What monsters would you reall like to play?

I played a maug in a one-shot, and wouldn't mind playing one in a full campaign. Warforged? Bah. Maugs are the real construct race. Plus the grafts add for much fun. I enjoyed trying to navigate the dungeon on my tank treads. I found myself bashing through walls more often than not. :cool:

Nimblewrights would also be fun.

I'd also really like to play a sword archon or a cuprilach rilmani.
 

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A mimic.

I've done the half-celestial gelatinous cube cleric, so that one's off the list. Mimic's sitting right up there in the top spot now. :D

Edit: Ooh! A mimic psychic warrior! Mmm mm mm.
 

(Psi)SeveredHead said:
They're 3.0, so a few changes there (eg spiff 'em so they have the right number of skill points and feats - very important when you want to give them class levels! Even if you have to apply (B) to many of the feats). Boost the CR by about 3 points (it's overpowered, but fortunately the overpoweredness is mostly uniform), cut the SR until it's 10 to 12 + CR (I don't subscribe to the theory that constructs should be immune to magic), and give them Weapon Finesse!

I'm not sure what to do about magicking up their weapons - should they just pay to get their rapiers enhanced, or should they get the amulet of mighty fists?

The 3.5 update document should help somewhat, although it doesn't change them as much as you're suggesting. It does give them a listed LA, though (+6).

3.5 Accessory Update
 



Draethen Vontrair said:
my favorite one to play would be the 1/3 goblin, 1/3 ogre, and 1/3 sea hag.

I think I have one of those in my undersea campaign ;) Technically, a half-ogre (merrow) goblin might enjoy the company of a greenhag... the rest I leave to your imagination. ;) (though, in my campaigns, a sea hag is the offspring of a greenhag and merrow...fish hags, on the other hand, are parthenogenetic farspawn creations of the kaorti)
 



Kesh said:
Y'know, you people are only giving me encouragement here. :D I've been working on a homebrew campaign world where Gnolls are the main antagonist (no orcs or hobgoblins), and are a playable PC race as well.

The trouble being they have such a high level adjustment in the core rules (+2). I'm trying to figure out a way to make them a playable +0 race without gimping them too badly...
The way I see it you have two choices: Either knock them down or bring the rest up.

Knock 'em down: For this approach I suggest giving them racial levels. After 2-3 levels of Gnoll, they attain their full monster stats and are equal (more or less) to the human who just gained 2-3 class levels during the same time.

Bring the rest up: This approach has several possible methods. You could boost the base abilities of the other races ("more human than human"...):) or you could drop the standard races and go with a full complement of +2 pc races. Once the only options available are +2, then the difference ceases to exist. (just remember that the +2 is technically still there, just hidden, so don't ignore it when setting encounter difficulties or dealing out experience or treasure, etc.)
 

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