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Author Topic: (D&D 3.5ed) Fading North (Always recruiting)  (Read 31068 times)

RedWarrior0

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Re: (D&D 3.5ed) Fading North (Always recruiting)
« Reply #420 on: March 20, 2011, 11:26:13 am »

Quote
Hm... Epic level, infinite range, swift cast save-or-die with DC of 181, no SR, and not a Fort save?

Quote
Immunity to Magic (Ex): A neutronium golem is immune to any spell or spell-like ability that allows spell resistance.

Ahem.

But I guess the spell needs +80 to the save DC.

Regardless, it needs a Ex called "Relativity": Because it is moving with speed c, the Neutronium Golem has undefined mass, time does not affect it, and it is actually a point rather than a Large creature to any creature moving relative to it. As observed by the Neutronium golem, time does not change and everything is one point. Because of its effectively infinite mass, the DC for Accretion, the damage and range for Gravitic Aura, the hardness, and the Fast Healing rate all increase to effectively infinite numbers.
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Criptfeind

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Re: (D&D 3.5ed) Fading North (Always recruiting)
« Reply #421 on: March 20, 2011, 11:42:42 am »

Ahhhh Okay.

Also who says it moves at C? It CAN move at c, but on the other hand this is D and fucking D and thus has no rules for that.

Imagine this, it's run speed is four times the speed of light. Obviously you can not try to add physics to it.
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adwarf

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Re: (D&D 3.5ed) Fading North (Always recruiting)
« Reply #422 on: March 20, 2011, 11:44:26 am »

Ahhhh Okay.

Also who says it moves at C? It CAN move at c, but on the other hand this is D and fucking D and thus has no rules for that.

Imagine this, it's run speed is four times the speed of light. Obviously you can not try to add physics to it.

That and there is no fucking way on this earth you cna run away from that giant ass behemoth of a monster
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RedWarrior0

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Re: (D&D 3.5ed) Fading North (Always recruiting)
« Reply #423 on: March 20, 2011, 11:45:34 am »

Well, you can just say that it has no run speed. Relativistic addition of velocities and whatnot.

But I was just saying it for the awesomeness.
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Criptfeind

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Re: (D&D 3.5ed) Fading North (Always recruiting)
« Reply #424 on: March 20, 2011, 11:46:01 am »

If Epic spells were not so borked I would say to cast that you would need to be like level 100 anyway, but as it is you can most likly cast that at level 21.

Also to be fair this monster is made 100% within the rules of the game.

Relativity (Ex) might break some rules.
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adwarf

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Re: (D&D 3.5ed) Fading North (Always recruiting)
« Reply #425 on: March 20, 2011, 01:23:48 pm »

I wish I had the burning hands spell. It cuts right through shagriun  :P
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Vanigo

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Re: (D&D 3.5ed) Fading North (Always recruiting)
« Reply #426 on: March 20, 2011, 01:29:24 pm »

Hm... Epic level, infinite range, swift cast save-or-die with DC of 181, no SR, and not a Fort save?

Also, the Neutronium Golem doesn't need the fort save, because it lacks a Con score.

Alternatively, get an epic-level spell that infinitely controls a mindless creature?

It is immune to both of those.
Actually, you can make an epic save-or-die that isn't a death effect and either uses reflex or will, or works on objects, and which doesn't allow spell resistance. Such a spell would work fine on this guy. It would also have a really high spellcraft DC, of course.

And it's immune to mind control, but you know what it's not immune to? The rod of construct control (A&EG, pg. 125).
Quote
Construct Control: This rod is in the shape of a muscular humanoid carved from a single piece of marble. If the wielder is within 60 feet of a construct with no Intelligence score, the rod of construct control allows the bearer to override any commands that the construct might have and replace them with new commands as if the wielder were the creator of that construct (see the Golem entry in the Monster Manual
[some other stuff, but that's the important part]
You still have to get within 60 feet without dying, of course, which is no mean feat...
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Criptfeind

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Re: (D&D 3.5ed) Fading North (Always recruiting)
« Reply #427 on: March 20, 2011, 01:32:04 pm »

I don't know, It is most likely immune to that.

Magic and all.
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Cthulhu

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Re: (D&D 3.5ed) Fading North (Always recruiting)
« Reply #428 on: March 20, 2011, 01:37:52 pm »

Most constructs have a degree of magic immunity.  I doubt that applies.
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Criptfeind

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Re: (D&D 3.5ed) Fading North (Always recruiting)
« Reply #429 on: March 20, 2011, 01:39:20 pm »

Eh. Maybe, I do not have the book, so I can't check. It may bypass construct immunity or it may be a item that is practically worthless if you think too hard.
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Cthulhu

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Re: (D&D 3.5ed) Fading North (Always recruiting)
« Reply #430 on: March 20, 2011, 01:42:37 pm »

I would GM fiat it in.

That being said, you still have to get in range.  Even if you can somehow make yourself immune the rod will probably melt.
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Vanigo

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Re: (D&D 3.5ed) Fading North (Always recruiting)
« Reply #431 on: March 20, 2011, 01:47:31 pm »

I don't know, It is most likely immune to that.

Magic and all.
It's not a spell and it does not allow spell resistance. There's no way in hell Spell Immunity applies.
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Criptfeind

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Re: (D&D 3.5ed) Fading North (Always recruiting)
« Reply #432 on: March 20, 2011, 01:54:28 pm »

Yeah. I will concede that point. It should work.
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Atomicdremora

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Re: (D&D 3.5ed) Fading North (Always recruiting)
« Reply #433 on: March 20, 2011, 03:15:46 pm »

Can someone please post a quick step by step on using maptools and hamachi for tonight?
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Grek

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Re: (D&D 3.5ed) Fading North (Always recruiting)
« Reply #434 on: March 20, 2011, 03:23:44 pm »

Boot up Hamachi, push "Join an Existing Network"

Put in the network name that Mog is going to post in the other thread into the Network ID field and leave the Password field blank.

Push Join. You're now connected to the Hamachi network for the game.

Launch Maptools and let it through your firewall.

Go to File -> Connect to Server in maptools and then connect to the IP adress that Mog is going to post in the other thread, with your forum name as your username and no password.

Start playing.
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