| Post/Author/DateTime | Post |
|---|---|
| Mezzy01-04-06, 08:05 PM | Yes i know, its not original but who friggin cares :pbbbtt: BITTERFLY Small Undead Hit Dice: 1d12 (6 hp) Initiative: -2 (Dex) Speed: Fly 40ft (Good) Armor Class: 15 (+1 size, +1 Dex, +2 Natural, +2 concealment) BAB/grapple +1/+1 Attack: Bite +1 (1d4) Full Attack: Bite +2 (1d4) Space/Reach: 5ft/5ft Special Attacks: -- Special Qualities: Fade, Create Spawn Saves: Fort +0, Ref +1, Will +1 Abilities: Str 10, Dex 12, Con --, Int --, Wis 12, Cha 12 Skills: -- Feats: Flyby Attack Environment: Underground Organization: Solitary, Pair, Flock 3-6 Challenge Rating: 1(?) Treasure: None Alignment: Always Chaotic Evil Advancement: -- Level Adjustment: -- A small creature flits toward you. It looks like a butterfly, but where a butterfly's body would be there is a human skull. Every few seconds it fades out of view slightly. Bitterflies are undead creatures made from human skulls. They have the ability to fade almost completely from view and are always silent COMBAT Bitterflies simply float toward any humanoids they see and bite them. Fade A bitterfly fades slightly out of view as it flies, gaining one-fourth concealment (+2 AC, 10% miss chance). This is negated by True Seeing . Create Spawn A humanoid killed by a bitterfly turns into a bitterfly over 1d4 rounds. please evaluate this and tell me whats wrong. (i know somethings wrong) :ghosted: |
| Draconegia201-04-06, 08:32 PM | Hmm, the fade ability doesn't relly seem to fit anything. Perhaps if you gave it something more like a blur spell, or a dazzling colors effect (impedes vision/spellcasting). The CR 1 seems about right, but the only thing that keeps it from a CR 1/2 is the defense and miss chance generated by fade. And if you don't change fade, true seeing is a high spell level for characters of 1st-3rd level to get their hands on (they are who you want fighting it, right?). Finally, a human skull wouldn't be small size, probably dimunitive (spelling?), which would boost up its armor class, but lower its strength. Maby you should make it a touch attack with a strength or constitution drain (which sort of fits its insect descriptor, like how a bug will suck the juices out of people.) |
| Mezzy01-04-06, 09:33 PM | Thanx ill change it when i get a chance i gotta go to bed now :zzz: The reason it had fade was because in the game i took it from (castlevania) it faded in and out |
| dok01-04-06, 10:26 PM | OK, first the numbers... Initiative: -2 (Dex) Dexterity score is 12, which makes dexterity modifier +1, not -2. Armor Class: 15 (+1 size, +1 Dex, +2 Natural, +2 concealment) Concealment does not provide a bonus to Armor Class. "Concealment" is not a kind of bonus to Armor Class. Dodge, Deflection, Profane, Sacred, Luck, Insight, Natural, Armor, these are things that add to AC. (I miss any? Probably) Even if it was, 10 + 1 + 1 + 2 + 2 = 16, not 15. So it should be: Armor Class: 14 (+1 size, +1 Dex, +2 natural), Flatfooted 13, touch 12 BAB/grapple +1/+1 BAB for the Undead type (http://www.d20srd.org/srd/typesSubtypes.htm#undeadType) is 1/2 HD, round down. BAB should be +0, not +1 Grapple is BAB (0) + Strength modifier (0) + special size modifier (-4) = -4 Attack: Bite +1 (1d4) Full Attack: Bite +2 (1d4) The Attack is correct, but the Full Attack is wrong. The primary attack bonus doesn't change for a creature between Attack and Full Attack unless it dual-wields weapons. BAB (0) + Str (0) + size (+1) = +1. So it should be Full Attack: Bite +1 (1d4) Saves: Fort +0, Ref +1, Will +1 Undead have Good Will saves. That means the base saves are going to be Fort +0, Ref +0, Will +2. Ability score modifiers are +0 Con, +1 Dex, +1 Wisdom, for net saves of +0/+1/+3 Saving Throws: Fort +0, Ref +1, Will +3 Feats: Flyby Attack Creatures without an intelligence score (http://www.d20srd.org/srd/naturalSpecialAbilities.htm#nonabilities ) can't have feats, unless they're bonus feats. Bonus feats need to be marked with a (B). Fade A bitterfly fades slightly out of view as it flies, gaining one-fourth concealment (+2 AC, 10% miss chance). This is negated by True Seeing . 1.) Concealment has never granted an AC bonus in 3E. 2.) 3.5 only has two degrees of concealment: partial (20%) and full (50%) 3.) Special abilities should be marked as either Extraordinary (Ex), Supernatural (Su), or Spell-like (Sp) I would suggest marking Fade as (Sp), and describe it like this: Fade(Sp): A bitterfly is constantly fading in and out of view as it flies. This generates a continual effect identical to a blur spell, except that if it is dispelled, the bitterfly can restart the effect as a free action. Caster level 1. Now that we're past the numbers, lets get into style and mechanics. First, if this is just a skull floating along, Small isn't the right size. Halflings and Gnomes are Small. A human skull is probably Tiny. Second, your flavor text says these creatures "are always silent", but you don't have that listed as a Special Quality ('innately silent') or even as a bonus to Move Silently. If your goal is a floating, perfectly silent undead with a miss chance, may I suggest the Incorporeal Subtype? (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype) You can either have it be completely incorporeal, or give it a limited version that lets it be affected by nonmagical attacks, or has a lower miss chance. It would lose the Natural AC bonus, gain a Deflection bonus equal to it's charisma modifier (minimum +1) and probably lose the bite in exchange for an incorporeal touch attack. Plus, its CR would probably have to go up a little. Or, just give it a racial bonus to Move Silently. (say, +8) |
| OamuTheMonk01-04-06, 10:54 PM | If you make all of the changes that dok suggested, It will be fine, mechanically. I think that a human skull with butterfly wings might be small enough to qualify as diminuative (under 6" in height, I believe?) That would increase attack and AC, but Strength would suffer, and so would the Damage on the bite attack. Creating Interesting low-CR creatures is crazy tough. This one is pretty bland, all around, but without boosting the CR, I don't really have any suggestions. Maybe you could decrease the size to Diminuative, drop strength (all attacks do a minimum of 1 point of damage anyway), and give it an ability that boosts its combat potential, like a mildly poisonous bite (Fort DC 11 negates) primary effect 1d6 points of damage, no secondary effect. |
| scienceman4701-05-06, 05:30 AM | Im a crazy castlevania fan, so here is what you got wrong. Bitterflies are invisible when you try to look at them. Full on invisibility. And they are toxic. Not sure how much but they are toxic. And Alucard encountered them in the inverted castle, which would make them lowish mid level, again fixable with a strong poison and constant invisibility. But I support any conversion of castlevania monsters into 3.5. YES! |
| Mezzy01-07-06, 01:26 PM | lololol i havent played castlevania in a while but you caught my unoriginality :dice: :dice: :dice: :dice: :dice: (i couldnt find a good smilie) i decided not to use this in my campaign. instead im gonna go get drunk :pint: it would be cool to put yorick into dnd... he wouldnt be very strong but... or maybe those guys with the throwing things you find in the reverse outer wall. or the cthulhu.(those guys are so easy now.) |
| savant_warlord1301-07-06, 04:34 PM | dok is correct. Human skulls are tiny (just look at the demilich in ELH) |