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    Make Evards +1 damage not +2

    Scheduled Pinned Locked Moved Implemented/Closed Suggestions
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    • V-RageV
      V-Rage
      last edited by

      This would help it be a little more survivable allowing things like lesser premonition from a specialist diviner block some of it

      Stoneskin would still be a better blocker but not the only one as it is currently

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      • ZoolZ
        Zool
        last edited by

        Agree with this.

        > !!!MOLES for the MOLE GOD!!!

        Mr.MolochM 1 Reply Last reply Reply Quote
        • Mr.MolochM
          Mr.Moloch @Zool
          last edited by

          @Zool And rework the way the DC saving throw is set up to just use a typical fort save calculation.

          In the future, there are two simple rules to remember:

          NO SPITTING.

          DO NOT CROSS MISTER MOLOCH.

          https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

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          • C
            Coldburn
            last edited by

            Or make it +0, in addtion to damage per single tentacle instead of grouped -
            that way Blur soaks up a lot.

            The Storm Of Our Wings Heralds Glory

            Mr.MolochM 1 Reply Last reply Reply Quote
            • Mr.MolochM
              Mr.Moloch @Coldburn
              last edited by

              @Coldburn We are disinclined to make Blur better.

              In the future, there are two simple rules to remember:

              NO SPITTING.

              DO NOT CROSS MISTER MOLOCH.

              https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

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              • L
                LeastWeasel
                last edited by LeastWeasel

                You can change this by editing nw_s0_evardsa and nw_s0_evardsc.

                As it is now:

                nw_s0_evardsa
                122 |                    eDam = EffectDamage(nDieDam, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_PLUS_TWO);
                nw_s0_evardsc
                122 |                            eDam = EffectDamage(nDieDam, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_PLUS_TWO);
                

                For +1 instead:

                nw_s0_evardsa
                122 |                    eDam = EffectDamage(nDieDam, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_PLUS_ONE);
                nw_s0_evardsc
                122 |                            eDam = EffectDamage(nDieDam, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_PLUS_ONE);
                

                The grapple logic preceeds the paralysis check. Grapple determines how many of the tentacles aimed at the target succeed. Since it compares

                nTentacleGrappleCheck = d20() + nCasterLevel + 8; vs nOpposedGrappleCheck = d20() + nOppossedGrappleCheckModifiers;
                

                where

                nOppossedGrappleCheckModifiers = GetBaseAttackBonus(oTarget) + GetAbilityModifier(ABILITY_STRENGTH, oTarget); (and +4, or +8 if large or huge)
                

                i.e. if a level 10 wizard casts evards vs a level 10 human fighter, up to seven tentacles will try to grapple the target with an opposed check of d20 + 18 vs d20 + 14 or so highly likely 4-6 tentacles will hit the target per round. If a target is hit in a round, it rolls fort against paralysis (duration of paralysis is one round)

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                • Mr.MolochM Mr.Moloch moved this topic from Suggestions
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