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Converting Dark*Matter Creatures

It's got some speed numbers; maybe Rappy can tell us how they compare to humans.

We also have
Defenses
+1 resistance modifier vs. melee attacks
+2 resistance modifier vs. ranged attacks
+3 resistance modifier vs. INT and WIL encounter skills

Looks like some kind of bonus vs ranged (like protection from arrows?) and maybe a deflection bonus. But rather than deflection, I honestly like concealment for these better, because they're only partly there (like a displacer beast, I guess).
 

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Sorry I neglected this thread for a while, folks, I've been a bit up and down lately. Some points:

  • 4 HD Outsider (Extraplanar) works for me.
  • Yes, their speed is about that of a human, so that works.
  • Their Defense seems mostly deflection-based, as well as a bonus against mental effects (psionics resistance, perhaps?).
  • If we go by the Montauk Monster they are so closely related to, their unarmed strikes should deal extra points of fire and electricity damage; since they are weaker, however, I think we could just drop it to one or the other.
 

Looks like some kind of bonus vs ranged (like protection from arrows?) and maybe a deflection bonus. But rather than deflection, I honestly like concealment for these better, because they're only partly there (like a displacer beast, I guess).

Concealment works too. I'd be happy with either.

Sorry I neglected this thread for a while, folks, I've been a bit up and down lately. Some points:

  • 4 HD Outsider (Extraplanar) works for me.
  • Yes, their speed is about that of a human, so that works.
  • Their Defense seems mostly deflection-based, as well as a bonus against mental effects (psionics resistance, perhaps?).
  • If we go by the Montauk Monster they are so closely related to, their unarmed strikes should deal extra points of fire and electricity damage; since they are weaker, however, I think we could just drop it to one or the other.

I was interpreting the bonus against mental effects as just meaning a high Wisdom score. Psionic Resistance would be fine, plenty of Outsiders have SR so why not give it the equivalent - maybe PR 13?

Does PR also protect against spells in d20 Modern like it does in D&D?

As for the Montauk monster, these creatures are more out of phase human bodies than "creature of pure energy" so I wouldn't give them the Montauk's bonus fire and electricity damage. I wouldn't mind copying the Montauk's fuse attack, though:

Fuse (Su): Once every 1d4 rounds, a montauk monster can cause a creature it has successfully hit with a melee attack to fuse with nearby matter. At the time of the attack, the target creature must be within 5 feet of a solid object with a volume at least equal to its own. (In most cases, the ground or a wall is sufficient.) The target must succeed at a Will saving throw (DC 10 + 1/2 the montauk monster’s Hit Dice + its Charisma modifier) or be fused with the object and instantly killed. The object’s hardness drops by 2 after the fusion, regardless of the creature’s nature or physical makeup. Such an object continues to function normally, but it is usually cosmetically grotesque, with fleshy fingers or a portion of a face projecting from its surface.

That's too nasty to pass up on.

We also need to do something about their ability to phase in and out of reality. I would think adapting Ethereal Jaunt would be the way to go:

Ethereal Jaunt (Su): An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).
 


Yeah, but it was with the original creature, so we should either find a way to lessen its effects or beef up the Faders for it.

Ethereal Jaunt is perfect for them as well.

As for PR resisting spells, all that the core rulebook has to say on the matter is...

d20 Modern Core Rulebook page 334 said:
Spell resistance does not stack with power resistance, and vice versa.

Which could be interpreted as either "no, the two don't work together" or simply that having both won't stack them to a higher dosage.
 




Since you got the ball rolling, Cleon, we have skills, feats, and Challenge Rating left, then I can post a full stat block with fluff included.

We have 77 skill points to utilize, with the potential for 11 skills maxed out at 7 ranks each. I suggest we go with the following:
Climb
Craft (Mechanical)
Drive
Hide
Investigate
Jump
Knowledge (Arcane Lore)
Knowledge (Physical Sciences)
Knowledge (Technology)
Move Silently
Swim

That seems to cover most of the bases of the non-combat or feat-related Alternity skills that the faders have.

For the two feats we're granted, do we want to give the faders Personal Firearms Proficiency right off the bat, or save both feats for some sort of augmentation of their abilities?
 

The skills sound reasonable.

I think I'd give them the proficiency as one of their feats, since it's something the typical fader would retain from the person it replaces. But a fader that somehow got created out of someone non-military might not have it, so a bonus feat seems wrong.
 

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