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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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Unicorns as unique PCs ?
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<blockquote data-quote="yennico" data-source="post: 930398" data-attributes="member: 11978"><p>I started a new campaign. One player after seeing the film "The last Unicorn" wants to play an unicorn as PC.</p><p>The other PCs of this group are a halfling sorcerer, human fighter and a human fighter/cleric (both at apprentice level) with attributes bought by 28 points.</p><p></p><p>An unicorn is according to the MM a CR 3 Monster, so because the party starts as first level PCs the Unicorn must be toned down and advance some levels to become a full MM unicorn.</p><p></p><p>I do not have the book savage species, so this is my try of toning down a unicorn to a 1st level PC. I reduced attacks, saves ( also reduced by reduced attributes) by 3 points (except Int) and all attributes by 6 points. The Hit Dice is reduced to 1D10+Con</p><p></p><p>This unicorn can advance 3 levels as class without any LA to become a full MM unicorn with one exception: the horn is not treated as +3 weapon. Each level the unicorn gains a +1 saves and bab, etc. but +2 to all attributes. </p><p></p><p>I´m thinking about leting the unicorn advance up to 8 levels to gain more hit die (at level 6 the horn becomes a +2 weapon and at level 8 the horn is treated as a +3 weapon).</p><p></p><p>I will list only abilities I changed.</p><p></p><p>Unicorn 1st level</p><p>Large Magical Beast</p><p>Hit Dice: D10+3</p><p>Initiative: +1</p><p>AC 15 ( -1 Size +0 Dex +6 Natural)</p><p>Attacks: Horn +3 ( +2 Str +1 Horn + O BAB), Hoves 2 Attacks at -2 </p><p>Damage Horn D8+3, hoof D4+1</p><p>Saves Fort +3, Ref +2, Will+ 0</p><p>Abilities: Str 14, Dex 11, Con 15, Int 10 Wis 15, Cha 18</p><p>Skills: All skills are at (ranks -3) bassed on the new attributes above.</p><p></p><p>The horn is only a +1 Magic weapon</p><p></p><p>The player of the unicorn will start the campaign with one magic item, a ring worn on the horn. The property of the ring is to disguse the unicorn as normal white horse. The unicorn can take off the ring by uttering a command word and lowering the head (one standard action)</p><p></p><p>What do you think about my Unicorn. Is it to powerful as 1st level PC. Is this balanced ?</p><p>An Unicorn has some disadvantages:</p><p>it can not use any weapons except his natural ones </p><p>it does not have hands.</p><p>....</p><p></p><p>I need some suggestions about the motivations of the unicorn. Why does the unicorn stays in a or in this adventure group ?</p><p>I do not want this PC as part time PC. The PC should stay in all adventures with the group.</p><p></p><p>Do you see any problems I did not realize ?</p><p></p><p>Just my 2 cents</p><p>yennico</p></blockquote><p></p>
[QUOTE="yennico, post: 930398, member: 11978"] I started a new campaign. One player after seeing the film "The last Unicorn" wants to play an unicorn as PC. The other PCs of this group are a halfling sorcerer, human fighter and a human fighter/cleric (both at apprentice level) with attributes bought by 28 points. An unicorn is according to the MM a CR 3 Monster, so because the party starts as first level PCs the Unicorn must be toned down and advance some levels to become a full MM unicorn. I do not have the book savage species, so this is my try of toning down a unicorn to a 1st level PC. I reduced attacks, saves ( also reduced by reduced attributes) by 3 points (except Int) and all attributes by 6 points. The Hit Dice is reduced to 1D10+Con This unicorn can advance 3 levels as class without any LA to become a full MM unicorn with one exception: the horn is not treated as +3 weapon. Each level the unicorn gains a +1 saves and bab, etc. but +2 to all attributes. I´m thinking about leting the unicorn advance up to 8 levels to gain more hit die (at level 6 the horn becomes a +2 weapon and at level 8 the horn is treated as a +3 weapon). I will list only abilities I changed. Unicorn 1st level Large Magical Beast Hit Dice: D10+3 Initiative: +1 AC 15 ( -1 Size +0 Dex +6 Natural) Attacks: Horn +3 ( +2 Str +1 Horn + O BAB), Hoves 2 Attacks at -2 Damage Horn D8+3, hoof D4+1 Saves Fort +3, Ref +2, Will+ 0 Abilities: Str 14, Dex 11, Con 15, Int 10 Wis 15, Cha 18 Skills: All skills are at (ranks -3) bassed on the new attributes above. The horn is only a +1 Magic weapon The player of the unicorn will start the campaign with one magic item, a ring worn on the horn. The property of the ring is to disguse the unicorn as normal white horse. The unicorn can take off the ring by uttering a command word and lowering the head (one standard action) What do you think about my Unicorn. Is it to powerful as 1st level PC. Is this balanced ? An Unicorn has some disadvantages: it can not use any weapons except his natural ones it does not have hands. .... I need some suggestions about the motivations of the unicorn. Why does the unicorn stays in a or in this adventure group ? I do not want this PC as part time PC. The PC should stay in all adventures with the group. Do you see any problems I did not realize ? Just my 2 cents yennico [/QUOTE]
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Unicorns as unique PCs ?
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