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kwanzaabot
2008-04-14, 01:16 AM
http://www.ffcompendium.com/EspMon/marlboro10.jpg

So, I posted this on the Wizard's forums, but it's gotten zero recognition. That is, besides the occasional party-pooper who says it should be a monster instead of a race, which frankly, doesn't work for my campaign.

So! As an avid reader of the Order of the Stick, I decided to post here.

(here's the original thread http://forums.gleemax.com/showthread.php?t=1015909 )

Anyway, without further ado, PEACH plz. :D
History, background etc
Centuries ago, a wizard attempted to create the perfect creature- an animal with the cleanliness of a dog, and the loyalty of a cat. Unfortunately, the unspeakable horrors that resulted were deemed not cost-effective, and the wizard, aiming to market his creations as the ideal household pets, opted to just throw something together with Beholder DNA, instead (Beholders in those days, being as common as the common pidgeon, or “gutter bird”, which were ironically quite rare at the time).

Malboros, as the creatures came to be known, embody something of an oddity compared to the typical Beholder: while they have lots and lots of eyes, they can't blast magic out of them (without the proper training, anyway). Additionally, newborn Malboros cannot levitate, instead having a set of fully functioning limbs, in the form of eight tentacles- six of which are used for walking, or rather, dragging themselves along the ground, with the other two being just long enough to act as a pair of arms. However, once they begin to mature, their internal gases build up, allowing them to float for brief periods of time.
The final feature that sets Malboros apart from their bretheren is their putrid breath- Malboros are connoisseurs of all things stinky- especially cigarettes, garlic, and certain varieties of cheese, which builds up over time to produce a funk so vile, that few can stand to be around a Malboro for extended periods of time.

A Day in the Life:
It's 6am in the bustling metropolis of Shuuf City, and “Mad” Oscar O'Mackey the Malboro, an apprentice to the wizard Albert Stumbledoor has finished preparing his master's breakfast- a bowl of maize flakes with a hearty dose of sugar and freshly-squeezed Minotaur's milk. Oscar finds the idea of fresh food absolutely revolting, but he's used to humans and their strange habits. After waking Albert to find him not only not hungry, but also completely stinking drunk, Oscar claims the breakfast for himself- but leaves it out in the sun for a few hours first.
By 9 am, the wizard Stumbledoor has sobered up enough to teach his apprentice a thing or two about magic, although this mostly consists of him telling Oscar how pretty he is, and how he reminds him of his apprentice- turns out the guy can't hold his liquor.
After the “lesson”, Oscar retreats to the library, and begins teaching himself about magic. Finding he lacks the material components for a particularly potent demon-summoning spell, Oscar heads off to Blackest Magicks, a local shop that specialises in the occult. The shopkeeper is a kindly elf who has known Oscar since he first arrived in town, six years ago, and gladly lets Oscar but the bill on his tab.
Rushing back to Stumbledoor's tower, Oscar locks himself in his study and begins preparing the spell. A little eye of newt here, a little soul of baby there, and after grinding up the rarest ingredient- a cat's footprint, and invoking the name of the demon lord Fernus, suddenly, the wizard's tower explodes.

Nobody in town takes much notice, as that's what wizard's towers do.

The only people who take any notice are Stumbledoor, who only glances briefly before returning to his Sea Breeze, and tells the Drunken Troll's selkie bartender, Rosso, just how pretty he is and Oscar, who falls out of the sky, just outside the pub, charred, but otherwise okay. Tomorrow, he's going to try a little more newt eye in his incantation.

Relations: (Campaign-specific)
Malboros are mostly found in human lands, often in the service of wizards, so relate to them best, but don't agree with their opinions on fresh food. They're one of the few races who can tolerate Trader Grubs, and deeply respect Madagar. They don't understand how Dwarves place so much value on the art of war, and barely know anything about Trolls, Elves and Goblinoids, excluding the ones who have assimilated themselves into human culture, who they see as nothing but strange-looking humans.
They also enjoy the company of Conduit, possibly due to both being the result of magical experiments.

Alignment:
Malboros are mostly some degree of neutral, placing equal value on both law and chaos. Good and evil are unimportant to civilised Malboro, although wild Malboro are almost always evil, preferring to eat humans than befriend them.

Lands:
Civilised Malboro are mostly found living with humans, although wild Malboro can be found anywhere they can find a good meal (adventurers).

Language, Names and Religion: As a race nearly completely assimilated with humans, Malboro speak the languages and worship the gods humans do. They pick names for themselves when they're spawned, so can be pretty much anything, although they prefer human names.

Adventurers: Some Malboro have an insatiable curiosity about the world, and often leave home to find their place in it. Other Malboro simply leave home to find adventurers to eat.

Racial Traits:
Malboro

• +2 Con, -2 Dex
• Medium Aberration
• Base land speed is 20ft.
• Darkvision 60ft.
• All-Around Vision (Ex): A Malboro's eyestalks allow it to look in any direction, providing a +4 racial bonus to Spot and Search checks.
• Natural Weapons (Ex): A Malboro has a Bite attack that deals 1d4 points of damage plus their Strength bonus.
• Bad Breath (Sp): 3 times per day, a Malboro may expel a cloud of toxic gas from its mouth that acts as a Troglodyte's Stench (seen here- http://www.d20srd.org/srd/monsters/troglodyte.htm) that has a range of 5ft. As a Malboro grows and develops stronger lungs, this range increases- at 2nd level, it has a range of 10ft, at 3rd level it becomes 20ft, and at 4th level it reaches its maximum range of 30ft. Troglodytes and Malboros are immune to each other's smell.
• Iron Liver: Thanks to their revolting eating habits, Malboros are immune to non-magical inhaled/ingested poisons and diseases. However, magical poisons and diseases, as well as mundane ones spread by injury or contact still affect them normally, as will a poison or disease (even if it's ingested or inhaled) that is specifically concocted to harm Malboros.
• Automatic Languages: Common, Beholder
• Bonus Languages: Any
• Favoured Class: Sorcerer or Warlock

Sorcerer racial substitution levels:
As creatures born from magical experimentation, their development is closely tied to their spellcasting ability. By channeling raw magic through their bodies, a Malboro's body goes through changes not dissimilar to a human's puberty. Their lungs strengthen, and are able to convert the various toxic fumes within into gases such as Helium, allowing the Malboro to puff up and float like a balloon for brief periods of time. They lose their “baby teeth”, gaining an increasingly sharp set of fangs, their tentacles toughen, their already potent eyesight improves further, and they finally achieve asexual maturity- a Malboro becomes able to produce tiny spores, capable of spawning new Malboros from decaying biological matter- most often in the form of a slain enemy.
Requirements
To take a Malboro Sorcerer substitution level, a character must be a Malboro about to take her 3rd, 5th or 7th level of Sorcerer.
Class Skills
Malboro Sorcerer substitution levels grant the same class skills as the standard Sorcerer class, plus Spot.
Skill Points at Each Level: 2 + Int modifier

{table="head"]Level|BAB|Fort|Ref|Will|Special|Spells
3rd|+1|+1|+1|+3|Float, Bite 1d6|As standard Sorcerer
5th|+2|+1|+1|+4|Drain/Osmose, Bite 1d8, Slam 1d4|As standard Sorcerer
7th|+3|+2|+2|+5|Malboro Spores, Darkvision 120ft, Bite 2d6.|As standard Sorcerer[/table]

• Float (Sp): At 3rd level, the Malboro gains Levitate as a Spell-like Ability useable 3 times/day.
• Drain/Osmose (Sp): As 5th level, the Malboro gains Vampiric Touch as a Spell-like Ability useable 3 times/day.
A Malboro may subsitute Vampiric Touch with Mana Siphon (see Blood Elf http://www.geocities.com/magusrogue/Elf.html), although this still counts towards the 3 uses per day of Vampiric Touch.
• Malboro Spores (Sp): At 7th level, the Malboro has fully matured and can choose to infest a freshly slain humanoid with Malboro Spores in order to reproduce. A new Malboro with 1 HD rises from the corpse in 1d4 days with a single level in whichever class it had the most levels in in its previous life. However, if the corpse is affected by a Create Spawn ability, both before and after infestation, the Malboro's attempt fails.
A Gentle Repose spell delays the progression of the spores for the length of its duration. A Raise Dead, Resurrection, True Resurrection, Reincarnate or True Reincarnation spell destroys the spores in the process of resurrecting the victim. A Remove Disease, Heal, Lesser Restoration, Greater Restoration, Wish or Miracle cast on the victim also destroys the spores.
Destroying the body via elemental energy (fire, cold, electricity, acid, sonic etc) also destroys the spores.
A victim who has had a Malboro rise from its corpse cannot be resurrected by any means until the Malboro is destroyed. A Wish, Miracle, or Greater Restoration cast on the subject can restore memories of the Malboro's past life, however.
Malboro are not particularly maternal creatures, and often they'll infect a corpse with their spores and then forget all about it, simply leaving the area and getting on with their lives. Additionally, the newborn Malboro will rarely care about its parent, seeing it as simply another random Malboro rather than a family member.
• Bite: At 3rd, 5th and 7th level, the Malboro's Bite increases one step- (1d4 becomes 1d6, which becomes 1d8 etc). If the Malboro has the Improved Natural Attack feat, the damage increases accordingly.
• Slam: At 5th level, a Malboro's tentacles are powerful enough to perfom a Natural Attack in the form of a Slam attack that does 1d4 damage.
• Darkvision: At 7th level, the Malboro's Darkvision increases to 120ft.

Maybe racial feat:
Putrid Breath I
Prerequisites: Must be able to use Bad Breath (usually Malboro), 4th level.
Benefit: You may inflict a single opponent within breath range with an additional spell-like ability from the below list (as a sorcerer whose level equals the Malboro's total Hit Dice) when using Bad Breath. The effect is chosen at random by rolling 1d4, as seen in the table below.

This bypasses the poison resistance/immunity that Bad Breath is affected by, but if the opponent has a resistance or immunity to any of the following spells, they work as normal.

{table="head"]Spell Name|1d4 Result
Charm Person|1
Sleep|2
Inflict Moderate Wounds|3
Silence|4
[/table]

Putrid Breath II
Prerequisites: Putrid Breath I, 8th level.
Benefit: Your Bad Breath is even more revolting, and adds a host of new effects. The 1d4 from Putrid Breath I becomes 2d8, adding the below spells to your repertoire. The 2d8 allows you to inflict two spells upon the enemy- either two on one enemy, or one on two enemies in range. Finally, Sleep is replaced with Deep Slumber.

{table="head"]Spell Name|2d8 Result
Slow|5
Charm Monster|6
Fear|7
Ray of Exhaustion|8
[/table]

Putrid Breath III
Prerequisites: Putrid Breath II, 12th level.
Benefit: Your Bad Breath is more rancid than ever before, and uses 2d10 instead of 2d8. This adds the following spells. Additionally, you may use Bad Breath one more time per day.

{table="head"]Spell Name|2d10 Result
Disintegrate|9
Flesh to Stone |10
[/table]


Anyway, apparently the basic racial traits are more or less balanced, so i'm happy there, but it's those "maybes" that I'd like some serious peachage on. :)

Glyphic
2008-04-14, 01:55 AM
I'd suggest making some Racial substitution levels, to pick up some of the nicer abilities. Giving a better bite, darkvision, upgrades to the dark malboros and such. Neat, but I'd almost say give them less int, and more Cha.

Oh; They could get a basic slam attack too :p

Devin
2008-04-14, 02:12 AM
Oscar is extremely cute; I love the idea of a charred Malboro randomly falling out of the sky and getting back up to do more experiments.

Oh, and did you base the Putrid Breath effects on the Beholder's rays?

kwanzaabot
2008-04-14, 02:28 AM
Oscar is extremely cute; I love the idea of a charred Malboro randomly falling out of the sky and getting back up to do more experiments.

Oh, and did you base the Putrid Breath effects on the Beholder's rays?

Thanks about Oscar. :D

And yeah, I did base the Putrid Breath on that, but I was also trying to represent the original monster from the videogame- the Malboro is feared for inflicting multiple status ailments on the entire party at once, but I tried to balance it for a playable race. It's still pretty powerful, but hopefully its random nature makes it not too overpowered. :P

Xuincherguixe
2008-04-14, 02:33 AM
I've often wondered if the Marlboro is supposed to be some kind of commentary on cigarettes. That might be a bit of a stretch though.

kwanzaabot
2008-04-14, 02:47 AM
I'd suggest making some Racial substitution levels, to pick up some of the nicer abilities. Giving a better bite, darkvision, upgrades to the dark malboros and such. Neat, but I'd almost say give them less int, and more Cha.

Oh; They could get a basic slam attack too :p

I never, ever make classes, but how's this?

Malboro Sorcerer Substitution Levels

Requirements
To take a Malboro Sorcerer substitution level, a character must be a Malboro about to take her 3rd, 5th or 7th level of Sorcerer.
Class Skills
Malboro Sorcerer substitution levels grant the same class skills as the standard Sorcerer class, plus Spot.
Skill Points at Each Level: 2 + Int modifier

{table="head"]Level|BAB|Fort|Ref|Will|Special|Spells
3rd|+1|+1|+1|+3|Float, Bite 1d6|As standard Sorcerer
5th|+2|+1|+1|+4|Drain/Osmose, Bite 1d8, Slam 1d4|As standard Sorcerer
7th|+3|+2|+2|+5|Malboro Spores, Darkvision 120ft, Bite 2d6.|As standard Sorcerer[/table]

• Float (Sp): At 3rd level, the Malboro gains Levitate as a Spell-like Ability useable 3 times/day.
• Drain/Osmose (Sp): As 5th level, the Malboro gains Vampiric Touch as a Spell-like Ability useable 3 times/day.
A Malboro may subsitute Vampiric Touch with Mana Siphon (see the Blood Elf link above), although this still counts towards the 3 uses per day of Vampiric Touch.
• Malboro Spores (Sp): At 7th level, A Malboro is considered to be fully matured and has the ability to reproduce by infecting its fallen foes with a spore that after 1d4 days, transforms the “host” into a brand-new Malboro (at level 1 with a class, name etc of its own choosing- basically, a freshly-rolled character).
The new Malboro has no memory of its former life (except under very rare circumstances), and is considered to be Reincarnated, albeit at level 1 and without the skills and memories, so it cannot be reborn or resurrected unless it dies again, in which case it simply counts as the Malboro, rather than its former, former life.
Malboros are typically not very maternal beings, so they'll often make a new Malboro and move on with their lives, forgetting all about their “child”. A Malboro with the Reincarnate spell can always choose to reincarnate its target as a new Malboro (by including their own spores among the standard material components), following the rules for that spell (retaining memories, class skills etc).
• Bite: At 3rd, 5th and 7th level, the Malboro's Bite increases one step- (1d4 becomes 1d6, which becomes 1d8 etc). If the Malboro has the Improved Natural Attack feat, the damage increases accordingly.
• Slam: At 5th level, a Malboro's tentacles are powerful enough to perfom a Natural Attack in the form of a Slam attack that does 1d4 damage.
• Darkvision: At 7th level, the Malboro's Darkvision increases to 120ft.

Devin
2008-04-14, 02:47 AM
I know about the status breath; I've been a big Final Fantasy fan for much longer than I've been reading about D&D(I recognized the names Oscar and Vivian, after all:smallamused: ). I just think it's neat that you managed to combine it with a thematic link to Beholders.

And the cigarette thing was my very first thought upon hearing the name.

kwanzaabot
2008-04-14, 02:50 AM
I know about the status breath; I've been a big Final Fantasy fan for much longer than I've been reading about D&D(I recognized the names Oscar and Vivian, after all:smallamused: ). I just think it's neat that you managed to combine it with a thematic link to Beholders.

And the cigarette thing was my very first thought upon hearing the name.

Awesome. :smallbiggrin:

Glyphic
2008-04-14, 02:55 AM
Nifty, nifty sub-levels. Though, I do have to wonder, why someone is making a Marlboro Sorc, with -2 cha, and +2 int. It seems counter intuitive.

I think My pcs just might come across some soon.


Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character). I don't think you can start at 1st level with a class that requires you to be level 2+.


• Slam: At 5th level, a Malboro's tentacles are powerful enough to perfom a secondary Natural Attack in the form of a Slam attack that does 1d4 damage.Is it just one slam attack, or two?

Also: The Marlnboros I always encountered we slow, annoying, but had relatively high hp for monsters. Any intent to mimick that, or just leave it as is?

kwanzaabot
2008-04-14, 03:02 AM
Nifty, nifty sub-levels. Though, I do have to wonder, why someone is making a Marlboro Sorc, with -2 cha, and +2 int. It seems counter intuitive.

I think My pcs just might come across some soon.

I've still gotta come up with the perfect ability adjustments (or just go human-style, and don't have 'em).

And make sure you post here once your PC's meet my Malboros. I always need a good guinea pig. :smallredface:

Devin
2008-04-14, 03:02 AM
Maybe it would be better to make sorceror a favored class? That would give more incentive to take it.

As for stat adjustments, I think I like the idea of +2 Con, -2 Dex. I could be wrong, but I tend to think of them as more of the slow and sturdy type.

kwanzaabot
2008-04-14, 03:08 AM
Maybe it would be better to make sorceror a favored class? That would give more incentive to take it.

As for stat adjustments, I think I like the idea of +2 Con, -2 Dex. I could be wrong, but I tend to think of them as more of the slow and sturdy type.

Done and done. :smallwink:

kwanzaabot
2008-04-14, 03:14 AM
Nifty, nifty sub-levels. Though, I do have to wonder, why someone is making a Marlboro Sorc, with -2 cha, and +2 int. It seems counter intuitive.

I think My pcs just might come across some soon.

I don't think you can start at 1st level with a class that requires you to be level 2+.

Is it just one slam attack, or two?

Also: The Marlboros I always encountered we slow, annoying, but had relatively high hp for monsters. Any intent to mimick that, or just leave it as is?

Ack! Thanks for noticing. Fix'd, I think. As I said, I rarely make classes, so it's probably crawling with mistakes.

As for the slow and high HP, I've changed the stats to +con, -dex. I guess that kinda mimicks it, but anything beyond that'll probably just be thanks to the classes it picks.

Glyphic
2008-04-14, 03:29 AM
I'm interested in making a Martial-oriented Marlboro. I can fudge the racial levels pretty easily but I'm wondering.

Can they wield weapons like a normal human?
Does armor cost more/can they even wear it?
Does their slam attack benefit from +str?
Does their bite ever include full str? (why's it only half?)

Why is their putrid breath so.. clunky?

kwanzaabot
2008-04-14, 03:40 AM
I'm interested in making a Martial-oriented Marlboro. I can fudge the racial levels pretty easily but I'm wondering.

Can they wield weapons like a normal human?
Does armor cost more/can they even wear it?
Does their slam attack benefit from +str?
Does their bite ever include full str? (why's it only half?)

Why is their putrid breath so.. clunky?

Well, weapon-wise, they have eight tentacles, but only two of them are suitable as arms, so yeah, i'd say they wield weapons exactly the same.
I don't see why armor would be any more expensive, but I suppose it's up to the DM... they are kinda funny-shaped, but in a society where Malboros and humans live side-by-side, I don't see why someone would charge more for armour for a relatively common race.

In the Str department.. I suppose the slam could benefit from it, I made the bite half for no real reason. It just seemed like the thing to do.

I'm here for critique, so if full str wouldn't impact too much on anything, I suppose I could change it. :smallbiggrin:

The Putrid Breath is clunky entirely because I don't know how to de-clunk it. I'm yet to find a precedent for a spell/feat/racial ability that inflicts multiple bad statuses, so if anyone can help, i'm all ears! :)

Glyphic
2008-04-14, 03:58 AM
I don't see why armor would be any more expensive, but I suppose it's up to the DM... they are kinda funny-shaped

but in a society where Malboros and humans live side-by-side, I don't see why someone would charge more for armour for a relatively common race.

This is mostly campaign dependent. I think they'd be "unusual" creatures. by most rulings. Not gonna complain http://www.d20srd.org/srd/equipment/armor.htm#armorForUnusualCreatures



In the Str department.. I suppose the slam could benefit from it, I made the bite half for no real reason. It just seemed like the thing to do.

I'm here for critique, so if full str wouldn't impact too much on anything, I suppose I could change it. :smallbiggrin:

Any Malboro that cast spells is gonna be in a pretty dire spot if they actually have to use their bite, but I see no penalty to penalize other potential builds that might want to take advantage of it. I'd go ahead and give them full strength (most bites get 1.5, I think due to size.). Make sure to note that the slam is a secondary attack. You could make it a tentacle attack, if you care about damage type. Slams do bludgeoning, tentacles do bludgeoning, sometimes slashing.



The Putrid Breath is clunky entirely because I don't know how to de-clunk it. I'm yet to find a precedent for a spell/feat/racial ability that inflicts multiple bad statuses, so if anyone can help, i'm all ears! :)

I'll try and think up something :p.

Devin
2008-04-14, 04:01 AM
I have a lot of thoughts here, so I'm going to give them to you in chunks.

First, I didn't even notice that someone else thought they should be slow and tough. ^_^ It's nice to know someone else thinks of them the same way. I came up with fluff justifications, too: they're plant-like, so their flesh is kind of like woody vines(difficult to hack through), and they have a bit of difficulty moving because they were created through random experimentation and don't have a natural movement style, having to drag themselves along by their tentacles. If you want to go further down that route, you might be able to reduce their land speed and give them natural armor or regeneration.

I thought of more fluff from the Lords of Madness book(I think). This is for Beholders, so it fits your Malboros. When they eat things, they don't really have anywhere to go, so they just sit and stew in the body cavity. Their bad breath and drool are the waste products after the nutrients have been absorbed, explaining why they're so foul.

As for the multiple status ability, I believe the Inititate of the Sevenfold Veil can do a lot of different things to enemies(including plane shift) when they have all seven of their barriers up. I don't know the mechanics, though, since I actually know very little about D&D. You may also be able to make them make several succesive saves of varying difficulty(ie, charm is more likely than flesh-to-stone).

pingcode20
2008-04-14, 04:14 AM
I notice that you've added that a Marlboro can't be flanked - this strikes me as a very powerful ability, being a more powerful equivalent of the Barbarian's 5th level ability, and renders them practically immune to rogues' sneak attacks.

I'd recommend either increasing the LA by +1 or even +2, or add the proviso that they can be flanked by a rogue who has at least 2 less levels in sneak-attack granting classes than the Marlboro has Hit Dice, or even just scrap that part entirely.

---

Marlboros are Medium Abberations - they need to pay the armour cost for nonhumanoid creatures, which amounts to a 2x increase to the base price.

---

Re: Marlboro Spores:

Treat this as a Create Spawn ability, possibly referencing undead equivalents.

Create Spawn: A Marlboro with at least 6HD can choose to infest a freshly slain humanoid with Marlboro Spores. A new Marlboro with 1 HD rises from the corpse in 1d4 days with a single level in the base class they had the most levels in in life. For example, a Fighter 2/Wizard 6 would rise as a Wizard 1. However, if the corpse is affected by any other Create Spawn ability, both before and after infestation, the Marlboro's attempt fails.

A Gentle Repose spell delays the progression of the spores for the length of its duration. A Raise Dead, Resurrection, True Resurrection, Reincarnate or True Reincarnation spell destroys the spores in the process of resurrecting the victim. A Remove Disease, Heal, Lesser Restoration, Greater Restoration, Wish or Miracle cast on the victim also destroys the spores.

Destroying the body via elemental energy (fire, cold, electricity, acid, sonic) also destroys the spores.

A victim who has had a marlboro rise from its corpse cannot be resurrected by any means until the marlboro is destroyed. A Wish, Miracle, or Greater Restoration cast on the subject can restore memories of the marlboro's past life, however.

Glyphic
2008-04-14, 04:26 AM
I notice that you've added that a Marlboro can't be flanked - this strikes me as a very powerful ability, being a more powerful equivalent of the Barbarian's 5th level ability, and renders them practically immune to rogues' sneak attacks.

I'd recommend either increasing the LA by +1 or even +2, or add the proviso that they can be flanked by a rogue who has at least 2 less levels in sneak-attack granting classes than the Marlboro has Hit Dice, or even just scrap that part entirely.

On the note of flanking; many rouges with their salt will quickly find other ways to obtain sneak attack, often times on things immune to sneak attack these days. Flanking is by far the easiest, yes. But practically immune; not by a long shot. +2 LA would never be worth it, and as is, the race would be a very weak +1. (party members are not immune to the sickened effect!)

Devin
2008-04-14, 04:38 AM
I was thinking about that problem. Maybe the breath should be a line attack? Also, instead of giving the whole attack for one feat, it might be better to make it a feat chain, since all of those at once might be too strong for one feat. You could organize the effects into three groups, and make them Putrid Breath I, II, and III.

I: Charm Person, Sleep, IMW.
II:Silence, Slow, Charm Monster, Fear.
III: Telekinesis, Disintegrate, Flesh-to-Stone.

Does anyone know the LA for Beholders?

kwanzaabot
2008-04-14, 04:47 AM
Re: Marlboro Spores:

Treat this as a Create Spawn ability, possibly referencing undead equivalents.

Wow. I like your spawn creation way better than mine. :D

I'll admit that immunity to flanking is kinda powerful, but most of their other noteworthy powers only happen at higher levels (as a substitution class). Not to mention the fact that as a player race, there's not going to be a huge amount of Rogues sneak attacking them, I hope.

Also, thanks Devin for that mention of Beholder digestion. Man, I love Lords of Madness. :)

Primal Fury
2008-04-14, 04:06 PM
this looks pretty cool, and that oscar thing is funny, reminds me of a simpler time... any way i only have one issue, the raical feat: Why roll a d20? why not a d10? then for tens roll again, ignoring anymore tens. hows that?

kwanzaabot
2008-04-14, 06:24 PM
this looks pretty cool, and that oscar thing is funny, reminds me of a simpler time... any way i only have one issue, the raical feat: Why roll a d20? why not a d10? then for tens roll again, ignoring anymore tens. hows that?

Originally, I had more spells in the list, so the d20 made more sense at the time... I suppose I could make it a d10, but the d20 makes it pretty simple for failure to work. There's basically a 50% chance it'll work, and a 50% chance it could fail.

To be honest, i'm happy with the mechanics for the feat, it's just a matter of cleaning up the text to make it more understandable and fool-proof. :smallsmile:

Glyphic
2008-04-14, 06:50 PM
There's basically a 50% chance it'll work, and a 50% chance it could fail.
This is kinda what I don't feel meshes with Dnd 3.5. Like Arcane spell failure,
special features that work half the time, and then have a save, are usually avoided. I like the feat-system of having two or three feats to empower the breath.


any opponent within breath range with an additional spell-like ability from the below list

I'd change the wording to "a single opponent" so you don't get spliced words.

Further edit: Perhaps the empowered breath feats could give additional uses/day?

kwanzaabot
2008-04-14, 07:21 PM
This is kinda what I don't feel meshes with Dnd 3.5. Like Arcane spell failure, special features that work half the time, and then have a save, are usually avoided. I like the feat-system of having two or three feats to empower the breath.

I'd change the wording to "a single opponent" so you don't get spliced words.

I didn't think of the saves, actually. Consider it d10'ed. :smalltongue:

I've uploaded an updated version of the feat.. better or worse? :smallbiggrin:

Also, I added a little immunity to ingested/inhaled poisons and diseases, to reflect their preference for eating rotting meat. The last thing I want is a Malboro to get sick every time it eats!
It's a pretty specific immunity, but it might bump it up a little in terms of power.

Glyphic
2008-04-14, 07:34 PM
Telekensis doesn't really fit Malboros, IMO. How about an exhaustion effect?

kwanzaabot
2008-04-14, 07:39 PM
Telekensis doesn't really fit Malboros, IMO. How about an exhaustion effect?

Good idea! I've changed it to Ray of Exhaustion.

Glyphic
2008-04-14, 09:07 PM
My intent with the racial breaths was to get access to some of the nastier effects. Needing racial breath 2 to cast the 8th level things, and 3 to get the really nastier ones -along- with the extra benefits.

Glyphic
2008-04-14, 09:13 PM
Perhaps change sleep to deep slumber as well. affecting 4hd of things at level 4 is rarely useful.

kwanzaabot
2008-04-14, 09:42 PM
My intent with the racial breaths was to get access to some of the nastier effects. Needing racial breath 2 to cast the 8th level things, and 3 to get the really nastier ones -along- with the extra benefits.

I considered doing it like that, but it ended up unnecessarily messy. I'm trying to figure out how to do it, but there's all sorts of requirements to factor in to the feats. I suppose I could just say "Putrid Breath II requires an 8th level character" or something, and add those 4 8th-level spells, but it ends up pretty much the same.

I dunno to be honest, feats are hard to do. :P

Glyphic
2008-04-14, 10:05 PM
I considered doing it like that, but it ended up unnecessarily messy. I'm trying to figure out how to do it, but there's all sorts of requirements to factor in to the feats. I suppose I could just say "Putrid Breath II requires an 8th level character" or something, and add those 4 8th-level spells, but it ends up pretty much the same.

I dunno to be honest, feats are hard to do. :P



There's nothing wrong with it. Dragon shamen and Marshal both have feats that are level dependant; and you should have some investment, even if you lump it down into two feats. (one for regular, one to get expanded targets, extra breath, and disintegrate)

kwanzaabot
2008-04-14, 10:18 PM
There's nothing wrong with it. Dragon shamen and Marshal both have feats that are level dependant; and you should have some investment, even if you lump it down into two feats. (one for regular, one to get expanded targets, extra breath, and disintegrate)

How's it look now?

Glyphic
2008-04-14, 10:30 PM
The 2d8 allows you to inflict two random spells upon the enemy- and you inflict these spells upon everyone- friend or foe, within range... provided they fail their saves. Finally, Sleep is replaced with Deep Slumber.
Baaaad. Terribly random, very powerful. Have it affect one other target at the most. I might even say, only have one additional effect. Also note, people don't get an additional feat until 6th level to drop on this. Also, modify your table.





Benefit: Your Bad Breath is more rancid than ever before, and uses 4d10 instead of 2d8. This adds the following spells, allowing four effects to come into play, instead of two. Additionally, you may use Bad Breath three more times per day. Extra uses.. one or two more seems good, three is too much. 4d10? Nah. Now add the second/thrid effect to keep the weapon viable as an action. (four is too much)

kwanzaabot
2008-04-14, 10:41 PM
Baaaad. Terribly random, very powerful. Have it affect one other target at the most. I might even say, only have one additional effect. Also note, people don't get an additional feat until 6th level to drop on this. Also, modify your table.


Extra uses.. one or two more seems good, three is too much. 4d10? Nah. Now add the second/thrid effect to keep the weapon viable as an action. (four is too much)

Good ideas, hopefully it's a bit better now. :)

pingcode20
2008-04-15, 04:18 AM
@kwanzaa: I just noticed I forgot to finish off one of the sentences while editing the create spawn - the new marlboro has a single level in whichever class it had the most levels in in its previous life. You might want to re-copy it across.


On the note of flanking; many rouges with their salt will quickly find other ways to obtain sneak attack, often times on things immune to sneak attack these days. Flanking is by far the easiest, yes. But practically immune; not by a long shot. +2 LA would never be worth it, and as is, the race would be a very weak +1. (party members are not immune to the sickened effect!)

It's a little iffy, though, since to get full-attack sneak attack, the main fashion in which this occurs is via flanking. Most things immune to sneak attack are immune to critical hits, but none are immune to flanking. It would warrant at least a +1, since at most Rogues can now only get a single sneak attack in a turn, instead of up to 3, which is a pretty hefty loss, given that sneak attack is the rogues' primary source of damage output.

Besides which, Beholders aren't immune at all, and instead are simply stated to have 'all around vision'.

kwanzaabot
2008-04-15, 06:13 AM
@kwanzaa: I just noticed I forgot to finish off one of the sentences while editing the create spawn - the new marlboro has a single level in whichever class it had the most levels in in its previous life. You might want to re-copy it across.

It's a little iffy, though, since to get full-attack sneak attack, the main fashion in which this occurs is via flanking. Most things immune to sneak attack are immune to critical hits, but none are immune to flanking. It would warrant at least a +1, since at most Rogues can now only get a single sneak attack in a turn, instead of up to 3, which is a pretty hefty loss, given that sneak attack is the rogues' primary source of damage output.

Besides which, Beholders aren't immune at all, and instead are simply stated to have 'all around vision'.

Very good points. I've added that bit to Malboro Spores, and i've cut the "can't be flanked" bit.

Glyphic
2008-04-15, 01:59 PM
Mild note; Beholders cannot be flanked, as part of all around vision. But I'm not too upset by malboro's losing it.

sniping, grappling, Grease, armorlock, blink, greater invisiblity, and a wide variety of feats/things allow rogues to sneak stuff on their own.

kwanzaabot
2008-04-16, 05:19 AM
So... would it be safe to assume it's now perfect in every single way ever? :smallwink: