Owlbears by the half pint, making a class that makes magical beasts

Voneth

First Post
So what sort of spells do I need to be able to make my own type of magical beasts, such as owl bears and the like?

I figure wizard is the best way to go since:

Druids are played in an antithical fashion and are at a DM's good will -- a lot!

The Alchemy/Knowledge combo is even more at a DM's mercy.

Sorcerers are already limited and this stunt may make them a one trick pony.

Psions may have the powers, but its hard even finding a DM that will let you play a Psion, never mind this twisted concept.
 

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From the netBook of Feats:

CREATE WONDROUS CREATURE [Item Creation, Creature]
COPYRIGHT 2001, Scott Metzger
You know how to create Aberrations, Beasts, Magical Beasts, Monstrous Humanoids, and Plants.
Prerequisite: Knowledge (Arcana) or Knowledge (Psionics), Knowledge (Nature), Spellcaster level 5th+ or Manifester level 5th+
Benefit: You can create any Aberration, Beast, Magical Beast, Monstrous Humanoid, or Plant whose prerequisites you meet. The creature created is not necessarily under your control. To create a creature you need access to a lab, similar to an alchemist's lab, of at least 500gp value. The creation of a creature involves taking a similar creature or creature(s) and subjecting them to various spells and grafting techniques. There is a chance that the experiment will be a failure. To create a creature you must succeed both a Knowledge (Arcana) or Knowledge (Psionics) and a Knowledge (Nature) check (DC 20 + CR of attempted creature). You may not 'take 10' on these rolls. However, you get a +1 circumstance bonus for every attempt at a specific creature that you have previously made, whether successful or not. If both Knowledge skill checks are failed the creature dies a horrible death. If one Knowledge skill check fails and one Knowledge skill check succeeds the resulting creation is horribly deformed in some way and is hostile towards you.
The base price of a creature is the challenge rating squared times 1000gp (CR x CR x 1000gp). Creating a creature takes 1 day for every 1,000 gp in its base price. To create a creature, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price.
The minimum caster level for creating a creature is 2 x CR of the intended creature. The appropriate spells must be used in order to add extraordinary (Ex), spell-like (Sp), and/or supernatural (Su) abilities.
Special: If a Charm Monster spell is cast every day of the creation process, a successfully created creature will be in permanent servitude to you. If a Limited Wish is used in the creation process a successfully created creature will be in permanent servitude to you and will even follow a life goal, determined by you, after you have died. If a Wish is used in the creation process a successfully created creature and its descendants will follow a life goal, determined by you, even after you have died.
Balance: 3.96 (Purp 5.00, Pow 4.20, Port 4.00, Comp 3.00, Rule 3.60)
Comments: Characters should be encouraged to create their own unique magical beasts and not just create another Owlbear, Tendriculos, Mimic, or Skum. If the creature is a new creature the DM should determine the CR.
 

In one of the Dragon Mags waaay back in 2e, this was presented as a Kit, a way for a mage to create stuff like Girffons and Owlbears, as well as to alter creatures aswell.

There were spells that allowed you to combine critters, in a magical ritual, as well as add things to them (wings, tentacles, etc), bestow a spell ability into them atleast 4th level (Like giving a wolf the ability to breathe lightning, or a lizard with a Hypnotic Gaze). As well as do things like up their intelligence.

I created an NPC in my campaign world that's basicly the head of a Conglomerant (He has three outlets in the world) that do this: They create mounts, guardians, and pets for anyone who orders it. His guardian was a Bipedial Winter Wolf, and he actually hired my party to go bring two live, breedable winter wolves from the north for experimental purposes, making more like his bodyguards, or atleast, have more potential test subjects.

The party actually ran aground one of his creations; a Darkmantle that bred through spells and several generations to look like a Chandeliar.

Anyways...

I would say the Tauric Template in the MMII is one way to go. Also start considering some spells that would allow this (But I would think they would require some hefty components, Fine specimens of the species, and some serious time).

I would also suggest perhaps tooling spells like the kit. Or, even better, a Prestige Class.

Possible things that I can suggest: A Prowl (A dire panther or panther combined with a giant owl), perfect for night operations. The same can be done with a Cougar/hawk. Combing amphebious creatures with predators, or those creatures with various modes of travel (Fly, Burrow, Swim, etc etc), and those with unique abilities. Also varying sizes for creatures; a behir the size of a german shepard, for instance.

I could come up with some game mechanics if you like? :)
 
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You could also check out "Heroes of High Favour: Half Orcs" by our very own Wulf Ratbane; see www.badaxegames.com for some details.

The book includes rules for breeding of half-breed creatures by orcs, and bizarre things for Orc shamans to get up to.

Cheers.
 



There was also a Wiz/Sorc spell from one of Monte's books that allowed you to target two creatures and it would morph them into one creature (temporarily).
 

Plane Sailing said:
You could also check out "Heroes of High Favour: Half Orcs" by our very own Wulf Ratbane; see www.badaxegames.com for some details.

The book includes rules for breeding of half-breed creatures by orcs, and bizarre things for Orc shamans to get up to.

Cheers.

Gotta add my vote to this one. There is a druid PrC, the Moulder, that I'm using to add all sorts of horrible creatuers combing some Scarred Lands beasties with normal monsters to give the players the dreads.
 

The Moulder PC was what inspired my question. But I have a pretty strict GM who like to stick to the PHB as much as possible.

So that note, I up the challenge. How does one do this concept from the PHB?
 

Well, the ELH has a specific spell laid out, but with JUST the PHB...

Polymormph Other, obviously.

Summon Monster.

Alter self, change self, ect.

Limited Wish and Wish.

Beget Bogun. A spell from MotW, but it could be a place to start.

The ability to create Flesh Golems. You could make hybrids that have certain Golem-like qualities, but are short lived. Not quite as good as a Golem or a Griffon, or at least not as long lasting.

The spells that summon and alter shape are all in loose trees, each spell level is a little more powerful. The more powerful the spells involved, the more diverse the creatures you could create. Low level spells could only affect animals, or other creatures would not retain any special abilities. A little higher, they keep their EX, abilities, a little more and they keep their SU abilities.

Also, half-dragons are supposed to come from dragons that are Poly'd int o something else. The Polymorph Other spell may be all you need. Then it would be time and skill checks to see how long it takes to work and hoe successful you are.
 
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