It's back! Nightfall's "Ask the Sage" Scarred Lands Q&A

*two*
Twowolves,

Whatever you feel the most comfortable with. I would like to see it my email but the other hand some might want to see it posted too.

If you do post it, let us know about it. I'd love to see it no matter what format.

Cats might want posted though.
 

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Twowolves said:
They ALL cast as 7th level druids?? I used the wemic from the PGtF as a base, and added in Proud features to remake that race into something that wasn't ECL 13 at 1st level.
....but that's just me.

I did this as well. Quite a few Scarred Lands creatures were very close conceptually to pre-existing d20 critters, and yet had attibutes and abilities that went all over the map, for no discernable reason. (Albadian Battle Hounds? Size Small dogs that bite for 1d8? It's like a size Large Lion's head mounted on a chihuahua's body! Fear my pomeranian OF DEATH! And don't even get me started on the Hookwing, a five lb lizard that does a d12 (that's what, *four* instances of Improved Natural Attack?)).

Asaatthi, for instance, have +4 Dex, +6 Int, +4 Wis and +2 Cha over a Lizardfolk, and yet these adjustments don't really fit the 'flavor text' at all. I used Lizardfolk stats, but removed the Intelligence penalty. They tend to be Wizards, but then again, so do Elves and Humans, and neither Elves nor Humans need a +4 Intelligence to be Wizards, so I didn't see any need for an Asaatthi to require an abnormal intelligence just to keep up with an Elf...

Love the setting, but many of the creatures in the Creature Collections were statted up oddly, as compared to the Monster Manual guidelines. (Which is hardly surprising in the case of the first Creature Collection, since it came out *before* the Monster Manual) :)
 

*one*
Set,

The Battle hounds have been adjusted since CC I. Most of the ones I think Two Wolves had a problem with are still the same in CC Revised, but without some LA fixes. Which is what he's suggesting.

You might want to take the time to look at CC Revised to see if this is more in line with what you've done.

As for myself, I do plan to revise some monsters, but not 100% sure I'll change that much except for making a few more insect/vermin swarms from CC 2, and as I said, a few more monsters from MM as templates rather than "separate" monsters.

I always felt the Assatthi were smarter than most races, just they've got an overweening sense of pride about their race. I am seriously considering, as I stated, just giving them a few spell like abilities and abilities to make them semi-competent wizards but still focus more on their "samurai" heritage.

Btw do you all think I should include a Samurai class or not? I had considered making that and a ninja class for a detailed look at the Dragon Lands and some others in my version of look at Races of the Serpent.
 



*two*

Fru I do however I don't have it yet. I think Two is still working on it.

In the meantime I've been writing up some ideas for an ELC +3 Assatthi. I plan on keeping some of their high stats, but decrease their racial HD, and probably eliminate their spellcasting abilities in favor of spell-like ones.

Ratmen are proving to be a tad more difficult in terms of how do I adjust it down to a decent LA/ELC +1 race? I mean even if I dropped the Con bonus, the Dex bonus makes it that much more difficult. Still we'll see how it goes.
 

Sorry about the delay guys. I haven't found my notes on the Proud, but I did find some NPCs and was able to reverse engineer their stats, so to speak. The Proud and the four types of ratmen in the CCR I have finished, but the Asaathi are giving me fits, mainly because of the nausea venom. Nausea is pretty nasty, and their lasts for at least 4 minutes! I'm trying to figure out what to do with that, but step one to me is to make their bite attack not count as a natural weapon, so that they draw AoO when using it, limiting the bite to flat-footed opponents or asaath with Improved Unarmed Strike.

I'll try to get what I have posted either here or more likely in the House Rules forum tomorrow night.
 

*five*

Funny I was considering keeping that aspect. Nausea isn't as debilitating as paralysis.

But I look forward to seeing what you got Two. Might give me ideas to go with Ratmen and Proud if nothing else.
 

It's not as bad as paralysis, but just barely. 1) you only get one move action per round and 2) it lasts a minimum of 4 minutes (an entire battle)! Maybe a slow effect, or something like that, and probably trim the duration down from minutes to rounds.
 

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