BOZ said:and yes, as demonstated in the OD&D thread, you can make requests at any time, even when i'm "on vacation" from conversions.![]()
Shade said:Bleeding Wound/Wounding Heal check DC is usually 15.
Shade said:Blood drain: 1d4 Con?
Shade said:Hold Monster/Paralysis: Since hold monster now allows Will saves each round, this could be problematic. Perhaps simply use paralysis?
Shade said:For the flight, it is probably both Ex and does require an additional entry, just like the beholder:
Flight (Ex): A beholder's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
Shade said:-LL Cool Shade
Interesting...yet the nycaloth went back to the stock 15. Weird. I guess we can do whatever we'd prefer in this case.BOZ said:Except in cases where the damage is supernatural, such as a bearded devil?
Agreed, although we could go lower to simply 1 point.BOZ said:Hmm… the original damage being 1-2 hp, then 1d4 Con seems a bit severe. How about just 1d2 Con? Still a lot more damage, but that’s about as low as we can go.![]()
Excellent.BOZ said:Paralysis (Su): Once per day, an orpsu can cause a single living being within 60 feet to become paralyzed. The creature must succeed on a DC 11 Will save or be paralyzed for 1d4+1 rounds. If the creature succeeds on the save, it is instead affected as by the slow spell for 1d4+1 rounds. The save DC is Charisma-based.
Note also, in the original description (if I’m reading that right) characters got a +2 bonus against the save, so the DC is fine being low.
Perfecto.BOZ said:that works. But we’ve got a kite instead of a sphere.How about_:
Flight (Ex): An orpsu's body is able to levitate naturally, practically floating on the air and using the flailing of its tail for propulsion. It steers by angling the membranes attached to its horns and tilting its body. This allows the orpsu to fly at a speed of 40 feet, and grants the orpsu a permanent feather fall effect (as the spell) with personal range.
Shade said:Interesting...yet the nycaloth went back to the stock 15. Weird. I guess we can do whatever we'd prefer in this case.
Shade said:Agreed, although we could go lower to simply 1 point.
This implies to me that the orpsu should have Flyby Attack, and that its Attack line should be the horn attack. I'd recommend adding Flyby Attack and making Toughness a bonus feat.An orpsu is at a disadvantage if knocked out of the air, and therefore instinctively swoops down to strike targets at an angle, as it passes - so only one side of its body menaces prey, and only one horn (either the front horn - or, if it misses, the angled, dragging rear horn) can strike an intended target per swoop (in addition to the orpsu’s fangs). A horn attack does 1d4 + 3 damage.
Orpsu live in mated pairs, producing litters of 1-4 live, instantly-active and hungry young (1-1 HD, attacks: 2-5/1-2) every three summers. Offspring remain with their parents to form a family “swarm,” which grows with the passing years and litters until the swarm numbers more than a dozen - whereupon 1-3 of the oldest, original offspring form mated pairs and fly off to find new (orpsu-less) hunting territory, and there found a swarm of their own.
Based on this, I'd recommend the following organization line.Organization: “hunting swarm” (4-12 – usually 6 or 7)
Shade said:This implies to me that the orpsu should have Flyby Attack, and that its Attack line should be the horn attack. I'd recommend adding Flyby Attack and making Toughness a bonus feat.
Shade said:Based on this, I'd recommend the following organization line.
Organization: Pair, family (2 orpsus plus 1-4 young), hunting swarm (6-7), or family swarm (4-12 plus 1-4 young).
Mention the young stats in the descriptive text as a reduced stat block. Something like:
Young Orpsu: Tiny aberration; CR X; HD 1/2d8 (2 hp); AC 15 (touch 15, flat-footed 12); Base Atk/Grp +0/-8; Atk +1 melee (1d4-1, horn); Full Atk +1 melee (1d4, horn) and -4 melee (1d2-1, fang slash); Space/Reach 2-1/2 ft./0 ft.; Sv Fort +0, Ref +3, Will +3; Str 8, Dex 17, Con 10; Int 6; Wis 12; Cha 12;
Skills and Feats; Skills, Flyby Attack.