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| ibitak8410-23-03, 06:58 AM | Hello there! The aranea was always one of my favorite monsters, and I don't really like what they did to her in 3.5... However. In my campaign, I used to have a creature which was basicly an aranea with barbarian/scorpion substituted for sorcerer/spider. The stats were heavily based on the aranea's data, too. Yet, since the original changed so much in 3.5, I don't really know how to convert the dude. So if you can help me out with some clever hints, I'll give you my thanks now in advance. Here is the 3.0 version (with shortened flavour texts): Scorpinius Medium-Size Shapechanger HD: 3d8+12 (25HP) Initiative: +2 (Dexterity) Speed: 60 ft., Climb 30 ft. AC: 13 (+1 Dex, +2 natural) Attacks: 2 claws +5 melee, sting +0 melee Damage: Claw 1d4+2, sting 1d4 and poison Face/Reach: 5ft by 5ft./ 5ft Special attacks: Stinger’s Temper Special Qualities: Alternate Form, Scissor Frenzy, Scorpion's Prancing Saves: Fort: +5; Reflex: +4; Will: +4 Abilities: Str 15, Dex 13, Con 14, Int 12, Wis 13, Chr 13 Skills: Climb +9, Diplomacy +4, Jump +7, Listen +4, Move Silently +6, Spot +4 Feats: Endurance, Impoved Initiative, Power Attack, Toughness*, Toughness* Climate/Terrain: Any temperate or warm Organization: Solitary or colony (3-6) Challenge Rating: 4 Treasure: Standard coins, double goods, standard items Alignment: Usually Chaotic Advancement: By character class A scorpinius is a shapechanging creature which sages believe to be closely related to the aranea. The two species are often allies. Combat: A warrior as reckless as a scorpinus is hard to find. Scissor Frenzy (Ex): Twice per day, a scorpinius can fall into a rage just like that of a barbarian. Scorpion’s Prancing (Ex): A scorpinius is constantly moving, turning or snapping with his scissors. Even in humanoid-form they tend to have a nervous habit (like snipping their fingers). Thus, a scorpinius retains its Dexterity Bonus to AC regardless of being flat-flooted or attacked by an inivisible creature. (It still looses it when immobilized.) Double Toughness: A scorpinius gains „Toughness“ twice as a bonus feat. Stinger’s Temper (Ex): To use this ability, the scorpinius must be in scorpion or hybrid form. It works just like the Improved Grab ability, but against opponents of up to the same size category as the scorpinius current form. To use this ability the scorpinius must hit with his claw attack. If it gets a hold, it can sting. Poison (Ex): Sting, Fortitude save (DC 13); inital damage 1d6 temporary Dexterity, secondary 2d6 temporary Dexterity. Alternate Form (Su): A scorpinius’ natural form is that of a Large monstrous scorpion. It can assume two other forms. The first is a Small or Medium-size humanoid (the exact form is fixed at birth). The secound form is a Medium size, scorpion-humanoid hybird. Changing form is a standard action. In humanoid form, the scorpinius gains all abilities and racial traits of the form. It keeps its ability scores and the Scissor Frenzy, Scorpion’s Prancing and Double Toughness qualities. The stats block describes the hybrid form. The scorpinius looks humanoid at first glance, and it takes a spot check (DC18) to notice the sting, which is fixed at the top of a snake-like appentage hidden under the scorpinius clothes. A scorpinius in hybrid form has strong, large hands and it does not have full use of its fingers, but it may use weapons in this form. A scorpinius remains in one form until it chooses to change to another. A change in form can’t be dispelled and a dead scorpinius stays in the form he died in. The spell „True Seeing“, however, reveals the natural form of a scorpinius in humanoid or hybird form. |
| ibitak8410-24-03, 08:54 AM | Hmm... I guess I'll have to do it by myself then... I'll post the results later. |