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[d20F] Statting the Sathar


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the_dunner said:
All Star Frontier races were statted up in the Spelljammer monstrous compendium for 2nd ed AD&D.

Yazarians = Hadozee

And the Rastipedes were similar to the Vrusk but not a carbon copy by any means but there are no Daralisites, or Sathar to my knowledge so I'm not sure who told you this?
 
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so I'm not sure who told you this?

Well, I bought the Spelljammer MC when it came out and noticed them in it then. I sold my AD&D stuff years ago, so I haven't the foggiest notion what names were used for the other ones anymore.

The TSR design crew also admitted that they'd included the SF critters in the compendium at the GenCon Spelljammer seminar the same year as the MC came out. They thought it'd be fun, and the IP department liked it, cuz it was keeping their copyright alive.
 

There was a Dragon article that had them for Alternity as well.

Maybe there's something on the Official Spelljammer site.

Mike
 


For stats, I agree with trancejeremy: -2 Str, -2 Dex, +4 Cha. These guys are alien after all :)

I know the description doesn't mention it, but you could let their alien physiology give them some modifiers:

  • Can't be flanked (funky wraparound eyes)
  • DR 3/Slashing or Piercing or energy (resistant to bludgeoning due to their soft structure)
  • Exceptionally stable (+4) for purposes of resisting Bull Rush and Trip attacks (like a dwarf, due to their having no legs)
  • +2 to all Grapple checks for the extra limbs and wiggly anatomy
  • In addition to their strength penalty, they have a 75% carrying capacity like a Small creature. (that whole invertebrate thing again)
The Hypnotism could just be Charm Person and Suggestion at will(!) with a Charisma-based DC. Special limitation that if in combat (normally +5 on the save) the Charm just doesn't work. Once Charmed, use Suggestion to trigger the action as described in the Modern SRD.
 

I'm suprised no one's yet mentioned giving them an ability like the D&D spell hypnotism (which includes the suggestion capacity). Base the DC on Charisma. Make it a few times per day.

I'd actually suggest making abilities Dex -2, Wis -2, Cha +4 (the "Int" in SF is Intution, equivalent to d20 Wisdom). But if you made the mental penalty Intelligence (Logic) instead, that would be defensible (although they do make interstellar starships, so they can't be that stupid).
 

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