Engineered Legion(needs help) [Archive] - Wizards Community

Post/Author/DateTimePost
R.M.G.C.L.F.

08-06-05, 02:23 PM
I'm trying to work something out for a planar campaign. Basically, there's this huge artificially created demiplane filled with a variety of specialized organisms dedicated to specific tasks, mainly gathering magical energy and raw materials for the further generation of the plane and it's critters. I need some critique for these aformentioned monstrousities.


Gatheror
Small Abberation (Extraplanar)
HD:4d8+8(26hp)
Initiative:+3
Speed: 20ft, Fly 10ft (good, psionic), swim 40ft, climb 15ft
AC:17(+3dex,+1size,+3 natural)
BAB/Grapple:+4/+1 (Designed for advanced attack, Gatheror’s receive BAB and saving throws as if they were outsiders)
Attacks: Bite+7 melee, Tentacles+4 melee
Damage: Bite 1d10+1 plus decompose, tentacles 2d4 plus poison
Face/Reach:5ft by 5ft/5ft
Special attacks: Decompose, Poison, Psionic abilities, improved grab
Special Qualities: DR5/+1, Acid fire resistance 5, PR14, SR14, blind, blindsight 50ft, anaerobic function, Orb of Return
Saves:Fort+6,Ref+7,Will+6
Abilities:Str13,Dex17,Con15,Int2,Wis14,C ha6
Skills: Search+3
Feats: Multiattack, Weapon Focus(Bite)
____________________________
Climate/Terrain: Any (Nexuth Realm)
Organization: Solitary or Cluster (2-6)
CR:4
Alignment: Always Neutral
Treasure: None
Advancement:5-6HD(small), 7-8HD(medium), 9-10HD(large) (CR increase as outsider)

Gatherors are green shapes floating in the air with huge mouths and an array of tentacles.

The Gatherors were created to collect raw material and bionic energy to create new monstrous creatures and arcane distillations. Gatherors eagerly rend and tear ingesting flesh and vaporizing essence with their poison. Rather than personally digesting it, they transport it to their home plane.
Gatherors use their psionic powers to maneuver, traveling to other planes and slipping past barriers.

Combat: The dread power As soon as they consume all the flesh and energy that seems reasonably available and worthy, they use their Orb of Return and head back to their demiplane.

Poison(ex): Initial damage 1d4str, secondary 2int, save dc:14.

Decompose(ex): A gatheror breaks down and stores biotic matter. It stores an amount equal to one half the damage dealt with its bite attack, and creatures struck by its bite must make a fortitude save dc:14 or take 1d4 acid damage, which is absorbed directly in equal amount. It can store a total amount equal to its hit point total. Each round one hp worth of matter is supernaturally sent to the storage container.If slain it supernaturally sends one half of this mass back to the storage devices in its demiplane.

Psionic Abilities(pi): Once per day plane shift, dimension door, time hop, manifster level 4.

Black Orb(su): As a full-round action, a gatheror may encircle itself in dark energy. It becomes encircled in the sphere for one round, gaining DR10/+3 and a deflection bonus to AC equal to +3. It usually engages this when it has ingested its fill of material.

Anaerobic Functions(ex): A gatheror does not need to breath or drink. It gets all the replenishments from the energies and ethers of its home plane. They suffer the effects of starvation as described in the DMG if unable to rest on their home plane.
Because of the alien nature of their body chemistry, their bodies dissolve into untraceable native substances 1d4 hours after their death on another plane.

Gatheror, Advanced
Small Abberation (Extraplanar)
HD:6d8+12 (39hp)
Initiative:+3
Speed: 20ft, Fly 10ft (good, psionic), swim 40ft, climb 15ft
AC:17(+3dex,+1size,+3 natural)
BAB/Grapple:+6/+3 (Designed for advanced attack, Gatheror’s receive BAB and saving throws as if they were outsiders)
Attacks: Bite+9 melee, Tentacles+6 melee
Damage: Bite 1d10+1 plus decompose, tentacles 2d4 plus poison
Face/Reach:5ft by 5ft/5ft
Special attacks: Decompose, Poison, Psionic abilities, improved grab
Special Qualities: DR5/+1, Acid fire resistance 5, PR14, SR14, blind, blindsight 50ft, anaerobic function, Orb of Return
Saves:Fort+7,Ref+8,Will+7
Abilities:Str13,Dex17,Con15,Int2,Wis14,C ha6
Skills: Search+5
Feats: Multiattack, Weapon Focus(Bite)
____________________________
Climate/Terrain: Any (Nexuth Realm)
Organization: Solitary or Cluster (2-6)
CR:5
Alignment: Always Neutral
Treasure: None
Advancement: 7-8HD(medium), 9-10HD(large) (CR increase as outsider)

Gatherors are green shapes floating in the air with huge mouths and an array of tentacles.

The Gatherors were created to collect raw material and bionic energy to create new monstrous creatures and arcane distillations. Gatherors eagerly rend and tear ingesting flesh and vaporizing essence with their poison. Rather than personally digesting it, they transport it to their home plane.
Gatherors use their psionic powers to maneuver, traveling to other planes and slipping past barriers.

Combat: The dread power As soon as they consume all the flesh and energy that seems reasonably available and worthy, they use their Orb of Return and head back to their demiplane.

Poison(ex): Initial damage 1d4str, secondary 2int, save dc:15.

Decompose(ex): A gatheror breaks down and stores biotic matter. It stores an amount equal to one half the damage dealt with its bite attack, and creatures struck by its bite must make a fortitude save dc:15 or take 1d4 acid damage, which is absorbed directly in equal amount. It can store a total amount equal to its hit point total. If slain it supernaturally sends one half of this mass back to the storage devices in its demiplane.

Psionic Abilities(pi): Once per day plane shift, dimension door, time hop, manifster level 6.

Black Orb(su): As a full-round action, a gatheror may encircle itself in dark energy. It becomes encircled in the sphere for one round, gaining DR10/+3 and a deflection bonus to AC equal to +3. It usually engages this when it has ingested its fill of material.

Anaerobic Functions(ex): A gatheror does not need to breath or drink. It gets all the replenishments from the energies and ethers of its home plane. They suffer the effects of starvation as described in the DMG if unable to rest on their home plane.
Because of the alien nature of their body chemistry, their bodies dissolve into untraceable native substances 1d4 hours after their death on another plane.



Scavagen
Medium Vermin (extraplanar)
HD:2d8+2
Initiative:+1
Speed: 40ft, swim 50ft, burrow 20ft
AC:14(+3 natural, +1dex)
BAB/Grapple:+1/+3
Attacks: 2 claws+3 melee
Damage: Claw 1d6+2
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Engulf
Special Qualities: Deathsight, Mindless, darkvision 60ft, light sensitivity
Saves: Fort+4,Ref+1,Will+1
Abilities:Str15,Dex13,Con13,Int-,Wis12,Cha2
Skills: None
Feats: none
_____________________
Environment: Land or underground (Nexuth Realm)
Organization: Solitary or cluster (2-5)
CR:1
Alignment: Always Neutral
Treasure: None
Advancement: 2-3HD(medium), 4-5HD(large)

Scavagen are dark grey, vaguely lobster-like creatures. Their dark bodies have two slanting yellow eyes. When they sense life, their eyes glow green, upon sensing dying or weak creatures, they glow orange. Death causes them to glow red, and undead produce a blue glow.

Scavagen are generated to recover the material of deceased Nexuth creations so it can be reused.

combat: scavagen avoid combat, instead lingering on the edge of battlefields waiting to retrieve the dead.

Engulf(ex): A scavagen can swallow a dead, unconscious, or prone creature into the carapace pouch under its body by moving directly above it and taking a move-equivalent action.

Deathsight(su): Scavagen can see life auras as if by the spell deathwatch.
Vaalingrade Ashland

08-06-05, 02:31 PM
I'm trying to work something out for a planar campaign. Basically, there's this huge artificially created demiplane filled with a variety of specialized organisms dedicated to specific tasks, mainly gathering magical energy and raw materials for the further generation of the plane and it's critters.
Phyrexia?

Personally, I've give them engulf or swalloe whole to do thier absorbsion thing.
R.M.G.C.L.F.

08-06-05, 02:45 PM
Got any CR advice?
R.M.G.C.L.F.

08-07-05, 02:31 PM
game is today, CR crit am much needed >>
R.M.G.C.L.F.

08-07-05, 04:32 PM
Uncanith
Large Aberration (Fire, Cold, Electric, or Sonic)
HD:9d8+9(49hp)
Init:+8
Speed: 40ft
AC:19(-1size,+4dex,+2natural,+4insight)
BAB/Grapple:+4/+10
Attacks: Sting+6 melee
Damage: Sting 1d6+2 plus poison
Face/Reach:5ft by 5ft/10ft
Special Attacks: Energy Stun, Psionics, Poison
Special Qualities: Blindsight 20ft, Darkvision 80ft, DR5/+2, DR10/+1, PR19, Energy Subtype, Horrid Flexability, Intuitive Evasion, Light, Fear, and Wilting Resistance 15, telepathy
Saves: Fort+4,Ref+7,Will+10
Abilities:Str14,Dex19,Con12,Int13,Wis19, Cha6
Skills: Knowledge(psionics)+10, Sense Motive+13, Spot+8, Listen+6, Hide+1, Move Silently+5, Tumble+4 (+2 bonus to spot and search)
Feats: Combat Reflexes, Weapon Finesse, Improved Initiative
________________________________
Climate/Terrain: Nexuth Realm
Organization: Solitary or cluster (2-4, all different subtypes)
CR:6? (needs feedback)
Alignment: Usually Lawful Evil (if raised in nexuth realm, otherwise any)
Treasure: None
Advancement: 10-13HD(large), 14-15HD(huge)

Uncaniths appear as gaunt figures, vaguely humanoid in form. Depending on their energy subtype the appear as either bright red with orange streaks, light blue tipped with white veins, neon yellow, or striped light grey and dark grey. From their lower back a long whip-like tail sprouts ending in an arrowhead-like stinger, with two silver spines extending from the back. The most horrific however is the creature's head, a bloated, slightly triangular shape, with throbbing round lobes in the back, a row of six shining black eyes, two compound eyes, a single feathery antenna, a mouth of three chitinous parts reaching clicking and slathering, and one glowing gem-like object at the center from which a powerful energy glow eminates.

The uncaniths are hideous monsters employed as special units, warriors imbued with great psionic powers and nimble agile bodies. The most formidible power is that to easily and continually incapacitate their foes through their hallicinogenic venom and stunning powers.

Combat: Uncaniths stride into combat, dispatching opponents with psionic powers and avoiding physical combat. Despite this they are adept at using their stinging tails to retaliate, and often prepare them to lash out at spellcasters or swing when opponents present openings.


Energy Stun(pi): Uncaniths can use the power energy stun, as if channeling an extra power point (2d6 damage and +1 to dc), as a quickened action. Each uncanith can only use one energy variety, as The power uses their intelligence bonus for the dc plus one half their hit dice, unlike the usual method for the DC of psionic powers. They only can use the energy type matching their subtype. The save dc is 16, 18 for electricity.
Energy Stun (from the 3.5 SRD)
Psychokinesis [see text]
Level: Psion/wilder 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 3
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of the chosen energy type that encircles all creatures in the area, dealing 1d6 points of damage to each of them. In addition, any creature that fails its save for half damage must succeed on a Will save or be stunned for 1 round.
Cold: A stroke of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold stun is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a stroke of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A stroke of this energy type deals +1 point of damage per die.
Sonic: A stroke of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power’s damage increases by one die (d6) and its save DC increases by 1.


Energy Subtype(ex): Uncaniths have the fire, cold, electricity, or sonic subtype. Those with the electricity subtype take double damage from acid, those with the sonic subytpe are fatigued within a silence spell.


Psionics(pi): Twice per day: Read Thoughts, Telekinetic Thrust, Once per day: chameleon. Manifest level 6th, save dc: wisdom based. Note to self: Read thoughts dc:16, Telekinetic Thrust deals 1 to 1d6 damage per 25lb, max 250 lb. usually 1d4, dc17

Telepathy(pi): An uncanith can communicate with any creature within 100ft that speaks a language.

Poison(ex): Hallicinogenic venom, initial damage dazed for 1d4 rounds, secondary 1d6 wis, dc:16(+2 racial bonus to dc).

Horrid Flexability(ex): An uncanith can stand up from being prone as a move equivalent action and without provoking attack of opportunity. They gain a +5 bonus to tumble, climb, and escape artist checks.
R.M.G.C.L.F.

08-11-05, 02:06 AM
bump
Antioch

08-11-05, 04:43 AM
I'm trying to work something out for a planar campaign. Basically, there's this huge artificially created demiplane filled with a variety of specialized organisms dedicated to specific tasks, mainly gathering magical energy and raw materials for the further generation of the plane and it's critters. I need some critique for these aformentioned monstrousities.

Happy to be of service.

Gatheror
Interesting, kind of reminds me of the langaleers (sp?) though instead of eating the past, they harvest matter for plane fabrication.

BAB/Grapple:+4/+1 (Designed for advanced attack, Gatheror’s receive BAB and saving throws as if they were outsiders)

Since 3.5 Edition was released, I've yet to see creature type deviation for any reason (the only example I can cite wast that treants originally possessed skill points as of the Fey type). Therefore, I would either boost the HD or increase their physical ability scores. Optionally, you could grant them insight bonuses of one kind or other to attacks.

Psionic Abilities(pi): Once per day plane shift, dimension door, time hop, manifster level 4.

Should be detailed as "Psi-like Abilities", but otherwise functions as spell-like abilities.

Other than that, a very interesting and nifty creature. A good CR at a glance would seem to be 4, since their AC, DR, and resistances would make them that much more difficult to defeat than say, an ogre.

Scavagen
Seems fine in all respects.
R.M.G.C.L.F.

08-11-05, 09:26 AM
Thanks. I think I'll still keep the outsiderish advancement, quirky as it is, because these creatures are outsiderish already and I'm just a quirky guy.

What are your thoughts on the Uncanith?
Antioch

08-11-05, 02:20 PM
What are your thoughts on the Uncanith?

It would be almost cute if it werent so freakishly hideous. A fine addition to any DM's Far Plane. :cool:
R.M.G.C.L.F.

08-11-05, 02:37 PM
I mean't CR-wise. ^^;

I kinda need to finish the fine tuning since they're going to see action today. >>;
Antioch

08-11-05, 06:14 PM
I'd say CR 4. They dont have a lot of hit points, but have a pretty nice AC in addition to DR and resistances. My advice is to see how the combat turns out and judge then, but I dont think a party with an average level of 4 would have much of a problem with this.
R.M.G.C.L.F.

08-11-05, 06:20 PM
I see. In that case I'd better buff them, since the three PCs are each ELC7.

Do you have any advice on getting them into the CR6-8 area?
R.M.G.C.L.F.

08-11-05, 06:41 PM
I just increased the hit dice, boosted the con and dex by two, gave more uses of the telekinetic thrust and read thoughts ability per day, and upped the duration of dazing for the sting to 1d4 rounds instead of one. What do you think now?
Kayli

08-11-05, 06:58 PM
of course you could make them Type: Outsider Abberations, unless some one thinks that that is somehow heretical. That would take care of their BaB progression
R.M.G.C.L.F.

08-11-05, 07:25 PM
That would be too confusing.

Anyway, what are the thoughts on the CR now that it's been buffed?
Antioch

08-11-05, 07:30 PM
I'd say about...7ish. Most parties at that level will have magical weapons, in addition to hefty damaging spells. At 49 hit points they should still take it down fairly quickly (the fighter should have about...+13 to strike or so), easily hitting it over half the time for something in the ballpark of 14 damage a round (more for a full-round attack).