New Creature Type?

Tonguez said:
Make that three votes for 'Energy being' (which includes natural energy beings, reified Minds, sentient AI and Willowisps)

Currently these types are either outsiders or abberations (I don't think elemental fits) but a case could be made for making them distinct
Or, again, they could just be subtypes.

You may as well complain about the lack of sentient oozes since ooze traits include "mindless".
 

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One more post...

A better question is what creature types are redundant and what types should be subtypes.

Giant is just a large humanoid.
Animal is just a dumb beast.
Vermin are non-intelligent beasts
Magical beast is just a smart beast with powers.
Monstrous Humanoid is meaningless.
Dragons are just big no-so-dumb beasts with powers.
Aberration is just a mishmash shaped beast.
Fey is a state of ancestery.
Outsider too.
Elemental as well.

If I were to revamp monsters I have the following types (local subtypes):
Humanoid (human, dwarf, elf, kobold, hill giant, etc)
Beast (magical, aberration, dragon, vermin)
Construct
Ooze
Plant
Undead

and these global subtypes
Lawful, Chaotic, Good, Evil
Extraplanar, Elemental, Fey
Shapeshifter
Aquatic
Air, Cold, Fire, Lightning, Earth, Water
Reptilian
Swarm
Incorporeal
Augmented
 

jmucchiello said:
One more post...
and these global subtypes
Lawful, Chaotic, Good, Evil
Extraplanar, Elemental, Fey
Shapeshifter
Aquatic
Air, Cold, Fire, Lightning, Earth, Water
Reptilian
Swarm
Incorporeal
Augmented

I agree there is better logic in reducing the types but I need to ask why a Reptilian subtype but not Mammalian, Avian or Icythian (is that the word for Fish?)
 

I've often pondered splitting undead into Undead and Unliving. Undead being animated zombies & skeletons, and those that exist because they did evil acts, were cursed or had a reason at least for being in existence. Unliving are those (undead) that really don't make much sense or don't exist because a person died and remained (Devourer for instance).
 

DragonLancer said:
I've often pondered splitting undead into Undead and Unliving. Undead being animated zombies & skeletons, and those that exist because they did evil acts, were cursed or had a reason at least for being in existence. Unliving are those (undead) that really don't make much sense or don't exist because a person died and remained (Devourer for instance).

That's sort of what they did with the Deathless type from Complete Divine. Same qualities as Undead, but replaced negative energy with positive energy and good with evil. So, evil clerics can turn deathless.

The only problem I have with that is that it really leaves out ghosts or other "Undead" that can have any alignment and energy beings as mentioned above.

I have often thought of putting the will-o'wisps, ghosts, and other non-specific incorporeal creatures into the "Spirit" type, but that seems like it might be too small a group to warrant its own type. I am going to make a neutral version of the undead/deathless type and see how many ghosts/fey/ethereal/elemental creatures fit.
 

jmucchiello said:
Perhaps technological constructs, i.e. Mechs. The difference between a mech and a construct is that a mech requires fuel and maintenance. It doesn't take magic to make one. What the fuel is could even be subtypes of mechs. By the same token, you could just call mech a subtype of construct since I don't see which of these traits wouldn't apply:

—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
—Constructs do not eat, sleep, or breathe.

Depending on the technological level/era, those construct qualities that may not apply to Mecha I left above.
-May not have RADAR/SONAR/INFRARED sensors,
-If highly complicated/automated, the software could be affected (if allies fall, it could be programmed to retreat)
-May be subject to exhaustion (low fuel) and definitely subject to CRITS (mmm, crunchy nuclear generator . . BOOM)
-Depending on fuel source, may be subject to energy drain (literally, although the DND mechanic doesn't quite fit) and if the Navigational, Direction Sensors, or other parts are damaged, could be subject to ability damage,
-Again, depending on fuel source, may very well need to "eat" some coal/trees/uranium to maintain optimum fuel levels, or "breathe" to continue internal combustion.

I treat them as vehicles, much like high-tech war wagons or a sailing ship. Keeps the players from trying to aquire one as an animal companion/familiar/bonded mount in those funny mech-people campaigns, like Eberron. :lol:
 

Tonguez said:
I agree there is better logic in reducing the types but I need to ask why a Reptilian subtype but not Mammalian, Avian or Icythian (is that the word for Fish?)

Ichthian - fishy/fishlike. Mmm. Fish. Tartar Sauce.
Here's the subtypes/bane types I use in my campaigns for humanoids.

Avian Subtype: These creatures are bird-like humanoids, such as aarakockra and tengu. They always have fly speeds and usually have good maneuverability. They typically speak sylvan and are feathered.

Bestial Subtype: These creatures are animalistic humanoids, such as gnolls, minotaurs, nezumi, and vanara. They typically have natural attacks, such as claws or a bite, and are usually furred. Other than that, they have little in common.

Dwarf Subtype: These are the varieties of dwarf, such as Aleithian, Deep, and Korobokuru. They typically have high Constitution scores, stonecunning, and darkvision. They all speak Dwarven.

Elf Subtype: These are the varieties of elf, such as aquatic, high, and wild. They typically have high Dexterity scores, the ability to detect secret doors, and low light vision. They all speak Elven.

Gith Subtype: These are the gith races, including gith pirates, githyanki, and githzerai. They typically have high Intelligence scores, and live on the Transitive or Outer Planes. They all speak Gith.

Gnome Subtype: These are the varieties of gnome, such as Deep, Forest, and Rock. They typically have high Constitution scores, an inherent knack for illusions, and darkvision. They all speak Gnome and are Small.

Goblinoid Subtype: Goblinoids are stealthy humanoids who usually live by hunting and raiding and who all speak Goblin. Their ranks include the goblins, hobgoblins, and bugbears.

Halfling Subtype: These are the varieties of halfling, such as Rivershore and Tallfellow. They are Small, typically have high Dexterity scores, and excellent aim. They speak any number of human regional languages.

Human Subtype: These are the humans, whatever plane they come from. They typically have no unusual ability scores, but are fast learners and gain bonus feats and skill points. They speak any number of human regional languages.

Ichthian Subtype: These creatures always have the Aquatic subtype and many are Amphibious. Examples include Locathah, Kuo-Toa, and Sahuagin, and they speak Aquan.

Orc Subtype: These are the varieties of orc, such as Mountain and Uruk-hai. They typically have high Strength scores, low Charisma scores, and darkvision. They all speak Orcish.

Ranid Subtype: These are the bullywugs, sivs, and other amphibian humanoids. They typically have the Aquatic and Amphibious subtypes, and have a racial bonus to Jump checks. They usually speak Aquan or Sylvan.

Reptilian Subtype: These are the varieties of reptilian humanoids, such as kobolds and pterrans. They typically have darkvision, but other than that vary as widely as the bestial subtype.


I like the definition of Monstrous Humanoid as "partially humanoid, but with additional limbs or heads, or lacking limbs" So centaurs, wemics, nagas, and the Kreen races fall in that category. It's a role-playing distinction more than anything: Humanoids are "PC" races, monstrous humanoids are NPC races, monstrous humanoids have to pay extra for their armor/barding, etc. Anything else falls under savage species rules. :confused:
 
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