Atma Weapon [Archive] - Wizards Community

Post/Author/DateTimePost
Baned

05-21-05, 12:16 AM
http://www.personal.psu.edu/users/c/x/cxs941/atma.jpg
My Name is Atma...
I am pure energy...
And as ancient as the cosmos.
Feeble creatures, GO!

Inspired by my other Atma Weapon (the sword) topic (http://boards1.wizards.com/showthread.php?t=430770), I've begun working on stating up this monster of the same from Final Fantasy VI, but I need a little help. I'm sticking with core 3.5 content. Here's a few things I've got in mind so far:

- I don't remember, but did it use physical attacks at all in the game? If so, a big STR score would just be wasted. I've made it's DEX an 8, because it had a very low speed in the game.

- I'm leaning towards WIS for the ability tied to spells, based on it's speech just before the battle.

- My target is CR 20, but that's negotiable, and I've classified it as a Huge Aberration, also negotiable.

- I'm somewhat at a loss for spell-like abilities, special attacks, and special qualities to provide. I'm leaning towards a breath weapon based on the blue breath in the screenshot above. It uses Flare, W.Wind, Quake, and other big nasty spells in the game, but what D&D stuff should I give it?
Niveus Lynx

05-21-05, 12:25 AM
It uses Flare, W.Wind, Quake, and other big nasty spells in the game, but what D&D stuff should I give it?

I've statted up flare here (http://boards1.wizards.com/showthread.php?t=432561), but I left Quake the same as Earthquake, and I don't know what "W. Wind" is.

(Is Atma Weapon anything like Omega and Ultima Weapon from VIII?)
Baned

05-21-05, 12:41 AM
I've statted up flare here (http://boards1.wizards.com/showthread.php?t=432561), but I left Quake the same as Earthquake, and I don't know what "W. Wind" is.

(Is Atma Weapon anything like Omega and Ultima Weapon from VIII?)
W. Wind (Whirlwind, shortened due to limited menu space)

Leaves both parties at 1/10th of max HP. Very strong stuff, but as with other FF spells of with similiar crippling figures, it'll generally never work on anything stronger than a Goblin, yet always, ALWAYS hit your party. You know the type of spells I'm talking about.

Anyways, yeah, it's similiar to the Ultima and Omega Weapons (Atma is actually a mistranslation of Ultima).
Niveus Lynx

05-21-05, 12:49 AM
W. Wind (Whirlwind, shortened due to limited menu space)

Leaves both parties at 1/10th of max HP. Very strong stuff, but as with other FF spells of with similiar crippling figures, it'll generally never work on anything stronger than a Goblin, yet always, ALWAYS hit your party. You know the type of spells I'm talking about.

Anyways, yeah, it's similiar to the Ultima and Omega Weapons (Atma is actually a mistranslation of Ultima).

Omega. Weapon. Kicked. Ass.

Anyway, for Whirlwind, I'll go off the FF Tactics attack, which was basically like the feat in the PHB.

For power, to put it simple, Omega Weapon was the strongest creature in the game. He would probably be epic, but we could work on a CR 20 version.

I thinking it might be a good idea to use the Tarrasque as the bones of the creature, for stats and special abilities, like swallow whole. Flare and quake as spell-like abilities, if you're strictly sticking to Atma. I haven't played FFVI, so I can't really go farther than that.

EDIT: Oops! Checked my guide, and Omega was about 10x stronger than Ultima. It's easy to get them confused...
Great Cthulhu

05-21-05, 08:06 AM
I'm just going to comment that I'm glad that people are statting Final Fantasy creatures etc. (I've been working on Jenova from VII for sometime myself.)
Just one question, how did you post Atma Weapon's picture? I don't know how to post any pictures... :(
PrinceAzar

05-21-05, 08:41 AM
*insert picture link here*


^ that is the line of code you use
Great Cthulhu

05-21-05, 09:07 AM
Thanks! :D
GodSlayer

05-21-05, 02:00 PM
I don't know I kinda though Steel Predator in the Fiend Folio pg163 resembled Atma Weapon. Which for some odd reason lacks a Picture on the old Fiend Folio Art Gallery.... Its only Cr 13 though..
Borris

05-21-05, 03:04 PM
Here are all the attacks Atma Weapon can use the first time:
Normal
Full Power
Blaze
Mind Blast
Flare Star
Meteo
Fire 2
Quake
Quartr
W Wind
Flare
Rasp

And here's what it can use in Kefka's Tower:
Full Power
Flare Star
S. Cross
Clean Sweep
Fire 3
Quartr
Flare
Quake
Meteor
Ultima

This version also absorbs Poison, Water, Holy, Wind, and Earth type damage.
Baned

05-21-05, 11:28 PM
I don't know I kinda though Steel Predator in the Fiend Folio pg163 resembled Atma Weapon. Which for some odd reason lacks a Picture on the old Fiend Folio Art Gallery.... Its only Cr 13 though..
I dunno, looks more like a crouching Alien from the movies of the same name.

Here are all the attacks Atma Weapon can use the first time:
Normal
Full Power
Blaze
Mind Blast
Flare Star
Meteo
Fire 2
Quake
Quartr
W Wind
Flare
Rasp

And here's what it can use in Kefka's Tower:
Full Power
Flare Star
S. Cross
Clean Sweep
Fire 3
Quartr
Flare
Quake
Meteor
Ultima

This version also absorbs Poison, Water, Holy, Wind, and Earth type damage.
Thank you, this will be a great help. By "Normal" for the first list, does that mean physical attacks? Most likely a headbutt judging from the horns, claw attack, or tail sweep.

Also, what did Full Power do, I fail to recall.
Malancthon

05-21-05, 11:50 PM
Atma reminds Me of the... T-somethingoranother... that CR 20 creature that there's only one of.

Wish I could remember that punk's name.

Might want to look at him for ideas of an uber monster.
Baned

05-22-05, 12:15 AM
Here's what I've got so far. I still need to work out skills, feats, and the remaining attacks and abilities, but this is at least something to go on. The italics represent what is still needed. I had a lot of help over AIM from some guy whose name I can't recall on the boards. Azar something. (He uses a different name on AIM)

Atma Weapon
Huge Aberration (Chaotic)

Hit Dice: 40d8+440 (620)
Initiative: +3
Speed: 30 ft.
Armor Class: 32 (-2 size, -1 Dex, Natural Armor 35) Touch: 10, Flat Footed: 29
Base Attack/Grapple:
Attack: Bite 2d6+8, 4 Claws 1d8+8, Tail 2d6+8 (these numbers only reflect size and Str, not BAB)
Space/Reach: 15 ft./10 ft.
Special Attacks:
Special Qualities: DR 25/Magic, immunity to poison, disease
Saves: Fort 25, Will 37, Ref 24
Abilities: Str 30 (+10), Dex 8 (-1), Con 33 (+11), Wis 25 (+7), Int 21 (+5), Cha 18 (+4)
Skills: Hide -8
Feats: Improved Initiative, Iron Will
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: Atma Weapon (http://boards1.wizards.com/showthread.php?t=430770) (Yes, that's a link.)
Alignment: Always Chaotic Neutral
Advancement:

Atma reminds Me of the... T-somethingoranother... that CR 20 creature that there's only one of.

Wish I could remember that punk's name.

Might want to look at him for ideas of an uber monster.
Tarrasque. I've already thought of that, but there's too much to change, so I'm just starting at scratch.
Keenath

05-22-05, 01:27 AM
For skills, I imagine Atma would have Spellcraft and Knowledge: Arcana all over the place, being as it's a creature of pure magic.

You can probably safely cut down the number of special abilities it has, since a lot of them are kind of repetitive -- Why Flare Star AND Flare AND Ultima..?

I'd give it Cone of Cold, Fireball, Meteor Swarm, Earthquake, Tornado, and probably a few other things that don't reflect in FF, like Reverse Gravity or Sphere of Invulnerability, all as At Will abilities. Or possibly toss out the basic elemental spells (Fireball, Cone of Cold, Meteor Swarm) and give it a breath weapon that produces damage of any elemental type. Or better yet, a RANDOM elemental type, including Force! (Roll 1d6 to decide an element.)

It should have some sort of weakness to having its magical power drained, though I can't figure any way to do that, honestly. (In the game, Atma dies if you get its MP to zero.)

It'll need massive SR, plus proper elemental resistances (though I wouldn't go for total immunity like it has in FF).

Normal and Full Power just represent physical attacks that it'll already have in D&D, and it should have some sort of ultimate magic attack. I suppose Meteor Swarm works, but I kinda think it should have a force-based or non-elemental superspell. Maybe just a force-substituted meteor swarm. I dunno.
PrinceAzar

05-22-05, 07:00 AM
It should have some sort of weakness to having its magical power drained, though I can't figure any way to do that, honestly. (In the game, Atma dies if you get its MP to zero.)

Yea, i mentioned this to Baned a while back, the weakness to draining magics :)
urial angel of death

05-22-05, 06:49 PM
for MP drain give it an ability that says if its ability keyed to spell like or supernatural abilities is reduce to 0 that it dies
Vanigo

05-22-05, 07:23 PM
W. Wind (Whirlwind, shortened due to limited menu space)

Leaves both parties at 1/10th of max HP. Very strong stuff, but as with other FF spells of with similiar crippling figures, it'll generally never work on anything stronger than a Goblin, yet always, ALWAYS hit your party. You know the type of spells I'm talking about.I seem to remember Demi and Qrtr sometimes working on bosses, and frequently on stronger random monsters. Problem was, it couldn't do more than 9999 damage, so it basically never actually brought any enemies down to half.
Freefall

05-23-05, 03:31 AM
No attack in FFVI can do more than 9,999 damage in one shot. The thing with Demi and Qtr was that they reduced the enemy's current HP by a fraction, so you could never actually kill anything with them, and they end up becoming obsolete even if you can get them to work (though for me, I think that they usually didn't; same problems with things like blind and paralysis).
Baned

05-23-05, 11:41 PM
Before I get into Spell-Like abilities, hows this for a Breath Weapon:

50 ft Cone of Fire, 12d10 fire damage (DC 30)

I used the dragons for the basis of it. Thoughts?
Great Cthulhu

05-24-05, 03:35 PM
That breath attack sounds about right to me.
Borris

05-24-05, 03:57 PM
DC for the breath weapon should be (10 + 1/2 HD + Con modifier)
Using the stats posted above, that'd give you a DC 41. Ouch.
Baned

05-25-05, 12:24 AM
Ouch, indeed. Since I'm aiming for CR 20, a 20th level character (even if Ref. Save is one of his good saves), it's still only a +12 mod before Dex and magic enhancements. A natural 20 will only get you a 32. So that means he'll need at least an additional +9 from magic and Dex. That seems to be asking a bit much, even if (for example) this is a Lv 20 ranger. (There no mod to Saving Throws if this is a ranger's favored enemy [Aberrations], either.)

Just so you know, I chose Fire-type for the breathe weapon since it's spell selection is dominated by Fire-elemental more than other types of magic.
Baned

06-06-05, 12:11 AM
Armor Class questions.
First off, here's how I have his AC set up currently:
AC: 32 (-2 size, -1 Dex, +30 Natural Armor, +5 Armor). (Armor comes from that plating on it's back)

Flat Footed: Since you lose your Dex bonus, would Atma's increase, since he'd be losing his -1 penalty, or stay at 32?

Touch: Ignores Natural Armor, Armor, and Shields. Does that leave Atma's AC at 7 for touch attacks?
Zodiac Moth

06-06-05, 09:23 AM
To reflect that MP 0=Death, how about it taking tremendous amounts of damage from Dispel Magic?

I remember having very bad luck with that thing. Whenever it would use Mind Blast, most of my party would become petrified. Would Mind Blast be something weird like Prismatic Spray?
Baned

06-06-05, 11:19 AM
Well if it petrified you, then it'd be more like Flesh to Stone, no?
shadowflamedancer

06-06-05, 02:26 PM
For the breath weapon, how about instead of fire dmage it is just 'magic' damage. That way the damage (of an unspecified type) cannot be resisted by minor spells or rings of fire resistanse, and it more fully reflects Atma Weapon's magical nature.
Zodiac Moth

06-06-05, 04:28 PM
Well if it petrified you, then it'd be more like Flesh to Stone, no?

Not really, it does other things, but I just get the short end of the stick.
Baned

06-07-05, 12:22 AM
Here's what I've got cooked up so far.

http://www.personal.psu.edu/users/c/x/cxs941/rw/dnd/images/atmamonster.gif
Atma Weapon
Huge Aberration

Hit Dice: 40d8+440 (620)
Initiative: -1
Speed: 30 ft.
*Armor Class: 32 (-2 size, -1 Dex, +30 Natural Armor, +5 Armor) touch: 7, Flat Footed: 32
Base Attack/Grapple: +20/+28
Attack: Bite +28 (2d6+8), Claw +28 (2d6+8), Tail +28 (3d6+8)
Full Attack: Bite +28 (2d6+8), 4 Claws +26 (2d6+3), Tail +26 (3d6+3)
Space/Reach: 15 ft. /10 ft.
*Special Attacks: Breath Weapon
*Special Qualities: DR 25/Magic, immunity to poison and disease, Spell-like Abilities, Spell Resistance 25
Saves: Fort +26, Ref +12, Will +31
Abilities: Str 30 (+10), Dex 8 (-1), Con 33 (+11), Wis 25 (+7), Int 21 (+5), Cha 19 (+4)
Skills: Balance +38, Concentration +54, Hide -13, Knowledge (Arcana) +48, Listen +50, Move Silently +38, Spellcraft +50, Spot +50, Use Magic Device +6
Feats: Cleave, Combat Casting, Empower Spell-Like Ability, Great Fortitude, Improved Natural Attack (Claw), Improved Natural Attack (Tail), Iron Will, Magical Aptitude, Multiattack, Power Attack, Quicken Spell-Like Ability, Self-Sufficient, Spell Penetration
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: Atma Weapon
Alignment: Always Chaotic Neutral
Advancement: 41-50 (Huge); 51-75 (Gargantuan)

This hulking, sand colored creature has six muscular legs; two in the rear and four in the front, each with large claws. It's about 20 feet long, from head to tail, and about 15 feet tall. Blue glowing horns sprout from its head and twist around in various directions. There's gold, spiked plating from the base of its neck to the start of its tail, which is also thick and powerful and appears to have runes running down the side of it. Several small blue flames flicker from spaces under the plating. Its pair of blue eyes is staring at you, while smoke rises from its mouth.

* Indicates an area that may still need work. I also need to compile a list for spell-like abilities, and how often they can be used. I'm planning on it's "caster level" for spell-like abilities equal to a Sorcerer 20 (Though I may need to adjust Cha for that).

BAB progession is +1/2 per HD (as wiz/sor). It's good saving throws are Fort and Will.

I tried to follow MM Ch. 6 closely for selecting skills and feats.

It only has the UMD skill from the "Magical Aptitude" feat. (0 ranks + 4 Cha + 2 feat)

Thoughts or curses?
Interceptor

06-07-05, 11:35 AM
Ah, the Atma Weapon... despite how relatively unchallenging it was, it still was one of my favorite bosses in the game.... but anyways...

Yeah, well... if you are doing up a true-to-game kind of translation from the game, I just so happened to get a hack program that allows me alter the graphics and stats of characters and monsters in the game (I only used this to change Strago with another sprite... Strago sucks hardcore!).

So, lemme see here... (remember these are FF6/3us stats, not in D&D3.5 stats)

Level 37
HP: 24000
MP: 5000
Battle Power: 45
Magic Power: 5 (I think this is wrong, but...)
Attack Defense: 142
Magic Defense: 97
Block %: 20
M. Block %: 10
Speed: 67
Hit Rate %: 100

Immune to: Zombie, Poison, Imp, Petrify, Death, Condemned, Near Fatal, Mute, Beserk, Muddle, Sleep and Stop.

Treasure: None, Steal: Ribbon

Of course you are not gonna give the thing 24000 hp and 45 Strength and 142 Constitution (that would be sick!), but use this just as a framework. From the looks of it, you got a pretty good creature going so far... just give it those immunities and whatnot.

Edit: P.S.: I only see 4 Muscular legs chief...
Baned

06-07-05, 02:07 PM
Edit: P.S.: I only see 4 Muscular legs chief...

Actually, the sprite seems to imply 5 legs, but I'm assuming it's symetrical. If you look closely, the spirte shows one hind leg (I assume the other is merely hidden) and what looks like 2 pair of front legs.
Doctor_Jello

06-07-05, 08:26 PM
invis + death = slays the atma weapon; despite its immune to death. It also works on Ultros every single time.
Baned

06-07-05, 11:39 PM
invis + death = slays the atma weapon; despite its immune to death. It also works on Ultros every single time.
Also works on 95% of the other bosses in the game, too. ;)
Freefall

06-08-05, 12:18 AM
You can replace Death with X-Zone and it works just as well (except you can hit multiple enemies, and it gives you an excuse to use X-Zone).
Baned

06-09-05, 12:39 AM
Rough sketch of Spell-Like abilities.

Spell-like Abilities: All spell-like abilities are treated as a 20th level caster.
- At Will: Detect Magic, Read Magic
- 1/day: Fireball, Greater Shadow Evocation, Mage Armor, Magic Missile, Meteor Swarm, Whirlwind
- 2/day: Protection from Energy
- 3/day: Dispel Magic
Baned

06-12-05, 01:20 PM
*bump*

Tell me what you think.

Atma Weapon (http://www.personal.psu.edu/users/c/x/cxs941/rw/dnd/atmamonster.htm). (I did this instead of making another huge post in this topic like I've been doing.
Great Cthulhu

06-20-05, 12:04 PM
The Atma Weapon is finished, and it looks terrific!
I'm gonna use it in my high-level campaign, so I'll tell you if anything is at fault with him.
Baned

06-20-05, 01:55 PM
I wouldn't say complete, it still needs some playtesting. I have a feeling the HD is a little too low, but I don't want the breathe weapon DC to be too high either, unless I up the CR a bit. The problem is, I can't play test it with my players, as they'll be fighting it at a later date.

I fully intend for this to be an epic, or nearly epic encounter if I didn't mention that already, because I plan to use it in my own campaign.
Great Cthulhu

06-23-05, 02:24 AM
I wouldn't say complete, it still needs some playtesting. I have a feeling the HD is a little too low, but I don't want the breathe weapon DC to be too high either, unless I up the CR a bit. The problem is, I can't play test it with my players, as they'll be fighting it at a later date.

I fully intend for this to be an epic, or nearly epic encounter if I didn't mention that already, because I plan to use it in my own campaign.
I playtested him in my campaign, and he wasn't too hard. The party's monk got beat up pretty bad, but it seemed balanced. You might be right about the HD being low though.
Baned

06-23-05, 08:00 AM
What levels and classes were the characters?