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What to do about dolphins and whales?
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<blockquote data-quote="trav_laney" data-source="post: 3399896" data-attributes="member: 46508"><p>I could be wrong, but I thought that one of the requirements for a "monster race" being able to advance by class, was that it had to have opposable thumbs.</p><p></p><p>If you are going to go with the "good guys of the sea" concept, I would suggest modifying a monster from the SRD. You know, take a creature that more or less fits the concept that you want to go with, and make slight tweaks to it. In this particular case, I would start with a couatl and make the following changes:</p><p></p><p>1. Change the name to Odonti (developed from the suborder name of the porpoise, "odontoceti") and change the written description of the creature as needed.</p><p></p><p>2. Give it the aquatic subtype.</p><p></p><p>3. Change its attacks and special attacks to fit the new body type (a dolphin's body doesn't constrict, and it doesn't have a poisonous bite, but it can headbutt and tail slap).</p><p></p><p>4. Fix the little things: for languages, replace Draconic with Aquan. A group of dolphins is called a "pod," not a flight. Etc., etc. All done!</p><p></p><p>Here's the finished result:[CODE]ODONTI</p><p>Large Outsider [Aquatic, Native]</p><p></p><p>Hit Dice: 9d8+18 (58 hp)</p><p>Initiative: +7</p><p>Speed: Swim 60 ft.</p><p>Armor Class: 21 (–1 size, +3 Dex, +9 natural), touch 12,</p><p> flat-footed 18</p><p>BAT/Grapple: +9/+17</p><p>Attack: Headbutt +12 melee (1d8+6)</p><p>Full Attack: Headbutt +12 melee (1d8+6) and tail slap +8 melee (1d8+6)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Psionics, spells</p><p>Special Qualities: Darkvision 60 ft., ethereal jaunt, telepathy 90 ft.</p><p>Saves: Fort +8, Ref +9, Will +10</p><p>Abilities: Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17</p><p>Skills: Concentration +14, Diplomacy +17, Jump +0,</p><p> Knowledge (any two) +15, Listen +16, Search +15,</p><p> Sense Motive +16, Spellcraft +15 (+17 scrolls),</p><p> Spot +16, Survival +4 (+6 following tracks),</p><p> Tumble +15, Use Magic Device +15 (+17 scrolls)</p><p>Feats: Dodge, Empower Spell, Eschew Materials(B), Hover,</p><p> Improved Initiative</p><p>Environment: Warm aquatic</p><p>Organization: Solitary, pair, or pod (3–6)</p><p>Challenge Rating: 10</p><p>Treasure: Standard</p><p>Alignment: Always lawful good</p><p>Advancement: 10–13 HD (Large); 14–27 HD (Huge)</p><p>Level Adjustment: +7</p><p></p><p>A odonti resembles a large, particularly beautiful dolphin about 15 feet long,</p><p>with shimmering gold skin and sparkling eyes. It weighs about 1,800 pounds.</p><p></p><p>Odontis speak Celestial, Common, and Aquan, and also have the power</p><p>of telepathy (see below).</p><p></p><p>COMBAT</p><p>A odonti uses its detect thoughts ability on any creature that arouses its</p><p>suspicions. Since it is highly intelligent, a odonti usually casts spells</p><p>from a distance before closing. If more than one odonti is involved, they</p><p>discuss their strategy before a battle.</p><p></p><p>Psionics (Sp): At will—detect chaos, detect evil, detect good, detect law,</p><p>detect thoughts (DC 15), invisibility, plane shift (DC 20), polymorph (self</p><p>only). Effective caster level 9th. The save DCs are Charisma-based.</p><p></p><p>Spells: A odonti casts spells as a 9th-level sorcerer.</p><p>It can choose its spells known from the sorcerer list, the cleric list, and</p><p>from the lists for the Air, Good, and Law domains. The cleric spells and</p><p>domain spells are considered arcane spells for a odonti, meaning that the</p><p>creature does not need a divine focus to cast them.</p><p></p><p>Typical Spells Known (6/7/7/7/4; save DC 13 + spell level): 0—cure minor</p><p>wounds, daze, disrupt undead, light, obscuring mist, ray of frost, read magic,</p><p>resistance; 1st—endure elements, mage armor, protection from chaos, true</p><p>strike, wind wall; 2nd—cure moderate wounds, eagle’s splendor, scorching</p><p>ray, silence; 3rd—gaseous form, magic circle against evil, summon monster III;</p><p>4th— charm monster, freedom of movement.</p><p></p><p>Ethereal Jaunt (Su): This ability works like the ethereal jaunt spell</p><p>(caster level 16th).</p><p></p><p>Telepathy (Su): A odonti can communicate telepathically with any creature</p><p>within 90 feet that has an Intelligence score. The creature can respond to</p><p>the odonti if it wishes—no common language is needed.[/CODE]</p><p>Sure, it's not perfect (the spell list should probably be updated, and the CR might need adjusting since three of the couatl's special attacks were omitted), but it will do in a pinch for a DM who is in a hurry. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="trav_laney, post: 3399896, member: 46508"] I could be wrong, but I thought that one of the requirements for a "monster race" being able to advance by class, was that it had to have opposable thumbs. If you are going to go with the "good guys of the sea" concept, I would suggest modifying a monster from the SRD. You know, take a creature that more or less fits the concept that you want to go with, and make slight tweaks to it. In this particular case, I would start with a couatl and make the following changes: 1. Change the name to Odonti (developed from the suborder name of the porpoise, "odontoceti") and change the written description of the creature as needed. 2. Give it the aquatic subtype. 3. Change its attacks and special attacks to fit the new body type (a dolphin's body doesn't constrict, and it doesn't have a poisonous bite, but it can headbutt and tail slap). 4. Fix the little things: for languages, replace Draconic with Aquan. A group of dolphins is called a "pod," not a flight. Etc., etc. All done! Here's the finished result:[CODE]ODONTI Large Outsider [Aquatic, Native] Hit Dice: 9d8+18 (58 hp) Initiative: +7 Speed: Swim 60 ft. Armor Class: 21 (–1 size, +3 Dex, +9 natural), touch 12, flat-footed 18 BAT/Grapple: +9/+17 Attack: Headbutt +12 melee (1d8+6) Full Attack: Headbutt +12 melee (1d8+6) and tail slap +8 melee (1d8+6) Space/Reach: 10 ft./5 ft. Special Attacks: Psionics, spells Special Qualities: Darkvision 60 ft., ethereal jaunt, telepathy 90 ft. Saves: Fort +8, Ref +9, Will +10 Abilities: Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17 Skills: Concentration +14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Magic Device +15 (+17 scrolls) Feats: Dodge, Empower Spell, Eschew Materials(B), Hover, Improved Initiative Environment: Warm aquatic Organization: Solitary, pair, or pod (3–6) Challenge Rating: 10 Treasure: Standard Alignment: Always lawful good Advancement: 10–13 HD (Large); 14–27 HD (Huge) Level Adjustment: +7 A odonti resembles a large, particularly beautiful dolphin about 15 feet long, with shimmering gold skin and sparkling eyes. It weighs about 1,800 pounds. Odontis speak Celestial, Common, and Aquan, and also have the power of telepathy (see below). COMBAT A odonti uses its detect thoughts ability on any creature that arouses its suspicions. Since it is highly intelligent, a odonti usually casts spells from a distance before closing. If more than one odonti is involved, they discuss their strategy before a battle. Psionics (Sp): At will—detect chaos, detect evil, detect good, detect law, detect thoughts (DC 15), invisibility, plane shift (DC 20), polymorph (self only). Effective caster level 9th. The save DCs are Charisma-based. Spells: A odonti casts spells as a 9th-level sorcerer. It can choose its spells known from the sorcerer list, the cleric list, and from the lists for the Air, Good, and Law domains. The cleric spells and domain spells are considered arcane spells for a odonti, meaning that the creature does not need a divine focus to cast them. Typical Spells Known (6/7/7/7/4; save DC 13 + spell level): 0—cure minor wounds, daze, disrupt undead, light, obscuring mist, ray of frost, read magic, resistance; 1st—endure elements, mage armor, protection from chaos, true strike, wind wall; 2nd—cure moderate wounds, eagle’s splendor, scorching ray, silence; 3rd—gaseous form, magic circle against evil, summon monster III; 4th— charm monster, freedom of movement. Ethereal Jaunt (Su): This ability works like the ethereal jaunt spell (caster level 16th). Telepathy (Su): A odonti can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to the odonti if it wishes—no common language is needed.[/CODE] Sure, it's not perfect (the spell list should probably be updated, and the CR might need adjusting since three of the couatl's special attacks were omitted), but it will do in a pinch for a DM who is in a hurry. :) [/QUOTE]
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