Posted: Thu Aug 24, 2006 9:13 pm
Also from Gaz 1, the hit points for he Dire Raven are wrong. They are listed as: 1d8 (4) but the Dire Raven has a Constitution of 14 so it should be 1d8+2 (6).
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10 +1/2HD is the correct formula for that kind of abilities. And yes, I think we should use this one. The other one is 10+the spell it immitates + cha, but I am quite certain they don't think that the elemental's infusion ability is equivalent to a l0 spell :SDeepShadow wrote: Also, shouldn't the Will save be 10+HD+Cha bonus, instead of just the last two? Even a large elemental would have only a save DC of 10 as it's written.
Infuse Evil (Su): With a successful a touch attack, a mist elemental can attempt to enter a living creature’s lungs and permeate the victim’s very being with evil. To use this attack, the elemental must enter the target’s space, but this does not provoke attacks of opportunity if the elemental is in diffuse form (see below). If the subject is breathing normally, it automatically breathes in the vapors. If the subject is holding its breath, it must succeed on a Fortitude save (DC varies by the elemental’s size; see below) to resist. Creatures that do not breathe (such as constructs and undead) are not subject to this attack. The save DC is Constitution-based.
A creature that breathes the elemental’s vapors must succeed on a Will save (DC varies by the elemental’s size; see below) or be infused with evil, suffering a temporary, involuntary alignment change to chaotic evil with a duration of 2d6+1 minutes. The elemental warps an infused victim’s perceptions as well as its morality; any creature that has concealment against the target (due to fog, darkness, or any other factor) becomes a half-glimpsed, ominous shadow in the mind’s eye of the target. An evil-infused target completely ignores the mist elemental, instead focusing its attention on slaying these “monsters” to protect itself. Regardless of the success or failure of the saving throw, that mist elemental cannot infuse that target with evil again for 24 hours.
When the effect’s duration ends, the target must make a second Will save (same DC). On a failure, the altered perceptions return to normal, but the temporary alignment change becomes permanent. An atonement, remove curse, or break enchantment spell can restore the target to its true alignment. Having suffered an involuntary alignment change, a recovered victim who kills an ally or otherwise causes lasting harm while under the elemental’s influence may be subject to a Madness save (see pg. # of Lands of Mist).
This is a mind-affecting compulsion effect. The Will save DCs are Charisma-based.
Small: Fort DC 11, Will DC 12
Medium: Fort DC 14, Will DC 13
Large: Fort DC 17, Will DC 15
Huge: Fort DC 22, Will DC 19
Greater: Fort DC 24, Will DC 21
Elder: Fort DC 26, Will DC 23
I'm assuming this is John's redux of the 2E charm ability, which was sadly left out of the 3E version. I agree it needs to be there; it makes the infusion power a strategic choice rather than a merely capricious one. Of course, the original version said only that the affected character was charmed by the creature and wouldn't act against it.The elemental warps an infused victim’s perceptions as well as its morality; any creature that has concealment against the target (due to fog, darkness, or any other factor) becomes a half-glimpsed, ominous shadow in the mind’s eye of the target. An evil-infused target completely ignores the mist elemental, instead focusing its attention on slaying these “monsters” to protect itself.
I couldn't tell tell you; I've never read it.DeepShadow wrote:"Diffuse form" sounds familiar; VRGttMists?
Diffuse Form (Su): The elemental can disperse its essence, transforming itself into a bank of fog once every 10 minutes and remaining in that form for 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The fogbank fills a space equal to the elemental’s HD × 5 feet (see the table below) and is 10 feet tall. Alternatively, the elemental can increase its height to 40 feet by halving its space (with the elemental’s standard space as a minimum).
While in diffuse form, a mist elemental’s damage reduction value increases by 10. For example, a Small or Medium mist elemental gains damage reduction 10/—, while an elder mist elemental gains damage reduction 20/—.
A mist elemental in diffuse form has no (—) Strength score. It cannot make slam attacks or grapple checks and does not threaten the area around it. Its movement while in diffuse form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Likewise, other creatures can enter spaces occupied by the diffuse elemental without provoking attacks of opportunity.
The spaces occupied by a diffuse mist elemental are filled with a thick vapor that obscures vision, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
The elemental assumes its normal form again as a move-equivalent action, and can reform in any squares currently filled by its diffuse form.
Revised dread elementals have Charisma 13.DeepShadow wrote:The table of saves is good, but I calculated the Will save for a Large elemental to be 16 (8HD, 15 Cha; 10+4+2=16). Where am I missing this?
I've been seriously backing off that Madness save rule since, like reality wrinkles, it just seemed to cause more confusion than anything else. In the revised take, it isn't just the alignment change that prompts a Madness check; it's realizing you've done something you'd normally consider reprehensible.DeepShadow wrote:It was also nice to see the reference to Madness checks, but I'm surprised there was a check for discovering you attacked/killed a friend (presumably a malign paradigm shift) yet there is no mention of the Madness check for an involuntary alignment change.
It's also distinctly inferior to the Strahd undead template that had already been published in Gaz I. To this day I wonder whether the developers were aware that they, personally, had already published that monster elsewhere.Jester of the FoS wrote:The 4HD Strahd Skeleton from Denizens of Dread is listed at CR1. It also has SR 14, Turn Resistance +4 and two bonus abilities.
It is at least a CR3 monster.
You caught me in an extremely busy periodJoël of the FoS wrote: Anybody with a good rule knowledge wishing to help me on that task?
Joël