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Any chance of getting a physical description of all 10 of the combined forms? We've got Farfalite/Moscanite combo as a dragonfly, and the farfalite/coleophite looks like a dung scarab beetle, but I'm curious as to what you envision the other ones.

Perhaps in a future product supplement :)
 

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Any chance of getting a physical description of all 10 of the combined forms? We've got Farfalite/Moscanite combo as a dragonfly, and the farfalite/coleophite looks like a dung scarab beetle, but I'm curious as to what you envision the other ones.

It was my interpretation that those forms are up to the player/DM to envision... like a Eulite/Coleophite combo would be like a fuzzy beetle or a larvite/anything combo would be like a chubby version of the paragon metamorphosis it used (like a silkworm moth would be a eulite/larvite combo) Moscanite/Coleophite might be a cockroach perhaps, at first glance its a beetle, but then you see that its something else.
 

It was my interpretation that those forms are up to the player/DM to envision... like a Eulite/Coleophite combo would be like a fuzzy beetle or a larvite/anything combo would be like a chubby version of the paragon metamorphosis it used (like a silkworm moth would be a eulite/larvite combo) Moscanite/Coleophite might be a cockroach perhaps, at first glance its a beetle, but then you see that its something else.

That is correct, I wanted to give the DM a little room for creativity here. Any form presented is simply one example of many possilble examples. You made some pretty good examples yourself. Hehehe..the cockroach entobian...kinda creepy!
 

I've got some more comment from the player that wants to play one... He doesn't like a lot of the changes. Maybe you can explain some things...

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I definitely don't like the percentages on difficult terrain movement. Those percentages do NOT make movement simple.........

I kind of don't like the silk being an encounter ability now. That means you have to keep taking rests while spinning a rope.

All of a sudden Big Spinner isn't as good, now that it leaves the silk powers more than half-neutered..

You now lose a CLASS-given power when you metamorphose...?

I think the Fragile Wings trait was simpler than the Surge of Flight powers...

The Coleophite's Hard Shell ability being changed from a handful of extra hp to an encounter power (damage resistance) that you have to give up one of your class utility feats for.

I'm.. really not sure of the Farfalite's Flutter power as an encounter ability. I admit it was a bit too powerful as an at-will, but as an encounter, I don't see it every getting used, because you'd have to try to predict getting hit... It would've been better as an at-will that gives you a doge bonus to AC and Reflex. (Since you have to expend a move action and not move while using the power, I think as a bonus instead of the original 50% miss, it would still be balanced as an at-will power..

Larvite Leviathan is gone as the epic progression to Larvite Lifer...

____


With all of these changes, he's not sure if he wants to play one anymore.... Any comments or help?


Thanks
Chris
 

I've got some more comment from the player that wants to play one... He doesn't like a lot of the changes. Maybe you can explain some things...

___
I definitely don't like the percentages on difficult terrain movement. Those percentages do NOT make movement simple.........

The way it without this power is 50% and 75%, is 60% and 90% that much more difficult? Refer to the chart at the bottom left of the PHB on page 261. I figured percentages would be easier that fractions. Just multiply the distance by .6 or .9 instead of .5 or .75.

I kind of don't like the silk being an encounter ability now. That means you have to keep taking rests while spinning a rope.

All of a sudden Big Spinner isn't as good, now that it leaves the silk powers more than half-neutered..

The silk powers were a bit over-powered as they were. They needed limits more in keeping with 4th edition. It is still a viable power. Of course, the DM may feel free to change anything they wish. If you wish to use the power from an earlier revision, then please do :)


You now lose a CLASS-given power when you metamorphose...?

I think the Fragile Wings trait was simpler than the Surge of Flight powers...

The Coleophite's Hard Shell ability being changed from a handful of extra hp to an encounter power (damage resistance) that you have to give up one of your class utility feats for.

Well, if you think about it, the metamorphosis feats used to give you THREE powers for one feat; that is a bit unbalanced when no other feat comes close to that. The way it adds up now: you trade silk for flying, you get mid-leg enhancement for free, and you trade a lower level class power for higher level feat power. It balances out much nicer now. The original flying mechanic has all sorts of power issues for PCs, and frankly I was inundated with emails telling me so, offering me detailed charts and statistics, and basically discrediting the entire product because "at will flying, especially with Hover, is FAR too powerful." I agree, in some rare circumstances and cases of radical min/maxing at-will flying can be unbalancing. Therefore, the new mechanic was designed to fix that. In many ways, if offers the same thing, but with a better flying speed.

I feel the coleophite's power is much better than the glorified toughness feat that it used to be. This way you can go up and attack, then hunker down and take some massive blows in return. It can actually save a lot more hps than the other description gave you. And you can always take toughness if you want extra hitpoints.

I'm.. really not sure of the Farfalite's Flutter power as an encounter ability. I admit it was a bit too powerful as an at-will, but as an encounter, I don't see it every getting used, because you'd have to try to predict getting hit... It would've been better as an at-will that gives you a doge bonus to AC and Reflex. (Since you have to expend a move action and not move while using the power, I think as a bonus instead of the original 50% miss, it would still be balanced as an at-will power..

Flutter works until you are hit, or you move. It stays in effect until then. If using ranged attacks, it is very effective, and that is what it was basically intended for. Imagine flying up to the top of a tower, activatng flutter, and sniping targets knowing that their first strike against you would be at 50%) For a feat, thats pretty good, IMO.


Larvite Leviathan is gone as the epic progression to Larvite Lifer...

There is no epic progression feats for the other metamorphosis feat either. We 1) didn't want to give the larvite lifer advantages over the other forms, and 2) the Large size has been deemed unbalanced.

I hope that this address most of your concerns. Of course, the DM can alter the rules, or use an earlier revision...whatever works best for their game. As a publish, I have to release material that will be balanced in MOST games, and I feel the Entobian is now on par with the Eladrin and Tiefling in power and balance, and way ahead in options.
 
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If I may interject...

I definitely don't like the percentages on difficult terrain movement. Those percentages do NOT make movement simple.........

The way it without this power is 50% and 75%, is 60% and 90% that much more difficult? Refer to the chart at the bottom left of the PHB on page 261. I figured percentages would be easier that fractions. Just multiply the distance by .6 or .9 instead of .5 or .75.

The real issue here is that you can't move a fraction of a square. As is, you only get a return on Hexaped when moving through at least 3 consecutive squares of difficult terrain (and every 3 squares after that). With the .6 multiplier, rather than the .5, the Entobian only spends 5, rather than 6, squares of movement for every 3 squares of difficult terrain it moves through. At most the Entobian benefits from this twice in a round if they double move through difficult terrain (that poor guy). The fractions are a complex way of saying that. An easier (and perhaps more beneficial) way would be saying "once per move action treat 1 square of difficult terrain you enter as normal terrain"(the effect ends up the same) for the extra difficult terrain, which is so rarely encountered, you could say "treat 1 square as difficult terrain" OR you could make things really simple by just stealing the elf's ability to shift through difficult terrain and leaving it at that. The first example emulates having a move speed of 7, but only for difficult terrain, its just a semi-wordy (but hopefully easier to understand) way of saying that.

Thundershot said:
All of a sudden Big Spinner isn't as good, now that it leaves the silk powers more than half-neutered..

Emberion said:
The silk powers were a bit over-powered as they were. They needed limits more in keeping with 4th edition. It is still a viable power. Of course, the DM may feel free to change anything they wish. If you wish to use the power from an earlier revision, then please do :)

As is Big Spinner is (and was in my opinion) pretty weaksauce. Flavorful, yes, but useful? That's debatable. A possible change that I've been tossing around myself might be adding in something that enhances the attack aspect of Silk Spray in addition to the current boost provided by the feat (though you would still lose the attack when undergoing metamorphosis) I'm not sure what sort of enhancement would be balanced and have thought up a few possibilities: Increased range, target one additional creature, a -2 to saving throws against the slowed condition, able to use without provoking OAs (since it is a ranged power). Not sure which one of those would be best/most balanced for a heroic feat.
 
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If I may interject...

The real issue here is that you can't move a fraction of a square. As is, you only get a return on Hexaped when moving through at least 3 consecutive squares of difficult terrain (and every 3 squares after that).
...
As is Big Spinner is (and was in my opinion) pretty weaksauce.

I am leaving the terrain mechanics as is, as that is closest to what is in the players handbook. While it does translate to squares, this particular mechanic was intended for overland travel (miles). As it is just a secondary feature of this racial power, it is purposefully limited. A dwarf moving through extensive difficult terrain is just as complicated math as an entobian moving through the same terrain, the entobian just moves a lot faster.

Yeah, you are right about big spinner. Not sure how that slipped through. Ok, I changed it up a bit. I hope you like. Its still not uber special, but at least its more useful now.
 

I am leaving the terrain mechanics as is, as that is closest to what is in the players handbook. While it does translate to squares, this particular mechanic was intended for overland travel (miles). As it is just a secondary feature of this racial power, it is purposefully limited. A dwarf moving through extensive difficult terrain is just as complicated math as an entobian moving through the same terrain, the entobian just moves a lot faster.

Oh, that makes more sense then.

Edit: I'm not seeing an update (as in, my allowable downloads has not changed) for some reason.
 

I'm not seeing an update (as in, my allowable downloads has not changed) for some reason.

Ah, I did it as a stealth update. If you run out of downloads, just email me, I'll give you more. Only people in this thread are going to do multiple downloads to get these edits. I'll send out a notification (and therefor extra download) when I am absolutely sure I am not making any more revisions for a while. I don't want to spam the customers too much just because the entobians are one of those "problem races".

Thanks again,
 

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