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Changes
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→Mechanics: I know it's only 2 madness per tentacle; the 10 madness per round thing was assuming 5 tentacles.
:::::::::In addition, the only abomination trait Mogeko Snatchers have in abomination form to start off is immunity to mindbreak (which doesn't do squat if mindbreak isn't part of the campaign). It doesn't become a real abomination until character level 30, and even then, it only gets to actually ''be'' an abomination for one round per character level per day, not 24\7.
:::::::::Speaking of mindbreak not being part of the campaign, I explicitly moved the dark insight and mindbreak abilities off to the side and included a clause that they're only relevant if dark insight and madness are part of the campaign. While I was at it, I recalibrated the madness infliction so that it's not always on. Now, if the Mogeko Snatcher wants to inflict madness to a creature it has pinned, it has to reduce its damage output in the process. (I was originally going to make it so that the Mogeko Snatcher did ''no'' damage while inflicting madness, but I wasn't willing to raise the mindbreak per tentacle — 10 madness per round (i.e. 5 tentacles grappling a single creature inflicting madness, leaving those tentacles unable to attack other creatures) is absolutely huge in and of itself, and I didn't want to have that figure become even higher — and realized that without the damage, inflicting madness was a total trap option against any creature without an absolute mountain of maximum hp and an insultingly low Wisdom score and/or crazy-high amount of dark insight.)
:::::::::Speaking of the tentacles, I cut those down to one tentacle per 3 character levels, rather than 2. So now a 15th-level Mogeko Snatcher has 5 tentacles rather than 7, and a 20th-level Mogeko Snatcher has 6 tentacles instead of 10. I also sharply cut down the durations of the negative conditions; now they're both 1 hour if the saves are failed horribly, and 1 minute if the saves are failed mildly. I don't know how clear I made it, but I always had it so that the Will save against fright isn't even necessary unless the Fortitude save against nausea is failed first. I did indirectly make that bit a little more clear when writing up the new madness infliction rules.
:::::::::So, yeah, hopefully Everlasting Dream is more reasonably powerful now. --[[User:Luigifan18|Luigifan18]] ([[User talk:Luigifan18|talk]]) 23:11, 5 November 2015 (UTC)