Could certainly use some tune-up since when it was conceived.

His greatest strenght is how he seemingly has three different breath weapons, so I would have him swap Great Cleave for Maximize Breath. Up base breath to 8d6, special to 14 or 16.

Immolation is no different from dropping his own Fireball on himself, so I'd drop it.

A "+1d6 fire damage on all natural attacks" would also be a neat clause that exploits his multiple natural attacks.

I'd definitely try and go for "all damage is Searing" with the Wildfire Orb.

Could also be a sneaky shit and give him Unarmed Attack Proficiency as a feat by picking up another two HD, or swapping Alertness.
 
Could certainly use some tune-up since when it was conceived.

His greatest strenght is how he seemingly has three different breath weapons, so I would have him swap Great Cleave for Maximize Breath. Up base breath to 8d6, special to 14 or 16.

Immolation is no different from dropping his own Fireball on himself, so I'd drop it.

A "+1d6 fire damage on all natural attacks" would also be a neat clause that exploits his multiple natural attacks.

I'd definitely try and go for "all damage is Searing" with the Wildfire Orb.

Could also be a sneaky shit and give him Unarmed Attack Proficiency as a feat by picking up another two HD, or swapping Alertness.
I was under the impression that @Deliste is making a different construct entirely that's just inspired by the Herald -- this one specifically designed to be a nightmare to the Deep Ones -- and that the Herald is still going to be its own thing?
 
Could certainly use some tune-up since when it was conceived.

His greatest strenght is how he seemingly has three different breath weapons, so I would have him swap Great Cleave for Maximize Breath. Up base breath to 8d6, special to 14 or 16.

Immolation is no different from dropping his own Fireball on himself, so I'd drop it.

A "+1d6 fire damage on all natural attacks" would also be a neat clause that exploits his multiple natural attacks.

I'd definitely try and go for "all damage is Searing" with the Wildfire Orb.

Could also be a sneaky shit and give him Unarmed Attack Proficiency as a feat by picking up another two HD, or swapping Alertness.

I'd go for the extra 2 HD, make him that much beefier for all the resources going into him.


I was under the impression that @Deliste is making a different construct entirely that's just inspired by the Herald -- this one specifically designed to be a nightmare to the Deep Ones -- and that the Herald is still going to be its own thing?

I think it was just a comment on the Herald itself after looking over it after so long.
 
I think it was just a comment on the Herald itself after looking over it after so long.
Ah, in that case I'd like to chime in as well.

As much of the Herald as possible should be made of Valyrian Steel to minimize melting from the Wildfire, but also for the nifty DR-piercing purposes.

Oh, and something I forgot to share with you guys regarding Valyrian Steel.

Nearing the end of last month I asked DP if there were any other properties to Valyrian Steel that Naria discovered through the Lich's library and her own poking at the metal, and he had this to say about it:
Alright, thank you. While I've got you, out of curiosity, what were the various properties of Valyrian Steel that Naria managed to figure out aside from what we already know?
It seems to at least on some level absorb magic and then radiate it as subtle different 'frequencies'.
 
So, uuh.

I kind of want to make Garin into a "You can't see me unless I want you to"-death machine, buffing up his Hide skill hard enough to escape notice of all but epic level enemies.

I kind of want him to ninja that big scary Faceless leader DP told us about back in Braavos ...:whistle:

I went around looking for a bunch of spells (all that there are to buff stealth-skills) that can help with that.

Spiderskin – Spell – D&D Tools
Transmutation
Level: Druid 3, Sorcerer 3, Wizard 3,
Components: V, S, M, DF,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Spiderskin makes the subject's skin tougher and more like a carapace.
The spell grants the recipient a +1 enhancement bonus to its existing natural armor bonus, a +1 racial bonus on saves against poison, and a +1 racial bonus on Hide checks.
Each of these bonuses increases by 1 for every three caster levels above 3rd, for a maximum of +5 at caster level 12th.
The enhancement bonus provided by spiderskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor.
A creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.
Material Component: A piece of a spider.
School illusion (glamer); Level ranger 2
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute/level
You fade into the background, and while you are not truly invisible, you are hard to pinpoint due to your translucent state. While under the effects of this spell, you gain a +4 bonus on Stealth checks and have concealment from creatures more than 5 feet away (attacks have a 20% miss chance).
Camouflage
(Spell Compendium, p. 43)

Transmutation
Level: Druid 1, Ranger 1,
Components: V, S,
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 10 Minutes/level

Upon finishing the spell, your skin and clothing change color, warping tint and hue to match your surroundings.

Throughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter, with no effort on your part. This effect grants you a +10 circumstance bonus on Hide checks.
Forestfold
(Spell Compendium, p. 98)

Transmutation
Level: Druid 3, Ranger 3, Consecrated Harrier 3,
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

Warmth fills your feet, and as you glance down, you see that your feet have changed shape slightly, enabling you to better traverse a particular type of terrain. You also notice a shift in the color of your skin and clothing to match the colors most commonly found in your environment.

You change your coloring and attune your footfalls to one specific kind of terrain (aquatic, desert, plains, forest, hills, mountains, marsh, or underground). While you are in terrain of that kind, you gain a +10 competence bonus on Hide and Move Silently checks. You retain these bonuses even if you leave the designated terrain and return within the duration of the spell.

if I'm getting that right, with all of these, Garin would get further:
+5 racial to Hide/Move Silently,
+4 (untyped?) bonus to Hide,
+10 circumstance bonus to Hide,
+10 competence to Hide/Move Silently.

For total of +29 Hide and +15 to Move Silently.

@Goldfish? @TotallyNotEvil?
I think I need a bit of halp with mechanics here.
Which of these would not stack with existing bonuses he has?

Garin's Whisper's Garments (+5 to hide and move silently) don't have the type of bonus written in them.
Nor does his class' Darkstaler feat (+8 to Hide and move Silently).

An item with all of these would be awesome for him, I think.
 
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Herald, CR 8
N Large Construct
Init 2, Senses Darkvision 120ft, Blindsense 60ft; Perception +15

Defense
AC 22, touch 11, flat-footed 20 (-1 size, +2 Dexterity, +11 natural)
HP 115 (10d10+60)
Fort -, Ref +8, Will +8
DR 10/Adamantine
Immune construct traits, magic
Spell-Like Abilities (CL 10th)
At will - Voice of the Dragon, Elemental Darts (Fire only)
3/day Fireball

Offense
Speed 40ft, fly 200ft. (poor)
Melee 3 bite +12 (2d6+7), 2 claws +12 (1d8+7), 2 wings +7 (1d6+3), tail slap +7 (1d8+3)
Space 10 ft.; Reach 5 ft.; 10ft. with bite
Special Attacks: 3 breath weapon (40-ft cone, DC 17 Reflex, 6d6 fire)

Statistics
Str 25, Dex 14, Con -, Int 12, Wis 14, Cha 16
Base Atk +10;
Feats Alertness, Cleave, Great Cleave, Fly-By Attack, Power Attack
Skills Fly +10, Diplomacy +14, Bluff +16, Intimidate +20, Sense Motive +20, Perception +15, Stealth +10
Language: Common, Draconic

Special Abilities
Immunity to Magic (Ex): A Herald is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Herald down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Herald and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Herald to exceed its full normal hit points, it gains any excess as temporary hit points. A Herald gets no saving throw against fire effects.
Immolation (Ex): Once per day as a Full Round action, the Herald can wreath itself in flames to repair his body. Every creature on the same square or adjacent and the Herald itself is dealt 10d6 points of fire damage, which heals the Herals as per his immunity to magic ability. A DC 17 reflex save halves the damage. A creature grappling with the Herald must break the grapple or is not allowed a save. He cannot use his breath weapons for 1d4 rounds after using this ability.
Inferno (Ex): Once per day as a Full Round action, the three heads of the Herald can combine their breath weapons for a devastating attack. This ability affects a 60ft cone and does 12d6 fire damage, DC 22 Reflex save for half. He cannot use his breath weapons for 1d4 rounds after using this ability.
Split Alignment (Ex): The bite attack of the right head counts as Lawful and Evil for the purpose of overcoming damage reduction while the left counts as Chaotic and Good. The heads will also register as those alignments for the purpose of any spell that detects alignment, but not for other spell effects.

A mighty beast, wrought from the jet black steel in the image of the Targaryen banner and then filled with ever burning flames.
Unlike most constructs, the Herald is somewhat independent and rather vain, but still unwaveringly loyal to his master. Another oddity are the three heads that seem to like to bicker and discuss with each other when the time permits and no direct order determines his actions.
The right head is often likened to a cruel tyrant and will often argue in favor of the rules and to maximize the benefit of his master.
The left head is the direct opposite, fiercely moral in all he does and cares little for rules and customs if he can do good by his actions.
The central head is completely neutral and will listen to the advice of his companions, but is ultimately the one who decides the course of action the Herald will take.

Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Fireball, Voice of the Dragon, Geas;
Materials: a custom made platemail worth 3000 GP; for each of the descriptors Fire, Lawful, Evil, Good and Chaotic, at least a pound of material with a value of roughly 1600 GP from a plane which is strongly aligned with that descriptor
Cost: 5000 GP

Now I just learn how to build and balance these things.

Does it seem appropriate to swap out at will Voice of the Dragon for 3/day Iron Maiden at one spell level higher and range:touch (The constructs chest opens up and swallows the target, otherwise as per spell description)?

Swap Elemental Darts at-will and Invisibility at same spell level.

1/day Word of Recall (special: works with a successful Iron Maiden) instead of 3/day Fireball?

Feats:
Alertness, Cleave, Great Cleave, Fly-By Attack, Power Attack

To become: Darkstalker, Fly-By Attack (I believe this works with spell likes), Lifesense, tbc

Statistics:
Str 25, Dex 14, Con -, Int 12, Wis 14, Cha 16

To become:
Str 14, Dex 25, Con -, Int 12, Wis 14, Cha 16

Skills:
Fly +10, Diplomacy +14, Bluff +16, Intimidate +20, Sense Motive +20, Perception +15, Stealth +10

To become:
Hide +20, Move Silently +20, Fly +10, tbc

What is stealth as a Skill?

Should give people an idea of the direction here. I need to work in Detect Aberration somewhere.

This construct will roam independently searching for Deep Ones, constantly invisible unless actively attacking they prefer ambush to battle and will attempt to target individuals with their Iron Maiden ability to draw them into their core and Word of Recall to specially prepared ground e.g. The Snare.

If faced with stiff opposition they will Word of Recall to retreat and start their hunt anew.
 
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So, uuh.

I kind of want to make Garin into a "You can't see me unless I want you to"-death machine, buffing up his Hide skill hard enough to escape notice of all but epic level enemies.

I kind of want him to ninja that big scary Faceless leader DP told us about back in Braavos ...:whistle:

I went around looking for a bunch of spells (all that there are to buff stealth-skills) that can help with that.

Spiderskin – Spell – D&D Tools
Transmutation
Level: Druid 3, Sorcerer 3, Wizard 3,
Components: V, S, M, DF,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Spiderskin makes the subject's skin tougher and more like a carapace.
The spell grants the recipient a +1 enhancement bonus to its existing natural armor bonus, a +1 racial bonus on saves against poison, and a +1 racial bonus on Hide checks.
Each of these bonuses increases by 1 for every three caster levels above 3rd, for a maximum of +5 at caster level 12th.
The enhancement bonus provided by spiderskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor.
A creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.
Material Component: A piece of a spider.
School illusion (glamer); Level ranger 2
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute/level
You fade into the background, and while you are not truly invisible, you are hard to pinpoint due to your translucent state. While under the effects of this spell, you gain a +4 bonus on Stealth checks and have concealment from creatures more than 5 feet away (attacks have a 20% miss chance).
Camouflage
(Spell Compendium, p. 43)

Transmutation
Level: Druid 1, Ranger 1,
Components: V, S,
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 10 Minutes/level

Upon finishing the spell, your skin and clothing change color, warping tint and hue to match your surroundings.

Throughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter, with no effort on your part. This effect grants you a +10 circumstance bonus on Hide checks.
Forestfold
(Spell Compendium, p. 98)

Transmutation
Level: Druid 3, Ranger 3, Consecrated Harrier 3,
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

Warmth fills your feet, and as you glance down, you see that your feet have changed shape slightly, enabling you to better traverse a particular type of terrain. You also notice a shift in the color of your skin and clothing to match the colors most commonly found in your environment.

You change your coloring and attune your footfalls to one specific kind of terrain (aquatic, desert, plains, forest, hills, mountains, marsh, or underground). While you are in terrain of that kind, you gain a +10 competence bonus on Hide and Move Silently checks. You retain these bonuses even if you leave the designated terrain and return within the duration of the spell.

if I'm getting that right, with all of these, Garin would get further:
+5 racial to Hide/Move Silently,
+4 (untyped?) bonus to Hide,
+10 circumstance bonus to Hide,
+10 competence to Hide/Move Silently.

For total of +29 Hide and +15 to Move Silently.

@Goldfish? @TotallyNotEvil?
I think I need a bit of halp with mechanics here.
Which of these would not stack with existing bonuses he has?

Garin's Whisper's Garments (+5 to hide and move silently) don't have the type of bonus written in them.
Nor does his class' Darkstaler feat (+8 to Hide and move Silently).

An item with all of these would be awesome for him, I think.
Stacking hide modifiers is trivially done, and generally leads to ban hammers.

He has Competence from his itens.
 
So, uuh.

I kind of want to make Garin into a "You can't see me unless I want you to"-death machine, buffing up his Hide skill hard enough to escape notice of all but epic level enemies.

I kind of want him to ninja that big scary Faceless leader DP told us about back in Braavos ...:whistle:

I went around looking for a bunch of spells (all that there are to buff stealth-skills) that can help with that.

Spiderskin – Spell – D&D Tools
Transmutation
Level: Druid 3, Sorcerer 3, Wizard 3,
Components: V, S, M, DF,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Spiderskin makes the subject's skin tougher and more like a carapace.
The spell grants the recipient a +1 enhancement bonus to its existing natural armor bonus, a +1 racial bonus on saves against poison, and a +1 racial bonus on Hide checks.
Each of these bonuses increases by 1 for every three caster levels above 3rd, for a maximum of +5 at caster level 12th.
The enhancement bonus provided by spiderskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor.
A creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.
Material Component: A piece of a spider.
School illusion (glamer); Level ranger 2
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute/level
You fade into the background, and while you are not truly invisible, you are hard to pinpoint due to your translucent state. While under the effects of this spell, you gain a +4 bonus on Stealth checks and have concealment from creatures more than 5 feet away (attacks have a 20% miss chance).
Camouflage
(Spell Compendium, p. 43)

Transmutation
Level: Druid 1, Ranger 1,
Components: V, S,
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 10 Minutes/level

Upon finishing the spell, your skin and clothing change color, warping tint and hue to match your surroundings.

Throughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter, with no effort on your part. This effect grants you a +10 circumstance bonus on Hide checks.
Forestfold
(Spell Compendium, p. 98)

Transmutation
Level: Druid 3, Ranger 3, Consecrated Harrier 3,
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

Warmth fills your feet, and as you glance down, you see that your feet have changed shape slightly, enabling you to better traverse a particular type of terrain. You also notice a shift in the color of your skin and clothing to match the colors most commonly found in your environment.

You change your coloring and attune your footfalls to one specific kind of terrain (aquatic, desert, plains, forest, hills, mountains, marsh, or underground). While you are in terrain of that kind, you gain a +10 competence bonus on Hide and Move Silently checks. You retain these bonuses even if you leave the designated terrain and return within the duration of the spell.

if I'm getting that right, with all of these, Garin would get further:
+5 racial to Hide/Move Silently,
+4 (untyped?) bonus to Hide,
+10 circumstance bonus to Hide,
+10 competence to Hide/Move Silently.

For total of +29 Hide and +15 to Move Silently.

@Goldfish? @TotallyNotEvil?
I think I need a bit of halp with mechanics here.
Which of these would not stack with existing bonuses he has?

Garin's Whisper's Garments (+5 to hide and move silently) don't have the type of bonus written in them.
Nor does his class' Darkstaler feat (+8 to Hide and move Silently).

An item with all of these would be awesome for him, I think.
Technically, all four of those would stack, as they are different types of bonuses.

Forestfold wouldn't stack with the bonuses from his Whisper's Garments, though, since they both provide Competence bonuses. We can upgrade his Garments to +10 for relatively cheap when we have the time.

Spiderskin is a neat spell, but to make it effective for your purposes, the item created would need to be at a high caster level, and this prohibitively expensive.

Chameleon Stride is just an illusion. He would be better off using his Invisibility spells for that, since they provide a +20 bonus to Hide.

Camouflage is a good one, though, and something we could put into an item for cheap (300 IM I think). Adding a +10 Circumstance bonus to his other Hide bonuses isn't excessive and shouldn't cause DP to intercede.
 
Now I just learn how to build and balance these things.

Does it seem appropriate to swap out at will Voice of the Dragon for 3/day Iron Maiden at one spell level higher and range:touch (The constructs chest opens up and swallows the target, otherwise as per spell description)?

Swap Elemental Darts at-will and Invisibility at same spell level.

1/day Word of Recall (special: works with a successful Iron Maiden) instead of 3/day Fireball?

Feats:
Alertness, Cleave, Great Cleave, Fly-By Attack, Power Attack

To become: Darkstalker, Fly-By Attack (I believe this works with spell likes), Lifesense, tbc

Statistics:
Str 25, Dex 14, Con -, Int 12, Wis 14, Cha 16

To become:
Str 14, Dex 25, Con -, Int 12, Wis 14, Cha 16

Skills:
Fly +10, Diplomacy +14, Bluff +16, Intimidate +20, Sense Motive +20, Perception +15, Stealth +10

To become:
Hide +20, Move Silently +20, Fly +10, tbc

What is stealth as a Skill?

Should give people an idea of the direction here. I need to work in Detect Aberration somewhere.

This construct will roam independently searching for Deep Ones, constantly invisible unless actively attacking they prefer ambush to battle and will attempt to target individuals with their Iron Maiden ability to draw them into their core and Word of Recall to specially prepared ground e.g. The Snare.

If faced with stiff opposition they will Word of Recall to retreat and start their hunt anew.
Stealth is just Hide and Move Silently combined. It's a Pathfinder thing.
 
Technically, all four of those would stack, as they are different types of bonuses.

Forestfold wouldn't stack with the bonuses from his Whisper's Garments, though, since they both provide Competence bonuses. We can upgrade his Garments to +10 for relatively cheap when we have the time.

Spiderskin is a neat spell, but to make it effective for your purposes, the item created would need to be at a high caster level, and this prohibitively expensive.

Chameleon Stride is just an illusion. He would be better off using his Invisibility spells for that, since they provide a +20 bonus to Hide.

Camouflage is a good one, though, and something we could put into an item for cheap (300 IM I think). Adding a +10 Circumstance bonus to his other Hide bonuses isn't excessive and shouldn't cause DP to intercede.
To be fair, Twilight Hunter's bonuses should be competence or circumstance, too.

The class was really designed to work with little to no magic itens.
 
Chameleon Stride is just an illusion. He would be better off using his Invisibility spells for that, since they provide a +20 bonus to Hide.
Unlike invisibility it wouldn't be interrupted by him fighting or doing stuff.
And, well, +4 bonus is +4 bonus.
And it lasts long enough for him to go pretty much anywhere with this little perception filter on him and Hide in Plain Sight feat.

But I concede.
Just, you know, lets make an order for Chameleon item when we are visiting Big City of Extraplanar Bling this turn.
 
Thought so, so redundant and invalid?
Yep.

Rather than Elemental Darts at will, which is a nice offensive power but not quite in line with the capture theme, what about Limp Lash instead? It's very effective in that roll.

And instead of Voice of the Dragon at will, maybe Enervation instead? No saving throws allowed, though SR could be an issue.

EDIT: Ah, never mind, I missed your spell swapping description for the proposed Construct.
 
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Now I just learn how to build and balance these things.

Does it seem appropriate to swap out at will Voice of the Dragon for 3/day Iron Maiden at one spell level higher and range:touch (The constructs chest opens up and swallows the target, otherwise as per spell description)?

Swap Elemental Darts at-will and Invisibility at same spell level.

1/day Word of Recall (special: works with a successful Iron Maiden) instead of 3/day Fireball?

Feats:
Alertness, Cleave, Great Cleave, Fly-By Attack, Power Attack

To become: Darkstalker, Fly-By Attack (I believe this works with spell likes), Lifesense, tbc

Statistics:
Str 25, Dex 14, Con -, Int 12, Wis 14, Cha 16

To become:
Str 14, Dex 25, Con -, Int 12, Wis 14, Cha 16

Skills:
Fly +10, Diplomacy +14, Bluff +16, Intimidate +20, Sense Motive +20, Perception +15, Stealth +10

To become:
Hide +20, Move Silently +20, Fly +10, tbc

What is stealth as a Skill?

Should give people an idea of the direction here. I need to work in Detect Aberration somewhere.

This construct will roam independently searching for Deep Ones, constantly invisible unless actively attacking they prefer ambush to battle and will attempt to target individuals with their Iron Maiden ability to draw them into their core and Word of Recall to specially prepared ground e.g. The Snare.

If faced with stiff opposition they will Word of Recall to retreat and start their hunt anew.

I'm not sure if I want to keep 3 heads but any remaining breathweapons I would like to make into Cloud/Fog breaths and give it the below.

Monster in the Mist:
A Bigger Fish (name pending) has the ability to see to the limits of it's normal vision types in conditions of Cloud and Fog as similar to Snowsight.
 
Yep.

Rather than Elemental Darts at will, which is a nice offensive power but not quite in line with the capture theme, what about Limp Lash instead? It's very effective in that roll.

And instead of Voice of the Dragon at will, maybe Enervation instead? No saving throws allowed, though SR could be an issue.

I was thinking this.

Does it seem appropriate to swap out at will Voice of the Dragon for 3/day Iron Maiden at one spell level higher and range:touch (The constructs chest opens up and swallows the target, otherwise as per spell description)?

Swap Elemental Darts at-will and Invisibility at same spell level.

1/day Word of Recall (special: works with a successful Iron Maiden) instead of 3/day Fireball?

Thoughts?

SR is still an issue but I don't know how to deal with that other than giving it Iron Maiden as a Su:, which makes sense in some respects as it is worked into the physical form of the Bigger Fish (chest opening up and dragging the target in) rather than just a spell being cast.
 
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I was thinking this.

Thoughts?
Yeah, I noticed that after I posted my previous response. Seems solid to me.

One thing we might want to look into sometime soon is Alchemy research, likely spearheaded by Waymar with help from Naria, to render creatures and objects Alchemically Invisible. It would be perfect for your Construct.
 
Yeah, I noticed that after I posted my previous response. Seems solid to me.

One thing we might want to look into sometime soon is Alchemy research, likely spearheaded by Waymar with help from Naria, to render creatures and objects Alchemically Invisible. It would be perfect for your Construct.

Is making Iron Maiden Su: too much? Reasoning above.
Edit: Also allows it to be used effectively in a Grapple so I'm liking it more and more thematically and the mechanical benefits are a bonus.
 
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Ah, in that case I'd like to chime in as well.

As much of the Herald as possible should be made of Valyrian Steel to minimize melting from the Wildfire, but also for the nifty DR-piercing purposes.

Oh, and something I forgot to share with you guys regarding Valyrian Steel.

Nearing the end of last month I asked DP if there were any other properties to Valyrian Steel that Naria discovered through the Lich's library and her own poking at the metal, and he had this to say about it:

Ah, I was wondering how devils were benefiting from Valyrian Steel, at least, that is the most likely source, imo. I wonder if we can find a solidly netural or add good to process if VS does have such an effect.
 
That would be a weird effect to be a Supernatural ability.

Better to not try to finagle that and give the Construct the ability to use Assay Spell Resistance and True Casting to buff its caster level by +20 versus SR.

What is normally a Supernatural Ability?

I thought the fact that it was a part of the constructs phsyical form made it more appropriate actually but I was worried about pushing past it's CR.
 
What is normally a Supernatural Ability?

I thought the fact that it was a part of the constructs phsyical form made it more appropriate actually but I was worried about pushing past it's CR.
I guess if it's the body of the Construct itself inflicting the effect, that wouldn't be unreasonable, but I wouldn't let it be a simple Touch attack. It should be part of a Grapple maneuver, IMO.
 
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