Post by logan9a on Feb 25, 2019 19:26:00 GMT
Need to balance these out. Essentially, they can all become the same but with a different 'skin', so to speak. I'm thinking the way we will balance these is
a) limited duration
b) you don't get back MP until they die/are unsummoned
c) not high powered
Elemental - stone/earth
Travel rate:
Maneuver%; Combat move: 2m/8m (bit slower than human)
To hit/Damage: 30%/d10
Armor/HP: 2 (non-magic only)/30
Special attacks: None - pretty much punch.
Special defenses: Armor blocks everything that isn’t magic.
Special abilities: Doesn’t need to breath, super strong.
Special weaknesses: None. It doesn’t even have eyes.
Description: Crudely made stone humanoid.
Diet: Doesn’t eat.
Lootability/Treasure: Inside of each of these (kill it and chisel it open to get at it) is a fairly expensive diamond.
Where/when found: Where place by people creating them.
Default disposition toward PC's: Neutral unless ordered otherwise.
Other notes: If you created it, you can give it super simple orders. Guard this. Guard me. Follow. Things like ‘attack any elf coming through this door’ is beyond it but ‘attack anything coming through this door’ may work.
Fire Elemental
Travel rate: 40KM/day, 120KM/day through it's native element
Maneuver%; Combat move: 30%; 3/10m Through it's native element, 60%; 9/30m
To hit/Damage: 40%/d10 (on a critical hit, the next round an extra d6 damage is done in addition to normal critical damage)
Armor/HP: 0/20 (requires magic or cold or water to hit)
Special attacks: If out of melee range, may shoot it's element at 30%/d8 damage (indefinitely), range 10m.
Special defenses: Only takes damage from magical attacks.
Special abilities:
Special weaknesses: takes +d6 damage from the opposite element (water)
Description: Variable; physical form comprised entirely of the element. Sometimes with eyes. Or a mouth.
Diet: None
Lootability/Treasure: Take it all.
Where/when found: Special or placed only
Default disposition toward PC's: Neutral to hostile, variable.
Other notes:
AIR ELEMENTAL
Travel rate: 40KM/day, 120KM/day through it's native element
Maneuver%; Combat move: 30%; 3/10m Through it's native element, 60%; 9/30m
To hit/Damage: 40%/d8
Armor/HP: 0/30 - magic only to hit
Special attacks: If out of melee range, may shoot it's element at 30%/d6 damage (indefinitely)
Special defenses: Only takes damage from magical attacks.
Special abilities:
Special weaknesses: takes +d6 damage from the opposite element
Description: Variable; physical form comprised entirely of the element. Sometimes with eyes. Or a mouth.
Diet: None
(No water elemental stats seems to exist in my notes).
Here is the format - what do you suggest for a standard elemental (of whatever element)
Travel rate:
Maneuver%; Combat move:
To hit/Damage:
Armor/HP:
Special attacks:
Special defenses:
Special weaknesses:
Special other:
a) limited duration
b) you don't get back MP until they die/are unsummoned
c) not high powered
Elemental - stone/earth
Travel rate:
Maneuver%; Combat move: 2m/8m (bit slower than human)
To hit/Damage: 30%/d10
Armor/HP: 2 (non-magic only)/30
Special attacks: None - pretty much punch.
Special defenses: Armor blocks everything that isn’t magic.
Special abilities: Doesn’t need to breath, super strong.
Special weaknesses: None. It doesn’t even have eyes.
Description: Crudely made stone humanoid.
Diet: Doesn’t eat.
Lootability/Treasure: Inside of each of these (kill it and chisel it open to get at it) is a fairly expensive diamond.
Where/when found: Where place by people creating them.
Default disposition toward PC's: Neutral unless ordered otherwise.
Other notes: If you created it, you can give it super simple orders. Guard this. Guard me. Follow. Things like ‘attack any elf coming through this door’ is beyond it but ‘attack anything coming through this door’ may work.
Fire Elemental
Travel rate: 40KM/day, 120KM/day through it's native element
Maneuver%; Combat move: 30%; 3/10m Through it's native element, 60%; 9/30m
To hit/Damage: 40%/d10 (on a critical hit, the next round an extra d6 damage is done in addition to normal critical damage)
Armor/HP: 0/20 (requires magic or cold or water to hit)
Special attacks: If out of melee range, may shoot it's element at 30%/d8 damage (indefinitely), range 10m.
Special defenses: Only takes damage from magical attacks.
Special abilities:
Special weaknesses: takes +d6 damage from the opposite element (water)
Description: Variable; physical form comprised entirely of the element. Sometimes with eyes. Or a mouth.
Diet: None
Lootability/Treasure: Take it all.
Where/when found: Special or placed only
Default disposition toward PC's: Neutral to hostile, variable.
Other notes:
AIR ELEMENTAL
Travel rate: 40KM/day, 120KM/day through it's native element
Maneuver%; Combat move: 30%; 3/10m Through it's native element, 60%; 9/30m
To hit/Damage: 40%/d8
Armor/HP: 0/30 - magic only to hit
Special attacks: If out of melee range, may shoot it's element at 30%/d6 damage (indefinitely)
Special defenses: Only takes damage from magical attacks.
Special abilities:
Special weaknesses: takes +d6 damage from the opposite element
Description: Variable; physical form comprised entirely of the element. Sometimes with eyes. Or a mouth.
Diet: None
(No water elemental stats seems to exist in my notes).
Here is the format - what do you suggest for a standard elemental (of whatever element)
Travel rate:
Maneuver%; Combat move:
To hit/Damage:
Armor/HP:
Special attacks:
Special defenses:
Special weaknesses:
Special other: