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View Full Version : How to 'handle' a megapede.



Dominuce2112
2014-07-30, 09:36 AM
I am creating a custom poison to kill a god (long story). To raise the DC I need a high dc poison base.

The megapede has a poison dc 44. However its a vermin, no charms or mental abilities work, I cant raise my own because technically "handle animal" doesnt work (its not an animal).

I do have a place to store this colossal centipede but trapping it and safely extracting its venom is another question. I want one of my own so I can have a little more access to the poison itself (i plan on making this guy build a tycoon of toxins),

Any thoughts? items, feats, certain (pref non evil) classes that can help me take on this thing and somehow knock it out or paralyze it. Any ideas would be helpful, thanks.

bjoern
2014-07-30, 09:52 AM
Build whatever kind of housing apparatus you want to keep it in to harvest it.
Hit it with ray of stupidity to put it in a coma.
Transport it to the housing somehow.

GutterFace
2014-07-30, 09:53 AM
the Vermin Trainer feat might work for you, or classes like Vermin Keeper

you could try nonleathal damage to subdue the beast and extract the poison like that?

Hecuba
2014-07-30, 10:06 AM
Drow of the Underdark has some good vermin related stuff.
I'm away from my books at the moment, so I can't double check, but off the top of my head, I seem to recall the following:


A feat somewhere that lets you use handle animal on vermin.
A spell that lets you dominate vermin.


Given the book, these may have Drow or Loth-related restrictions: you might need to do something silly like Dominate a Drow Druid and force them to craft an item to dominate a bug.

Dominuce2112
2014-07-30, 10:15 AM
Build whatever kind of housing apparatus you want to keep it in to harvest it.
Hit it with ray of stupidity to put it in a coma.
Transport it to the housing somehow.

vermin are immune to all mind affecting spells and effects

Fouredged Sword
2014-07-30, 10:51 AM
Epic skill use

Rear Vermin DC 35+HD of vermin
Train Vermin, DC 50+Hd of vermin.

Megapede, 32 HD, so you are looking at DCs of 67 and 82 respectively.

Lets see how we can get there. 23 from skill ranks. +20 from Guidance of the Avatar. +15 from divine insight. Then we can use Surge of fortune to get a nat 20 on the roll. That gets us to 79. Then just get skill focus (handle animal) and animal affinity for the last +4 needed.

There, you have a trained Megapede. Cost, three non-epic scrolls, and two power stones of Psionic Reformation to max your ranks in handle animal and to get skill focus and animal affinity, then return to your normal build when done.

Takes 8 months of so of game time.

So something like a few thousand gold or so.

Darrin
2014-07-30, 11:20 AM
Chaos Flask (100 GP, Planar Handbook) can be turned into any nonmagical object with roughly the same mass. So... Wisdom check DC 13 = 23,900 GP discount on Megapede Poison. It will dissipate after a number of rounds equal to your Wis score, so use it quickly.

You could also try polymorph any object. Obtain a particular volume of cheap vermin poison. Find a 15th level spellcaster, should cost 1200 GP to PAO it into Megapede Poison. Same kingdom, same class, same volume, so the duration should be permanent.

Vorandril
2014-07-30, 11:36 AM
Since it's for the purposes of deicide anyway-

Kidnap local villager and lock them into the room. Baleful Polymorph them into a megapede.


Otherwise I would suggest hitting it with a lot of con damage, then another poison to make it roll a fort save vs paralysis.

Dominuce2112
2014-07-30, 12:39 PM
Since it's for the purposes of deicide anyway-

Kidnap local villager and lock them into the room. Baleful Polymorph them into a megapede.


Otherwise I would suggest hitting it with a lot of con damage, then another poison to make it roll a fort save vs paralysis.

baleful polymorph only turns them into animals and has size restrictions. Megapede is a colossal vermin.

And the con thing got me thinking, Ill just shivering touch him and drain his 7 dex to 0 with 1-2 decent rolls. thanks

Vorandril
2014-07-30, 12:57 PM
baleful polymorph only turns them into animals and has size restrictions. Megapede is a colossal vermin.

And the con thing got me thinking, Ill just shivering touch him and drain his 7 dex to 0 with 1-2 decent rolls. thanks

Glad to be of assistance. Just make sure you do something to protect yourself against that bite.
Ooooh! Fly and Spectral Hand to use the Shivering Touch from a safe-ish distance. Then when it can't move say, "Suck it!"

Dominuce2112
2014-07-30, 01:46 PM
Glad to be of assistance. Just make sure you do something to protect yourself against that bite.
Ooooh! Fly and Spectral Hand to use the Shivering Touch from a safe-ish distance. Then when it can't move say, "Suck it!"

Didnt even think of that lol thanks! I was going to get a spell storing ranged weapon (dm said I could) but this sounds much safer lol

Vaz
2014-07-30, 01:51 PM
Megapede's DC is off. It is 34 when math'd out, and I think it was fixed in Dungeonscape.

And bear in mind gods are immune to poison.

Dominuce2112
2014-07-30, 03:18 PM
Megapede's DC is off. It is 34 when math'd out, and I think it was fixed in Dungeonscape.

And bear in mind gods are immune to poison.

Ill bring that up to my DM (and just change my sights to colossal scorpion)

Not if you have their blood (which i do in my campaign) oh and check out ravages from exalted deeds. By passes poison immunities for evil, and undead. Along with positoxins from libris mortis.

By I guess I should of mentioned this god was the evil god of Shadows lol

Cowardly Griffo
2014-07-30, 03:23 PM
You seem to have it pretty well sewed up, but flesh to stone + shrink item might make transport to the holding cell easier. If that's still an issue.

Dominuce2112
2014-07-30, 04:32 PM
You seem to have it pretty well sewed up, but flesh to stone + shrink item might make transport to the holding cell easier. If that's still an issue.

Transporting is still an issue lol that could work tho thanks

DMVerdandi
2014-07-30, 04:33 PM
Would using awaken make it vulnerable to mind affecting spells?

Vaz
2014-07-30, 05:20 PM
There is no Awaken Vermin.

Darrin
2014-07-30, 06:27 PM
There is no Awaken Vermin.

Glyph Seal + aspect of the wolf can fix that.

Vaz
2014-07-30, 06:44 PM
Which loses you the poison. And doesn't work.


While under the effect of the spell, your creature type changes to animal

You are still under the effect of it despite Awaken changing your type to Magical Beast, which returns you to Magical Beast, so when you return to Megapede form, you return to Vermin Type. Considering how Mind Control works when immunity occurs, Dominate Monster wouldn't transfer over either when you revert.

jiriku
2014-07-30, 06:51 PM
I'm going to go with "polymorph into a sexy lady scorpion and get him to follow you home." More complicated than shivering touch, but far more style points.

Vorandril
2014-07-30, 07:23 PM
I'm going to go with "polymorph into a sexy lady scorpion and get him to follow you home." More complicated than shivering touch, but far more style points.

http://media-cache-ec0.pinimg.com/736x/0a/3e/52/0a3e5279ff3321a7e2fec9ed75da779b.jpg

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For transportation I would suggest Teleport. If you can't cast it then it wouldn't take much to get a scroll made. Depending on how secret you want your giant scorpion to be you might have to kill the person who makes said scroll. Only if they have to specify the destination while making the scroll though. I just can't remember off the top of my head.

DMVerdandi
2014-07-30, 07:57 PM
Wait, wait wait...
Another question. Are these actual DEITIES?(as per deities and demigods)
Cause, if he's higher than divine rank 1, he'd be completely immune to poison.

Rules wise. If it's some sort of home-brew, that's cool, though.

Marlwyn
2014-07-30, 09:03 PM
You could try draining its STR to 0, or so its so weak it wouldn't be able to do muck back to you. Rays of Enfeeblement, Bestow Curses, to name a couple of options.

Graypairofsocks
2014-07-31, 02:37 AM
You could possibly awaken it using Epic Spells, specifically the latter part of Seed: Life (http://www.d20srd.org/srd/epic/seeds/life.htm).

However you would need an ad hoc DC adjustment to allow it to apply to a vermin.
You would also need a way of boosting your will save to be able to awaken it as the Megapede has high HD(32 base HD and can be advanced up to 64).

Cowardly Griffo
2014-07-31, 07:58 AM
...The frell does "inanimate plants and animals" mean? :smallconfused:

Unless I'm reading it wrong, it sounds like you could just make a lifelike sculpture of a megapede and use a Life Seed spell to awaken it into a sentient, friendly version. So basically you become Geppetto.

Dominuce2112
2014-07-31, 09:01 AM
Wait, wait wait...
Another question. Are these actual DEITIES?(as per deities and demigods)
Cause, if he's higher than divine rank 1, he'd be completely immune to poison.

Rules wise. If it's some sort of home-brew, that's cool, though.

Ok a little backstory. The guys i play with have been playing in the same world for a solid 10 years. A decent amount of powerful figures/gods/villains/allies/monsters are actually ex pcs.

One was a shadow based...gah i forgot his class. I want to say some sort of diviniation specialist/diviner. He was a god from another plane (that he actually DM-d a campaign in) and crashed here onto this one, leaving a huge amount of gods blood (which is literal and a mega magic material) Anyways, he got a major artifact, covered the world in shadows and regained his godly-hood on this plane.

As a lizardfolk, I need the sun. So I set a mission to bring him down. I rolled a 20 on scouting for his temples and found his old stronghold when he was a PC (and a major temple when he was a god). he made it out of his gods blood (remember this), i Cleared it out, cleansed it, consecrated, hallow, ect and it is now mine.

I am focusing A LOT on poisons. Between ravages (exalted deeds) and positoxins (libris mortis) and a pretty open DM I concocted an idea. If I have the actual blood of the god of undeath and shadows, with some major lucky rolls, a couple really rare poisons I could be the first to create a deity bane if you will. I am thinking getting HIGH dcs from one of the colossal vermin, a powerful ravage (which bypasses immunities if youre evil and/or undead AND gives bonus ability dmg), a death effect (pit fiend venom...really hard to find) and his actual blood I am allowed to try to make a poison that will kill the god that is blocking the sun from my scaly brethren.

DM said it would normally be impossible to even think about it, but since I have his blood it is possible.

Andezzar
2014-07-31, 09:13 AM
You could try draining its STR to 0, or so its so weak it wouldn't be able to do muck back to you. Rays of Enfeeblement, Bestow Curses, to name a couple of options.Ray of enfeeblement does neither ability damage nor drain. It gives an STR penalty which cannot reduce the STR below 1. Bestow curse cannot reduce the STR below 1 either.

Randomguy
2014-07-31, 09:27 AM
You could try draining its STR to 0, or so its so weak it wouldn't be able to do muck back to you. Rays of Enfeeblement, Bestow Curses, to name a couple of options.

Don't megapedes have like, 50 strength? Shivering touch would work better.

Dominuce2112
2014-07-31, 10:39 AM
Don't megapedes have like, 50 strength? Shivering touch would work better.

thats what i said lol

Marlwyn
2014-08-03, 03:17 PM
You're right, my bad on the Rays and Curse to get STR to 0- but hey, you could still use those to get it down to STR 1, then it would be relatively easy to manhandle and contain. It'd be weak enough it'd have a hard time breaking through restraints or resisting you while extracting the poison.

On the thought of getting STR actually to 0... Alright, how about getting a Rogue with Crippling Strike to deal a bunch of non-lethal sneak attacks to it? (2 STR damage per sneak attack).

Dominuce2112
2014-08-04, 08:03 AM
Me and my wilder friend just killed it. He rolled a 20 on his slow (we crit/crit fail 20s/1s), i casted neutralize poison. Unfortunately I thought I had a more powerful caster cast shivering touch on my spell storing bow, but she wasnt high enough to surpass its SR.

I wasnt able to keep him, but I did roll a 20 on extracting the poison and was able to extract 2 vials worth.

The next challenge is a Pit fiend

Andezzar
2014-08-04, 09:08 AM
The next challenge is a Pit fiend

You might be disappointed. The poison DC has been updated to 34 in the 3.5 update to MM2 and more importantly pit fiends are immune to poison.

Vaz
2014-08-04, 10:01 AM
Pit Fiends are easy. Greater Planar Binding.

Andezzar
2014-08-04, 10:23 AM
Pit Fiends are easy. Greater Planar Binding.Not sure how that would work when you are standing in front of the pit fiend. Casting time is 10 min and the creature needs to be brought from another plane into the trap. Additionally if you want a particular pit fiend you need to know and (be able to) use its proper name.

Dominuce2112
2014-08-04, 10:27 AM
You might be disappointed. The poison DC has been updated to 34 in the 3.5 update to MM2 and more importantly pit fiends are immune to poison.

Its not about the DC its about the death effect. I need ITS poison. I am not trying to poison it. Also evil, undead and outsiders are not immune to all poisons, see ravages/positoxins.

Andezzar
2014-08-04, 10:29 AM
Ah nevermind then.

Vaz
2014-08-04, 10:43 AM
Its not about the DC its about the death effect. I need ITS poison. I am not trying to poison it. Also evil, undead and outsiders are not immune to all poisons, see ravages/positoxins.

This is a comment which annoys me, slightly. D&D relies on the foundation of you can only do what it states, and relies on exceptions being more specific than the general rule and it being stated as such. It's only a minor change, but creatures which are immune to poison are immune to poison, full stop. They cannot be affected by poison unless there is a specific rule stating otherwise, such as that found in ravages and positoxins - and they are notably not poisons.

It's a slight nomenclature/wording convention that doesn't really mean much in the vast scheme of things, but it helps to be clear with that.

If you think for example, that humans live until they're 100, or whatever the limit is, but then factor in the spell Steal Life, Humans can live longer. However, nothing actually changes the human's lifeline, except in this one specific example.

Andezzar
2014-08-04, 11:05 AM
Ravages are not poisons, they are ravages. I'm pretty sure the same goes for positoxins.

Dominuce2112
2014-08-04, 11:57 AM
Ravages are not poisons, they are ravages. I'm pretty sure the same goes for positoxins.

I am not getting into a wordplay thing. There is no point. They are materials that do primary and secondary ability damage. Theyre actually the good aligned "answers" for and work in "a manner similiar to" poisons (quoted from the book). Constant comparison is made thru out the readings for both ravages and positoxins.

And "D&D relies on the foundation of you can only do what it states" not really. there are a lot of spells, abilities that are up for interpretation. Besides the fact that if you read the forum, the whole reason I am doing this is 100% homebrew. Homebrewing is a pretty common practice so speaking of an annoying comment...

Vaz
2014-08-04, 04:03 PM
Those spells explicitly give you free reign though...