Aspect Help! [Archive] - Wizards Community

Post/Author/DateTimePost
Possum

10-24-04, 04:59 PM
I wanted to make an evil Aspect for an evil god in my current campaign, so I have decided to mirror the Aspect of Vecna from the MHB with a few modified changes:

Increased SR to 27.

Added the a Special Attack known as Vortex which will, when completed, create a 20 ft. burst radius vortex that will drag opponents towards them and then do a suprising amount of crushing damage to said PC before it disappears. It is also a nice way to get the bad guys out the back door as the party fights to maintain their balance before sliding into the mini-blackholes.

Added another Special Attack known as Negative Energy Burst which will explode a pocket of negative energy upon given targets within a 20 ft. burst radius. I was thinking around 4d6 damage, Reflex save DC 19 (Charisma based + 1/2 HD) for half.

Added unholy toughness to bring him to a total of 105 hit points.

Changed the Aspects damage reduction to DR 5/- instead of DR 5/epic since it generally is the same for who will be facing it right now.

Gave the Aspect a +1 ghost touch longsword instead of a +1 ghost touch dagger because I thought that would look more appropriate.

Finally, I plan to give it armor to bring its AC up a little bit.
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What I really need help on is the vortex ability, which I have been looking through the threads via the Search tool, looking into "whirlpool, tornado, twister, blackhole, vortex, suction effects, etc." but to no avail. So finally I thought to myself, these are some of the brightest minds in D&D over here, maybe they can help me out. Please let me know if there are any suggestions you might have.

CR is not an issue, I really care less about CR. I adjust powerfulness based upon my judgement, not by a shaky system of ELs and CRs, both of which I find offensive to use during a game because my players are too quick to give up when they hear they fighting something they may know out of game. I have particular players who may actually get upset with me for throwing it at them. So, I just label everything a CR 1 and leave it at that.

(smile)

I am capable enough to know when to put a monster in or not to ...
Possum

10-24-04, 05:11 PM
Here is a possible way of dealing with the Vortex:

Vortex (Ex): When the vortex is in full effect (1 full round action to reach full effect), it attempts to snare foes within its whirlwind. An opponent hit by the vortex’s touch attack (range: 10 foot radius from burst edge) is pulled into the vortex and takes bludgeoning damage each round thereafter until the victim escapes it or the vortex is closed. If a target is within the burst radius of during the initial use of this ability, that target must make a Reflex check DC 20 or be overwhelmed and immediately subject to the crushing damage of the vortex.

As the creatures get closer to the vortex it becomes harder and harder to escape from its grip. To maintain the subject's position near the vortex, the target must make a Reflex save DC 20 or be dragged one square towards the vortex per round.

The crushing deals no damage the first round, but each round thereafter the incredible force of the compressing gravity batters a victim senseless and deals 1d6 points of bludgeoning damage. This effect is so violent that each round the victim takes damage, it must succeed at a Fortitude save (DC 12) or be considered drowning.

A vortex only affects Medium-size or smaller creatures. The vortex can only hold one Medium-size, two Small, eight Tiny, or sixteen Diminutive or smaller creatures at one time.