Triton combatant: Difference between revisions
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{{Creature start2 <!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --> |
{{Creature start2 <!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --> |
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| picture = |
| picture = Triton combatant.jpg |
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| level = 98<!-- This will also be used at the end of the page in the Near level creature template --> |
| level = 98<!-- This will also be used at the end of the page in the Near level creature template --> |
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| family = Triton<!-- Add creature to family page list, which will be linked on preview/save --> |
| family = Triton<!-- Add creature to family page list, which will be linked on preview/save --> |
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| MN4 = Tackle |
| MN4 = Tackle |
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| MN5 = Triton's Horn |
| MN5 = Triton's Horn |
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| MN6 = Drowning Pool |
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| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --> |
| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --> |
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| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info --> |
| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info --> |
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| UDF = |
| UDF = |
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| BarTD = 324 |
| BarTD = 324 |
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| CleTD = |
| CleTD = 363 |
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| EmpTD = |
| EmpTD = |
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| PalTD = 283 - 295 |
| PalTD = 283 - 295 |
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| magic items = |
| magic items = |
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| gems = |
| gems = |
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| boxes = |
| boxes = Yes |
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| other = |
| other = |
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| skin = |
| skin = |
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{{addmetext}} |
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==Other information== |
==Other information== |
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Triton combatants carry a version of Triton’s Horn. When blown, they can cause either a fear effect that can cause adventurers to flee the immediate area, reduce stance, or even become immobilized, a Song of Depression effect which slows adventures, or a unique warding spell. |
Triton combatants carry a version of Triton’s Horn. When blown, they can cause either a fear effect that can cause adventurers to flee the immediate area, reduce stance, or even become immobilized, a Song of Depression effect which slows adventures, or a unique warding spell. In flooded rooms(indicated by the presence of "some muck" or the ability to use the SPLASH verb) it can function as a water-attuned Major Elemental Wave (435). |
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<pre{{log2|margin-right=350px}}> |
<pre{{log2|margin-right=350px}}> |
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A triton combatant draws forth a silver-spined dextral conch shell and brings it to her bulbous lips. The shell blasts forth with a deep, rumbling bellow, causing the water to rapidly well up around the combatant! |
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The rippling barrier of water explodes forth and moves outward from a triton combatant. |
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You are buffeted by the cresting waves of water, and knocked to the ground. |
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You are pinned in place, unable to move. |
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Roundtime: 12 sec. |
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... 5 points of damage! |
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Blow connects with your abdomen winding you. |
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A triton combatant draws forth a silver-spined dextral conch shell and brings it to her bulbous lips. A terrible, blaring force rumbles forth from the shell, rattling your frame to its very core!<br> |
A triton combatant draws forth a silver-spined dextral conch shell and brings it to her bulbous lips. A terrible, blaring force rumbles forth from the shell, rattling your frame to its very core!<br> |
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Your heart leaps for an instant, but you control the urge to run. |
Your heart leaps for an instant, but you control the urge to run. |
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Strike to temple! Saved by a thick skull! |
Strike to temple! Saved by a thick skull! |
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Roundtime: 21 sec. |
Roundtime: 21 sec. |
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</pre> |
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Combatants also use the drowning maneuver when in flooded rooms on the second floor. |
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>north |
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You are still stunned. |
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<pre{{log2|margin-right=350px}}> |
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[SMR result: 0 (Open d100: 171)] |
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A triton combatant hurtles herself at you with great speed, but flies slightly off center of her target and tumbles to the water with a splash! |
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</pre> |
</pre> |
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This maneuver is lethal if it succeeds but it takes several rounds to complete and the player has several chances to escape if they fail to avoid the initial attempt. Drown uses the the [[Standard_maneuver_roll#SMR_v2|SMR system ]] to determine success but also takes [[Swimming]] ranks into account. [[Water Walking (112)|Water Walking]] and [[Purify Air (207)|Purify Air]] also assist in protecting the player from being drowned. Drown appears to inflict a short stun with message. |
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* If you're hunting with a partner, they just need to attack (and connect) against the combatant, which will make it release its victim. |
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* Tritons will never attempt to use this maneuver on the 3rd floor of Nelemar because none of the rooms there are flooded. |
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* It is possible to cancel Drown by successfully using [[Stun Maneuvers]] to stand up. |
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==Messaging== |
==Messaging== |
Latest revision as of 22:40, 14 December 2023
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The triton combatant stands hunched, her head thrust forward, and neck enveloped by heavy, muscled shoulders. Tiny alien eyes stare from a prominently bony brow, regarding the world with stubborn truculence. A mottled brown ridge rises from the amphibian's forehead and sweeps up and back, hugging her skull. This heavy protuberance, covered with damp, leathery skin, provides her with formidable head and neck protection.
Hunting strategies
This section has not been added yet; please add to it now!
Other information
Triton combatants carry a version of Triton’s Horn. When blown, they can cause either a fear effect that can cause adventurers to flee the immediate area, reduce stance, or even become immobilized, a Song of Depression effect which slows adventures, or a unique warding spell. In flooded rooms(indicated by the presence of "some muck" or the ability to use the SPLASH verb) it can function as a water-attuned Major Elemental Wave (435).
A triton combatant draws forth a silver-spined dextral conch shell and brings it to her bulbous lips. The shell blasts forth with a deep, rumbling bellow, causing the water to rapidly well up around the combatant! The rippling barrier of water explodes forth and moves outward from a triton combatant. You are buffeted by the cresting waves of water, and knocked to the ground. You are pinned in place, unable to move. Roundtime: 12 sec. ... 5 points of damage! Blow connects with your abdomen winding you. A triton combatant draws forth a silver-spined dextral conch shell and brings it to her bulbous lips. A terrible, blaring force rumbles forth from the shell, rattling your frame to its very core!
Your heart leaps for an instant, but you control the urge to run. A triton combatant draws forth a silver-spined dextral conch shell and brings it to her bulbous lips. A terrible, blaring force rumbles forth from the shell, rattling your frame to its very core! Your heart leaps into your throat in reaction to the tremendous sound! Roundtime: 10 sec.
An example of a successful triton combatant's charge:
A triton combatant rushes forward at you with her silvery blue trident and attempts a charge! [Roll result: 166 (open d100: 91)] A triton combatant lunges at you with an expert charge and you flip through the air, landing on your head with a crash! ... 20 points of damage! Strike to temple! Saved by a thick skull! Roundtime: 21 sec.
Combatants also use the drowning maneuver when in flooded rooms on the second floor.
[SMR result: 0 (Open d100: 171)] A triton combatant hurtles herself at you with great speed, but flies slightly off center of her target and tumbles to the water with a splash!
This maneuver is lethal if it succeeds but it takes several rounds to complete and the player has several chances to escape if they fail to avoid the initial attempt. Drown uses the the SMR system to determine success but also takes Swimming ranks into account. Water Walking and Purify Air also assist in protecting the player from being drowned. Drown appears to inflict a short stun with message.
- If you're hunting with a partner, they just need to attack (and connect) against the combatant, which will make it release its victim.
- Tritons will never attempt to use this maneuver on the 3rd floor of Nelemar because none of the rooms there are flooded.
- It is possible to cancel Drown by successfully using Stun Maneuvers to stand up.
Messaging
Spawn, death, and decay
A triton combatant charges briskly into the area! The triton combatant gurgles once and goes still, a wrathful look on her face. A triton combatant sweeps his silvery blue trident out in an arc behind him, his eyes darting around as if seeking out his next opponent. (upon killing an adventurer)
Movement
Combat
A triton combatant briefly combs the shadows. (searching for hidden adventurer) A triton combatant lets out a truncated gurgle as he glances about with eyes narrowed, anger clear in the sound's undertones. (failing to find a hidden adventurer)
Idle
Irritated, a triton combatant weaves her head from side to side, hissing softly between her teeth. The triton combatant stretches, rolling his powerful shoulders backwards. A triton combatant brings his brine-stained parma up before him, holding his silvery blue trident out and away at an angle behind him. Plucking a stone from the ground, a triton combatant skips it across the surface of the water, then pauses, staring at the place where it finally sinks. (on 2nd floor only)
References
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