| Post/Author/DateTime | Post |
|---|---|
| ahiman02-27-06, 03:04 AM | So in the BOVD there is a group of monsters in the end called kython and I used them in a game. I have fallen in love but I have no ideas now on what to do with them. Could you help me by giving me new ideas for variations on them (I.E. more mutations, bigger slaymaster and what not) for new ones altogether or just things I can do with them. I really like them and would love to have them be a bigger part of my game so any help or comment would be rock. Thanks |
| Talisman02-27-06, 04:55 PM | Kythons are pretty cool...D&D's answer to Aliens, if I'm any guesser. For bigger slaymasters, advance their HD and make 'em whatever size you think they should be. Don't forget that they're intelligent enough to take characters levels...a slaymaster rogue 10/wizard 10, anyone? Get a hold of Savage Species. It has a myriad (I love that word) of templates such as Multiheaded, Reptilian, Insectile, and Winged, that make a good interpretation of the various mutations yer typical kython mught experience. If necessary, just cheat. Give a kython a cool appearance, attack, whatever and make it up. Your players will never know. What do you mean by "a bigger part of your game?" A kython invasion of the Prime Plane? A BBEG using kythons as minions? The Kython Wastes, an area known to be aswarm with kythons, and consequently avoided like the Abyss? |
| speeblefreak02-27-06, 10:10 PM | Here's a kython weapon I just made up: Splinterblade: This one-handed slashing weapon resembles a slightly smaller boneblade covered in darker spurs. It is considered masterwork and deals 1d8 points of damage (sized for a Medium-size creature). Up to three times per day on a successful hit, the kython wielding the splinterblade may have it break off a number of spurs, which lodge in the wound. A creature who takes any actions during a round takes 1d2 points of damage as the moving flesh tears itself on the spurs. A Heal check (DC 20) removes one group of spurs, but the check deals 1d4 points of damage to the subject, regardless of success. A healing spell of second level or higher removes all spurs embedded in a target. |