10/20/2023 0 Comments Pathfinder beholder eyes![]() ![]() Large/smaller NONMAGICAL object/magical force is disintegrated in 10ft cube.ĭeath Ray: DC16 Dex, 55 (10d10) necrotic damage. Creature becomes dust if reduced to HP:0. GREATER RESTORATION/other magic ends this effect.ĭisintegration Ray: DC16 Dex, 45 (10d8) Force damage. Which is why we have both Eyes of the Deep and Gas Spores, but not actual Beholders (For Beholders, I would recommend the Eye King Template from Green Ronins. Repeat save at END of next turn or become Petrified. Petrification Ray: DC16 Dex, creature is restrained. ![]() Awakens if damaged/Creature uses action to wake target. Sleep Ray: DC16 Wis., fall asleep for 1min. Object weighing 300 pounds or less moves 30ft in any direction. Telekinetic Ray: DC16 Str, moved 30ft in any direction and restrained until START of BEHOLDERS next turn. Slowing Ray: DC16 Dex, Half Speed, no reactions, must take action OR bonus action not both, 1min/Repeat save at END of each turn.Įnervation Ray: DC16 Con, 36 (8d8) necrotic/save for half damage. Paralyzing Ray: DC16 Con, Paralyzed 1min/Repeat save at END of each of its turns.įear Ray: DC16 Wis, Frightened for 1min/Repeat save at END of each turn. Especially if you can scale it so that the martial character can attempt/have similar chances of success as their spellcasting counterparts (and "times per day" factors into that as well, which may well mean stiffer attack/damage thresholds).Beholder Eye-Ray Tables Standard Beholder d10Ĭharm Ray: DC16 Wis, Charmed 1hour/Until harmed In a way, it does "give nice things to fighters" - in a way, they gain some special attack options that may be on par to some of the effects Wizards and Clerics can pull out with spells like Disintegrate, Finger of Death and other save or die spells. In something like Next, where to-hit scales very little but damage tends to scale, it'd probably be better to use damage - maybe 2 points of damage per -1 penalty to hit from above (4 to 8 damage for a disarm, 12 damage to sever a tendon, 16 damage to sever the hand, etc.). Of course, I think the victim gaining a Fort or Reflex save against the attack would be appropriate the difficulty might be 10 + penalty to hit (thus the disarm would be DC 12 or 14, cutting the tendon DC 16, and severing the hand DC 18). Cutting a tendon in the hand might be -6 to hit. Disarming someone might be a -2 or -4 penalty to hit. In versions with increasing BAB, using called shots would probably be the best way to do this, with increasing penalties to hit for more extreme manuevers. Hydras are all neck, so it's -2 for the legs, -4 for neck, -6 for head.īeholders? -2 for the central eye (but it can close it and get a higher AC or something), -4 for the eyestalks (and if you hit, determine which one randomly), -6 for a specific eyestalk. Take -8 for the neck.īut for different critters it'd be easier. Take -6 for the head because people instinctively protect their heads. Hitting a leg is easier than an arm because you can move the arm faster, so perhaps you just take -2 to aim for a leg. ![]() Okay, maybe instead of a flat -4 to get anything, there'd be a set of targets. But if I'd rolled higher, he'd have no hand!" This is hard, so I take a -4 penalty, but ha! It worked! Dammit, I only did 7 damage. "You know what? I bet if I put my mind to it, I could cut his damned hand off! I try to draw him into a situation where he leaves his wrist undefended. "I attack again! He's guarding himself pretty well, but at least I can get in a sideways sword bash into his helmet to jostle him. Hit him! Hit him wherever you can! Ha, he let his guard down a bit and I knicked his shoulder! Take 4 damage! Simply add to certain monsters special threshold rules, if you want, but no options are instant kill (thats what hit points are for).įor the characters, I basically have a wound system that is a damage track that essentially gives the character a complication when "real" damage is taken. The effects in general are slow, blind, sicken, sunder, penalty (disadvantage in next language), suppress special attack, and a couple of others. The rules also apply when a monster or hero passes through bloody and reaching 0 hit points. In my game this target is called "threshold" and is 25% of hit points. The heart of this was the comment by GX.Sigma: do you cut of its heads to slow it down, or attack the body and kill it faster.Ī simple rule would be when you do damage in a swing that exceeds a set number (threshold), you can either do that damage in hit points or have a called shot for an effect alternatively, if you do enough damage in a single attack, the target makes a Fort save to avoid an effect.
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