Author Topic: The Long Road designs and questions  (Read 1705 times)

Catodon

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The Long Road designs and questions
« on: May 07, 2012, 04:17:44 AM »
Hi all this new thread is for material generated by- and questions from The Long Road pbp.

I have one of each. How can I improve the monster below so that for the same xp the players don't beat it up in three rounds without getting hurt? (see the Long Road IC thread for details).

Amarok (Large Animal Walker 98 XP): Str 18, Dex 8, Con 12, Int 4, Wis 10, Cha 10; SZ L (12, Reach 1); Spd 30 ft. ground; Init III; Atk V; Def IV; Resilience V; Health VI; Comp None; Skills: Athletics III, Intimidate VI, Notice IV, Sneak IV, Survival VI; Qualities: improved sense (smell), menacing threat, superior runner I, tough I.
Attacks/Weapons: Bite III (trip), Claw III 2, Cold Aura (damage IV: aura 10ft. radius; damage type: cold)
Treasure: 2T
 
Amarok (Large Animal Walker 98 XP): TL: 4
Str: 18/+4; Dex: 8/-1; Con: 12/+1; Int: 4/-3; Wis: 10/+0; Cha: 10/+0;
Init: +1=2-1(dex)                      Melee: +8=4+4(str)    Fort: +5=4+1(con)
Health: +7=4+1(con)+2(size) ~ 120/18   Ranged: +3=4-1(dex)   Ref: +3=4-1(dex)
Def: 11=10+3-1(dex)-1(size)            Comp: None            Will: +4=4+0(wis)
Size: Large (12); Reach: 1; Speed: 30 ft. ground;
Skills: Athletics III (Str) +10 = 6+4; Intimidate VI (Wis) +10 = 10+0; Notice IV (Wis) +8 = 8+0; Sneak IV (Dex) +7 = 8-1; Survival VI (Wis) +10 = 10+0
Qualities: improved sense (smell), menacing threat, superior runner I, tough I.
Attacks: Bite III [2d10/17-20] (trip), Claw III 2 [2d8/19-20], Cold Aura [2d10/20] (damage IV: aura 10ft. radius; damage type: cold)
Treasure: 2T

thank you.
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tfwfh

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Re: The Long Road designs and questions
« Reply #1 on: May 07, 2012, 07:38:54 AM »
Is there some reason it needs to have 5 signature skills instead of just a high competence?  If you replace all of those with Comp X, that saves you 9 xp right there, which you can juggle around to your liking.  Frenzy II would be a good start, or some grades of Swift Attack.  I also think you could drop the Bite down to grade I, since I imagine mostly the point is to get people tripped.  That gives you 4 points, which I think I would spend on feats.  Martial Artist would be cheesy but effective, same for Wrestling Basics.

Also, by my count, that NPC is only 97 xp, but I could be counting wrong.  EDIT: Nevermind, I was counting wrong.  If it turns out that's right, or if you can find 1 xp somewhere else, I like Cagey.  And if you have several xp left somehow (like if you passed on frenzy and swift attack), I recommend DR.  But my experience is generally that DR 2 or less is pointless, so you would need at least 9 xp to make it worthwhile.

EDIT 2: Actually, if this monster is going to be tripping a lot, Kicking Basics makes it much safer for him.
If you go -signature skills +Comp X, +Frenzy II, -Bite II, +Martial Arts(for great defense) and +Wrestling Basics(for free trips), then you're at -1 xp from where you started, so you can add in Kicking Basics for only 1 extra xp, which is what I would do if it was my monster.
« Last Edit: May 07, 2012, 08:04:04 AM by tfwfh »
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Jake

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Re: The Long Road designs and questions
« Reply #2 on: May 07, 2012, 09:09:40 AM »
Is it supposed to be this?
Spoiler: show
 


If it is, do something along the lines of the Ebonscale feat in the Adventure Companion. Give him 2 more bite attacks, Regen 2, and make it so he can't be flanked. Could give him the Expert Disarm feat, each round the beast tries to disarm one of the players. With success, the next round the throws the weapon (as an improvised weapon unless it has hurl) at another player dealing stress damage.
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Mister Andersen

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Re: The Long Road designs and questions
« Reply #3 on: May 07, 2012, 09:16:14 AM »
Is there some reason it needs to have 5 signature skills instead of just a high competence?

Animals don't get a Competence score, I seem to recall

Blankbeard

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Re: The Long Road designs and questions
« Reply #4 on: May 07, 2012, 09:32:49 AM »
Quote
Def: 11=10+3-1(dex)-1(size) 
This guy is a pinata.

Knock 5 points off his skills and up the defense to VIII.  That should put it at Def 15.  If you need him at higher levels dial it back down to VI or V.

Krensky

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Re: The Long Road designs and questions
« Reply #5 on: May 07, 2012, 09:49:10 AM »
Also, if you're just throwing one at the PCs, consider making him a special.

Loose Survival, Intimidate, and Menacing threat. That's 14 points. Add natural defense (cold), change the aura attack to a cone, and add a swift attack. Then be ruthless. Pick a PC and flurry on them and breath icy death over everything.
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Catodon

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Re: The Long Road designs and questions
« Reply #6 on: May 07, 2012, 01:01:12 PM »
Thanks guys, when I have a bit more time I'll put together a 'new and improved' version.
"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
Also check out RPG Review:
http://rpgreview.net

Mister Andersen

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Re: The Long Road designs and questions
« Reply #7 on: May 07, 2012, 03:30:08 PM »
Just remember that sometimes the dice love you and other times they make you their bitch