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Steelbred (Reconceptualized Race Combined of Mannikin & Warforged)
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<blockquote data-quote="CleverNickName" data-source="post: 4131880" data-attributes="member: 50987"><p>I think the "Level Equivalent" includes the racial hit dice...a total level adjustment of +2, with two levels of Construct on top of them.</p><p></p><p>Here's my attempt at a 3.5E conversion. I made a few changes, mostly due to this particular creature being made of iron instead of wood:</p><p></p><p>() +2 Strength, +2 Constitution, -4 Dexterity.</p><p>() Medium size</p><p>() Base speed 30'</p><p>() Low-light vision</p><p>() Darkvision 60'</p><p>() +4 natural armor bonus</p><p>() -10 penalty to swim checks due to their extremely high density.</p><p>() DR 5/-</p><p>() Impared Senses (Ex): no sense of smell or taste</p><p>() Living Construct (Ex): immune to disease, poison, and petrification. Not subject to critical hits, subdual damage, or death from massive damage. Does not eat, drink, or breathe. Immune to extremes in temperature due to weather.</p><p>() Spell Immunity: immune to charms, compulsions, and similar spells that require a humanoid target. Subject to spells such as <em>repel metal, heat metal, rusting grasp,</em> and other spells that affect metal.</p><p>() Alter appearance (Ex): as the spell, except it is an extraordinary ability.</p><p>() Monstrous race: A steelbred starts the game with two levels of construct. This gives the steelbred 2d10 Hit Dice, a Base Attack Bonus of +1, base save throws of +0 Fort, +0 Ref, and +0 Will</p><p>() Racial Skills: a steelbred's construct levels give it skill points equal to (2 + Int modifier, minimum 1) x 5. The class skills for a steelbred are Climb and Jump.</p><p>() Racial Feats: steelbred gain the Improved Unarmed Strike feat as a bonus feat.</p><p>() Natural Weapons: a steelbred deals 1d6 points of lethal damage with an unarmed strike, instead of the normal 1d3 points of subdual damage.</p><p>() Automatic Languages: Common and Steelbred. Bonus Languages: Abyssal, Dwarf, Giant, Gnome, Goblin and Orc.</p><p>() Favored Class: Fighter</p><p>() Level Adjustment: +2</p><p></p><p>I gave this a level adjustment of +2. This race has +2 bonuses to two very important ability scores (Str and Con), and the -4 penalty to Dex is more than offset by the high natural armor bonus and the innate damage reduction. Even if the creature had no racial ability adjustments, the immunity to critical hits (and sneak attacks), subdual damage, and massive damage, as well as the ability to go without food, water, or sleep is worth at least a +1.</p><p></p><p>Two racial hit dice, then a +2 LA, would make this a 4th level monster even before it gained any levels of PC/NPC classes. Pretty steep for sure, but I think it is fair. You could argue that iron is harder than wood (and therefore merits DR 10/- and a +8 natural armor bonus), but if you do that, you should increase the LA by at least 1.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 4131880, member: 50987"] I think the "Level Equivalent" includes the racial hit dice...a total level adjustment of +2, with two levels of Construct on top of them. Here's my attempt at a 3.5E conversion. I made a few changes, mostly due to this particular creature being made of iron instead of wood: () +2 Strength, +2 Constitution, -4 Dexterity. () Medium size () Base speed 30' () Low-light vision () Darkvision 60' () +4 natural armor bonus () -10 penalty to swim checks due to their extremely high density. () DR 5/- () Impared Senses (Ex): no sense of smell or taste () Living Construct (Ex): immune to disease, poison, and petrification. Not subject to critical hits, subdual damage, or death from massive damage. Does not eat, drink, or breathe. Immune to extremes in temperature due to weather. () Spell Immunity: immune to charms, compulsions, and similar spells that require a humanoid target. Subject to spells such as [I]repel metal, heat metal, rusting grasp,[/I] and other spells that affect metal. () Alter appearance (Ex): as the spell, except it is an extraordinary ability. () Monstrous race: A steelbred starts the game with two levels of construct. This gives the steelbred 2d10 Hit Dice, a Base Attack Bonus of +1, base save throws of +0 Fort, +0 Ref, and +0 Will () Racial Skills: a steelbred's construct levels give it skill points equal to (2 + Int modifier, minimum 1) x 5. The class skills for a steelbred are Climb and Jump. () Racial Feats: steelbred gain the Improved Unarmed Strike feat as a bonus feat. () Natural Weapons: a steelbred deals 1d6 points of lethal damage with an unarmed strike, instead of the normal 1d3 points of subdual damage. () Automatic Languages: Common and Steelbred. Bonus Languages: Abyssal, Dwarf, Giant, Gnome, Goblin and Orc. () Favored Class: Fighter () Level Adjustment: +2 I gave this a level adjustment of +2. This race has +2 bonuses to two very important ability scores (Str and Con), and the -4 penalty to Dex is more than offset by the high natural armor bonus and the innate damage reduction. Even if the creature had no racial ability adjustments, the immunity to critical hits (and sneak attacks), subdual damage, and massive damage, as well as the ability to go without food, water, or sleep is worth at least a +1. Two racial hit dice, then a +2 LA, would make this a 4th level monster even before it gained any levels of PC/NPC classes. Pretty steep for sure, but I think it is fair. You could argue that iron is harder than wood (and therefore merits DR 10/- and a +8 natural armor bonus), but if you do that, you should increase the LA by at least 1. [/QUOTE]
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Steelbred (Reconceptualized Race Combined of Mannikin & Warforged)
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