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  1. - Top - End - #511
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Sure, LA +0 for the entomber. But it really only has the one ability, which can probably be a fairly reliable instant win for it (though freedom of movement, once again, screws it over). Otherwise, the ability modifiers are a little below par for an 8-HD melee monster, but the natural armor is pretty high, and the DR isn't nothing. But, if not for that one potent attack, this would be an easy -0 for me.

  2. - Top - End - #512
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    I am disappointed by many things about this creature, but most of all that Entomber Assassins aren’t called Inhumers.
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  3. - Top - End - #513
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Quote Originally Posted by danielxcutter View Post
    I am disappointed by many things about this creature, but most of all that Entomber Assassins aren’t called Inhumers.
    Exhumors It's a triple!
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  4. - Top - End - #514
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Quote Originally Posted by Luccan View Post
    Exhumors It's a triple!
    Sir Prachett would totally have made a joke like that wouldn't he?
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  5. - Top - End - #515
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    8 HD? CR 5?

    -0 from me. if it had less HD it might be +0.

  6. - Top - End - #516
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Quote Originally Posted by Debatra View Post
    Then there's its namesake ability, Entomb.
    Which I like to imagine as basically that cartoon thing where they pound someone on the head and they're driven into the ground to the neck like a giant nail. The actual rules make it pretty clear that this isn't what happens, but still.
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  7. - Top - End - #517
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Quote Originally Posted by PoeticallyPsyco View Post
    8 bad RHD is a hefty price. But Entomb/Exhume are legitimately cool, seem like they would be fun to use, and are potentially quite powerful in the right circumstance. And the stats are good. A very tentative +0 from me.

    How would you guys optimize Entomb? Is there a way to bypass the 8 Hardness limitation? I don't think adamantine cuts it, since you're not sundering a weapon or attacking an object (although actually, if you did either of those with your slam - and made your slam adamantine somehow - I think there's an argument to be made that the object/weapon gets Entombed regardless the hardness of the ground). I think the Mountain Hammer line of strikes might work, though. And there's always stone to mud and similar effects...
    Beast Strike feat will let you add your slam and its entomb rider to your unarmed strike so taking City Brawler barbarian at level 9 along with beast strike is a decent choice and works well with crusader. Bloodstorm Blade with Whirlwind Attack seems like a pretty amusing choice for entomber, 'throw' your unarmed strike at everyone and entomb them. Seems pretty similar to a tripper build that might be a fair comparison point. I will go +0 LA.

  8. - Top - End - #518
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Quote Originally Posted by liquidformat View Post
    Beast Strike feat will let you add your slam and its entomb rider to your unarmed strike so taking City Brawler barbarian at level 9 along with beast strike is a decent choice and works well with crusader. Bloodstorm Blade with Whirlwind Attack seems like a pretty amusing choice for entomber, 'throw' your unarmed strike at everyone and entomb them. Seems pretty similar to a tripper build that might be a fair comparison point. I will go +0 LA.
    That, er, that feat's a Dragon Magazine feat though.
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  9. - Top - End - #519
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    -0 It is a neat gimmick but its a lot of bad HD to swallow. You cannot get 9ths as an initiator and that the best path for you. There is not enough there.
    Last edited by Efrate; 2021-02-24 at 09:50 AM.

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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Oh, by the way, Clerics have FoM by now, while Wizards, Druids, and Sorcerers have been using Heart of Water for the past three levels or so. Plus, your save bonuses are going to be horrible(forget Disintegrate, your Reflex saves aren't much better), ray spells still hit you effortlessly, and you really could have been something else instead of this. Like, say, an ogre. Heck, the ogre probably does better damage because of the larger size and likely twice the hit points.

    Honestly "oh it has high natural armor and Str, clearly it must be good" is half the reason why casters are so overtuned in the first place.
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  11. - Top - End - #521
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Quote Originally Posted by danielxcutter View Post
    Oh, by the way, Clerics have FoM by now, while Wizards, Druids, and Sorcerers have been using Heart of Water for the past three levels or so. Plus, your save bonuses are going to be horrible(forget Disintegrate, your Reflex saves aren't much better), ray spells still hit you effortlessly, and you really could have been something else instead of this. Like, say, an ogre. Heck, the ogre probably does better damage because of the larger size and likely twice the hit points.

    Honestly "oh it has high natural armor and Str, clearly it must be good" is half the reason why casters are so overtuned in the first place.
    I feel like comparing anything like this to Tier 1 optimised casters is kinda pointless, though? The reason there's a 'compare to Tier 3 or near-as' general baseline is that basically nothing looks worthwhile compared to a RAW-optimised Cleric or Wizard.

    I'm voting +0. It's usable as a brawler if you've got ways to increase the number of slams it's making, which various people have proposed.

  12. - Top - End - #522
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    I think it was less "this compares poorly to T1" and more "the casters are using touch attacks against your Natural Armor" and "Freedom of Movement makes Entomb pointless".

    But how many FoMs is the cleric going to be packing? Plus, not every encounter is going to include a cleric anyway. Remember we're rating these as potential PCs, not encounters. Pointing out individual spells that can counter you is kinda like saying a Human Illusionist is bad because True Seeing exists.
    Last edited by Debatra; 2021-02-24 at 10:24 AM.
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Nitpick: I would arguably say that illusionists are bad examples because you still have five other schools of magic to pull from anyways.

    Of course, "Beguilers are useless because True Seeing and Mind Blank exist" isn't that great of an argument either.

    Also yes, my point was more "the casters are using touch attacks against your Natural Armor" and "Freedom of Movement makes Entomb pointless" than "t1 casters". How (un)common are those in other classes, actually? Caster types still often have abilities your natural armor won't help with, at the least, and you're not much more protected from them than literally any other undead we've done so far.
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  14. - Top - End - #524
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Is it possible for an entomber to repeatedly entomb itself so that it can tunnel downward quickly?
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    ...Can you make natural attacks in a pin? Don't think so at least, but if you can... maybe?

    Not sure how useful that actually would be, but at least it sounds hilarious.
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  16. - Top - End - #526
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Quote Originally Posted by danielxcutter View Post
    ...Can you make natural attacks in a pin? Don't think so at least, but if you can... maybe?

    Not sure how useful that actually would be, but at least it sounds hilarious.
    You can definitely make natural attacks while grappling someone. And you can use *their* weapon while pinning, but weirdly, not your own?
    Quote Originally Posted by PHB
    You can make an attack with an unarmed strike, natural weapon, or light weapon against another
    character you are grappling.
    (...)
    You can attempt to damage your opponent with an opposed
    grapple check, you can attempt to use your opponent’s weapon
    against him, or you can attempt to move the grapple
    (...)
    You can’t draw or use a weapon (against the pinned character or
    any other character), escape another’s grapple, retrieve a spell
    component, pin another character, or break another’s pin while you
    are pinning an opponent.
    So it might need to be two entombers working together?
    Last edited by NotInventedHere; 2021-02-24 at 11:18 AM.

  17. - Top - End - #527
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    See, I don't think it is good. I'm it's damage won't keep up with a comparable front line. It's hp and saves are trash compared to a front line. It's comparison point is a spiked chain lockdown fighter. Which is t5.. the only other comparison that might be comparable is stunning fist focused monk... But I have to compare this to a crusader, warblade or totemist. Crusader and warblade you are dealing far less damage and won't hit ninth level maneuvers. You have higher armor class, which is good, but only slightly. You have far fewer natural attacks and your grapple is lower than the others. All you have is entomb. I would take entomb over three soulmelds, and probably over most of the stances. But. That's where it stops. So it compares favorably to totemist, maybe? I think that at level 11, with it having three class levels I would enjoy it over a totemist. But what is totemist's tier even?
    If totemist is a comparable tier, then my vote doesn't change. If it is not, then I might have to go -0.
    Speech is a concern as a pc, but various sign languages exist, and you can play charades until the DM caves. Not to mention you might be able to speak if your mouth is unbound.
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  18. - Top - End - #528
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Quote Originally Posted by GreatWyrmGold View Post
    Which I like to imagine as basically that cartoon thing where they pound someone on the head and they're driven into the ground to the neck like a giant nail. The actual rules make it pretty clear that this isn't what happens, but still.
    This is exactly how I picture it also, and I'll cement my vote for +0

  19. - Top - End - #529
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Quote Originally Posted by Falontani View Post
    See, I don't think it is good. I'm it's damage won't keep up with a comparable front line. It's hp and saves are trash compared to a front line. It's comparison point is a spiked chain lockdown fighter. Which is t5.. the only other comparison that might be comparable is stunning fist focused monk... But I have to compare this to a crusader, warblade or totemist. Crusader and warblade you are dealing far less damage and won't hit ninth level maneuvers. You have higher armor class, which is good, but only slightly. You have far fewer natural attacks and your grapple is lower than the others. All you have is entomb. I would take entomb over three soulmelds, and probably over most of the stances. But. That's where it stops. So it compares favorably to totemist, maybe? I think that at level 11, with it having three class levels I would enjoy it over a totemist. But what is totemist's tier even?
    If totemist is a comparable tier, then my vote doesn't change. If it is not, then I might have to go -0.
    Speech is a concern as a pc, but various sign languages exist, and you can play charades until the DM caves. Not to mention you might be able to speak if your mouth is unbound.
    Isn't Totemist like, tier 4 or something?
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Quote Originally Posted by danielxcutter View Post
    Isn't Totemist like, tier 4 or something?
    Totemist is definitely T3, Incarnate is the T4 meldshaper IIRC. Totemists get all sorts of attack and mobility options; enough to compete on level ground with the martial initiators. Incarnates get lots of utility options and have excellent day-to-day flexibility, but lack the combat power of Totemists' soulmelds.
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Quote Originally Posted by PoeticallyPsyco View Post
    Totemist is definitely T3, Incarnate is the T4 meldshaper IIRC. Totemists get all sorts of attack and mobility options; enough to compete on level ground with the martial initiators. Incarnates get lots of utility options and have excellent day-to-day flexibility, but lack the combat power of Totemists' soulmelds.
    Oh yeah that makes sense.

    Honestly the Entomber still doesn't really seem worth it, does the math check out?
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  22. - Top - End - #532
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Quote Originally Posted by Falontani View Post
    See, I don't think it is good. I'm it's damage won't keep up with a comparable front line. It's hp and saves are trash compared to a front line. It's comparison point is a spiked chain lockdown fighter. Which is t5.. the only other comparison that might be comparable is stunning fist focused monk... But I have to compare this to a crusader, warblade or totemist. Crusader and warblade you are dealing far less damage and won't hit ninth level maneuvers. You have higher armor class, which is good, but only slightly. You have far fewer natural attacks and your grapple is lower than the others. All you have is entomb. I would take entomb over three soulmelds, and probably over most of the stances. But. That's where it stops. So it compares favorably to totemist, maybe? I think that at level 11, with it having three class levels I would enjoy it over a totemist. But what is totemist's tier even?
    11 Natural Armor with no Dexterity penalty is not "slightly" higher or "slightly" good. You are nearly immune to any non-Touch Attack roll with a 60% or less chance of hitting a normal character, which is the majority of damage taken in most campaigns. DMs, last I checked, weren't in the habit of throwing piles of caster-type monsters and Touch Attacks at people. And your saves aren't terrible. Your Will save is ridiculous compared to a normal Crusader, you have no disadvantage to Reflex saves, and 80% or more of Fortitude saves in the game do nothing to you.

    Note again that Entomb is a rider. Without usage limits. Meaning that going for an Initiator gives you a save-or-lose on every single Strike. Against the infamously-reliable Reflex save. It takes a CR 20 Old Red Dragon to get to 50% chance of failure for your listed-on-the-statblock DC of 16. You are literally more needy of Attack roll bonuses than save DC against most of the game, and still get a +3 there. This is not Chain Tripping, you are actually doing damage in the process, even if it is not excellent damage.

    And two Maneuver levels is not exactly insurmountable. The difference between Elder and Ancient Mountain Hammer is 6d6 damage, which is easily made up with dragging out an extra turn or two of combat, which is what Entomb is for. You miss out on +10 DR/Adamantine from Adamantine Bones vs Iron Bones, but you're getting hit by non-Touch attack rolls much less than half as often as a normal character, so for things DR matters for you're still taking vastly less damage.

    Overall, it seems you trade something like a third of an Initiator's normal damage at most and about as much durability to relatively few things for doubling or more your durability to everything else and a decently reliable waste of at least three turns as rider to all Strikes.

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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    A better comparison might actually be Warlock. Entomb is comparable to Noxious Blast (one of the best invocations period); Noxious Blast has a better duration (much better if they can teleport out) but still allows move actions, targets a stronger save, creatures can be immune to it, and it's affected by SR unless you invested a feat. Plus, the Entomber gets Entomb 3 levels earlier. The Entomber's natural armor is much better protection than Entropic Ward or Darkness against attacks, but doesn't help against touch spells and can't shelter party members. Both have relatively low BAB, but comparatively good to-hit (high STR and targeting touch AC respectively). The Warlock gets dimension door and/or flight; the Entomber has a burrow speed. The Warlock has range, but if they want to be making multiple SOLs per round they need to be in melee anyway (Eldritch Claws and Eldritch Glaive are both melee), and the Entomber has better HP and melee durability forgot about Eldritch Chain/Eldritch Cone; Warlock has better range period.

    The Warlock will have more tricks, but the Entomber can make those up with Incarnum and/or ToB because the Entomber came online earlier. The Warlock has much better range without Bloodstorm Blade/blood wind tricks, but all in all I think the Entomber compares well enough for +0.
    Last edited by PoeticallyPsyco; 2021-02-24 at 02:20 PM.
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Quote Originally Posted by No brains View Post
    Is it possible for an entomber to repeatedly entomb itself so that it can tunnel downward quickly?
    Entomb doesn't actually say how deep you are putting said creature underground beyond shallow grave which is technically anything under 6' deep.

    Quote Originally Posted by Morphic tide View Post
    Note again that Entomb is a rider. Without usage limits. Meaning that going for an Initiator gives you a save-or-lose on every single Strike.
    I am confused what you are trying to insinuate here, it seems like you are trying to claim entomb works on any attack you make since it is a rider. However, it expressly only works on its slam attack. Sure as an initiator I can use any strike maneuver I want on my slam but its still a slam attack at the end of the day.

    Quote Originally Posted by danielxcutter View Post
    That, er, that feat's a Dragon Magazine feat though.
    I keep forgetting that beast strike isn't in one of the eberron books, that does make it less good. However, if Dragon Mag feats are in play its still a great option.

    Quote Originally Posted by Falontani View Post
    See, I don't think it is good. I'm it's damage won't keep up with a comparable front line. It's hp and saves are trash compared to a front line. It's comparison point is a spiked chain lockdown fighter. Which is t5.. the only other comparison that might be comparable is stunning fist focused monk... But I have to compare this to a crusader, warblade or totemist. Crusader and warblade you are dealing far less damage and won't hit ninth level maneuvers. You have higher armor class, which is good, but only slightly. You have far fewer natural attacks and your grapple is lower than the others. All you have is entomb. I would take entomb over three soulmelds, and probably over most of the stances. But. That's where it stops. So it compares favorably to totemist, maybe? I think that at level 11, with it having three class levels I would enjoy it over a totemist. But what is totemist's tier even?
    If totemist is a comparable tier, then my vote doesn't change. If it is not, then I might have to go -0.
    Speech is a concern as a pc, but various sign languages exist, and you can play charades until the DM caves. Not to mention you might be able to speak if your mouth is unbound.
    A psychic Warrior tripper is probably the best comparison point which is tier 3 and has similar function. I am not familiar enough with psychic warrior to do a full blown comparison. However reading through the handbook, I lean towards the psychic warrior. If we have say wolf totem Barbarian 2/psychic warrior 6 I believe the psychic warrior is tripping at least as often if not more so, doing more damage, with a +2 con mod has similar hp, and depending on its power choice either has similar ac or is much much more versatile in and out of combat than the entomber.

    Similarly Totemist is clearly a better all around choice than the entomber they can be a really nasty natural attack blender doing much more damage on days they are setup for for combat then set themselves up to be a skill monkey the next day when you are searching for clues on your next mission.

    Running through everything I think entomber has a slight advantage over tier 4 and 5 classes and seems slightly under par compared to most tier 3 classes though only slightly. That seems like +0 territory to me.
    Last edited by liquidformat; 2021-02-24 at 03:34 PM.

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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Quote Originally Posted by Morphic tide View Post
    11 Natural Armor with no Dexterity penalty is not "slightly" higher or "slightly" good. You are nearly immune to any non-Touch Attack roll with a 60% or less chance of hitting a normal character, which is the majority of damage taken in most campaigns. DMs, last I checked, weren't in the habit of throwing piles of caster-type monsters and Touch Attacks at people. And your saves aren't terrible. Your Will save is ridiculous compared to a normal Crusader, you have no disadvantage to Reflex saves, and 80% or more of Fortitude saves in the game do nothing to you.

    Note again that Entomb is a rider. Without usage limits. Meaning that going for an Initiator gives you a save-or-lose on every single Strike. Against the infamously-reliable Reflex save. It takes a CR 20 Old Red Dragon to get to 50% chance of failure for your listed-on-the-statblock DC of 16. You are literally more needy of Attack roll bonuses than save DC against most of the game, and still get a +3 there. This is not Chain Tripping, you are actually doing damage in the process, even if it is not excellent damage.

    And two Maneuver levels is not exactly insurmountable. The difference between Elder and Ancient Mountain Hammer is 6d6 damage, which is easily made up with dragging out an extra turn or two of combat, which is what Entomb is for. You miss out on +10 DR/Adamantine from Adamantine Bones vs Iron Bones, but you're getting hit by non-Touch attack rolls much less than half as often as a normal character, so for things DR matters for you're still taking vastly less damage.

    Overall, it seems you trade something like a third of an Initiator's normal damage at most and about as much durability to relatively few things for doubling or more your durability to everything else and a decently reliable waste of at least three turns as rider to all Strikes.
    Chain Tripping deals damage, and is a two handed weapon, thus allowing them to deal great damage (its not ubercharger damage).
    Dragons are usually one of the worst high CR opponents to compare ref saves to. Most of them have a 10 dexterity, while having a high CR by comparison. Usually if you want to compare ref saves to CR you want to compare to Monstrous Humanoids, Magical Beasts, and Outsiders. I am not saying that it won't proc often, it will. But Old Red Dragons are a very bad comparison point here. The Balor at CR 20 will fail the same DC only on a natural 1. The Chronotryn from Fiend Folio is a CR 19 Magical Beast and would only fail the listed DC on a natural 1. The Jackal Lord at CR 8 has a 50% chance of failure. Sure there are high CR enemies that will fail their save, but you can find that with any saving throw.

    But the main thing here that we need to talk about is the defense.

    1. You are immune to many status afflictions
    2. You have DR 5 against a somewhat rare material
    3. You have +11 natural armor
    These add up significantly; however you also have
    1. Dangers that other creatures do not face, namely the many anti undead tactics, which there are more of than anti humanoid tactics simply by virtue of there being drastically more undead.
    2. Your Hit points are tanked hard. Now I have in the past been one to say that it usually doesn't matter too much when it comes to undead hit points. And usually it doesn't. However unlike many of the undead that I have stated this with, comparing the Entomber to a same leveled Crusader. Your will save is great! But it doesn't matter since your immune to probably 90% of will saves. Your fort save is trash, but it doesn't matter since your immune to probably 90% of fort saves. Your ref is the same as the crusader. Your touch ac is the same as the crusader. Meaning against Reflex saves and touch attacks you are as vulnerable as the crusader, except the crusader has their Hit Point buffer. Let's compare level 9. 8d12 + 1d10, average to 67 hit points. A human crusader with a starting 14 con will have a +2 con item at the very least. 9d10+27 is an average of 85 hit points. that his 18 hit points, or on average 5d6 worth of damage.

    Monsters in your campaigns seem to favor direct attacks, however not all campaigns are treated similarly. In the campaign I am running, spellcasters usually end up as Boss monsters, yes. But at around level 11-13 I start including weaker spellcasters that have third level spells and reserve feats. (I like using Fiery Burst with my trash mobs)
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    I feel like telling the ghost of Gary Gygax to hold your beer is a good way to suddenly stop being the GM, but I have to admit that this would probably be remarkably effective. At what, I dunno, but effective.
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    Question Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    This probably shows how little we use FoM in our games, but would that negate being buried and requiring actions to be dug out?

    Does FoM make you immune to cave-ins etc?

    Not trying to be funny, just honestly not sure.

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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Quote Originally Posted by Thurbane View Post
    This probably shows how little we use FoM in our games, but would that negate being buried and requiring actions to be dug out?

    Does FoM make you immune to cave-ins etc?

    Not trying to be funny, just honestly not sure.
    RAW, yes FOM would make you immune. FOM makes you immune to a 5x5x5 adamantine box room without doors or windows.
    Quote Originally Posted by Zaq View Post
    I feel like telling the ghost of Gary Gygax to hold your beer is a good way to suddenly stop being the GM, but I have to admit that this would probably be remarkably effective. At what, I dunno, but effective.
    Quote Originally Posted by Zombulian View Post
    I am continually astounded by how new you are here in contrast to how impressive your mind is.

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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Quote Originally Posted by Falontani View Post
    RAW, yes FOM would make you immune. FOM makes you immune to a 5x5x5 adamantine box room without doors or windows.
    This seems to be dependent on reading it as "you can move normally regardless of literally anything that would say otherwise". It definitely protects against grapples and magic that impedes movement, for sure. I'd agree that it lets you ignore difficult terrain - it obviously works on how water impedes your movements, after all. I do not agree that it gives you effective incorporeality - it only lets you auto-succeed on Escape Artist checks to resist/escape grapples, not on the kind of Escape Artist checks that let you squeeze through walls of force.

    A bit more to the point, even if we agreed that it's RAW (which we don't), we can at least agree that it's definitely not RAI, and in a thread based around assigning LA to monsters with no RAW LA, interpreting monster abilities based on how they interact with pure RAW instead of RAI seems counterintuitive to me. Interpreting Entomber on the assumption that RAW FoM is in play isn't being fair to Entomber, because any DM that plays with "by RAW, FoM is cave-in immunity" isn't going to allow you to play an Entomber in the first place because they don't have LA.


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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    Quote Originally Posted by PoeticallyPsyco View Post
    The Warlock will have more tricks, but the Entomber can make those up with Incarnum and/or ToB because the Entomber came online earlier. The Warlock has much better range without Bloodstorm Blade/blood wind tricks, but all in all I think the Entomber compares well enough for +0.
    False; undead really can’t use Incarnum as well as living creatures.
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    Default Re: LA Assignment Thread X: New Year, New Management, Same Old Unplayable Monsters

    I don't think this really counts against the Entomber considering how narrow it is anyways, but do Boots of Sidestepping help against the Entomb ability? It requires a Reflex save, and the boots let you take a 5 ft. step as an immediate action when exposed to such effects - and if you get outside the area of the attack, it's negated. Wouldn't help against the actual slam, I think, and there's like a bazillion other options for that slot(assuming your target has magic items in the first place, or for that matter feet), but it just seems like an interesting side effect.
    Cool elan Illithid Slayer by linkele.

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    Quote Originally Posted by Squire Doodad View Post
    I could write a lengthy explanation, but honestly just what danielxcutter said.
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