| Post/Author/DateTime | Post |
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| Azar_of_Faerun03-24-07, 09:55 PM | Green Human, Stage 1 (Plantaeus sapienus) Medium size Mutation Hit Dice: 2d10, hp: 15 Initiative: -1 Speed: 25ft. Defense: 11 (+1 natural) Base Attack/Grapple: +1/+4 Attack: Slam +4 (1d6+3) Bite +4 (1d4+4) Face/Reach: 5ft. by 5ft. / 5ft. Special Attacks: None Special Qualities: Spore burst, photosynthesis, damage reduction 4/-, darkvision 60 ft Saves: Fort +3 Ref -1 Will +0 Abilities: Str 17 Dex 8 Con - Int 2 Wis 10 Cha 1 Feats: Weapon Focus (bite), Weapon Focus (slam) CR: 2 Advancement: 3-12 HD (Medium) Spore Burst (Ex) Upon it's death, a Green Human will explode in a cloud of spores that reach a number of feet away determined by it's Hit Dice. 2 to 5: Five feet 6 to 9: Ten feet 10 to 12: Fifteen feet Any victims within that range may attempt a Reflex Save (DC 15) to avoid the cloud. Failure to do so means any humans in contact with the spores have to make an initial and secondary Fortitude save equal to 10 + half it's HD. In this case, the player must make a DC 15 Reflex save to avoid contact, or make a DC 11 Fort save to avoid infection, if that fails, they have a second save at the same DC to stave it off. Failure then means the character takes 1d2 CON damage each day until they either find a cure, or die, then rise one day later as a Stage 1 Green Human Photosynthesis (Ex) Green humans cannot heal naturally, but in areas of sunlight, they heal at half the normal rate so long as they stay there. ---- I realize this board isn't for d20 Modern. However, there are few monster making and judgment experts there than there are on this board, solely dedicated towards this purpose. If you could offer advice to raising or lowering the CR to the number I suggested, i'd appreciate it! :) |
| KillerVole03-24-07, 10:41 PM | Looks good, with two suggestions. First, make the infection a disease. That way, people get repeated saves to fight it off. You can raise the DC to compensate, if you want. Second, DR 4/- is pretty powerful. Maybe make it DR 4/slashing, plants are pretty easy to hack through. Also, it will be hard for PCs to learn of this weakness if they primarily use guns, like in many D20 modern campaigns. |
| Azar_of_Faerun03-24-07, 11:03 PM | On the DR, you may be right that normally that 4/- is powerful. However, the creatures are not fully plants, and that two of the characters can do 2d8+1 or 2d8+2 consistently, that's an average of 9 and 10 damage (respectively) making the DR a moot point against anything bigger than a pistol. Secondly, how would I convert this to a disease? :confused: |
| Domriso03-24-07, 11:08 PM | I think what he means is to consider it a disease so that the players can make repeated saves against it, but otherwise leave it the same. Though, it really doesn't make much sense to have a cloud of spores be a disease... |
| KillerVole03-24-07, 11:38 PM | It would represent the PCs body trying to fight off the spores infestation. It works like this: DISEASE When a character is injured by a contaminated attack touches an item smeared with diseased matter, or consumes disease-tainted food or drink, he must make an immediate Fortitude saving throw. If he succeeds, the disease has no effect—his immune system fought off the infection. If he fails, he takes damage after an incubation period. Once per day afterward, he must make a successful Fortitude saving throw to avoid repeated damage. Two successful saving throws in a row indicate that he has fought off the disease and recovers, taking no more damage. These Fortitude saving throws can be rolled secretly so that the player doesn’t know whether the disease has taken hold. Disease Descriptions Diseases have various symptoms and are spread through a number of vectors. The characteristics of several typical diseases are summarized on Table: Diseases and defined below. Disease: Diseases whose names are printed in italic in the table are supernatural in nature. The others are extraordinary. Infection: The disease’s method of delivery—ingested, inhaled, via injury, or contact. Keep in mind that some injury diseases may be transmitted by as small an injury as a flea bite and that most inhaled diseases can also be ingested (and vice versa). DC: The Difficulty Class for the Fortitude saving throws to prevent infection (if the character has been infected), to prevent each instance of repeated damage, and to recover from the disease. Incubation Period: The time before damage begins. Damage: The ability damage the character takes after incubation and each day afterward. Healing a Disease Use of the Heal skill can help a diseased character. Every time a diseased character makes a saving throw against disease effects, the healer makes a check. The diseased character can use the healer’s result in place of his saving throw if the Heal check result is higher. The diseased character must be in the healer’s care and must have spent the previous 8 hours resting. Characters recover points lost to ability score damage at a rate of 1 per day per ability damaged, and this rule applies even while a disease is in progress. That means that a character with a minor disease might be able to withstand it without accumulating any damage. You could raise the damage to 1d4 to make it more dangerous, so the threat is still present. |
| Azar_of_Faerun03-24-07, 11:49 PM | How about something like this? Name: Green Spore Type: Inhaled DC 11 Incubation Period: 1 day Initial Damage: 1 Con Secondary Damage: 1d4 Con |
| KillerVole03-24-07, 11:50 PM | Sounds good. Just add a footnote about the transformation, and you're set! If you wanted to, you could probably call them CR1. |