My next project (#4)!


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glad you're enjoying yourself then! i wouldn't want this to be too much work - which has a lot to do why i've been coming here for help in the first place. ;)
 

I will probably want to rewrite this whole section. I'm not going to go crazy with trying to make it all make perfect sense, but it can be more

A EATER cannot di¬rectly harm an opponent; rather, it targets magical items carried or worn by an opponent. A EATER is able to discern the most powerful magi¬cal items in a group and always attack those items first, unless those items are too difficult to reach (such as something hidden in a backpack), in which case the EATER will choose to attack a more readily available item (such as a magical shield). It fastens its snout onto an item and drains the item's magical properties. Magical weapons striking a EATER cannot be drained of their magical properties.
Disenchantment (Ex): A EATER that makes a successful touch attack with its snout causes the target magical item to be instantly and permanently drained of any magic it possesses. Items worn or carried have an AC equal to the target creature's Dexterity modifier plus any magical deflection bonus to AC (such as from a ring of protection) the creature may have. For example, if the EATER attacks a creature with Dexterity 14 (+2 bonus) wearing +1 plate armor, it needs only to hit AC 12 (+2 for the Dexterity bonus). The armor bonus does not apply. A held object (such as a sword) receives a +5 bonus to AC because the creature can quickly move it out of harm's way.
An item struck receives a DC 16 Fortitude save to negate the effects of the disenchantment. The modifier is equal to the target creature's base Fortitude save bonus as long as the targeted item is being held, touched, or worn. Otherwise, the magic item has a base save bonus of 2 + 1/2 its caster level (see the DMG, Chapter 8). If the save is successful, the item retains its magic. If failed, it becomes a normal non-magical item forevermore. The save DC is Constitution-based.
 

Well, one big chunk of text can be cleared easily, since that's what it implies. An EATER has to make a touch attack on a targeted magic item against the wielder's touch AC. There. Done. Most of the rest of the text about the snout hitting details what a touch AC entails (Dex and deflection only), but that can all be cut out. The example, too. Then, of course, the "held object getting a +5 to AC because the creature can quickly move it out of harm's way" should stay, because that's flavorful and makes sense. The whole middle of that paragraph is redundant.

Demiurge out.
 

Probably at the time that was written (as is evident in a lot of older 3.0 stuff), a lot of players were not yet familiar with certain game mechanics, and the mechanics were either not spelled out as clearly as they are in 3.5 or the mechanics were harder to find in the books. So, a lot of designers (especially for d20 products) repeated the info to make sure people would get it. Melee touch attacks were one such thing, so I agree that some of this can be removed now.

So, looking at the nightwing for inspiration...

A EATER cannot di¬rectly harm an opponent; rather, it targets magical items carried or worn by its opponents. A EATER is able to discern the most powerful magi¬cal items in a group and always attack those items first, unless those items are too difficult to reach (such as something hidden in a backpack), in which case the EATER will choose to attack a more readily available item (such as a magical shield). It fastens its snout onto an item and drains the item's magical properties. Magical weapons merely striking a EATER are not drained of their magical properties.
Disenchantment (Ex): A EATER can permanently drain the magic from an item by making a successful touch attack with its snout. A EATER makes a touch attack against a held item with a -5 penalty, as the opponent can quickly move the item out of harm's way. The targeted item must succeed on a DC 16 Fortitude save or be instantly drained of any magic it possesses. A drained magic item becomes merely a masterwork item and loses any special abilities as well. The save DC is Charisma-based.
(I did raise the Cha score from 4 to 14, so the DC should be correct.)
 


yep, sure was. apparently, a common mistake made in a lot of 3.0 d20 books was to treat Cha as the throw-away score... until people realized how important it can be for certain monsters!

ok, this one may not have any issues at all, but posting it for a look-see just in case.

#67
Medium-Size Undead
HitDice: 4dl2(26hp)
Initiative: +2 (Dex)
Speed: 50ft.
AC: 14 (+2Dex, +2 natural)
Attacks: Bite+6melee
Damage: Bite ld6+3 and paralysis
Face/Reach: 5ft.by5ft./5ft.
SpecialAttacks: Paralysis
Special Qualities: Undead, turnresistance+2
Saves: Fort + l,Ref+3,Will+6
Abilities: Strl7,Dexl5,Con—,Int6,Wisl4, Cha 10
Skills: Hide+7,Listen + 10,MoveSilendy+7, Spot + 10, Wilderness Lore +8*
Feats: Alertness, WeaponFocus (bite)
Climate/Terrain: Any land
Organization: Solitary or pack(7-16)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 5-9HD(Medium-size); 10-12HD (Large)
PUPPYs resemble normal wolves, save that their fur is matted in places and torn away from their flesh in other places. Their eyes are stark white and their fur is gray.
COMBAT
PUPPYs hunt in packs, surrounding their prey and circling as they move in to kill it.
Paralysis (Ex): Those hit by a PUPPYs bite must succeed at a Fortitude save (DC 12) or be paralyzed for ld6+2 minutes. Elves are immune to this paralysis.
Skills: PUPPYs receive a +2 racial bonus to Hide and Move Silently checks. *PUPPYs receive a +4 racial bonus to Wilderness Lore checks when tracking by scent.
 

Only problem I can see (other than Wilderness Lore/Survival) is that the PUPPIES don't actually have the scent ability. So how do they get a bonus to Survival when tracking by scent? Give them scent, though, and it'll be fixed.

And I'm not too sure if they have the right number of skill points.

Demiurge out.
 

OK, officially giving them scent.

and the wrong number of skill points is one of the most common problems when converting from 3.0 to 3.5. :)

i was thinking: Hide +4, Listen +7, Move Silently +4, Spot +7, Survival +4*
 


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