jaker2003
Explorer
I'd love any comments and balancing help you can provide. I really want a LA and CR for it.
GRIEVE
Large Monstrous Humanoid (Reptilian)
HD: 2d8+2 (14 hp)
Initiative: +1.
Speed: 30 ft., Climb 20ft.
AC: 13 (+1 Dex, +2 natural).
Base Attack/Grapple: +1/+7.
Attack: Claws +3 melee 1d6+1 or medium greatsword +3 melee 2d6+2 or +3 melee medium longsword 1d8+1.
Full Attack: Claws +3 melee 1d6+1 and medium greatsword +3 melee 2d6+2 and +3 melee medium longsword 1d8+1.
Space/Reach: 5ft./10ft.
Special Attacks: -
Special Qualities: Enhanced Multiweapon Fighting, Fuse Arms, Hold Breath, Slight Frame, Wall Walk.
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 14, Dex 13, Con 13, Int 12, Wis 13, Cha 9
Skills: Appraise +3, Climb +10, Disable Device +3, *Hide +1, Jump +3, Knowledge (arcana) +3, Knowledge (architecture and engineering) +3, Knowledge (nature) +3, Profession (any one) +3, and Survival +3.
Feats: Multiweapon Fighting
Environment: The Void (plane)
Organization:
CR: 3?
Treasure: None
Alignment: Any Neutral
Advancement: By character Class
LA: +?
Grieves are hardy people who dwell in the mountainous areas of the Void. Grieves stand more than 9 feet tall and weigh about 200 pounds. Their eyes vary from red to brown to yellow, while they can change their scales from a stony gray to a sandy tan. Grieves have four arms, with each hand ending with two clawed fingers and thumb. The hands on the lower pair of arms are inverted so that the thumb is on the bottom of the hand, and not the top, as would be typical of humanoids. All grieves tend toward simple light clothes and a hooded cloak.
Once a militant race bloodthirsty soldiers, the grieve have vanquished all their foes. After a millenia of peace, the grieve have long forgotten their bloodthirst, though their martial traditions are still embraced in some circles, guarenteeing the grieves' continuing dominance in the Void.
Grieves prefer their own company, but will not actively exclude other people. When dealing with humanoids, grieves usually use their fuse arms ability to appear more like them. Grieves tend to be patient. Grieves are the scholars and artisans of the Void. Grieves offer many shools and universities to the wayward travelers of the Void, including the most prestigous military colloges.
Grieves speak Draconic and Common.
COMBAT
Grieves who enter combat are usually fighters. Those that are from the Outer Spheres are usually barbarians while the local hermits are typically rangers. Even the untrained grieves learned enough of combat from their childhood games to represent a decent threat to a trained soldier. Grieves usually carry weapons of medium size. When meeting someone in combat, they usually fight the first round with only on pair of arms to gauge their opponent. If they believe they cannont beat their opponent, grieves usually pull all the stops, engaging their opponent with all four arms, pushing them back if possible. If a grieve believes he cannot defeat his foe, he will retreat to a cliff or mountain where he can use his natural abilities to climb and hide without fear of pursuit.
Enhanced Multiweapon Fighting (Ex): This ability lessens the penalty for off-hand weapon use by 4 for both primary and off-hands. Combined with the creature’s Multiweapon Fighting feat, it allows the creature to make multiple attacks with its weapons at no penalty on the attack rolls.
Fuse Arms (Ex): The two pairs of arms on each side of a grieve can interlock together, forming and acting as a single, more powerful pair or arms. When using this fused pair, the grieve benefits from a +4 Strength bonus on any activity that uses this fused pair, such as weapon attacks or climbing. When the grieve’s arms are fused in this manner, it may only strike with two claws or weapons, though its combat prowess may allow multiple attacks. When a grieve's arms are fused, it may weild weapons designed for a creature of its size, though it takes the usual penalty for using weapons one size smaller. Fusing or separating its arms in this manner uses a standard action.
Hold Breath (Ex): a grieve can hold its breath for a number of rounds equal to four times its Constitution score before it risk drowning or suffocation (see page 304 of the Dungeon Master’s Guide for details).
Slight Frame (Ex): A grieve’s thin frame allows it to function as if it were one size category smaller in several respects. A grieve’s size modifiers to its AC and Hide checks are those of a creature one size smaller. A grieve is also considered to be one size smaller when determining its carrying capacity and whether a creature’s special attacks based on size can affect it. A grieve cannot use weapons designed for a creature of its size without penalty. However, its space and reach remain those of a creature of its actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category.
Wall Walk (Ex): A grieve may use its clawed feet to grasp sheer surfaces as an insect does, allowing it to walk along surfaces of any orientation, provided that the traversed surface can support his weight. This ability allows a grieve to climb while leaving its hands free for other tasks. When using its wall walk ability, a grieve cannot add its Strength bonus to its climb check.
Skills: A grieve has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. A grieve’s coloration give it a +4 racial bonus on Hide checks in sandy or mountainous areas.
So, wutchya'll think?
GRIEVE
Large Monstrous Humanoid (Reptilian)
HD: 2d8+2 (14 hp)
Initiative: +1.
Speed: 30 ft., Climb 20ft.
AC: 13 (+1 Dex, +2 natural).
Base Attack/Grapple: +1/+7.
Attack: Claws +3 melee 1d6+1 or medium greatsword +3 melee 2d6+2 or +3 melee medium longsword 1d8+1.
Full Attack: Claws +3 melee 1d6+1 and medium greatsword +3 melee 2d6+2 and +3 melee medium longsword 1d8+1.
Space/Reach: 5ft./10ft.
Special Attacks: -
Special Qualities: Enhanced Multiweapon Fighting, Fuse Arms, Hold Breath, Slight Frame, Wall Walk.
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 14, Dex 13, Con 13, Int 12, Wis 13, Cha 9
Skills: Appraise +3, Climb +10, Disable Device +3, *Hide +1, Jump +3, Knowledge (arcana) +3, Knowledge (architecture and engineering) +3, Knowledge (nature) +3, Profession (any one) +3, and Survival +3.
Feats: Multiweapon Fighting
Environment: The Void (plane)
Organization:
CR: 3?
Treasure: None
Alignment: Any Neutral
Advancement: By character Class
LA: +?
Grieves are hardy people who dwell in the mountainous areas of the Void. Grieves stand more than 9 feet tall and weigh about 200 pounds. Their eyes vary from red to brown to yellow, while they can change their scales from a stony gray to a sandy tan. Grieves have four arms, with each hand ending with two clawed fingers and thumb. The hands on the lower pair of arms are inverted so that the thumb is on the bottom of the hand, and not the top, as would be typical of humanoids. All grieves tend toward simple light clothes and a hooded cloak.
Once a militant race bloodthirsty soldiers, the grieve have vanquished all their foes. After a millenia of peace, the grieve have long forgotten their bloodthirst, though their martial traditions are still embraced in some circles, guarenteeing the grieves' continuing dominance in the Void.
Grieves prefer their own company, but will not actively exclude other people. When dealing with humanoids, grieves usually use their fuse arms ability to appear more like them. Grieves tend to be patient. Grieves are the scholars and artisans of the Void. Grieves offer many shools and universities to the wayward travelers of the Void, including the most prestigous military colloges.
Grieves speak Draconic and Common.
COMBAT
Grieves who enter combat are usually fighters. Those that are from the Outer Spheres are usually barbarians while the local hermits are typically rangers. Even the untrained grieves learned enough of combat from their childhood games to represent a decent threat to a trained soldier. Grieves usually carry weapons of medium size. When meeting someone in combat, they usually fight the first round with only on pair of arms to gauge their opponent. If they believe they cannont beat their opponent, grieves usually pull all the stops, engaging their opponent with all four arms, pushing them back if possible. If a grieve believes he cannot defeat his foe, he will retreat to a cliff or mountain where he can use his natural abilities to climb and hide without fear of pursuit.
Enhanced Multiweapon Fighting (Ex): This ability lessens the penalty for off-hand weapon use by 4 for both primary and off-hands. Combined with the creature’s Multiweapon Fighting feat, it allows the creature to make multiple attacks with its weapons at no penalty on the attack rolls.
Fuse Arms (Ex): The two pairs of arms on each side of a grieve can interlock together, forming and acting as a single, more powerful pair or arms. When using this fused pair, the grieve benefits from a +4 Strength bonus on any activity that uses this fused pair, such as weapon attacks or climbing. When the grieve’s arms are fused in this manner, it may only strike with two claws or weapons, though its combat prowess may allow multiple attacks. When a grieve's arms are fused, it may weild weapons designed for a creature of its size, though it takes the usual penalty for using weapons one size smaller. Fusing or separating its arms in this manner uses a standard action.
Hold Breath (Ex): a grieve can hold its breath for a number of rounds equal to four times its Constitution score before it risk drowning or suffocation (see page 304 of the Dungeon Master’s Guide for details).
Slight Frame (Ex): A grieve’s thin frame allows it to function as if it were one size category smaller in several respects. A grieve’s size modifiers to its AC and Hide checks are those of a creature one size smaller. A grieve is also considered to be one size smaller when determining its carrying capacity and whether a creature’s special attacks based on size can affect it. A grieve cannot use weapons designed for a creature of its size without penalty. However, its space and reach remain those of a creature of its actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category.
Wall Walk (Ex): A grieve may use its clawed feet to grasp sheer surfaces as an insect does, allowing it to walk along surfaces of any orientation, provided that the traversed surface can support his weight. This ability allows a grieve to climb while leaving its hands free for other tasks. When using its wall walk ability, a grieve cannot add its Strength bonus to its climb check.
Skills: A grieve has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. A grieve’s coloration give it a +4 racial bonus on Hide checks in sandy or mountainous areas.
So, wutchya'll think?
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