My next project (#4)!

moving on... this one should be more of a challenge. ;)

#71
the original text suggests an ECL of 3. does LA +2 sound right?

I know the SA is very broken; I’m not going to try to fix it completely, but some amount of clarification might be in order.

Small Humanoid (Goblinoid)
Hit Dice: Id8(4hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 14 ( + 1 size, +lDex, +2studded leather)
Attacks: Morningstar+ 1 melee; or javelin +3 ranged
Damage: Morningstar Id8’l; or javelin Id6-1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spatio-temporal reversal
Special Qualities: Damage reversal, darkvision 60 ft.
Saves: Fort + 2, Ref + 1, Will +0
Abilities: Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8
Skills: Hide+6, Listen+3, Move Silently+4, Spot+3
Feat: Alertness
Climate/Terrain: Temperate and warm land, and underground
Organization: Gang (4-9), band (10-20 plus 100% noncombatants plus 1 3rd level sergeant and 1 leader of 4th-6th level), warband (10-24 with worg mounts), or tribe (20-60 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
The GOBLIN is a goblin afflicted with a strange space-time reversal disease known as GOBLINism. The disease appears to occur when overly heavy use of magic strains the fabric of the space-time continuum and leads to some very strange localized events. The disease only affects goblins and is not transmitted by them. GOBLINs resemble goblins in appearance and are indistinguishable from them. Most GOBLINs encountered outside their lair are warriors; the information in the statistics block is for one of 1st level (see the DMG, Chapter 2, for more about the warrior class).
COMBAT
The GOBLIN favors ambushes, dirty tricks, and overwhelming odds to a fair fight. It moves within range of a foe so as to affect the creature with its spatio-temporal reversal ability.
Spatio-Temporal Reversal (Ex): Any creature that comes within 20 feet of a GOBLIN is affected by this ability. It causes the creature to act in a way it would not normally act; fot example, an affected creature may suddenly decide to unload all of his possessions into a nearby empty chest or trunk and leave without his belongings. The DM must adjudge the exact circumstances and how it affects those within range. Creatures affected can make a Will save (DC 10) to avoid the effects. A new save must be made each time the creature comes within 20 feet of the GOBLIN.
Damage Reversal (Ex): When struck by any attack that would deal it damage, the GOBLIN actually gains hit points equal to the damage dealt. It can gain more than its maximum hit points, but never more than twice its nor¬mal hit points. The GOBLIN can only be damaged through the use of curative magic (cure light wounds and healing potions, for instance). Curative magic deals damage equal to the amount it would normally heal.
Skills: GOBLINs gain a +4 racial bonus to Move Silently checks.
GOBLIN CHARACTERS
A GOBLIN’s favored class is rogue; GOBLIN leaders tend to be rogues or fighter/rogues. GOBLINs worship Maglubiyet and can choose two of the following domains: Chaos, Evil, and Trickery. Most GOBLIN spellcasters, however, are adepts (see the DMG, Chapter 2). GOBLIN adepts favor spells that fool or confuse enemies.
 

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Well, these guys are completely silly. The only real clarification I could think of would be to change "acting in a way they would not normally act" to "acting in a way opposite of their personality" or something.

And I would personally not give them an LA at all. Only because I know I've been bugged by players who wanted to play one of these guys. I think the "Spatio-Temporal Reversal" counts as an ability that would act completely counter to gameplay, like incorporeality or having no hands, but even worse. And the Damage Reversal? These guys would never, ever die as PCs.

Demiurge out.
 

LOL - you're absolutely right. rather than waste a lot of time messing around with this guy, i will keep it simple. how is it now?

Small Humanoid (Goblinoid)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 studded leather), touch 12, flat-footed 13
Base Attack/Grapple: +0/-5
Attack: Morningstar +0 melee (1d8-1) or javelin +2 ranged (1d6-1)
Full Attack: Morningstar +0 melee (1d8-1) or javelin +2 ranged (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spatio-temporal reversal
Special Qualities: Damage reversal, darkvision 60 ft.
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8
Skills: Hide +7, Listen +4, Move Silently +7, Spot +4
Feat: Alertness

Environment: Temperate and warm land, and underground
Organization: Gang (4-9), band (10-20 plus 100% noncombatants plus 1 3rd level sergeant and 1 leader of 4th-6th level), warband (10-24 with worg mounts), or tribe (20-60 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: -

The GOBLIN is a goblin afflicted with a strange space-time reversal disease known as GOBLINism. The disease appears to occur when overly heavy use of magic strains the fabric of the space-time continuum and leads to some very strange localized events. The disease only affects goblins and is not transmitted by them. GOBLINs resemble goblins in appearance and are indistinguishable from them.

Most GOBLINs encountered outside their lair are warriors; the information in the statistics block is for one of 1st level.

COMBAT
The GOBLIN favors ambushes, dirty tricks, and overwhelming odds to a fair fight. It moves within range of a foe so as to affect the creature with its spatio-temporal reversal ability.
Spatio-Temporal Reversal (Ex): This ability affects any creature within 20 feet of a GOBLIN. Creatures within range must succeed on a DC 9 Will save each round, or behave in a manner opposite of the way they intended to act that round. Whatever the creature's intentions were will be reversed: if the creature meant to steal something from the GOBLIN, it may instead give all of its possessions to the GOBLIN; if the creature meant to harm the GOBLIN, it would help the GOBLIN instead. The save DC is Charisma-based.
Damage Reversal (Ex): When struck by any attack that would deal damage, a GOBLIN instead gains temporary hit points equal to the damage dealt. It can gain more than its maximum hit points, but never more than twice its nor¬mal hit points. A GOBLIN is affected by curative magic (cure light wounds spells and potions potions, for instance) as if it were undead.
Skills: A GOBLIN has a +4 racial bonus on Move Silently checks.

GOBLIN CHARACTERS
A GOBLIN's favored class is rogue; GOBLIN leaders tend to be rogues or fighter/rogues. GOBLINs worship Maglubiyet and can choose two of the following domains: Chaos, Evil, and Trickery. Most GOBLIN spellcasters, however, are adepts (see the DMG, Chapter 2). GOBLIN adepts favor spells that fool or confuse enemies.
 

Wasn't it mentioned on [CENSORED to hide source, except that everyone actually knows which source we are talking about] that the Spatio-temporal reversal ability has been changed to a confusion effect?

And honestly, no LA. Just. No. LA.
 

i don't know that i can use changes that the original company makes - i think i'm limited to the original source material.

while confusion simplifies things, it changes the original intent quite a bit. ;)
 


thank you. :D

next!

#72
I think this one should be a Magical Beast, but if that doesn?t make sense I guess I could go with Animal.

Needs two feats, regardless.

Medium-Size Beast
HitDice: 5dlO+20(45hp)
Initiative: +2 (Dex)
Speed: 20 ft.
AC: 17 (+2 Dex,+5 natural)
Attacks: Bite+7 melee
Damage: Bite ld4+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Ambush
Saves: Fort+8,Ref+6, Will +1
Abilities: Str 18, Dex 14, Con 18, Int 2, Wis 10,Cha6
Skills: Hide+9, Listen+2, Move Silently+9, Spot+2
Climate/Terrain: Any mountains, hills, plains, desert, and underground
Organization: Solitary or pair
Challenge Rating: 3
Treasure: 25% coins; 25% goods; no items
Alignment: Always neutral
Advancement: 6-10HD (Medium-size); 11-15 HD (Large)
The LIZARD is a 5-foot long chameleon-like lizard. It makes its home among rocks and rubble, where its chameleon powers allow it to blend in with its surroundings. A LIZARD is effectively invisible until it attacks. The LIZARD is a nocturnal hunter.
COMBAT
A LIZARD hides until its prey approaches, then springs out and attacks.
Ambush (Ex): A LIZARD darts out of its hiding place with blinding speed. On the first round after it emerges, it gains a +4 conditional bonus to its attack roll.
Skills: LIZARDs receive a +4 racial bonus to Hide and Move Silently checks. *In rocky or mountainous areas, the Hide bonus improves to+12.
 

There's nothing especially Magical about these guys - they're just big subterrainean chameleons. I say go with Animal.

And Weapon Focus (bite) and Improved Initiative would be good feats. Since it's an ambush predator, a case could definately be made for Stealthy as well.

Demiurge out.
 

that all works for me. i'm not too sure about the way its Ambush attack is set up, but maybe it is OK.
 

"Conditional" bonus seems weird. Maybe "a LIZARD gains a +4 bonus on attacks made against flat-footed opponents"? Or "a LIZARD gains a +4 bonus on attacks made during a charge instead of a +2 bonus"?

Demiurge out.
 

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