To defeat it, they had to toss magic dust up its nostrils, with a total of 10 attempts (2 per PC). For those unfamiliar, its a wizard magic jarred into basically a 100 ft tall flesh golem, carrying his body in a basket on its back. The party is running Castle Amber and had to face the undead colossus. There may be one or two more I'd find if I went through the books looking. This was actually a planned thing, rather than a change of mind. I used the variant Encumbrance rule (rather than the standard Carrying Capacity rule) at the start of my long campaign to make things a little grittier at level 1, and then switched to Carrying Capacity. Automatic success on skill checks-but I tweaked this one to only apply if you are proficient Technically Lingering Injuries (since it doesn't give you solid rules for when to make the roll, I came up with my own, and tweaked the permanence of the injuries), but it came up so rarely with my rules that it's only happened once in hundreds of hours of play (probably should have happened more but I don't remember to use it) Combat Options: Climbing onto a bigger creature, Disarm, Overrun, Tumble, Shove Aside Slower natural healing (the one where you regain half HD but no hit points on a long rest) ![]() Healer's kit dependency for short rest healing Off the top of my head, the current official optional/variant rules I use are:
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