D&D 3E/3.5 Knightfall's "Humanoids + Templates = Fun" Thread (Retired)


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True, but the CR is seriously out of whack, Using the CR guestimator in Savage species (and the old one from dragon), the CR should be between 6 and 8. But by the templates the CR should by 12. Question is, which CR is correct?
 

I'd give it a 7 or 8 CR, myself. I would have made an anthropomorphic Megaladon more than 3 hit dice, though, but that's the way the Anthropomorphic template works...

The anthropomorphic template has a questionably simplistic CR modifier, and may be prone to mistake. The bulk of the Megalodon's CR, I reckon, had to do with Hit Dice, which were reduced to 3. You get a 20-HD bruiser, reduce it to 3-HD, and then simply reduce the CR by 1, you get an aberrant CR reading.

BTW, from whence came the Megalodon? I've failed to find it in any of my holdings.

- Devon
 

Devon, the megalodon appears in the MM2. Fun fact! The megalodon has a higher CR than the legendary shark from the same book, yet is weaker in every respect. And remember, knowing is half the battle!

Any Krish, I really like the shark king, and would put its CR around 6. 12 is just aberrant.

Demiurge out.

Edit: The reason the anthro template has a weird CR is because the designers were approching from a 3.0 perspective instead of a 3.5 perspective. That's why the description bans dire animals (to avoid CR problems) but doesn't mention dinosaurs, megalodons, giant ground sloths, girillions and other soon-to-be-animals.
 
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Ferret: Then I must inform you that adding those templates in that order is illegal according to the template rules (the other way round is O.K. though), cause the Monster of Legend template may not be added to outsiders, but the half-elemental template makes the creature into an outsider. Not that it matters much, cause the result is the same :p It's just one of those stupid things in the rules, that no one bothers with anyhow :D

Demiurge: I think the Girrillon will become a magical beast myself actually, mostly because of the four arms... :D

CR 7 it is then for the anthropomorphic megalodon of legend.
 

Used a Orc with 2HD instead of 1HD, but I also recalculated BAB, save and skills as an Outsider. Also, I gave the Orc of Legend both 2 claw and 1 bite attack. Opinions on Level Adjustment?

Orc of Legend (Chosen of Gruumsh)
Medium-Size Outsider (Orc)
Hit Dice: 2d8+5 (14 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 20 ft. (scale mail); base 30 ft.
AC: 22 (+3 Dex, +5 natural, +4 scale mail)
Attacks: 2 claws +9 melee, bite +7 melee; or greataxe +9 melee; or javelin +5 ranged
Damage: Claw 1d4+7, bite 1d6+3; or greataxe 1d12+7; or javelin 1d6+7
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Frightful presence
Special Qualities: Damage reduction 10/+1, light sensitivity, see in darkness
Saves: Fort +11, Ref +9, Will +6
Abilities: Str 25 (+7), Dex 16 (+3), Con 21 (+5), Int 11 (+0), Wis 10 (+0), Cha 12 (+1)
Skills: Climb +5, Intimidate +3, Intuit Direction +2, Listen +12, Ride +5, Spot +12, Survival +2
Feats: Alertness, Improved Initiative (B), Multiattack (B)
Climate/Terrain: Any land and underground
Organization: Gang (2-4), squad (11-20 plus 2 3rd-level -sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +5

Frightful Presence (Ex): When an orc of legend makes a loud yell, it inspires terror in all creatures within 20 feet that have 2 or fewer Hit Dice. Each potential affected opponent must succeed at a Will save (DC 12) or become shaken—a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to that orc of legend’s frightful presence for 24 hours.

An orc of legend with levels in one or more character class add those levels to their Hit Dice for determining the power of their frightful presence ability. Thus, a 7th-level captain, with a Charisma of 14, has a frightful presence that affects all creatures within 20 feet that have 9 or fewer Hit Dice (2 HD + 7 Levels), and the Will save for the ability is made at a DC of 16 [DC 10 + 4.5 (rounded down) + 2 for Charisma modifier].

Light Sensitivity (Ex): Orcs of legend suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

See in Darkness (Su): Orcs of legend can see perfectly in darkness of any kind, even that created by deeper darkness spells. Orcs of legend do not have the standard darkvision of normal orcs, as a result.
 
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Krishnath said:

Demiurge: I think the Girrillon will become a magical beast myself actually, mostly because of the four arms... :D
Aha! A pointless semantical debate! I love it!

Personally, since the only thing that's weird about girallions are their arms, they'll probably become animals unless they recieve an Intelligence boost. We'll find out in a few months anyway.

Oh, BTW Knightfall, may I borrow the orc of legend for my upcoming Primal Elemental Orcs?

Demiurge out.
 

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