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View Full Version : Math Elementals of Sigil Prep [Creature]



The Demented One
2007-07-27, 03:04 PM
Math Elemental, Small

Small Elemental (Math)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple: +1/-1
Attack: Slam +4 melee (1d6+2)
Full Attack: Slam +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mathematic critical
Special Qualities: Darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +1, Ref +0, Will +3
Abilities: Str 14, Dex 10, Con 12, Int 6, Wis 11, Cha 8
Skills: Listen +2, Spot +3
Feats: Power Attack
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually True Neutral
Advancement: 3 HD (Small)
Level Adjustment: –


Math Elemental, Medium

Medium Elemental (Math)
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 40 ft. (good)
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d8+3)
Full Attack: Slam +6 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mathematic critical
Special Qualities: Darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 16, Dex 12, Con 16, Int 6, Wis 11, Cha 8
Skills: Listen +3, Spot +4
Feats: Power Attack, Cleave
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually True Neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: –


Math Elemental, Large

Large Elemental (Math)
Hit Dice: 8d8+32 (68 hp)
Initiative: +2
Speed: 40 ft. (80 squares), fly 60 ft. (good)
Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Slam +10 melee (2d8+5)
Full Attack: 2 Slams +10 melee (2d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Mathematic critical
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +6, Ref +4, Will +6
Abilities: Str 20, Dex 14, Con 18, Int 8, Wis 11, Cha 8
Skills: Listen +5, Spot +6
Feats: Power Attack, Cleave, Great Cleave
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually True Neutral
Advancement: 9-15 HD (Large)
Level Adjustment: –


Math Elemental, Huge

Huge Elemental (Math)
Hit Dice: 16d8+80 (153 hp)
Initiative: +4
Speed: 50 ft. (10 squares), fly 80 ft. (average)
Armor Class: 21 (-2 size, +4 Dex, +9 natural), touch 12, flat-footed 17
Base Attack/Grapple: +12/+27
Attack: Slam +17 melee (2d10+7)
Full Attack: 2 Slams +17 melee (2d10+7)
Space/Reach: 15 ft./15 ft.
Special Attacks: Mathematic critical
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +10, Ref +9, Will +10
Abilities: Str 24, Dex 18, Con 20, Int 8, Wis 11, Cha 8
Skills: Listen +9, Spot +10
Feats: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Awesome Blow
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually True Neutral
Advancement: 17-20 HD (Huge)
Level Adjustment: –


Math Elemental, Greater

Huge Elemental (Math)
Hit Dice: 21d8+105 (199 hp)
Initiative: +5
Speed: 50 ft. (10 squares), fly 80 ft. (average)
Armor Class: 22 (-2 size, +5 Dex, +9 natural), touch 13, flat-footed 17
Base Attack/Grapple: +15/+31
Attack: Slam +21 melee (2d10+8)
Full Attack: 2 Slams +21 melee (2d10+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Mathematic critical
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +14, Ref +12, Will +14
Abilities: Str 26, Dex 20, Con 20, Int 10, Wis 11, Cha 8
Skills: Listen +24, Spot +24
Feats: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Awesome Blow, Great Fortitude, Iron Will
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually True Neutral
Advancement: 22-23 HD (Huge)
Level Adjustment: –


Math Elemental, Elder

Huge Elemental (Math)
Hit Dice: 24d8+144 (252 hp)
Initiative: +5
Speed: 50 ft. (10 squares), fly 80 ft. (average)
Armor Class: 23 (-2 size, +5 Dex, +10 natural), touch 13, flat-footed 18
Base Attack/Grapple: +18/+35
Attack: Slam +25 melee (2d10+9)
Full Attack: Slam +25 melee (2d10+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Mathematic critical
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +16, Ref +15, Will +16
Abilities: Str 28, Dex 20, Con 22, Int 12, Wis 11, Cha 8
Skills: Listen +27, Spot +27
Feats: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Awesome Blow, Great Fortitude, Iron Will, Lightning Reflexes
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually True Neutral
Advancement: 25-48 HD (Huge)
Level Adjustment: –


Sigil Prep (http://www.sigilprep.com/index.htm) is perhaps the strangest place in the multiverse, at great school at the nexus of all worlds were students come from across the planes to learn and excel...or rather, party and get wasted. In such a place, innovations are made in the field of magic every day, mostly by student wizards who’ve had a bit too much to drink. This was how mathemagic was born, a form of magic that draws on the power of elemental math. Since this energy had to have a planar source, and because the fabric of time and space at Sigil Prep is pretty weak, this ended up retroactively creating the Kinda-Sorta-Not-Really Demiplane of Mathematics on the campus of Sigil Prep, where one of the bathrooms used to be. Math Elementals come from that shoddy excuse of a plane, and they tend to be rather disgruntled over the short shrift they get. They can be seen roaming around campus like hooligans, spray-painting differential equations on the walls and beating up the mages that summoned them last week. A Math Elemental appears as a floating cloud of luminous equations, but they are very solid, despite their appearance, as more than one student has found out. A spellcaster who attends Sigil Prep can summon a Small Math Elemental with the summon monster II spell, a Medium Math Elemental with the summon monster IV spell, a Large Math Elemental with the summon monster V spell, a Huge Math Elemental with the summon monster VI spell, a Greater Math Elemental with the summon monster VII spell, or a Elder Math Elemental with the summon monster IX spell.

Mathematic Critical (Ex)
When a Math Elemental rolls a natural 20 on a attack roll, it does not automatically hit, nor does it threaten a critical hit. A Math Elemental threatens a critical hit whenever it rolls a prime number on its attack roll (the prime numbers between 1 and 20 are 2, 3, 5, 7, 9, 11, 13, 17, and 19). It does not automatically hit, even if it rolls a prime number. When a Math Elemental confirms a critical hit, the damage its attack deals is not doubled; instead, it is converted into math damage, rather than bludgeoning damage.

SurlySeraph
2007-07-27, 11:00 PM
Huh. I was expecting they'd have much scarier special abilities, like "If the Math Elemental hits on its touch attack, roll 2d100. If the greatest common factor of the two numbers is a prime number, the target must make an Intelligence check (DC equal to the GCF of the two numbers) or be stunned for 1d4 rounds from excessive math. If the least common multiple of the two numbers is divisible by a perfect number, the target takes (1d6)^2 math damage. If a player character is hit by this ability, he must do all of the above calculations himself."

The way you have them looks a lot more balanced than that would be, thoughl

Shiny, Bearer of the Pokystick
2007-07-27, 11:09 PM
Hmm...excellent. :3

Le yoink, she is imminent.

What properties does Math Damage have, other than bypassing DR, I suppose?

TheLogman
2007-07-27, 11:49 PM
Nobody has any defense against it, but in my humble opinion, it should also cause a "Math Overload" that causes an Int Check= Amount of Math Damage taken to avoid being stunned from Mathiness. However, the Math Overload would either be a limited attack, or would only occur once 10 or so Math Damage has been dealt.

I_Got_This_Name
2007-07-28, 12:11 AM
Mathematic Critical has them giving up their ability to hit targets with freakishly high ACs entirely, in exchange for a critical range nine numbers wide (equivalent to 12-20, except that they'll often miss their critical threats). Assuming that on their average target they need an 11 to hit, only four of their threats hit, and the high-AC party tank (after being buffed) can't be hit at all, even on a 20.

It's a flavorful ability, but I'm not sure if I'd want it. Then again, it is a monster, and the auto-hit-on-a-20 rule is exploited a bit much in thought experiments, so, in practice, this just means that they don't form armies.

Overall, I like the monster.

The Demented One
2007-07-28, 02:10 AM
Hmm...excellent. :3

Le yoink, she is imminent.

What properties does Math Damage have, other than bypassing DR, I suppose?
None, besides the fact that practically nothing is resistant to it. The Magic of Sigil Prep thread has a few spells that use it, like algebra blast and ray of calculus.

Duke of URL
2007-07-31, 10:21 AM
I do like the idea of math damage requiring the target to make an INT check against the damage amount to avoid being confused for 1d4 rounds.

Also, on Mathematic Critical, the attack should automatically hit if the difference between the original attack roll and the confirmation roll is also a prime number (e.g., attack roll = 11, confirm roll = 4 ==> difference = 7, which is prime, so the original attack hit and deals math damage) . This means you'd always have to make the confirmation roll even if the original attack would have missed, as long as the original attack was a prime number.