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| WotC_Bart12-21-05, 04:11 PM | Wait, what's this thread doing here ahead of time? Well, we needed one in place for a 12/25 article: http://www.wizards.com/default.asp?x=dnd/tt/20051225a. Not live yet, but will be Xmas morning! And best of luck in advance! Thank you, Bart Carroll |
| ragingmaro12-24-05, 01:08 AM | And best of luck in advance! We need luck for something? That sounds foreboding.... |
| WTFWWD12-25-05, 08:33 AM | Winning Tactics against [AMM], the Mastermind Aberration By William Race [AMM], the Mastermind Aberration, can pose a frustrating venture to adventurers. A powerful being in it's own right, the [AMM] is served by a host of evil fey. Never fear, brave heroes, for there is nothing in this land that cannot be defeated! These tips will surely allow a canny group to prevail versus the[AMM], and reap great rewards. [AMM] Defenses [AMM]'s are wily creatures, centers of chaotic destruction in the homes of woodland creatures with a variety of defenses, the not the least of which is a cunning intellect. Thier very defenses can be turned upon them with care, and even intelligent foes fear a well prepared foe. Aberration Traits [AMM]'s, as abberations,innately gain Darkvision up to 60 feet. [AMM]'s are also in the middle road for Hit Die, Base attack, and are great at Will saves, making it hard to manipulate. In short, thery can fight decently and are as hard to injure as and an average adventurer, with a spellcastor's strength of mind. The [AMM] also has two major defensive abilities. It's Blasphemous Geometries ability makes hitting it with even melee weapons a possible miss, while it's Wild Magic Aura within 120 feet make spells an uncertain propastion. Exploting Weaknesses While a [AMM]'s defenses are great, there's a couple of good tactics to bring them down! Fight from a Distance: Both of the [AMM]'s special defences, Blasphemous Geometries and Wild Magic Aura, mess up everyone in 120 feet of the creature. Stay away! Use long range spells, especially ones that do not require Will Saves such as Fireball and Lightning Bolt. That way even if Wild Magic occurs, it will not effect your group. Thrown Weapons are also a plus, as even a miss at long range will result in merely hitting one of the [AMM]'s allies. Pack Cold Iron: Even if this special metal will not harm the [AMM], the creature gathers evil fey around it, which are typically vulnerable to the substance. Remember, the quicker you defeat it's allies, the better chance you have to hit the creature with your ranged attacks. Keep Moving: A good mobile fight will keep you crew away from the [AMM], which will help your attacks to land on it and not your allies. Use of Magic against [AMM]'s As stated earlier, the [AMM] has good Will saves, a defence against targeted spells,and a Wild Magic Aura within 120 feet. Here are some good spells to consider: Fireball: Good old Fireball. Long range, Reflex save, and an area of effect make this one a great offensive spell. Enlarged Destruction: A target spell, but if properly enlarged to get out of that 120 feet radius, can end the fight. Fire Storm: See Fireball, but a good option for Divine castors. Sneaky Tricks Summoned Monsters: Summoning a monster to "pull" a monster out in the open is a great trick. It's always good when the foe defeats a menace, only to find it's real oppnents buffed and ready to go! Use the Terrain: The average stomping grounds for the [AMM] is a forest, so use it to your advantage. High Trees can allow you to see for hundreds of feet, allowing full use of long range spells and longe ranged attacks such as bows. Less scrupulous groups could also do things such as starting a fire near the den of the [AMM], causing it to come out into the open or roast! Summary [AMM]'s still have many mysteries to be learned by learned sages (method of movement, attack patterns, etc), but one things for sure: [AMM]'s make for a dangerous night out if you're not prepared! Game Resources: To use the material in this article to its fullest, check out the following resources: Dungeon Master's Guide, Monster Manual, Player's Handbook. About the Author William Race first graduated from mere video games to D&D in the year 1993. Now having a great time with the 3.5 version of his his favorite game, Will lives in Griffith in the wild House of Sin. |
| Slagger the Chuul12-25-05, 11:36 AM | Winning Tactics against [AMM]s By Slagger the Chuul This article focuses on a new creature being developed in the You Craft the Creature column; the [AMM]. While this creature isn't finished yet, there are some choices you can make to improve your odds against this unnatural monster. [AMM]s The [AMM] is truly unusual, even when compared to other aberrations. Its appearance makes its true identity as an aberration uncertain (especially when paired with its fey allies and otherworldly nature), and its environment and abilities combine to make it very difficult to attack directly. As an aberration, the [AMM] has little in common with others of its kind, and groups that hear of one, or survive an initial encounter do well to research its particular strengths and weaknesses. Even in a surprise encounter, a successful Knowledge (dungeoneering) check can forewarn the party of its dangers. Special Qualities While the [AMM] does not have any unique special attacks, it has two special qualities that can make its foes’ attacks work against them. Blasphemous Geometries: This ability makes it dangerous for opponents to attack the [AMM] in melee, and it only gets better when more enemies attack it. Because the [AMM] favours forested terrain, attacks made from long range can instead suffer from cover or concealment granted by trees and brush. Wild Magic Aura: The wild magic aura makes magical attacks on the [AMM] just as dangerous as physical ones. Since the [AMM] is often encountered in the role of a mastermind with a CR at or slightly above the party’s average level, caster level checks made to resist this ability fail more often than not. Like blasphemous geometries, natural cover from the surrounding forest can make long-range magical attacks difficult. Weaknesses As an aberration, an [AMM] tends to have very poor Fortitude and Reflex saves. Use spells that can be cast from outside its wild magic aura, avoiding effects that require an attack roll, since the [AMM]’s blasphemous geometries may redirect them against allies engaging it in melee. For example, chain lightning, a 6th-level sorcerer/wizard spell, has a Reflex save, doesn’t require an attack roll, and can even mop up a few nearby minions into the bargain. If you encounter an [AMM] in dense forest, magic is better spent on helping allies than attempting to get a clear line of effect from a long distance. Must-Haves: There aren’t any absolute must-have magics to use against an [AMM]. Buffing spells of all sorts improve allies, and the enlarge person spell in particular can allow a melee fighter with a reach weapon to attack the [AMM] without fear of striking allies. Best Buys for Lower-Level Spells: In addition to enlarge person (see above), protection from arrows can help against the [AMM]’s fey minions, and a spiritual weapon can harry it without suffering from its blasphemous geometries. Wish List: Long-range attack spells, spell resistance. Spell resistance helps against the spell-like abilities of the [AMM] or its allies. [AMM]s are best engaged from at least a moderate distance with ranged attacks. Non-spellcasters can attack with ranged weapons to negate the benefits of its blasphemous geometries while providing a clear target for the spellcasting members of their party. As the preferred minions of the [AMM], fey are less hardy than the favoured lackeys of other masterminds and can be readily attacked by party members not suited for attacking the [AMM]. Remember that the [AMM]’s minions are also suffer from the effects of its wild magic aura! Game Resources: To use the material in this article to its fullest, check out the following resources: Dungeon Master's Guide (http://www.wizards.com/default.asp?x=products/dndcore/177520000), Monster Manual (http://www.wizards.com/default.asp?x=products/dndcore/177550000), Player's Handbook (http://www.wizards.com/default.asp?x=products/dndcore/175240000). |
| Barloch12-25-05, 02:08 PM | Winning Tactics Against the AMM. AMM, or a Mastermind Abberation, is the quintassential big bad evil villian who carries all the cards he can. First off he packs a whallop of special protective qualities himself. Secondly he surrounds himself with evil fey, while they might not seem like the best fighters in the world (and usually aren't) they're quite annoying to any adventuring band going after the AMM as they tend to pack debuffers and a host of strange abilities the players wouldn't encounter on a normal day (well as normal as it gets for dungeon diving adventurers). Third he hides out in the woods, an unassuming place that can hold many unseen perils, such as; thick underbrush and low visibility, large trees which can block line of sight (and effect), many areas of rough terrain, animals which the local fey might be able to assert control over, and diffrent perils dependant on the climate. Special Defences. As mentioned earlier the AMM packs two new defensive abilities that could be quite a hassel. Blasphemous Geomotries (Ex):Being an outsider from another dimension, the [AMM]’s form does not translate well on the Prime Material plane, appearing to be composed of obscene angles and planes, making it difficult to perceive by natives. As a result of its alien nature, the [AMM]’s body reacts strangely and unpredictably to native objects traveling in normal vectors toward it. A targeted attack, whether melee, ranged, arcane or otherwise, has a 10% chance per number of [AMM]’s opponents in a 10ft. radius of being redirected randomly at one of these opponents. Area of Effects would not be affected. Wild Magic Aura (Su): The [AMM] is a natural conduit for wild magic. Anyone within 120 ft. of the [AMM] must make a DC 25 caster level check whenever casting a spell or using a spell-like ability. Failure means the spell is affected as if it had been cast in a wild magic zone (see pg. 150 of the DMG). The [AMM]’s spells are not affected by this aura. Tactics Due to the Blasphemous Geomortries of our AMM here fighting him in hand to hand is not the wisest of ideas if the party mage wants to lend a hand blasting him without relying on AoE's. However, if you have your heart set on melee combat getting the Spring Attack feat and a reach weapon would probably be a good idea, as well as improving your land speed or being of large+ size. If you can get a 15ft or greater reach and a good initiative order going melee may very well work for you (and odds are with that reach your packin' a pretty big weapon). Archery is likely the way to go against this fiend however, and rangers can ignore rough terrain making it all the sweeter in the forest. The Shot on the Run feat can come in handy here with a bundle of cheap and effective smoke sticks, pop one on the ground hop out let loose and dart back behind the smoke screen, a fog cloud spell works even better as a light breeze doesn't disperse it quite so quickly. Of corse theres always the option of standing still and taking your full attack which is never a terrible idea for damage. The Order of the Bow Initiate, or Hulking Hurler (Both in the Complete Warrior) are exellent classes for dealing out good damage with archers. The Deep Wood Sniper (Masters of the Wild) will help you score the all to crucial crits more often and negate saves from cover, such as bushes or trees. Mages have a special difficulty fighting the AMM and his minions due to his wild magic aura. One solution is the Wild Mage prestige class (Complete Arcane) which allows you to roll twice on the wild magic table and choose which one you want to use, so it could in fact work in your favor! Another option is of corse long range spells, the problem will be drawing a bead on him in the woods, try divination spells to gain line of sight. Of corse you can always step in and roll the dice and hope it comes up favorably but odds are beter if you just stay out of range. However, given the monsters estimated CR (15), the APL should be about that, which means that the caster level check for the mage should only require him to roll a 10 to succeed, keep that in mind. Minions are almost certainly going to play a role in this battle as the AMM doesn't do all the fighting alone. A ranger with the Favored Enemy (Fey) class feature, or a cold iron weapon with Bane (Fey) on it will certainly be worth thier weight in gold for this encounter. If the party has a druid with them odds are he can do something to disrupt them, even if its just a humble entangle spell. If your party is focused heavily on stealth you should be able to easily bypass the minions and get right to the juicy caramel center that is the AMM, if your not theres some ways to make you stealthy! First off, the Iron Silence spell (Complete Adventurer) will help that fighter in full plate by removing his armor check penalty for hide/move silently checks. A Mass camouflage spell (Complete Divine) will help the entire party make beter Hide checks, The Forst Fold spell (Complete Divine) can turn the druid or ranger into an incredibly effective sniper enabling you to simply pick off the minions before any real battle begins the bow has an incredible range, use it! Strong Classes for this fight would be Druid and Ranger particularly because of the setting. Druids spells will be very very useful in this fight due to the forest terrain and the rangers favored enemy will also come in handy as well as thier natural stealthy ability. A single good spell from a mage could end this encounter before it even begins provided hes outside the wild magic aura (or makes his check) and the spells DC save is high, fortitude tend to be abberations worse and spells with a fort save tend to be the most deadly. Because abberations are only decent, at best, in melee a Large fighter or barbarian could likely do some real damage, provided he has a reach weapon so he doesn't have a chance to hit himself! Warlocks (Complete Arcane) could really shine in this battle as thier invocations and eldritch blast are supernatural abilities and not subject to the wild magic aura, in addition the eldritch spear invocatin gives your blast some great range for sniping. Conclusion So the AMM looks big and scary with those nifty defensive abilities, but he has no defence against very long ranged and/or stealthy targets. The fey minions will likely be annoying, but not much more then that, if you can try to take out the big ones before meeting up with the AMM so they can't come to his aid later. He shouldn't be much more of a problem then any other crazy abberation command throngs of thralls you've fought before, just don't run in like a mad man swinging your axe at what you think is the AMM, it might just be you! |
| Khahli12-25-05, 03:12 PM | WINNING TACTICS AGAINST THE AMM Aberration Masterminds Aboleths, mind flyers, and now aberration masterminds. The aliens of our deepest nightmares with abilities that transcend common tactics and ensure adventures are either prepared and on their toes, or dead. The aberration mastermind is a formidable foe in it's own right, but when combined with its great intellect and its cunning use of allies it becomes a true horror. Special Attacks AMM has two primary special qualities you should know about. These are in addition to its darkvision (and damage reduction Byeshk on Eberron). Blasphemous Geometries: This ability thwarts direct attacks at opponents near it. Being an extraordinary ability there is no way to negate this, however liberal use of ranged attacks (enlarged with reach weapons, missile attacks/spells) can help. Staying out of that 10 feet range will keep you safe from redirected attacks. In addition, mirror image, and summoned monsters can aid a lot to split up the redirected attacks to multiple opponents. Wild Magic Aura: Any spell or spell-like ability used within 120 feet of the AMM gives cause for a caster level check (DC 15 + spell level or effect) and even IF you fail this, there is around a 31% chance of something beneficial occurring with a greater chance of a mishap. The healer of the group must stay in range for cures, so has to take this chance, but the arcane caster generally doesn't. He can fly or just stand back and lob long ranges spells, though concealment may become a problem in the wooded lands where the AMM resides. The best bet would be to risk the chances for a mishap to ensure you hit your target. With both of these abilities, area of effect spells are also highly advisable. Many that offer no saving through as well. Druidic FireStorm is wonderful in the wooded area, but fireball, acid fog, cone of cold and other spells that especially use a reflex save (it's large and an aberration, double strike against its reflex) and effect an area are highly useful. Allies The Dryad, Nymph and Satyr can all aid the AMM. The dryad can use spells such as entangle to hamper movements, the nymph utilizes blinding beauty, as a gaze attack can blind any on-lookers (but your last sight is well worth it), and the satyr with pipes can cause charm, sleep or fear to a large area. However, all of these are relatively easy saving throws and the creatures have low hit points. A druid in the group should handle them with cold iron (druid resists their offenses better) and darkness or just turning your back to the nymph should be common in the fight. Weakness and Summary As an aberration, it will be hard to manipulate mentally, but it will have a lower AC and attack for being large (higher hit points and strength). Putting one solid warrior in front of it to hold it up from reaching ranged allies is advisable while putting summoned creatures around it as well to redirect attacks to them. The cleric would do well to Use Magic Device on a spectral hand wand and heal people through it, from a range. Finally, it's reflex save will be lower than many creatures, so target it with a lot of long range, area of effect spells. Desirable Spells: Any cloud spell (stinking cloud, cloudkill, acid fog as well as darkness for the nymphs and silence for the satyrs. |
| Jeremy Clements12-25-05, 04:35 PM | I. Allies One of the best solutions to a monster is to ally with its natural enemies. Since this abberation is probably a construct of chaos using dark fey magic, I would seek out advice and help from good fey creatures. However this could be an adventure in itself when it comes to the playful pixies and their cousins. II. Tools Gaining as much information about the enemy is always a handy little tool. Can it be damaged by falls and simple pit-traps (being a forest creature), is it vulnerable to (Cold) Iron like other fey, does Warlock magic/abilities interfere with it in a special way since many warlocks gain their powers from fey sources? Weapons attuned to the unnatural can also be most powerful when used correctly against the AMM (Abberation Bane or Axiomatic anything most likely - Even better with both on a single enchanted weapon.) III. Direct Tactics Don't use magic against it directly. Use magic near the AMM rarely except in defense or neccessity. It would be best to use any wizards or sorcerers magic to keep the AMM's dark fey allies away/scattered while the others tend to the Abberation itself directly. If magic is neccessary, area of effect and non-directional magic is best (Rock to Mud) to bypass the creature's unnatural magical defenses. Conjured creatured will aid most directly too in a fight against an AMM (especially if they are summoned good fey). Don't forget to use pump-up spells in advance as well. Such things as Bull's strength and tons of defensive spells are unaffected if cast before a battle with such creatures. Powerful non-magical ranged attacks are also a low risk neccessity for those who would normally back-stab/gain advantage of a natural creature. Don't forget to prepare for the magical abilities of its dark fey allies as well. Such creatures are natural magic users and are often subtle in their magic use, turning friends upon each other with illusions and charm magics... IV. Underestimations (Oops, didn't think it could do that...) As a mastermind as well as an abberation, you won't find this monster doing the bidding of another usually. It is a master of its own formidable magical abilities, and intelligent to boot. This means it is often feared, and rightly so, as such a creature is an unnatural creation that probably hates all natural things. So don't be surprised to see it attempt to run or escape deadly traps, hide, strike from hidden defenses, use other beings as go-betweens and wards. Never underestimate what an abberation can do, but never underestimate what a Mastermind Abberation can think up! -Jeremy =) |
| spencerhaas12-25-05, 04:51 PM | The Mastermind Aberration is a heinous and twisted monster capabale of humbling any party of would be adventurers unlucky enough to stumble upon it.As such,this creature is best handled with careful and deliberate preparation. Mastermind Traits: Size:Large Enviornment:Forest Minions:Evil Fey Aberration Cleric HD and BAB High Will saves Darkvision Special Qualities Blasphemous Geometries (EX): Being an outsider from another dimension, the [AMM]’s form does not translate well on the Prime Material plane, appearing to be composed of obscene angles and planes, making it difficult to perceive by natives. As a result of its alien nature, the [AMM]’s body reacts strangely and unpredictably to native objects traveling in normal vectors toward it. A targeted attack, whether melee, ranged, arcane or otherwise, has a 10% chance per number of [AMM]’s opponents in a 10ft. radius of being redirected randomly at one of these opponents. Area of Effects would not be affected. Wild Magic Aura (Su): The [AMM] is a natural conduit for wild magic. Anyone within 120 ft. of the [AMM] must make a DC 25 caster level check whenever casting a spell or using a spell-like ability. Failure means the spell is affected as if it had been cast in a wild magic zone (see pg. 150 of the DMG). The [AMM]’s spells are not affected by this aura. Combined,these traits create an adversary that is difficult to hit,hazardous to target with spells,and hard to sneak up on.Difficult yes,impossible...no. Tactics:Overcoming Blasphemous Geometry The key here is to bypass the defense entirely.This is possible by realizing that the power is based on your PERCEPTION.Hence the following approach: Cast True Seeing in preperation If this is unavailable,close your eyes.Yes,you take a 50% miss chance,but there is no chance of injuring a party member.Fighters with blindfighting feat will be better off.Otherwise,spread out and use missile weapons exclusivley. Overcoming Wild Magic Aura:This is huge because most parties rely heavily on spells at this level and bad luck with the dice can cause your spells to turn against you. Thinking outside of the 120ft box: Use long range spells(fireball,call lightning storm,etc.) Summon creatures and send them in to fight.Swarms are particularly useful as they do not require a to hit roll and often have special abilities like wounding and nausea. Use Enlarge spell,either by feat or meta magic rod. Buff party members and send them in. Minions:the best way to handle minions is with area effect spells.But an alternative would be to charm/dominate them and have them attack the Mastermind.Also,if you charm one it can tell you about the defenses you will face. Darkvision:Attack in the day or you will have no choice but to cast in a wild magic area or forgoe spell support altogether. Forest Enviornment:Be prepared to have limited vision and mobility because of trees and other obstructions. Getting Specific: Cloudkill- range 100ft+10/lvl,area effect will hurt or outright kill minions,will cause Con loss,no save. Enlarged Creeping Doom(summons swarms to do automatic damage every round,no attack roll,no save.Enlarged so you can cast and control from outside 120ft. Fighters with True Seeing and protection v.s. evil spells cast on them(so they can't be mentally controlled by fey minions). Shapechange into creature with breath weapon Overview:This abomination is very deadly,but with proper preperation,can be brought down.Any party suprised by this creature however,will have their hands full and should probably retreat then regroup. |
| Board_Rider12-26-05, 12:24 AM | Winning Tactics against the [AMM] By Board Rider While campaigning one evening your party is walking through the forest when you realize that the DM is preparing for an encounter. Mentally scrolling through the possible creatures, you are broken out of your thought process when informed that you are going to encounter an [AMM]. “An AMM?” you ask, “What in the nine hells is an AMM?” An [AMM] is just like any other aberration that you encountered before except with a few new twists. While the basics stay the same (MM pg. 305) the [AMM] has a couple of special qualities that you should be prepared for. Special Qualities Blasphemous Geometries (Ex) – Since the [AMM] is otherworldly its body on the Prime Material Plane its shape is perceived different than it actually is. Normal melee, ranged and arcane attacks have a chance of hitting your allies instead of the [AMM]. Area of effect attacks are not subject to this. Wild Magic Aura (Su) – For every spell or spell like ability that you wish to employ or cast within 120ft. of the [AMM] you must succeed a DC 25 caster check. If unsuccessful, the spell or spell like ability is treated as have been cast in a wild magic zone (DMG pg.150). Fighting the [AMM] Go big or go home – Enlarge Person is a boon to any Fighter type that wishes to go toe to toe. Coupled with a reach weapon and the Combat Reflexes feat for those possible AoO’s you will stay in the fight effectively, without effectively fighting your friends. Remember to use the 5 foot step to get 15 ft. away from the [AMM] after attacking to negate its Blasphemous Geometries if reach weapons are not being used. Additionally, you can fire ranged weapons if needed to. Spells are the key – Use spells such as Fireball, Fly, Ice Storm, Sleet Storm, Cloudkill or even Invoke the Cerulean Sign (LoM – is subject to the wild magic area though) as well as other Area of Effect spells to either directly attack or get around effectively in combat. Defensive spells such as Blade Barrier may also prove to be effective as well. Finally, just to be safe, you may wish to keep a Detect Aberrations spell (LoM) on hand just so you can get the surprise next time. If area of effect spells are not your party wizards forte remind him that touch spells may be delivered via his familiar (a risky proposition) or through the use of the Spectral Hand spell. Maintain focus - Remember what you are encountering. If possible direct all attacks at the [AMM] to neutralize the primary threat. This may sound like it should go without saying, but some players may go for the easy kill first with regards to its minions. “But its friends are deadly!!” – Okay so your Wizard wasn’t exactly prepared to act as a long range artillery piece. He can still do some damage to the [AMM]’s minions. Spells such as Blindness/Deafness, Magic Missile, and Melf’s Acid Arrow can cause damage to the fey allies that the [AMM] has brought forward. Additionally Clerics may wish to employ Searing Light to attack the [AMM] allies or even may use Spiritual Weapon to attack foes as she sees fit. Summary Remember that an aberration has a good Will save and a decent chance to hit as well. With the increased size comes with it more damage so keep only your heartiest fighters at the front of the line and try to deal damage from afar with your spellcasters using area of effect spells. While the [AMM] has minions in it's employ, you would be better served attacking the beast first as it will rid the area of the wild magic zone. If the minions are targeted, use long range spells as well. The [AMM] is truly a difficult beast to tackle but with smart tactics and the right amount of preparation, you and your party will emerge victorious. Optional Tactics for different [AMM] abilities Bodywalk (Su) – An [AMM] may enter another creature 5ft. space and exit into another 5ft. space out of another creature so as long as its 200 ft. away. This is a teleportation effect. Tactic for this ability “Where do you think your going?” – The spell Dimensional Anchor is particularly useful to keep the [AMM] nearby to taste the sword of your party’s fighter. Optional ability two Euphoric Strike (Su) – If attacked by the [AMM]s natural attacks you may become Charmed and be considered flat-footed to the [AMM]s attacks. Tactics for this ability Protection from Evil – This spell will resist the charm effect and, if you don’t attack, the [AMM]s natural attacks as well. Using spells such as Greater Invisibility and Blur will help you in so much as it hinders the [AMM]s ability to hit. Of course any spell that raises your AC is good too. |
| ThoughtShifter12-26-05, 03:38 AM | Winning Tactics Against AMM's Special Qualities AMM's have two special qualities which set them appart from other Aberrations that adventurer's hoping to survive an encounter should be aware of. Blasphemous Geometries (EX): Being an outsider from another dimension, the [AMM]’s form does not translate well on the Prime Material plane, appearing to be composed of obscene angles and planes, making it difficult to perceive by natives. As a result of its alien nature, the [AMM]’s body reacts strangely and unpredictably to native objects traveling in normal vectors toward it. A targeted attack, whether melee, ranged, arcane or otherwise, has a 10% chance per number of [AMM]’s opponents in a 10ft. radius of being redirected randomly at one of these opponents. Area of Effects would not be affected. Wild Magic Aura (Su): The [AMM] is a natural conduit for wild magic. Anyone within 120 ft. of the [AMM] must make a DC 25 caster level check whenever casting a spell or using a spell-like ability. Failure means the spell is affected as if it had been cast in a wild magic zone (see pg. 150 of the DMG). The [AMM]’s spells are not affected by this aura. Tactics A balanced party who can effectively work together, capitalizing on the abilities if each other has a good chance of surviving this encounter. Here are tactics for various PC "types" in party Speed beats Strength: PC's who are swift can prove deadly againt an AMM, especially when they work as a team. Rogues, Ninjas, Monks, and especially Scouts who have spring attack can continuously make use of this feat to attack the AMM while at the same time staying outside the 10ft radius of Blasphemous Geometries while the others attack, keeping the redirection chance low. This strategy can also keep the AMM distracted and trying to attack to many moving targets at once. Long Range, Wide Area: Spells with long ranges and area effects are key to defeating the AMM. By this point most of the more agile classes (Monks, Rogues, etc.) will have Evasion or Improved Evasion and a fairly high reflex save, which will mean that area effecting spells have a signifigantly lower chance or damaging them than the AMM, who's reflex save is not quite as good. Stay Away, Just Enough: Melee Fighters can take advantage of reach weapons here to stay out of the 10ft radius of Blasphemous Geometries, or keep farther back and use ranged weapons. Rangers with Aberrations as favored enemies also have an advantage here in melee or ranged combat. These tactics work wonderfully together and help the party use it's combined abilities to make short work of the AMM. Additionally spellcasters can buff the "fast" classes to help them hit and damage. Must Haves: Long Range Spells such as Fireball, Call Lightning Storm & Ice Storm. Range or Reach Weapons. Spring Attack Feat! Things to Avoid!: Spells and Abilities requiring will saves. Conclusion Fighting the Aberration Mastermind will not be an easy task, even for the most hardend adventurers. However, with knowledge and preparation, it is possible for a party who truly works together, knowing and USING the strength's of one another. (And of course some magic items never hurt) |
| Qube12-26-05, 05:23 AM | (0) identify the enemy as a 'AMM' (1) research the enemy - its a mastermind - its an large aberation (large, hit dice d8, BAB as cleric, good willsave, some skills, darkvision, it eats breaths and sleeps) - it lives in the forest - it likes feys - Blasphemous Geometries and Wild Magic Aura (2) identify the enemies powers and weaknesses: - a mastermind is quite smart and has minions to do his bidding. - it large size is not big enouph to use terrain - wild magic is could give a problem (3) tacktics ----------- >>>>> spellcasters <<<<< - let the spellcasters prepare various defecences (if the accently get cought by the wild magic, they don't die. i think of feather fall, ... ) - let them prepere area damaging spells (fireball, ...) to blast the minions - let them prepare some long range spells to keep out of the 120 ft range of wild magic (any fort or refl spell). this could be difficult in a forest but not impossible: fly + quick fireball to get the cover of leaves away + a spell (like fireball to blast the AMM) - use diffrent elements (not only fireball, but prepare a lightningbolt-like spell, ...) - prepare some misc. spells for minions (hold person, disintergrate, ...) - cast deafness on self; though it might has its disadvantages: you could directly kill the first fey who starts Otto's Irrisitable DanAAAARCH... (fey drops dead) >>>>> mellee fighters <<<<< - keep more then 10 ft away: enlarge person (be ware of wild magic, so permanency would be great :) ) + a reach weapon or spring attack (now this is the feat to have in this situation) - protection of elements (fire) for your wizard's fireballs >>>>> archers (the best character vs this enemy) <<<<< - use poison arrows (carrion crawler brain juice, drow poison, one wyvern poison arrow), potion of true strike, ... when no fighters are in 10 ft radius drink the potion (move eq action) if you're >120 ft away and shoot your most posinous arrow: abberations have low fort saves, and really low AC if you true strike; if you do this in the beginning, you could try and 'wait' for 1 minute and let it have secondary damage >>>>> rogue <<<<< - make sure there aren't any enemy traps - you could make some traps to cover your retreat >>>>> misc <<<<< - use the help of good aligned feys (they know the forest + hate the AMM and his evil feys) - if AMM can't fly: disintergate the ground beneith his feet :); you could also use non-magical traps, but this is dificult to use against a mastermind - you could try and skirmish: continous small attacks: an abberation neest to sleep, and you could split the group in 2 to get his minions; when the AMM shows up or the minions overpower you: retreat to the camp (note that you'll need to be fast: the AMM is large); if it follows, get >120ft and use quaals feather token bird to alarm the party; you could aslo have layed some traps (a friendly bunch of fey could help you with otto's irrisitable dance (bestow curse on self so you can't hear :) ), or sleep arrows, ...) . NOTE: you'll need a very specialized party to skirmish, and is not simple - and of corse my favorite: telekenisis + a big glass orb + a couple of gallons of alchemist fire and/or acid :devil: those were my 2 penny's. i hope i explained it enouph |
| DoveArrow12-27-05, 02:20 AM | Winning Tactics against the [AMM] The [AMM] is a formidable opponent, to say the least. By itself, the [AMM]- with its alien form, and its wild magic aura- provides challenges enough for a party to overcome, but the [AMM] is rarely, if ever, encountered alone. Drawing all manner of evil fey to its service, the [AMM] can prove to be a hazardous encounter for anyone who is not prepared. Special Qualities Blasphemous Geometries: The [AMM]’s multidimensional form presents a real problem for melee fighters, who not only have to face the creature‘s own attacks, but also any attacks targeted specifically at the [AMM]. Meanwhile, the more creatures within 10 ft. of the [AMM], the greater the chance that a targeted attack will be redirected, so melee fighters are putting themselves at great risk when engaging the [AMM] in close combat. Wild Magic Aura: Under the best of circumstances, the [AMM]’s wild magic aura renders the spellcaster’s abilities useless. Under the worst of circumstances, a spellcaster, and those around him, could be suddenly hurtled hundreds of feet into the sky by a reverse gravity effect. The random effects of the [AMM]’s wild magic aura are frighteningly powerful, and entire parties have been wiped out by it, without any special effort on the [AMM]’s part. Weaknesses The [AMM]’s biggest weakness is that its abilities only function if its attackers are up close. For example, the [AMM] can only redirect attacks if there are creatures within 10 ft. of it, and spells cast into the [AMM]’s wild magic aura function normally if cast from outside. The best tactic when engaging the [AMM] is to stay back. If you’re a fighter type, use ranged attacks to attack the [AMM] from a distance. Feats like Spring Attack and Ride By Attack are nice, but realize that these tactics require you to remain close, making it more likely that you'll be the target of the [AMM]'s blasphemous geometries if it decides to move towards you. If you are a spellcaster, use medium to long ranged spells that affect an area from outside the creature‘s wild magic aura. Spells that require a Fortitude or Reflex save are best, as these are an aberration’s weakest saves. Spells that create barriers are also useful, as they prevent the [AMM] from getting in close enough to use its blasphemous geometries. Keep in mind, that while spells like solid fog and web prevent the [AMM] from moving, these spells make it difficult for other members of your party to use their ranged attacks, so you should avoid using them in combat. Must Haves: When fighting the [AMM] itself, it’s best to have at least one ranged weapon. Splash weapons are also good, because they can affect an area and can’t be redirected by the [AMM]’s blasphemous geometries. If you have access to poisons, use them, since Fortitude saves are one of an aberration’s weakest saves. Spellcasters should utilize spells that have a medium to long range, can affect an area or produce an effect, and require a Fortitude or Reflex save. Call lightning, circle of death, fireball and flame strike are all good choices and a spellcaster should have at least two or three of these loaded. It might also be a good idea to have barrier spells like blade barrier and wall of fire loaded to prevent the [AMM] from getting close enough to use its blasphemous geometries. The evil fey minions of the [AMM] are another factor to consider. Cold iron ammunition (bolts or arrows) are essential- as many fey are vulnerable to cold iron weapons, and can easily fly out of reach of a melee weapon. Invisibility purge, magic circle against evil, protection from evil, and true seeing are all essential spells against fey, since many of them use mind affecting and illusory spells. Best Buys for Lower-Level Spells: Fireball is a good, low level spell, because it affects an area and can’t be redirected by the [AMM]’s blasphemous geometries. Since fey often employ entangle on their opponents, dispel magic and entangle are good spells to have loaded to counter these attacks. If used offensively, enlarge person is a good, low level spell, that can reduce the attack, and armor class bonuses many fey receive for being small or smaller creatures. Wish List: A ring of counterspells with the spell entangle cast into it can be useful when dealing with fey creatures. If you have to engage in close, melee combat with the [AMM], items that provide concealment or a miss chance (such as a cloak of displacement or a potion of blink) are nice because they make it more difficult for attacks redirected by the [AMM]‘s blasphemous geometries to affect you. |
| DoveArrow12-27-05, 02:24 AM | So what are the rules about editing a post after it's been posted? Is it allowed? How drastic can your changes be? |
| James Wildspell12-27-05, 04:00 AM | Can I be the only one who sees that each 9th level arcane caster could inflict 10-50 H.P. damage per round (average=35) with just Magic Missle spells? That is without any meta-magic feats. Isn't this kind of creature the bread and butter of Sorcerers? A 9th level Sorcerer with an Intellegence score of 12 would do 70-350 pts. of damage before she ran out of 1st level spells. How many d8 H.D. does this thing have? (By the way, it would have to have a lot of H.D. to outlast 5d4+5 per round of damage) Find it, point the Sorcerer in the right direction, protect her, and let her kill it. :lightbulb |
| aelryinth12-27-05, 07:59 AM | Winning Tactics against AMMs AMMs are blasphemous incarnations of bizarre, alien beings from other planes. They are manipulators of evil fey, who treat them as strange and alien prophets, perhaps as inadvertent incarnations of the Unseelie Court, or messengers to that place from the Far Realms. They occasionally manifest on the Prime Plane, bringing woe to the surrounding woodlands. With high intelligence, spellcasting abilities, warped presence, and the service of a variety of evil fey, the AMM can be a distinctly dangerous encounter for even high-level parties. Special Attacks Spellcasting: The AMM alone is unaffected by its wild magic-inducing aura. This gives it great superiority in the ability to quickly buff itself or its minions to face a party, and especially to deliver combat spells of surpassing lethality without having to risk a counterspell or dispel from the party. Allies: Evil fey are notorious users of cruel traps, magic, mind-affecting illusions and charms, and invisibility. The woodland homes of the AMM will be full of such traps, woven from ensnared and corrupted plants and animals for maximum cruelty, and the fey take particular delight in having the party harm itself and other members by their actions. Overcoming the evil fey minions of an AMM virtually demands the presence of cold iron weaponry, the ability to see illusions and the invisible, and the ability to quickly overcome all manner of charm effects. Protection from evil, detect invisible, true seeing, and dispel magic will all be crucial in unraveling the tricks of the evil fey and mastermind and being able to strike back at them. Mind blank is a superb defense, with long duration and providing complete immunity to mental assaults and divinations, and should be provided for those with the lowest Will saves if at all possible. A good rogue to sense the traps of the fey will be extremely useful, although the predilection of the fey to weave magic into all their traps might allow detect magic to substitute in a pinch. The various wall and cloud spells cut line-of-sight and can turn an exchange of magical assaults into something more resembling a run-and-shoot, or a contest of stealth. Special Qualities Blasphemous Geometries: The non-linear presence of the AMM means that any targeted effect stands an excellent chance of being directed at opponents who are near. This is as much a weapon as a defense. Unlike many masterminds, the AMM often prefers to close to a short distance with numerous attackers, perhaps directly overhead, so that the attacks they direct at it will wreak havoc upon themselves, relying on its spells and natural defenses for survival. Extremely large numbers of enemies are best…moving into a small horde of summoned creatures almost assures the AMM of immunity to attacks as its foes tear one another apart. The AMM often builds on this with mind-affecting spells such as confusion, or with lethal touch attacks, such as vampiric touch, and by charming enemies to remain close to it and be victimized by the attacks of their friends. An AMM, strangely enough, is far more dangerous against a horde of enemies then one or two careful ones. An AMM with a restricted battleground (such as a tight hallway or smaller room) that forces the party into melee can be supported by Tiny fey able to move through its space, or remain aloft while summoned monsters handle combat with the party. Avoid this situation if at all possible, especially if the creature is given time to buff. The party should stay away from using their own summoned creatures, especially in large quantities, and concentrate on ranged or reach attacks, which render this ability useless. Dispersing the party slightly when approached so as not to grant the AMM multiple opponents is also a good idea. An enlarged fighter is completely immune to the Geometries effect if he bears a reach weapon such as a longspear, as might be a polymorphed warrior to a Large form who is then subsequently enlarged. In any event, the party should concentrate on ranged assaults and keep the number of melee combatants to a minimum. Missile fire, elemental orb spells from wands or staves, or broad area-effect spells can get around the Geometries and allow direct strikes at the AMM, which may cause it to flee a battle. Not allowing the AMM to remain close to the party is crucial to defeating it. If the party must melee, a single warrior, perhaps a hardy cleric with combat buffs who can most easily defy fey charms, is the way to go. Magic going Wild: The AMM often loves to upset the battlefield, and can easily do so by directing its minions to unleash magic, which then is twisted wild by its Aura. The resulting confusion is often enjoyed with a perverse glee by its fey minions, who take a cruel and capricious, some might say almost self-destructive, delight in adding to the strangeness of the area. As a result, an encounter with an AMM and a group of casting fey will never be the same twice, and the party must be prepared for some surprising and highly illogical effects and distortions of a normal battlefield. The broad area covered by this effect means that an AMM can also choose a fairly spacious battleground, and often will choose a strongpoint that allows the Wild Magic Aura to spill over into another area where the PC’s will have to contest with fey minions. In forest environs, with trees and illusions providing cover and concealment, this could result in a drawn out game of hide-and-seek from ranged assaults by both parties. However, the Wild Magic Aura of an AMM specifically only affects spells being cast and spell-like abilities. It has no effect on spell-trigger, spell trigger, or command word magical items. Thus, a well-equipped party will probably want to be bearing a few useful wands and especially staves that they can use for offensive or defensive magic inside the AMM’s aura. Even being able to counter or dispel once or twice in a fight with an AMM might mean the difference between success and failure, and it will likely be somewhat surprised by the brazen casting of offensive spells that are not subject to its ability to twist magic. However, don’t be surprised if its minions know of this exception, and the fey come packing wands of their own! Spell Resistance: Many evil fey and aberrations have spell resistance, so effects that can overcome them are at a premium. Stinking cloud, acid arrow, and the various elemental orb spells are all options for direct offense. Concealment-related spells, such as fog cloud, cut line of sight and can disrupt targeted spellcasting at the party, while wall spells also provide cover. Most spells that allow Reflex saves, such as area-of-effect spells, also allow SR, making them secondary offensive choices. Weaknesses Poor Fortitude Saves: Both the AMM and fey in general suffer from poor Fortitude saves. Spells that prey on this, such as the assorted necromancy effects (waves of weariness, exhaustion, etc), disintegration, and the like, all make fine weapons against both the AMM and its minions. Poor Melee combatants: The fey minions of an AMM are poor melee combatants, with d6 HD and the worst BAB, and tend to rely on spellcasting to even the odds. Effective spellcasting back at them, the ability to detect their presence, and effective ranged attacks can really ruin their day, just like their master, and they will generally flee melee if forced to fight, preferring to leave it to summoned or enslaved pets. Game Resources: To use the material in this article to its fullest, check out the following resources: Dungeon Master's Guide, Monster Manual, Player's Handbook, Lords of Madness: The Book of Aberrations, Complete Arcane ==Aelryinth |
| aelryinth12-27-05, 08:03 AM | Can I be the only one who sees that each 9th level arcane caster could inflict 10-50 H.P. damage per round (average=35) with just Magic Missle spells? That is without any meta-magic feats. Isn't this kind of creature the bread and butter of Sorcerers? A 9th level Sorcerer with an Intellegence score of 12 would do 70-350 pts. of damage before she ran out of 1st level spells. How many d8 H.D. does this thing have? (By the way, it would have to have a lot of H.D. to outlast 5d4+5 per round of damage) Find it, point the Sorcerer in the right direction, protect her, and let her kill it. :lightbulb You must have missed the part of the Wild Magic Aura where it says the AMM's own spellcasting is unaffected? This is a CR 15+ encounter. We don't know the Melee capabilities of the thing, if it has SR, movement rates, or ability scores...even its AC or Touch AC. Particularly with fey around, I see a lot of illusions, invisibility, SR, buff spellcasting, and ranged assaults. Magic missile only takes a shield spell to neutralize...and one baleful teleport and there's a party member in its clutches as a damage soak. ==Aelryinth |
| James Wildspell12-27-05, 12:34 PM | You must have missed the part of the Wild Magic Aura where it says the AMM's own spellcasting is unaffected? This is a CR 15+ encounter. We don't know the Melee capabilities of the thing, if it has SR, movement rates, or ability scores...even its AC or Touch AC. Particularly with fey around, I see a lot of illusions, invisibility, SR, buff spellcasting, and ranged assaults. Magic missile only takes a shield spell to neutralize...and one baleful teleport and there's a party member in its clutches as a damage soak. ==Aelryinth All I did was offer advice according to what we do know. So I figured that a spell that allows no saving throw and is easily ramped up in power by meta-magic would be a good idea. Magic missles keep the caster out of melee range and ignore AC. Dealing with minions is part of the "protect her" portion of the advice. Shield spells can be dispelled, the party can cast buff and protection spells of their own, and I didn't miss anything. |
| zenthrus12-28-05, 03:52 AM | The AMM Merely hinted at in arcane tomes of forgotten lore, the AMM is a terrible creature lurking deep within temperate forests. Surrounding itself with evil fey minions the AMM will prove a formidable challenge to any adventuring party daring enough to brave facing it. Special Attacks Little is known regarding the AMM's attack capability. Rumors whisper that the AMM has an impressive array of spells at its disposal. The AMM is a large creature and uses its reach to attack enemies over the heads of its fey minions if necessary. AMMs prefer to avoid melee combat, instead favoring magical attacks. Suggestions: Standard preparations against magic-wielding enemies are in order for adventurers seeking to end the AMM's reign of terror. Defensive spells such as Dispel Magic and Spell Resistance will prove most useful in defending against the AMM's magical attacks. Reach weapons and ranged weapons negate the AMM’s melee reach. Special Qualities The AMM has two impressive special qualities that are both formidable and potentially deadly. Blasphemous Geometries (EX): Being an outsider from another dimension, the [AMM]’s form does not translate well on the Prime Material plane, appearing to be composed of obscene angles and planes, making it difficult to perceive by natives. As a result of its alien nature, the [AMM]’s body reacts strangely and unpredictably to native objects traveling in normal vectors toward it. A targeted attack, whether melee, ranged, arcane or otherwise, has a 10% chance per number of [AMM]’s opponents in a 10ft. radius of being redirected randomly at one of these opponents. Area of Effects would not be affected. Suggestions: The AMM's Blasphemous Geometries make targetted attacks hazardous. Cautious adventurers will favor medium- and long-range area of effect spells such as Fireball and Earthquake to bypass this defense. For non-spellcasters ranged weapons, Enlarge Person, or reach weapons keep your party members safely outside the Blasphemous Geometries' radius. True Seeing should also negate this defense allowing the recipient to target the AMM without fear of damaging allies. Finally, use Summon Monster VII to bring an Avoral (guardinal) into the fray. Avorals have True Seeing as an innate ability as well as a formidable array of offensive abilities. Wild Magic Aura (Su): The [AMM] is a natural conduit for wild magic. Anyone within 120 ft. of the [AMM] must make a DC 25 caster level check whenever casting a spell or using a spell-like ability. Failure means the spell is affected as if it had been cast in a wild magic zone (see pg. 150 of the DMG). The [AMM]’s spells are not affected by this aura. Suggestions. Medium- and long-range spells allow casters to stand safely away from this defensive field while pummeling the AMM and its minions. Additional tips for defeating the AMM One of the AMM's prime defenses is its predisposition to surrounding itself with evil fey minions. Fey are known for their abilities to influence minds so judicious adventurers will stock up on Cloaks of Resistance or utilize Mind Blank spells. Another tactic is to utilize Charm Monster to turn the AMM's minions against it. Since most fey have relatively low HD a particularly devastating tactic is to cast Cloudkill. Lower HD creatures will either die instantly or must make a Fortitude save or die. Higher HD creatures will take Constitution damage each round the Cloudkill is in effect. The only drawback to this tactic is the fact that Cloudkill moves away from the caster, however, the quick-kill of the AMM's minions coupled with the Constitution damage to the AMM (and resulting loss of hit points) should prove this tactic to be a solid option. Conclusion Without more knowledge of the AMM's combat capacities little can be done to prepare in advance to defeat it. However, knowing its primary defenses and predilection towards spells and spell-like abilities give adventurers enough foreknowledge to be well prepared to defeat this menace and its minions. Keeping a safe distance will prove the key to defeating this horror. |
| Chicharron12-28-05, 10:46 AM | The AMM's defenses are ultimately it's downfall as well. Here are a couple of things you can do to overcome them: -Both characteristics of the AMM reflect attacks up to 120 feet away. Stay further away than that! Use long range spells and the Enlarge Spell metamagic feat on area effecting spells. This will limit the hefty defenses of the AMM. It probably won't negate them, but it will allow you to more effectively cast against him. -Use attacks that indirectly effect the AMM. If you can use Dominate against the AMM's evil fey minions, you can force them to attack the AMM instead. Leaving you and your party relatively safe. Also, attak the area around him, the ground, the trees, maybe there's a river nearby. Let other things do the fighting while you can. -Be irrational! You're fighting one of the toughest opponents ever. You have nothing to lose! Have your toughest melee combatants charge after you buff them with spells like Mirror Image, Bull's Strength, Enlarge Person, Divine Favor and Shield of Faith. Take the fight to him. Don't be tentative. -Overwhelm with numbers. You might think that a 20th level fighter could easily defeat an army of 200 kobolds, but at least 10 will roll critical hits. If you can enlist the services of a necromancer to conjure up some undead or summon some creatures to fight against him, the AMM will be preoccupied by the attack en masse, and you might have the edge you need. These tactics have worked in the past against more powerful opponents I've faced, and I don't see why they wouldn't work now. It won't be easy, by any means. But, it will be successful. |
| cvazi12-29-05, 03:46 PM | Introduction: The [AMM] provides a fairly unique set of challenges over the Mindflayer, the Drow, the Swarm and the Golem. As a high level (15+) encounter, the [AMM] requires the party to plan and prepare before attempting to engage the enemy. Monster Description: Large Aberration Personality: Mastermind Terrain: Forests Minions: Evil Fey Special Qualities: Blasphemous Geometries (EX): Being an outsider from another dimension, the [AMM]’s form does not translate well on the Prime Material plane, appearing to be composed of obscene angles and planes, making it difficult to perceive by natives. As a result of its alien nature, the [AMM]’s body reacts strangely and unpredictably to native objects traveling in normal vectors toward it. A targeted attack, whether melee, ranged, arcane or otherwise, has a 10% chance per number of [AMM]’s opponents in a 10ft. radius of being redirected randomly at one of these opponents. Area of Effects would not be affected. Wild Magic Aura (Su): The [AMM] is a natural conduit for wild magic. Anyone within 120 ft. of the [AMM] must make a DC 25 caster level check whenever casting a spell or using a spell-like ability. Failure means the spell is affected as if it had been cast in a wild magic zone (see pg. 150 of the DMG). The [AMM]’s spells are not affected by this aura. Defenses: Subterfuge: This is probably the most terrifying ability of the [AMM]. Since the [AMM] is a "Mastermind" personality type, the [AMM] will attempt to hide it's presence hidden from would-be-vanquishers. The [AMM]'s favored minion is also Fey- traditionally a good aligned creature type. Adventurer's who are prepared to combat primarily fey (by preparing axiomatic/bane/cold iron weapons) or adventurers who seek to negotiate with "good" creatures will be put at a serious disadvantage when confronting the [AMM]. Sample Knowledge Checks: DC 10: A series of attacks have been reported along the border with the woods. DC 15: The attackers have struck and disappeared in the woods seemlessly into the woods. DC 20: The Local Fey have risen against the local population. DC 25: In the deepest part of the woods, is a large creature of great power who commands the fey to attack the local population. DC 30: This is a being of great evil. It is so alien to this plane of existance that it's mere presence distorts the very laws of physics and magic. Solid roleplaying and information gathering abilities are the only way to defeat subterfuge. In addition, many techniques are available at your disposal to locate the [AMM]'s lair. "Scry," "Locate Person/Object," "Prying Eyes" and "Find the Path" are mystical ways of locating the lair. You could also capture a minion and bluff/intimidate the location of the lair from your prisoner. Terrain: As a forest dwelling monster, the [AMM] gains great concealment abilities due to terrain. The maximum range on spot checks limits long ranged attacks. Maximum Spot Range: Sparse 3d6x10 Feet Medium 2d8x10 Feet Dense 2d6x10 Feet Undergrowth also provides concealment. Each square has a percent chance to grant concealment. Percent Chance for Undergrowth Sparse: Light Undergrowth: 50% Medium: Light Undergrowth 70%, Heavy Undergrowth 20% Dense: Light Undergrowth 50%, Heavy Undergrowth 50% Undergrowth also slows movement (1/2 for light, 1/4 for heavy). Characters who rely on mobility for safetly will be put at a serious disadvantage. In addition, since mobility is reduced, moving any squares incurres attacks of oppertunity (you cannot 5 foot step in hindering terrain). Unless your party is willing to destroy a large swath of forest, this terrain forces a close range and melee encounter. Minions: Since the [AMM] uses minions who area adept at forest life, a direct approach would be unwise. You will be expending resources in a running guerilla battle and face an opponent who has had ample time to prepare for your arrival. Teleportation will neatly sidestep a running battle. Clairvoyance/Clairaudience is a good way to find a good place to teleport to conserve your resources. Once the [AMM] has been engaged, the minions will begin arriving and can quickly overrun the party. Wild Magic Aura: By combining the 120' radius with the limited visual range, this special quality almost eliminates the direct assault by primary casters who rely on spells to attack, such as wizards. Hide your wizard far from the [AMM] and use spells like "Prying Eyes" and "Scrying" to watch the fight. Prepare Non Line of Sight spells with medium or long range like "Flesh to Stone" and "Circle of Death" to attack the [AMM]. "Flesh to Stone" and "Circle of Death" are particularly useful since they require fort saves, which are weak for both aberrations and fey. The Wild Magic Aura also prevents the reliable use of healing magic while engaged in combat. A cleric can use "Strands of Prayer Beads: Karmic Bead" and "Ioun Stone: Orange" to raise his caster level and improve spell reliability. Blasphemous Geometries: Given that the encounter's terrain forces a melee/close range encounter, this ability stifles most melee ranged attacks, grapples and flanking tricks. Since the likelyhood of an attack is deflected is proportional to the number of attackers within 10 feet of the creature, the fewer meleeists engaged with the [AMM], the better. The best way to engage the [AMM] in melee is casting "Enlarge Person" on the meleeists and arming them with reach weapons. The meleeists should attack from flanking positions so the [AMM] cannot encompass multiple meleeist within it's Blasphemous Geometries ability. Large Size: Without knowing the physical capabilities of the [AMM], the Large size implies a high strength and high consitiution, which means that the [AMM] can handle itself in combat. The large size also implies that the creature has reach, making melee an even trickier proposition for medium creatures to engage it. "Enlarge Person" will put your melee combatants on even footing with the [AMM]. |
| guru789212-29-05, 07:17 PM | Winning Tactics Against [amm] Class by Class Tactics: Fighters-try to take out the minions, this guy is smart and will have help so try to keep the minions away from your spellcasters.if your a ranged fighter, then keep your distence and focus on the [amm], remember either way you need to keep your distence. Barbarian- go for the minions, this isnt the battle where you head long rush the bbeg.and if you even think of saying leroy jenkins, you will die... because of spells. Rouge- pull out that bow and start shooting, remember, attacks are only redirected at opponants withing 10 ft, you KEEP YOU DISTENCE! Ranger- pull the bow and load 'em with arrows or pull the swords and chop the minions. Paliden- its your time to be healing/buffing or dealing with the minions, once again you cant close this guy. Bard- minions and supporting spells are your role today, yet dont fear grabbing a bow and shooting, cause that always helps Druid- send thaty animal companion to minions and start using spells on the [amm]. if you run out, bow time! Wizard/Sorcerer- dont buff, attack with your spells, i say start with the AoE spells so you can hurt some minions as well, then go for the more personal spells like melf-acidarrow. also anti-buffs are not going to be helpful. also, you are in an antimagic zone so if you have 2 or more casters, stay far appart, wild magic can be good or bad. Cleric- use your attack spells! pretty much be like the wizard, and no melee! Monk- keep throwing stuff and dont engage in melee, i know its your specialty, but it will hurt you today. Early Encounter Tactics early in the encounter the spellcasters and ranged attackers should start pummelling the [AMM] and continue till combat is over, now the fighter types should try to keep the minions (if any) close to the [AMM] so they get caught in the AoE spells cast by the casters(they should start with AoE and then move to individual effect spells and lastly finish with anti-buffs). Mid Encounter Tactics now the fighters should clean up the remaining minions, and all party members should be moving to ranged attacks. the best idea is to have the casters in one area each 4-5 squares(20-25ft)appart so any i'll effects from wild magic will be contianed, the rest of the party can group up and fire volleys of arrows toward the enemy. Late Encounter Tactics chances are the enemy will move to attack the spellcaster(s), but this allows a unique oppertunity for them, they can now lure the [AMM] close to the archers, or run away all togather, luring the [AMM] away, either way the [AMM] will be in trouble. Alternative Tactics feats like ride-by-attack, mobility, and shot-on-the-run are very deadly allowing you just hit and run while the creature gets pummled with arrows. Thus a mounted paliden could easily be the biggest pain in the butt for this creaure if it were out in open terrain you may also want to do 'kung-fu movie' style fight by having each fighter type hop in and fight the creature one-on-one toward the end of the encoounter, if you have hybrid fighter-types(pally/ranger) or 2 fighter types, send one in then buff the other, pulling the other out to send the buffed in and then you can just cycle them till your out of spell or the enemies dead. no-nos - never fight the creature in a head long rush or though flanking, esp. rogues because you dont want to sneak attack the cleric. -don't get impatient, you need to be calm through this encounter -dont be unorganized. have a plan! heck, you dont even need to follow anything here if you can come up with a better plan. -use all your advantages! is there a pit? do you have bull-rush? never let this guy have anything on you that you cant fully counter! |
| chemadam12-29-05, 07:22 PM | Winning Tactics against [AMM]'s. By Adam E So you and your little friends, all high level and well equipped, have fearlessly charged into the generic Dark Forest, only to be thoroughly spanked by some manifestation of insanity you can't even perceive correctly using Euclidean geometry. Go get some rest, let your cleric whip up a couple cure spells and some hot coco and maybe, when you're all alone, have yourself a good cry. When you've finally come to terms with your miserable, crushing defeat, listen up! We might just have what you need to secure victory the next time you're foolish enough to tangle with the dread [AMM]. The [AMM] There's no way around it; your encounter with the [AMM] is going to be difficult, possibly even violent. It is essential that you be prepared for this possibility and that you arm yourself accordingly. Our recommendation? Sharp objects, for slashing and shooting, and spells, for befuddling and pummeling. You'll probably also need a whole bucketful of tactics, which we have provided below (bucket not included). Holy Crap, it's Allowed to DO that? Or: Fool me twice? No thanks! Blasphemous Geometries (EX) & Wild Magic Aura (Su) (http://www.wizards.com/default.asp?x=dnd/tt/20051225a) The solution to this Gordian Knot is simple- don't get close enough to be affected. If a toddler sticks his hand in fire, he's never going to do that again, even if he survives. You've been schooled by [AMM]'s shenanigans once before; why on earth would you fall for them again? Next! This is how it is Going Down, got it? We've deduced the best tactics for you using logic superior to anything you have access to. Submit to our reign, and read on. The Rogue You little sneak, give us back our purses of gold, or we'll never talk! Oh, who are we kidding... you couldn't pay us not to spill the beans. So far, our favorite approach to tackling the [AMM] is heavily dependent on the rogue and his wily ways. What you need to succeed- someone to cast Greater Invisibility on you and a couple doses of Dragon Bile poison. The invisibility spell is for continuous sneak attacks throughout the encounter, or for just getting by without taking damage. The Dragon Bile is a contact poison with a massive DC (26!), which deals 3d6 Strength damage upon a failed fortitude save. The price is within the means of a high level party- 1,500 gp per dose. We can't imagine [AMM] having a spectacular strength score or fortitude save, so if you are lucky, you might be able to end the encounter with one well aimed arrow! Of course, if you are untrained in the application of toxins, you might poison yourself before you even reach battle. It's essentially a calculated risk that has a good chance of paying off handsomely. The Fighter You muscular meat tank, you are who everyone relies on when it comes to blows. What you need to succeed- someone to buff you up and a cold iron fey bane melee weapon. Expect some great cleavage, as the hordes of fey will attempt to pull you and your allies apart. Your purpose is to defend the weaklings of your party, who will, in turn, kill the [AMM]. It's unlikely that you will be able to sneak around in the forest, what with that hefty BAB and all, especially considering you are waltzing into someone else's home with a license to slay. Be alert for the inevitable ambushes- the mastermind will definitely know when and where you step foot into its forest, and it won't be happy about it. The Wizard Mystical worker of mysterious magiks, we praise thee for thy legendary knowledge. And knowledge is what's going to win the battle for you, especially knowledge of what your enemy is and how to murder it. What you need to succeed- divination spells and undead minions. Learn everything you can about this creep. Prying Eyes, Contact Other Plane, and True Sight might mean the difference between life or death. Speaking of death, you should conjure up three shadows using Create Greater Undead and instruct them to hunt down the [AMM], aiding them with information you have gathered through divination. The shadows should wait for 24 hours after they find the mastermind before manifesting and assassinating; if the creature goes to sleep in this period, have them strike then. Blasphemous Geometries will redirect 30% of their attacks, but as they are undead, the strength damage won't have any effect. Assuming this doesn't kill the [AMM] outright, when you engage in combat the next day, the additional strength damage from the rogue's Dragon Bile will finish it off. In this combat, use MMM liberally. Maximized Magic Missile, that is! One MMM + one QMM every round means 33-50 guaranteed damage with range exceeding that of the [AMM]'s Wild Magic Aura. We suggest that you use the 'ready action' so you can interrupt its spellcasting or psionics. If it has spell resistance, focus on blasting its minions and buffing your allies instead. No use wasting a turn trying to hog all the glory when there's work to be done! The Cleric Congratulations, you've got the easiest job! We all know you only joined this class because you're so horribly unpopular your 'friends' only let you play if you roll up a healer. What you need to succeed- the ability to spontaneously cast cure spells and reasonable tanking abilities. Your turning abilities are useless here, so there's no confusion as to your duty: make sure the others don't die. Got it, bottom feeder? Go pray or something, or pick on a bard, the only thing below you on the cosmic food chain. Heh. Bards. Alternative Tactics 1. Ignite the forest with a barrage of Fireballs. 2. Make the Cleric use that Bead of Summons he's been hoarding since 11th level. 3. Commit seppuku when the Blood Moon is in its final celestial house, or whatever ancient ritual it takes to get the freaking job done. Game Resources: <shameless wizards product promotion>DMG! PHB! MM!</shameless> Ha ha! Oh wait, I almost forgot- they're all free (http://www.wizards.com/default.asp?x=d20/article/srd35)! Well, that's all folks. |
| DrewDaGreek12-30-05, 11:44 AM | (Aside: My computer doesn't have wordcount, if this is an overkill, let me know I'll take stuff out) Fighting the AMM Dark things lurk in the woods. On of the most dark is the mysterious AMM, a feindishly clever monstrosity from another reality. Marshalling the dark spirits of the land, a single AMM can turn a cheerful wood into a place of terror. Fighting AMMs is difficult, as their defensive abilities can turn your own attacks on the party. Care needs to be taken to avoid slaying yourselves. General Abberation tips: Try to take advantage of low con and reflex saves. Spells requiring a will save are best avoided. General Mastermind tips: Be prepared for flunkies. In the case of the AMM this usually means having cold iron handy. The AMM is also likely to surround itself with fey that do not rely on spell like abilities (due to the wild Magic Aura). Also, as magic is unreliable around the AMM, be prepared to deal with flunkies in Melee combat. (In cold forests, an AMM with hoarfroster minions is especially deadly) (See Fey Feature for the Hoarfroster) Masterminds are often prepared. Expect any well connected AMM to seek out protection from common ranged spells. They will also seek items to enhance their mobility, increase their size and especially to dispell PC buffs. Battlefield choice: Unfortunately for PCs, masterminds often get to choose the battlefield. The AMM's defensive abilities work best in close quarters. They are likely to lair in caves or hollows where spellcasters cannot escape the WMA. Low ceilings also favor the AMM, as they negate flying (to avoid the geometries) and squeeze most huge creatures/forms. PCs should seek a wide open area with plenty of room to maneuver and headroom for huge creatures. AMM's have two unique defensive abilities that make them rather difficult to destroy, Blasphemous Geometries (EX): Being an outsider from another dimension, the [AMM]’s form does not translate well on the Prime Material plane, appearing to be composed of obscene angles and planes, making it difficult to perceive by natives. As a result of its alien nature, the [AMM]’s body reacts strangely and unpredictably to native objects traveling in normal vectors toward it. A targeted attack, whether melee, ranged, arcane or otherwise, has a 10% chance per number of [AMM]’s opponents in a 10ft. radius of being redirected randomly at one of these opponents. Area of Effects would not be affected Wild Magic Aura (Su): The [AMM] is a natural conduit for wild magic. Anyone within 120 ft. of the [AMM] must make a DC 25 caster level check whenever casting a spell or using a spell-like ability. Failure means the spell is affected as if it had been cast in a wild magic zone (see pg. 150 of the DMG). The [AMM]’s spells are not affected by this aura. Both of these abilities have the same basic effect, they make certain strategies unreliable. First, to understand how to circumvent these tactics, we must understand how the AMM will use these to its avantage. Blasphemous Geometries: The AMM is safer when it is close to multiple foes. A particularly cruel AMM (such as one using grey jester minions from Heroes of Horror) may also surround itself with throwaway slaves that it considers 'enemies' for the purpose of boosting its own geometries. In the absence of such living shields, the AMM will try to get among many foes, especially a spellcaster. They also are well aware of their vulnerability to area effects, and will thus try to keep foes or innocents nearby. Also, the AMM will usually choose a battlefield that makes spreading out difficult. When choosing items, an AMM may want to increase its own size to protect against reach and grappling. Wild Magic Aura: The AMM will try to avoid battlefields that give spellcasters a way to escape the range of the wild magic aura. The AMM will likely choose bodyguards that are powerful in melee combat, pressing the advantage. Bodyguards that are difficult to defeat without magic are also great choices (hoarfrosters) Lastly, since melee tactics favor one well buffed fighter or summoned beastie, the AMM may try to aquire dispel magic effects, since rebuffing under the WMA is difficult. Fighting the AMM: First and foremost, try to choose the battlefeild. A cramped battlefield with a 10 ft ceiling gives all the advantage to the AMM. Avoid this at all costs. Seek places where the party can spread out, and don't forget about going vertical. You want your spellcasters 120+ feet away. Second, tackling the geometries: Obviously, ganging up on the AMM is incredibly unwise. Optimally, there will be no foes within 10 ft of the AMM. Engaging the beast normal melee is not recommended but, if you did not pick the battlefield, often unavoidable. If melee is unavoidable, try to limit melee combatants to a single well protected fighter. Any melee combatants should be buffed against the most likely area spells from the other party members. There are two melee options that negate the geometries: 15 ft reach and grappling. If you can isolate the AMM so that there are no targets within 10 ft, a trip attack from a simple whip can keep the AMM from closing while archers pick it off. Other options include size large fighters with reach weapons (preferably tripping as well), and huge summons/shapeshifts. The grappling option may take a round or two to establish, but once a grapple has been established, constrict damage and grapple damage can be dealt without being subject to the geometries. (Be careful, the AMM may try to keep a low ceiling where huge size creatures are squeezed or it will try to increase its own size) For shapeshifting forms, I recommend the treant for its reach at level below 13th. A 13th-level wizard (15th level druid) now can shapeshift into a huge shambling mound or the tendriculos, which have an impressive grapple bonus of 17+bab, coupled with a nasty constrict ability and 15 ft reach. In aquatic situations, a huge giant octopus sports incredible reach and grapple bonuses. For summons, consider anything with a good grapple bonus. The celestial dire bear, huge fiendish monstrous scorpion, fiendish dire tiger and fiendish tyranosaurus all can provide a distraction for the AMM. They are also largely resistant to powerful area effects that PC spellcasters may use. An odd, but useful choice, for the 15th level wizard or cleric is the gargantuan fiendish spider. It sports a 15 ft reach, a web attack that is not affected by the WMA and a rather nasty poisonous bite. For druids of 13th level or higher, consider greater elementals. All have 15 ft reach. The fire elemental's burn ability, once started, bypasses the geometries.(Plus reach and combat reflexes mop up flunkies) The air elemental's whirlwind attack is great for mopping up the AMM, while its movement lets it begin a round outside the WMA. The greater earth elemental can juggle the AMM with awesome blows, and it is notoriously hard to squeeze due to earth glide. To tackle the Wild Magic Aura, be prepared ahead of time. Try to choose the battlefield. If that fails, buff your party against the spells you intend to use. Enlarge spell is your friend. Summon beforehand, or outside the WMA. Combating living shields: An AMM with mind controlling fey minions may try to surround itself with innocents to soak up damage on the geometries or from area attacks. This is a hard technique to counter. A powerful grappler may be the best bet here, as they may opt not to start a grapple with a missed target. Once the grapple's started, the innocents will be safe. In short, the top tips are.. Choose the battlefield. Allow your party as much movement as possible. Choose the battlefield. Can't stress it enough. Be prepared, buff and summon ahead of time if possible. Try to stay outside the WMA and far from the AMM. Limit the AMMs mobility (Web, Entangle spells) Buff melee fighters against your own area spells Try to avoid melee, if not use grapple or reach techniques. Top polymorphs/wildshapes: Reach grapplers like Huge Shambler or Tendriculos Top Summons: Fiendish Gargantuan Spider, Greater Elementals (Fire, Air and Earth) Best class: Druid Watch for: Dispel Magic, Movement reducers, movement enhancers (on the AMM), enlarging effects. |
| MindWandererB12-30-05, 07:43 PM | [AMM] The [AMM] is difficult to describe, with odd angles and proportions that extend into alternate dimensions. All that can be said about it is that it is a horrifying, alien monster, grossly at odds with its sylvan environment. It uses evil fey as its first line of defense and offense, so the first warning of an [AMM]'s presence may be an attack by an unusually organized group of such creatures. Special Attacks The [AMM] has no specific attack abilities, relying mostly on its impressive defenses and the attacks of its fey minions. In addition to the strategies described below, countermeasures for evil fey are necessary: cold iron weapons are vital, and knowledge of the terrain will prevent ambushes from these creatures. Fey are generally poor melee combatants, and their spell-like abilities are subject to the [AMM]'s Wild Magic Aura, so the threat they pose is largely based on numbers and surprise. Special Qualities The [AMM] has two signature defensive abilities: Blasphemous Geometries and Wild Magic Aura. Blasphemous Geometries (EX): Whenever the [AMM] is within 10 feet of one of its opponents, any targeted effect made against it has a chance of hitting one of its opponents instead. Staying at least 15 feet away from it is the surest defense against this ability--ranged weapons are the simplest choice, but using a reach weapon and enlarge person or a similar effect will allow you to melee with impunity (as long as none of your allies are nearby). The [AMM], unlike other masterminds, will probably stay as close to its opponents as possible, and the chances of one of its opponents being hit are proportional to the number of nearby opponents, so those who fight it would be well-advised to spread out as much as possible. Magical flight or speed-enhancers will help, but climbing a tree can be just as effective. Spring Attack, Ride-By Attack, and Fly-By Attack are moderately effective--although the attacker will be subject to a redirected attack, the chances are low (10%, or 20% if mounted), and the attacker can move out of range again immediately. Summon spells don't generally work well, because each summoned creature within 10 feet of the [AMM] reduces the chance of hitting it with anything, and swarms are horrible (since they consist of more than ten creatures, a swarm within 10 feet reduces the chance of hitting the [AMM] to zero). Area-effect spells probably remain the best way to go, both to damage the [AMM] and whittle down its minions--if you can avoid the [AMM]'s other ability. Wild Magic Aura (Su): Any spellcaster (including warlocks and psionic characters) within 120 feet is in great danger of having their spells go awry. However, spells cast into this area from outside it are unaffected, so spellcasters that stay far away can use spells normally. Guerilla tactics work nicely--one or two characters, or better yet, a summoned monster, hold the [AMM] off while the others cast buffing and healing spells from outside the aura. Remember that targeted spells cast on it are still subject to Blasphemous Geometries if one of your allies is nearby. Characters with disproportionately high caster levels, such as wilders and clerics with domains that grant bonuses, may be able to surpass the aura, but characters with low caster levels, such as multiclass casters, are best advised to stay out of the aura or rely on physical attacks. Antimagic field is, surprisingly, an effective countermeasure--the field prevents the aura from effecting spells cast from within it, but wherever the area of the spell's effect lies outside the field, the spell works properly. Casting buffing spells within an antimagic field and then sending combatants out of it works well, and casting attack spells out of the field works just fine (although targeted spells are still subject to Blasphemous Geometries). If fighting the [AMM] outdoors, gaining height (by climbing a tree or from a fly spell) will help get out of the aura's range as well. Weaknesses As an aberration, [AMM]s have poor Reflex and Fortitude saves, although actually striking it with such an ability can be difficult at best. Horrid Wilting, having an area effect, long range, and a Fortitude save, is one of the best attack spells you can have, although spells such as fire storm, delayed blast fireball, and less powerful reflex-based area spells work nearly as well. Call lightning and call lightning storm are also noteworthy, especially if fighting in close quarters--as long as the caster initially casts the spell outside of the wild magic aura, it does not matter where they are when they call the bolts. Poison (delivered by arrow) can also be effective, as are the various orb spells (from the Spell Compendium). Must-haves: Long-range area affect spells. Best buys for lower-level spells: Enlarge person, fly, call lightning. Wish list: Antimagic field, horrid wilting, call lightning storm. Game Resources: To use the material in this article to its fullest, check out the following resources: Dungeon Master's Guide, Player's Handbook, and whatever book the [AMM] appears in. |
| serraphin12-31-05, 01:11 PM | The [AMM] If anything could be described as 'more unsettling' than a Mind Flayer, the [AMM] is it. A creature from the ends of time (perhaps) that calls on psychotic fey like a Mind Flayer calls on the party fighter. This beasty has a lot of un-natural powers, and requires a lot of preparation to go up against. Special Qualities The [AMM] has two very unusual and disturbing special qualitites, both of a highly defensive nature: Blasphemous Geometries (EX): This ability serves firstly to let you know you've found your mastermind. After you've uncrossed your eyes for a second time, you'll notice that it isn't sitting in the material plane quite as it should. The second thing you'll notice is that your attacks against the creature occasionally hit your party allies. Attacking this creature ina co-ordinated group is going to be a pain. For every opponent within a 10ft radius of the [AMM], the chances go up that your blows are redirected at an ally. A mere three fighters in close quarters have a 30% chance of striking one another (or themselves!). That's nearly one-in-three odds of damaging a party member. There are a few simple ways to combat this menace, though you will need to have tooled your party with this menace in mind. Your strongest melee fighter is the front line here, and will be keeping the [AMM] occupied up close, whilst the rest of the party attack from range. Your 'wall' needs to be tuff, strong and buffed; lots. Make sure (s)he has any simple buffs you can provide, especially increases to AC, saves and hit points. Becuase they may take a bit of a pounding whilst the rest of you get to work. A Protection from Arrows might be useful, but that is dependant upon your archers (see below) Something that gives the fighter a conceal/miss chance might be nice too (blur for example, to counter any of his own blows that come back! The [AMM] needs to be kept in one spot, and you need single warrior to take on this task - to reduce the effect of its Blasphemous Geometries. Once pinned (fighting defensively with a spiked chain is a good idea), you'd better have prepared the other combatants with bows and crossbows, because they're the ones doing the real melee damage today. If they have good enough ranged attacks, you might want to have them use mighty (but not magical) bows - this in conjunction with a Protection from arrows spell means that your frontline fighter can shrug off any redirects from the Blasphemous Geometries. As long as the archers stay out of that 10ft radius, the redirect chance should stay at 10%! Though you may find that the fighters become otherwise occupied once the combat starts (see Evil Fey below). And remember, the accumulative redirect is specifically only for 'enemies' in the 10ft - try not to let the [AMM]'s fey get to your fighters, as they'll be just toasty. Wild Magic Aura (Su): The wild Magic aura is really going to mess with your casters. And possibly you. With 120ft of possible terror, there are a few things that all your casters should prepare in advance (and a few situations you should prepare for. The three most important things to dwell on are range, range, range. 120ft is a fair distance to stand from any opponent, especially one that is a genius mastermind with a small army of annoying evil fey. There are a few tricks on your side. At CR15 - you'd better be of a high enough level that medium range (100ft + 10ft/lvl) is at least 130ft! Give your fighter a warning and once he's moved - you've got the space for the Wall spells and Cloud[/I} spells - as well as some classics for direct damage (remember [I]magic missile if your stocks start to run low!). But don't get too cozy, this mastermind might just have learnt a few Dispels of it's own and there's no guarentee that it'll stay walled in for long. Other Strengths Evil Fey No-one likes to be laughed at. And that's why a lot of people don't like Fey - especially eveil ones. Until you've discovered what fey the [AMM] has called to it, try not to shrug them off as nothing more than a nuisance. A band of evil Satyr can make life miserable, especially with their expertise with ranged weapons and wild magic area to hide behind. Stock up on Cold-Iron weapons (arrows especially), perhaps grab some silence spells (you can never be sure what their musical abilities will cause) and take them out quickly. Don't let the [AMM] recoup, or devour the distance between you whilst you're distracted. Smarts Don't underestimate the [AMM] as well as it's special powers, it is clever. And will have prepared all manner of nastyness for you (If the AMM lives in an 100ft by 100ft room, your plan for ranged magic is out of the window). Ensure everyone has some second capacity, give mages crossbows, give fighters rods or acid flasks. The [AMM] is tricksy! Weaknessess The [AMM] has a nasty range of defences and a nice sideline in allies... So it may be time to get a little creative on our friendly [AMM]. If circumstance allows, purchase a metamagic rod - specifically Enlarge which gives you a broader range of spell options to use outside that Wild Magic area. Even spells with a range of Close now become 50ft + 5ft/level. It might even be possible to Summon Swarms, that might buy some more time as the [AMM]'s abysmal Fort saves lay it low to sickness or nausia. If you've got the ability to do so, get some poison in. The [AMM]'s poor Fortitude save will give you a good chance of reducing its stats and abilities with a few well aimed arrows. Try and figure what that low Fort save will allow - if your front line warrior is a Monk - super! Stunning Fists all around. Inventive use of items that may have been long forgotten are the call of the day - against the [AMM] you may need everything you've got! If you're lucky enough to have Exalted* characters on your side, then the best use of anti Evil and also Ravaged can be made. Must haves: Ranged weapons (cold iron), area affect fortitude save spells, buffs for the fighter! Best Buys for Lower-Level Spells: Stinking Cloud, EnlargedSummon Swarm (and run!), Enlarged Daze. Wish List: Metamagic rod (Enlarge spell), Cold-Iron weapons, Poisons or Ravages* [AMM] are going to be tricky to kill. They're not likely to be particularily tough, but getting range and damage just right is going to be a pain - especially if you don't have the backup to keep the evil Fey at bay. Long range damaging area spells, and anything you can find to slow it down (use your terrain) whilst you hurt it from afar are your best bets. Game Resources: To use the material in this article to its fullest, check out the following resources: Dungeon Master's Guide (http://www.wizards.com/default.asp?x=products/dndcore/177520000) , Monster Manual (http://www.wizards.com/default.asp?x=products/dndcore/177550000) , Player's Handbook (http://www.wizards.com/default.asp?x=products/dndcore/175240000) *Extra rules and classes of use may be found in the product Book of Exalted Deeds (http://www.wizards.com/default.asp?x=products/dndacc/880260000) |
| PossiblyInsane12-31-05, 08:47 PM | -Both characteristics of the AMM reflect attacks up to 120 feet away. Stay further away than that! Use long range spells and the Enlarge Spell metamagic feat on area effecting spells. This will limit the hefty defenses of the AMM. It probably won't negate them, but it will allow you to more effectively cast against him. . No! The Abberation Master Mind [AMM] only has its Wild Magic trait at 120 ft (24 squares) the reflection trait hits {the AMM's opponents} within 10 feet (2 squares) of the AMM, and these reflections are of all "targeted" attacks. Does this mean that if you arent trying to hit the AMM and you hit it, does it not reflect? We know that AoE's will automatically hit, but what if an attack is already reflected and targets the AMM? I.E. Such as the Tarrasque's shell? For Dm's, is the AMM's shape Morphic or Static, i mean, does it have only one shape or is it like a chaos beast and its shape is never the same at any two moments? Just putting in my thoughts and objections P.S. oh yeah and most if not all weapons with reach put you inside the 10 ft. radius /edit All attacks which run hit run still leave one vunerable to hitting themselves, meaning that it is about as effective as running up and hitting the dang thing and staying there. |
| Tarkahn01-02-06, 02:46 AM | By Don Crowe Powerful and deadly to most adventurers, the AMM is creature who’s very existence seems to warp reality. Found wandering the forests in an attempt gather minions, these creatures present a significant challenge to any party, especially those who rely on basic tactics. They tend to be encountered with a variety of weaker creatures under its command, usually evil fey. Special Qualities An AMM have a number of unique defenses, mostly its innate ability to foil even the most well-thought-out plan with its unstable and chaotic nature. Blasphemous Geometries: One of the AMM advantages in combat is his ability to redirect physical assault to his opponents. There is 10% chance of the AMM causing any attack to backfire at his opponent. It only multiplies as he is attacked by larger groups, so parties that rely on flanking or mob tactics may be surprised when their ally’s greatsword or scorching ray ends up missing the AMM and striking them instead. Since his unnatural biology only poses a problem for melee fighters, AMM’s often choose to take out archers and other long-range fighters first. Wild Magic Aura: Simply existing on the Material Plane causes magic to go wild when the AMM comes near. As long as the AMM keeps within 120ft of a spellcaster, there is the potential for an unprepared caster’s spell to go awry. Parties with low level casters may find that even the simplest spell could go off in their faces, change targets, or even simply do nothing at all. Even the much-loved cure spells can become potential problems. This is often compound by the AMM’s preferred habit, forests, which could provide so much cover that spellcasters may be forced to enter its aura just to get a clean shot. Other Strengths Minions: An AMM prefers not to work alone, and often employs lesser beings to work with it. Usually these minions take the form of evil fey, creatures that experienced parties will realize can be deadly and tricky opponents. Fey tend to work in great numbers anyway, so a under the leadership of an AMM tends to make them a more cohesive and effective force that they might be otherwise. Weaknesses Despite all the AMM’s defenses, it is far from unbeatable. A party just has to keep a balance between melee and ranged tactics, as well as make wise use of magical gear and abilities. Swarming an AMM is usually guaranteed to get at least a few of the fighters in the party injured. Instead, melee-oriented characters can often put their skills to better use by dealing with any minions the AMM has protecting him (especially if they are threatening the ranged combantants). By keeping some distance between the AMM and allowing ranged attacks to deal the initial damage, a group helps manage possible threats while keeping injuries to a minimum. In the event that an AMM actually follows a melee fighter, a one-on-one battle carries only minimal danger, as long as the AMM is not being bogged down with fire from other attackers. The wild magic aura that an AMM exudes has a limited range (capping at a 120 ft. radius). As stated, an AMM’s environment might force a caster to enter the range of the aura, but that still does not warrant a threat as long as the caster is both of a high level and prepared to fight with lower level spells. Since a party is not likely to face an AMM unless they too are of a high level, casters that rely on 2nd and 3rd level spells with find that the caster level checks (DC 15 + spell level) are not too hard to make. Even if the caster does fail the check, that doesn’t guarantee failure. Remember that the wild magic aura can even boost your spells effectiveness (though wise casters will not rely on shaky probability). Must-Haves: Due to the number of fey an AMM employs and how effective ranged attacks are in a conflict with it, cold iron arrows are enormously versatile. Not only do they overcome possible damage reduction (a common trait with fey), they also are just as effective as normal arrows versus any target, even the AMM. In fact, cold iron weaponry in general is a solid tactic. In addition, potions and beings whose abilities are not spell or spell-like ability based are useful. Potions (especially potent cure potions) allow everyone to access the low-level, yet useful spells that help grant an edge in a battle, while beings like bards enjoy the benefits of their bardic music, particularly the Inspire abilities, without fear that it can be warped by the magic aura or redirected. A ranger with whose favored enemies are fey and aberrations will find his archery talents even more helpful. Best Buys for Lower-Level Spells: Bear’s endurance helps create a pool of hit points to counteract any potentially misfired attacks, and fly allows archers to keep a good distance between themselves and counteracts. Fireball is a great deal, allowing a caster to damage a large group of enemies without targeting them. Of course any area spell is useful, as long as care is taken not to damage one’s own allies in the blast. Wish List: Summon spells of all types can even the odds against large groups of minions and bog down the AMM for the party. Poisons that weaken or even out-right kill their targets are useful if the archer is the first to attack in the party. “Grappling” effects such as web, evard’s black tentacles, or even a standard grapple attack can hold up a great deal of opponents, especially since fey tend to be physically weak individuals. Game Resources: To use the material in this article to its fullest, check out the following resources: Dungeon Master's Guide, Monster Manual, Player's Handbook. |
| JasonOrlandoHawk01-02-06, 11:54 AM | The AMM is a deadly foe that hides in the darkest and maddest corners of forests throughout the world. Sickening to behold, it does not conform to this world, but instead, through some force of alien will, twists this world into a shape more pleasing to it. How can our heroes possibly stand against such a challenge? The Defenses: Blasphemous Geometries: The shape of the creature causes attacks within 10 ft (2 squares) to possibly be redirected at other nearby creatures. The chance is 10%/creature. Not only do you run the risk of hurting a friend, but if it has 10 allies in tight formation, you can't hit it! Wild Magic Aura: Any spells (not cast by the AMM) that originate within 120ft of the AMM are affected by a Wild Magic Aura affect. While this may seem mild (Magic Missile can easily outshoot that!), think of all of the high level spells that are wonderful assination spells (Circle of Death) that just got thrown out the window. Minions: Oh the evil laughter that resounds in your head as you pass away! Sad that such laughter is that of evil fey and not the AMM himself. You may not have even gotten close enough to hear that! Home turf: Not only do you have to fight the AMM on its' home turf, you're also facing his minions on their home turf as well. OUCH!!! Can't a decent adventurer get a break! What to do: Ranged Attacks, Reach Weapons, and Scattering Spells, oh my! Rangers and Fighters will love this fight. Pack some cold iron and abberation bane arrows, sit back, and enjoy. Spellcasters are in a tough spot due to saves. Forget will saves. Even the minions are going to have good odds of making those. Normally, abberations are weak at fort saves, but large size indicates a good Con score, and less reliability in that area anyways. This means the spell of the day is anything with a reflex save, and probably anything that doesn't allow Spell Resistance. While Fireball and Flame strike are natural choices, another idea should be considered. Seperate a AMM from his minions, and his defenses drop considerably. Anything that can break a formation is helpful. Anyone else involved should focus on the AMM's allies and maintaining the party's overall health. Ideal: Hit the area repeatedly with an Earthquake spell. A Dwarven cleric to Moradin can do this as a 7th level spell. (Party level 13) Wizards can do this as an 8th level spell. (Party level 15) This is an excellent way to anniahlate the opposition and possibly the AMM. Other options: Hey, Fireball stands as the most famous D&D spell for a reason! Magic Missile might even pile up too! (Or, summon monsters that can cast magic missile. That frees your spell caster up a bit.) Artillery is another good option. Consider some special ammuntion from Heroes of Battle. Also, if you don't have any nature concious friends in the party, Have a Dragon set some fires and use Gust of wind to get things moving in the right direction, from all four sides if you can. Don't forget: Hey, protection spells work wonders. Protection from evil/chaos/arrows/etc... You're fighting an AMM with plenty of fey, so make sure EVERYONE has a good will save. EVERYONE. If all else fails: Hit the area with an Anti-magic field and tell the Barbarian to have fun! Good hunting! |
| inferno73101-04-06, 06:41 PM | I can't stress this peice of advice enough . . . . . . . . . . . . . . . . . . Don't die. |
| DoveArrow01-05-06, 12:08 AM | Don't die. Shoot, I forgot to put that in. |
| superpriest01-05-06, 02:59 PM | Winning Tactics against [AMM]s By Mike Ring The [AMM] lurks in the deep wood while its minions perform its bidding. Once the characters defeat droves of dark fey, the alien horror of the [AMM] will likely catch them unprepared. This article offers tips for overcoming the [AMM]’s myriad defenses. [AMM]: Mastermind Aberration Because an [AMM] prefers to fight through its minions, its enemies should always expect to battle evil fey. Appropriate allies for the [AMM] can be found primarily outside the Monster Manual, with the ragewalker (Monster Manual III) being the closest match by Challenge Rating. Fey with class levels also make good subordinates, and the most thematically appropriate include the Fiend Folio’s half-fey, shadar-kai, and wendigo. Suggested Minions AL DR CR Source Glaistig CN 5/cold iron 6 MMIII Glaistig mindbender CN 5/cold iron 8 MMIII Half-Fey C 5/cold iron +1 FF Redcap, elder CE 10/cold iron 7 MMIII Redcap, young CE 5/cold iron 2 MMIII Ragewalker NE 10/cold iron 14 MMIII Shadar-kai NE — 1 FF Splinterwaif NE 5/silver 2 MMIII Splinterwaif knave NE 5/silver 6 MMIII Spriggan C — 3 FF Wendigo CE 5/cold iron +2 FF Weapons: Nearly all fey require cold iron to bypass their damage reduction, so a character wielding that type of weapon inflicts extra damage with each hit. Defenses: Many fey use mind-affecting spells, such as charm person; guarding against mental assault might make the difference between weak-willed PCs helping the party or being knocked out of the fight (or worse, turned against their companions). The magic circle against evil spell prevents mental control by both charms and compulsions. The party may even have access to mind blank for total immunity to mind-affecting attacks. Special Abilities An [AMM] possess two abilities that interfere with the normal means of defeating a creature in combat (weapon attacks and spells). Characters battling the aberration must decide how much its abilities change their tactics. Blasphemous Geometries: An [AMM] appears physically “wrong;” it clearly doesn’t mesh with the reality of the Material Plane, and characters should expect their attacks against it to go awry. In fact, if four melee characters attack the [AMM], each PC has a 40% chance of chopping up his friends or himself instead. Because the blasphemous geometries only affect opponents within 10 feet, the party can safely attack the [AMM] with ranged weapons at no risk. Without dedicated archers, however, the damage dealt with this plan may prove suboptimal. The party can probably afford to send its melee tank into close quarters with the [AMM]. This way, the best fighter can dish out his normal damage while the party rogue makes ranged attacks, all with only a minimal chance (10%) of hitting the wrong target. If the cleric backs up the tank with healing, the risk is effectively nullified. An illusionist might attempt to fool the [AMM]’s redirection of attacks by creating illusory “opponents,” but while the illusions might absorb damage, they also increase the chance that attacks will miss the [AMM] to begin with. Moreover, the [AMM] would have to believe the illusion to consider it an appropriate target, and aberrations have good Will saves. A summoned creature avoids that problem, and indeed would prevent all risk to actual party members, except for the [AMM]’s effect on magic… Wild Magic Aura: An [AMM] affects all spells cast within 120 feet of it. A spellcaster battling this abomination in its natural forest habitat probably has to stay within the area of its aura to maintain line of sight. Thus, he must decide how much he cares about the aura’s effects on him. First, the spellcaster has a chance to make his caster level check. At DC 25, the check is within reach of a spellcaster of high enough level to battle the [AMM]. A 13th-level caster (typical for battling a CR 15 mastermind) has a 45% chance of success, and a 15th-level caster has a 55% success rate. So far that compares to spell resistance—not too strong a deterrent to spellcasting. Failure to cast normally incurs a wild magic effect. As per the table on page 150 of the Dungeon Master’s Guide, few potential results are strictly positive. However, there are only two potentially crippling results: the spell rebounding on the caster (01-19) and the spell affecting a random target or area (28-31). That gives a 24% chance of a truly harmful surge of wild magic—not negligible, but not totally discouraging, either. With those odds, a spellcaster with no other option should feel free to blast the [AMM] with whatever he has. Summary A party battling the obscenity known as the [AMM] must adapt to its defenses and stay vigilant for its fey cronies. The best plan of attack is to pit the strongest warrior against the [AMM] in melee while the others attack it from a distance. Healing should go to the melee combatant, while the arcane spellcaster should throw his spells where they are most effective (at the minions, if any). Failing that, he can roll the dice and strike the mastermind itself. Game Resources This article requires the Dungeon Master’s Guide, Monster Manual, and Player’s Handbook. To use the material in this article to its fullest, add the Monster Manual III and Fiend Folio to your collection. |
| Caelos01-06-06, 10:52 AM | Winning Tactics Against [AMM]s Conjecture Many attributes of the [AMM] have yet to be determined, so the tactics suggested make assumptions about the creature which may turn out to be untrue when it is finalized. The following tactics assume that the [AMM] is not granted ranged weapons, and attacks with average slam damage dice for a large creature. Intelligence and Charisma are estimated to be very high, since the [AMM] leads fey, many of which have above average intelligence and charisma themselves. Strength and Constitution are considered to be above average, as is typical for large creatures. Speed is assumed to be 30 and without any special movement modes. Reach is projected to be 10 feet, as if the [AMM] is a tall large creature, keeping its attack distance consistent with the range of its blasphemous geometries ability. Tactics with regard to dealing with the evil fey minions are based on stereotypes that may accurately reflect the tendencies of fey in the Monster Manual, but not necessarily the diversity of powers found in fey from other books. Those tactics sections that hinge upon assumptions which may not be true in the final version of the [AMM] are marked with an asterisk (*). Sections with underlined headings are not meant to appear in the final version of this article. Bringers of Chaos [AMM]s are wielders of bizarre and unpredictable powers that twist the laws of reality. Although lacking special attacks, their defensive abilities are such that an unprepared party will likely destroy itself in battle against them. Features Blasphemous Geometries: [AMM]s are limited to redirecting targeted attacks, and even then this ability only functions well if there are many nearby opponents. A party that keeps its distance and focuses on using ranged and area of effect attacks should have little trouble bypassing this defense. Wild Magic Aura: Spellcasters would do well to stay far away from [AMM]s and have medium or long range offensive spells ready for use. Fireball and flame strike are just two of many spells, which are suitable. The Enlarge Spell feat can be useful for higher-level characters wishing to use spells that are usually close range. Attacks (*): In spite of having only the average base attack bonus of the aberration type, their large slam attack, high Strength, and 10 foot reach make [AMM]s respectable in melee. However, without ranged attacks, they are ineffective combatants against a party that knows how to fight well from afar. Grappling (*): [AMM]s are smart enough to take advantage of their large size modifier and Strength to grapple or trip their foes, preventing them from running away. They can count on their reach to avoid many attacks of opportunity they might otherwise suffer from employing special maneuvers. When [AMM]s battle foes with reach themselves, they can allow their blasphemous geometries ability to redirect those attacks. Characters who wish to fight from outside the range of [AMM] defensive abilities will find the Escape Artist skill and the Agile feat invaluable for breaking out of grapples. Saving Throws (*): As aberrations, [AMM]s have good Will saves, while having high Constitution bolsters their Fortitude save bonus to an appreciable level. Spells and special attacks that allow only Reflex saves are the most reliable against [AMM]s. Forest Environment: The woodlands are an easy place for [AMM]s and their minions to hide, but this can be used to a party's advantage. Spot and Listen go a long way in detecting ambushes, while this environment allows ample opportunity for a party to use Hide and Move Silently skills with sniping tactics. The natural setting is a prime location for druid spells like commune with nature, control weather, and call lightning. Foliage provides ample cover and concealment for both sides of a combat, making Improved Precise Shot a must-have feat for distance battles. Fey Minions (*): [AMM]s prefer servants that are unusual in that they are physically far less powerful than the masterminds themselves. Fey have a poor base attack bonus, making it difficult for them to damage a party. Due to their low hit points per hit die, they fall easily to area of effect damage spells. Attacks that target their poor Fortitude saves work best, but even those which call for their stronger Reflex save are sufficient, as fey are so fragile that many would die even on a successful saving throw. Their damage reduction gives them some staying power, unless a party wields cold iron weapons. The mind-affecting talents common to fey can be stopped by mind blank, or spells which improve Will saving throws, such as owl's wisdom and heroism. Given their charm abilities, these fey minions probably have minions themselves, which can quickly switch sides following the application of dispel magic. Having many skill points and high Dexterity, fey are masters of Hide, making glitterdust very useful against them. Other Tips Stay Mobile: The Tumble skill is superb for avoiding attacks of opportunity from [AMM]s while moving away. The Manyshot feat allows characters to keep up their rate of attack even if they have to spend move actions to retreat. Mounts, whether trained or summoned, enable characters without Manyshot to use full attacks with ranged weapons. Flying mounts, and fly and haste spells improve a party's ability to maintain a safe distance. Slow Them Down: Intelligent [AMM]s will do their best to keep foes within range of their special abilities. Tanglefoot bags thrown by retreating characters help to ensure [AMM]s cannot keep up. Summoned creatures can be used to grapple and pin [AMM]s. A fire elemental is an excellent choice not only for its size and strength, but also for its damage reduction and fire immunity, which allow a party to launch missile and fire attacks into the grapple without risk of attacks destroying the elemental. Blade barrier, spike growth and Evard's black tentacles are good spells to both damage [AMM]s and hamper their movement. Acid fog is another good choice if a party intends to follow up with only area of effect attacks, and precise targeting is not a priority. Restricting [AMM] mobility also prevents these masterminds from running away to make trouble another day. Nighttime Combat: As aberrations [AMM]s possess darkvision, which they may use in nocturnal attacks. However, darkness also aids a party wishing to remain at a distance, as [AMM]s have difficulty pursuing foes who pull back beyond the creatures' sight range. By using darkvision spells to see, and illuminating [AMM]s with magic like dancing lights and faerie fire, characters can effectively conduct ranged combat under protection of the night. Summary: [AMM]s have abilities that make them frustrating adversaries up close. A party's best friends are ranged attacks and spells that can immobilize and damage [AMM]s from afar. While melee based characters may balk at the idea of switching to missile weapons, this tactic not only limits opportunities for [AMM]s to strike back, but prevents the party from wiping itself out. Game Resources: To use the material in this article to its fullest, check out the following resources: Dungeon Master's Guide, Monster Manual, Player's Handbook. The following sections may be disregarded if considered inappropriate for purposes of the Tactics and Tips competition. Comments Without more detailed information about [AMM] hit dice, number of attacks, melee damage, armor class, ability scores, skills, speed, methods of movement, reach, alignment, subtype, or standard equipment, a complete tactics write-up is premature. Unless they have fairly high damage, hit dice, or physical ability scores, [AMM]s lack the offensive capabilities to justify a CR of 15. Any party worthy of battling a CR 15 creature is likely to survive the initial confusion caused by current [AMM] abilities. The [AMM] needs some way to finish its enemies off. In addition, the wording of both the blasphemous geometries and wild magic aura abilities should be made clearer. Inconsistent interpretations of these abilities may result in different tactics being useful in combat. Blasphemous Geometries This power's description mentions the creature being an outsider from another dimension. However, the type of the official creature for which the abilities were created was previously determined to be aberration. The discrepancy has more potential to confound a DM than the power has to frustrate heroes. Perhaps the [AMM] is meant to have the extraplanar subtype. If so, banishment and the appropriate magic circle spells become useful tools against it. The description is also unclear about whether or not the power can redirect attacks targeted at creatures within 10 feet of the [AMM] but not the [AMM] itself. The redirection functions against attacks on normal vectors toward the [AMM], but the power does not say attacks must be targeted at the [AMM] itself. A normal vector toward the [AMM] could mean a vector that passes into the 10 feet around the creature. While it can be assumed that touch attacks to start grapples may be redirected by this power, it is uncertain if subsequent grapple checks can be affected in the same way. Grappling is somewhat different from having an object traveling toward a target in the usual sense. Wild Magic Aura What needs clarification is whether the DC 25 caster level check required by this ability replaces or precedes the normal caster level check necessary in a wild magic zone. The wording suggests the latter, meaning that if casters fail the DC 25 check, they cast as if in a wild magic zone, which then requires a second caster level check with the usual DC of 15 + spell level. If this is the case, magic is not as unstable around the [AMM] as in a true wild magic zone, since many casters will not fail both caster level checks. In fact, by using higher level spell slots to cast low level spells augmented by metamagic feats, a caster can minimize the chances of failing the second check while still casting powerful spells. The one metamagic feat that is less useful is Heighten Spell, which actually makes the lower level spell act like a higher level one in all ways. However, requiring possibly two caster level checks in addition to a random effect roll if both checks fail, and then following up with any applicable saving throws, makes the mechanics of casting spells in the zone a greater deterrence to the player than the negative effects would be to the hero. |
| DSugui01-06-06, 02:26 PM | WINNING TATICS AGAINST [AMM]s A new menace threatens adventurers all over the world. The [AMM] possesses unique abilities that make it a terrible foe alone, and his fey minions can make an encounter with it lethal. Learn how to face this monstrosity and survive. Alien Terror The [AMM] is a mastermind aberration that relies in its minions and special qualities to surprise and subjugate its enemies. It is more likely to prepare traps and wait for unsuspecting travelers than to attack directly. Therefore, information and preparation are the keys to defeat it. [AMM] Traits As an aberration, the [AMM] has good Will saves, medium attack bonus and a fair amount of Hit Points. Aberrations also possess Darkvision out to 60 feet. [AMM] employs the services of evil fey minions, what means that it can count on a variety of illusion and charm spells and spell-like abilities. However, what makes the [AMM] so terrifying is its unique abilities: Blasphemous Geometries: Close combatants are directly affected by this ability. Although a mere 10% miss chance seems little to be alarming, a failure not only means the [AMM] avoids the attack, but also harms your own party member. Furthermore, each new character in the 10 ft. range adds 10% to the miss chance, so ganging up on it is a really bad idea. Monks are the most ineffective characters against the [AMM] (unless they have the Spring Attack feat), and fighters must rely on ranged or reach weapons to be of any use. Wild Magic Aura: If Blasphemous Geometries is bad for melee oriented characters, this one is worst for spellcasters. Even though it is possible that nothing will go wrong and not all effects of Wild Magic are harmful, there are times when you don’t want (or dare) to take a chance. This ability can be a nuisance for spellcasters since it reduces their effectiveness and limit their options. Weaknesses At first sight, it may seem that [AMM] doesn’t have any weaknesses, since it can repel both physical and magic attacks. But that’s not true. Provided that nobody stays less than 10 ft. away from the [AMM], targeted attacks hit it normally, and the 120ft. range of the Wild Magic Aura excludes only close-ranged spells. Moreover, the [AMM] itself is unaffected by its aura, but the same does not apply for its minions. So, in order to cast spells and use spell-like abilities, the fey must be at least 120ft. away from the [AMM] or risk the unpredictable effects of the Wild Magic. Get Ready! When preparing to fight the [AMM], there are two important things to keep in mind: first, attacks must be made from distance, what means that you should equip everyone in your party with a ranged weapon. For the fighter, a reach weapon is as good. Cold Iron weapons are a good choice, if available, since they are the most effective against the [AMM]’s fey minions. As for attack spells, choose those with medium or long range that requires Reflexes or Fortitude saves, or no saves at all. A good spell selection is Melf’s Acid Arrows, Ice Storm, Chain Lightning and Disintegrate. The second thing to keep in mind is that there will probably be lots of illusion and charms been used against your party. Spell Resistance, True Seeing and Mind Blank are the best spell choices, but if they are unavailable for your party, Protection from Evil and Arcane Sight will do. Dispel Magic, Remove Fear and Remove Paralysis (or better, Freedom of Movement) can be of inestimable value if the enemies manage to penetrate your defenses. It is good to stock some cure potions, since the cleric may be unable to cast spells. Buff potions also may be useful, specially an Enlarge Person potion for the fighter. Fight! While fighting, remember to keep your distance from the [AMM]. This can be accomplished in two ways: improving your party’s mobility and keeping the [AMM] in one place. Casting Fly and Haste on everyone in your party is a good way to improve mobility: with a speed of 90ft., spellcasters can easily exit the nasty Wild Magic Aura in one full round of movement. There are many ways to keep the [AMM] where you want, as seen in previous articles, but one of the most effective is Evard’s Black Tentacles. This 4th level spell allows no saving throw and Spell Resistance does not apply. It grapples anyone in the 20ft. radius area, and since [AMM] is not a good wrestler, you have the odds. While grappled, it can’t move and is denied its Dexterity bonus to AC, so the rogue can sneak attack it (sneak attacks can be made with ranged weapons within 30ft.) and your Enlarged fighter can hit it freely with a reach weapon. Another good option is Acid Fog, as it keeps the [AMM] in one place while damaging it. It’s a trap! But what if you have to face the [AMM] unprepared? In this case, the most prudent course of action usually is to flee. However, if running away is not an option, there are some points worthy consideration: Does the party have a fighter or barbarian sturdy enough to handle a few blows? What spells does the wizard/sorcerer have that will not harm (or will do little damage) if gone wild? Is the party’s rogue nimble enough to evade an Area of Effect cast by the wizard while distracting the enemy? Does the party have any sort of protection against mind-affecting effects? Summary The [AMM] is a terrible foe indeed, but it’s far from unbeatable. With enough information and preparation, a well trained party could defeat it without problems. Remember to keep your distance, beware of its minions, and, if taken by surprise, ask yourself a question: “Do I fell lucky today”? Game Resources: To use the material in this article to its fullest, check out the following resources: Dungeon Master's Guide, Monster Manual, Player's Handbook. |
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| Tarkahn01-10-06, 04:16 AM | And lo, the spammer did appear and visit upon us information that has absolutely no relavence to what the thread is about. Afterwards, there was pie. THE END. |
| chemadam01-10-06, 11:13 PM | Can I be the only one who sees that each 9th level arcane caster could inflict 10-50 H.P. damage per round (average=35) with just Magic Missle spells? That is without any meta-magic feats. Isn't this kind of creature the bread and butter of Sorcerers? A 9th level Sorcerer with an Intellegence score of 12 would do 70-350 pts. of damage before she ran out of 1st level spells. How many d8 H.D. does this thing have? (By the way, it would have to have a lot of H.D. to outlast 5d4+5 per round of damage) Find it, point the Sorcerer in the right direction, protect her, and let her kill it. :lightbulb Yes, you are indeed the only one for whom 3.5*5 equals 35, the only one who thinks that sorcerers depend on (note the spelling of this->) Intelligence for spellcasting, and the only one who uses that inane smiley. Why, with that track record, you might just be the One! Too bad that this isn't the Matrix, and that you'll have to live the rest of your life a lonely white male stealing from his company, posting inaccurate word vomit (http://www.d20srd.org/srd/monsters/gibberingMouther.htm) where I would prefer to revel in my genius, instead of rising from your crippling ignorance to save the world through bad acting. All I did was offer advice according to what we do know. So I figured that a spell that allows no saving throw and is easily ramped up in power by meta-magic would be a good idea. Magic missles keep the caster out of melee range and ignore AC. Dealing with minions is part of the "protect her" portion of the advice. Shield spells can be dispelled, the party can cast buff and protection spells of their own, and I didn't miss anything. Of course you didn't, dear. |
| Light Dragon01-12-06, 10:38 AM | Mialee faced down the horrifying aberration. At its side hovered a terrible fey creature that darted back and forth in a dizzying pattern. "It's no matter." Mialee set her jaw. She would destroy the monster and its ally. Sovellis would be avenged and the aberration's foul schemes would be foiled. Muttering under her breath, Mialee prepared a spell. In her hand she clutched a patch of fur wound around a dull glass rod, the focus of her utterance. The aberration cackled. Lightning exploded around Mialee as her spell erupted. The aberration looked shocked that a bolt was headed for it, but did nothing to move. Instead, it stared at the energy. Mialee never knew what hit her. Her lightning bolt had rebounded! The aberration's blasphemous geometries reflected the spell to her- sending her reeling in pain. [AMMs] [AMMs] are devious opponents. Whether they are focusing their blasphemous geometries and reflecting attacks back at their opponents, or their wild magic aura is wreaking havoc with casters' spells, [AMMs] have opportunity to do extensive damage to an unprepared party. Special Qualities The [AMM's] Special Qualities are especially frightening if the aberration is hidden from sight. The adventurers should bypass its evil allies and seek out the [AMM] as soon as possible before its wild magic aura causes too much damage. Blasphemous Geometries As Mialee discovered in her encounter with the [AMM], the [AMM] can reflect any targeted attack, whether melee, ranged, or arcane. Blasphemous geometries becomes truly terrifying, however, when the [AMM's] enemies cluster around it since there is a 10% chance per number of the [AMM's] opponents in a 10ft. radius of the attack being redirected randomly at one of the opponents. The best defense against blasphemous geometries is to have a strong melee fighter charge the [AMM]. Initiating a grapple might also be a good decision, since the [AMM] has a weak strength score. Once the [AMM] is engaged, allow the fighter to disable it alone. Each additional opponent increases the chances that attacks will be reflected. While the fighter is dealing with the [AMM], the rest of the party can eliminate the [AMM's] allied evil fey. Darkvision 60 ft. When exploring at night or in ill-lit caverns, it is always a good idea to bring a sunrod, to cast light on equipment or to carry torches because, even if you cannot see in the dark- the [AMM] can. Wild Magic Aura The quotation "I like to keep my friends far away... and my enemies farther still." is a classic example of the [AMM's] dry wit and aptly describes the [AMM's] core strategy. By sending fey allies to harass adventurers from a distance, a hidden AMM can envelop the adventuring party in its wild magic aura- befuddling and foiling their spells. The party's spellcasters will be confused when the wild magic aura effects them as though they are in a wild magic zone (see pg. 150 of the DMG) unless they are able to overcome a DC 25 caster level check when casting a spell or using a spell-like ability. Scrying, see invisibility, and detect evil are useful in locating the [AMM]. The [AMM] makes nefarious use of hiding places and invisibility spells in order to do the most harm with its wild magic aura, so quickly locating the aberration is absolutely vital. Weaknesses If the party is susceptible to the wild magic aura, they should send melee fighters to deal with the [AMM] while spellcasters retreat beyond its 200-ft. range and confront its fey allies. In the event that the fey are more powerful than the spellcasters, one melee adventurer should accompany the casters. Cold Iron is a must when dealing with the [AMM's] evil fey allies, as many of them have DR/Cold Iron. The only way to decidedly injure them is to either inflict massive damage or to have weapons made from the rare material. *Area-of-Effect spells such as cloudkill, fireball, meteor swarm, or stinking cloud can be useful if the spellcaster can overcome the [AMM's] wild magic aura. *Attacks From Afar. Ranged attacks and attacks made by adventurers with 10ft. reach weapons can do massive damage to the [AMM] without fear that its blasphemous geometries will reflect the damage back to the adventurers. Chain lightning and circle of death can hurt large numbers of fey. Chain lightning is also useful as a ranged spell that it is not subject to the [AMM's] special qualities when it is cast over 200ft away from the [AMM]. *Cone of Despair's burst can drain the [AMM] and its allies, giving them a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. After a successful casting, a melee fighter can easily rush in and attack the [AMM] with little fear of being hit. *Protection From Evil can defend adventurers from the [AMM's] allied fey. Magic circle against evil gives spellcasters safety from attacks. *Summoned Monsters. Summon a few creatures to pound on the [AMM] while the party's melee fighters deal with the fey. Must-Haves: Detect evil or scrying, light, meteor swarm, summon monster or summon nature's ally, protection from evil. Best Buys for Lower-Level Spells: Cone of despair, detect evil, fireball, protection from evil. Wish List: Chain lightning, circle of death, cold iron, magic circle against evil, see invisibility. |
| Light Dragon01-12-06, 10:41 AM | One assumption that I made about the [AMM] * Any monster that benefits so greatly from magical power has little need for physical strength. Therefore, I assumed that its strength would be low a la the Illithid writeup. -Enjoy! |
| Kr0m01-13-06, 03:47 PM | Winning Tactics against [AMMs] Everyone here has come to discuss some of the best tactics that might be used to overcome the [AMM] menace. We have collected some knowledge about our enemy thanks to the great labour of our explorers and diviners. Large Aberration Mastermind As an aberration, the [AMM] has some traits you should know. It has good Will saves, and poor Fortitude and Reflex. Due to its large size, we can refer to the table 4-2: Changes to Statistics by Size (pg. 290 MM) to figure its physical abilities; great Strength, good Constitution and poor Dexterity. This means it is going to have a really low AC against touch attacks. Its lowest save is going to be, probably, Reflex; Fortitude would be just a little bit higher. As a Mastermind, it is expected to have high mental abilities which will probably assure that the [AMM] will have a great Will save. Special Qualities Blasphemous Geometries (EX): A targeted attack, whether melee, ranged, arcane or otherwise, has a 10% chance per number of [AMM]’s opponents in a 10ft. radius of being redirected randomly at one of these opponents. Area of Effects would not be affected. The obvious tactic to overcome the Blasphemous Geometries is to stay away from its confines. It is possible to attack the [AMM] in melee from outside the 10 ft. radius using a reach weapon while under the effects of Enlarge Person, but the [AMM] may move towards such attackers who will interfere with other companion attacks, which might affect their own friends. Wild Magic Aura (Su): Anyone within 120 ft. of the [AMM] must make a DC 25 caster level check whenever casting a spell or using a spell-like ability. Failure means the spell is affected as if it had been cast in a wild magic zone (see pg. 150 of the DMG). The [AMM]’s spells are not affected by this aura. This fearsome ability becomes even more lethal due to the terrain the [AMM] inhabits, because the forest doesn’t usually allow fighting a foe from very far away. Stealth and Detection in a Forest: In a Sparse forest, the maximum distance at which a Spot check for detecting the nearby presence of others can succeed is 3d6x10 feet. In a medium forest, this distance is 2d8x10 feet, and in a dense forest it is 2d6x10. (pg. 87 DMG) The average distance at which Spot checks can succeed is lower than [AMM]’s Wild Magic Aura radius (120 ft.), so it is unlikely you can use spells against the [AMM] from such a distance that they are not affected by the Aura. In dense forests, there is no chance at all; this fact is well known by the mastermind, who will try to use the terrain to obtain this advantage, preferring dense forests as a safe environment. This circumstance makes it desirable to cast helpful long duration spells in advance to avoid the danger of casting spells within the Aura. There are lots of long duration protection and boosting spells, but we need some long duration spells to take the offensive as well, so we are going to focus on this point. Long Duration Offensive Spells One of the best choices is Fire Seeds (Acorn Grenades version); it has a high damage potential (up to 20d6), doesn’t allow a saving throw to half the damage dealt (just requires a ranged touch attack), and several castings of this spell enables every character in the party to attack in an efficient way. Obviously, it is better to create just one big acorn per casting of the spell than several weaker ones. A useful tactic consists in readying an action to disrupt the [AMM]’s spellcasting with one of these acorns, typically done by the party member with the highest initiative result. As stated on pg. 176 of the PHB, you can hold the charge of a touch spell indefinitely. So, touch spells provide a vast selection of long duration offensive spells. The only problem with this kind of spells is that you need to enter the Blasphemous Geometries radius and so you have a small chance (10%) of being affected by your own spell. It might be worth it in case you discharge a Temporal Stasis (Fortitude save). You can neutralize the danger of such reflected spells in the case of Vampiric Touch (as it cures the same amount of damage it deals), or Harm if you have an active Death Ward protection. Note that Archmage’s Arcane Reach high arcane neutralizes any risk. Another great spell that falls into this category is Shapechange; it lets you acquire supernatural attacks, which are not affected by the Wild Magic Aura. Some good choices are: Overseer (Beholderkin, Lords of Madness): it has multiple supernatural eye ray attacks that include, among others, Temporal Stasis (as ranged touch attack!), Chain Lightning, Stunning, Polar Ray and ways to neutralize [AMM]’s spellcasting like Reactive Spell Immunity, Reactive Spell Turning and Greater Dispel Magic. Optimal for sorcerers because the save DCs against its eye ray attacks are Charisma-based. Iron Golem: it has DR 15/adamantine, a poisonous breath attack and it is immune to most kinds of magic. Legends talk about an old druid that defeated an [AMM] thanks to the fact that he was shapechanged into an Iron Golem while wearing a Necklace of Fireballs; the fireballs exploded all at once when the druid threw an acorn grenade (Fire Seeds) to the aberration from a distance of just five feet. Increasing effective caster level to overcome the Wild Magic Aura: General: Ioun Stone (Orange) Cleric: Death Knell, casting certain domain spells, Karmic Bead (Strands of Prayer Beads) Must-Haves: Cold iron weaponry to overcome fey minion’s DR. Poison on arms. Best Buys for Lower-Level Spells: Enlarge Person, Death Knell, Low level touch spells. Wish List: Demand allows implanting suggestions from any distance without the necessity of line of sight or effect (“Get rid of your minions/all your memorized spells”), Fire Seeds, Shapechange, Mind Blank, Necklace of Fireballs. |
| JohnnyONeal01-13-06, 05:28 PM | Winning Tactics against [AMM]s By Johnny O’Neal The unpredictable [AMM] challenges adventurers with inscrutable strategies, a powerful array of special abilities, and unusual minions. The most effective way to overcome its chaotic power is with careful planning. This article provides advice on fighting the [AMM], a creature designed through player input in the Design and Development (http://www.wizards.com/default.asp?x=dnd/arch/dd) column. [AMM]s The [AMM] is a creature that has been so twisted by the forces of chaos that it has become a living incarnation of disorder. Its existence fractures reality itself, giving it the power to redirect physical attacks and pervert spell effects cast near it. While [AMM]s are formidable combatants who relish violence, they never act alone. The unearthly forest that an [AMM] calls home is invariably filled with fey minions, magical traps, and confounding phenomena. [AMM] Traits As an aberration, an [AMM] has a medium base attack bonus, average hit points, and a good Will save. It possesses darkvision out to 60 feet and prefers enjoys the darkness, often making its lair in areas of dense canopy where light is shadowy even during the day. While an [AMM] prefers to fight weakened foes, it does not hesitate to throw itself into the thick of a battle, where it is an effective melee combatant. Wild Magic Aura: The [AMM]’s probability-warping properties create a constant wild magic zone around it. In simple terms, that means any spell cast near an [AMM] has a 57% chance of failing (perhaps catastrophically) unless the caster makes a DC 25 caster level check. For higher-level casters, the benefit of casting a crucial spell is probably worth the risk. Because the greatest potential danger of the wild magic aura is the 20% probability of a spell rebounding on the caster, spells that heal or bolster allies are the safest to cast. For more conservative mages, the surest way to avoid the many negative effects of the wild magic aura is to cast outside it. Many evocation spells have longer range than 120 feet, but in the twisted forests that [AMM]s call home, it’s unlikely that a spellcaster will ever have line of sight. A more practical approach is to cast spells outside the wild magic aura that produce persistent effects. Some effective spells are described at the end of this article. Blasphemous Geometries: Just as the [AMM] distorts the laws of magic with its wild magic aura, its blasphemous geometries play havoc with physical attacks. Any weapon or effect that targets an [AMM] has a chance of being redirected to another creature within a 10-foot radius, a possibility that increases with the number of opponents within range of the effect. An [AMM] takes advantage of this ability by attacking foes at close range and maneuvering to surround itself with opponents. Area-of-effect spells are not subject to this effect, but inherently run the risk of harming any nearby allies. To counter the blasphemous geometries, keep all party members clear of the [AMM]. Ranged weapons are most effective, though a melee combatant with the Spring Attack feat may be willing to risk the 10% chance of his own attack being redirected back toward him. Be aware, though, that the [AMM] knows its limitations and strives to ambush enemies in relatively confined spaces. With this in mind, a party should be prepared to use attacks that deal more damage to the [AMM] than to one another. This could mean using holy or aberration bane weapons, or casting protection from energy before the battle to protect party members from the brunt of effects like icy burst weapons and ice storm. Minions Any party that faces an [AMM] should be prepared to fight the malign fey who revere it as a paragon of absolute chaos. Spriggans (Fiend Folio 162) are the [AMM]’s assassins, venturing into elven communities to work deadly mischief. Against seasoned adventurers, though, spriggans offer no unusual challenges. Glaistig mindbenders (Monster Manual III 60) often serve as sentries for the [AMM], luring adventurers into lakes poisoned by the [AMM]’s unnatural presence. A bard’s countersong is the best way to thwart a glaistig’s beguiling song, but protection from chaos and dispel magic can also help prevent and overcome the fairy’s haunting magic. Redcaps (Monster Manual III 138), including advanced redcaps with the anarchic creature template (Planar Handbook 101), guard the [AMM] itself. Cold iron weapons are a must-have item to overcome the damage reduction of all these fey. Weaknesses Because the [AMM] punishes opponents who attack with magic or melee weapons, PCs should strive to keep their distance and attack with ranged weapons. The [AMM]’s relatively low Fortitude save means PCs may want to consider using poisoned weapons that deal additional damage or lower its Constitution. Whatever weapons are used, the need for ranged attacks emphasizes the importance of tactical movement during [AMM] encounters. Items and class features that increase the PCs’ speed will help keep them one step ahead of the [AMM]. Must-Haves: Characters facing an [AMM] should find ways to gain a magical advantage without actually casting spells within the [AMM]’s wild magic aura. Because use-activated items are not affected by the aura, party members should be well-stocked with magic ranged weapons and potions for buffing and healing. If a spellcaster expects to face an [AMM], he may prepare for the encounter with a long-term summoning spell such as planar binding or planar ally. High-level casters with a favorable chance to overcome the wild magic aura should prepare area-effect spells like freezing sphere and fire storm, but must take care not to hit allies. Best Buys for Lower-Level Spells: A longstrider spell cast outside the wild magic aura provides a small but potentially crucial boost to party members’ maneuverability. A well-timed casting of fly can also keep a party member away from the [AMM], but the thick canopies of the [AMM]’s corrupted forests make vertical clearance hard to come by. If the party does not have powerful ranged weapons, casting flame arrow on ammunition can make it significantly more effective. Wish List: A paladin who can cast holy sword has a melee weapon that will deal deadly damage the evil [AMM] but is no more dangerous than usual if it backfires on the wielder. Druids also bring useful tools in the form of fire seeds, which can be prepared outside the [AMM]’s aura, and tree stride, which can keep the druid from becoming trapped in the walls of twisted plant matter that form the [AMM]’s labyrinthine lair. Game Resources: To use the material in this article to its fullest, check out the following resources: Dungeon Master's Guide (http://www.wizards.com/default.asp?x=products/dndcore/177520000), Monster Manual (http://www.wizards.com/default.asp?x=products/dndcore/177550000) and the Player's Handbook (http://www.wizards.com/default.asp?x=products/dndcore/175240000). For more suggestions on how to successfully fight aberrations, refer to Lords of Madness (http://www.wizards.com/default.asp?x=products/dndacc/177410000), particularly the aberration hunter information on page 175 of that book. |
| joelf84701-13-06, 10:16 PM | Winning Tactics against [AMM]s By Joel Flank [AMM]s are wily opponents with potent defenses against many types of attacks. An unprepared adventuring party is liable to cause more harm to themselves than to the [AMM]. If you learn that the spider in the center of a convoluted web of plots is an [AMM] you need to learn how to beat the mastermind on its home turf, so you don’t become its next victim. Special Abilities The key to fighting an [AMM] is overcoming its two powerful special defenses. Blasphemous geometries affects all targeted attacks against the [AMM] and have a chance to twist that attack to strike a different target within 10 feet of the [AMM]. There are several ways to circumvent or minimize this ability. The easiest way to overcome this is to combat the [AMM] from more than 10 feet away, or not to use targeted attacks. Any spell which does not require an attack roll is not considered an attack and is not affected by this ability. Ranged attacks and melee attacks with a reach of 15 feet or more are also safe to use against the [AMM], as long as you don’t have allies within 10 feet of the [AMM] which may have the attacks redirected at them. To avoid this, and still keep the [AMM] engaged in melee to keep it from closing the distance and disrupting its attempts to cast spells or use spell like abilities, you should ideally engage the [AMM] with a single melee attacker closer than 10 feet. This would cause only a 10% chance of having an attack be redirected, while still keeping the [AMM] engaged. Pin It Down Since no one wants their character to suffer a redirected attack from themselves or a fellow party member, the ideal combatant to fight the [AMM] in melee is someone else. Luckily, the [AMM] tends to have a variety of minions, which can be charmed or compelled into attacking their master; if an attack gets redirected, that’s just less work for you later when the minion returns to its senses. If you don’t have an enchanter or bard who can turn the minions to your side, instead consider summoning or conjuring help. If your summoned ally suffers redirected attacks, the players are still safe. Finally, if neither of these options works for you, have a strong fighter attack the [AMM] to keep it away from the rest of the party who should keep 10 feet away. Enhance the attacker with as many buff spells and abilities on this fighter as possible, and if possible, arm him with an aberration bane weapon. If the bane weapon is redirected, the bane effect will not harm the wielder. Wild Magic The [AMM] also has a strong defense against magical attacks, this one with a much greater range – 120 feet. Therefore, the best strategy for spellcasters is to attack from long range. Since the [AMM] home terrain is a forest, it can be difficult to maintain line of sight. The best way to deal with this is the spell project image. This spell allows you to have spells you case originate from the image, while safely staying outside of the [AMM]’s wild magic aura. Another tactic to get around the wild magic aura is to avoid casting spells or using spell like abilities within the aura, and instead cast spells ahead of time that can be brought into the aura and then used. This includes spells like call lighting, produce flame, eyebite, or any other spell that allows its affects to be used in later rounds. However, note that you do not want to use touch spells that you can hold the charge with, since to use them you would have to enter the range of the [AMM]’s blasphemous geometries. Other good spells to use to attack from long range are summoning spells that can call a creature which has supernatural abilities or ranged attacks and can stay outside of the blasphemous geometries affect. Since supernatural abilities are not affected by the wild magic aura, these can safely be employed by your summoned ally. As a mastermind, the [AMM] is likely to try to escape with a well thought out escape plan if a well prepared group attacks it and is easily penetrating its defenses. Be prepared with dimensional anchor or dimensional lock spells to prevent the [AMM] from getting away where you can’t follow. Finally, entangle and similar long range spells which can immobilize or slow the [AMM] will make it easier to keep at range and out of its wild magic aura. Minions Since the [AMM] is commonly served by evil fey minions, it’s best to be prepared to fight them at the same time as the [AMM]. Have your melee combatants attack the minions, since it should be easy to avoid the blasphemous geometries affect while not attacking the [AMM] itself. Make sure to arm yourself with cold iron weapons, to get through their damage reduction, and increase your will saving throws, since most fey have special attacks that are from the enchantment school of magic. As mentioned earlier, if you can turn the minions against the [AMM], you can let them deal with the blasphemous geometries ability instead. Weaknesses The [AMM] does not truly have specific weaknesses, but does have certain aspects that can be taken advantage of. Since elves are an [AMM]’s greatest enemies, illusions of elves are a good bet to distract the [AMM] and draw its ire instead of your party members. Similarly, use illusions or disguises to mask any actual elves or half-elves in your group to spare them the [AMM]’s wrath. Since the [AMM]’s preferred terrain is forested, a druid can best turn that against the [AMM] and make it wish it had never entered the trees in the first place. Several mid level druid spells are very effective against the [AMM], including insect plague, fire seeds, and changestaff, which can be used as explained above to circumvent the [AMM]’s special defenses. |
| ORC_Paradox01-13-06, 10:27 PM | I'm posting some emailed entries. Since I may not be around for the Official Closing of this thread, any entries posted after the deadline will automatically be disqualified. Winning Tactics against [AMM], the Mastermind Aberration By William Race [AMM], the Mastermind Aberration, can pose a frustrating venture to adventurers. A powerful being in it's own right, the [AMM] is served by a host of evil fey. Never fear, brave heroes, for there is nothing in this land that cannot be defeated! These tips will surely allow a canny group to prevail versus the[AMM], and reap great rewards. [AMM] Defenses [AMM]'s are wily creatures, centers of chaotic destruction in the homes of woodland creatures with a variety of defenses, the not the least of which is a cunning intellect. Thier very defenses can be turned upon them with care, and even intelligent foes fear a well prepared foe. Aberration Traits [AMM]'s, as abberations,innately gain Darkvision up to 60 feet. [AMM]'s are also in the middle road for Hit Die, Base attack, and are great at Will saves, making it hard to manipulate. In short, thery can fight decently and are as hard to injure as and an average adventurer, with a spellcastor's strength of mind. The [AMM] also has two major defensive abilities. It's Blasphemous Geometries ability makes hitting it with even melee weapons a possible miss, while it's Wild Magic Aura within 120 feet make spells an uncertain propastion. Exploting Weaknesses While a [AMM]'s defenses are great, there's a couple of good tactics to bring them down! Fight from a Distance: Both of the [AMM]'s special defences, Blasphemous Geometries and Wild Magic Aura, mess up everyone in 120 feet of the creature. Stay away! Use long range spells, especially ones that do not require Will Saves such as Fireball and Lightning Bolt. That way even if Wild Magic occurs, it will not effect your group. Thrown Weapons are also a plus, as even a miss at long range will result in merely hitting one of the [AMM]'s allies. Pack Cold Iron: Even if this special metal will not harm the [AMM], the creature gathers evil fey around it, which are typically vulnerable to the substance. Remember, the quicker you defeat it's allies, the better chance you have to hit the creature with your ranged attacks. Keep Moving: A good mobile fight will keep you crew away from the [AMM], which will help your attacks to land on it and not your allies. Use of Magic against [AMM]'s As stated earlier, the [AMM] has good Will saves, a defence against targeted spells,and a Wild Magic Aura within 120 feet. Here are some good spells to consider: Fireball: Good old Fireball. Long range, Reflex save, and an area of effect make this one a great offensive spell. Enlarged Destruction: A target spell, but if properly enlarged to get out of that 120 feet radius, can end the fight. Fire Storm: See Fireball, but a good option for Divine castors. Sneaky Tricks Summoned Monsters: Summoning a monster to "pull" a monster out in the open is a great trick. It's always good when the foe defeats a menace, only to find it's real oppnents buffed and ready to go! Use the Terrain: The average stomping grounds for the [AMM] is a forest, so use it to your advantage. High Trees can allow you to see for hundreds of feet, allowing full use of long range spells and longe ranged attacks such as bows. Less scrupulous groups could also do things such as starting a fire near the den of the [AMM], causing it to come out into the open or roast! Summary [AMM]'s still have many mysteries to be learned by learned sages (method of movement, attack patterns, etc), but one things for sure: [AMM]'s make for a dangerous night out if you're not prepared! Game Resources: To use the material in this article to its fullest, check out the following resources: Dungeon Master's Guide, Monster Manual, Player's Handbook. |
| ORC_Paradox01-13-06, 10:32 PM | Jesse West A successful adventurer knows to be prepared for the unexpected. In this week’s column, we take a look at one of the most bizarre creatures found on this or any other plane: The {AMM}. {AMM}s The ability to warp the laws of reality and magic is nothing to shake a staff at. With impressive defenses against both physical and magical attacks, and a host of minions, the AMM can not only evade your most powerful attacks, but throw them back at you. Special Attacks The AMM’s best offense is a great defense. Blasphemous Geometries is a melee attacker’s worst nightmare. Any attack role made against the AMM within 10 feet has a chance of being redirected to one of the attackers. Even if it’s just one on one, a fighter has a 1 in 10 chance of having his attack thrown back at him. The 10 foot range of this ability means that (for medium creatures, at least) even reach weapons don’t keep you safe. In a full on assault, then, the fighters and barbarians of the party should keep their distance and use any ranged weapons on hand. If you keep allies away from the AMM, the miss chance dissapears. This goes doubly for casters with attack role spells, as they also need to contend with the AMM’s wild magic aura. Characters devoted to melee do have an option, however: grappling. The touch attack that initializes a grapple is harmless in itself, reducing the threat of Blasphemous Geometries from potential backfire, to a mildly annoying miss chance. The AMM is large, however, so it gains a +4 bonus to grapple checks. An enlarge person spell from the party’s caster can negate this advantage. If you are able to maintain a grapple, though, only further grapple checks are required to deal damage, eliminating the miss chance of Blesphemous Geometries entirely. If you choose to go this route, make sure you have a light weapon ready for the occasion. The Wild Magic Aura effectively prevents casting in a 120ft distance from the AMM, except in the most desperate of circumstances. Therefore casters should prepare medium and long range spells only. If your facing off against AMM as a caster, you should have at least 6th level spells at your disposal. Chain lightning, call lightning, and the classic fireball are all good standbys to have available. To maintain line of sight/effect over that distance, consider having a fly spell prepared so that you can get above obstacles like terrain or creatures. Note that both abberations and casters have high will saves, so don’t rely on charm monster or any other mind-affecting spell. Weaknesses As an Abberation and caster, the AMM has low fortitude and reflex, as well as meager hp. Fey minions of the AMM have even less in the way of hp, with d6 HD, and poor Fort saves. Spells like acid fog and cloudkill are nice, long range, area effect spells that will eat away hp and require a Fort save to avoid. Cloudkill is especially nice to remove low-level minions from the field. Ironically, the Wild Magic Aura is a substantial liability for the AMM’s minions. Any spell-like abilities they have are effectively nullified, and they are reduced to ranged and melee combat. Fey have d6 HD and the base attack progression of a caster, so don’t offer too much of a threat if restricted to mundane combat. During combat, try to restrict their movement to within this 120ft radius (theaten as many squares as possible, erect magical barriers, etc.) Always assume, however, that there are advance scouts outside the 120ft range with full use of their spell-like abilities. Summary: The AMM has powerful defenses that can wreak havoc on an unprepared party, distorting magic and redirecting attacks. However, if you keep your distance and use more indirect methods of attack, you can negate this advantage and pick off you adversaries. Must-Haves: fly, fireball Best Buys for Lower-Level Spells: stinking cloud. Wish List: delayed blast fireball, chain lightning, acid fog |
| ORC_Paradox01-13-06, 10:35 PM | Thomas A Barry Winning Tactics against [AMM] AMM The AMM is something of a unique encounter, harnessing the perverted powers of an aberration while having a host of malformed fey twisted into abominable minions. AMM’s aren’t going to be fought individually, and likely have an escape route. Special Attacks Spell-like Abilities: The AMM’s spell-like abilities create for an interesting scenario due to its Invoke Magic extraordinary quality (making it immune to antimagic fields), and it’s Antimagic field once a day. Fortunately, most of the AMM’s spell-like abilities aren’t directly offensive in nature. Rather, the AMM uses it’s spell-like abilities to transform the surrounding forest into a deathtrap, covered in poison and decay. Of it’s spell-like abilities, only Poison, Pox, and Touch of Madness are truly combat ready. Those seeking to defeat the AMM should take care to bring their own water supply, as any natural water in the area is almost certainly under the effects of Befoul. Characters should also consider such spells as delay poison, neutralize poison, or other effects that prevent against poison. Psionics: In terms of direct combat, Psionics is the AMM’s first choice of offense after it’s minions. Because of its safety in melee by surrounding itself by fey in conjunction with it’s Blasphemous Geometry power, AMM’s tend to fight using cover, using Burrowing Power on offensive psionic abilities, while hiding behind a Wall of Force. It’s therefore important to have some kind of way to bypass cover, either by being able to maneuver behind the wall, or by use of the Disintegrate spell (or psionic power). While the AMM is using its Antimagic Field, disintegrate will be negated and unable to affect the wall of force. The AMM’s psionic powers include a wide array of energy attacks. Because the AMM can switch it’s energy powers around in order to damage opponents, it’s best to use spells like Protection from Energy that grant complete protection from a certain amount of damage, rather than effects such as Resist Energy. Alternatively, in order to protect against spells that deal damage to multiple targets, you can use a different type of energy resistance on each person in the party, making multiple target spells less effective. Minions: The AMM’s minions are largely what makes the fight so difficult. Evil fey are normally rare, but the AMM’s Despoiling influence over a forested area corrupts the surrounding wildlife and spirit life, granting all fey the Corrupted Creature Template, transforming them into aberrations. Among other things, this makes their damage reduction more difficult to overcome. Characters that anticipate fighting the Masterminds fey minions should bring along Cold Iron weapons. Ideally, a Paladin’s Holy Avenger serves as the perfect instrument for distributing justice, but bless weapon and similar effects serve the same purpose. Characters that need new cold iron weapons must rely on the effects of Greater Magical Weapon, taking care to have a spare or two in case they’re dispelled. Characters should take note that the enemies that they face (save the AMM itself) are not in fact outsiders. Spells such as Banishment aren’t effective against creature’s without the extraplanar subtype. Because of the wide variety of aberrations, including low HD aberrations, Invoke the Cerulean Sign makes for a very powerful and relatively cheap offense against lesser minions. High enough level clerics should consider investing in Holy Word to wipe out large numbers of lesser minions. Beyond this, Corrupted Creatures deal vile damage, and characters need to be able to cast Consecrate or Hallow (though the latter is expensive) in order to heal. If the party contains a Sacred Exorcist (Complete Divine), this quickly becomes a non-issue. Melee: Engaging the AMM in melee is something of a difficult task. Characters that wish to attack the AMM in melee should consider using reach weapons combined with the Enlarge Person; Your reach allows you to attack from more than 10 feet away, not only negating your contribution to the creature’s Blasphemous Geometry, but you also can stand outside the area of effect of the creature’s antimagic field should it choose to use it. This is also one of the few ways of safely flanking the AMM Wild Magic: The AMM’s Wild Magic aura can make casting spells on or around the AMM difficult. There’s really two ways of defeating the aura. First of all, characters can stay more than 120 feet away. This doesn’t work very well for touch range enhancement spells that are going to be cast on the warriors, as it would require an additional move or two in order to engage the AMM in melee. For spells with a slightly longer range, such as close, the caster can move out of the range of the Wild Magic aura, whereas the fighter can remain in the aura at no downside. Long range attack spells such as fireball have ranges long enough to assault an AMM from a distance, but due to the AMM’s heavy use of cover from Wall of Force and the forest itself, it’s difficult to attack from that large of a distance. The second alternative to dealing with the Wild Magic is to use the Arcane Mastery feat (Complete Arcane). This only works if your caster level is 15th or higher, and moreover takes quite a bit of planning along with a permanent feat expenditure (though the feat is also useful for spell resistance). Characters can pick out a Ring of Arcane Might (20,000) for a +1, or an Orange Ioun Stone (30,000) for +1 (There isn’t a type on the bonus, so the effects theoretically stack). Weaknesses: In general, the AMM has the same weaknesses of any aberration; low fortitude save and reflex save. Invoke the Cerulean Sign therefore works well. Because of the creature’s ability to erect an antimagic field, the party should create non-magical contingencies that exploit its weaknesses; poison works well. Otherwise, such things as Trample (from a mounted character) allow for the best results to exploit the AMM’s low reflex save despite the creature’s antimagic field. |
| ORC_Paradox01-13-06, 10:42 PM | Winning Tactics Against the [AMM] By Sean Edwards You have heard that the cunning gnomes at Design & Development have engineered a strange new creature, codenamed “AMM”. It has been identified as a large, powerful mastermind aberration with at least two unique and vexing qualities. It is thought to be lying in wait within the dark fronds of its forest abode, where it is served by its foul fey minions. But what is it waiting for? Your party of seasoned stalwarts is determined to find out, but first you must prepare. First, the Bad News (Strengths) The Infinite Unknown: As a powerful (CR 15+) aberration, what the [AMM] could be is mind-boggling, so let’s stick to what we know it is. Big and Plays Well with Others: As a large, powerful mastermind creature, the [AMM] probably has decent hit points and some friends (evil fey). Special Qualities Blasphemous Geometries (Ex): Being an outsider from another dimension, the [AMM]’s form does not translate well on the Prime Material plane, appearing to be composed of obscene angles and planes, making it difficult to perceive by natives. As a result of its alien nature, the [AMM]’s body reacts strangely and unpredictably to native objects traveling in normal vectors toward it. A targeted attack, whether melee, ranged, arcane or otherwise, has a 10% chance per number of the [AMM]’s opponents in a 10 ft. radius of being redirected randomly at one of these opponents. Area of Effects would not be affected. Wild Magic Aura (Su): The [AMM] is a natural conduit for wild magic. Anyone within 120 ft. of the [AMM] must make a DC 25 caster level check whenever casting a spell or using a spell-like ability. Failure means the spell is affected as if it had been cast in a wild magic zone (see pg. 150 of the DMG). The [AMM]’s spells are not affected by this aura. Now, the Good News (Weaknesses) I Can’t See It, There’s an Aberration in the Way: As a large creature, the [AMM] will be difficult to hide. Its size will help spellcasters maintain line-of-sight and line-of-effect in the wooded environment. As an aberration, the [AMM]’s Fortitude and Reflex saves probably won’t be that good. Tactics: General The Best Offense Might Actually Be a Good Offense: It is nearly impossible to prepare your party defensively when you don’t know the [AMM]’s attack capabilities, so prepare offensively instead. Magic circle against evil or protection from evil might be a good hedge against any evil fey minions’ attempts at mind manipulation, however. Do No Harm (to Yourselves): The combination of the [AAM]’s blasphemous geometries and wild magic aura could make a direct assault disastrous. Having your warrior pound the cleric senseless with his redirected greatclub while your sorcerer fries the party with a wild magic-rebounded fireball is no way to begin a combat. Keep Your Distance: The simplest way to avoid the effects of the [AMM]’s special qualities is to stay out of range. The area of effect of its wild magic aura is 120 ft. – ruling out the use of many spells. Casters whose spells have enough range will have to pay attention to their line-of-sight and line-of-effect to the creature within the forest environment. Ranged weapon attacks are a good bet provided everyone (or almost everyone) keeps out of the [AMM]’s blasphemous geometries’ radius of effect. Remember, the ability’s percentage chance to affect someone other than the [AMM] is based on the number of opponents within 10 ft. of it. So keep away. Cast the Right Stuff: Use area-effect spells with medium or long range. Targeted spells will trigger the [AMM]’s blasphemous geometries special quality, so avoid them if another party member is within 10 ft. of it. Summoning spells will involve creatures in the combat that could become redirected targets of your attacks. Enchantment spells will be hard-pressed to overcome the [AMM]’s or its minions’ good Will saves. Tactics: Specific For Arcane Spellcasters: Use circle of death or cloudkill to take out those Fortitude-impaired fey minions. Fireball, ice storm, incendiary cloud and Otiluke’s freezing sphere can bring the pain. None of these spells will trigger the blasphemous geometries special quality. Use the various Bigby spells, especially Bigby’s clenched fist or Bigby’s crushing hand, to pommel, grapple or impend the [AMM] (provided no party member is within 10 ft. of it). All these spells have enough range to avoid the [AMM]’s wild magic aura. For Divine Spellcasters: Use blade barrier or spike stones to try and hem in the [AMM]. Firestorm, flame strike, sunbeam and sunburst are all good area-effect damage-dealers. Insect plague automatically causes 2d6 damage to any creature whose space the summoned swarms occupy (it is not a targeted attack so no redirection from blasphemous geometries is possible). All these spells have the range to avoid the [AMM]’s wild magic aura. Be ready with curative magics to counter [AMM]’s unknown attack forms. For Everybody Else: As much as you might want to be up front, hang back and provide protection for your spellcasters. Fire at the [AMM] and its minions with cold-forged iron ranged attacks. Pound any combat-challenged fey that wanders your way with your cold-iron melee weapons. Of course, the most important thing to remember when attacking a large, CR 15+ mastermind aberration with unique and unknown abilities is – to have fun! Game Resources: To use the material in this article to its fullest, check out the following resources: Dungeon Master’s Guide, Monster Manual and Player’s Handbook |