| Post/Author/DateTime | Post |
|---|---|
| XunValDorl of HouseKilsek05-29-04, 01:58 PM | This foundation looks at those wonderful Prismatic spells, or virtually Prismatic anything. Please give your opinions, your versions on these spells, or even spells and magic items that you have made up concerning Prismatic spells. Please lets stick to the topic, and do not break the CoC. Sure you can argue here, but lets keep it toned down. There could be young posters, so please let's keep the bad language out, even masking the language. Have fun, and hope you learn something new and useful. |
| Shadezz0fHades05-29-04, 08:13 PM | Prismatic spells rule! I like to use this: Prismatic storm, 9th level (maybe epic?) 100 ft burst surrounding caster All (except caster) in area, are affected as if struck by a prismatic ray, |
| XunValDorl of HouseKilsek05-29-04, 11:53 PM | Originally posted by Shadezz0fHades Prismatic spells rule! I like to use this: Prismatic storm, 9th level (maybe epic?) 100 ft burst surrounding caster All (except caster) in area, are affected as if struck by a prismatic ray, Hey that sounds cool...... |
| TheDarkestOfAngels06-20-04, 03:54 AM | Originally posted by XunValDorl of HouseKilsek This foundation looks at those wonderful Prismatic spells. Hmm... and here I thought this would be about Prismatic Dragons. Ah well... Here's ... something... Prismatic Golem Large Construct HD: 120d10 + 30 (690 HP) Initiative: +5 Speed: 40ft. (Can't Run) AC: 64 (-1 Size +5 Dexterity +50 Natural) BAB/Grapple +90/+110 Attacks: 2 Slams +110 Melee Damage: Slam 10d10 + 20 + Prismatic Slam Face/Reach: 10ft/10ft Special Attacks: Prismatic Slam Special Qualities: Construct Traits, Magic Immunity, DR 20/Epic and Adamantine, Prismatic Aura Saves: Fort: +40 Reflex: +45 Will: +40 Abilities: Str: 51 (+35) Dex: 20 (+5) Con: - Int: - Wis: 11 Cha: 1 CR: 48 Advancement: 121-180 (Huge); 181 - 240 (Gargantuan) Magic Immunity (Ex): The Prismatic Golem is immune to all magical and supernatural effects with the exception of the following spells, which negate a color from the golem's prismatic aura and its prismatic slam attacks for 1d4 rounds and have different effects on the golem depending on the spell: cone of cold negates red effects and deals 5d6 points of damage to the golem. Gust of Wind negates any orange effects and gives the golem a -10 penelty to its attack and damage for 1d4 rounds. Disintegrate negates yellow effects and slows the golem as per the spell slow with no save for 1d4 rounds. Passwall negates any green effects and stuns the golem for one round. Magic missile negates any blue effects and the golem recieves a -10 penelty to its strength and dexterity for 1d3 rounds. Daylight negates any indigo effects and the golem can only move at half speed for 1d4 rounds. Dispel Magic negates any violet effects and the golem's prismatic aura is suspended for one round. Prismatic spray heals the golem 150 points of damage and grants the golem fast healing 20 special quality for 1d4 rounds. If all of the golem's colors are negated simultaneously, the golem is destroyed, as if having reached 0 hitpoints and all its energy is dissapated. Construct Traits: Low-light vision. Darkvision out to 60 feet. Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects. Cannot heal damage on their own. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a construct cannot be raised or resurrected. It gains a bonus 30 hit points based on its size. Constructs do not eat, sleep, or breathe. Prismatic Slam (Su): Every successful slam attack, in addition to the damage from the slam itself, can bring about one of the following effects, based on the color of the golem's fists at the time of the attack, determined by a d8 roll: 1. Red 20 Points of Fire Damage 2. Orange 40 Points of Acid Damage 3. Yellow 80 Points of Electricity Damage 4. Green Poison (Kills; Fort Partial for 1d6 Con damage) 5. Blue Turned to Stone (Fort Negates) 6. Indigo Insane, as per Insanity Spell (Will Negates) 7. Violet Sent to another Plane (Will Negates) 8. Struck by two colors; reroll twice more, ignoring any "8" results DCs are based off of 10 + half the golem's HD. (DC = 70) Prismatic Aura (Su): Whenever a creature enters the golem's threatened area, the creature subjects itself to the prismatic aura of the golem for each round it is in the threatened area. For each round the creature is in the threatened area, it suffers one of the above effects, based on the roll of a d8. Except that the orange, red, and yellow effecets can be avoided by a reflex save for half damage. DCs are based off of DC 10 + 1/2 the golem's HD (DC = 70). There. Something to scare the crap out of your epic PCs. |
| XunValDorl of HouseKilsek06-20-04, 11:37 AM | Originally posted by TheDarkestOfAngels Hmm... and here I thought this would be about Prismatic Dragons. Ah well... Here's ... something... Prismatic Golem Large Construct HD: 120d10 + 30 (690 HP) Initiative: +5 Speed: 40ft. (Can't Run) AC: 64 (-1 Size +5 Dexterity +50 Natural) BAB/Grapple +90/+110 Attacks: 2 Slams +110 Melee Damage: Slam 10d10 + 20 + Prismatic Slam Face/Reach: 10ft/10ft Special Attacks: Prismatic Slam Special Qualities: Construct Traits, Magic Immunity, DR 20/Epic and Adamantine, Prismatic Aura Saves: Fort: +40 Reflex: +45 Will: +40 Abilities: Str: 51 (+35) Dex: 20 (+5) Con: - Int: - Wis: 11 Cha: 1 CR: 48 Advancement: 121-180 (Huge); 181 - 240 (Gargantuan) Magic Immunity (Ex): The Prismatic Golem is immune to all magical and supernatural effects. Construct Traits: Low-light vision. Darkvision out to 60 feet. Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects. Cannot heal damage on their own. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a construct cannot be raised or resurrected. It gains a bonus 30 hit points based on its size. Constructs do not eat, sleep, or breathe. Prismatic Slam (Su): Every successful slam attack, in addition to the damage from the slam itself, can bring about one of the following effects, based on the color of the golem's fists at the time of the attack, determined by a d8 roll: 1. Red 20 Points of Fire Damage 2. Orange 40 Points of Acid Damage 3. Yellow 80 Points of Electricity Damage 4. Green Poison (Kills; Fort Partial for 1d6 Con damage) 5. Blue Turned to Stone (Fort Negates) 6. Indigo Insane, as per Insanity Spell (Will Negates) 7. Violet Sent to another Plane (Will Negates) 8. Struck by two colors; reroll twice more, ignoring any "8" results DCs are based off of 10 + half the golem's HD. (DC = 70) Prismatic Aura (Su): Whenever a creature enters the golem's threatened area, the creature subjects itself to the prismatic aura of the golem for each round it is in the threatened area. For each round the creature is in the threatened area, it suffers one of the above effects, based on the roll of a d8. Except that the orange, red, and yellow effecets can be avoided by a reflex save for half damage. DCs are based off of DC 10 + 1/2 the golem's HD (DC = 70). There. Something to scare the crap out of your epic PCs. Hmm very nice....A Prismatic Golem, man I bet that would be hard to kill. |