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<blockquote data-quote="Slaved" data-source="post: 4119120" data-attributes="member: 43358"><p>Could I get some help with this?? What Challenge Rating would you give this Race?? It changes with Age too! I would really like help!! I tried to make it look like the System Resource Document so I hope that helps! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /> <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /> </p><p></p><p><strong>Alanaster</strong></p><p><strong>Size/Type:</strong> Small Humanoid (Alanaster) </p><p><strong>Hit Dice:</strong> 5d8 (23 Hit Points)</p><p><strong>Initiative:</strong> +7 (+2 Dexterity, +5 Quick)</p><p><strong>Speed:</strong> 40 ft. (8 squares) (20 ft. Base, +20 ft. Quick)</p><p><strong>Armor Class:</strong> 18 {20} (+1 Size, +2 Dexterity, +5 {7} Intuition), Touch 18 {20}, Flat-Footed 18 {20}</p><p><strong>Base Attack/Grapple:</strong> +3/-3 </p><p><strong>Attack:</strong> Quarterstaff +1 {+10} Melee (1d4-2 {1d4+7}/20) or Sling +5 Ranged (1d3-2 {1d3+7}/20) </p><p><strong>Full Attack:</strong> Quarterstaff -1/-1 {+8/+8} Melee (1d4-2 {1d4+7}/20) </p><p><strong>Space/Reach:</strong> 5 ft./5 ft. </p><p><strong>Special Attacks:</strong> -</p><p><strong>Special Qualities:</strong> Intuition, Quick, Combat Grace, Spell-Like Abilities</p><p><strong>Saves:</strong> Fort +4, Ref +6, Will +8 {+10}</p><p><strong>Abilities:</strong> Str 7, Dex 15, Con 11, Int 14, Wis 18, Cha 10 </p><p><strong>Skills:</strong> Autohypnosis +12 {+14}, Concentration +5, Craft (Alchemy) +10, Heal +5 {+7}, Hide +11, Knowledge (Geography) +7, Knowledge (Nature) +7, Listen +8 {+10}, Move Silently +10, Search +7, Spot +8 {+10}, Survival +12 {+14} + Synergies</p><p><strong>Feats:</strong> Track (Bonus), Two-Weapon Fighting, Endurance</p><p><strong>Environment:</strong> Any (Typically more hostile terrains to keep their wits sharp and enemies far away)</p><p><strong>Organization</strong>: Solitary (1), Party (4), Corp (10 plus 1 or 2 Middle Aged, Classed possible), or Corp Party (4 Corps plus 2 or 3 Old, Classed possible, plus 1 Venerable, Classed possible)</p><p><strong>Challenge Rating: </strong> ???</p><p><strong>Treasure:</strong> See Below</p><p><strong>Alignment:</strong> Usually lawful neutral </p><p><strong>Advancement:</strong> By character class and Age (Special)</p><p></p><p>Alanasters stand just over 2 feet tall and usually weigh between 20 and 25 pounds. They tend towards green eyes. Alanasters prefer simple, comfortable, and practical clothes along with very spartan furnishings. They enjoy a quiet, contemplative life althoug they do make formidable opponents, greatly belying their size. Alanasters speak Common and automatically learn Druidic upon reaching adulthood. A special ceremony is held at this time to celebrate their coming of age. Alanasters age categories are based on their wisdom scores with their age categories being roughly twenty times their current score. Instead of gaining the normal Mental Bonuses with the age category an Alanaster instead gains 3 Racial Hit Dice.</p><p></p><p><strong>Combat</strong></p><p>Although they are loathe to fight casually they are fierce combatants when they feel that there is no other choice.</p><p></p><p><strong>Intuition (Ex)</strong></p><p>The minds of the Alanaster have a powerful ability to compartmentalize which makes them formidable opponents in strategical affairs and in combat.</p><p>-An Alanaster has the Monk's AC Bonus ability with an Effective Monk Level equal to its Racial Hit Dice. If he gains levels in monk these levels stack to determine the final AC Bonus.</p><p>-An Alanaster has the Uncanny Dodge ability as a Barbarian. If he later gains Improved Uncanny Dodge his Racial Hit Dice stack with levels in that class to determine its benefits.</p><p></p><p><strong>Quick (Ex)</strong></p><p>An Alanaster reacts much faster than most other races. They gain a Racial Bonus to Initiative Checks equal to their Racial Hit Dice and a bonus to Land Speed of +10 ft. for every 2 Racial Hit Dice that the Alanaster has.</p><p></p><p><strong>Combat Grace (Ex)</strong></p><p>For an Alanaster being in combat is a matter of watching for the perfect moment in time and then letting their attacks happen. Due to their compartmentalization they are able simply set aside their Personal Self and let their actions come without thought.</p><p>-As an Immediate Action the Alanaster may put themselves into a trance-like state. While in this state they gain a bonus to their Wisdom Score equal to their Racial Hit Dice.</p><p>-While in this state they may not Cast Spells, Activate any Magical Items which require more than a Move Action, or use Spell-Like Abilities.</p><p>-Also while in this state the Alanaster uses its Wisdom Bonus instead of any Strength or Dexterity Modifiers that may be used for Attack and Damage Rolls with Simple Weapons.</p><p>-This state lasts for 2 rounds for each point of Wisdom Bonus the Alanaster has after the addition from this ability. It may be ended early as an Immediate action. Once ended, either by the duration or choosing to end it, the ability may not be initiated again for 1 minute.</p><p>-In the Statistics Block above entries that improve when using this ability give their values in {}.</p><p></p><p><strong>Spell-Like Abilities (Sp)</strong></p><p>Each day an Alanaster may choose one Transmutation spell from the Druid Spell List of each level 0 to 3. These use a Caster Level equal to the Alanasters Racial Hit Dice, may be used 3 times per day each, and may not be used in a fashion that would cause the <em>Invisibility</em> Spell to end if the Alanaster had one in place. When an Alanaster becomes Middle Aged they can pick a level 4 spell as above as well, at Old they may choose a spell from levels 5 and 6, and at Venerable they may choose a level 7 spell.</p><p></p><p><strong>Treasure</strong></p><p>The Alanaster do not treasure items of great worth as some other races do. In their eyes a spartan life leads to a more controlled mind. As such, they will typically only carry basic goods, with Masterwork items for skills being common but Masterwork Weapons less so.</p><p>However, when an Alanaster dies there is a chance that a spark of its Wisdom is left behind. This spark may be collected in a small token representing the individual. This takes a Knowledge (Nature) Check (+2 Synergy Bonus for 5 ranks in Knowledge (Local)) of Difficulty Class 30 and then a 4 hour ceremony to create the token which requires a Craft (Alchemy) Check of Difficulty Class 25. Failure on either of these checks releases the spark, no retries are allowed.</p><p>If work by an Alanaster as a slotless item it grants a +2, +4, or +6 Enhancement Bonus to Wisdom for Middle Aged, Old, and Venerable, respectively. Each token worn that has its Enhancement Bonus overlapped by another token grants an additional use of any Spell-Like Ability that the Alanaster could have used. Tokens must be worn continuously to gain their effect and only function after 24 hours of continuous wearing.</p><p>For anyone else it may be used as a Power Component when making an item which grants a Bonus to Wisdom, Bonus to Wisdom based Checks, or Casts a Druid Transmutation Spell. The amount of experience that the token is worth is equal to the amount it would take to create the Wisdom Enhancement Boosting Item of the value it would give an Alanaster.</p><p>If the Power Component is used to help create an Intelligent Item then the personality of the Alanaster in the token will be at least partially represented.</p><p></p><p><strong>Racial</strong></p><p>Alanasters Racial Hit Dice give d8 Hit Dice, Medium Base Attack Bonus, all Good Saving Throws, 6 Base Skill Points, Simple Weapon Proficiency, and no Armor or Shield Proficiencies. Everything else is the same as for normal Humanoids.</p></blockquote><p></p>
[QUOTE="Slaved, post: 4119120, member: 43358"] Could I get some help with this?? What Challenge Rating would you give this Race?? It changes with Age too! I would really like help!! I tried to make it look like the System Resource Document so I hope that helps! :cool: :cool: [B]Alanaster[/B] [B]Size/Type:[/B] Small Humanoid (Alanaster) [B]Hit Dice:[/B] 5d8 (23 Hit Points) [B]Initiative:[/B] +7 (+2 Dexterity, +5 Quick) [B]Speed:[/B] 40 ft. (8 squares) (20 ft. Base, +20 ft. Quick) [B]Armor Class:[/B] 18 {20} (+1 Size, +2 Dexterity, +5 {7} Intuition), Touch 18 {20}, Flat-Footed 18 {20} [B]Base Attack/Grapple:[/B] +3/-3 [B]Attack:[/B] Quarterstaff +1 {+10} Melee (1d4-2 {1d4+7}/20) or Sling +5 Ranged (1d3-2 {1d3+7}/20) [B]Full Attack:[/B] Quarterstaff -1/-1 {+8/+8} Melee (1d4-2 {1d4+7}/20) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] - [B]Special Qualities:[/B] Intuition, Quick, Combat Grace, Spell-Like Abilities [B]Saves:[/B] Fort +4, Ref +6, Will +8 {+10} [B]Abilities:[/B] Str 7, Dex 15, Con 11, Int 14, Wis 18, Cha 10 [B]Skills:[/B] Autohypnosis +12 {+14}, Concentration +5, Craft (Alchemy) +10, Heal +5 {+7}, Hide +11, Knowledge (Geography) +7, Knowledge (Nature) +7, Listen +8 {+10}, Move Silently +10, Search +7, Spot +8 {+10}, Survival +12 {+14} + Synergies [B]Feats:[/B] Track (Bonus), Two-Weapon Fighting, Endurance [B]Environment:[/B] Any (Typically more hostile terrains to keep their wits sharp and enemies far away) [B]Organization[/B]: Solitary (1), Party (4), Corp (10 plus 1 or 2 Middle Aged, Classed possible), or Corp Party (4 Corps plus 2 or 3 Old, Classed possible, plus 1 Venerable, Classed possible) [B]Challenge Rating: [/B] ??? [B]Treasure:[/B] See Below [B]Alignment:[/B] Usually lawful neutral [B]Advancement:[/B] By character class and Age (Special) Alanasters stand just over 2 feet tall and usually weigh between 20 and 25 pounds. They tend towards green eyes. Alanasters prefer simple, comfortable, and practical clothes along with very spartan furnishings. They enjoy a quiet, contemplative life althoug they do make formidable opponents, greatly belying their size. Alanasters speak Common and automatically learn Druidic upon reaching adulthood. A special ceremony is held at this time to celebrate their coming of age. Alanasters age categories are based on their wisdom scores with their age categories being roughly twenty times their current score. Instead of gaining the normal Mental Bonuses with the age category an Alanaster instead gains 3 Racial Hit Dice. [B]Combat[/B] Although they are loathe to fight casually they are fierce combatants when they feel that there is no other choice. [B]Intuition (Ex)[/B] The minds of the Alanaster have a powerful ability to compartmentalize which makes them formidable opponents in strategical affairs and in combat. -An Alanaster has the Monk's AC Bonus ability with an Effective Monk Level equal to its Racial Hit Dice. If he gains levels in monk these levels stack to determine the final AC Bonus. -An Alanaster has the Uncanny Dodge ability as a Barbarian. If he later gains Improved Uncanny Dodge his Racial Hit Dice stack with levels in that class to determine its benefits. [B]Quick (Ex)[/B] An Alanaster reacts much faster than most other races. They gain a Racial Bonus to Initiative Checks equal to their Racial Hit Dice and a bonus to Land Speed of +10 ft. for every 2 Racial Hit Dice that the Alanaster has. [B]Combat Grace (Ex)[/B] For an Alanaster being in combat is a matter of watching for the perfect moment in time and then letting their attacks happen. Due to their compartmentalization they are able simply set aside their Personal Self and let their actions come without thought. -As an Immediate Action the Alanaster may put themselves into a trance-like state. While in this state they gain a bonus to their Wisdom Score equal to their Racial Hit Dice. -While in this state they may not Cast Spells, Activate any Magical Items which require more than a Move Action, or use Spell-Like Abilities. -Also while in this state the Alanaster uses its Wisdom Bonus instead of any Strength or Dexterity Modifiers that may be used for Attack and Damage Rolls with Simple Weapons. -This state lasts for 2 rounds for each point of Wisdom Bonus the Alanaster has after the addition from this ability. It may be ended early as an Immediate action. Once ended, either by the duration or choosing to end it, the ability may not be initiated again for 1 minute. -In the Statistics Block above entries that improve when using this ability give their values in {}. [B]Spell-Like Abilities (Sp)[/B] Each day an Alanaster may choose one Transmutation spell from the Druid Spell List of each level 0 to 3. These use a Caster Level equal to the Alanasters Racial Hit Dice, may be used 3 times per day each, and may not be used in a fashion that would cause the [I]Invisibility[/I] Spell to end if the Alanaster had one in place. When an Alanaster becomes Middle Aged they can pick a level 4 spell as above as well, at Old they may choose a spell from levels 5 and 6, and at Venerable they may choose a level 7 spell. [B]Treasure[/B] The Alanaster do not treasure items of great worth as some other races do. In their eyes a spartan life leads to a more controlled mind. As such, they will typically only carry basic goods, with Masterwork items for skills being common but Masterwork Weapons less so. However, when an Alanaster dies there is a chance that a spark of its Wisdom is left behind. This spark may be collected in a small token representing the individual. This takes a Knowledge (Nature) Check (+2 Synergy Bonus for 5 ranks in Knowledge (Local)) of Difficulty Class 30 and then a 4 hour ceremony to create the token which requires a Craft (Alchemy) Check of Difficulty Class 25. Failure on either of these checks releases the spark, no retries are allowed. If work by an Alanaster as a slotless item it grants a +2, +4, or +6 Enhancement Bonus to Wisdom for Middle Aged, Old, and Venerable, respectively. Each token worn that has its Enhancement Bonus overlapped by another token grants an additional use of any Spell-Like Ability that the Alanaster could have used. Tokens must be worn continuously to gain their effect and only function after 24 hours of continuous wearing. For anyone else it may be used as a Power Component when making an item which grants a Bonus to Wisdom, Bonus to Wisdom based Checks, or Casts a Druid Transmutation Spell. The amount of experience that the token is worth is equal to the amount it would take to create the Wisdom Enhancement Boosting Item of the value it would give an Alanaster. If the Power Component is used to help create an Intelligent Item then the personality of the Alanaster in the token will be at least partially represented. [B]Racial[/B] Alanasters Racial Hit Dice give d8 Hit Dice, Medium Base Attack Bonus, all Good Saving Throws, 6 Base Skill Points, Simple Weapon Proficiency, and no Armor or Shield Proficiencies. Everything else is the same as for normal Humanoids. [/QUOTE]
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