Special Conversion Thread: Sheens


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Hmm, these could be as fast as quicklings. 240 feet and then no worries about the Jumping? That's fine by me.
 


Looking good. How's this? I'm not sure about adding some restriction to their maneuverability.

Movement Actions Only (Ex): Dashers must move at least their speed in any round, and they may only take double move, charge, or run actions.

Meltdown (Ex): Any round that a dasher does not move at least its base speed, the dasher loses one-third of its normal full hit points each round. If it reaches 0 hp, it is destroyed completely and reduced to molten slag due to the extra heat generated by its power source.
 

Lookin' good. I think we should also not limit them to moving in straight lines as part of a charge, lest they frequently be reduced to molten slag. :eek:
 


Let's not bother with this charging stuff. In 3.x, we've got Spring Attack to play with. If we really want to, we can give them a +2 bonus to attack rolls and -2 to AC at all times, as if they were charging, but we shouldn't restrict them to just charges.
 

Ok, we could get rid of Movement Actions Only and just keep Meltdown. Then we could have something like

Speed (Ex): A dasher's speed grants it Spring Attack as a bonus feat. In addition, other creatures may only attack a dasher in melee if they set their weapon against a charge. A dasher may only make a single turn up to 90 degrees during its movement (?).
 


Agreed to the readied action modification to speed.

So how to account for the ridiculously high damage? I'm thinking something like decent bite damage for its size plus powerful charge would work.
 

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