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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 05-03-2007, 11:03 AM   Top  -  End  -  #1
The Vorpal Tribble
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Thumbs up 3.5 Monster Making For the Feebleminded

So many folks message me to help them figure out how to do the crunch of their critters that I decided to put it all into a single page that I can just link them to.

Please feel free to suggest alterations.

-=-=-=-=-=-=-

The basic monster stat-block for 3.5., A.k.A Joe Creature, has been stolen from Fax's page.

Name
SIZE & TYPE (SUBTYPE)
Hit Dice HD (Average HP)
Speed X ft. (X squares); ALT SPEEDS
Initiative: INITIATIVE
Armor Class X; touch X; flat-footed X
(AC DETAILS)
Base Attack/Grapple +X/+X
Attack Standard attack +X (damage, critical range/critical multiplier + additional damage)
Full-Attack Full attack +X/+X/+X (damage, critical range/critical multiplier +additional damage)
Space X ft.; Reach X ft.
Special Attacks
Special Qualities
Saves Fort +X Ref +X Will +X
Abilities Str X, Dex X, Con X, Int X, Wis X, Cha X
Skills
Feats
Environment
Organization Name (Number appearing)
Challenge Rating X
Treasure X gold; X gems; X art; X magical items
Alignment
Advancement by TYPE; Favored Class
Level Adjustment +X

Combat

Last edited by The Vorpal Tribble : 01-05-2009 at 11:34 AM. Reason: Cuz I wanted to, foo'!
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Old 05-03-2007, 11:04 AM   Top  -  End  -  #2
The Vorpal Tribble
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Default Re: Dummy's Guide To 3.5 Monster Making

Size & Type
Spoiler


Hit Dice & Hit Points
Spoiler


Initiative
Initiative is equal to your Dexterity modifier. Feats such as Improved Initiative can boost this.


Speed
Spoiler


Armor Class
Spoiler


Base Attack & Grapple
Spoiler


Attack & Full Attack
Spoiler


Space/Reach
Spoiler


Special Attacks
If the creature has an ability that has potential to do damage, it goes here. This includes, spells, powers and psi/spell-like abilities even if none of them do anything potentially harmful.


Special Qualities
Every other ability goes here. Darkvision, scent, resistances, damage reduction, anything that doesn't belong in attacks.


Saves
Spoiler


Abilities
Spoiler


Skills
Spoiler


Feats
Spoiler


Environment
Spoiler


Organization
Spoiler


Challenge Rating
Spoiler


Treasure
Spoiler


Alignment
Spoiler


Advancement
Spoiler


Level Adjustment
Spoiler


Between this bit and Combat you list the creature's description. Then you add another bit detailing its behavior, way of life, customs and peculiarities. Next you list the general dimensions of the creature, generally how tall and long, and then its weight. Lastly you mention what languages it speaks.

Last edited by The Vorpal Tribble : 06-13-2007 at 07:58 AM.
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Old 05-03-2007, 11:06 AM   Top  -  End  -  #3
Zeta Kai
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Default Re: Dummy's Guide To 3.5 Monster Making

This SO needs to be Sticky.
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Old 05-03-2007, 11:43 AM   Top  -  End  -  #4
jindra34
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Default Re: 3.5 Monster Making For the Feebleminded

Agreed. This is a vital thing to sticky.
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Old 05-03-2007, 12:55 PM   Top  -  End  -  #5
TheThan
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Default Re: 3.5 Monster Making For the Feebleminded

I third the motion for a sticky!
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Old 05-03-2007, 01:07 PM   Top  -  End  -  #6
Closet_Skeleton
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Default Re: 3.5 Monster Making For the Feebleminded

Or merged into the already stickied Fax's Guide to homebrewing.
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Old 05-03-2007, 01:53 PM   Top  -  End  -  #7
Fax Celestis
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Default Re: 3.5 Monster Making For the Feebleminded

I'm linking it in the Guide already. I'd prefer a merge to another sticky, considering the number of stickies existant on this forum.
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Old 05-04-2007, 03:40 AM   Top  -  End  -  #8
belboz
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Default Re: Dummy's Guide To 3.5 Monster Making

Quote:
Originally Posted by The Vorpal Tribble View Post
Hit Points
...
You then add on or subtract hit points based on the creatures Constitution modifier.

10 is you standard human normal. For every 2 points above that your modifier increases by 1, and for every 2 points below 10 your modifier decreases by 1.
Very minor nitpick: 10-11 both count as standard human normal (all-3d6 will give you a 10.5 average), and for every two points below *11*, your modifier decreases by 1 (9 constitution gives you a -1 modifier, even though it's only 1 point below 10).
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Old 05-04-2007, 09:25 PM   Top  -  End  -  #9
The Vorpal Tribble
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Default Re: Dummy's Guide To 3.5 Monster Making

Quote:
Originally Posted by belboz View Post
Very minor nitpick: 10-11 both count as standard human normal (all-3d6 will give you a 10.5 average), and for every two points below *11*, your modifier decreases by 1 (9 constitution gives you a -1 modifier, even though it's only 1 point below 10).
Heh, alright, will adjust

Edit: Where did I write that btw... I can't seem to find it.

Btw, feel free to merge, Fax.

Last edited by The Vorpal Tribble : 05-04-2007 at 09:29 PM.
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Old 05-05-2007, 12:12 AM   Top  -  End  -  #10
belboz
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Default Re: 3.5 Monster Making For the Feebleminded

It's in Post 2, in the "Hit Dice and Hit Points" spoiler. Pretty near the end of it.
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Old 04-07-2010, 10:20 AM   Top  -  End  -  #11
Light-Hero
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Default Re: 3.5 Monster Making For the Feebleminded

I vote for STICKY
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Old 04-07-2010, 10:44 AM   Top  -  End  -  #12
Roland St. Jude
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Default Re: 3.5 Monster Making For the Feebleminded

Sheriff of Moddingham: Thread necromancy.
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