| Author |
Topic  |
|
|
Gelcur
Senior Scribe
  
551 Posts |
Posted - 19 Mar 2009 : 19:10:32
|
What do you think of this conversion of the old Flying Dagger? It's from Ed's old article Irongard. I don't think it was ever converted to 3E.
Flying Dagger Size/Type: Tiny Construct HD: 1/2 d 10 hp: 2 Init: +2 Speed: 60' flying AC: 15 (+2 size, +3 Dex), touch 15, flat-footed 12 AB: +3 Attack: Slash +3 melee (1d4) Full: 3 Slashes +3 melee (1d4) Space/Reach: 2.5/0 SA: On a attack that misses by 3 or less save vs rust DC 15 Reflex save. The save is Con based. SQ: Construct Traits, darkvision 60', low-light vision, Hardness 10 Saves: Fort +0, Ref +3, Will -5 Str 10, Dex 16, Con -, Int -, Wis 1, Cha 1 CR: 1 Alignment: Nuetral
I used the animated object as a base and added the old 2E flare into it. But I worry that the Hardness is broken for such a low CR. Input would be welcomed.
|
The party come to a town befallen by hysteria
Rogue: So what's in the general store? DM: What are you looking for? Rogue: Whatevers in the store. DM: Like what? Rogue: Everything. DM: There is a lot of stuff. Rogue: Is there a cart outside? DM: (rolls) Yes. Rogue: We'll take it all, we may need it for the greater good. |
|
|
Ashe Ravenheart
Great Reader
    
USA
3253 Posts |
Posted - 19 Mar 2009 : 19:33:49
|
Hmm... there's ways to up the hardness/hp.
For instance, if it's Mithral, it's Hardness 15 with 2 hp. If you make it a +2 dagger, then that will increase it to Hardness 19 and 22 hp (+2 Hardness/+10 hp for each enhancement plus). |
I actually DO know everything. I just have a very poor index of my knowledge.
Ashe's Character Sheet
Alphabetized Index of Realms NPCs |
 |
|
|
Gelcur
Senior Scribe
  
551 Posts |
Posted - 19 Mar 2009 : 21:46:44
|
Making it "harder" is easy scaling up very mid level players would be cool. There is option of larger weapons and magical and different materials.
I am more concerned that at first level most parties wouldn't be able to get passed the Hardness. First level fighter with a longsword is only going to be doing 1d8+4 damage tops, he'd only be damaging it on a 7 or an 8. First level wizards Magic Missile would be useless, rogues would also not gain their Sneak Attack so no chance of them getting 11+ damage with out a crit.
Even for a 2nd level party this might be difficult I think. Maybe a hardness more like 8 or even 5 would be more appropriate? And I'm curious if the old 2E 3 attacks is also over the top. |
The party come to a town befallen by hysteria
Rogue: So what's in the general store? DM: What are you looking for? Rogue: Whatevers in the store. DM: Like what? Rogue: Everything. DM: There is a lot of stuff. Rogue: Is there a cart outside? DM: (rolls) Yes. Rogue: We'll take it all, we may need it for the greater good. |
 |
|
|
Faraer
Great Reader
    
3308 Posts |
Posted - 20 Mar 2009 : 02:06:53
|
| That hardness means your flying dagger can only be harmed by physically damaging the metal, but with its modest AC of 5 that isn't the case with the original, which I'd assume is stopped through harm to its animating magical field. |
 |
|
|
scererar
Master of Realmslore
   
USA
1618 Posts |
Posted - 20 Mar 2009 : 02:31:16
|
Iron guard was a mini adventure from years ago correct? if so, it was one of my favorites I believe I even placed it in the Stonelands. |
 |
|
|
Ashe Ravenheart
Great Reader
    
USA
3253 Posts |
Posted - 20 Mar 2009 : 04:00:20
|
| Just like any other construct, you could give it a DR instead of the Hardness. Damage reduction that is vulnerable to adamantine or cold iron would be good. Of course, with 2 HP, that means that the fighter would only have to score one or two 'good' hits on it to destroy it. Add in things like Power Attack, magical damage and other stuff and it actually goes down pretty quick. |
I actually DO know everything. I just have a very poor index of my knowledge.
Ashe's Character Sheet
Alphabetized Index of Realms NPCs |
 |
|
|
Gelcur
Senior Scribe
  
551 Posts |
Posted - 27 Mar 2009 : 02:53:25
|
Thanks for the input, I think this is a near finalized version.
Flying Dagger Size/Type: Tiny Construct HD: 1d10+4 hp: 9 Init: +2 Speed: 60' flying AC: 15 (+2 size, +3 Dex), touch 15, flat-footed 12 AB: +3 Attack: Slash +3 melee (1d4) Full: 3 Slashes +3 melee (1d4) Space/Reach: 2.5/0 SA: On a attack that misses by 3 or less save vs rust DC 15 Reflex save. The save is Con based. SQ: Construct Traits, darkvision 60', low-light vision, DR 5 / adamantine Saves: Fort +0, Ref +3, Will -5 Str 10, Dex 16, Con -, Int -, Wis 1, Cha 1 CR: 1 Alignment: Nuetral
I increased the HP and changed the Hardness to DR. I still have it as 3 attacks on a full round action. Though the way the rust ability works doesn't seem very 3.5E very 2E not sure how to make it fit better. But I think its close enough to be usable. |
The party come to a town befallen by hysteria
Rogue: So what's in the general store? DM: What are you looking for? Rogue: Whatevers in the store. DM: Like what? Rogue: Everything. DM: There is a lot of stuff. Rogue: Is there a cart outside? DM: (rolls) Yes. Rogue: We'll take it all, we may need it for the greater good. |
 |
|
|
Artemel
Learned Scribe
 
USA
110 Posts |
Posted - 27 Mar 2009 : 12:16:02
|
If the save is CON based it should be DC 10. (DCs are 10 + 1/2 HD + appropriate ability modifier)
Its Wisdom should be advanced to about 10 or 11. Wisdom is used essentially as awareness of your surroundings, so right now a drunk hill giant could sneak past the dagger.
It's rusting ability could be brought in line with either the Rusting Grasp spell (http://www.d20srd.org/srd/spells/rustingGrasp.htm) or with the Rust Monsters ability (http://www.d20srd.org/srd/monsters/rustMonster.htm).
The rust monster's ability is actually more damaging, being able to affect magical items made of metal.
A toned down version might be to have it work on any successful hit, doing 1 point of damage to armor's AC, and 1 point of damage to a weapon (ignores hardness). That means plate would fall apart in 8 strikes, a dagger in 2, a longsword 5, etc. Not sure how to determine which item is effected.
Also, CR seems off, with 3 attacks a round, DR, and 3 chances to rust gear a round? I know it's low hp, but a CR 2 or 3 seems more appropriate. |
 |
|
|
Gelcur
Senior Scribe
  
551 Posts |
Posted - 28 Mar 2009 : 19:54:40
|
This is all really good feedback. So how about this iteration?
A useful guardian of days long gone. Flying daggers are usually enchanted to attack anything within 60' that moves. The activation condition for a given dagger can be as general as "attack all intruders" or as specific as the most elaborate triggering conditions of a magic mouth spell. Where some flying daggers can reflect or are immune to certain spells instead Iyarim added the additional rust monster antennae to construction to give the dagger similar powers.
Flying Dagger, Iyarim's Size/Type: Tiny Construct HD: 1d10 hp: 9 Init: +2 Speed: 60' flying AC: 15 (+2 size, +3 Dex), touch 15, flat-footed 12 AB: +3 Attack: Slash +3 melee (1d4 & rust) Full: 3 Slashes +3 melee (1d4 & rust) Space/Reach: 2.5/0 SQ: Construct Traits, darkvision 60', low-light vision, DR 5 / adamantine Saves: Fort +0, Ref +3, Will -5 Str 10, Dex 16, Con -, Int -, Wis 10, Cha 1 CR: 2 Alignment: Nuetral
Rust(Ex) A flying dagger that makes a successful attack causes an unattended metallic item to corrode, falling to pieces and becoming useless immediately. It can destroy up to a 10-foot cube of metal instantly.
Attended or magic items made of metal, must succeed on a DC 14 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus. Use Table: Items Affected by Magical Attacks to determine what item is effected.
I should also thank Ed for creating this awesome beasty to start with. |
The party come to a town befallen by hysteria
Rogue: So what's in the general store? DM: What are you looking for? Rogue: Whatevers in the store. DM: Like what? Rogue: Everything. DM: There is a lot of stuff. Rogue: Is there a cart outside? DM: (rolls) Yes. Rogue: We'll take it all, we may need it for the greater good. |
 |
|
| |
Topic  |
|
|
|