- Location
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Now killing those is necesarry, but I wonder if we could work out a way to get the Fey to do it, so we don't have to dirty our hands in that area, nor waste our time.
*cough* summon her *cough*
She is definitely leveling from everything she did. I'm even considering a double level.
Without going overboard, I'd say an Advanced Gigantean Plant-Imbued DarkenbeastHey, @Goldfish? What is the most powerful and viscous we can make a Darkenbeast?
Because sending Vee with a retinue of her greatest work sounds like a great way to deal with this.
That doesn't solve the problem.
Holy hell. I want one.Without going overboard, I'd say an Advanced Gigantean Plant-Imbued Darkenbeast
Here's our regular versions. The one I'm talking about would be an aerial version of our Manta Rays, including being Colossal-sized and with a flight speed of 160 (before magical enhancement).
Maybe Vee would like one as a pet?
Giant Fungal Darkenbeast (CR 6)
Size/Type: Large Plant (Augmented)
Alignment: Neutral
Initiative: +4
Senses: Darkvision 60 ft., Low-light Vision, Listen +2, and Spot +2
AC: 17 (-1 Size, +8 natural), touch 9, flat-footed 17
Hit Dice: 5d8+35 (58 hp)
Fort +13, Ref +4, Will +1
Speed: 5 ft., fly 30 ft. (poor)
Space: 10 ft./10 ft.
Base Attack +5; Grapple +18
Attack: 2 Claws +14 melee, Bite +9 melee
Full Attack: 2 Claws +14 melee, Bite +9 melee
Damage: Claws 1d6+9, bite 1d8+4
Abilities: Str 28, Dex 11, Con 24, Int 2, Wis 11, Cha 4
Special Qualities: Immunities, SR 15
Feats: Great Fortitude, Improved Initiative
Skills: Hide +2, Listen +2, Move Silently +2, and Spot +2
Immunities (Ex): Fungal Darkenbeasts are immune to mind-effecting affects (Charms, Compulsions, Morale effects, Patterns, and Phantasms), Paralysis, Poison, Polymorph, Sleep, and Stun. They are also Immune to Disease.
Poison Spore Cloud (Ex): Once per day, a Fungal Darkenbeast can exhale a choking cloud of spores in a 30-foot cone that lingers in the air for 10 rounds. This cloud functions as an inhaled poison. Any breathing creature in the cloud must succeed at a Fortitude save or inhale the spores. A creature that remains in the area of the spore cloud must continue to attempt Fortitude saves against its effects. Multiple spore clouds from multiple Fungal Dreatures require multiple saves from any creature in an area where the clouds overlap.
Poisonous Blood (Ex): A Fungal Darkenbeast's blood and flesh are ingested poisons. Any creature that makes a bite attack against a Fungal Darkenbeast, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or be afflicted by the poison.
- Fungal Spores: Poison—inhaled; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Constitution damage and fatigued for 1 minute; cure 2 saves.
Fungal Metabolism (Ex): Fungal Darkenbeasts breathe, but they do not eat or sleep in the typical manner.
- A Fungal Darkenbeast's blood can be used as an ingested poison that functions as described above. However, its blood has a distinctive and largely unwelcome smell and taste, so most intelligent creatures would refuse to eat food tainted with it unless the taste was thoroughly disguised (which requires a successful DC 15 Profession [cook] check). The Fungal Darkenbeast must suffer at least 1 point of damage to get a full dose of poison, and the drawn blood (or amputated flesh) retains its poisonous nature for only 24 hours unless additional living fungal blood is mixed into it.
- Fungal Blood or Flesh: Poison—ingested; save FortDC 19; frequency 1/minute for 6 minutes; effect 1 Str damage, 1 Dex damage, and nauseated for 1 minute; cure 2 saves.
I don't know about others, but I would like to expand the maximum CR of the Fungus Forge. Getting access to plant creatures stronger than CR 10 would be wonderful.So next month for research we upgrade the forge then? Or do we unlock more templates?
It really depends on the Cleric's level and build. Best chance for all around killing, though, would be another Cleric that has specifically prepared their spell loadout to face their target.@Goldfish Quick question what would be the best class to kill a Cleric?
We'll see by the end of this month :/So next month for research we upgrade the forge then? Or do we unlock more templates?
It really depends on the Cleric's level and build. Best chance for all around killing, though, would be another Cleric that has specifically prepared their spell loadout to face their target.
Take something with lots of HD and respectable Wisdom but comparatively low CR, and then add 'druid' or 'cleric' creature templates ...I don't know about others, but I would like to expand the maximum CR of the Fungus Forge. Getting access to plant creatures stronger than CR 10 would be wonderful.
I would say toss Advanced and us this here instead: Mythical Animal (CR +2)[3pp] – d20PFSRDWithout going overboard, I'd say an Advanced Gigantean Plant-Imbued Darkenbeast
Here's our regular versions. The one I'm talking about would be an aerial version of our Manta Rays, including being Colossal-sized and with a flight speed of 160 (before magical enhancement).
Maybe Vee would like one as a pet?
Giant Fungal Darkenbeast (CR 6)
Size/Type: Large Plant (Augmented)
Alignment: Neutral
Initiative: +4
Senses: Darkvision 60 ft., Low-light Vision, Listen +2, and Spot +2
AC: 17 (-1 Size, +8 natural), touch 9, flat-footed 17
Hit Dice: 5d8+35 (58 hp)
Fort +13, Ref +4, Will +1
Speed: 5 ft., fly 30 ft. (poor)
Space: 10 ft./10 ft.
Base Attack +5; Grapple +18
Attack: 2 Claws +14 melee, Bite +9 melee
Full Attack: 2 Claws +14 melee, Bite +9 melee
Damage: Claws 1d6+9, bite 1d8+4
Abilities: Str 28, Dex 11, Con 24, Int 2, Wis 11, Cha 4
Special Qualities: Immunities, SR 15
Feats: Great Fortitude, Improved Initiative
Skills: Hide +2, Listen +2, Move Silently +2, and Spot +2
Immunities (Ex): Fungal Darkenbeasts are immune to mind-effecting affects (Charms, Compulsions, Morale effects, Patterns, and Phantasms), Paralysis, Poison, Polymorph, Sleep, and Stun. They are also Immune to Disease.
Poison Spore Cloud (Ex): Once per day, a Fungal Darkenbeast can exhale a choking cloud of spores in a 30-foot cone that lingers in the air for 10 rounds. This cloud functions as an inhaled poison. Any breathing creature in the cloud must succeed at a Fortitude save or inhale the spores. A creature that remains in the area of the spore cloud must continue to attempt Fortitude saves against its effects. Multiple spore clouds from multiple Fungal Dreatures require multiple saves from any creature in an area where the clouds overlap.
Poisonous Blood (Ex): A Fungal Darkenbeast's blood and flesh are ingested poisons. Any creature that makes a bite attack against a Fungal Darkenbeast, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or be afflicted by the poison.
- Fungal Spores: Poison—inhaled; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Constitution damage and fatigued for 1 minute; cure 2 saves.
Fungal Metabolism (Ex): Fungal Darkenbeasts breathe, but they do not eat or sleep in the typical manner.
- A Fungal Darkenbeast's blood can be used as an ingested poison that functions as described above. However, its blood has a distinctive and largely unwelcome smell and taste, so most intelligent creatures would refuse to eat food tainted with it unless the taste was thoroughly disguised (which requires a successful DC 15 Profession [cook] check). The Fungal Darkenbeast must suffer at least 1 point of damage to get a full dose of poison, and the drawn blood (or amputated flesh) retains its poisonous nature for only 24 hours unless additional living fungal blood is mixed into it.
- Fungal Blood or Flesh: Poison—ingested; save FortDC 19; frequency 1/minute for 6 minutes; effect 1 Str damage, 1 Dex damage, and nauseated for 1 minute; cure 2 saves.
*stares*I would say toss Advanced and us this here instead: Mythical Animal (CR +2)[3pp] – d20PFSRD
It can be Vee's personal mount and her alternative to having / being a dragon.
Hey, if we use up the Ancient Green's skeleton for that, that'd make for a very appropriate guardian for Dawn Age Tree, I say!*stares*
Can we... can we make the Plant Dragon with this template?
No.*stares*
Can we... can we make the Plant Dragon with this template?
The problem with that template is the CR adjustment. Advanced is nice, and only increases it by +1. Mythic Animal is really nice, but increases it by +10, due to the manner the Gigantean template increases the base creature's HD.I would say toss Advanced and us this here instead: Mythical Animal (CR +2)[3pp] – d20PFSRD
It can be Vee's personal mount and her alternative to having / being a dragon.
Alright, Mythic Animal Darkenbeast it is.
Aww
I would still go fot it if DP allows us to.The problem with that template is the CR adjustment. Advanced is nice, and only increases it by +1. Mythic Animal is really nice, but increases it by +10, due to the manner the Gigantean template increases the base creature's HD.
The Fungal Forge only creates Plant-based creatures.
Advanced Plant-Imbued Gigantean Manta Ray (CR 6)
Size/Type: Colossal Plant (Aquatic, Augmented)
Hit Dice: 12d8+120 (174 HP)
Initiative: +2
Speed: Swim 180 ft.
AC: 21 (-8 Size, +2 Dex, +17 Natural), Touch 4, Flat-Footed 19
Base Attack +9
Attack: Tail Slap +18 (2d6+25)
Space: 30 ft./30 ft.
Special Attacks: Spell-like Abilities, Trample (2d8+25, DC 33)
Special Qualities: Fast Healing 5, DR 15/Magic, Plant Immunities, SR 17, Blindsense 30 ft., Darkvision 60 ft., Low-light Vision
Saves: Fort +18, Ref +6, Will +9
Abilities: Str 44, Dex 15, Con 31, Int 14, Wis 20, Cha 13
Skills: Listen +20, Spot +20, Survival +20, Swim +40; Racial Modifiers +8 Swim
Feats: Ability Focus (Sunburst), Improved Bull Rush, Power Attack, Quicken Spell-Like Ability (Entangle), Swim-by-Attack
Languages: Aquan, Common, Sylvan
Alignment: Neutral
Immunities (Ex): Plant-Imbued Gigantean Manta Rays are immune to mind-effecting affects (Charms, Compulsions, Morale effects, Patterns, and Phantasms), Paralysis, Poison, Polymorph, Sleep, and Stun. They are also Immune to Disease.
Acute Senses (Ex): Plant-Imbued Gigantean Manta Rays can instantly sense anything within 60 feet; they cannot be flanked or surprised and gain Improved Uncanny Dodge as if they possessed rogue levels equal to their Hit Dice. They can also detect invisible foes or opponents in obscuring conditions allowing them to strike without any miss chance.
Trample (Ex): As a Full-Round Action, a Plant-Imbued Gigantean Manta Ray can attempt to Overrun any creature that is Gargantuan-sized or smaller. This works just like the Overrun combat maneuver, but the Plant-Imbued Gigantean Manta Ray does not need to make a check, it merely has to move over opponents in its path. Targets of the Trample suffer 2d8+25 points of damage. Targets of the Trample can attempt a DC 33 Reflex save to take half damage. A Plant-Imbued Gigantean Manta Ray can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Spell–Like Abilities (CL 12): At will: Freedom of Movement (Self and passengers only), 3/Day: Quickened Entangle(DC 16), Magic Fang, 1/Day: Sunburst(DC 25), Tree Stride(Aquatic Plants Only)
Can we bottle a Tarrasque?I would still go fot it if DP allows us to.
The Queen of Monsters deserves a nice pet.