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Special Conversion Thread: Finishing off the fey

I wouldn't go any higher than +2 natural, though.

The flaming pebbles look ok, but you've upped the damage, and I don't think the original was a burst. I'd rather they just acted as a ranged (touch?) attack that does fire damage and can light a combustible on a failed Ref save.

That 'burst' was just a typo, it was meant to be just "as a range increment of 20 feet and ". I did some copy-and-pasting from the SRD and it must have slipped in somehow. Should be:
Flaming Pebbles (Su): A kruel can can cause any pebble it throws to burst into magical flame, each thrown pebble has a range increment of 20 feet and does 1d6 fire damage. A flaming pebble can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes.
Imp Uncanny Dodge sounds fine.

For feats, I'm thinking Quick Draw, Rapid Shot, Weapon Finesse as bonus and TWF as regular?

Danartha works for me.

Yes, those were the feat & bonus feats I was thinking of too.
 
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Added to Homebrews.

I kept the original name as the primary identifier, because it's kewl. :p (Actually, so anyone who actually seeks out the conversion can find it easier).

As far as "cantrip" goes, let's just pick a handful of "hard coded" (not "choose from a list") 0-level spells. Of those Cleon listed, I favor dancing lights, flare, ghost sound, mage hand, and prestidigitation.

Skills: 7 at 4 ranks
Bluff, Disguise, Hide, Listen, Move Silently, Sleight of Hand, Tumble? Perhaps split Listen ranks with Spot?
 

I was thinking of them as doing real damage and 1d6 fire damage on top of that. Ranged attacks, definitely no burst. Improved uncanny dodge is a good idea, and I'm fine with boosting their natural armor and lowering their Dex a bit.

I don't care for that. Firstly, the original does more damage in melee (1d8/1d4) than with their pebbles (1d4/1d4), and we've now got it doing more at range (1d4+1d6/1d4+1d6 fire) than melee (1d8 fire/1d4) and I'd like to cleave closer to that.

How I was imagining it was the Kruel isn't hurling fist-sized rocks like a normal thrown stone, but is just tossing tiny pebbles no larger than a small acorn, so they're too light for the impact to do any damage in D&D terms, it's the magical fire they're infused with that does the harm.

Indeed, I'd considered dropping the fire damage to 1d4, but eventually left in the 1d6 of the flame arrow spell. It's probably equivalent to a lower-level spell than the 3rd level flame arrow.

Oh, and should either blade or pebbles get a bonus to attack or damage for higher Hit Dice Danartha? The flame blade spell does +1 damage per 2 casting levels (max +10), and the magic stone spell has a flat +1 enhancement to attack and damage.

Maybe say both pebbles & blade get +1 damage per 2 Hit Dice the Danartha has?
 

Added to Homebrews.

I kept the original name as the primary identifier, because it's kewl. :p (Actually, so anyone who actually seeks out the conversion can find it easier).

The names are OK by me. I was thinking Danartha would be an exotic alternative to their "common name", kind of like how Mind Flayer / Illithid works.

Oh, and Damage Resistance 10 seems too high for their probable CR, I'd think 5/cold iron would be enough.

As far as "cantrip" goes, let's just pick a handful of "hard coded" (not "choose from a list") 0-level spells. Of those Cleon listed, I favor dancing lights, flare, ghost sound, mage hand, and prestidigitation.

Yup, those are probably the ones I'd pick if I had to choose only five. Are we having them at-will or x/day? If they can flame blade and fire pebble at will, I'm tempted to have them have their cantrips at-will too.

Skills: 7 at 4 ranks
Bluff, Disguise, Hide, Listen, Move Silently, Sleight of Hand, Tumble? Perhaps split Listen ranks with Spot?

I'd probably split Disguise and Sleight of Hand rather than Listen and Spot. I feel they'd rely on their alter self and mage hand abilities as much as skill.

So, I'm thinking of dividing the skill points something like this:
Bluff 4, Disguise 2, Hide 4, Listen 4, Move Silently 4, Sleight of Hand 2, Spot 4, Tumble 4.
Anyone have any preferences for what (if any) racial bonuses to skills it should have? Sprites get +2 on Listen, Search and Spot, which seems about right.

Hmm, if we give them a racial bonus to Listen & Spot we could cut a skill point off each and put them in Disguise and Sleight and still come out ahead:
Bluff 4, Disguise 3, Hide 4, Listen 3, Move Silently 4, Sleight of Hand 3, Spot 3, Tumble 4.
Yes, I quite like that. Not sure what to do about Search, we could shift a couple of skill points in it, leave it at a default (if it gets +2 racial that's still a decent +4 bonus with its 15 Wisdom), or have it get a racial bonus in a different skill. Any of the skills above would do, but I'm tempted by Bluff or Sleight, since these strike me as creatures to which lying and stealing come naturally.
 

I don't care for that. Firstly, the original does more damage in melee (1d8/1d4) than with their pebbles (1d4/1d4), and we've now got it doing more at range (1d4+1d6/1d4+1d6 fire) than melee (1d8 fire/1d4) and I'd like to cleave closer to that.

How I was imagining it was the Kruel isn't hurling fist-sized rocks like a normal thrown stone, but is just tossing tiny pebbles no larger than a small acorn, so they're too light for the impact to do any damage in D&D terms, it's the magical fire they're infused with that does the harm.

Indeed, I'd considered dropping the fire damage to 1d4, but eventually left in the 1d6 of the flame arrow spell. It's probably equivalent to a lower-level spell than the 3rd level flame arrow.

Oh, and should either blade or pebbles get a bonus to attack or damage for higher Hit Dice Danartha? The flame blade spell does +1 damage per 2 casting levels (max +10), and the magic stone spell has a flat +1 enhancement to attack and damage.

Maybe say both pebbles & blade get +1 damage per 2 Hit Dice the Danartha has?

I imagine it more like a slingstone (1d4) plus some amount of fire damage. These things are cruel after all...I'd imagine they'd hurl rocks with as much force as they can.

Although the damage might be higher at range, it's harder for them to hit due to the flame blade being a touch attack, and the potential for a range increment. They also lack Precise Shot, so will suffer a penalty against a foe in melee.

We can simply note that caster level equals Hit Dice to handle the scaling flame blade. I'm not sure that the pebbles need to improve (since it can throw a bunch as its BAB improves), but might be conviced otherwise.

Oh, and Damage Resistance 10 seems too high for their probable CR, I'd think 5/cold iron would be enough.

I borrowed that from the pixie upon which they are based, but I'm fine with reducing it to 5.

Yup, those are probably the ones I'd pick if I had to choose only five. Are we having them at-will or x/day? If they can flame blade and fire pebble at will, I'm tempted to have them have their cantrips at-will too.

I believe the original text said 2/day, which would probably suffice if we give it that many SLAs.

Hmm, if we give them a racial bonus to Listen & Spot we could cut a skill point off each and put them in Disguise and Sleight and still come out ahead:
Bluff 4, Disguise 3, Hide 4, Listen 3, Move Silently 4, Sleight of Hand 3, Spot 3, Tumble 4.
Yes, I quite like that. Not sure what to do about Search, we could shift a couple of skill points in it, leave it at a default (if it gets +2 racial that's still a decent +4 bonus with its 15 Wisdom), or have it get a racial bonus in a different skill. Any of the skills above would do, but I'm tempted by Bluff or Sleight, since these strike me as creatures to which lying and stealing come naturally.

Yeah, I like that too. :)

Lets not bother with ranks in Search. I'm sure farmland isn't too tough to find. ;)
 

Agreed to dropping DR to 5 and Search from the skills list. I like them better as more ranged capacity than melee and agree with Shade on his rationale.
 


Updated.

Environment: Temperate forests, hills, and plains?

Organization: Solitary or gang (2–5)?

Challenge Rating: 2? They're deadlier than nixies.

Treasure: No coins; 50% goods; 50% items? (Like pixies)

Alignment: Always chaotic, never good?

Advancement: 2–3 HD (Medium)?

Level Adjustment: +3 (like most sprites)?
 

I imagine it more like a slingstone (1d4) plus some amount of fire damage. These things are cruel after all...I'd imagine they'd hurl rocks with as much force as they can.

Well I don't mind keeping the 1d4 thrown stone damage if you insist, but could we cut the fire damage to 1d4?

I believe the original text said 2/day, which would probably suffice if we give it that many SLAs.

I'm fine with making it 2/day for each of the five cantrips.

As for the skills, I'm wondering whether we could add "A Kruel can use either its Dexterity or its Strength bonus on Jump checks." in its Skill description to give them Jump +8 (including the +4 for its Speed of 40 ft.). I imagine these creatures as pretty agile leapers.

Oh, and does no-one else fancy the idea of giving them +2 racial on Bluff and/or Sleight of Hand, 'cause they're lying little tea-leaves?
 

I like Dex for Jump and the additional racial bonuses.

I'm not opposed to lowering the fire damage. Anyone else?
 

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