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Making Guardinals: A community effort.
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<blockquote data-quote="Krishnath" data-source="post: 2148964" data-attributes="member: 56"><p><span style="color: aqua">As I said in another guardinal thread, wouldn't it be fun to make new guardinals as a community effort. I.e. anyone can join in the creation of the guardinals.</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua">We'll start with something simple, the Vulpinal, or Fox Guardinal. Basically a humanoid fox that cast spells as a wizard.</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua">Let's start shall we?</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua">What we have:</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua">----------</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua"><strong><u>Vulpinal</u></strong></span></p><p><span style="color: aqua"><strong>Medium Outsider (Extraplanar, Good, Guardinal)</strong></span></p><p><span style="color: aqua"><strong>HD:</strong> 4d8+8 (26 hp)</span></p><p><span style="color: aqua"><strong>Initiative:</strong> +6</span></p><p><span style="color: aqua"><strong>Speed:</strong> 40' (8 squares)</span></p><p><span style="color: aqua"><strong>Armor Class:</strong> 19 (+6 Dex, +3 natural)</span></p><p><span style="color: aqua"><strong>Base Attack/Grapple:</strong> +4/+6</span></p><p><span style="color: aqua"><strong>Attack:</strong> -</span></p><p><span style="color: aqua"><strong>Full Attack:</strong> -</span></p><p><span style="color: aqua"><strong>Space/Reach:</strong> 5'/5'</span></p><p><span style="color: aqua"><strong>Special Attacks:</strong> Spells, Spell-like Abilities,</span></p><p><span style="color: aqua"><strong>Special Qualities:</strong> Guardinal traits (Darkvision 60', immunity to electricity and petrification, <em>lay on hands</em>, low-light vision, +4 racial bonus on saves against poison, resistance to cold 10 and sonic 10, <em>speak with animals</em>), Damage reduction 5/evil and/or silver, Spell resistance,</span></p><p><span style="color: aqua"><strong>Saves:</strong> Fort +6, Ref +10, Will +7</span></p><p><span style="color: aqua"><strong>Abilities:</strong> Str 14, Dex 23, Con 15, Int 20, Wis 16, Cha 18,</span></p><p><span style="color: aqua"><strong>Skills:</strong> Appraise +12 (+14 to appraise alchemical items), Bluff +11, Concentration +9, Craft: Alchemy +12, Decipher Script +12, Diplomacy +13, Disguise +5 (+7 when acting in character), Escape Artist +7, Hide +13, Intimidate +6, Jump +4, Knowledge: Arcana +12, Knowledge: the Planes +12, Listen +10, Move Silently +7, Open Lock +7, Sleight of Hand +9, Spellcraft +14, Spot +10, Survival +3 (+5 while on the planes), Tumble +7, Use Magic Device +5 (+9 when using scrolls),</span></p><p><span style="color: aqua"><strong>Feats:</strong> -</span></p><p><span style="color: aqua"><strong>Environment:</strong> Blessed Fields of Elysium (perhaps also Twin Paradises of Bytopia?)</span></p><p><span style="color: aqua"><strong>Organization:</strong> -</span></p><p><span style="color: aqua"><strong>Challenge Rating:</strong> X</span></p><p><span style="color: aqua"><strong>Treasure:</strong> No coins, double goods, standard items,</span></p><p><span style="color: aqua"><strong>Alignment:</strong> Always neutral good</span></p><p><span style="color: aqua"><strong>Advancement:</strong> -</span></p><p><span style="color: aqua"><strong>Level Adjustment:</strong> ?</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua"><strong>Spell-like abilties:</strong> ?/day - <em>Fox's Cunning</em>,</span></p><p><span style="color: aqua"><strong>Spells:</strong> A vulpinal cast spells as a 4th level wizard gaining bonus spells for its high intelligence score. For each racial HD that the vulpinal advances by, its effective wizard level increases by 1. Thus a 12HD vulpinal would know and cast spells as a 12th level wizard. This innate spellcasting stacks with the spellcasting gained from the wizard class. Thus a 4HD vulpinal with 5 levels of wizard would know and cast spells as a 9th level wizard.</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua">----------</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua">So, come on, all are invited to share their ideas. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></span></p><p></p><p><span style="color: yellow">Edit: Added size</span></p><p><span style="color: pink">Edit: Added HD, Skills, Ability scores, calculated hp, saves</span></p><p><span style="color: DeepSkyBlue">Edit: Added speed.</span></p><p><span style="color: DarkOrange">Edit:Added natural armor.</span></p><p><span style="color: YellowGreen">Edit:Added synergy bonuses to skills.</span></p></blockquote><p></p>
[QUOTE="Krishnath, post: 2148964, member: 56"] [color=aqua]As I said in another guardinal thread, wouldn't it be fun to make new guardinals as a community effort. I.e. anyone can join in the creation of the guardinals. We'll start with something simple, the Vulpinal, or Fox Guardinal. Basically a humanoid fox that cast spells as a wizard. Let's start shall we? What we have: ---------- [b][u]Vulpinal[/u] Medium Outsider (Extraplanar, Good, Guardinal) HD:[/b] 4d8+8 (26 hp) [b]Initiative:[/b] +6 [b]Speed:[/b] 40' (8 squares) [b]Armor Class:[/b] 19 (+6 Dex, +3 natural) [b]Base Attack/Grapple:[/b] +4/+6 [b]Attack:[/b] - [b]Full Attack:[/b] - [b]Space/Reach:[/b] 5'/5' [b]Special Attacks:[/b] Spells, Spell-like Abilities, [b]Special Qualities:[/b] Guardinal traits (Darkvision 60', immunity to electricity and petrification, [i]lay on hands[/i], low-light vision, +4 racial bonus on saves against poison, resistance to cold 10 and sonic 10, [i]speak with animals[/i]), Damage reduction 5/evil and/or silver, Spell resistance, [b]Saves:[/b] Fort +6, Ref +10, Will +7 [b]Abilities:[/b] Str 14, Dex 23, Con 15, Int 20, Wis 16, Cha 18, [b]Skills:[/b] Appraise +12 (+14 to appraise alchemical items), Bluff +11, Concentration +9, Craft: Alchemy +12, Decipher Script +12, Diplomacy +13, Disguise +5 (+7 when acting in character), Escape Artist +7, Hide +13, Intimidate +6, Jump +4, Knowledge: Arcana +12, Knowledge: the Planes +12, Listen +10, Move Silently +7, Open Lock +7, Sleight of Hand +9, Spellcraft +14, Spot +10, Survival +3 (+5 while on the planes), Tumble +7, Use Magic Device +5 (+9 when using scrolls), [b]Feats:[/b] - [b]Environment:[/b] Blessed Fields of Elysium (perhaps also Twin Paradises of Bytopia?) [b]Organization:[/b] - [b]Challenge Rating:[/b] X [b]Treasure:[/b] No coins, double goods, standard items, [b]Alignment:[/b] Always neutral good [b]Advancement:[/b] - [b]Level Adjustment:[/b] ? [B]Spell-like abilties:[/B] ?/day - [I]Fox's Cunning[/I], [B]Spells:[/B] A vulpinal cast spells as a 4th level wizard gaining bonus spells for its high intelligence score. For each racial HD that the vulpinal advances by, its effective wizard level increases by 1. Thus a 12HD vulpinal would know and cast spells as a 12th level wizard. This innate spellcasting stacks with the spellcasting gained from the wizard class. Thus a 4HD vulpinal with 5 levels of wizard would know and cast spells as a 9th level wizard. ---------- So, come on, all are invited to share their ideas. :D[/color] [Color=yellow]Edit: Added size[/color] [color=pink]Edit: Added HD, Skills, Ability scores, calculated hp, saves[/color] [COLOR=DeepSkyBlue]Edit: Added speed.[/COLOR] [COLOR=DarkOrange]Edit:Added natural armor.[/COLOR] [COLOR=YellowGreen]Edit:Added synergy bonuses to skills.[/COLOR] [/QUOTE]
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