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View Full Version : 6 New Creatures! 3.5 Compatible (Pathfinder) [Please Evaluate and Critique Honestly]



Narmy
2009-12-15, 09:57 AM
So, I went and created some creatures, although the concepts of which were not my own. I took them, and altered them in some ways, fixed them up, balanced them, and then converted them to pathfinder. Thank you to all the people who worked on and came up with the concepts and original stats and stories for these creatures. Thank you for anyone that helped them. Lets hope I did justice to these creatures.

I would like to get opinions on them, as to if their CR's are at the right number, and if there are any mistakes in the stat blocks. If you're not familiar with the pathfinder system, then you can find the SRD here.

http://paizo.com/pathfinderRPG/prd/index.html

The monster creation section is here
http://paizo.com/pathfinderRPG/prd/monsters/monsterCreation.html

In order to convert these creatures to 3.5 Here are a list of the conversion changes Pathfinder makes from 3.5 - > Pathfinder.


• Monster Hit Dice types are linked to their base attack
progression, just as with characters.

This means that monstrous humanoids and outsiders receive +1 hit point per Hit Die they possess.

Oozes, which dropped down to d8 Hit Dice, lose 1 hit point per Hit Die.

Undead, which dropped down to d8 Hit Dice, lose 2 hit points per Hit Die, but they now use their
Charisma modifier in place of their Constitution modifier when calculating hit points and Fortitude saves.

Mindless undead typically have a Charisma score of 10, whereas intelligent undead tend to have a higher Charisma score.
===============================================
• Instead of altering the Hit Dice of constructs, their base attack bonuses have been increased from the medium
progression to the fast progression. This means that all constructs receive a +1 bonus on attack rolls, and to
their CMB and CMD. This bonus increases by +2 at 5 Hit Dice and by an additional +1 for every 4 Hit Dice they
possess beyond 5.

Undead, which increase from a slow progression to a medium progression, receive a +1 bonus
on attack rolls and to their CMB and CMD at 3 Hit Dice, the bonus increasing by +1 for every 4 Hit Dice after 3 that
they possess.
===============================================
• Calculate the monster’s CMB and CMD using the same method used for characters. Note that if a monster has
improved grab, or a similar ability, it receives a +4 bonus on CMB checks made to grapple.

Creatures that drained levels now bestow permanent negative levels. The DC to resist or remove these levels
is unchanged.
===============================================
• Constructs, plants, and most undead are no longer immune to sneak attacks or critical hits. Elementals, incorporeal
undead, and oozes are still immune to such attacks.

The creatures as listed

Icy Prisoner
Crimson Breather
Green Coin
Green Coin Stack
Steaming Soldier
Arctic Diamond
Aye Aye


Icy Prisoner CR 6
XP 2,400
CE, Medium, Undead (Cold)
Init +2 Senses Darkvision 60 ft.; Perception +8
Aura Cold
Defense
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 Natural)
hp 54 (7d8+14+9)
Fort +4, Ref +4, Will +6
Defensive Abilities Immunity to Cold, Vulnerability to Fire
Offense
Space 5 ft. Reach 5 ft.
Speed 30 ft. Swim 30 ft. Burrow 30 ft.
Melee Two Claws +10 (1d4+4 plus 1d6 cold plus Paralysis, and Frostbite) and Bite +7 (1d4+4 plus 1d6 cold plus Paralysis, and Frostbite)
Special Attacks Frostbite (DC 15), Paralysis (1d4+1 rounds; DC 17), Create Spawn
Str 18, Dex 14, Con --, Int 10, Wis 13, Cha 15
Base Atk +5; CMB +9; CMD 21
Feats Power Attack, Athletic, Toughness, Contagious Paralysis, Ability Focus (Paralysis)
Skills Climb +11, Stealth +8, Perception +7, Swim +15
Languages Common
Ecology
Environment Any Cold
Organization Solitary, pair, gang (3–5), or pack (6–11)
Treasure None
Advancement: 8–11 HD (Medium)
Special Abilities

Cold (Ex): An icy prisoner generates intense cold, causing opponents to take an extra 1d6 points of cold damage every time the creature succeeds on a claw attack. Creatures attacking an icy prisoner unarmed or with natural weapons take this same cold damage each time one of their attacks hit.

Create Spawn (Su): Any humanoid drowned by an icy prisoner becomes an icy prisoner in 1d4 rounds. Spawn are not under the control of the icy prisoner that created them. They do not possess any of the abilities they had in life.

Frostbite (Ex): A creature that sustains cold damage from an Icy Prisoner's melee attacks must make a DC 15 Fortitude save or become frostbitten. Creatures suffering from frostbite are fatigued (cannot run or charge, suffer a -2 penalty to Strength and Dexterity). These penalties end when the cold damage is healed. The save DC is Charisma-based.

Paralysis (Ex): Creatures that suffer cold damage from a steaming soldier's melee attacks must make a DC 17 Fortitude save or be covered in a skin of frost that paralyzes them for 1d4+1 rounds. The save DC is Charisma-based. Anyone who comes in contact with a creature paralyzed in this fashion must also succeed a DC 19 Fortitude Save or become paralyzed themselves as the supernatural ice spreads to its new victim.

Erupting in an explosion of ice and snow, a slick, frostbitten body burst from the frozen waters below. It glares at you with cold eyes and hefts its ice-encrusted corpse in your direction.

Icy prisoners are undead creatures created from the bodies of those drowned in icy lakes, ponds, or streams. These creatures spend most of the existences morbidly bobbing below the ice of their watery tombs, waiting to ambush and drown passerby who come too near.

Icy prisoners appear as grotesque, humanoid forms entombed in ice-covered bodies of water. The dead, frostbitten skin of these horrors lies pallid beneath the useless tatters of their remaining winter clothing. From a face sickly discolored by extreme cold, an icy prisoner's eyes glow with pale, watery blue illumination, and their lingering hair hands down frozen to their sallow faces

Combat: An icy prisoner lies in wait until it sees a target, then pounds on the ice above it in mock-death throes, hoping to draw the target closer to investigate. It then bursts through the ice and attempts to grapple the unfortunate soul. If successful, the icy prisoner tries to pull the victim into the freezing water and holds him until he drowns.
An icy prisoner can burrow only through ice and snow.


Crimson Breather CR 5
XP 1,600
CE, Small, Undead
Init +3; Senses Darkvision 60 ft., Scent; Perception +7
Defense
AC 18, touch 14, flat-footed 15 (+1 size, +3 Dex, +4 natural)
hp 60 (8d8+24)
Fort +5, Ref +5, Will +5
Defensive Abilities
Offense
Space 5 ft. Reach 5 ft. (10 ft. with tongue)
Speed 20 ft. Fly 15 ft. (Poor Maneuverability)
Melee Bite +10 (1d4+2 plus blood drain) or Tongue +11 (blood drain)
Special Attacks Blood Drain (DC 19), Create Spawn, Poison Breath (DC 19)
Str 12, Dex 16, Con --, Int 10, Wis 8, Cha 16
Base Atk +6; CMB +6; CMD 19
Feats Weapon Finesse, Ability focus (blood drain), Ability focus (poison breath), Weapon Focus (Tongue)
Skills Fly +11, Climb +9, Stealth +11 (+15 in shadow), Perception +7
Languages
Ecology
Environment Any Land
Organization Solitary, or Troup (1 plus 3d4 zombies)
Treasure Standard
Advancement: 9-15 HD (Small); 16-22 HD (Medium)
Special Abilities

Blood Drain (Ex): A crimson breather can suck blood from a living victim with its fangs by making a successful bite or tongue attack. The target must make a Fortitude save DC 19 or lose 1d4 points of Constitution damage. On a successful save, the drain is negated. On each such successful attack, the crimson breather gains 5 temporary hit points. The save is Charisma-based.

Create Spawn (Su): Any creature who dies from the crimson breather’s blood drain or poison breath turns into a zombie within 1d4 minutes after its death. A creature whose blood has been drained automatically turns into a zombie. Those who die from the poison have a 50% chance of becoming a zombie. All zombies are compelled to obey the crimson breather, as a cleric’ ability to command undead. A crimson breather can't control more than twice its hit dice worth of zombies.

Poison Breath (Su): Once every 2d4 rounds, a crimson breather can belch a smoky-red poisonous cloud at its foes. The cloud is 10 feet wide, 10 feet high and 20 feet long. The poison deals 1d6 Con as initial damage and 1d6 Con as secondary damage. A Fortitude save DC 19 negates the poison. The save is Charisma-based.

Racial Modifiers: A crimson breather gains a +4 to Stealth checks when concealed in shadows and in darkness.


A pale figure sprouts from the shadow of the night. It looks like a hairless toad-headed chubby halfling with pale watery eyes and sharp fangs. Two small leathery wings protrude from its back. As it pulls out its tongue, blood drips from its large mouth and a crimson vapor comes out of it.

A crimson breather is a vicious undead that crave blood and transforms its victims into zombies. Said to be a daring halfling who fell victim to a crimson death, its origin is still shrouded in mystery.
Fortunately, few of these undead exist, but they are rarely encountered alone. Many zombies who died from drained blood or poison follow its creator on its trek. This undead is not stupid; being mistaken for a vampire, it often uses this fear to feed on innocent victims.

Crimson breathers are about 3 feet tall and weighs around 50 lbs. They speak Common with their raspy and slurred voices.

Combat
A crimson breather strikes from ambush, letting its zombie horde to soften the targets. It slaps its target with its tongue and goes into a biting frenzy to quicken drain the target of its blood. Against multiple opponents, its breathe out its poison into a cloud.


Greed Coin - CR 1/8
XP 50
N, Diminutive Construct
Init +4; Senses Blindsight 60 ft., Darkvision 60 ft., Tremorsense 60ft, Low-light vision; Perception +0
Defense
AC 18, touch 18, flat-footed 14 (+4 Size, +4 Dex)
hp 5 (1d10)
Fort +0, Ref +4, Will +0
Defensive Abilities Construct Traits
Offense
Speed 5 ft. (1 Square)
Melee Bite +5 (1)
Space 1 ft.; Reach 0 ft.
Special Attacks Coin healing, Consume Coins, Replicate
Str 1, Dex 18, Con --, Int --, Wis 11, Cha 1
Base Atk +1; CMB -8; CMD 6 (Cannot be Tripped)
Feats Weapon FinesseB
Skills Disguise +0 (+30 when attempting to appear as a Coin)
Ecology
Environment Any
Organization Solitary, Purse (2-10), or Swarm (See Below)
Treasure None
Special Abilities
Coin Healing (Su) If the greed coin is damaged, it can use its Consume Coins ability to healing 1 point of damage.

Consume Coins (Ex) A greed coin can eat a Fine coin-shaped object within 2 rounds. It either allows the greed coin to create other greed coins or to heal itself.

Replicate (Su) After consuming a coin, the greed coin can spit out another greed coin, fully healed and ready. The process takes 2 rounds.

Combat
A greed coin does not attack alone. It prefers to produce its breed and then starts swarming on its foes.

Greed coins are the creation of a wizard who got tired of having his finances stolen or taken for taxes and payments. One day, he transformed a gold coin into an automaton that feeds on money. He then slipped the coin into a little pile of coins and got it stolen by a thief. Weeks later, the authorities found the corpse of the thief, eviscerated to the bones.

A greed coin looks like an ordinary coin, except its side can open like a mouth revealing sharp teeth. It does not speak nor make any vocal noise.

Construct Traits (Ex) Constructs are immune to
death effects, disease, mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale effects),
necromancy effects, paralysis, poison, sleep, stun, and
any effect that requires a Fortitude save (unless the effect
also works on objects, or is harmless). Constructs are
not subject to nonlethal damage, ability damage, ability
drain, fatigue, exhaustion, or energy drain. Constructs
are not at risk of death from massive damage.
Format: construct traits; Location: Immune.


Greed Coin Stack - CR 1
XP 400
N, Diminutive Construct (Swarm)
Init +4; Senses Blindsight 60 ft., Darkvision 60 ft., Tremorsense 60ft, Low-light vision; Perception +0
Defense
AC 18, touch 18, flat-footed 14 (+4 Size, +4 Dex)
hp 11 (d10)
Fort +0, Ref +4, Will +0
Defensive Abilities Construct Traits, Swarm Traits Immune Weapon Damage
Offense
Speed 5 ft. (1 Square)
Melee Swarm (1d6 plus Distraction)
Space 5 ft.; Reach 0 ft.
Special Attacks Coin healing, Consume Coins, Replicate, Distraction (DC 11)
Str 1, Dex 18, Con --, Int --, Wis 11, Cha 1
Base Atk +2; CMB -7; CMD 7 (Cannot be Tripped)
Feats Weapon FinesseB
Skills Disguise +0 (+30 when attempting to appear as a Coin)
Ecology
Environment Any
Organization Solitary, or Vault (2-4 Swarms)
Treasure None
Special Abilities
Coin Healing (Su) If the greed coin is damaged, it can use its Consume Coins ability to healing 1 point of damage.

Consume Coins (Ex) A greed coin can eat a Fine coin-shaped object within 2 rounds. It either allows the greed coin to create other greed coins or to heal itself.

Replicate (Su) After consuming a coin, the greed coin can spit out another greed coin, fully healed and ready. The process takes 2 rounds.

Construct Traits (Ex) Constructs are immune to
death effects, disease, mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale effects),
necromancy effects, paralysis, poison, sleep, stun, and
any effect that requires a Fortitude save (unless the effect
also works on objects, or is harmless). Constructs are
not subject to nonlethal damage, ability damage, ability
drain, fatigue, exhaustion, or energy drain. Constructs
are not at risk of death from massive damage.
Format: construct traits; Location: Immune.

Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Distraction (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature's HD + creature's Con modifier) negates the effect.

You see a coin stack that rolls and bounces toward you, just as if someone was controlling the coins.

A greed coin stack is created when a gathering of greed coins has reached the number of 1,500 coins.



Construction
A greed coin’s body must be made from a single gold coin, and then treated in oils and powders worth 1,000 gp. Creating the body requires a DC 20 Craft (Metalworking) check.
CL 9th; Craft Construct, animate objects, fabricate, alarm, caster must be at least 9th level; Price 2,500 gp; Cost 1,750 gp.


Steaming Soldier CR 5
XP 1,600
CE, Medium, Undead (Cold)
Init +2; Senses Darkvision 60 ft.; Perception +12
Aura Cold
Defense
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 Natural)
hp 61 (7d8+21+9)
Fort +5, Ref +4, Will +7
Defensive Abilities Turn Resistance +4, Immunity to Cold, Undead Traits, Vulnerability to Fire
Offense
Space 5 ft. Reach 5 ft.
Speed 30 ft. (6 squares)
Melee Two Claws +8 (1d6+3 plus 1d6 Cold) and Slam +6 (1d6+3 plus 1d6 Cold)
Special Attacks Improved Grab, Create spawn, Drain Heat, Steam Cloud
Str 16, Dex 15, Con --, Int 11, Wis 14, Cha 16
Base Atk +5; CMB +8 (+12 for Grapples); CMD 20
Feats Combat Reflexes, Toughness, Improved Natural Attack (Claw), Multiattack, Improved Turn Resistance
Skills Stealth +13, Perception +12, Climb +10
Languages Common
Ecology
Environment Any
Organization Solitary, pair, gang (3–5), or pack (6–11)
Treasure None
Advancement: 8–14 HD (Medium)
Special Abilities


A ghostly shape appears through the dense fog, awkwardly ambling in your direction. As it nears, you can see that it is a shambling humanoid body, riddled with wicked lesions. These gory wounds perpetually steam the fog that surrounds you.

Steaming soldiers are undead born of battles on frigid tundra and unforgiving ice fields. These monstrosities arise when wounded warriors are left to die on the battlefield, and the icy landscape drains their warmth. Their name comes from their open wounds that fill the areas around them with clouds of steam. These creatures seek the natural warmth drained from them in death, and they terrorize travelers and small settlements in cold areas.

Steaming soldier are difficult to see due to the roiling mists that surrounds them, and they are usually only glimpsed as indistinct shapes in the fog. Behind their grim veil of fog, they are horrible creatures to behold, their undead nature evident from their deathly blue skin, luminous red eyes, and great gaping wounds that seep billowing clouds of steam.

Combat:
Steaming soldiers prefer to attack from surprise, using their ever-present mists for concealment. They close to melee as quickly as possible in order to claw and paralyze foes. Once a target is paralyzed, steaming soldiers use their drain heat ability to finish off the target and create a new steaming soldier.

Cold (Ex): A steaming soldier generates intense cold, causing opponents to take an extra 1d6 points of cold damage on an attack. Creatures attacking a steaming soldier unarmed or with natural weapons take this same cold damage each time one of their attacks hit.

Create Spawn (Su): Any humanoid that is slain by a Steaming Soldier's Drain Heat ability becomes a Steaming Soldier in 1d4 rounds. Spawn are not under the control of the Steaming Soldier that created them. They do not possess any of the abilities they had in life.

Drain Heat (Ex): A steaming soldier can drain heat from a victim by pulling it into a horrific kiss. A steaming soldier that makes a successful grapple check and pins its foe drains heat. The victim suffers 1d4 points of Constitution damage each round the pin is maintained.

Improved Grab (Ex): To use this ability, a Steaming Soldier must hit a creature of its size or smaller with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. In addition the Steaming Soldier gets a +4 bonus to CMB for grappling.

Steam Cloud (Su): A steaming soldier is always surrounded by a billowing cloud of mist that functions as the spell fog cloud, except that it always remains centered on the steaming soldier. Steaming soldiers can see through this mist and natural fog, suffering no miss chance. Magic fog affects visibility for them as normal.


Arctic Diamond CR 7
XP 3,200
N Large Magical Beast (Cold)
Init +5; Senses low-light vision, darkvision 60 ft, Scent.; Perception +9
Defense
AC 20, touch 14, flat-footed 15 (-1 Size, +5 Dex, +6 natural)
hp 59 (7d10+21)
Fort +5, Ref +10, Will +7
DR 10/magic
Offense
Speed 20 ft., fly 100 ft. (Good Maneuverability)
Melee Beak +13 melee (1d6+3 plus 1d6 cold), Two Talons +13 (+7 Full attack) (1d4+1 plus 1d6 cold), or Polar Ray +11 ranged touch (7d6 cold)
Space 10 ft.; Reach 5 ft.
Special Attacks Freezing touch, Polar ray
Spell-Like Abilities
At Will-- Fog cloud, mirror image; caster level 10th
Statistics
Str 16, Dex 20, Con 16, Int 12, Wis 14, Cha 12
Base Atk +7; CMB +11; CMD 26
Feats Point-blank Shot, Flyby attack, Weapon Finesse, Hover
Skills Fly +13, Perception +9, Survival +9, Stealth +7 (+13 in Stony Environs)
Languages Auran, Aquan, Common and Sylvan.
SQ Freezing Touch, Immunity to Cold, Vulnerability to Fire.
Ecology
Environment Cold Mountains
Organization solitary, pair
Treasure None, except diamond
Special Abilities

Polar Ray (Ex) An arctic diamond can fire a ice ray from its diamond once every 1d4 rounds. It has a maximum range of 40 ft., deals 7d6 of cold damage. This ability works like the polar ray spell. The caster level is equal to the arctic diamond’s HD and the range is equal to 25 ft + 5/2 HD. An arctic diamond’s polar ray may be used once every 1d4 rounds

Freezing Touch (Su) A mere touch from an arctic diamond is icy cold. Its natural weapons deals an additional 1d6 points of cold damage.

Racial Modifiers +2 Stealth (+6 in stony environs)

This creature has the appearance of a large peacock, with blue and white feathers and a majestic head crest of dark blue feathers. Its eyes are deep blue with pearl-sized white pupils. Its most significant feature, however, is the diamond lodged in its forehead and it shines with a faint blue-white light.

This creature has the word “confusion” written all over it. Many are easily confused by the name “Arctic Diamond”, thinking it is a great treasure worth thousand of gold, and many faced the wrath a real arctic diamond, a fiercely territorial and protective avian with similar habits that match birds of prey. Its appearance also confuses explorers, since a normal peacock is not a threat to humanoids, and again many perished frozen solid due to overconfidence.
An arctic diamond behaves like any other birds. It seeks a place to nest, a mountain by preference, then it searches for a mate and raises chicks. An arctic diamond is very protective and territorial when it covers the eggs and raises its chicks. Both parents take turns taking care of their young and hunting and defending their domains. So generally, a arctic diamond’s domain is littered with frozen statues of unfortunate creatures who dared to enter.
An arctic diamond is omnivorous and can eat just about anything it can kill. Hares, fishes, snow spiders and even white dragon wyrmlings, which make those dragons the greatest predators to an arctic diamond, either for vengeance or simply for the diamond it possesses. Winter wolves are also a common threat.
An arctic diamond can be friendly to creatures who mean no harm to it or its chicks, and can help them in need, regardless of motives. This bird can be seen as a protector for an uldra village as well as a battle mount for a frostfolk barbarian.

Combat
An arctic diamond prefers to stay in the air, firing its chilling polar ray from above. When its prey looks weak it dives toward and finishes off with its beak and talons. If its polar ray does not seem to affect the creature, then it flies off and search of another meal. The diamond of a killed arctic diamond is no longer magical, but keeps its value in gp.



Aye Aye (Nocturnal Lemur) CR 1/6
XP 65
N, Tiny, Animal
Init +3; Senses Darkvision 60 ft.; Perception +5
Defense
AC 15, touch 15, flat-footed 12 (+2 Size, +3 Dex)
hp 4 (1d8)
Fort +1, Ref +5, Will +1
Defensive Abilities
Offense
Space 2 1/2 ft.; Reach 0 ft.
Speed 20 ft. Climb 20 ft.
Melee Bite +3 (1d4-3)
Special Attacks
Str 4, Dex 16, Con 10, Int 2, Wis 14, Cha 2
Base Atk +0; CMB +1; CMD 8 (12 vs Trip)
Feats Weapon Finesse (Bite), Alertness
Skills Acrobatics +11, Climb +11, Stealth +7, Perception +5
Languages
Ecology
Environment Thick Forests or Jungles
Organization Solitary
Special Abilities

Light Vulnerability (Ex): The eyes and bodies of nocturne lemurs are vulnerable to normal sunlight and anything above a dim light source. Illumination equal to the light spell or brighter imposes a -1 penalty to the lemur's attack rolls. Additionally, exposure to full sunlight causes 1 hit point of damage per minute to any unprotected ones.

Racial Modifiers: +8 racial bonus to Climb and Acrobatics checks, and a +4 on Stealth checks when in darkness. The Nocturne's use their Dexterity modifier instead of their strength modifier on Climb checks.

Familiar Bonus: The owner of the familiar gains Darkvision 30 ft.

Nocturne lemurs live in very thick forests or jungles, where they can stay in deep shade even during the day.

The creature sitting on the wizards shoulder appears to be a sort of lemur, a very dark furred animal curled up on behind his right ear. It's ears perk up when you move, and it looks over at you with almost disconcerting glowing yellow eyes. As the wizard steps out of the shade, it hisses slightly and climbs down over his shoulder onto his back, still shaded at the angle he is standing.

Nocturne Lemurs are often used by wizards as familiars, as they grant +30 ft. darkvision as a familiar. (If the owner of the familiar already has darkvision, it gets an additional 30 ft added to what they already have.)

Lord Loss
2009-12-15, 10:08 AM
I like the magic missile adjustment, it gives low-level casters a VERY SLIGHT power boost and high level ones a way to damage hard to hit creatures. Overall, I like it. It hammers in the whole point of magic missile.

I'm not sure about the second houserule.

I like the feats. One Shot Kill's name is misleading, but it's effect is still good. Increase the bonus to +5, though. I love tiny fighting, and will be using it for my next DMPC. This recieves my

DEMONIC SEAL OF APPROVAL!

:smallbiggrin:

Telonius
2009-12-15, 10:47 AM
I'm really not sure about the "Learned Feat" idea.

"a feat that is noted with a [4] in the Allowed Feats list." - what does this mean?

If I'm reading it right, any character with a 16 INT can get almost the entire Combat Expertise line without breaking a sweat by fourth level. Something like a Monk with Kung-Fu Genius or Carmendine Monk would really benefit from it.

Narmy
2009-12-15, 10:47 AM
Good to hear that someone likes some of this stuff.

I'll probably be using a lot of it myself, I posted it here so that I could share it, as well as get feedback as to if I should allow it for my games.

Narmy
2009-12-15, 10:49 AM
Could we edit the feat to needing 10 ranks to gain 1 feat? Would that fix it?

Eleven
2009-12-15, 10:56 AM
A lot of the flaws seemed way too harsh for me (-10 to all charisma checks, no healing magic, no resurrection, critical hits without confirmation...). A lot of these things seem like way too much to lose for a single feat. Perhaps scaling them back would be more fair for players.

The dying variant, on the other hand, is brilliant. It's simple, elegant, and intuitive. Good work.

Surgo
2009-12-15, 11:15 AM
In order:

The Magic Missile change doesn't do much to make it not suck, unfortunately.

Divine Spell Preparation: I don't understand the bit about Clerics. Clerics do not even need to rest to prepare spells, putting them here would be a nerf.

Dying Variant: Doesn't really change anything substantially, whatever.

Armor Familiarity: Number booster, gets an automatic "meh" from me.

Love of Food: This feat is insultingly bad. Do you think that those +2/+2 skill feats are actually worth spending a slot on?

How, When, and Critical!: This feat already exists, and is called "Power Critical". Not only that, but it is...in the SRD.

As for the rest of the feats...they just don't give much of an effect. I don't see why anyone would ever take one.

The Brain Bleach spells: actually an interesting idea, good work.

As for the flaws...

Critical Misfortune: You might as well rename this one "free power-up for your arcane spellcaster".

Fear the Reaper: This effect is completely unquantifiable, something that the feats design guidelines suggest you avoid and for good reason.

Amnesia: Again, unquantifiable.

Chronic Illness: A static DC means this eventually stops being a flaw and becomes a pure power boost.

Bestial Instinct: You might as well rename this one "free power-up for druids".

Telonius
2009-12-15, 11:47 AM
Could we edit the feat to needing 10 ranks to gain 1 feat? Would that fix it?

I'd rather see it as a cap of character level/5 feats (minimum 1). (Must also meet the Intelligence score requirement). I'm generally very leery about making anything front-loaded. Give too many feats up front, and the risk of cheese increases exponentially. Earlier entry into PrC's, less need to dip multiple PrC's to achieve that killer combination, etc.

Narmy
2009-12-15, 04:09 PM
98% I didn't create, I just gathered, and if I created, I more so altered to make it at least a tiny bit more balanced.

Narmy
2009-12-15, 04:36 PM
Critical Misfortune:
Don't allow spellcasters to take it?

Gensh
2009-12-15, 07:40 PM
Critical Misfortune:
Don't allow spellcasters to take it?

Banning a flaw based entirely on class choice isn't really fair. The guidelines say that you should always design them with min-maxing in mind, so this one really won't fly, I don't believe.

Milskidasith
2009-12-15, 07:45 PM
Beastly is a benefit for druids, since you can be affected by animal only buffs and such (when you aren't wildshaped... which is... rarely, I admit).

Siosilvar
2009-12-15, 08:28 PM
TINY FIGHTING (Racial)
You take the greatest possible advantage of your size when fighting larger creatures.

Prerequisite: Gnome, Halfling

Benefit: Whenever you are fighting a creature of medium or greater size, you are considered a Tiny-sized creature for attacking and armor class.

Normal: You are considered a small-sized creature.

Special: In any combat circumstance in which it would be beneficial to be small-sized as apposed to tiny, you are still considered small.
Better phrasing would be:
Tiny Fighting
Prerequisite: Small size
Benefit:Whenever you are fighting a creature of medium or greater size, you gain a +1 bonus to hit and AC.


UNCOMMON SENSE (Racial)
Your race is known for their common sense.

Prerequisite: Dwarf

Benefit: You get a +1 bonus to all wisdom-based skill checks.
Are you kidding? Make this a racial feature if you're going to bother with it at all. Not worth it for +1 heal, listen, flavor (profession), spot, sense motive, and flavor (survival). Maybe in a low-level campaign with a survivalist flavor.

Brain Bleach is... really strong, to say the least. Mass versions are generally 3 levels higher, and Programmed Amnesia (CArc?) does pretty much the same thing, at 5th level.

It's "Shaky", not "Shakey".

[hr]EDIT:


Banning a flaw based entirely on class choice isn't really fair. The guidelines say that you should always design them with min-maxing in mind, so this one really won't fly, I don't believe.

To quote:

"A flaw must have a meaningful effect regardless of character class or role. That way, a player can't reduce the flaw's importance through multiclassing. For instance, a flaw that only affects spellcasters might seem reasonable-but for nonspellcaster characters, the flaw likely proves meaningless. Even if you restrict the selection of such feats to characters of specific classes, a player can easily select a spellcasting class at 1st level, choose two flaws that apply to spellcasters, gain the bonus feats, multiclass into a nonspellcasting class at 2nd level and thereafter proceed as a primarily nonspellcasting character. The player has sacrificed a level to gain two bonus feats, a tradeoff that appeals to some players."

You're supposed to make it so that it matters, not so that you can min-max out of them.

Random_person
2009-12-15, 08:45 PM
There is a similar problem with arcane instability, since a straight cleric loses nothing from taking it.

Narmy
2009-12-23, 05:23 PM
I've gone and added a couple feats, flaws, and a few spells at the very bottom of the first page.


Comments???

FlamingKobold
2009-12-23, 05:52 PM
I like a lot of what you've done, and have okay'd it for my players. I think right now one of them is making a magic missile specialist. Cast the spell = damage. That's the point of the spell. Also, the negative HP thing is very sensible and more thematic. I too have always had a problem with "negative" hit points.

Narmy
2009-12-23, 06:57 PM
Actually, I've stumbled upon another alternative to dying.

I think that it may be good as well, opinion?

http://www.seankreynolds.com/rpgfiles/misc/variantdyingrule.html

What about the new stuff at the bottom of the O.P.?

FlamingKobold
2009-12-24, 02:00 AM
Individual comments for everything.


Magic Missile - 1st level arcane spell
Ignores spell resistance.

(What do you think about allowing the 1st level magic missile to ignore SR?

Good, see above post.


Divine Spell Preparation

Rangers and Paladins need to get only a good night's rest (six out of eight hours) to be able to prepare his or per spells.

Not game-breaking, looks to be mainly thematic.



Dying Variant

DYING
Negative hit points is a ridiculous idea. It doesn't make sense. Instead, anytime a character reaches 0 HP, any damage they take beyond that is dealt as temporary Constitution damage. No living creature is dead until their Con = 0. Anything temporarily increasing a creature's Con still functions, but their effects are negated if damage exceeds their bonuses. Anyone near death takes a long time to recover.

You don't explain the rate at which they gain back Con. I like this system better than the one posted farther down the page with 2 changes:
1. Explicitly say that they are prone/unconcious, as it doesn't say that.
2. After they are stabilized (positive HP), they regain Con at a rate of 2 points/hour. (Healing affects this, obviously)



ARMOR FAMILIARITY (General)

Choose a specific type of armor, such as scale mail. After using the same type of armor for an extended time, you learn how to best take advantage of the armor.

Prerequisites: Proficient with the type of armor chosen.

Benefit: Whenever you are wearing this particular type of armor, you gain a +1 competency bonus to armor class. You may also reduce the armor check penalty for the armor by one. The maximum dexterity bonus allowed also increases by one. Reduce the donning time for that type of armor by 25%. If it would normally take 4 minutes, it now takes 3 minutes.

Special: You can gain this feat multiple times. Every time it is taken, a new type of armor must be chosen and the benefits apply separately.

Okay, good idea, but not worth a feat. To make people actually want it, make it add HD(or BAB)/4 to AC (Rounded up). Scaling is always better. Make the change to Max Dex and ACF HD(or BAB)/5 (Rounded up). Doing time barely matters. Maybe make it fu for gishes and add in that it reduces ASF by 5% x HD (or BAB)/4.


PUNCH HARDENED (General)
After endless bouts of unarmed combat, the character has become resistant to melee attacks that cause subdual damage.

Prerequisites: Improved Unarmed Strike, Fortitude save +5, Constitution 13+.

Benefit: When a character takes this feat, the character gains subdual damage reduction 2.

Special: This feat may be taken multiple times. Every time it is taken, the damage reduction is increased by 2.

Not worth a feat slot. Maybe DR 2/- to weapon damage, but that's very close in power to an epic feat... and DR 1/- is just so small... No idea on this one.



TINY FIGHTING (Racial)
You take the greatest possible advantage of your size when fighting larger creatures.

Prerequisite: Gnome, Halfling

Benefit: Whenever you are fighting a creature of medium or greater size, you are considered a Tiny-sized creature for attacking and armor class.

Normal: You are considered a small-sized creature.

Special: In any combat circumstance in which it would be beneficial to be small-sized as apposed to tiny, you are still considered small.

IIRC, there's already a feat like this, and it's underpowered at best. It has a significant prereq (which should be "Small size or smaller") for a to very large bonus. I recommend increasing the power to a larger AC bonus, such as +4, and make its effect only occur when your enemy is Large or larger.


UNCOMMON SENSE (Racial)
Your race is known for their common sense.

Prerequisite: Dwarf

Benefit: You get a +1 bonus to all wisdom-based skill checks.

Anyone with this feat would immediately regret it, as it merely takes common sense to see that the effect is less useful than Endurance or the like.


Skill Focus [General]
Select one skill which you have at least 4 ranks into.
Prerequisite: Selected skill 4 ranks.
Benefit: The character gains a +4 bonus to the selected skill and can now take 10 with the skill even when threatened or endangered.
Special: This feat can be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new skill.

Sure, it combines Skill Focus woth Skill Mastery. Solid Feat.



Lesser Animate Dead
As Animate Dead except it’s a 2nd level spell and the HD limit is equal to your caster level and the duration is 10 min./level after which your minions dissipate and fall apart (self destruct).

Quick, disposable, undead cannon-fodder. Good and balanced.


Brain bleach
Enchantment (compulsion) [mind affecting]
Level: sor/wis 4
Components: S, V
Casting time: 1 standard action
Range: touch
Area: creature touched
Duration: instant
Saving throw: Will negates
Spell resistance: yes

When touched, a creature with an int of 3 or higher immediately forgets any an all events that has transpired within the past 24 hours. The touched creature is allowed a will saving throw to resist the effects of the spell.

Material Component:
A bucket of bleach


Brain bleach, lesser
Enchantment (compulsion) [mind affecting]
Level: sor/wis 0
Components: S, V
Casting time: 1 standard action
Range: touch
Area: one willing subject
Duration: instant
Saving throw: no
Spell resistance: yes

When touched, a willing creature with an int of 3 or higher immediately forgets any an all events that has transpired within the past 10 minutes. The touched creature is allowed a will saving throw to resist the effects of the spell.

Material component:
A small bottle of bleach


Brain bleach, mass
Enchantment (compulsion) [mind affecting]
Level: sor/wis 5
Components: S, V
Casting time: 1 standard action
Range: touch
Area: 1 creature/level
Duration: instant
Saving throw: Will negates
Spell resistance: yes

As Brain bleach only this spell affects 1 additional creature per level. Each creature is allowed a will saving throw to resist the effects of the spell.

Material component:
A large bucket of bleach

Good Spells, Levels are wrong. I think Brain Bleach should be 3rd level, not fourth.


Critical Misfortune
Be it by plain idiocy, quirk of bad luck, or some other factor. It is extremely seldom that you'll ever deal a critical blow, if at all possible.
Effect: You only make a critical hit on a natural 20, and must make two confirm rolls instead of one.

No effect on spellcaster, except ray specialists.


Bad Wounds
Due to strange twist of fate, your body became immune to magic... Healing magic to be specific
Effect:You are unaffected by spells that remove hit point damage.

Not worth it for a feat.


Misfortunate
You lack natural resistances to outside effects.
Effect: You take a -2 penalty on all saving throws.

Slightly worse than -3 to one save, so it's a bit underpowered, but okay.



Slow Learner
You have problem with learning new things.
Effect: You gain half the number of skill ranks that you would normally gain.
Special: You cannot take this flaw if you gain 2 or less skill ranks per level (which includes human bonus points and bonus points from Int score).

So not worth it for a single feat. Way too harsh.


Sickly
You are very vulnerable to illnesses.
Effect: You gain a -6 penalty on saving throws against disease and poison.
Special: You cannot take this flaw if you are immune or resistant to disease or poison. If you have this flaw, you do not gain any feats, class abilities, spells or effects that grant disease or poison immunity (but not resistance).
Poster: Szatany

Maybe too conditional, but pretty okay to me.


Arcane Fatigue
Prerequisite: Must be able to cast arcane or divine spells.
Every time you cast a spell you must make a fortitude save of DC 10 plus the spells level or become fatigued.

Poor scaling, too severe, and too specific. Triple Whammy.


Chivalrous Courtesy
Half of Base Attack Bonus penalty rounded down (Minimum -4) to attack rolls against opponents that you can tell are the opposite gender
(You may only take this flaw if you have a gender)
Example: If you have a base attack bonus with multiple attacks such as +12/+7/+2, the penalty for attacking the opposite gender with the Chivalrous Courtesy Flaw would come out as such. +6/+4/+0

No. Shut it down.


Shaky
Prerequisite: None
Summary: Your aim is hardly ever perfect, be it from nerve damage, nervousness, or just the plain inability to keep still.
Effect: You take a penalty equal to half your Base attack Bonus rounded down (Minimum -2) on attack rolls with rangedr, or thrown weapons.
Example: If you have a base attack bonus with multiple attacks such as +12/+7/+2, the penalty for attacking with ranged, or thrown weapons with the Shakey Flaw would come out as such. +6/+4/+0

Way too harsh, as the actual flaw shaky is a static -2.


Beastly
Prerequisite: Wild Empathy
-10 penalty on everything that is charisma based, in addition you are affected by anything that would affect an animal

To situational, incorrect power tradeoff for a feat.


Curse of Arcane Knowledge
Arcane energy has changed you, you have racing thoughts and speech.
Prerequisite: Ability to cast arcane spells.
Effect: Your thoughts are amplified by the arcane energy that flows through you, making them race through your head as you try to discern one thought from the other. This causes a -2 penalty to concentration checks and you have a base spell failure chance of 10%, this cannot be countered.
Benefit: 1 Bonus Feat.

No player would ever choose this. Ever.


Limb Deformity
Prerequisites: Creatures with more than 2 hands (or other limbs they can use to hold either a shield or a weapon) cannot take this flaw. Since you have one hand from birth, spells like regeneration don't recover your hand/arm (spells don't remove birth defects).
Effect: You only have one arm.

Good for fluff, way too severe for crunch.


Weary Warrior
You have seen too much senseless violence in your life, and combat only disheartens you further.
Effect: You suffer a -4 penalty on initiative checks and after any combat you are fatigued for 1 hour. (This fatigue is a self-produced mind-effect that cannot be remedied by use of magic or items.)

Technically, multiple battles would make you exhausted, etc. Moreover, this is absurdly harsh compared to "inattantive" (-6 init)


Fragile
Your body is more vulnerable to damage and has many weak spots.
Effect: When creature attacking you rolls natural 20 on attack roll, it scores critical threat without a need of confirming it.

Good.


Arcane Instability
You have a base arcane spell failure chance of 5% which cannot be removed by any method. This spell failure chance stacks with all other spell failure percentages. If you fail to cast a spell due to spell failure then you must roll 1d100. A Result of 11-100 means the spell simply fails, a result of 1-10 means that the spell backfires. This is represented by a 10 foot burst centered on the caster. A backfired spell deals 1d6 magical damage per spell level of the failed spell. This damages all creatures within the burst radius, including the caster.

Only affects some PCs, no one would ever get it if they were planning on ever using spells. (even a 1/200 chance of blowing up sucks hard)


Changelog


Added New Stuff Below



Cauterize
Necromancy [Fire]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

With a touch of your hand there is a bright flash of light and a wave of heat that seals the target’s wounds closed.

With a touch, you cause a dying creature to become stabilized in the most painful way imaginable as you simultaneously sterilize and sear its wounds closed. This deals no damage, but causes severe pain in the victim that grants a – 2 penalty to all actions taken by that creature for 1d3 rounds.

As cure minor wounds can do the same thing, this spell's purpose is for stabilizing enemies for interrogation, right?


Ignite
Conjuration [Fire]
Level: Duskblade 0, Sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature or object.
Duration: Instantaneous
Saving Throw: Reflex partial (see description)
Spell Resistance: No

Your outstretched finger glows bright red and radiates heat like an ember, enabling you to set objects alight.

Make a melee touch attack that deals 1d3 points of fire damage and causes flammable objects (i.e. cloth, fur, oil, paper, wood, etc.) to ignite. A held object touched is allowed a Reflex save (DC = spell save (10 + spellcasting modifier)) to avoid catching fire. If the object catches fire, it is subject to the rules for catching fire in the DMG.

Balanced for a cantrip.


Burning Grasp
Transmutation [Fire]
Level: Drd1, Sor1/Wiz1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Concentration
Saving Throw: Will partial
Spell Resistance: Yes

With a touch you raise the temperature of the creature or object touched causing it to take 1d10 points of fire damage +1 per 2 caster levels (maximum +10). For each round that you maintain contact with the creature or object it continues to take the damage. Creatures and held objects are allowed a Will save each round to reduce the damage by half.

Looks good.



Strong Grip [Fighter]
Your grip strengthens, allowing you to wield your weapon with even greater strength.
Prerequisite: Power Attack, Cleave, Str 15, BAB +6
Benefit: If you are wielding a weapon in one of your hands and using it as a primary weapon (as opposed to an off-hand one), the weapon is considered to be wielded two-handed for all intents and purposes. Alternatively, if you wield a weapon in both hands you instead add double your Strength modifier to damage, rather than one-and-one-half.
Normal: When wielding a weapon in one hand, you add your Strength modifier, and when you wield a weapon two-handed you only add one-and-one-half your Strength modifier to damage rolls.

Slightly over-powered. How does it interact with pwer attack?

Ambi-Dexterity (Birth)
You have no official off-hand.
Prerequisite: Dex 20, May only be taken at character creation. (Level 1 Character)
Benefit: You reduce the penalties for fighting with two weapons by an additional 2. You also apply your full strength modifier to both hands.
Normal: When wielding two weapons you only apply half your strength modifier to your off-hand weapon.[/quote]

Dex 20 at level 1...?



Divine Gestures
Prerequisite: Ability to cast divine spells
Your divine spells suffer from arcane spell failure due to armor.

If this is a flaw, it's very, VERY severe.


Honorable Challenge
-4 penalty on attack rolls against creatures that have not explicitly challenged you or attacked you

Okay, pretty good

Narmy
2009-12-24, 02:27 AM
Made the following changes.


Divine Spell Preparation.
Remove Punch Hardened.
Armor Familiarity.
Remove Tiny Fighting.
Uncommon sense.
Remove Bad Wounds
Misfortunate = -3 Penalty
Slow Learner = 2 Bonus Feats.
Remove Chivalrous Courtesy, and Shakey.
Beastly.
Remove Limb Deformity
Curse of Arcane Knowledge (Maybe Remove.)
Remove Weary Warrior
Arcane Instability = 2 Bonus Feats
Remove Strong Grip
Divine Gestures = 2 Bonus Feats OR Half Spell Failure from Armor.

Witty Username
2009-12-24, 03:15 AM
I have to point out. Unearthed Arcana, the book that introduced flaws mentioned that they shouldn't be class specific. A player may take a level in an arcane class, load up on bonus feats and muti-class.
dying-variant is great, but note since it takes a day to heal 1 point of con damage, low-level parties may be out of action for a while

Narmy
2009-12-24, 03:20 AM
May I point out that if the DM allows that, HE deserves it.

>.> How is that?

Am seriously sick of people referencing that.

Temotei
2009-12-24, 09:55 PM
Critical Misfortune makes you roll twice, but it doesn't specify that you take the lower of the two rolls, or that if you hit on the first one, you roll again.

Narmy
2009-12-24, 10:40 PM
Actually, I believe that it does specify it well enough. It's just in the interpretation of the reader. Let me give you an example.


"Player loses his next turn."

Some people interpret such horribly incorrect. Anyway, I do get your point, and thank you for it. I shall attempt to clarify the flaw.

erikun
2009-12-24, 10:56 PM
Dying Variant

What's the difference between temporary ability damage and just ability damage? Because if someone starts hacking at your unconcious body, I'd think it would take more than a couple of hours to heal.

Also, I assume that anything with CON -- "dies" once it hits 0 HP, correct? As if the magic holding its body falls apart at that point.


Critical Misfortune

Seems like it wouldn't affect wizards very much, even ones focused on ranged touch attacks.

Slow Learner

How does this work with someone taking a class with a handful of skill points (ie. Barbarian level 1) and then switching to a class with 2 or less skill points (ie. Fighter)?

Sickly

Would this grant immunity to being turned undead? If not, what happens to a sickly person who is, say, killed and turned into a ghost/mummy/lich/etc.?

Arcane Instability

I assume you need to be able to cast Arcane Spells for this...? Because otherwise, this is 2 free feats.

Divine Gestures

Arcane Spell Failure (http://www.d20srd.org/srd/equipment/armor.htm#arcaneSpellFailure) only affects spells with somantic components. Plus, a large about of divine spells don't even have somantic components.

jokey665
2009-12-24, 10:57 PM
"Player loses his next turn.".

http://img.photobucket.com/albums/v386/jokey665/emoteng1012wa.gif "Target player loses next turn."
Assuming, of course, you're talking about Time Walk.

Narmy
2009-12-24, 11:45 PM
Divine Gestures, and Slow Learner Removed.

Thank you for the education, yes. I incorrectly recalled it. My bad.

"Target Player loses next turn." is the proper formation.

==========
... In the case that a PC becomes an Undead.. I'd probably end up ruling that they lose the flaw, and the feat associated.

That or I'd create some sort of undead affecting disease, or replace the flaw with another. All in all, I think the likely hood of a PC becoming an Undead to be unlikely. Possible, but unlikely.

As for Flaws not affecting a single class really. I don't much care for that, I think that having a flaw that sometimes doesn't allow a certain class to have that flaw is okay. I'm not saying for all, but once in a while.

Fixed up Arcane Instability, and gave it a name change.

Updated the spells list, Lesser Animate Undead, would appreciate people checking it out and giving opinion.

Updated, and reorganized the O.P., It's now cleaner.

Melamoto
2009-12-27, 06:58 PM
Ambi-Dexterity (Birth)
You have no official off-hand.
Prerequisite: Dex 20, May only be taken at character creation. (Level 1 Character)
Benefit: You reduce the penalties for fighting with two weapons by an additional 2. You also apply your full strength modifier to both hands.
Normal: When wielding two weapons you only apply half your strength modifier to your off-hand weapon.

Pardon me if I'm wrong, but isn't this a very powerful feat, that is only available to +Dex races who got an 18 for dexterity? It doesn't seem particularly fair or balanced to me; it gives a great bonus for a character archetype that is only available to certain character concepts. If I'm a dual wielding human, I will still always be inferior to our dual wielding Elf who rolled triple 6's in char creation.

Narmy
2009-12-27, 07:13 PM
I never use rolling systems, I find them unfair.

I like point-buy, and standardized stats.

However, I shall be refining that feat so that it can be trained at later levels.

Aside from that, I'll be working on a feat point system later.

Anyway, I'm going to list a few updates.

I've posted a few creatures and would like opinions on them.

The following Steaming Soldier, and the Icy Prisoner had their Paralysis, and Improved Grab abilities switched. I did this as I felt it represented a more organic feel to them. By organic I mean realistic as in which one should have which ability.

Anyway, the creatures as posted (I did not make these creatures, I simply found the ideas for them, took the concept, fixed, and balanced the creatures as I saw fit. Made them a bit more realistic and appropriate. Please comment and rate them.


Aye Aye (Familiar)
Icy Prisoner
Steaming Solider
Greed Coins (Single, and Stack)
Arctic Diamond
Crimson Breather

Narmy
2009-12-28, 09:46 PM
Noticed that I made a mistake for the foritude saves of the undead creatures. Fixing them now.
Fixed the fortitude saves of the undead creatures.

Fixed the Improved Grab ability of the Steaming Soldier

Debihuman
2010-01-02, 08:31 AM
Unfortunately, I'm not as familiar with the Pathfinder monster creation rules as I am with the 3.5 rules. Still they look really good. Kudos for making a batch of new critters.

Debby