<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=283008.msg13951275#msg13951275">Quote from: Kunoichi on 25-02-2018, 22:40:07</a></div></div><blockquote class="bbc_standard_quote">Also, Zaer, your thoughts on LizzieV’s improvements to the castle on the previous page of the thread?<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Oh yeah, I forgot.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=283008.msg13949462#msg13949462">Quote from: LizzieV on 25-02-2018, 05:11:15</a></div></div><blockquote class="bbc_standard_quote">Something to encourage slaughtering villages. I don't actually expect it to get used so it's not balanced for actual use so much as theme. I have no idea how much or little it's supposed to do for defense so some guidance is desired.<br/><br/><strong>Fractured Souls</strong><br/>For every hundred hit dice of souls Anasil invests in her fortress wing defenses the castle wall sprouts a thin black crystal shard glowing with the trapped life force of the damned (max 100 shards?). These must be spread across ten distinct sections of her walls with each section all that is capable of dealing with a small intruding force at once. Each beam deals a number of dice of divine damage equal to Anasil's hit dice and strike with her dexterity plus base attack bonus as a ranged touch attack once per round. These beams count as ghost touch.<br/><br/>This attack has an infinite amount of ammunition when surrounded by the field of souls, otherwise it costs one hit die of invested soul per laser to fire.<br/><br/><strong>End of Days</strong><br/>This attack takes ten minutes to charge and disables the use of the Fractured Souls ability during the charge. The beams charge and converge as one, forming a giant energy mass that explodes outwards when the charge time is completed. The range is one mile per laser with the final damage that of every converging laser added together exploding in a radius of 20' per laser used in the blast, any creature that is within a move action from the edge of the radius can save for half with a DC of 10 + 1/2 Anasil's Hit Dice + her Charisma mod, those closer to the center suffer the full force of the explosion.<br/><br/>This attack has an infinite amount of ammunition when surrounded by the field of souls, otherwise it costs one hit die of invested soul per laser used to create the beam.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=283008.msg13951331#msg13951331">Quote from: PaleEnchantress on 25-02-2018, 22:55:18</a></div></div><blockquote class="bbc_standard_quote">I want to say when it comes to mass combat enhancements like the soul cannon, before you really decide what they do, decide how we would handle mass combat.  I feel like in an army besieging us scenario we wouldn't be using it as written. <br/><br/>Though now that I think about it, we usually use the point objective system. The cannon could easily create a environmental hazard for enemies at one of the objectives during the battle there (every other round they save or take damage from it), or it could be used to slow down enemy point acquisition at another objective.  I guess if we are using that system leaving it as written is fine and we can adhoc it's use in an actual mass combat.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Indeed Pale, we still use 'points to victory' objectives in mass combat than rolling dice. It's resource and action management. However some general dice rolls (like saving throws vs hazards) are done and when units of same general setup clash I do roll see end result of the clash.<br/><br/>Anyways what comes to the<em>Fractured Souls</em>and<em>End of Days</em>, I do like fluff of them but I dislike on keeping 'tabs' or 'numbers' regarding ammunition or it's exact power level. I want cut and clear numbers how powerful cannon(s) are. My own suggestion goes like this;<br/><br/><strong>Interior/Hallways;</strong>Scorching Rays with CL equal to Anansil, half-dmg as cold and other half as divine/unholy and bypasses immunities. Attack rolls based on Anansil stats and foes slain by these beams turn into solid ice statues (like flesh turned to stone spell), souls trapped inside the statues. These beams fire on intruders on every turn and if reflected/deflected, they strike on walls of the fortress (usually not penetrating fortress hardness so thus not effective method anyway harming fortress).<br/><br/><strong>Outside/Rapid Bombardment;</strong>Each side of fortress is capable firing four blasts which each one counts as Fell Animate Corrupt Fireballs cast by Anansil HD amount in CL. This firing happens every 1d4 turns. Any zombies created are turned loose on allies and Anansil can claim command of them if she is inside the fortress and has line of sight to them.<br/><br/><strong>Outside/Big Gun;</strong>Once every 5 minutes fortress can fire massive attack atop the fortress, firing the weapon disables all interior and outside soul cannons for 1 minute when it's fired. Cannon can fire anywhere around the fortress on range of 10 miles. Cannon blast is 100'ft wide radius and functions as a Destruction (http://www.d20srd.org/srd/spells/destruction.htm) spell, expect as a blast zone which targets every individual in the zone. Foes slain by the blast turn into wraiths where as those who succeed fort save receive 20d6 dmg. Fort save DC is 40.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=283008.msg13951421#msg13951421">Quote from: TheGlyphstone on 25-02-2018, 23:27:45</a></div></div><blockquote class="bbc_standard_quote">Fair enough. The precedent Zaer has used in the past was 'all divinations', but looking at the actual ability, you're right. It does specify Spells.<br/><br/>Personally, I hope it does still work, or at the very least give a Non-detection like ability. Otherwise, being a stealth-focused character in a demon/devil-themed game, with True Seeing so commonly available as a racial feature.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>I say by this game standards Vecna blooded immunity vs divination works on non-spell sources as well. But it does not work on things which do not count mimicking any known divination spells (like gods ability sense events related to their domain does not count as divination albeit it divines future events for them or uncanny dodge class feature).