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Converting Spelljammer creatures
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<blockquote data-quote="Cleon" data-source="post: 6515959" data-attributes="member: 57383"><p>That looks in the right ballpark to me.</p><p></p><p>We could reduce the Intelligence to 1, since the entry goes out of its way to mention their low intelligence, but Int 2 is also OK by me.</p><p></p><p>We've also got a few special abilities to consider:</p><p></p><p>The 360º vision from their unusual eyes suggests All-Around Vision.</p><p></p><p><span style="color: #00FFFF"><strong>All-Around Vision (Ex):</strong> Skykines have 360º vision. Their protruding, globular eyes give them a +4 racial bonus to Spot and Search checks, and they can't be flanked.</span></p><p></p><p>Their "levitation organ" suggests a beholder-type Flight ability:</p><p></p><p><span style="color: #00FFFF"><strong>Flight (Ex):</strong> A skykine's body contains a special organ that makes its body naturally buoyant. This buoyancy allows it to fly at a speed of 60 feet. This buoyancy also grants it a permanent <em>feather fall</em> effect (as the spell) with personal range.</span></p><p></p><p>Finally, they have a Ramming attack. Something like the following ought to do.</p><p></p><p><span style="color: #00FFFF"><strong>Ramming (Ex):</strong> As a full round action, a skykine can fly at up to quadruple speed (240 feet) and ram an airborne target (such as a flying vehicle or another creature). To ram, the skykine must end its movement in the target's space. This attack deals XX points of damage. If the target is a creature, it can attempt either an attack of opportunity or a DC 26 Reflex save for half damage. The save DC is Strength-based.</span></p><p></p><p>I left off the "breaching the ship" that some of our versions of Ramming use, since there's no mention of it in the original. But we could add it in if you like:</p><p></p><p><span style="color: #00FFFF">If a skykine rams a ship, in addition to the above damage it also makes a Strength check to breach its hull. The breach DC varies with the type of vessel rammed, but is normally 18 plus 1 per 10 feet of length, although an adjustment of between –5 to +10 may apply due to the sturdiness of design, materials and/or craftsmanship. A typical 50-foot merchant ship or 75-foot longship is breach DC of 25, a typical 100-foot warship is DC 30 (See Chapter 5 of the <em>DMG</em> for information about ships). Success normally holes the hull, causing the ship to founder in 1d10 minutes.</span></p><p></p><p>We also need to decide on the Ramming damage. The original's 10d12 is, frankly, ridiculous compared to the SJR6 skykine's 8d6 hit dice - if they rammed each other it'd almost certainly be fatal! Fortunately, our version has more hit points so we might as well use the original's Ramming damage as a target.</p><p></p><p>A triceratops' Powerful Charge does 4d8 plus double its Strength bonus. Our skykine is one size larger, which'd suggest 6d8+24 damage for its Ramming, but 8d8+24 gives an average damage of 60, which is closer to the original's 65 average damage. [9d8+24 would average 64.5, only half-a-point off, but 9d8 is not on the standard natural attack damage progression.]</p><p></p><p>Alternatively, if you fancy wandering further off the standard base damages, we could keep the d12s the original used and make the Ramming damage 6d12+24, which would give a 63 average. That's 2 points lower than the original.</p><p></p><p>Any preferences?</p></blockquote><p></p>
[QUOTE="Cleon, post: 6515959, member: 57383"] That looks in the right ballpark to me. We could reduce the Intelligence to 1, since the entry goes out of its way to mention their low intelligence, but Int 2 is also OK by me. We've also got a few special abilities to consider: The 360º vision from their unusual eyes suggests All-Around Vision. [COLOR="#00FFFF"][B]All-Around Vision (Ex):[/B] Skykines have 360º vision. Their protruding, globular eyes give them a +4 racial bonus to Spot and Search checks, and they can't be flanked.[/COLOR] Their "levitation organ" suggests a beholder-type Flight ability: [COLOR="#00FFFF"][B]Flight (Ex):[/B] A skykine's body contains a special organ that makes its body naturally buoyant. This buoyancy allows it to fly at a speed of 60 feet. This buoyancy also grants it a permanent [I]feather fall[/I] effect (as the spell) with personal range.[/COLOR] Finally, they have a Ramming attack. Something like the following ought to do. [COLOR="#00FFFF"][B]Ramming (Ex):[/B] As a full round action, a skykine can fly at up to quadruple speed (240 feet) and ram an airborne target (such as a flying vehicle or another creature). To ram, the skykine must end its movement in the target's space. This attack deals XX points of damage. If the target is a creature, it can attempt either an attack of opportunity or a DC 26 Reflex save for half damage. The save DC is Strength-based.[/COLOR] I left off the "breaching the ship" that some of our versions of Ramming use, since there's no mention of it in the original. But we could add it in if you like: [COLOR="#00FFFF"]If a skykine rams a ship, in addition to the above damage it also makes a Strength check to breach its hull. The breach DC varies with the type of vessel rammed, but is normally 18 plus 1 per 10 feet of length, although an adjustment of between –5 to +10 may apply due to the sturdiness of design, materials and/or craftsmanship. A typical 50-foot merchant ship or 75-foot longship is breach DC of 25, a typical 100-foot warship is DC 30 (See Chapter 5 of the [I]DMG[/I] for information about ships). Success normally holes the hull, causing the ship to founder in 1d10 minutes.[/COLOR] We also need to decide on the Ramming damage. The original's 10d12 is, frankly, ridiculous compared to the SJR6 skykine's 8d6 hit dice - if they rammed each other it'd almost certainly be fatal! Fortunately, our version has more hit points so we might as well use the original's Ramming damage as a target. A triceratops' Powerful Charge does 4d8 plus double its Strength bonus. Our skykine is one size larger, which'd suggest 6d8+24 damage for its Ramming, but 8d8+24 gives an average damage of 60, which is closer to the original's 65 average damage. [9d8+24 would average 64.5, only half-a-point off, but 9d8 is not on the standard natural attack damage progression.] Alternatively, if you fancy wandering further off the standard base damages, we could keep the d12s the original used and make the Ramming damage 6d12+24, which would give a 63 average. That's 2 points lower than the original. Any preferences? [/QUOTE]
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