Author Topic: the true arcane dilliante  (Read 50748 times)

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Hijax

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Re: the true arcane dilliante
« Reply #160 on: March 15, 2010, 06:48:47 PM »
If you're that determined to destroy the place, use AftS and blast the entire planet into an asteroid belt :P

you forgot twinned.

also, the interesting thing about AftS is that it also summons atropus.
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KellKheraptis

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Re: the true arcane dilliante
« Reply #161 on: March 15, 2010, 06:49:53 PM »
If you're that determined to destroy the place, use AftS and blast the entire planet into an asteroid belt :P

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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Re: the true arcane dilliante
« Reply #162 on: March 15, 2010, 06:51:01 PM »
also, the interesting thing about AftS is that it also summons atropus.
[Spoiler]
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...
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[/spoiler]

Agita

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Re: the true arcane dilliante
« Reply #163 on: March 15, 2010, 06:52:14 PM »
If you're that determined to destroy the place, use AftS and blast the entire planet into an asteroid belt :P

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.
« Last Edit: March 15, 2010, 08:35:39 PM by Agita »
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KellKheraptis

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Re: the true arcane dilliante
« Reply #164 on: March 15, 2010, 06:53:12 PM »
If you're that determined to destroy the place, use AftS and blast the entire planet into an asteroid belt :P

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

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Re: the true arcane dilliante
« Reply #165 on: March 15, 2010, 06:54:52 PM »
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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KellKheraptis

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Re: the true arcane dilliante
« Reply #166 on: March 15, 2010, 06:56:21 PM »
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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Re: the true arcane dilliante
« Reply #167 on: March 15, 2010, 08:32:10 PM »
Aspect of Atropus is the shit.
Quote
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

Tonymitsu

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Re: the true arcane dilliante
« Reply #168 on: March 15, 2010, 08:39:04 PM »
If you're that determined to destroy the place, use AftS and blast the entire planet into an asteroid belt :P

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 ELSource
1d3 famine spirits21MM2 96
1 advanced deathshrieker19MM3 32
1 corpse gatherer19MM2 51
1 ragewind19MM2 173
1d8 angels of decay 19 LM 83
1d2 nightcrawlers 18 MM 195
1d4 nightwalkers 18 MM 196
1d6 nightwings 17 MM 197
1d12 dread wraiths 16MM 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.

Agita

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Re: the true arcane dilliante
« Reply #169 on: March 15, 2010, 08:39:46 PM »
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.
« Last Edit: March 15, 2010, 08:41:44 PM by Agita »
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KellKheraptis

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Re: the true arcane dilliante
« Reply #170 on: March 15, 2010, 08:42:12 PM »
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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Re: the true arcane dilliante
« Reply #171 on: March 15, 2010, 08:45:51 PM »
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.
Quote
LE Gargantuan Undead (Evil)
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KellKheraptis

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Re: the true arcane dilliante
« Reply #172 on: March 15, 2010, 08:50:45 PM »
Then I go Quintesson on his ass and make an Ice Assassin out of him :P
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Tonymitsu

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Re: the true arcane dilliante
« Reply #173 on: March 15, 2010, 09:27:02 PM »
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.

Agita

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Re: the true arcane dilliante
« Reply #174 on: March 15, 2010, 09:32:03 PM »
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.
Quote
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?
« Last Edit: March 15, 2010, 09:34:05 PM by Agita »
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The_Mad_Linguist

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Re: the true arcane dilliante
« Reply #175 on: March 15, 2010, 11:51:50 PM »
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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Re: the true arcane dilliante
« Reply #176 on: March 15, 2010, 11:59:43 PM »
[spoiler]
Quote
Bottle of Air
This item appears to be a normal glass bottle with a cork. When taken to any airless environment it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.

Moderate transmutation; CL 7th; Craft Wondrous Item, water breathing; Price 7,250 gp; Weight 2 lb.
[/spoiler]


Tonymitsu

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Re: the true arcane dilliante
« Reply #177 on: March 16, 2010, 01:02:40 AM »
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.  :P

The_Mad_Linguist

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Re: the true arcane dilliante
« Reply #178 on: March 16, 2010, 01:12:54 AM »
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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Re: the true arcane dilliante
« Reply #179 on: March 16, 2010, 01:21:01 AM »
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.  :P

Well, it's better than suffocating the moment you leave the atmosphere :P

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.