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<blockquote data-quote="BOZ" data-source="post: 1728069" data-attributes="member: 1241"><p>true, but in the original the azmyth had maneuverability class A, which is what we call perfect nowadays. If Mr. Greenwood wanted them that way, who am I to argue? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p>yes, and yes, and that’s perfectly forgivable. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>I’ll agree, and do as you suggest. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>When I looked at the BAB, I noticed that they attack bonus was neglecting to include the size mod, so I upped it to +5 and +0 for the secondary. Also, the damage mod is –2 not –1. they needed low-light vision as Magical Beasts, so I added that too.</p><p></p><p>Let’s have a look at the original text for comparison’s sake (excluding that which is already fine as-is):</p><p></p><p></p><p></p><p>this got overlooked! 40% translates roughly into SR 19 these days.</p><p></p><p></p><p></p><p>the other sources don’t list this limitation. I think I’m going to change the ability to reflect this. Of course, we could leave it like we have it, and they’ll be something like pseudodragons.</p><p></p><p></p><p></p><p>that six round limitation on invisibility is pretty weak. Know alignment we have replaced with detect thoughts – sound OK? and for some reason, the shocking grasp damage was weakened. Silence should probably be limited to casting on self. Here is the current set up for these abilities as found in the CC, for reference:</p><p></p><p></p><p></p><p>and:</p><p></p><p></p><p></p><p>thus my assertion that they should have a cohort LA! But maintain that they never become familiars.</p><p></p><p>These guys shouldn’t take very long to work on at all.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1728069, member: 1241"] true, but in the original the azmyth had maneuverability class A, which is what we call perfect nowadays. If Mr. Greenwood wanted them that way, who am I to argue? :D yes, and yes, and that’s perfectly forgivable. ;) I’ll agree, and do as you suggest. :) When I looked at the BAB, I noticed that they attack bonus was neglecting to include the size mod, so I upped it to +5 and +0 for the secondary. Also, the damage mod is –2 not –1. they needed low-light vision as Magical Beasts, so I added that too. Let’s have a look at the original text for comparison’s sake (excluding that which is already fine as-is): this got overlooked! 40% translates roughly into SR 19 these days. the other sources don’t list this limitation. I think I’m going to change the ability to reflect this. Of course, we could leave it like we have it, and they’ll be something like pseudodragons. that six round limitation on invisibility is pretty weak. Know alignment we have replaced with detect thoughts – sound OK? and for some reason, the shocking grasp damage was weakened. Silence should probably be limited to casting on self. Here is the current set up for these abilities as found in the CC, for reference: and: thus my assertion that they should have a cohort LA! But maintain that they never become familiars. These guys shouldn’t take very long to work on at all. [/QUOTE]
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