My next project (#4)!

OK, how's that now?

Medium Undead (Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11
Base Attack/Grapple: +2/?
Attack: Incorporeal bite +4 melee (1d4 Str)
Full Attack: Incorporeal bite +4 melee (1d4 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Strength damage, trip
Special Qualities: Darkvision 60 ft., incorporeal traits, partially corporeal, scent, shadow blend, undead traits
Saves: Fort +l, Ref +3, Will +5
Abilities: Str ?, Dex 15, Con ?, Int 4, Wis 12, Cha 13
Skills: Listen +3, Spot +3, Survival +4*
Feat: Improved Initiative

Environment: Any land and underground
Organization: Solitary, pair, or pack (5-12)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: ?

PUPPYs are large black hounds formed of darkness. They are nocturnal hunters and hate all living creatures. Their eyes flash with a crimson fire when prey is sighted.

COMBAT
PUPPYs prefer to attack from ambush, using the shadows and darkness to their advantage. When prey wanders nearby, a PUPPY leaps to the attack. A PUPPY pack leads its prey into an ambush and then strikes when opponents are completely unaware.
Strength Damage (Su): The bite of a PUPPY deals 1d4 points of Strength damage to a living foe. A creature reduced to Strength 0 by a PUPPY dies. This is a negative energy effect.
Trip (Ex): A PUPPY that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the PUPPY.
Partially Corporeal (Ex): A PUPPY exists partially on the Material Plane, allowing it to make bite attacks and trip attempts (using its Dexterity score instead of its Strength score) against fully corporeal opponents. Because of this, in addition to magic weapons, a PUPPY can be hit by silver weapons, with a 50% chance to ignore any damage from a corporeal source.
Shadow Blend (Ex): In any condition of illumination other than full daylight, a PUPPY can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Skills: *A PUPPY has a +4 racial bonus on Survival checks when tracking by scent.
 

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Looks alright to me, although I might change the bit in partially corporeal to "A PUPPY can be hit by silver weapons in addition to magic weapons..."

Demiurge out.
 

sounds good to me.

#75
LA? It has balanced ability scores, natural armor, and a powerful SA. the original text marks them as only ECL 4.

Needs another feat, also.

Medium-Size Humanoid (DUDE)
HitDice: 3d8(13hp)
Initiative: +0
Speed: 30 ft.
AC: 13 (+2 leather,+1 natural)
Attacks: Longsword +3 melee
Damage: Longsword Id8+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Conj ure storm
Special Qualities: Low-light vision
Saves: Fort + l,Ref+3, Will + 1
Abilities: Str 12,Dex 10,Con 11, Int10,Wis 11,Cha 10
Skills: Listen+5, Spot+5
Feat: Alertness
Climate/Terrain: Temperate mountains and hills
Organization: Pair or gang(3-6)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
DUDEs dwell high in the mountains and hills away from civilization. They are hunters by nature and spend their time hunting and trapping game, though they never do so to an abundance, only enough to sustain themselves. They are isolationists and solitary, rarely found in groups of more than 6 individuals. DUDEs wear leather armor and furs. They keep their hair long and males have long beards. Their hair color and eye color range across the spectrum just as a normal human, though most tend to have dark hair and eyes. DUDEs? skin is sapphire-blue in color.
COMBAT
DUDEs prefer to avoid combat, but if provoked, they open combat using their longswords, attempting to slay their opponents before escaping to their lair. If melee goes against a DUDE, it alters the weather and attempts to escape.
Conjure Storm (Su): Once per day, as a standard action, a DUDE can alter the weather in a 500-foot radius. The weather changes are immediate and remain for 1 minute before returning to their previous state. In the first and second round (and ninth and tenth rounds), the weather is strong; in the third and fourth rounds (and seventh and eighth rounds), the weather is severe; and in the fifth and sixth rounds,the weather is intense. The inclement weather conjured by the DUDE takes the form of heavy rain and wind and has the following effects:
Rounds 1-2, 9-10: Strong wind (25 mph) and rain impose a -2 circumstance penalty to ranged attacks and Listen, Search, and Spot checks and automatically extinguish small flames (candles, torches, and the like). Tiny or smaller creatures are knocked down if they fail a Fortitude save (DC 10), while Tiny or smaller flying creatures are blown backwards 2d6 x 10 feet and sustain 2d6 points of subdual damage if they fail a Fortitude save (DC 10). Visibility is reduced by one-quarter.
Rounds 3?4, 7-8: The wind and rains increase to severe (45 mph winds) and impose a -4 circumstance penalty to ranged attacks and Listen, Search, and Spot checks (these penalties replace the penalties above) and automatically extinguish unprotected flames and have a 50% chance of extinguishing protected flames (lanterns for example). Tiny creatures are blown backwards Id4 x 10 feet, sustaining Id4 points of subdual damage per 10 feet if they fail a Fortitude save (DC 15), while Tiny flying creatures are blown backwards 2d6 x 10 feet and take 2d6 points of subdual damage if they fail a Fortitude save (DC 15). Small creatures are knocked down, and Small flying creatures are blown back Id6 x 10 feet. Medium-size creatures cannot move against the wind, and Medium-size flying creatures are blown back Id6 x 5 feet. Visibility is reduced by one-half.
Rounds 5-6: The wind and rains increase to intense (65 mph winds) and make ranged attacks impossible (except with siege weapons, which suffer a -4 circumstance penalty). Listen, Search, and Spot checks suffer a -8 circumstance penalty. Protected and unprotected flames are both automatically extin- guished. Small or smaller creatures are blown backwards Id4 x 10 feet and take Id4 points of damage per 10 feet if they fail a Fortitude save (DC 18); Small or smaller flying creatures are blown backwards 2d6 x 10 feet and take 2d6 points of damage if they fail a Fortitude save (DC 18). Medium-size creatures are knocked down Medium-size flying creatures are blown backwards Id6 x 10 feet. Large or Huge creatures are restrained from moving against the winds, while Large or Huge flying creatures are blown back Id6 x 5 feet. Visibility is reduced by three-quarters.
DUDE CHARACTERS
The DUDE?s favored class is wizard. DUDE leaders are usually wizard/fighter.
DUDE clerics worship na-ture or weather deities and can choose two of the following domains: Air, Evil, and Water.
PLAYER CHARACTER STORM WARDENS
DUDE characters have +2 Str. They are ECL 4.
 

Increase LA to +2, maybe +3. The ability is powerful, yes, but a bit limited. It takes a long while and it doesn't work indoors/in dungeons. And give them Endurance - they're mountain folk, they could use the boost to survivability.

Demiurge out.
 

yes, you are right. the ability scores are balanced, but it does have a small nat armor, and the SA is worth at least a +1. so i will go with +2, unless you see something on there worth making it +3.

speaking of the SA, is that just a reproduction of an existing spell? it looks familiar, but i have not looked it up yet.
 

Not exactly. The round progression bears some resemblance to storm of vengence, but the actual effects are closer to control weather. It's mostly straight-from-the-DMG-weather-rules, so they could be easily condensed with references to that book for effect if you wanted to trim it for length.

Demiurge out.
 

OK, is the following saying enough?

i want to avoid being overly verbose when a DM can just look up the effects in the DMG. of course at the same time, i don't want them to have to look up too much, since that can slow the game down.

Conjure Storm (Su): Once per day, as a standard action, a DUDE can alter the weather in a 500-foot radius around itself. The weather changes are immediate and remain for 10 rounds before the weather returns to its previous state. In the first and second round, the weather is strong; in the third and fourth rounds, the weather is severe; and in the fifth and sixth rounds, the weather is intense. In the seventh and eighth rounds, the weather goes down to severe, and in the ninth and tenth rounds it returns to strong before ending completely after the tenth round. The inclement weather conjured by a DUDE takes the form of heavy rain and wind and has the following effects as noted below (see "Weather" in the Dungeon Master's Guide, chapter 3 for full details on listed weather effects). Each effect occurs during the DUDE's turn.

1st and 2nd rounds, 9th and 10th rounds: Strong winds and rain blow in the affected area.

3rd and 4th rounds, 7th and 8th rounds: A thunderstorm affects the area, bringing severe winds and rain.

5th and 6th rounds: A powerful windstorm affects the area, bringing intense wind and rain and making ranged attacks with normal weapons impossible.
 


OK, let's... tear through this one. ;)

#76
LA? It has (almost) balanced ability scores, natural armor, scent, cold subtype, and its stench.

Needs another feat.

Medium-Size Monstrous Humanoid (Cold)
Hit Dice: 3d8+6(19hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 17 ( + 2 Dex,+5 natural)
Attacks: 2 slams +6 melee, bite +1 melee; or shortspear +5 ranged
Damage: Slam ld4 + 3, bite Id4+1; or shortspear ld8+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Stench
Special Qualities: Scent, cold subtype
Saves: Fort+3, Ref+ 5, Will+4
Abilities: Str 16, Dex 15, Con 15, Int 6, Wis 12, Cha 6
Skills: Climb +7, Hide +6, Listen +7, Spot+7
Feat: Alertness
Climate/Terrain: Cold mountains
Organization: Solitary, band (2-10), or clan (10-40)
Challenge Rating: 2
Treasure: 50% standard
Alignment: Usually neutral
Advancement: By character class
HAIRY are shaggy, primitive, naked humanoids that may be related to the yeti. They resemble prehistoric humans but are more bestial and apelike, with large, sloping heads. Their bodies are covered in thick snow-white fur. The fur is coated with an oily, fatty substance excreted through the pores, which protects them from cold. HAIRY can see clearly even in heavy snowstorms due to a second trans-parent eyelid that protects the eye from blowing winds and heavy snow. HAIRY never wear clothing, although they do sometimes wear necklaces and bracelets of tooth and horn. HAIRY communicate through grunts, hooting, and yelling, as well as a body language similar to that of apes.
COMBAT
HAIRY attack with their claws and bite, but occasionally use stone spears in combat. They are fierce creatures and very territorial, attacking any living creature that wan¬ders into the area. HAIRY use their knowledge of the land to their advantage during combat by creating avalanches, burrowing under snow and attacking from surprise, and using snow-covered pits to trap their prey. They prefer to drive intruders off rather than kill them.
Stench (Ex): A HAIRY’s body secretes a foul-smelling oil. All living creatures within 10 feet of a HAIRY (except other HAIRY) must succeed at a Fortitude save (DC 13) or suffer a -2 penalty to attack rolls, damage rolls, checks, and saves for 10 rounds. Once a creature succeeds at its Fortitude save, it cannot be affected by that HAIRY’s stench for one day.
HAIRY SOCIETY
HAIRYs are nomadic creatures that band together in clans for protection, hunting, and social reasons. During the day, adults hunt for food, which consists of fruits, berries, nuts, insects, and game (goat, sheep, rodents, and the like). Though they do eat meat, HAIRY do not hunt or eat humans or humanoids. HAIRY are extremely superstitious and fear metal and clothing and those that use and wear them. No HAIRY ever wields or wears items of cloth or metal. HAIRY clans worship a snow-god to whom they offer sacrifices for protec¬tion and guidance. Each clan has a large stone idol of this snow god that is often located in the very heart of the clan or near the clan leader’s cave.
 

They're a +2, taking the trog's example (a troglodyte's LA is +2 for slightly worse ability scores, better NA and stench). A +3 might be justifiable for the cold subtype, but that's as much disadvantage as advantage.

And give them Power Attack. Nothing says ambushed by yeti-things like Power Attack.

Demiurge out.
 

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