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Thread: I wanna play a choker. (PEACH) {3.5}

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    Draconi Redfir's Avatar

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    Default I wanna play a choker. (PEACH) {3.5}

    Edit: just a thanks to evryone who helped me out

    Allright, so Iím playing in a campaign, and while my current cleric has yet to pass on, i wanted to create a character ahead of time so i donít waste an entire session getting him ready.


    After seeing it in my DM's monster manual, i remembered that Iíve always wanted to play a choker, but never got around to it. so Iíve come up with the following; anything i should remove/edit? any assistance would be appreciated.

    ~~Final Result~~
    Choker

    Type: Aberration
    Size: Small (3ft ish)
    +2 Str, +2 Dex, -4 Int, Ė2 Cha
    Skill Bonuses: +2 to Hide and Move Silently.
    Slow speed: (20ft/ 4 squares)
    Space/Reach: 5ft/5ft
    Darkvision: 60 ft
    Climb Speed: 15 feet* (*Chokers have a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.)
    Lashing Arms: As a Swift action, a Choker can extend its natural reach by 5 feet until the end of its turn.
    Swift Movement: As a Swift action, a Choker may take a 5-foot step, even if it has already taken a 5-foot step this turn.
    Natural weapon; Tentacle: 1d6+Str (melee) (can use twice as a full-round action)
    Sticky Fingers +2 to grapple checks


    Rejected ideas

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    Choker

    +2Str, +2Dex, -2 Int Ė2 Cha
    Small (3ft ish)
    Slow speed: (20ft/ 4 squares)
    Darkvision: 60 ft
    Quickness: +1 standard or move action each round
    Skill bonuses: +2 to hide and move silently checks
    Reach: 10ft
    These arenít hands: -4 attack bonus and Ė2 damage when using a weapon, -1 shield bonus when using a shield.
    Improved grab: +2 to grapple checks
    Constrict: 1d3+Str Bludgeoning damage to grappled opponent as a standard action
    Natural weapon; Tentacle: 1d3+Str (melee) (can use twice as a full-round action)
    Spider climb: can walk up walls and ceilings at 20ft per round without making a climb check if both hands are free, retains Dex modifier to armor class, can not use the run ability while climbing.

    Choker

    +2Str, +2Dex, -2 Int Ė2 Cha
    Small (3ft ish)
    Slow speed: (20ft/ 4 squares)
    Darkvision: 60 ft
    Swift Movement: Can move normally as a Swift Action
    Skill bonuses: +2 to hide and move silently checks
    Reach: 10ft
    These arenít hands: -4 attack bonus and Ė2 damage when using a weapon, -1 shield bonus when using a shield.
    Improved grab: +2 to grapple checks
    Constrict: 1d3+Str Bludgeoning damage to grappled opponent as a standard action
    Natural weapon; Tentacle: 1d3+Str (melee) (can use twice as a full-round action)
    Spider climb: can walk up walls and ceilings at 20ft per round without making a climb check if both hands are free, retains Dex modifier to armor class, can not use the run ability while climbing.

    Choker

    +2Str, +2Dex, -2 Int Ė2 Cha
    Small (3ft ish)
    Slow speed: (20ft/ 4 squares)
    Darkvision: 60 ft
    Swift Movement: Can move normally as a Swift Action
    Skill bonuses: +2 to hide and move silently checks
    Reach: 10ft
    These arenít hands: -3 attack bonus and Ė2 damage when using a weapon, -1 shield bonus when using a shield.
    Improved grab: +2 to grapple checks
    Natural weapon; Tentacle: 1d3+Str (melee) (can use twice as a full-round action)
    Spider climb: can walk up walls and ceilings at 20ft per round without making a climb check if both hands are free, retains Dex modifier to armor class, can not use the run ability while climbing.

    Choker

    +2Str, +2Dex, -2 Int Ė2 Cha
    Small (3ft ish)
    Slow speed: (20ft/ 4 squares)
    Boneless limbs: A Choker is always unable to make charge attacks
    Darkvision: 60 ft
    Swift Movement: Can make an additional 5 foot step each round as a swift action
    Skill bonuses: +2 to hide and move silently checks, +8 to climb checks
    Reach: 10ft
    These arenít hands: -1 attack bonus, attack damage and shield bonus when attempting to use a weapon and/or or shield.
    Improved grab: +2 to grapple checks
    Natural weapon; Tentacle: 1d6+Str (melee) (can use twice as a full-round action)
    Climb speed 20: Gains a +8 bonus to climb checks* and may choose to take 10 while climbing, even if rushed or threatened. If it chooses to make an accelerated climb it moves at twice its climb speed at a -5 climb check penalty. Chokers are unable to run while climbing, and retains its Dex bonus to armour class(if any).
    *Shown under "skill bonuses"

    Choker

    Type: Aberration
    Size: Small (3ft ish)
    +2 Str, +2 Dex, -4 Int, -2 Wis, Ė2 Cha
    Skill Bonuses: +2 to Hide and Move Silently.
    Slow speed: (20ft/ 4 squares)
    Space/Reach: 5ft/5ft
    Darkvision: 60 ft
    Climb Speed: 15 feet* (*Chokers have a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.)
    Lashing Arms: As a Swift action, a Choker can extend its natural reach by 5 feet until the end of its turn.
    Swift Movement: As a Swift action, a Choker may take a 5-foot step, even if it has already taken a 5-foot step this turn.
    Boneless limbs: A Choker is always unable to make charge attacks
    Natural weapon; Tentacle: 1d6+Str (melee) (can use twice as a full-round action)
    These arenít hands: -1 attack bonus, attack damage and shield bonus when attempting to use a weapon and/or or shield.
    Sticky Fingers +2 to grapple checks

    Last edited by Draconi Redfir; 2011-02-19 at 10:35 PM.
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    Some homebrew i need help with.Fin stuf
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