Iron Kingdoms Monster Classes

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See Privateer Press' Monsternomicon (pg 166) for details on the Tharn.

Tharn
+2 Str, +2 Dex, +2 Con, -2 Int, -2 Cha. While a savage people, Tharn are spectacularly physically able.

.........HD....BAB.......Fort......Ref........Will......Skills..........Feats...Special
1 :.....1d8....+0.......+2.........+0.........+0.......(2+Int)x4....1...........Chaos Frenzy I (1/day)
2 :.....2d8....+1.......+3.........+0.........+0.......2+Int.........+0.........+2 Str
3 :.....2d8....+1.......+3.........+0.........+0.......-...............+0.........+2 Con, Chaos Frenzy II
4 :.....3d8....+2.......+3.........+1.........+1.......2+Int.........+1.........+2 Dex
5 :.....4d8....+3.......+4.........+1.........+1.......2+Int.........+0.........+2 Str, +2 Con, Chaos Frenzy III (2/day)
6 :.....5d8....+3.......+4.........+1.........+1.......2+Int.........+0.........+2 Str, Chaos Frenzy IV
7 :.....6d8....+4.......+5.........+2.........+2.......2+Int.........+1..........-

Favoured Class : Barbarian. If, after completing all 7 Tharn levels, the character gains levels in barbarian or any other class or PrC that allows Raging, those additional Rages use the rules for Chaos Frenzy. eg, a 12th level level character, Tharn 7 / Barbarian 5 has 4 uses of Chaos Frenzy daily -two from racial levels, and two barbarian Rages that are upgraded to Frenzies.

Chaos Frenzy
Tharns have the inante ability to Rage as a barbarian, and their primal natures infuses them with even
greater powers in this state. Chaos Frenzy is identical to rage, except as follows :

I : Gains 2 claws (d4) and bite (d3) when in frenzy (with full attack, can attack with both claws and bite at
-5. Qualifies for the Multiattack feat). Also gains Darkvision 60’

II : Does not suffer the -2 AC penalty when frenzying. Gains extra +1 to Will saves (total +3).

III : Scent ability while frenzying. Gains extra +2 to Will save (total +4). Gains +1 natural armour.

IV : Gains extra +3 to Will save (total +5). Gains +2 natural armour.

edit : Modified to use Scion's advice.
 
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Comments? Errors?

I figured then at a +2 LA, due to excellent ability mods and the fact they get scent and an effective +4 AC when frenzying. They would have been +3 LA, but by my estimation the fact they have few abilities (not even low-light vision, f'rinstance) outside of frenzy cancelled out the enhanced Will saves and other minor bits.

Not so sure about the natural weapons. Faily low damage, and only useable when frenzied, so I didn't think them worth another +1 LA.
 
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See Monsternomicon pg 148 and Wet 'N' Wild Girls of Absolute Evil vol II for details on the Satyxis.

Satyxis

+2 Dex, +2 Cha. Satyxis are beautiful and graceful creatures.

.........HD....BAB.......Fort......Ref........Will......Skills..........Feats...Special
1 :.....1d8....+0.......+0.........+2.........+0.......(2+Int)x4....1...........Darkvision 30’, Headbutt.
2 :.....1d8....+0.......+0.........+2.........+0.......2+Int.........+0.........+2 Str, +2 Dex, +2 Cha, Beguile

Favoured Class : Fighter.

Headbutt : Natural weapon, d4 damage, on critical hit stuns victim for one round (Fort 12 negates).

Beguile : 1/day, as maximized hypnotism, affect single male of up to 8 HD for 8 rounds. If in combat, target gets +2 to save, if not gets -2. Will save DC 10 +1/2 HD +Cha mod.
 
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I wasn't entirely certain how to handle a 1 HD race with an LA.

edit : The more I think about it, the less satisfied I am with the above Satyxis. So, here is a second attempt.
 
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Just dropping my view, hopefully it wont offend too many people ;)

It looks like you are going by the savage species progression and for that you are probably correct.

I would have to say that giving it a +0 would be closer to right.

Lets look at a level 6 barbarian (3.5):

HD: 6d12
F: +5 R: +2 W: +2
BAB +6
Fast Movement, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, Rage 2/day
Feats x3
Skills: 4x 9
+Race bonuses
Well on his way to very nice abilities.

Your guy (+0)
HD: 6d8
F: +5 R: +2 W: +2
BAB: +4
Str + 8, Dex + 4, Con +6, Int -2, Cha -2
Chaos frenzy i - iv 2/day
Feats x2
Skills: 2x 9
Has to start taking levels

At most he'd be a +1 really, he compares pretty closely to the barb. Missing 2 points of bab is made up for by the strength gain, but he still needs 2 levels of primary figther base to gain an iteritive attack. If he starts taking levels of barb I am assuming the frenzy and rage wont stack nor overlap. Barb has twice as many skill pints, more feats, more special abilities, and is almost into the really powerful abilities.

They are definately very different characters, with different strengths and weaknesses, but I think fairly equal for the most part.

Add a couple more levels of whatever on to your guy and a couple more onto the barb and do some comparisons. If they dont work out the way you like maybe an extra Wis -2 or that level adjustment of 1, but even that one might be too big of a hit.
 

+2 Str +4 Dex, +4 Cha. Satyxis are beautiful and graceful creatures.
Darkvision 30’, Headbutt, Beguile

Favoured Class : Fighter.

Headbutt : Natural weapon, d4 damage, on critical hit stuns victim for one round (Fort 12 negates).

Beguile : 1/day, as maximized hypnotism, affect single male of up to 8 HD for 8 rounds. If in combat, target gets +2 to save, if not gets -2. Will save DC 10 +1/2 HD +Cha mod

Just give this guy no hd adjustment, a +1 level adjustment, and start them with a normal class at level one. So he would be a level 1 whatever and this race while being an overall level of 2 ;)
 

If you create a satyxis, at level one choose a class and work out BAB, saves, HD etc as normal, including the ability bonuses and 1st-level powers as below. On reaching second level, the satyxis gains the bonuses and powers from the 2nd level of the table only; do NOT add another class level.

Satyxis v.2

+2 Dex, +2 Cha. Satyxis are beautiful and graceful creatures.

.........HD....BAB.......Fort......Ref........Will......Skills..........Feats...Special
1 :.....class..+?.......+?.........+?.........+?........class..........1.........Darkvision 30’, Headbutt.
2 :.....n/c....n/c......n/c........n/c........n/c......n/c............+0........+2 Str, +2 Dex, +2 Cha, Beguile

Favoured Class : Fighter.

Headbutt : Natural weapon, d4 damage, on critical hit stuns victim for one round (Fort 12 negates).

Beguile : 1/day, as maximized hypnotism, affect single male of up to 8 HD for 8 rounds. If in combat, target gets +2 to save, if not gets -2. Will save DC 10 +1/2 HD +Cha mod.
 
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See Monsternomicon pg 68 for details on the Farrow.

Farrow

+4 Con. Farrow are terrifically hardy beasts.
+4 Search and Spot, due to unsurpassed sense of smell.

.........HD....BAB.......Fort......Ref........Will......Skills..........Feats...Special
1 :.....1d8....+0.......+2.........+0.........+0.......(2+Int)x4....1...........Gore
2 :.....1d8....+0.......+2.........+0.........+0.......-...............+0......... +2 Con, +2 Str, +2 natural armour
3 :.....2d8....+1.......+3.........+0.........+0.......2+Int.........+0.........+2 Dex, +4 natural, Scent armour
4 :.....2d8....+1.......+3.........+0.........+0.......-...............+0.........+6 natural armour

Favoured Class : Barbarian.

Gore : A natural weapon dealing d8 damage.
 

Thanks for the imput, Scion !

Yes, these is suppsosed to be Savage Species progressions.

What you say makes sense, and I knocked that Tharn down to LA +1.
I understand what you're trying to say about the Satyxis, too, but I'm trying to make them playable as 1st level characters. I suppose you could give 'em a +1 LA and make them start at apprentice level.
 
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How about this?

Level 1: +2 Dex, +2 Cha, Darkvision 30’, Headbutt, Feat, character class
Level 2:+2 Str, +2 Dex, +2 Cha, Beguile, no extra class level or hd

Favoured Class : Fighter.

Headbutt : Natural weapon, d4 damage, on critical hit stuns victim for one round (Fort 12 negates).

Beguile : 1/day, as maximized hypnotism, affect single male of up to 8 HD for 8 rounds. If in combat, target gets +2 to save, if not gets -2. Will save DC 10 +1/2 HD +Cha mod.

This is pretty fast and easy, wind up with a level 1 character with a +1 level adjustment. The first level is a bit strong, but the second level really makes up for that as you definately fall behind. Or you could spread them out a bit more.

Level 1: +2 dex, darkvision, feat, class
Level 2: +2 cha, headbutt, class
Level 3: +2 str, class
Level 4: +2 dex, +2 cha, Beguile, no class

Maybe that is more what you are looking for? By the time you get the big ability people have a better chance of succeeding against it and the powers are spread out more.
 

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