| Post/Author/DateTime | Post |
|---|---|
| metamind04-11-06, 07:35 PM | I suck at this, please go easy Arcane Leech Medium Aberration Hit Dice: 5d6+5 (22hp) Initiative: +0 Speed: 30ft Armor class: 12 (10+2 nat) Base attack/ grapple: +3/+4 Attack: Claws 1d6+1 Full attack: 3 claws, 1d6+1 each Space/reach: 5ft/5ft Special Attacks: Spell Leech, spell like abilities Special Qualities: Blindness and deafness, arcane radar 100ft, immunities Saves: F: +2 R: +1 W +6 Ablilities: str 12 dex 10 con 12 int 18 wis 14 cha 8 Skills: spellcraft +8, climb +5, concentration +5, Bluff +3 (not finished) Feats: Iron Will, Blindsight Environment: Any Organization: solitary Challenge rating: 5? Treasure: Standard? Alignment: always Neutral Advancement: 6-10 HD medium Level Adjustment: - Arcane Leeches look like huminoids with mottled gray skin, and a third hand instead of a head. They live off of arcane spellcasters, by leeching thier spells for nourishment, and thier own use. Spell Leech (su): whenever an arcane spell caster is struck by an Arcane Leech's claws, it must make a DC 20 will save, or lose one spell for the rest of the day. The arcane leech gains sustanance and heals 1d6 HP. The Arcane leech then may use the stolen spell at will as a spell like ability. It may use this ability three times per day. Spell like abilities: In addition to any stolen spells (see above), an Arcane Leech may use invisability at will Blindness and deafness (ex): Because it has no head, and Arcane leech is blind and deaf Immunities (ex?): due to blindness and deafness, and arcane leech is immune to sonic attacks, and and visual attacks, such as a gaze attack. Arcane Radar (su): If an arcane spell is cast within 100ft of an Arcane Leech, it will detect what spell has cast, the strengh of the caster, and where it came from. Any comments? |
| metamind04-11-06, 08:31 PM | There, it has been fully completed, and awaits criticism. |
| Bongitybongbong04-11-06, 09:26 PM | alright first off the hp should be 22 5*3.5(average dice roll) is 17.5 add 5 and round down. by my count the saves should be Fort +6 (cr of 5, which should be the shooting range for a poor save + the con mod [+1]) Refl +5 (same as fort except no bonus for the dex) Will +11 (cr of 5*1.5=7.5 rounded down plus the wis mod of +2 plus iron will of +2) the base attack bonus should be +3 and the grapple should be +4 (abberations advance the BAB by 3/4 per hit dice) shouldn't the "head" claw get extra damage and also the claws need an attack bonus like 3 +something claws there may or may not be any more corrections as a heads up and i would also like to tell you that the saves can be placed on the same line, and the same goes for the abilities |
| pileobone04-12-06, 10:59 AM | Whoo boy....ok here we go. Hit Dice: 5d6+5 (35hp) First off, aberrations get a d8 HD. So, 5*4.5+5=27 Speed: 20ft Why only 20ft.? Medium creatures normally move at 30 ft. unless encumbered with heavy armor or gear. Armor class: 12 (10+2 nat) You should always add flat-footed and touch. Armor Class: 12 (+2 natural) flat-footed: 12, touch: 10 Base attack/ grapple: +5/+6 As bongity says Aberrations get a Cleric BAB Base Attack/Grapple +3/+4 Attack: Claws 1d6+1 Full attack: 3 claws, 1d6+1 each Bongity is right, you need the attack bonus here. Like so: Attack: Claw +4 melee (1d6+1) Full Attack: 3 Claws +4 melee (1d6+1) Saves: F: +4 R: +3 W +7 Aberrations get good Will saves. Good save formula is (1/2HD +2) non-good saves formula (HD/3). So, Fort +2, Ref +1, Will +6 Also as bongity mentioned these usually all go on one line as do the abilities, makes it easier to read for people. Skills: spellcraft +8, climb +5, concentration +5, Bluff +3 Assuming that you have not added in the Ability modifiers for these skill, you still have 27 skill points to distribute. Feats: Iron Will Needs one more feat for his 3'rd HD. Treasure: none Why not? He's very intelligent...seems like he'd be smart enough to have some kind of items maybe. Spell Leech: whenever an arcane spell caster is struck by an Arcane Leech's claws, it must make a DC 20 will save, or lose one spell for the rest of the day. The arcane leech gains sustanance and heals 1d6 HP. The Arcane leech then may use the stolen spell at will as a spell like ability. It may use this ability three times per day. Supernatural of Extraordinary? Judging by the nature of the ability it is almost certainly Su. As a supernatural ability the save DC should be Charisma based. Formula for an ability's save is (10 + 1/2HD + modifier). So in this case (10 + 2 - 1) = 11. This ends up being a rather pitiful save, you should consider upping it's Charisma to at least 14-15 or so. Also, you need to add some clarification on what spell is lost. Is it one of their highest level spells? A random spell? Does the spellcaster get to choose? How long can this creature retain a spell as a spell-like ability? Permanently? 24 hours? Blindness and deafness: Because it has no head, and Arcane leech is blind and deaf So, how do these things survive if they cannot perceive the world? Being able to sense where magic came from isn't going to help them against the party meat shield. I would strongly suggest that you add Blindsight to this guy. Arcane Radar: If an arcane spell is cast within 100ft of an Arcane Leech, it will detect what spell has cast, the strengh of the caster, and where it came from. Su or Ex? |
| metamind04-12-06, 03:29 PM | There, I updated most of it, but its still a mess |