Couple more questions...

Discussion in 'The Temple of Elemental Evil' started by Livonya, Mar 31, 2005.

Remove all ads!
  1. Livonya

    Livonya Established Member

    Joined:
    Sep 25, 2003
    Messages:
    773
    Likes Received:
    0
    Okay, I got caught up doing the AI for demons and had to write a few new spells in order to really get the creatures working properly.

    I then started writing new abilities for creatures that didn't have them properly implemented...

    A few questions:

    1) When you summon a demon that has the ability to summon demons, do the demons summoned by your summoned demon actually do anything? Or do they just stand there?

    2) I created a Paraliyzing Breath ability for the Gorgon (it is actually a mass Hold Monster effect but that is as close as I could get to the real thing). I am having some troubles with the targeting (actually it turns out there are a few spells in game that are messed up with targeting).

    My question is this... would you rather:

    A) Have the Gorgon fire a Cone of Paralyzing Breath as in the rules... the problem being the area of the cone will pretty much be everywhere including behind the Gorgon... cone is messed up when used by NPC.

    B) Have the Gorgon fire a ball of Paralyzing Breath... basically this would be like a fireball but the effect would be a mass Hold Monster effect.

    - Liovonya
     
  2. Firestrand

    Firestrand Member

    Joined:
    Mar 11, 2004
    Messages:
    79
    Likes Received:
    0
    I think A would be the best choice with the intention of having cone fixed for NPCs at a later date.

    -Firestrand
     
  3. Livonya

    Livonya Established Member

    Joined:
    Sep 25, 2003
    Messages:
    773
    Likes Received:
    0
    I don't think it is possible to fix cone for NPCs at least not with major hard code changes.

    The problem with a Targeting cone is that it requires a targeting choice, the same for ray.

    The way it works for NPCs is exactly like Fireball. The cone/ray is placed independently of the NPC's location.

    So for example if I make it a ray the ray will often be parallel to the NPC's position, rather than extending from the NPC's position.

    So if an NPC uses a spell that has a targeting area of a cone then the cone is placed in such a way to pretty much include everyhing in the area.

    If someone can fix the cone targeting then it would tame me 30 seconds to change the spell back to a cone targeting choice.

    So for now given that Cone targeting does not work for NPCs, would you rather have a massive breath area (option A) or a much smaller breath area (option B).

    - Livonya

    PS: I also wrote a new spell for the Bodak's death gaze. It even has an awesome graphic where the Bodak's eyes light up. I have one question about the Death Gaze. If a target makes their saving roll should the effect do half damage or 0 damage? I am not sure what the rules are for the Death Gaze save roll.
     
  4. Kespoosh

    Kespoosh Member

    Joined:
    Jan 21, 2004
    Messages:
    50
    Likes Received:
    0
    Just go with A. It's a 60' cone. It's not gonna miss anyone anyway.
    Death Gaze (Su): Death, range - 30 feet, Fortitude DC 15 negates. The save DC is charisma-based.
     
  5. Lord_Spike

    Lord_Spike Senior Member Veteran

    Joined:
    Mar 25, 2005
    Messages:
    3,151
    Likes Received:
    1
    As for Gorgons...

    ...doesn't the breath cause petrification? I don't know if you're able to make this happen or not, though. Stone to Flesh fixes this, of course.
     
  6. Kespoosh

    Kespoosh Member

    Joined:
    Jan 21, 2004
    Messages:
    50
    Likes Received:
    0
    Yeah, it does.
     
  7. Livonya

    Livonya Established Member

    Joined:
    Sep 25, 2003
    Messages:
    773
    Likes Received:
    0
    Petrification doesn't exist in TOEE.

    So what I did was make a Breath Weapon that is a mass Hold Monster that lasts for 100 rounds. So if you get hit by it you get a chance to save each round, but for the next 100 rounds or so you will have to run the risk of getting stuck again. It adds variety to the monsters.

    It isn't exactly the same as Petrification, but it is better than no Breath Weapon at all.



    Kespoosh -

    Thanks for the Death Gaze info... I had the DC right and the range, but couldn't remember if the save was for half damage or a complete negates... I will fix it to be negates..

    Just go with A. It's a 60' cone. It's not gonna miss anyone anyway.
    Death Gaze (Su): Death, range - 30 feet, Fortitude DC 15 negates. The save DC is charisma-based.


    - Livonya


    PS: Can anyone think of any monsters that are lacking their special abilities? I already fixed some others but can't remember their names... but any input would help... a pain to look them all up in the SDR.
     
  8. Kespoosh

    Kespoosh Member

    Joined:
    Jan 21, 2004
    Messages:
    50
    Likes Received:
    0
    *Pulls out his Monster Manual*
    Let's see...Lantern Archons seem to have a pathetic melee attack. They should have two 30' ray attacks at full attack bonus dealing 1d6 damage and overcoming all types of DR. Also aid, detect evil, continual flame at will -- all useless except aid. Oh and Will DC 12 (for the CR 2 version -- I'd bet it's tougher in TOEE) aura of menace (-2 penalty to attacks, AC, saves), Charisma-based DC. Also constant Magic Circle Against Evil. Not that that does anything anyway.
    Balor: Vorpal sword!! Is that even implementable? Is it there already? I have no idea! But it would be cool.
    What about the hezrou's stench? The vrock's spores and screech?
    Ettins should use two weapons with no penalty (do they? no idea!)
    What about a Sea Hag's (is it a sea hag in Emeryd's Run?) horrific apppearance? What about her Evil Eye?
    What about a lamia's 1d4 wisdom damage on a toch attack?
    Will-o-Wisps AC scores are terribly wrong (they do NOT go up vs. ranged attacks! What the hell!), their AC is, and I quote:
    29 (+1 size, +9 Dex, +9 deflection), touch 29, flatfooted 20. Not 33 or whatever weird number I kept getting. Oh and they're immune to magic except Magic Missile and Maze. The main thing is the crazily fluctuating AC, though.
    I'm just throwing stuff out as I come across it. Let me know if you actually intend to implement any of this and I'll give you details.
     
  9. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    I don't thnk a summoned creature should summon more, when a demon is summoned, it is compelled to obey you, Not even a demon would summon more demons into servitude, unless it had no choice or was planning to kill the summoner instead!
     
  10. Livonya

    Livonya Established Member

    Joined:
    Sep 25, 2003
    Messages:
    773
    Likes Received:
    0
    Allyx -

    That was what I was thinking.

    I think I am going to remove the ability for summoned demons to summon more demons.

    The Node Guardian Demons will continue to summon helpers of course...

    - Livonya
     
  11. Livonya

    Livonya Established Member

    Joined:
    Sep 25, 2003
    Messages:
    773
    Likes Received:
    0
    1) I made an awesome Hezrou's stench effect a few days ago. It works great, and looks good. I wrote a special spell for him to do it.

    2) I did some work on the Vrock and have the spores and screech working well.

    3) I have all two-weapon fighters using two-weapons properly. This was annoying, and took some time to fix, but it is fixed for all NPCs that should be using two-weapons.

    Just keep throwing monster fixes at me and I will do as many as I can...

    - Livonya
     
  12. Kespoosh

    Kespoosh Member

    Joined:
    Jan 21, 2004
    Messages:
    50
    Likes Received:
    0
    Summoned demons retain that ability but do not use it when summoned under any circumstances. They don't like to use it at normally because of their "arrogance and disdain for owing favors."
     
Our Host!