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Kraken Variants
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<blockquote data-quote="Cleon" data-source="post: 8878268" data-attributes="member: 57383"><p>Might as well use the 2d8 rounds duration rather than the Dragon Fear's 4d6.</p><p></p><p>Like so…</p><p></p><p style="margin-left: 20px"><strong>Terrifying Presence (Su):</strong> The mere sight of an undead kraken causes living creatures to flee in panic for 2d8 rounds (negated by a DC ## Will saving throw). The save DC is Charisma-based.</p><p></p><p>With thirty Hit Dice and a +5 from Charisma that's DC 30, which I agree is too strong.</p><p></p><p>Something like DC 20 maybe? So either a 10 point penalty on the DC or it's based on Constitution or Intelligence instead of Charisma.</p><p></p><p>The former is:</p><p></p><p style="margin-left: 20px"><strong>Terrifying Presence (Su) #2:</strong> The mere sight of an undead kraken causes living creatures to flee in panic for 2d8 rounds (negated by a DC 20 Will saving throw). The save DC is Charisma-based and includes a –10 racial penalty.</p><p></p><p>Apart from that, we need numbers for its Armour Class and Jet speed.</p><p></p><p>The Undead Kraken had AC 2/–1, which is either 3 or 1 point better than a living AD&D Kraken's AC 5/0. Three and one averages to two, suggesting AC 22 for our boy as a 3E Kraken is AC 20.</p><p></p><p>That conveniently matches its AC with the same natural armour as a regular Kraken, since the Krakendraugr has a two point higher DEX bonus:</p><p></p><p style="margin-left: 20px"><strong>Armor</strong> <strong>Class:</strong> 22 (–4 size, +2 Dex, +14 natural), touch 8, flat-footed 20</p><p></p><p>As for the Jet, the AD&D original jetted at 6/7th the speed of a living Kraken, which Jets at 280 feet in 3E, so an exactly proportional match would be:</p><p></p><p style="margin-left: 20px"><strong>Jet (Ex):</strong> An undead kraken can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.</p><p></p><p>Would that suit you?</p></blockquote><p></p>
[QUOTE="Cleon, post: 8878268, member: 57383"] Might as well use the 2d8 rounds duration rather than the Dragon Fear's 4d6. Like so… [INDENT][B]Terrifying Presence (Su):[/B] The mere sight of an undead kraken causes living creatures to flee in panic for 2d8 rounds (negated by a DC ## Will saving throw). The save DC is Charisma-based.[/INDENT] With thirty Hit Dice and a +5 from Charisma that's DC 30, which I agree is too strong. Something like DC 20 maybe? So either a 10 point penalty on the DC or it's based on Constitution or Intelligence instead of Charisma. The former is: [INDENT][B]Terrifying Presence (Su) #2:[/B] The mere sight of an undead kraken causes living creatures to flee in panic for 2d8 rounds (negated by a DC 20 Will saving throw). The save DC is Charisma-based and includes a –10 racial penalty.[/INDENT] Apart from that, we need numbers for its Armour Class and Jet speed. The Undead Kraken had AC 2/–1, which is either 3 or 1 point better than a living AD&D Kraken's AC 5/0. Three and one averages to two, suggesting AC 22 for our boy as a 3E Kraken is AC 20. That conveniently matches its AC with the same natural armour as a regular Kraken, since the Krakendraugr has a two point higher DEX bonus: [INDENT][B]Armor[/B] [B]Class:[/B] 22 (–4 size, +2 Dex, +14 natural), touch 8, flat-footed 20[/INDENT] As for the Jet, the AD&D original jetted at 6/7th the speed of a living Kraken, which Jets at 280 feet in 3E, so an exactly proportional match would be: [INDENT][B]Jet (Ex):[/B] An undead kraken can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.[/INDENT] Would that suit you? [/QUOTE]
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