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mgrjebbo
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Opinions are like....... you know the saying

Post by mgrjebbo »

One issue i have recently encountered, not that a change needs to take place, but if a dev or dm would do alittle testing and look into it i think they would share my thoughts.

The issue is Belkers. A mob on the air plane. Everything up there is well balanced and set up to work well together against a player or party, which is awsome. However after encountering belkers i have relized they are way tougher than i think even the Devs know.

They are hipsing with sneak attack, not a big deal for a planar mob, but they are immune to harm, death effects, and implosion. They have a higher than average SR. I thought that maybe since they were immune to death effects that heal would act like it does to undead on them......after i healed one it killed me lmao. Badly wounded to uninjured. Word of adivce, dont heal things that can kill you lol.

Anyway since they are one of the lower Cr's on the Air plane and seem to be the tougest against caster and fighters alike, i thought maybe alittle DM dev testing is in order. If one of you DM's or Devs want to party up to check it out look for FoN Jean i am camped up there probley until 35 or so.

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Post by Flailer »

For what it's worth, read the description on Belkers - they're composed of smoke, so they're actually not undead. So, yes, healing them is as designed.

But, seeing that they don't have internal organs, they should definately be crit immune. They get immunity to implosion (one of the few mobs that do) because they're a 'non-crushable' entity being comprised of smoke.

Immune to death effects, have to check the rule book on that one, but they might be right as they are.

CR level - now, that may be up for debate.
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Post by DeputyDog »

Could also check to see if ac or dmg done is too high.
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Post by -BannyD- »

if they are composed of smoke, then gust of wind should act like a death spell for them :P or at least...do a lot of damage somehow heh
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Post by Flailer »

There's a ton of spells that should be customized for some of the planar creatures (horrid wilting doing extra damage to water plane creatures, shadow variant spells being more effective in shadow plane, etc), but it'd be a devil to implement custom versions of each spell for specific planes/creatures.

That's one of the nice things of PnP is the DM can make things as flexible as he wants on the fly. We're limited to pre-defining things all up front...
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Post by Celorn »

Flailer wrote: But, seeing that they don't have internal organs, they should definately be crit immune. They get immunity to implosion (one of the few mobs that do) because they're a 'non-crushable' entity being comprised of smoke.
Hmm... i'm pretty sure a physics expert would tell you that you CAN crush smoke, it's still matter after all.
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Post by Death Dealer1 »

yeah, those darn belkers dish out massive amounts of damage if your not ready for them..i've seen 2 rip through a party of 5 with moderate difficulty...the only thing more annoying than the belkers is the tempest with his 20 mins of constant knockdown.
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Post by mgrjebbo »

yeah but the tempest cant kill you on their own, they need a guardian or a belker to come up on you while your kd'ed

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Post by mgrjebbo »

bump

any chance someone looked into this?

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