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Demiliches invurneable?

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taltamir
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Post by taltamir »

did WoTC do alot of really stupid things in the name of balance? yes!
but you must realise what their intentions were, they wanted to make a game that is more enjoyable to most people, and thus have attempted to make the game alot more balanced, that balance has led to alot of artificial and stupid limiting (oh you cant do that, thats unfair cause it makes you too strong), you must remember it is a game, if you want to add a touch of realism to it you may remove many of those restrictions (compare it to people who claim the existance of nuclear weapons isnt fair cause they are too effective and strong, and thus must be impossible to use)
Playing 2nd edition will not solve the problem, for the most part 3rd edition, and even 3.5 has alot of great features, an experienced player and dm (you NEED to go through both) with alot of time on his or her hands, and alot of creativity and who is also very smart can go through and remodel the game in a perfect universal manner, since this isnt likely (how many such people do you know? will it even be legal since its copyrighted) you just have to make your own local changes, just discuss it with the other people in your group and it will all be fine.

As for the demiliches, a demilich is the ULTIMATE undead, it is an extremely powerful necromancer wizard who has transformed himself into a lich, and then transformed himself further into a demilich, gaining immortality, alot of power and inteligence, and even more wizarding powers, a demilich is stricktly an epic monster, you shouldnt be able to even TOUCH it before level 30 unless you are EXTREMELY smart and creative and min maxed with well thought of characters and strategy. It had countless generations to weed out all his weaknessesit will not be taken out by a bunch of weaklings, just as a level 50 wizard isnt gonna have too much trouble against non epic characters.
Any spellcaster can gain spell like abilities and the like through the use of feats, and sacrificing spellslots, there are hard requirements (basically all your feats for the first 16 or so levels need to go into prerequisites), but a dedicated character can overcome them.
You can use a feat AND sacrifice a slot 2 levels higher as the minimum to gain something as a Spell Like Ability, it gives certain amout of uses per day, those multiply with the number of slots higher you give up, eventually at 8 slots higher it becomes at will!
if you allow epic levels, then your magic users keep on gaining slots, which can be used for slot sacrificing, or metamagic.
highest regular spell level is 9 (for the actual spells, greater spells arent going by spell level anymore but are considered epic spells) add 8 to it, its 17, times 2 minus 1 thats 33, however, that level doesnt confer a feat, as soon as a level 33 caster gains another feat he can use it to allow himself to cast a single level 9 spells of his class AT WILL (actually its not really at will, its only once per round, so he cant cast it 10 times a second). a demilich has 3 open level 10 slots and a ton of at will abilities that would have each sapped a whole slot so he is at least level 30 wizard, plus it has a ton of epic items, its extremely intelligent, it has the ability to rip and devour 8 souls per day (he should use it first, only if he has 8 souls trapped will he not take any new souls, and its not 8 uses a day, its 8 commulative souls trapped, so even if he succeded 8 times, and then you wish for a single soul to be freed, it can just devour another, and the devouring destroys the body too)...
So if a normal mortal spellcaster at level 36 (when they get their next feat after level 33) can cast level 9 spells at will, there is no reason why a demilich which is an immortal spellcaster with tens of thousands of years of experience at least, aswell as a ****load of powers, could not cast a mere harm spell at will? not only that but the demilich specialises in that type of spells and has gained the ability to cast that at will through his demilich transformation NOT just mere basic magical class. Oh and a mere level 22 cleric can, if designed right, cast cure moderate wounds at will.
I could go on, basically you completely underestimate a demilich, your characters should MAYBE be meeting normal liches, demiliches are creatures of immense power who gives the GODS a pause, mere mortals are no match for it, when characters become epic they can ascend into deitihood or goodhood (or maybe it was demigoodhood) after a long arderous quest, IF they survive it, then they are able to take on a lich (cause it probably cannot suck out the souls of gods), then you have a "fair" fight, even though it can still fly at a perfect 180 ft and has 30 unpassable damage reduction and can cure itself with harm at will.

Demiliches are found in between dimentions either furthering their power amoung the gods and the planes they do not, EVER EVER EVER make a random encounter, and they should NOT be turnable. if they give gods a pause a mere mortal chanelling a fraction of a god's power is not gonna make them turn to dust!

Mortals COULD, with careful planning and a cunning plan take one down without nerfing, at very high epic levels, and ALWAYS in a large group since a single mortal will immidiatly have its soul sucked away. The bottom line is dont nerf those, rather just dont have them as part of the plot, how to fix that in an ongoing campaign? there are rules for BOTCHED demilich transformations, a botched demilich will STILL be insanely powerful, either have it turn out that the demilich was a botched and not full demilich, or that the demilich was actually a normal lich who is just putting a facede of being a demilich so that people will be too afraid to oppose him (and they SHOULD, your characters should be ****ting their pants not charging valiently to fight it).

A demilich is ALOT more powerful then a great wyrm, although it isnt as powerful as the turasq, the turasq eats great wyrms for breakfast (mmmm, spicy green dragon's heads with some sweet silver ones tails cereal, two whole scoops of dragon parts per bowl), the turasq is DEFINED as the most powerful creatures of your dimention, only one exist per dimention, if it is killed, you need to immidiatly wish for it not to autoressurect, if you do then it is reborn elsewhere (no dimention can be without a turasq, but not dimention can have more then one).

Rather then resent the dash being non passable damage, change it for some monsters, make house rules for damage passing, declare that on something that should resist all your damage (a dash, a lawful only weakness etc), you bypass 3 to 5 reduction per +1 enchantment, that if you have some of the qualifications, you bypass that percentage (so if a creature has for example 30 damage reduction unless the item is both magical and silver, make it so that a silver only item does has 15 damage reduction, and that a magic only 15, and that both bypass it completely, and if its magic only then scale it, so lets say a +2 sword bypasses 20, and +3 25, and a +4 one bypasses it all even though it isnt silver)
That is what most people do anyways and what is mostly suggested by players on the WoTC forums...


Oh and a few suggestions on ways to fight a demilich
1. teleport away from him if you encounter him, preferably to a different dimention, wish for its phalancy and everything a few feet around it to be trasfered to an open space near you, the body (usually they leave their phalancy and equipment on their body which they hide somewhere) will likely be hidden in a well gaurded hidden location with traps and the like (probably in a pocket dimention), well once you got its body, loot all the awesome equipment (The sample demilich “wears” bracers of armor +8, headband of intellect +6, pink Ioun stone, ring of wizardry I, ring of protection +2, and gloves of Dexterity +2) and destroy the phalancy, now you can face the demilich
2. to further reduce the demilich's awesome power, after doing step one, prepare a wish spell, and a moment before attacking the lich (you mustnt, ever, face a demilich unprepared, you attack it by suprise if you want to survive, not vice versa) wish for a temporary supression to its soul sucking capablitiy, maybe his flight too if you have an extra wish or would prefer to do that instead.
3. Cannon fodder, if you are evil get others to attack it beforehand to have it fill up its 8 gems with souls (although it might not work, i think he might be able to release a soul at will which makes this move useless), if good, you might do it if you promise to resurrect them all...
4. prepare the right spells, namely the ones that damage it...
5. Epic spells are your friends, the argument of weather its stronger then a great wyrm can be put to the test by summoning one to fight the demilich...
6. get the right fighters, use keen weapons that magically bestow (unless you already have it), improved critical and epic improved critical for that kind of weapon, the rules say that two multiplications are a tripling etc since it all affects the base, so with a keen and both those feats you end with a quadrupled critical range, that means that an item like an axe which crits on 20 only will now crit on 17-20, a sword which crits on 19-20 will crit on 13-20, and an item that crits on 18-20 will crit on rolls of 9-20.... that pretty much gaurentees a crit, remember that a crit also multiplies your strength bonus, the magic enchantment, etc etc.... it becomes really impressive damage, get a bunch of items that boost strength, add to it strength boosting spells, make the item a highly enchanted one.... and its going to do over 30 damage before you even roll any dice!

Well I could go on forever but I'll keep a few secrets to myself
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Post by taltamir »

oopsie, arent undead immune to critical hits?

Oh well, I have an idea, as part of the quest to destroy the demilich you venture on to find a ring of three wishes, you then use each wish to imbue a weapon of choice for each fighter in your group with the power to hurt that demilich, at your DM's choice that could be anything from penetrating 15 of its damage reduction, to making the weapons penetrate all the damage reduction of all demiliches to imbueing them with the power of casting shatter on a succesfull hit to anything else they might think appropriate...

Or you use it to weaken it in another way, after all wish is the alteration of reality, just dont go too high or the wish will be perverted!
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Post by Gauda »

To those believing that Tarrasque is the most powerful monster in the multiverse: HAH, a Hecatoncheires would beat the CRAP out of The ALL MIGHTY tarrasque anyday. Having 100 attacks in a single round each attack doing 2d6+20. A Hecatoncheires can potensially (with some luck) take the tarrasque down to -30 hp in 3 rounds, and having someone cast wish for him. Now thats something to brag about, deafeting the mighty tarrasque in 21 seconds singlehandedly (hundrerhandely?). There are also alot of other monsters more powerful than Tarrasque, and don't let me even begin about the demon princes and the archdevils like Demogorgon, Demogorgon eats monsters like Tarrasque for breakfast.
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Post by Aegis »

Demogorgan is also one of the greater demons, and there is only one of him. Each plane has a Tarresque, that being the strongest being native to a plane.
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Post by taltamir »

unique creatures dont really count, there is a terrasq per plane, there is only one palor or only one ruler of the plane of fire, and besides if you get someone to case wish for you to keep the turasq dead, then the turrasq gets someone to cast wish for him to polymorth that creature into a two handed humanoid!

The point of the terrasq is that even if you kill it, and then wish for it not to resurrect, then a new one is immidiatly spawned, elsewhere... so basically you arent really killing it, you are forcing it to "teleport" away leaving an empty shell behind...
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Post by Mr.Waesel »

Originally posted by Gauda
To those believing that Tarrasque is the most powerful monster in the multiverse: HAH, a Hecatoncheires would beat the CRAP out of The ALL MIGHTY tarrasque anyday. Having 100 attacks in a single round each attack doing 2d6+20. A Hecatoncheires can potensially (with some luck) take the tarrasque down to -30 hp in 3 rounds, and having someone cast wish for him. Now thats something to brag about, deafeting the mighty tarrasque in 21 seconds singlehandedly (hundrerhandely?). There are also alot of other monsters more powerful than Tarrasque, and don't let me even begin about the demon princes and the archdevils like Demogorgon, Demogorgon eats monsters like Tarrasque for breakfast.


Too bad Hecatoncheieres as written aren't CR 57 by a long shot, and can't kill gods.
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Post by Gauda »

of course they could, could they actually be killed, which they can't :D

Regardless of the levels of the opponents, it does not mather, noone would ever be able to kill Hecatoncheieres, spell resistance 70 impenetrable by even elminster himself, dr 60/+12, regeneration 40 AND fast healin 50. Say that the pcs did actually have 12+ weapons and did more than 50 an average per round (lotsa natural 20s, since they have 70 armor), they would need one HECK of a damagereduction themself, taking an average of AT LEAST 10d6+100 damage per round not to all be killed in a single round.
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Post by taltamir »

where is that creature from? monster manual 1 or 2? cause creatures released by other companies dont really count, there are a ton of non official "creatures". I can design one alot more powerful then what you described in a heartbeat, that doesnt mean its an official creature...

Also doesnt the terrasq have damage reduction? that creature of yours has 100 attacks per round, each dealing 2d6+20, that means its max damage per single attack is 34, which might not penetrate the damage reduction, well not without a crit

Also a sphere of annihilation can easily take one of those down...

Annnd... how do they get 100 attacks per round? even if they have 100 hands officially due to the complexity of using multiple hands to attack at once there are many limits, such as 1. max amount of hands that can attack (you just cant fit any more hands in the same space) 2. coordination!
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Post by Gauda »

the creature is described in epic players handbook.

The tarrasque does indeed have damagereduction though only 25, so he would need to roll less than a 6 on a 2d6 which is very unlikely to not damage him. A probability of roughly 17%

Perfect multiweapon fighting, it can hite all creatures huge or larger, tarrasque is gargantuen within a single round wiht all his 100 attacks.
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Post by Mr.Waesel »

nevermind
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Post by Mr.Waesel »

Originally posted by Gauda
of course they could, could they actually be killed, which they can't :D

Regardless of the levels of the opponents, it does not mather, noone would ever be able to kill Hecatoncheieres, spell resistance 70 impenetrable by even elminster himself, dr 60/+12, regeneration 40 AND fast healin 50. Say that the pcs did actually have 12+ weapons and did more than 50 an average per round (lotsa natural 20s, since they have 70 armor), they would need one HECK of a damagereduction themself, taking an average of AT LEAST 10d6+100 damage per round not to all be killed in a single round.


-they are big, and not subtle. They can hit you with their swords and that's it. And they can't even hit you with ALL of them-unless you happen to be huge.
-their attack bonus is way to low, even level 40 pc's have ac upwards of 90, at least they should have.
-Aside from hacking at stuff, they can't do anything (flying? please.) Also, note that the caster level for the SLA's is only 50-giving an level 57 character with the appropriate dispel spell a chance of 80% to disable the fly and all those magic weapon spells.
-their ac is too low as well. Only 70 WITH a +5 armor? o_0
-Fast healing 40 doesn't mean anything when you have such a low AC that characters gan power attack for 30 and still hit you automatically.
-The DR can be overcome by a +12 weapon (which only costs 2,880,000 gp-while the average amount of gp a character at level 57 should have is 78,552,614 gp, so the sword is an investment of 3% of his money.) (and in 3.5, the DR has changed to 20/epic and good and cold iron, making the required weapon even cheaper)
-I'll agree that the SR is a problem, however, forcing an equivalent level caster to take 2 feats and one epic feat and then still only have a chance of 15% to affect the ting is bad game desing, IMO
-Lastly, comparing the Hecatoncheires to Elminster isn't fair-Elminster has got problems of his onw (like not being able to defeat an encounter 10 CR beneath him-which would almost earn him 1 xp if he could)
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Post by Gauda »

I don't se how a PC ever could get a ab of 60+ giving the character a fifty-fifty change to hit the monster. highest baseattack possible: 20 +12 weapon (whichever store would ever sell a 12+ weapon? I mean, the weapon has twice the enchantment of some of the most powerful artifacts ever forged(Sword of Kas anyone?)) +8 strenght (that's a fair assumption) + 25 if the fighters chose each his feat from level 20 to 50 to be epic prowes = 65/60/55/50 Now if there were 5x of these stupid fighters they could probably have a change beating a Hecatoncheieres though its likely that they would only hit with the two first attacks, though a smartly developed character with wisely chosen feats would ironically not have a change with the same level.
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Post by taltamir »

actually spell resistance isnt that big, all you have to do is cast a spell that doesnt actually target the creature.... say...

A level 57 PC? thats 61 spellcraft base, + 6 synergy from synergy from knowledge arcana (+2 at 5, +4 at 25, +6 at 45, +8 at 65 etc), + intelligence modifier + all the feat bonuses to spellcraft.... you end up with about 80 spellcraft, epic spells are based on spellcraft, you can take a 10 but not a 20... so its 90 spellcraft... from the basic designed epic spells!

Summing 10 adult red dragons AT ONCE is only a DC 50 epic spell (a single red dragon, DC 38) you could perhaps multiply this further...

Or just apply the +2 spellcraft DC check hardness per +1 to caster level for penetrating spell resistance, your character is a level 57 pc, the lowest you can roll is a 1, even if you dont have spell penetration and the like you are looking at 58 min caster level, you need to overcome spell resistance 70, no problem, +12 to caster level for purpose of overcoming spell resistance costs 24 spellcraft to the check of the epic spell, since you can generate 90 spellcraft at that level that means you can AUTOMATICALLY bypass that spell resistance with any epic spell of 66 or less spellcraft.... that mean the caster can use "nailed to the sky" (puts the creature in orbit, creature will take 2-4 hours to fly back if it can magically fly at a speed of 740 feet, otherwise they are stuck untill someone gets them they instantly begin to suffocate for as long as they are there, and take damage from vaccum and heat or cold based on the world!), a level 52 spell, epic repulsion, can be cast beforehand, with that the creature specified is PERMANENTLY warded against, it cannot approach or attack and recoils from the target, it dispells if you attack it though, so it just buys you time! or you can cast a varient of greater ruin that does 38d6 damage of pure destructive force, acts as a desintigration spell, is of no particular type and thus cannot be blocked by anything other then spell resistance, only thing against it is that you get a save for half damage. if you use average damage then you do 133 damage with it, or 66.5 if they make the save.
Combine it with time duplicate and you have two of you casting it at once!

Not to mention you could have infinate variations, hell you could just fly out of their reach, or case something on yourself that gives you damage reduction of 40...

Also keep in mind that fast healing etc is based on 5s, so 1-5 mean you heal 1 point a round, 6-10 means you heal 2 HP a round, 7-15 means you heal 3 HP a round, I have no idea why, it seems pretty stupid if you ask me
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Post by Gauda »

a round does not last for one second, it lasts for seven.

The dragonspell is a ritual spell, requiering 10 other very powerfull spellcasters :) So it's not that easy :cool:
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Post by Mr.Waesel »

Originally posted by Gauda
I don't se how a PC ever could get a ab of 60+ giving the character a fifty-fifty change to hit the monster. highest baseattack possible: 20 +12 weapon (whichever store would ever sell a 12+ weapon? I mean, the weapon has twice the enchantment of some of the most powerful artifacts ever forged(Sword of Kas anyone?)) +8 strenght (that's a fair assumption) + 25 if the fighters chose each his feat from level 20 to 50 to be epic prowes = 65/60/55/50 Now if there were 5x of these stupid fighters they could probably have a change beating a Hecatoncheieres though its likely that they would only hit with the two first attacks, though a smartly developed character with wisely chosen feats would ironically not have a change with the same level.


assuming a level 57 fighter: 20 (BAB) +18 (EBAB) + 12 (weapon) + 21 (strength*) is +70, without any wondrous items.

About the items: Players need a certain amount of gp worht of equipment to function properly for their level: a fighter needs weapons to penetrate DR, for example. The amount of gp they need is given in the table in the DMG (and continued in the ELH). As I said before, extrapolating that table gives a wealth of 78,552,614 gp for a 57th level character. Ifyou don't want to give them weapons that defeat their foes, on what will they spend their money? Millions of Quaal's Feather tokens?

*18 base + 14 levels + 12 item + 8 enlargement = 52, a +21 modifier.
Originally posted by taltamir
Also keep in mind that fast healing etc is based on 5s, so 1-5 mean you heal 1 point a round, 6-10 means you heal 2 HP a round, 7-15 means you heal 3 HP a round, I have no idea why, it seems pretty stupid if you ask me
That's because it isn't true:
SRD:
Fast Healing (Ex): A creature with the fast healing special quality regains hit points at an exceptionally fast rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.
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Post by Noober »

Where in the description does the demilich have spell resistance? I thought that it only has magic immunity and that using empowered, intensified, shatters were the way to go.
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Post by Mr.Waesel »

magic immunity counts as unbeatable spell resistance.
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Post by taltamir »

did you notice people always forget inherant bonuses.... at level 50+ you are gonna have no problem aquiring 5 consecutive wishes for the maximum of +5 inharnt bonus to an attribute... its only gonna cost 25,000 XP to the caster, and thats only half a level worth of XP at that level...


Also you forget that epic characters are just that, EPIC, you dont have a ton of epic character walking around, they are rare, they are epic, they stay around for a while, and they are likely to become GODS and go to another realm or plane of exitance, in fact alot of the epic book discusses the main land, not feurn, but a megacity of gods and demigods and other entities, a hub to the different deities of the planes... where your newly godlified level 21 characters can now travel and begin adventuring against other gods...
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Post by Noober »

magic immunity counts as unbeatable spell resistance.

Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally.


So Shatters and Holy Smites still work.
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Post by taltamir »

alot of it is DM discretion, what happens when a demilich encounters a sphere of annihilatious? what happens when a demilich is attacked with epic spells? pure destruction anyone?

I personally am not a big fan of unbeatable resistance, just give him a 100/- SR and a 100/- fire, cold, acid, sonic, etc reduction... or maybe no sonic reduction but state he takes half damage from sonic
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