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Special Conversion Thread: Finishing off the oozes
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<blockquote data-quote="Big Mac" data-source="post: 4207275" data-attributes="member: 61182"><p>I can't see any problems with that. We know that the silatics like to stow away on spelljamming ships to hitch a ride from one place to another, so they must have some brains to be able to where to find a ship.</p><p></p><p></p><p></p><p>The +3 was presented as a special attack, rather than increased strength. If the Platinum and Iron Silatics had a bonus to their attacks and damage (with their pseudopods), they could have the same Str score as the Gold. If you push up their strength you make them better at grappling and anything else that involves strength.</p><p></p><p>Would they work if they had something similar to the <a href="http://www.d20srd.org/srd/feats.htm#greaterWeaponSpecialization" target="_blank">Greater Weapon Specialization [General]</a> feat?</p><p></p><p></p><p></p><p>I agree with demiurge1138, that the metal inside the creature could form part of their natural armor. You could probably use the hardness of the metal as a guide to the sort of AC it could give. I can find rules on special materials, but not on "not-so-special" materials. I know that Iron would make better armor than gold and would guess that platinum would go in the middle, but am not sure where each could go. Does anyone have a useful source for strengths of different metals?</p><p></p><p></p><p></p><p>From what I could see, they also get a chunk of <strong>bonus</strong> hp, based on their size.</p><p></p><p></p><p></p><p>OK. I suppose the fact that they can move slowly through space would also need to go into the sidebar. I'd give them a Tactical Speed of 1 and a Glide ability, rather than a Fly abilty if they become subject to gravity. (Letting them fly on a planet would make them far too powerful, but if they drop out of the sky they would be killed.)</p><p></p><p><em><strong>EDIT:</strong> Actually having the creatures drop out of the sky and die, could help explain their desire to stay in wildspace and stow away on ships. A tactical speed that didn't translate to a groundling campaign setting could make silatics carry on working for Spelljammer, and create a creature that was rare on planets.</em></p><p></p><p>Silatics were not really designed for "groundling" campaigns. They seem to "swim" through space, but the mass of the metal in their body wouldn't be a penalty up there. I'd be hesitant to give them any sort of ability to swim in the sea. (Although as they don't breath, they could walk along the bottom of an ocean.)</p><p></p><p>When you get to the blurb-text, I think it might be nice for groundling silatics to carry on stowing away on ships. So they might be a creature that is more common in ports. (If they kill crews in mid voyage, they could even be responsible for some of the ghost ships drifting on the seas.)</p></blockquote><p></p>
[QUOTE="Big Mac, post: 4207275, member: 61182"] I can't see any problems with that. We know that the silatics like to stow away on spelljamming ships to hitch a ride from one place to another, so they must have some brains to be able to where to find a ship. The +3 was presented as a special attack, rather than increased strength. If the Platinum and Iron Silatics had a bonus to their attacks and damage (with their pseudopods), they could have the same Str score as the Gold. If you push up their strength you make them better at grappling and anything else that involves strength. Would they work if they had something similar to the [URL=http://www.d20srd.org/srd/feats.htm#greaterWeaponSpecialization]Greater Weapon Specialization [General][/URL] feat? I agree with demiurge1138, that the metal inside the creature could form part of their natural armor. You could probably use the hardness of the metal as a guide to the sort of AC it could give. I can find rules on special materials, but not on "not-so-special" materials. I know that Iron would make better armor than gold and would guess that platinum would go in the middle, but am not sure where each could go. Does anyone have a useful source for strengths of different metals? From what I could see, they also get a chunk of [B]bonus[/B] hp, based on their size. OK. I suppose the fact that they can move slowly through space would also need to go into the sidebar. I'd give them a Tactical Speed of 1 and a Glide ability, rather than a Fly abilty if they become subject to gravity. (Letting them fly on a planet would make them far too powerful, but if they drop out of the sky they would be killed.) [I][B]EDIT:[/B] Actually having the creatures drop out of the sky and die, could help explain their desire to stay in wildspace and stow away on ships. A tactical speed that didn't translate to a groundling campaign setting could make silatics carry on working for Spelljammer, and create a creature that was rare on planets.[/I] Silatics were not really designed for "groundling" campaigns. They seem to "swim" through space, but the mass of the metal in their body wouldn't be a penalty up there. I'd be hesitant to give them any sort of ability to swim in the sea. (Although as they don't breath, they could walk along the bottom of an ocean.) When you get to the blurb-text, I think it might be nice for groundling silatics to carry on stowing away on ships. So they might be a creature that is more common in ports. (If they kill crews in mid voyage, they could even be responsible for some of the ghost ships drifting on the seas.) [/QUOTE]
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