• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Converting original D&D and Mystara monsters

Status
Not open for further replies.

Mortis

First Post
Shade said:
So how many mashers would you recommend?
Here's the relevant text
DMR2 said:
Each family group within a tribe has its own masher and makes its home in shelters built on one or more of the platforms the masher pulls.
So one per family, which gives us something like (also adding mashers to the other organisations)

Pirate band (2d10 + 2 mashers), Trading Caravan (2d10 + 50% noncombatants + 4 mashers - which means we''ll have to do the masher as well), Family (4d4 + 50% noncombatants + 1 masher), Tribe (10d10 + 50% noncombatants + 2d4 mashers)

Regards
Mortis
 

log in or register to remove this ad

Shade

Monster Junkie
Should be give them a really slow land speed, just so they can walk on the bottom, etc.? I've noticed most aquatic races, even merfolk, can move at least 5 ft. on land.

Kna as Characters

Kna characters possess the following racial traits.
  • A kna has the aquatic subtype.
  • +16 Strength, +8 Constitution, +2 Wisdom, +4 Charisma.
  • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A kna's base swim speed is 50 feet.
  • Darkvision 60 ft.
  • Racial Hit Dice: A kna begins with seven levels of monstrous humanoid, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
  • Racial Skills: A kna's monstrous humanoid levels give it skill points equal to 10 x (2 + Int modifier). Its class skills are Bluff, Diplomacy, Listen, Sense Motive , Spot, and Swim.
  • Racial Feats: A kna's monstrous humanoid levels give it three feats.
  • +6 natural armor bonus.
  • Special Qualities (see above): Damage reduction 10/slashing or piercing, resistance to fire 5
  • Weapon and Armor Proficiency: A kna is automatically proficient with simple weapons, light and medium armor, and shields.
  • Automatic Languages: x. Bonus Languages: x.
  • Favored Class: x.
  • Level adjustment +x.
 

Shade

Monster Junkie
They speak Common and their own tongue and also can communicate in a special silent language.

Besides their normal racial language, knas have developed a special system of hand gestures and body movements that allow them to speak silently, conveying simple concepts like “retreat,” “attack,”, “help,” and “friend.” Surface dwellers can learn this sign language using a nonweapon proficiency slot.

Automatic Languages: Common, Kna, Kna Silentspeak. ?

Knas tame sea creatures for use as watch animals and beasts of burden. Uyagh use larger sea creatures to help tow surface vessels onto reefs. A kna lair has a 60% chance of containing 2d6 domesticated sea creatures, especially hippocampi (15%), narwhals (25%), common whales (20%), dolphins (20%), and sea lions (20%).

Do we want to add any of these critters to the organization line? Maybe just state "plus 2-12 domesticated sea creatures"?
 



Mortis

First Post
Shade said:
Suggestions for Bonus Languages?
Aquan and pretty much any language likely to be useful for trade (I could give you loads of Mystaran specific langauges but that's not the point) :)

Favored class?
Rogue - sort of fits for both pirate and merchant

Land speed 10 ft.?
But only coz of what you pointed out in the preceding post :)

Regards
Mortis
 

Shade

Monster Junkie
Aquan, Elven (for sea elves), Giant (for sea giants and scrags), Sahuagin?

LA breakdown using Savage Species guidelines:
+2 for DR other than magic
+1 for unbalanced ability scores
+1 for reach
------------
+4 total

This puts them in line with many giants, so it's probably OK. Thoughts?
 

Mortis

First Post
Shade said:
Aquan, Elven (for sea elves), Giant (for sea giants and scrags), Sahuagin?
All fine

LA breakdown using Savage Species guidelines:
+2 for DR other than magic
+1 for unbalanced ability scores
+1 for reach
------------
+4 total

This puts them in line with many giants, so it's probably OK. Thoughts?
Looks reasonable

Done? (except flavour text)

Regards
Mortis
 


Shade

Monster Junkie
Added flavor text to Homebrews.

Once thing we may want to consider: knas had 120’ infravision. We could translate this into low-light vision, or increase their darkvision to 120 feet. I think I prefer the low-light vision, as it makes more sense since they dwell in the lighter waters near the surface.
 

Status
Not open for further replies.
Remove ads

Top