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Converting the Napga from X4: Master of the Desert Nomads
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<blockquote data-quote="Thrombin" data-source="post: 1400728" data-attributes="member: 15591"><p>Yes. PC 2 is the Creature Crucible called Top Ballista. It details the flying city of Serraine, home of the Skygnomes.</p><p></p><p>It describes the use of Faenare, Skygnomes, Gremlins, Harpies, Nagpa, Pegataurs, Sphinxes and Tabi as player characters.</p><p></p><p>There is a lot more background info on Nagpa than was in X4. It also details a progression beyond their NM (9 HD) level up to a 9th level Nagpa with additional abilities such as polymorph self (into humanoid form), animate dead 1/day, anti-magic protection of 20% and the ability to summon a homunculus or tabi as a servant/companion.</p><p></p><p>I decided to fold the animate dead into their standard abilities because it isn't really that high a spell in 3e and I wanted to ensure they could hold their own a bit better. I deferred the polymorph to a higher HD but decided not to address the summoning part. It was portrayed as a secret ritual known only to high-level Nagpa and, as such, didn't really seem tied to the nagpa itself. Also, the Nagpa in X4 had a tabi so I didn't want to require the nagpa to be max level before it could acquire one.</p><p></p><p>You may notice I've changed my mind on a couple of things since my last set of suggestions. I've increased the Con to 10 because, given the level of the module it was created for, I don't want it to be too weak and the original 0e Nagpa had the full 9d8 hit points. For CR purposes I'm modelling on the Green Hag and that actually had a Con bonus.</p><p></p><p>I decided to go with natural armor instead of a deflection bonus. I figure you can increase natural armor with magic just as easily as provide a deflection bonus with magic and natural armor is more standard.</p><p></p><p>The racial saving throw bonus is based on PC2 which actually gives them an increasing magical bonus on saves from +1 at 9HD to +4 at max HD.</p><p></p><p>I went with an advancement of HD rather than by character class. This is partly based ofthe Hag entry and partly because of the way they advance in PC2 (where it explicitly states they can't take spellcasting levels as shaman or wiccas).</p><p></p><p>I also decided to keep the treasure type as standard. PC2 describes them as collectors of rare books and manuscripts as well as mentions a penchant for protective and quick-escape type magic items. I figure they're going to need money to purchase that stuff!</p><p></p><p>Regards</p><p></p><p>Thrombin</p></blockquote><p></p>
[QUOTE="Thrombin, post: 1400728, member: 15591"] Yes. PC 2 is the Creature Crucible called Top Ballista. It details the flying city of Serraine, home of the Skygnomes. It describes the use of Faenare, Skygnomes, Gremlins, Harpies, Nagpa, Pegataurs, Sphinxes and Tabi as player characters. There is a lot more background info on Nagpa than was in X4. It also details a progression beyond their NM (9 HD) level up to a 9th level Nagpa with additional abilities such as polymorph self (into humanoid form), animate dead 1/day, anti-magic protection of 20% and the ability to summon a homunculus or tabi as a servant/companion. I decided to fold the animate dead into their standard abilities because it isn't really that high a spell in 3e and I wanted to ensure they could hold their own a bit better. I deferred the polymorph to a higher HD but decided not to address the summoning part. It was portrayed as a secret ritual known only to high-level Nagpa and, as such, didn't really seem tied to the nagpa itself. Also, the Nagpa in X4 had a tabi so I didn't want to require the nagpa to be max level before it could acquire one. You may notice I've changed my mind on a couple of things since my last set of suggestions. I've increased the Con to 10 because, given the level of the module it was created for, I don't want it to be too weak and the original 0e Nagpa had the full 9d8 hit points. For CR purposes I'm modelling on the Green Hag and that actually had a Con bonus. I decided to go with natural armor instead of a deflection bonus. I figure you can increase natural armor with magic just as easily as provide a deflection bonus with magic and natural armor is more standard. The racial saving throw bonus is based on PC2 which actually gives them an increasing magical bonus on saves from +1 at 9HD to +4 at max HD. I went with an advancement of HD rather than by character class. This is partly based ofthe Hag entry and partly because of the way they advance in PC2 (where it explicitly states they can't take spellcasting levels as shaman or wiccas). I also decided to keep the treasure type as standard. PC2 describes them as collectors of rare books and manuscripts as well as mentions a penchant for protective and quick-escape type magic items. I figure they're going to need money to purchase that stuff! Regards Thrombin [/QUOTE]
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