After going back over the math, and using MyD20 Lite assumptions instead of 3E analysis, I came up with the following values for the Combat Values by Hit Dice table. Also, I'm going to drop the part in the D20 conversion about adding extra hit dice due to Constitution, etc. Finally, I've decide to make Magic Resistance based on hit dice (9+HD) instead of CR (10+CR), for the sake of consistency in the use of HD for determining most features.
That lets me step back to the Sovereign Orb stats, and come up with the following new, improved version:
HD Base BAB Avg AC Base SV Base DC Bonus Dmg 1/2 +0 10 +0 13 +0 1 +1 11 +0 13 +0 2 +2 12 +1 14 +1 3 +3 13 +1 15 +1 4 +4 14 +2 16 +2 5 +5 15 +2 16 +2 6 +6 16 +3 17 +3 7 +7 17 +3 18 +3 8 +8 18 +4 19 +4 9 +9 19 +4 19 +4 10 +10 20 +5 20 +5 11 +11 21 +5 21 +5 12 +12 22 +6 22 +6 13 +13 23 +6 22 +6 14 +14 24 +7 23 +7 15 +15 25 +7 24 +7 16 +16 26 +8 25 +8 17 +17 27 +8 25 +8 18 +18 28 +9 26 +9 19 +19 29 +9 27 +9 20 +20 30 +10 28 +10 21 +21 31 +10 28 +10 22 +22 32 +11 29 +11 23 +23 33 +11 30 +11 24 +24 34 +12 31 +12 25 +25 35 +12 31 +12 26 +26 36 +13 32 +13 27 +27 37 +13 33 +13 28 +28 38 +14 34 +14 29 +29 39 +14 34 +14 30 +30 40 +15 35 +15
Sovereign Orb: Large Monster; CR 8; XP 3,600; HD 11 (49 hp); MV 1, fly 6; AC 23; AT two lashes +12 melee (1d6+7); SV Fort +6, Ref +6, Will +6; MR 20; SA gaze attacks (choice of charm monster, confusion, inflict critical wounds, flame strike, hold monster, flesh to stone or sleep, Fort or Will DC 21 negates); SQ all-around vision, darkvision, damage reduction (half damage from physical attacks), energy reduction (half damage from acid, cold, electricity, fire and sonic attacks), mystic sight, telepathy.
Special Abilities:
* All-Around Vision: The Sovereign Orb can see all around itself, and so cannot be flanked.
* Gaze Attacks: The Sovereign Orb may only use a specific gaze attack effect for one round, and then must wait for 1d4 rounds before using it again. The Sovereign Orb may change from one gaze attack effect to another as a Swift Action.
* Mystic Sight: The Sovereign Orb can see magical emanations naturally. It is constantly treated as though under the effects of detect magic. Furthermore, it is treated as though it had spend three full rounds examining anything it sees, for purposes of recognizing the strength of auras, the school of magic, and the like. Additionally, the Sovereign Orb is also treated as though under a constant see invisibility affect.
Please let me know what you think.
With Regards,
Flynn
3 comments:
Nice.
I think this is better than what you had done previously.
I'm interested in your thinking behind having the Base DC increase at +2/3 levels, given that PC saves increase at +1/2 levels (CLM).
Also, which game inspired the Bonus dmg by HD (which I think is a nice way of avoiding the need for knowing Monster ability scores, btw).
Actually, Base DC increases at +3/4 per Hit Die. This is based on the possible influence of magic and talents that impact saving throws and/or ability scores. I assume that the PCs end up with an increase of +1 per four levels, and stepped up the DCs accordingly.
I picked up the increase in damage by HD from Fantasy Concepts, and thus from Saga Edition, where the bonus damage was based on BAB. In this case, since BAB for monsters is equal to their HD, the bonus damage would also be equal to half the HD value.
Hope This Helps,
Flynn
Makes sense. Thanks for the explanations.
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