last Edit: March 15, 2010, 06:41:44 PM by Agita »
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KellKheraptis
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« Reply #170 on: March 15, 2010, 06:42:12 PM » |
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And it's not even technically a unique monster.
There might be a problem in that it's Undead and doesn't have the Extraplanar subtype, though.
EDIT: IIRC, the moonlet explicitly has no atmosphere of its own.
Aren't all aspects outsiders by definition?
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Agita
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« Reply #171 on: March 15, 2010, 06:45:51 PM » |
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And it's not even technically a unique monster.
There might be a problem in that it's Undead and doesn't have the Extraplanar subtype, though.
EDIT: IIRC, the moonlet explicitly has no atmosphere of its own.
Aren't all aspects outsiders by definition? This one isn't. It says so right in the type line. LE Gargantuan Undead (Evil)
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KellKheraptis
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« Reply #172 on: March 15, 2010, 06:50:45 PM » |
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Then I go Quintesson on his ass and make an Ice Assassin out of him 
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Tonymitsu
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« Reply #173 on: March 15, 2010, 07:27:02 PM » |
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And it's not even technically a unique monster.
There might be a problem in that it's Undead and doesn't have the Extraplanar subtype, though.
EDIT: IIRC, the moonlet explicitly has no atmosphere of its own.
Not explicitly... The line you might be thinking of is right after the "Defenses" heading. "The moonlet has few defenses. The dangers of the void are enough to keep enemies at bay. Unless the moonlet is approached when it has already entered the atmosphere—at which point it is almost too late—characters must contend with the hazardous environment." Now in various D&D settings when they talk about the void they generally mean the space that exists between celestial bodies on the same plane, in other words outer space. For the readers edification the book then goes into detail about what happens when you try to go into space in D&D unprotected, which are surprisingly similar to deep sea drowning (personally I wanted some Explosive Decompression in there too, but c'est la vie) My problem is that all this is discussed under the idea of approaching the moonlet. At no point do they talk about what it's like when you are actually on the moonlet itself, except in the previous heading: -Low-gravity -Minor negative-dominant -Treat the surface as rough rugged mountain terrain On a personal note, I find the idea that you will simply die on the surface of the moon without severe magical intervention regardless of the the various negative energy crap helping you along to be incredibly stupid given the nature of the final conflict for the story. I mean really, first the players have to come to the conclusion that going to the moonlet is even a possible option, then figure out a way to get there (teleporting is out because there's no scrying, but I guess if someone has invented the telescope you have options), then get the gusto together to actually do it, and have a chance to get into truly uncharted territory in the majority of D&D campaigns (feasible interplanetary travel), only to choke to death 3 rounds after arrival. Oh and it also allows this: Round 1: The nightcrawler casts greater dispel magic. Round 2: The battle continues. Round 3: Three quarters of the party falls unconscious after failing the DC 20 Constitution check. How boring is that? As far as being prepared for this goes... there's exactly 1 spell in the Spell Compendium that would let you survive in such an environment. And it's duration is measured in rounds. Unless you count turning the party into something that doesn't have to breath.
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Agita
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« Reply #174 on: March 15, 2010, 07:32:03 PM » |
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Looking through it, it indeed isn't explicitly stated, but it's heavily implied, for one in the line you quoted, and then in the descriptions of the vents. Characters who require air can breathe here, [...] That it's specifically pointed out strongly implies that it's not the default. Besides, this is a freaking CR 23 encounter at the end of a campaign. If the party doesn't have ways to not need air, it's their own fault. There's items for it. Can the spell you mentioned be persisted?
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« Last Edit: March 15, 2010, 07:34:05 PM by Agita »
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The_Mad_Linguist
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« Reply #175 on: March 15, 2010, 09:51:50 PM » |
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If you're so keen on summon elder evils, just drop a sphere of annihilation into a well of many worlds to summon the Worm that Walks.
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Bozwevial
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« Reply #176 on: March 15, 2010, 09:59:43 PM » |
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Tonymitsu
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« Reply #177 on: March 15, 2010, 11:02:40 PM » |
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Bottle of Air
Oh yes, because using your standard action every other round to breath is an excellent way to kill six angels of decay. 
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The_Mad_Linguist
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« Reply #178 on: March 15, 2010, 11:12:54 PM » |
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Use a rubber hose.
Or just use the stronghold builder's guidebook to build a spaceship.
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Bozwevial
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« Reply #179 on: March 15, 2010, 11:21:01 PM » |
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Bottle of Air
Oh yes, because using your standard action every other round to breath is an excellent way to kill six angels of decay.  Well, it's better than suffocating the moment you leave the atmosphere  However: "act for as long as she can hold her breath" "A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The save must be repeated each round, with the DC increasing by +1 for each previous success." Those are the suffocation rules, so...unless your DM rules that the rules in EE override the existing ones (which is simultaneously reasonable and silly, given that you're in space, but there are existing rules which allow you to hold your breath longer than six seconds), you should have at least twenty rounds to take actions. And if combat isn't over by then, you may be screwed.
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