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| aotrscommander01-30-07, 12:06 PM | I am creating several nonhumanoid races for use as both PC and NPC in my upcoming campaign world. I am attempting to remove LA as such, and bring in the races as Monster Classes (ala Planar Handbook/Libris Mortis). I have currently two, partly interelated issues. First, whether the classes (for two of the sample races) are really equivilent to character class levels (I have a feeling they may be a tad over-powered, flight aside). These Monster classes need to be competative from first level to make the concept viable. The other issue is conpensating for lack of equipment. While it has been proved to my satisfaction that nonhumanoids can wear armour (and some gear), it is generally impractical for them to do so. (Plus, if everything floats around in full plate (et al) it kind of negates a lot of the flavour of being nonhumanoid.) I also don't want to shoe-horn all nonmhumanoids into being Monks or casters either (or worse yet VoP!) So I'm trying to find a way to balance them up in other ways. My current guess I to add class replacement features for armour proficiencies that give a scaleable Class bonus to AC (ala SW D20 and so on). This would not stack with armour bonuses. This raises the issue of naturally unarmoured classes (e.g. Monk) gaining a much higher AC. However, after consideration, I think that maybe that could be one of the draws for nonhumanoids; having a higher defensive capability to offesensive capability, and the issue could just be left. As usual, feedback on balance and mechanics is what I'd really appriciate! Following are the descriptions of the two species currently in question (others pertaining to the world include unicorns, dragons and Cusith (a small dog-like creature). I shall present the monster class and in an sblock below show the 'LA' version (i.e. the point at which advancement becomes 'by character class'). (This latter has been estimated up using YabaTheWhat's Feature Point system here (post 527) (http://boards1.wizards.com/showthread.php?t=667683&page=18) if you are interested,). Note: Natural Armour and Ability bonuses listed in the special section are cumulative. Other features (such as DR or skill bomuses) are not. GAGANA Gaganas are the Dark Lord’s answer to Gryphons. Created by black sorcery, they are night-winged shades of cunning, cruelty and swift doom. Gaganas appear, from a distance, to resemble large red-eyed ravens or crows. They have the same black feathers, and the beak shape is similar. But there the resemblance ends. Gaganas have a falcon’s body, with deadly claws and swift wings. Both beak and talons – the latter just like a falcon’s – are a dull, iron grey. And with good reason. The Gagana’s entire skeleton is laced with metal, and their natural weapons even more so. This allows them to resist the tremendous forces involved in a power stoop when the strike the target – or the ground. They are superb fliers, and are much more manoeuvrable and faster than the Gryphons there were created to fight. This is as well because they are much small and lighter. A Gagana has an 18’ wingspan, but on the ground, from head to tail, they are only about 7’ tall. Even with the added weight of their metal bone structure, they only weigh about 320lbs; half that of a Gryphon. Females Gagana are generally larger than the males. Though slightly taller on the ground than Gryphons, they are less than half the weight; a full-grown Gagana is smaller than a young Gryphon. Despite their metal skeleton, Gagana are actually quite frail for their size class. Indeed, as their bones, when they do take damage, bend as often as they break, they can be a liability as much as a benefit. They also pay the cost of their speed and agility in reduced endurance; Gagana tire quickly, especially if burning energy to hover. They are also less strong than most creatures of their size (though still vastly stronger than human). Thus, they would easily lose a toe-to-toe or wing-to-wing tussle with a Gryphon. But to counter this, they have a razor-sharp cold intellect. They are smarter than the average Gryphon – or human for than matter, and they fight with great skill. Gagana a primarily carnivores, but this is a preference, rather than a requirement. A fair number of Gagana even prefer their meat cooked and properly seasoned like civilised folk. Gaganas typically speak Kulobrak and Linundin, in cruel, harsh voices. Combat Gagana are aerial fighters. On the ground, they are almost helpless, not capable of swift movement, and limited only to a single peck or kick. In the air they are deadly. They have exceptional mobility and speed for such a large creature. Their preferred tactic is to get as high as possible and make a power dive, preferably with the sun to their back. They are geared up best for impact, so, unlike a peregrine falcon, (whose tactics they ape) which pulls out slightly before hitting the target, the Gagana go for a head-on collision, trusting to their superior impact retardance to protect them. Characters Gagana have many Fighters in their ranks, though they have many Rogues as well. Monks, strange as it seems, are not uncommon either. They do not have many conventional spell casters; despite their superior intellects, they find it hard to perform the manipulations required to cast Wizard spells, and they don’t have the temperament for a Sorcerer, Warmage or Bard. They do not have many divine spell users, either. There have been Gagana Barbarians known. These have had very short careers, as when in rage they tended to loose their cool and engage Gryphons head to head, which is fatal to a Gagana. There are, however, a modest number of Psions (mostly Kineticists and Shapers) among them; these, without the worry of learning spells or material components provide the Gagana with the best means of support. And it must be noted that it was not the Dark Lord who supplied them with this knowledge; they came up with it themselves and asked to be taught, so as to even the field when dealing with the prevalent Gryphon spellcasters. There are a small number of Gagana Soulknives (whose blade usually appears as an extension of the beak), who often these become Soulbows. Finally, there are also a fair number of Warlocks, despite the Charisma bias. The Eldritch Blast gives the Gagana an excellent reach out and touch ability they otherwise lack, which is much prised. These Warlocks tend to be less chaotic than most. Note: Gagana spell casters are advised to take Eschew Materials feat as one of their Feats if possible. Level/ Hit Fort Ref Will Skill ECL Dice BAB Save Save Save Points Special 1st 1D10 +1 +2 +2 +0 (2+Int mod) x 4 Claw D4, Gore D8 2nd 2D10 +2 +3 +3 +0 2+Int mod +2 Str, +4 Dex, Claw D8, Gore D10, Feat, DR 8/Slashing or Piercing, +2 Natural Armour, +4 Racial to Spot and Listen, Fly 100’ (Good) Species Traits as of level 1: • Magic Beast Type • +2 Str, +2 Dex, +2 Int, -2 Cha. • Large: -1 AC, -1 on attack rolls, -4 on Hide, +4 on Grapple, lifting and carrying capacity limits are double those of Medium creatures. • Space/Reach: 10’/5’ • Base Speed 20’; Fly 50’ (Average). • Class skills are Hide, Listen, Move Silently, Search, Spot, Survival and Tumble. • Low-Light Vision (but not Darkvision) • +2 racial bonus on Spot and Listen. • Damage Reduction 4/Slashing or Piercing. • Natural Weapons: Two Claws (dealing the indicated damage plus the Gagana’s Strength bonus) and one Gore, (dealing the indicated damage plus the half the Gagana’s Strength bonus). Gagana beaks are made for stabbing not, biting (hence the gore attack). If they choose to bite, it counts as an unarmed attack (i.e provokes an attack of oppurtunity) that inflicts D4 lethal damage. • Special Attacks: Stoop • Lack of Manipulation: Because of their lack of hands, Gaganas cannot use objects easily; they struggle even more than Gryphons. They suffer an effective –6 penalty to their Dexterity when attempting any taks that requires fine manipulation (most craft skills, picking a lock, etc). This is in addition to any penalties for equipment of the wrong size. To pick up and manipulate an object of three size categories smaller than them requires DC 10 Dexterity check (each round when doing anything more than holding it). The DC rises by +3 for each size category smaller the object is. • Favoured Class: Rogue Stoop (Ex): As a charge action when flying, the Gagana makes a double move (at maximum movement rate), and makes a Standard action attack, which deals triple damage. If the Gagana misses the attack, it must continue it’s movement in a straight line (if it has not yet moved up to double it's speed). If it impacts the ground or other surface before completing it’s full movement, the Gagana takes the same amount of damage. In both cases, the Gagana can reduce this damage by Tumble checks and the Gagana’s DR. If the Gagana possesses Flyby Attack, it may make the attack at any point during it's movement. If it sucessfully struck the opponent, afterwards it may maneouver normally; it does not have to move up to double it's speed and may turn or climb (etc) as in normal flight. Species Traits: • Magic Beast Type • +4 Str, +6 Dex, +2 Int, -2 Cha • Large: -1 AC, -1 on attack rolls, -4 on Hide, +4 on Grapple, lifting and carrying capacity limits are double those of Medium creatures. • Space/Reach: 10’/5’ • Base Speed 20’; Fly 100’ (Good) • Racial Hit Dice: 2 levels of Magic Beast, providing 2D10 HD, BAB +2, Fort +3, Ref +3, Will +0 • Racial Skills: A Gagana’s Magic Beast levels give it 5 x (2+ Int mod) skills. • Racial Feats: A Gagana’s Magic Beast levels give it 1 Feat. • Low-Light Vision (but not Darkvision) • +4 racial bonus on Spot and Listen • +2 Natural Armour • Damage Reduction 8/Slashing or Piercing • Natural Weapons: Two Claws (D8+Str) and one Gore (D10+1/2 Str) • Special Attacks (see above): Stoop • Lack of Manipulation GRYPHON Gryphons are large creatures resembling giant birds of prey but with four legs not two. They are intelligent and usually rather vain, but good-hearted. They are a created race, pre-dating the Dark Wars by some decades. Gryphons vary as much in appearance as humans; their colouration is as varied as other species hair or eye colour. They are quadrupeds, their bodies being also cat-like in shape, though they are fully avian. They have feathered bird tails, as varied as hawk or buzzard and raptor heads with large and powerful beaks. Their legs have four talons, like those of a normal bird of prey. They are about 9-10’ long, with a wingspan of roughly three times that. They stand about 5-6’ tall at the shoulder, when on the ground, putting their heads only a little higher than a human’s at about 6-7’. They weigh up to around 700lbs. Gryphons typically speak Linundin or Velinar, though often with a trace of the ‘Gryphonic accent’; a tendency to exaggerate s’s and r’s, especially when excited. Gryphons are stout, if sometimes headstrong allies, always eager to rush into another adventure and fight the good fight. They are also slightly egotistical, and have a rather sensitive sense of pride (especially the males). The females tend to be larger, as with most birds of prey. Gryphons lay eggs, mainly because to do otherwise would prevent the females from flying. They do not procreate often, and only as a mated pair, as one of the aspects of being created was a function to prevent pregnancy unless desired by both parents. That said, Gryphons are at least as sexually active as Elves or the less strict Mannish nations; and they have little or no shame. They were created before the Dark Wars, but not as weapons (though they fought with exceptional valour in the war), but simply out of love of life itself. Ten or fifteen years into the war, the Dark Lord, who had been taking severe losses from this aerial foe (particularly among the Doomstingers who were vastly out classed), had developed the bleak counterparts of the Gryphons; the Gagana. The two races despise each other with abandon. Gryphons are usually friendly to most folk; they do tend to attack evil races and those who would cause wanton damage to the environment on sight. They prefer to live with humanoid companions. Their lack of manipulative skills mean there are some things they cannot do themselves, such as imp or properly remove broken feathers, set injuries or (most important in their view), dye or paint the feathers in the exotic colours they favour. Gryphons are carnivores by nature. They can and will eat other foodstuffs as a supplement or flavouring to their meat, but primarily this consists of large herbivores like deer, eaten raw. Gryphons are messy eaters. They will also take Hippogriffs; the latter are not intelligent, so the Gryphons have no qualms about this, even if they are related, albeit distantly. Combat Gryphons typically use tactics not dissimilar to other large hawks or eagles. Against both aerial or grounded foes, they will close at speed, and attack from level flight and striking with their claws, followed if needed with a grapple and swift bites to the neck to sever the spine. They can rake instead, but unless they are using the beak to do something else (like speaking or casting a spell), they tend to do the latter. Failing that, they will make raking passes against foes using their claws. Characters Gryphons' favoured class is Fighter. They do not have many Wizards among their number; most Gryphons lack the patience to learn and the manual dexterity to perform complex spells. They are not usually focused enough to make Clerics, Priests or Monks, and most are too sophisticated to make Barbarians. They do however, make powerful Sorcerers, and there are a goodly number of Bards, Paladins and Rangers among their number. Warmages are less common (as the lack of armour makes them not so appealing to a Gryphon), but are not unheard of, and nor are good-aligned Gryphon Warlocks. Note: Gryphon spell casters are advised to take Eschew Materials feat to replace Summon Familiar. Level/ Hit Fort Ref Will Skill ECL Dice BAB Save Save Save Points Special 1st 1D10 +1 +2 +2 +0 (2+Int mod) x 4 Claw D4, Bite D8, Bonus Feat 2nd 2D10 +2 +3 +3 +0 2+Int mod +2 Str,+2 Dex, +2 Con, +4 Racial on Spot 3rd 3D10 +3 +3 +3 +1 2+Int mod Pounce, Rake (D4) +1 Natural Armour, Fly 50’ (Average), Bonus Feat 4th 4D10 +4 +4 +4 +1 2+Int mod +2 Con, +6 Racial on Spot, Fly 60’ (Average), Improved Grab, Claw and Rake D6, Bite 2D6 5th 5D10 +5 +4 +4 +1 2+Int mod +2 Str, +2 Dex, +1 Natural Armour, Lethal Bite, Bonus Feat 6th 6D10 +6 +5 +5 +2 2+Int mod +8 Racial on Spot, Fly 70’ (Average) 7th 7D10 +7 +5 +5 +2 2+Int mod +2 Str, Fly 80’ (Average), Bonus Feat Species Traits as of level 1: • Magic Beast Type • +4 Str, +2 Con, -2 Wis, +2 Cha. • Large Quadruped: -1 AC, -1 on attack rolls, -4 on Hide, +4 on Grapple, lifting and carrying capacity limits are triple those of Medium creatures. • Space/Reach: 10’/5’ • Base Speed 30’; Fly 40’ (Poor). • Class skills are Listen, Jump, Knowledge (Nature), Search, Spot, Survival, Swim and Tumble. • Low-Light Vision (but not Darkvision). • +2 racial bonus on Spot • Gryphons double spotting distances during daylight. • +1 Natural Armour. • Natural Weapons: Two Claws dealing the indicated damage plus the Gryphon’s Strength bonus and one Bite dealing the indicated damage plus half the Gryphons Strength bonus. • Lack of Manipulation: Because of their lack of hands, Gryphons cannot use objects easily. They suffer an effective –4 penalty to their Dexterity when attempting any taks that requires fine manipulation (most craft skills, picking a lock, etc). This is in addition to any penalties for equipment of the wrong size. To pick up and manipulate an object of three size categories smaller than them requires DC 10 Dexterity check (each round when doing anything more than holding it). The DC rises by +3 for each size category smaller the object is. • Favoured Class: Fighter Improved Grab (Ex): To use this ability, the Gryphon must hit with a Claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Rake on it’s next turn. Lethal Bite (Ex): If a Gryphon starts the round with a target held in it’s claws, it may make a special bite attack at +4. This attack does not suffer the usual –4 penalty for attacking with natural weapons while grappling and the threat range of this attack is doubled. It may not make this attack if the target is held only by a single claw. Pounce (Ex): If a Gryphon charges a foe (on the ground or in the air), it can make a full attack including two rakes. Rake (Ex): When grappling or making a Pounce, the Griffion may make two Rake attacks at the indicated damage plus half the Gryphon’s Strength bonus. Bonus Feat:The Gryphon gains a bonus feat from the following list: Awesome Blow, Cleave, Combat Expertise, Defensive Strike, Dodge, Flay, Flyby Attack, Great Cleave, Improved Bull Rush, Improved Combat Expertise, Improved Feint, Improved Natural Armour, Improved Natural Attack, Improved Natural Dodge*, Improved Toughness, Improved Trip, Mobility, Multiattack, Natural Dual Strike*, Natural Dodge*, Power Attack, Power Climb, Power Dive, Reckless Offense, Resounding Blow, Spring Attack, Weapon Focus. *New feat (see below) Species Traits: • Magic Beast Type • +8 Str, +4 Dex, +6 Con, -2 Wis, +2 Cha: • Large Quadruped: -1 AC, -1 on attack rolls, -4 on Hide, +4 on Grapple, lifting and carrying capacity limits are triple those of Medium creatures. • Space/Reach: 10’/5’ • Base Speed 30’; Fly 80’ (Average): • Racial Hit Dice: 7 levels of Magic Beast, providing 7D10 HD, BAB +7, Fort +5, Ref +5, Will +2 • Racial Skills: A Gryphon’s Magic Beast levels give it 10 x (2+ Int mod) skills. • Racial Feats: A Gryphon’s Magic Beast levels give it 3 Feats. •Low-Light Vision (but not Darkvision) • +8 racial bonus on Spot; Gryphons have exceptional eyesight; they double all spotting ranges during daylight. • +3 Natural Armour: • Natural Weapons: Two Claws (D6+Str) and two Rakes (D6+ ½Str) and one Bite (2D6+ ½Str) • Special Attacks (see above): Improved Grab, Lethal Bite (see below), Pounce, Rake • Lack of Manipulation Racial Feat: Steel Feathers: Prerequisite: Gagana, first level only, Con 13+ Benefit: The Gagana develops metal in the feathers, changing it’s colour from black to steel-grey. This grants a +4 Armour bonus to AC. The additional weight (+30%) reduces the Gagana’s speed (both land and flying) as if it were wearing medium armour and it’s manuverability by one catergory. It gains an Armour Check Penalty of –3. These penalties cannot be removed, as they are part of the Gagana’s phyiscal form (save perhaps by plucking the Gagana). However, the Gagana does not suffer the penalties from sleeping in armour for the same reason, nor does it have an Arcane Spell Failure chance or a maximum Dexterity bonus. A Gagana with Steel Feathers can send a shower of razor-edged feather blades with a sweep of it’s wings. It can do this even while flying. It can use this attack once per day for every 5 HD/Levels. This is a line 20’ wide and high and up to Short range (25’+5’/2 lvls) long, dealing 2D6+ D6 per 2 HD slashing and piercing damage. This damage scales to the Gagana’s size. Anything within in area of effect can make a Reflex save of DC 10+ ½ HD + Gagana’s Constitution modifier for half damage. As an attack action, the Gagana may flick a single razor-edged feather (D6+Str slashing and piercing damage) with 50’ range increments. The threat range is 19-20. This is treated as a thrown manufactured weapon attack, thus; the Gagana can make additional attacks based on BAB or use two-weapon fighting or rapid shot etc. They are treated as ammunition for enhancement purposes and as a Dart for any weapon-related prerequisites. There is no effective limit to the number of times the Gagana can do this per day. Racial Feat: Laser Breath (Su): Prerequisite: Gagana, Con 13+, Cha 13+ Benefit: As a Standard action, the Gagana can breath a blast of laser energy. This is a ranged touch attack with 100’ range increments. The attack deals 2D6 + one-and-half times Gagana’s Constitution modifier Light damage. The Gagana can use this power at will. This power is treated as a ranged spell for the purposes of feats. For every 6 points of BAB, the attack's damage rises by D6 (to 3D6 at +6 BAB, 4D6 at +12 etc) Special: A Gagana fighter may select this feat as one of it’s bonus feats. Proficency Replacement Ability Simple Weapon Proficiencies None (Natural weapons cover this catergory) (Or Druid, Monk, Rogue and Wizard) Martial Weapon Proficiency Martial Natural Weapon Proficency Feat Light Armour Proficiency +1 Dodge bonus when in no armour and carrying no more than a light load* Medium Armour Proficiency +1 to Natural Armour† Heavy Armour Proficiency +1 to Natural Armour Shield Proficiency +1 Dodge bonus when in no armour and carrying no more than a light load* Tower Shield Proficiency +1 to Natural Armour * A creature that possesses either the Light Armour or Shield Proficiency replacement feature, gains an additional +1 Dodge bonus (when in no armour and carrying no more than a light load) for every 5 HD. This ability does not stack with itself if a creature possesses both. † A creature that takes possesses Medium Armour Proficiency replacement feature, gains an additional +1 to Natural Armour for every 5 HD. * If the creature already possesses Natural Dodge, it gains Improved Natural Dodge Augmented Natural Defence [General]: Prerequisite: Abberation, Animal, Dragon, Magic Beast type, Natural Dodge Benefit: Your natural armour bonus improves by +1. You gain an additonal +1 to Natural Armour for every 5 HD. Special: You mat select this feat more than once. Each additonal time you select it, you gain an additional +1 to Natural Armour. Natural Dodge [General]: Prerequisite: Abberation, Animal, Dragon, Magic Beast type Benefit: You gain a +1 Dodge bonus to Armour Class when wearing no armour or carrying a light load. If you lose your Dexterity bonus to AC, you lose any dodge bonuses. This bonus rises by +1 for every 5 HD you posses. Special: The feat may be taken more than once. Each additional time it is selected, you gain an additional +1 Dodge bonus. Martial Natural Weapon Proficency [General]: Prerequisite: None Benefit: The creature chooses which order it which to make it’s Natural Weapon attacks, treating the first such Natural weapon attack type as primary (i.e full attack bonus and the creature’s full strength bonus), and all subsequent natural weapons as secondary (reduced attack bonus and half the strength bonus). No more than one type of Natural weapon may be treated as primary in any given round. If the creature makes only a single attack with one natural weapon in a round, it can use one-and-a-half times it’s Strength bonus to damage. Normal: A creature has a set natural weapon attack sequence, and cannot change which weapon is it’s primary. Unless it possesses only a single natural weapon, it gets only one times it’s Strength bonus to it’s primary weapon and half to the others. Natural Dual Strike [General]: Prerequisite: Int 3, BAB +6, two of the same Natural Weapons (e.g, two Claw attacks) Benefit: As a Standard Action, you can make a melee attack with both of your natural weapons. You make one attack roll for both attacks at a penalty of –4. Each strike deals its normal damage. Damage Reduction and other resistances apply seperately against each weapon strike. Special: Precision or bonus damage (i.e. sneak attack or a Gagana’s Stoop) only applies to the first hit. If you score a critical hit it applies to the first strike only. Special: A flying creature may make a Dual Strike attack as part of a Dive charge (or a Gagana’s Stoop). Edit: Corrected HD in tables from D8 to D10 like it should be...d'oh! Edit: Corrected Stoop, removed FP from sblocks (added link to Yaba's thread instead!) Edit: Updated stat blocks with changes so far; most important change is compressing levels down to HD/ECL for both. Edit: Reworked Gryphon abilities to scale with ECL 2 Gagana. I realise +4 Str, +2 Con is a lot at level 1, but remember that the Gryphon can't get as much out of this as humanoid could; it can't use a two-handed weapon to maximise PA and it's still got D4/D8 attacks. While at it, added the ability to use 1.5 Str with Martial Natural Weapon if the creature makes only a single attack with one natural weapon that round. Edit: Added bonus feats to Gryphon at 1st, 3rd, 5th and 7th level (and the relevant list). Added Natural Dual Strike feat desciption. Pumped Laser Breath so it gets +D6 every time you'd get another attack and made it +1.5 Con to damage rather than +Con. Edit: Tweaked skills slightly; modified replacement feats and attendant feats, seeing as I am going for nonhumanoids being strong in the AC area (perversely!) Edit: Added Cusith progression below (post 28) as it is waaay too big to put in here! |
| Kresalak01-30-07, 12:10 PM | I am immediatly bothered by how they only get 2 HD in 4 levels. This means you're using Savage Species, and so the only thing I can suggest is to completely scrap what you've written. Give me the writeups for the monsters and I can turn them into classes. |
| aotrscommander01-30-07, 12:24 PM | I am immediatly bothered by how they only get 2 HD in 4 levels. This means you're using Savage Species, and so the only thing I can suggest is to completely scrap what you've written. Give me the writeups for the monsters and I can turn them into classes. You've hit my own worries precisely on the head! Actually, I'm not using Savage Species, since I don't have it and have never read it! I'm going entirely off the monster classes in Planar Handbook and Libris Mortis (I and feel those are a little weak) and my own gut instinct. Out of all the races I've done so far, it's these two that bother me most. My Dragons are simply cak-hard anyway (even starting as Tiny), Cusith have druid-level casting ability and both those two don't have any 'empty' ECL levels. My Unicorns have a few more spell-likes, but they are still fairly light on the HD/ECL ratio. Of course my inital 'LA' estimates were based on Griffon and Unicorn cohort LA, which is probably higher than a PC LA... For the actual monster stats, you mean the stat block for an 'average' creature? Or the set of 'final' abilities I first decided upon, before I broke them down into the class levels? (The latter is the bit in the ECL 4 and ECL 10 species traits sblocks). |
| ZombieDragon01-30-07, 12:27 PM | The idea of monster progressions is to try to balance the starting creature/player at a LA of 0 at 1st level. The really good qualities should come at the top of the progression tree. Large creatures should start at medium and gain size later. Dead hit dice levels are tough also, better to lower the hit die and give them at every level. After a quick review of your, I noticed your giving too much to start and bottom loading the trees, more so in the case of the gryphon. The gagana, the natural attacks are too strong for first level. Either reduce their die and scale it up over the levels, or remove the claws and give them later in the progression, probably 4th. Because that is 3 attacks it can get off at 1st, which is overpowering. Start the DR at 2nd and scale it like 2, 4, 8. Size start at medium hit large at 4th Gryphon The starting stats are unbalanced. Remove the +2 to str and add it around 4th. Again all the natural attacks at 1st are unbalancing, give one. Rake and pounce at 1st ? Move them both up the tree. Size start at medium hit large around 5th. |
| aotrscommander01-30-07, 12:59 PM | The idea of monster progressions is to try to balance the starting creature/player at a LA of 0 at 1st level. The really good qualities should come at the top of the progression tree. Large creatures should start at medium and gain size later. Dead hit dice levels are tough also, better to lower the hit die and give them at every level. I don't think that size on it's own is important; the ability bonuses from size I figured into the racial adjustments, Str being the most important one. The stat bonuses as stated sort of include the benefits of being Large (at 'top' level), so I don't think the actual size is really too much of an issue. However, your comment on dead hit dice levels had two effects: Up until now, I have been taking monster progression (i.e Magic Beast) and ramping it up and trying to create a gesault race/class progression. Perhaps I should shed some of the shackles of said 'monster' levels and make a more class-like progression (I had though about this the other day, things like adding Sneak Attack to the Gagana) rather than try to build a Magic Beast Plus class? And I just realised the HD in both tables are wrong! Magical beast have D10 HD - and I have got that in their stats everywhere else! The gagana, the natural attacks are too strong for first level. Gah! Yes, looking at it, it's a bit daft that Gagana start with better natural weapons than Gryphons anyway! Oops! I'll drop the dice type. All you other comments are noted and appriciated! I'll update the HD immediately, but I'll leave the other changes for the immeditate moment (trying to do about seventeen thing at once!) Edit: spelling correctly not being one of them... |
| Kresalak01-30-07, 01:11 PM | For the actual monster stats, you mean the stat block for an 'average' creature? Or the set of 'final' abilities I first decided upon, before I broke them down into the class levels? (The latter is the bit in the ECL 4 and ECL 10 species traits sblocks). Ah, I didn't notice that SBlock. Lemee see this without the feature points stuff... • Magic Beast Type • +4 Str, +6 Dex, +2 Int, -2 Cha • Large: -1 AC, -1 on attack rolls, -4 on Hide, +4 on Grapple, lifting and carrying capacity limits are double those of Medium creatures. • Space/Reach: 10’/5’ • Base Speed 20’; Fly 100’ (Good) • Low-Light Vision (but not Darkvision) • +4 racial bonus on Spot and Listen • +2 Natural Armour • Damage Reduction 8/Slashing or Piercing • Natural Weapons: Two Claws (D8+Str) and one Gore1 (D10+ ½Str) • Special Attacks (see above): Stoop • Lack of Manipulation: • Lack of equipment slots: All but 2 ring and amulet slots; cannot use weapons/armour Alright, first, the Stoop ability is completely useless. Flying creatures can already make Dive attacks that deal double damage. So this ability, literally, does nothing. Overall, I would have no problems allowing this as a 3rd level character. So give it three Magical Beast Hit Die and all that entails, and you're fine. Instead of ever being a spellcaster and losing 3 levels off of its class abilities (assuming you use classes that get worthwhile class abilities), you get resistance against bludgeoning damage, some stat bonuses, flight, natural armor, and natural weapons. However, you can't use any good equipment and never get to manipulate items. |
| Grand Theft Otto01-30-07, 01:24 PM | You've hit my own worries precisely on the head! Actually, I'm not using Savage Species, since I don't have it and have never read it! I'm going entirely off the monster classes in Planar Handbook and Libris Mortis (I and feel those are a little weak) and my own gut instinct. Savage Species is undoubtably the WORST book published by WOTC. Its creators stated that they designed the monster classes to be sub-par to what players handbook races could do in order to.... get this... make monster PC's rare. So.. a book that helps players make monster characters design goal is... to not have them play said characters? The stupidity of this design is so dense that even light cant escape it. I'll comment on the race mechanics in a second. The pounce ability for Gryphons is just too much at first level. Their damage potential on a charge is simply incredible. I'd suggest moving it to 3rd level or so. I understand why they cant use weapons and armor, but why not barding? Also, their magic item slot limitations should probably be more in line with what dragons can wear. Headbands, anklets (for boots), etc arent out of the question. The dex reduction for fine manipulation purposes just seems goofy. I'd assign a flat penalty, like a -4 (same as their hide penalty). I have a dragon PC in my current game, and thats what we use for her checks. DC 10 Dex check to pick up anything 3 sizes smaller, +3 for each category below that. |
| aotrscommander01-30-07, 01:30 PM | Ah, I didn't notice that SBlock. Lemee see this without the feature points stuff... Yes, actually, I think maye be I'll edit out the Feature points, or at least make them less obvious... Alright, first, the Stoop ability is completely useless. Flying creatures can already make Dive attacks that deal double damage. So this ability, literally, does nothing. Wuh? Gaah! How in the heck did I miss that!? *Bangs head on wall* Stoop originally was a huge whacking great paragraph of rules which basically let you add extra D6 to a dive attack every umpteen (+10D6 at flat out). Which was not only a bit too powerful at bottom level, but also overly complicated. So I simplified it. Apparently too much! So, replace "double damage" with "triple damage!" Guh. Overall, I would have no problems allowing this as a 3rd level character. So give it three Magical Beast Hit Die and all that entails, and you're fine. Instead of ever being a spellcaster and losing 3 levels off of its class abilities (assuming you use classes that get worthwhile class abilities), you get resistance against bludgeoning damage, some stat bonuses, flight, natural armor, and natural weapons. However, you can't use any good equipment and never get to manipulate items. Do you mean ECL 3 (compressing said abilities to 3HD) or 3 HD in ECL 4? |
| aotrscommander01-30-07, 01:58 PM | Savage Species is undoubtably the WORST book published by WOTC. Its creators stated that they designed the monster classes to be sub-par to what players handbook races could do in order to.... get this... make monster PC's rare. So.. a book that helps players make monster characters design goal is... to not have them play said characters? The stupidity of this design is so dense that even light cant escape it. I see. I was not aware for that. That, as they say, explains everything... The pounce ability for Gryphons is just too much at first level. Their damage potential on a charge is simply incredible. I'd suggest moving it to 3rd level or so. Point taken. I understand why they cant use weapons and armor, but why not barding? Also, their magic item slot limitations should probably be more in line with what dragons can wear. Headbands, anklets (for boots), etc arent out of the question. This comes out of a long discussion from another thread, the upshot of which is there is no mechanical reason they can't. In fact, barding is worse than armour (you can fly in medium or heavy armour so long as it's still a light load, but you can't fly in mediu or heavier barding. Go figure!) However, obviously nonhumanoids struggle to a) make it, b) put it on and c) I didn't like the thought of simply dozens of nonhumanoids tromping around in armour. Aside from a rare few, or course! The other gear line was really only for the feature points and I removed it. I guess now only things like cloaks, boots and/or gaunlets (except speically made) and belts (maybe) are out. The dex reduction for fine manipulation purposes just seems goofy. I'd assign a flat penalty, like a -4 (same as their hide penalty). I have a dragon PC in my current game, and thats what we use for her checks. DC 10 Dex check to pick up anything 3 sizes smaller, +3 for each category below that. Good thought. I may well implement that shortly. The original rules was a reduction so as not to put low-Dex creatures on 1 or less, but I think your rules are better! Edit: One other point on Stoop; it allows you to make a Standard action at the end, not juts an attack! (I have created a feat that's the natural weapon equivilent of Duel Strike which synergises with Stoop in mind!) |
| Kresalak01-30-07, 02:46 PM | Wuh? Gaah! How in the heck did I miss that!? *Bangs head on wall* Stoop originally was a huge whacking great paragraph of rules which basically let you add extra D6 to a dive attack every umpteen (+10D6 at flat out). Which was not only a bit too powerful at bottom level, but also overly complicated. So I simplified it. Apparently too much! So, replace "double damage" with "triple damage!" Guh. So they basically get to use a Lance and have Spirited Charge for free. Only they can't PA for -1/+2, so they're not even as good as a lancer with a horse and Spirited Charge. This means the ability really isn't a problem at all, and could honestly be fine at ECL 1 or 2. And yes, I mean compressing everything into 3 levels and giving them three HD. Hell, I'd consider 2, but you'd really need to playtest it to find out the exact proper number. |
| aotrscommander01-30-07, 03:07 PM | So they basically get to use a Lance and have Spirited Charge for free. Only they can't PA for -1/+2, so they're not even as good as a lancer with a horse and Spirited Charge. This means the ability really isn't a problem at all, and could honestly be fine at ECL 1 or 2. And yes, I mean compressing everything into 3 levels and giving them three HD. Hell, I'd consider 2, but you'd really need to playtest it to find out the exact proper number. Done (and Gryphon reduced to 7 HD). I'm a little wary of piling every Gagana ability into just 2 HD though... It comes out something like this: Level/ Hit Fort Ref Will Skill ECL Dice BAB Save Save Save Points Special 1st 1D10 +1 +2 +2 +0 (2+Int mod) x 4 +2 Str, +2 Dex, +2 Int, -2 Cha, Fly 50' (Average), Claw D4, Gore D6, Feat, DR 4/Slashing or Piercing, +1 Natural Armour,+2 racial bonus on Spot and Listen, Low-Light Vision, Stoop, Lack of Manipulation 2nd 2D10 +2 +3 +3 +0 2+Int mod +2 Str, +4 Dex, Claw D8, Gore D10, Feat, DR 8/Slashing or Piercing, +1 Natural Armour, +4 Racial to Spot and Listen, Fly 100’ (Good) Which seems a bit much for 2nd level, yes? |
| Kresalak01-30-07, 03:09 PM | That's exactly why you need to playtest it. It really depends on this-is a standard, nonclassed Gagana CR 1 or 2? |
| aotrscommander01-30-07, 03:25 PM | That's exactly why you need to playtest it. It really depends on this-is a standard, nonclassed Gagana CR 1 or 2? In the above example, a 2 HD Gagana should be ECL 2 and therefore theoretically CR 2 like a 'normal' race+Class combination. |
| Kresalak01-30-07, 07:23 PM | However, we don't actually know that it would be. Then again, WotC has published things like the Mineral Warrior which are nearly as good as the Gagana and only LA/CR +1, so it's a bit difficult to tell. Oh, and here's a neat thing about what you've done with them. They can fly, but they can't use missile weapons-so they have to swoop down and attack people, negating the whole auto-win aspect of flight. |
| aotrscommander01-30-07, 08:13 PM | However, we don't actually know that it would be. Then again, WotC has published things like the Mineral Warrior which are nearly as good as the Gagana and only LA/CR +1, so it's a bit difficult to tell. Like I said, should be. At least my design intent was to make it on a par with normal character's ECL. (I think actually, the reason Gagana are 2HD, not three was because 2 is the recommended minimum HD for large creatures as Gagana are only a little bigger than medium.) I'll have a think about dropping them to 2HD rather than 3. Actually, the lower the ECL, the more likely I am to get folks playing them, so... Oh, and here's a neat thing about what you've done with them. They can fly, but they can't use missile weapons-so they have to swoop down and attack people, negating the whole auto-win aspect of flight. Well, apart from the two racial feats anyway...(Though to be fair, for the more potent Laser Breath, a 13 Cha is a significant investment for a -2 modifer.) However, pretty much everybody who can will have a back-up ranged weapon on Dreemaenhyll. I have long since learned the hard way what happens when humanoids don't have back-up ranged weapons. As a matter of course, virtually every PC or NPC I create has a back-up ranged weapon, even if it's just a couple of daggers. And of course, there's those ruddy great Gryphons and Dragons flapping around and spoiling your day! I think, though, maybe the Griffon needs some more 'class' features if it's going to stay at 7HD/ECL 7 (which I think it should). Maybe some bonus feats? |
| Kresalak01-30-07, 08:24 PM | I think the class replacement stuff is fine. Natural armor might be better, because Armor bonuses go away with Touch attacks just as Natural ones do, and Dodge bonuses stay but go away when you're flat-footed. Now then, the feats.. Racial Feat: Steel Feathers: Prerequisite: Gagana, first level only, Con 13+ Benefit: The Gagana develops metal in the feathers, changing it’s colour from black to steel-grey. This grants a +4 Armour bonus to AC. The additional weight (+30%) reduces the Gagana’s speed (both land and flying) as if it were wearing medium armour and it’s manuverability by one catergory. It gains an Armour Check Penalty of –3. These penalties cannot be removed, as they are part of the Gagana’s phyiscal form (save perhaps by plucking the Gagana). However, the Gagana does not suffer the penalties from sleeping in armour for the same reason, nor does it have an Arcane Spell Failure chance or a maximum Dexterity bonus. Ok, first, you don't state how much the speed is reduced by. And by +30%, you mean the Gagana weighs 130% as much as normal, correct? A Gagana with Steel Feathers can send a shower of razor-edged feather blades with a sweep of it’s wings. It can do this even while flying. It can use this attack once per day for every 5 HD/Levels. This is a line 20’ wide and high and up to Short range (25’+5’/2 lvls) long, dealing 2D6+ D6 per 2 HD slashing and piercing damage. This damage scales to the Gagana’s size. Anything within in area of effect can make a Reflex save of DC 10+ ½ HD + Gagana’s Constitution modifier for half damage. You do not explain what "scales to ... size" means. This ability is also a little weak. You get it at most 4/day, and it does at best 12d6, which is really bad. 1d6/level would be better. As an attack action, the Gagana may flick a single razor-edged feather (D6+Str slashing and piercing damage) with 50’ range increments. The threat range is 19-20. This is treated as a thrown manufactured weapon attack, thus; the Gagana can make additional attacks based on BAB or use two-weapon fighting or rapid shot etc. They are treated as ammunition for enhancement purposes and as a Dart for any weapon-related prerequisites. There is no effective limit to the number of times the Gagana can do this per day. I think that this should get Str to damage, since you're throwing it yourself. Possibly 1/2 Str, if you think that's too good. Racial Feat: Laser Breath (Su): Prerequisite: Gagana, Con 13+, Cha 13+ Benefit: As a Standard action, the Gagana can breath a blast of laser energy. This is a ranged touch attack with 100’ range increments. The attack deals 2D6 + Gagana’s Constitution modifier Light damage. The Gagana can use this power at will. This power is treated as a ranged spell for the purposes of feats. Special: A Gagana fighter may select this feat as one of it’s bonus feats. 2d6+Con isn't very much at all; certainly not worth a feat, even if it's at-will. |
| aotrscommander01-30-07, 09:46 PM | I think the class replacement stuff is fine. Natural armor might be better, because Armor bonuses go away with Touch attacks just as Natural ones do, and Dodge bonuses stay but go away when you're flat-footed. Cool. Now then, the feats.. Ok, first, you don't state how much the speed is reduced by. Reduced to 15' Fly 70' as for medium/heavy armour.I think when I wrote it originally I never bothered t check the DMG... And by +30%, you mean the Gagana weighs 130% as much as normal, correct?. Yep. Whacking great metal feathers do not for a floaty light Gagana make... You do not explain what "scales to ... size" means. Simply that the damage increases or decreases if the Gagan gains grown or shrunk like a normal weapon. I figured it was worth specifically stating. This ability is also a little weak. You get it at most 4/day, and it does at best 12d6, which is really bad. 1d6/level would be better. I was erring on the side of caution. Having now seen some of the hertiage and racial-type feats, I don't think D6/HD woudl be so bad. Maybe D4/HD if we're being conservative. It is a pretty big area, after all. I think that this should get Str to damage, since you're throwing it yourself. Possibly 1/2 Str, if you think that's too good. You do..."As an attack action, the Gagana may flick a single razor-edged feather (D6+Str slashing and piercing damage) with 50’ range increments." 2d6+Con isn't very much at all; certainly not worth a feat, even if it's at-will. It's no more damage or range than a (composite) Large Long bow, granted. Except it's energy damage and a ranged touch. No SR, no save. I did wonder about making it an attack action, but I wasn't sure if that would be too much. (And again, I was erring on the side of caution. ) Thinking about it, though, seeing as they're not going to get magic ammo or magic bows, a full attack/rapid shot capability etc wouldn't be too bad. Especially for a ranged touch energy attack! I mean at about level 1-5ish it pisses on Eldritch Blast already. Plus, I also have a feat that is designed to up the damage of this sort of attack; +D6 that you can take a few times (though that also helps warlocks too!) |
| Kresalak01-31-07, 08:09 AM | As for the Gryphon, it looks like it would be fine at ECL 4 or 5, depending on where you decide to place the Gargana. If ECL 2, then 4, and if 3, then 5. And I think I confused Steel Feathers with the shower of feathers ability when I said it needed Str. Shower of feathers is fine without it, though; I simply got confused. So scales to size means that if you make them Huge by some means, the attack does 3d6? 4d6 at Gargantuan, 6d6 Colossal, etc.? |
| aotrscommander01-31-07, 10:06 AM | So scales to size means that if you make them Huge by some means, the attack does 3d6? 4d6 at Gargantuan, 6d6 Colossal, etc.? *Goes back and reads own feat* Hmm. I think the comment of scale might be for the 'thrown' portion rather than the area effect (sometimes where I revise things - and most of this stuff has been revised periodically - I don't write what I thought I've written). Trying to scale a level-based damage could get messy. If what I meant was the area effect, what I probably meant was each D6 of the attack should be scaled (so a Huge Gagana would deal 2D8 + D8/2HD, a Gargantuan 4D6 + 2D6/2Hd and a Collosal 6D6 + 3d6/2HD). But that seems a bit fiddly. However, it might be better to say the damage remains the same but the area scales (width equals 2 x Space) and make the save Str-based not Con based. That represents the act that while a Gagana that's bigger can chuck the feathers harder (higher Ref save) and individual abstract feather are larger, the density in the area is less. Conversly a smaller Gagana can't throw as hard, but because it has a higher density, it does pretty much the same damage. This has the advantage it's just simpler to handle. What about adding to Stoop a fly-by effect (so the Gagana can dive, make a standard action attack and then whoosh past)? I think I'll go with a 2 ECL progression for the Gagana, rather than ECL 3, as that's more in line with what I originally intended. I'm a bit wary of giving them DR 4 at level one but it does only affect bludgeoning attacks; plus, I think I'd be better off making them overpowered to start with (as it'll be easier to balance humans up to thier level with gear in the short term). Edit: Even more so, since of course the won't even get alturnate class features/armour proficiency (etc) until level 3 (unless they spend their one and only first feat on Light Armour Proficiency). As for the Gryphon, it looks like it would be fine at ECL 4 or 5, depending on where you decide to place the Gargana. If ECL 2, then 4, and if 3, then 5. I think I'd rather the Gryphon be a powered-up to ECL 7, rather than dropped; simply for no other reason that it's in line with the stats of the MM Griffon in terms of HD etc. Frankly, at the moment though, the Gryphon's not even up to fighter standards quite yet. I think maybe a bonus fighter feat every 2nd level might be worht adding (so +3 feats on top of what it has now). Or maybe at 1st and odd levels (+4 feats)? I just realised that probably both races could really use Survival on their class skills anyway; maybe Knowledge Nature for both. |
| Kresalak01-31-07, 10:22 AM | The fly by effect could be covered by taking the Fly-by Attack feat; state that, if the Gargana has Fly-by Attack, it may use it in conjunction with Swoop. |
| aotrscommander01-31-07, 10:37 AM | The fly by effect could be covered by taking the Fly-by Attack feat; state that, if the Gargana has Fly-by Attack, it may use it in conjunction with Swoop. Done. |
| aotrscommander02-05-07, 09:18 AM | Had a break in time at last! I think the Gagana seem pretty balanced now: they get a high DR at level one (admittedly, only against blunt weapons), have a great fly speed, natural weapons and a special attack. But they are kind of fragile, though; at Dex 18, they have a max AC of 14 at level 1 before feats, and 18 at level 2. Last thing I did was tweak Laser Breath. It now gains +D6 approximately every time you'd get a secondary attack (every 6 points of BAB to be exact), maxing up to 5D6. Combined with my Augment Blast feat (which basically adds +D6 at +6 BAB and can be taken multiple times at +12 BAB, +18, +24 etc), it tops out at 8D6. By comparion a 20th level Warlock's Eldritch tops out at 9D6 (+2D6 from Augment Blast which they also qualify for!). Added a list of bonus feast to the Gryphon at 1st, 3rd, 5th and 7th level. It bugs me a little they might be a tad undergunned still (since their AC will be very low until at least level 8; starting at max 14, 15 at 2nd, 16 at 3rd and 18 at 5th and up, sans feats). But this should at least make them passing reasonable. (I'm half-inclined to give them one every level, actually). |
| aotrscommander02-08-07, 08:09 AM | Last bump... |
| Grizzled Gryphon03-22-07, 08:58 PM | Wow, these guys are pretty cool. I like the Gagana. But, as my name implies, I REALLY like the gryphon!! LOL. As for the feats per level, I agree with that. They are fairly weak without something like that. Unless you decide that some people have decided to make equipment for them. While I don't know the background of your world, I would imagine that if these guys are part of the military, then someone would want their "soldiers" properly outfitted. So, to help bring them up to par, per se, maybe there is some equipment for them? I certainly can see enterprising casters wanting to get in on the nitch market of magic items for the "heroes" of the last war. If I was playing one, I would think a dancing Lance would be a pretty cool thing to have. Or a dancing sheild. But, there are many items that could easily be adjusted slightly to fit a Gryphon or Gagana. Just out of curiosity, why wouldn't the apparently warlike Gryphons be apposed to being a Warmage? Sure, they don't normally wear armor, but that is hardly the defining feature of the Warmage. If they played such a huge part in the war, then it only stands to reason that being a flying creature with a huge array of blasting spells would be very interesting. I would have suspected that would have been a more prevalent class for them then Sorcerer, in fact. This would be even more of a reason for the Gagana to be one, too. |
| aotrscommander03-26-07, 07:20 AM | Wow, these guys are pretty cool. I like the Gagana. Out of all the creatures I've concocted up so far, the Gagana are my second favorite! (The top slot goes to the Cusith - dog-like disease Fey; maybe I'll post 'em up some day.) But, as my name implies, I REALLY like the gryphon!! LOL. As for the feats per level, I agree with that. They are fairly weak without something like that. Unless you decide that some people have decided to make equipment for them. While I don't know the background of your world, I would imagine that if these guys are part of the military, then someone would want their "soldiers" properly outfitted. So, to help bring them up to par, per se, maybe there is some equipment for them? I certainly can see enterprising casters wanting to get in on the nitch market of magic items for the "heroes" of the last war. If I was playing one, I would think a dancing Lance would be a pretty cool thing to have. Or a dancing sheild. But, there are many items that could easily be adjusted slightly to fit a Gryphon or Gagana. Just out of curiosity, why wouldn't the apparently warlike Gryphons be apposed to being a Warmage? Sure, they don't normally wear armor, but that is hardly the defining feature of the Warmage. If they played such a huge part in the war, then it only stands to reason that being a flying creature with a huge array of blasting spells would be very interesting. I would have suspected that would have been a more prevalent class for them then Sorcerer, in fact. This would be even more of a reason for the Gagana to be one, too. Equipment is still being worked on. Thanks to the recent article on animal companions, the amount fo gear the nonhumanoids can actually have has been sorted. Pretty much they can use more-or-less the same range of kit as humanoids; but with a few exceptions (like rings and amulets) it has to be specially for that body type. Gryphons and Gagana might be able to share 'boots' or the equivlient thereof, but a Unicorn wouldn't. As to armour, the monstrous have a choice. They can either take their class replacement features or have armour proficiency (if they multiclass, they could even take both). However, armour requires they have somebody else fit it on to them (like the rules for barding), so it's less common. As for Gryphon Warmages, there are a number, they are just less common than Sorcerers. Which is still more than the number of Gryphon Clerics or Monks (and the latter of course, have a good synergy with monstrous classes, better than Warmages or sorcerers, actually!). The main reason is that Warmages don't gain that much over sorcerers, once you take armoured casting out of the equation (all told). Especially once you figure in your starting on a solid fighter base. But mainly of course, Warmages require consdierable training, and Gryphons are not the best at taking regimented instruction! Gagana Warmages are of course rare since they are Cha-based casters. And Gagana - both mechanically and by bloodline - suck at Cha-based casting. However, their over-developed brains lend themselves so much better to psionics. And in general, psions make as good if not better blasters than Warmages or blaster sorcerers. The Gagana will be getting there first test run in a couple of weeks as NPCs and the Unicorn class (a similar progression, not disimilar to the MM Unicorn over 4 HD/levels) will be as a PC. Ironically, I think the Unicorn ended up way-over the top! Following Kresalak's adivce, I simply dropped all the non-HD levels and compressed 8 ECL into four. Now having seen a Unicorn PC, I think I may have over done it just a tad! (I think I'll have to set them to a 6HD progression, rather than 4 or 4+4'LA' levels): I may well post them up after the play test and I make any revisions. |
| Grizzled Gryphon03-27-07, 08:27 PM | I have to admit, I based my liking of the Gagana on the fluff, and didn't pay a whole ot of attention to the attribute modifiers. So, I didn't notice the -2 to Cha. My bad. I have went back and re-read it, and you are of course right; Gagana Warmages would, indeed, be exceedingly rare. I am a little confused about something, though. If the training of the Warmage is more than the average Gryphon wants to invest in, then how is the training of a Monk OK for them? As I see it from the descriptions of the training for each class, the Monks training takes most of a lifetime of training, while the Warmage's go to an Acadamy, or College, for a few years at most. I don't mean to poke holes in your ideas, but that one was a little odd to me. I don't know that the Armored Mage aspect of the Warmage is all that great a feature of the class, to be honest with you. I think that the Warmage Edge is a much more useful aspect of the class. I have played many Warmages, and had even more players play the class. None of them have ever relied on the armor they can wear for much of anything. But, they have surely out blasted all other casters in any of the games I have run/played in. Of course, there is the real problem with the Warmage; that is pretty much all they can do. If blasting it doesn't solve the problem, then they have little else to do. That all being said, I fully agree with on about the Sorcerer being the better idea as a caster class for the gryphon. Much more resourceful then a Warmage, in almost all respects. Yeah, the Warmage can throw more damage spells, but not by enough to matter. The vesratility of the Sorcerer far outweighs the benefits the Warmage has to offer. Most people, myself included, play the Warmage for one simple reason: you don't have to pick spells. In other words, simplicity. I do have to admit, though, that the idea of a Gryphon screaming out of the air and doing a flurry of blows on someone is impressive. Do you adjust the rules so a Gryphon can use it's claws with its Monk attacks? Just curious, as a Monk attacks with an unarmed strike, not natural weapons. I tend to allow such things on a case by case basis. For example, I would allow a Gryphon to not only use its natural attacks for such combat, but I would allow its unarmed strike to scale up with the claw damage as a base, if it is more. I would also change it to slashing damage, of course. Well, I think I have tied up enough of this threads space with my ramblings, so I will let you go back to the great work you are doing. |
| aotrscommander03-28-07, 06:35 AM | I do have to admit, though, that the idea of a Gryphon screaming out of the air and doing a flurry of blows on someone is impressive. Do you adjust the rules so a Gryphon can use it's claws with its Monk attacks? Just curious, as a Monk attacks with an unarmed strike, not natural weapons. I tend to allow such things on a case by case basis. For example, I would allow a Gryphon to not only use its natural attacks for such combat, but I would allow its unarmed strike to scale up with the claw damage as a base, if it is more. I would also change it to slashing damage, of course. Monks just synergise well with nonhumanoids (since neither uses weapons or goes in for much armour). Granted Gryphons don't get so much out of it with their Wisdom penalty. However, it's also worth noting I don't think I've really looked at the flavour again since I modified the class replacement features. With scaling AC bonuses, Monk isn't the only real choice for higher level. Hang-on...if I actually read my own fluff, it says Gryphons don't usually make good Monks because of their lack of focus. Okay, so we don't actually have a whole in the fluff! Gagana, on the other hand do have lots of Monks! (You probably mixed the two.) I must admit, I just have an image of a Gagana, balaced on one leg, wings spread out in what could only be called a 'crane' stance...awesome! Hmm...or maybe do 'hand'seals (ala Naruto) with their wings...Damn, I love my Gagana! Natural weapons don't get used as unarmed attacks; but that just means a Gagana Monk (for example) is using their unarmed attacks in the form wing smacks, kicks and any other over-the-top awesome martial arts stuff you can cook up. (Balance on one foot and spinning wingslam for the win! Or flying Xena-style kick-flurry! W00t!) You can, of course, use your natural weapons on top of a flurry anyway (plus the size bonus to damage doesn't hurt!) You might want to take Verastile Unarmed Strike too, just for the flavour! Well, I think I have tied up enough of this threads space with my ramblings, so I will let you go back to the great work you are doing. Nah, rambling is good; keeps the thread going doesn't it? While I'm here, I haven't got round to fixing Unicorns yet, but what the hey, I'll whack the Cusith up! |
| aotrscommander03-28-07, 07:48 AM | CUSITH Dread bearers of plague and despair, Cusith are the harbingers of ill-fortune. Cusith were formed in the same manner as the Nymphs and Fey, by the excess divine energy. They are the paragons of sickness, plague and disease. A Cusith is a skeletally-thin fox-like creature about the size of a small sheep. Not usually more than about four and a half feet long, they weigh about 60 lbs. Their fur is a foetid green, darkening down their legs until at their paws it is black. They have glowing, pupiless orange eyes. Cusith are very intelligent. Many are found in the service of the Dark Lord, and they are often seen with, or even leading, bands of Undead. Their main fault is a tendency to cowardice. If things start to go wrong, a Cusith is most likely to break and flee rather than fight on. Cusith typically speak the language of the locale they live; in reasonably educated Cusith often speak Kulobrak and Linundin. Cusith are actually quite garrulous creatures. They are prone to immobilising victims with their spells and then carefully explaining their entire plan at length to savour their victory, before dispatching them. As can be imagined, this can and does frequently backfire – but often the Cusith lives to flee another day. Cusith are picky eaters, preferring to eat rotted meat, and they store away victims (or prey) somewhere to get nice and putrid before eating it. If forced to eat fresh meat (or worse, non-meat foodstuffs) they will usually complain to anyone within earshot. (Your atypical Cusith is epitomised in the following image. Imagine a large green fox like-creature sitting on it's haunches on a tree stump, looking at you and smirking. That's a Cusith down to a tee!) Combat Cusith are not strong combatants. They rely on their large array of deliberating magics to weaken and dispatch a foe. They only close to use their bite as a last resort, if cornered. Most Cusith will flee if seriously threatened. Characters Cusith typically concentrate on their own powers, augmenting their already formidable prowess. After Cusith class, the most common classes tend to be Cleric, Dread Necromancer, Necromancer, Rogue, Scout or Warlock. Level/ Hit Fort Ref Will Skill ECL Dice BAB Save Save Save Points Special 1st 1D10 +1 +2 +2 +0 (2+Int mod) x 4 Bite (D6) 2nd 2D10 +2 +3 +3 +0 2+Int mod +2 Con, +2 Wis, +1 Natural Armour, Trip, Scent, Track, Base Speed 40’ 3rd 3D10 +3 +3 +3 +1 2+Int mod +2 Dex, Rotting Breath, +1 Natural Armour 4th 4D10 +4 +4 +4 +1 2+Int mod +2 Wis, +2 Cha, +1 Natural Armour, Immunity to Disease, Base Speed 50’ 5th 5D10 +5 +4 +4 +1 2+Int mod +2 Dex, +1 Natural Armour, Toxic Fumes Once a Cusith reaches ECL 5 (5HD), it may choose to start multiclassing into other character classes, or it may choose to advance as a Magic Beast. In the latter case, it gains an increase in it’s Spellcaster class level in addition to the usual benefits of a Magic Beast class level (skills, BAB, saves etc.). Level/ Hit Fort Ref Will Skill ECL Dice BAB Save Save Save Points Special +1 +1D10 +1 +1 /2 lvls +1 /2 lvls +1/ 3 lvls (2+Int mod) x 4 +1 - Species Traits as of level 1: • Magic Beast Type • Fey Subtype: Cusith are considered Fey for all effects which specifically effect Fey. • +2 Dex, +4 Int • Small Quadruped: +1 AC, +1 on attack rolls, +4 on Hide, -4 on Grapple, lifting and carrying capacity limits the same as those of Medium creatures. • Base Speed 30’ • Darkvision 60’, Low-Light Vision • +2 Natural Armour. • Natural Weapons: One Bite (D6) • Class skills are Concentration, Hide, Knowledge (Any), Listen, Move Silently, Spellcraft, Spot • +8 save verses non-magical disease. • Eschew Materials as a bonus Feat • Lack of Manipulation: Because of their lack of hands, having only paws, Cusith cannot use objects easily. They suffer an effective –8 penalty to their Dexterity when attempting any tasks that requires fine manipulation (most craft skills, picking a lock, etc). This is in addition to any penalties for equipment of the wrong size. To pick up and manipulate an object of three size categories smaller than them requires DC 10 Dexterity check (each round when doing anything more than holding it). The DC rises by +3 for each size category smaller the object is. Common Classes:1 Advanced Cusith, Cleric, Dread Necromancer, Necromancer, Rogue, Scout, Warlock Rare Classes: None Trip (Ex): On a bite hit, the Cusith can make a trip attempt as a free action without provoking an attack of opportunity. If it loses, the foe cannot react to trip the Cusith. Rotting Breath (Su): The Cusith vomits forth a stream of roiling, sickly green-white liquid energy that erodes anything it touches. The stream is a 60’ range ranged touch attack. Anything stuck by the blast takes 4D6 Acid damage (including objects). The Cusith may breath once every D4 rounds, regardless of which breath weapon is used. Starting at 9th Cusith level, and every 3 Cusith levels thereafter, the Cusith’s Rotting Breath deals an additional D6 damage. Immune to Disease (Ex): Cusiths are the embodiment of disease and so are immune to all diseases, even supernatural diseases. Toxic Fumes (Su): The Cusith exhales a cloud of sickly yellow-white vapours. The effect covers a 30’ long, 5’ wide line. All creatures within take D3 Strength and D3 Dexterity damage and are Sickened until the ability damage is completely healed. A Fort save (DC 10+ ½HD +Constitution modifier) negates both the ability damage and the sickening. The Cusith may breath once every D4 rounds, regardless of which breath weapon is used. Spells: Cusith cast Natural (divine) spells from the Cusith spell list. Wisdom is their key ability. Their Mana pool (or their amount of spells per day) and caster level is equal to a Druid’s of their Cusith HD. They otherwise cast spells as Druid. (Note, they have neither alignment restictions on the type of spells they can cast nor the druid oaths which prevent armour being worn.) • Magic Beast Type • Fey Subtype: Cusith are considered Fey for all effects which specifically effect Fey. • +6 Dex, +2 Con, +4 Int, +4 Wis, +2 Cha. Cusith are not strong, but are agile and highly intelligent and cunning. • Small Quadruped: +1 AC, +1 on attack rolls, +4 on Hide, -4 on Grapple, lifting and carrying capacity limits the same as those of Medium creatures. • Base Speed 50’. • Low-Light Vision and Darkvision 60’ • Scent • Racial Hit Dice: 5 levels of Magic Beast, providing 5D10 HD, BAB +5, Fort +4, Ref +4, Will +1, and +1 Ability point • Racial Skills: A Cusith’s Magic Beast levels give it 8 x (2+ Int mod) skills. Class skills are Concentration, Hide, Knowledge (Arcana), Knowledge (Religion), Listen, Move Silently, Spellcraft, Spot • Racial Feats: A Cusith’s Magic Beast levels give it 2 Feats. • +6 Natural Armour: Cusith are tougher than the appear. • Natural Weapons: One Bite (D6) • Special Attacks (see above): Rotting Breath, Trip, Toxic Fumes • Immune to Disease: Cusith are the embodiment of disease and so are immune to all diseases, even supernatural diseases. • Eschew Materials and Track as bonus Feats. • Lack of Manipulation: Because of their lack of hands, having only paws, Cusith cannot use objects easily. They suffer an effective –8 penalty to their Dexterity when attempting any tasks that requires fine manipulation (most craft skills, picking a lock, etc). This is in addition to any penalties for equipment of the wrong size. To pick up and manipulate an object of three size categories smaller than them requires DC 10 Dexterity check (each round when doing anything more than holding it). The DC rises by +3 for each size category smaller the object is. Spells: Cusith cast Natural (divine) spells from the Cusith spell list. Wisdom is their key ability. Their Mana pool (or their amount of spells per day) and caster level is equal to a Druid’s of their Cusith HD. Note that spells with a namein brackets thereafter are simply renamed (the page reference is for the name in the brackets.) 0-level Cusith Spells (Cantrips) Acid Splash: CR1 p196 Bleeding Disease: R&R p54 Daze: CR1 p217 Detect Magic: CR1 p219 Detect Poison: CR1 p219 Flare: CR1 p232 Ghost CR1 p235 Light: CR1 p248 No Light: BVD p100 Preserve Organ: BVD p101 Slash Tongue: BVD p103 Sneeze: R&R,p114 Sonic Snap: SpC p195 Steal Sleep: R&R p116 Stick: SpC p206 Touch of Fatigue: CR1 p294 1st-level Cusith Spells Acid Spittle: R&R p47 Angry Ache: BVD p85 Backbiter: SpC p23 Bane: CR1 p203 Bestow Wound: BVD p85 Blood Wind: SpC p33 Breath Flare: SpC p38 Breath of the Jungle: SpC p39 Buzzing Bee: SpC p41 Camouflage: SpC p43 Cause Fear: CR1 p208 Chameleon Skin: R&R p57 Charm Animal: CR1 p208 Charm Person: CR1 p209 Cloudburst: SpC p49 Colour Spray: CR1 p210 Command: CR1 p211 Comprehend Languages: CR1 p212 Confusion, Lesser: CR1 p212 Deathwatch: CR1 p217 Delay Disease: SpC p63 Dispel Ward: SpC p67 Distort Speech : SpC p69 Distract : SpC p69 Distract Assailant: SwiftSpC p69 Doom: CR1 p225 Ebon Eyes: SpC p77 Empathic Resonance: (M-riel’s Empathic Resonance) R&R p90 Enhance Toxin: (Sethris’ Potency) R&R p107 Enrage Animal: SpC p82 Entangle: CR1 p227 Faerie Fire: CR1 p229 Fiery Eyes: Cm Arc p106 Flash: R&R p73 Glue: R&R p76 Grease: CR1 p237 Grim Feast: R&R p79 Heartache: BVD p97 Hypnotism: CR1 p242 Incite: SpC p121 Inhibit: SpC p123 Karmic Aura: Cm Mge p108 Longstrider: CR1 p249 Low Light Vision: SpC p134 Luminous Gaze: SpC p135 Magic Fang: CR1 p250 Moon Lust: SpC p143 Necrotic AwarenessF: Lib Mort p67 Obscuring Mist: CR1 p258 Prevarication’s Bounty: R&R p98 Quiet Contemplation: (S-mar’s Quiet Contemplation) R&R p106 Rabbit Feet: R&R p99 Ray of Clumsiness: SpC p166 Ray of Enfeeblement: CR1 p269 Remove Scent: SpC p173 Resinous Tar: Cm Mge p115 Shock and Awe: SpC p189 Silvered Claws: BXD p107 Sleep: CR1 p280 Slow Burn: SpC p192 Slow Consumption: BVD p103 Sorrow: BVD p104 Spell Flower: SpC p198 Spirit Worm: SpC p202 Stupor: BVD p106 Targeting Ray: SpC p219 Tongue of Demons: (Tongue of Baalzebul) BVD p107 Tongue Tendrils: BVD p107 True Casting:Cm Mge p121 True Strike: CR1 p296 Vision of Heaven: BXD p111 Wall of Smoke: SpC p235 Winter Chill:SpC p241 2nd-level Cusith Spells Addiction: BVD p84 Align Fang: SpC p9 Animal Trance: CR1 p198 Arcane Turmoil: Cm Mge p96 Assassin’s Senses: R&R p50 Baleful Transposition: SpC p23 Binding Winds: SpC p27 Black Karma Curse: PHB2p103 Blackrot: Cm Mge p96 Blaze of Light: HoB p125 Blinding Spittle: SpC p32 Blindness/Deafness: CR1 p206 Body Blades: SpC p35 Boiling Blood: Cm Mge p97 Boneblast: (Undead or Cusith component) BVD p86 Bothersome Babble: Cm Mge p97 Briar Web: SpC p39 Camouflage, Mass: SpC p43 Cat’s Grace: CR1 p208 Caterwaul: Cm Mge p98 Chain of Eyes: SpC p45 Chill in the Bones: (Cold Snap) R&R p59 Circle of Nausea: BVD p88 Cloud of Bewilderment: SpC p48 Countermoon: SpC p53 Curse of Ill fortune: SpC p56 Curse of Impending Blades: SpC p56 Dance of Ruin: BVD p90 Darkness: CR1 p216 Daze Monster: CR1 p217 Death Knell: CR1 p217 Decomposition: SpC p61 Delay Poison: CR1 p217 Delusions of Grandeur: SpC p63 Desiccating Bubble: SpC p63 Dispelling Touch: PHB2p110 Dissonant Chant: SpC p69 Distracting Ray: SpC p69 Earthbind: SpC p76 Enthrall: CR1 p227 Escalating Enfeeblement: Cm Mge p103 Fog Cloud: CR1 p232 Fox’s Cunning: CR1 p233 Frost Breath: SpC p100 Fumble: (Enkili’s Luck) R&R p71 Ghoul Touch: CR1 p235 Glitterdust: CR1 p236 Grave Mist: (Kelgore’s Grave Mist) PHB2p116 Gust of Wind: CR1 p238 Healing Sting: SpC p110 Heartfire: SpC p112 Hideous Laughter: (Tasha’s Hideous Laughter) CR1 p292 Hold Animal: CR1 p241 Hold Person: CR1 p241 Holy CaressM: (Lastil’s Caress) BXD p102 Hunter’s Stalk: R&R p84 Hypnotic Pattern: CR1 p242 Increase Virulence: PHB2p115 Infernal Wound: SpC p122 Intoxicate: R&R p86 Ironthunder Horn: SpC p126 Kelp Strand: SpC p128 Luminous Swarm: Cm Mge p110 Malevolent Miasma: SpC p137 Mark of the Outcast: SpC p138 Mindless Rage: SpC p142 Miscast Curse: (Enkili’s Prank) R&R p71 Misdirection: CR1 p254 Necrotic CystF: Lib Mort p68 Necrotic ScryingF: Lib Mort p69 Owl’s Wisdom: CR1 p259 Phantasmal Assailants: SpC p154 Phantom FoeM: SpC p156 Phantom’s Howl: R&R p96 Protection from Negative Energy: SpC p163 Protection from Positive Energy: SpC p163 Pyrotechnics: CR1 p267 Rainbow BeamF: SpC p165 Ray of Sickness: SpC p167 Ray of Stupidity: SpC p170 Ray of the Python: PHB2p122 Ray of Weakness: SpC p168 Razorfangs: SpC p168 Rebuke: SpC p170 Remove Addition: BXD p105 Remove Paralysis: CR1 p271 Rend the Sovereign Soul: R&R p100 Resist Energy: CR1 p272 Rune of Darkness: R&R p103 Saltray: SpC p179 Sap Strength: BVD p103 Scare: CR1 p274 Shadow Spray: p186 Shadows: (Gloom) R&R p76 Shatter: CR1 p278 Shroud of Undeath: SpC p189 Silence: CR1 p279 Slapping Hand: SpC p191 Slow Consumption: BVD p103 Smother: R&R p114 Snake’s Swiftness: SpC p193 Soften Earth and Stone: CR1 p280 Sound Burst:CR1 p281 Spawn Screen: SpC p197 Spectral Hand: CR1 p282 Spider Climb: CR1 p283 Splinterbolt: SpC p203 Sting Ray: SpC p206 Stolen Breath: SpC p207 Summon Swarm: CR1 p289 Tiger’s Tooth: SpC p221 Touch of Idiocy:CR1 p294 Torrent of Tears: Cm Mge p119 Touch of Rage: R&R p122 Trip Vine: HoB p128 Veil of Shadow: SpC p228 Vertigo: PHB2p127 Wall of Gloom: SpC p233 Warp Wood: CR1 p300 Wave of Grief: SpC p236 Web: CR1 p301 Winter’s Embrace: SpC p241 Wither Limb: BVD p110 Wolf’s Cry: R&R p125 Wracking Touch: SpC p243 3rd-level Cusith Spells Affliction: BXD p89 Align Fang, Mass: SpC p9 Animate Shadow: R&R p48 Awaken Sin: SpC p21 Bands of Steel: SpC p24 Battlemagic Perception: HoB p125 Bestow Curse: CR1 p203 Blacklight: SpC p30 Bloodstorm: R&R p54 Capricious Zephyr: SpC p43 Caustic Smoke: Cm Mge p98 Cat’s Grace, Extended: (New Spell) Chain of Eyes: SpC p45 Circle of Nausea: BVD p88 Clutch of Demons: (Clutch of Orcus) SpC p49 Cone of Dimness: SpC p50 Contagion: CR1 p213 Contagious Fog: SpC p52 Creaking Cacophony: SpC p55 Cruel Disappointment: BVD p89 Crumble: SpC p56 Curse of Arrow Attraction: PHB2p109 Curse of Impending Blades, Mass: SpC p57 Curse of Terror: R&R p61 Curse of the Putrid Husk: BVD p89 Darkfire: SpC p59 Deep Slumber: CR1 p217 Deeper Darkness: CR1 p217 Dehydrate: SpC p62 Demon Dirge: SpC p63 Devil’s Eye: BVD p92 Diminish Plants: CR1 p221 Dire Charm: (New Spell) Dispel Magic: CR1 p223 Dominate Animal: R1 p224 Doom Scarabs: PHB2p110 Downdraft: SpC p72 Dread Word: BVD p93 Eagle’s Splendour, Extended: (New Spell) Energy Vulnerability: PHB2p112 Evil Eye: BVD p94 Exile from Nature: (Denev’s Exile from Nature) R&R p65 False Gravity: SpC p87 Flashburst: SpC p95 Flesh Ripper: (Undead or fiend component) BVD p96 Forestfold: SpC p98 Fox’s Cunning, Extended: (New Spell) Freeze: (New Spell) Gas Cloud: R&R p75 Great Thunderclap: SpC p107 Halt Undead: CR1 p238 Halt: Immediate. PHB2p114 Heatstroke: SpC p113 Hesitate: Immediate. PHB2p114 Hypothermia: SpC p118 Imperative Ambulation: (Otto’s Imperative Ambulation) Cm Mge p112 Infestation of Maggots: SpC p123 Invisibility Purge: CR1 p245 Iron Storm: R&R p87 Jagged Tooth: SpC p126 Junglerazer: SpC p127 Karmic Backlash: Cm Mge p109 Know Opponent: SpC p129 Know Vulnerabilities: SpC p129 Listening Ringworm: R&R p89 Magic Fang, Greater: CR1 p250 Magnetism: Cm Arc p114 Manaspear:R&R p91 Mesmerizing Gaze: SpC p140 Mind Poison: SpC p141 Miser’s Envy: SpC p142 Mystic Lash: MoF p109 Nauseating Breath: SpC p146 Necrotic BloatF: Lib Mort p67 NondetectionM: CR1 p257 Obscure Object: CR1 p258 Owl’s Wisdom, Extended: (New Spell) Pall of Twilight: Cm Mge p113 Phantasmal Strangler: Cm Mge p113 Poison: CR1 p262 Prickling Torment: Cm Mge p113 Protection from Energy: CR1 p266 Quench: CR1 p267 Ray of Dizziness: SpC p166 Ray of Exhaustion: CR1 p269 Reality Blind: BVD p101 Refreshment: BXD p105 Rejuvenative Corpse: SpC p172 Remove Blindness/Deafness: CR1 p270 Remove Curse: CR1 p270 Resist Energy, Mass: SpC p174 Reverse Arrows: SpC p175 Rust Ray: SpC p178 Scattering Trap: PHB2p123 Shadow Binding: SpC p182 Shadow Strike: R&R p110 Shadow Touch: R&R p110 Shrivelling: (Disease or Cusith component) BVD p103 Sleet Storm: CR1 p280 Slow: CR1 p280 Snake’s Swiftness, Mass: SpC p193 Sonorous Hum: SpC p196 Spell Vulnerability: SpC p200 Spellcaster’s Bane: Cm Mge p117 Spider Poison: SpC p201 Spiderskin: SpC p202 Spike Growth: CR1 p283 Spiritjaws: SpC p202 Stinking Cloud: CR1 p284 Stony Grasp: SpC p209 Suggestion:CR1 p285 Suppress Breath Weapon: SpC p216 Suppress Glyph: SpC p216 Suspended SilenceM: SpC p216 Thorn Throw: R&R p119 Tongues: CR1 p294 Torment: (Chardun’s Torments) R&R p58 Touch of the Eel: R&R p121 Toxic Tongue: Cm Mge p120 Transmute Water to Blood: SH p37 Tremor: SpC p223 Unbuckle: R&R p122 Unluck: SpC p227 Vampiric Touch: CR1 p298 Vertigo Field: PHB2p128 Vipergout: SpC p230 Wall of Chains: BVD p108 Wall of Hornets: R&R p124 Wall of Light: SpC p234 Wind Wall: CR1 p302 Wounding: (Vangal’s Wounding) R&R p123 4th-level Cusith Spells Asphyxiate: (New Spell) Assay Spell Resistance: SpC p17 Backlash: SpC p23 Baleful Blink: PHB2p102 Bleakness: PHB2p104 Blight: CR1 p206 Blinding Breath: SpC p31 Blistering Radiance:SpC p33 BloodstarF: SpC p34 Burning Blood: SpC p40 Call of Stone: PHB2p105 Caustic Mire: Cm Mge p98 Charm Monster: CR1 p209 Compass Curse: SH p32 Condemned: R&R p59 Confusion: CR1 p212 Consumptive Field: SpC p51 Contagion: CR1 p213 Contagious Touch: SpC p52 Contingent Energy Resistance: SpC p52 Corporeal Instability: Transform SpC p53 Crushing Despair: CR1 p215 Crushing Grip: PHB2p109 Damning Darkness: BVD p89 Dancing Chains: BVD p90 Defenestrating SphereF: SpC p62 Dimensional Anchor: CR1 p221 Dispelling Screen: SpC p67 Distort Summons: BVD p92 Early Twilight: HoB p126 Enervation: CR1 p226 Fear: CR1 p229 Finger of Agony: Cm Mge p104 Freedom of Movement: CR1 p233 Geas, Lesser: CR1 p235 Giant Vermin: CR1 p235 Globe of Invulnerability, CR1 p236 Gluttony: R&R p77 Grim Revenge: (Undead component) BVD p97 Heart Ripper: SpC p111 Hell’s Power: BVD p97 Hypothermia: SpC p118 Horrid Sickness: Cm Mge p108 Know Vulnerabilities: SpC p129 Langour: SpC p130 Liquid Pain: BVD p98 Magic Fang, Superior: SpC p136 Magnetic Curse: (New Spell) Make Manifest: SpC p137 Malevolent Whisper: (Vecna’s Malevolent Whisper) Cm Mge p122 Metal Melt: SpC p140 Miasma of Entropy: SpC p141 Moon Bolt: SpC p143 Murderous Mist: SpC p145 Necrotic DominationF: Lib Mort p68 Phantasmal Killer: Fearsome CR1 p260 Poison Vines: SpC p161 Poison: CR1 p262 Psychic Poison: BVD p101 Rainbow Pattern: CR1 p268 Ray Deflection: SpC p166 Ray of Deanimation: SpC p166 Rebuke, Greater: SpC p170 Rebuking Breath: Swift. Your SpC p170 Recitation: SpC p170 Reincarnate: CR1 p270 Remove Curse: CR1 p270 Remove Fatigue: BXD p105 Remove Resistance: R&R p100 Rusting Grasp: CR1 p273 Scramble Portal: SpC p181 Sensory Depravation: SpC p182 Shape Reef: SH p34 Sharptooth: SpC p187 Slashing Dispel: PHB2p125 Solid Fog: CR1 p281 Spell Enhancer: SpC p198 Spell Immunity: CR1 p282 Spell Vulnerability: SpC p200 Spike Stones: CR1 p288 Starvation: SpC p206 Stifle Spell: PHB2p126 Stop Heart: BVD p106 Strife: R&R p53 Stubborn Persistence: Spend a move action to always have 1 hit point for 1 round/ level. (Fiend, Soul or Undead component)(New Spell) Sudden Stalagmite: SpC p213 Translocation Trick: SpC p222 Touch of Years: Cm Mge p120 Verminplague: R&R p124 Vortex of Teeth: SpC p232 Wall of Deadly Chains: BVD p108 Wall of Sand: SpC p234 Wall of Water: SpC p235 Water to PoisonM:Com Arc p129 Water’s Embrace: R&R p124 Wingbind: SpC p240 Wood Rot: SpC p241 Wrack: SpC p243 5th-level Cusith Spells Baleful Polymorph: CR1 p202 Blight: CR1 p206 Blistering Radiance: SpC p33 Blood Creepers: PHB2p104 Breath Weapon Substitution: SpC p39 Charnel Fire: BVD p87 Cloudkill: CR1 p210 Command, Greater: CR1 p211 Condemnation: PHB2 p107 Contagion, Mass: SpC p51 Contingent Energy Resistance: SpC p52 Crawling Darkness: SpC p55 Creeping Darkness: Com Arc p102 Cryptwarden’s Grasp: Cm Mge p100 Curse of Ill-Fortune, Mass: SpC p56 Curtain of Darkness: R&R p61 Cyclonic Blast: SpC p57 Dimension Shuffle: PHB2p110 Dire Hunger: SpC p65 Dismissal: CR1 p222 Dispelling Breath: SpC p67 Discordant Malediction: Cm Mge p102 Dominate Person: CR1 p224 Doomtide: SpC p70 Doomwail: R&R p69 Duelward: SpC p74 Endless Slumber: Cm Mge p103 Ethereal Breath: SpC p84 False Sending: BVD p95 Feeblemind: CR1 p229 Fever Dream: Cm Mge p104 Fireward: SpC p94 Freeze Solid: (Freeze) SpC p99 Friend to Foe: PHB2 p114 Gutroot: R&R p80 Heartclutch: (Disease component) BVD p97 Hold Monster: CR1 p241 Imprison Possessor: BVD p98 Incite Riot: PHB2 p115 Incorporeal Nova: SpC p121 Inferno: SpC p123 Insect Plague: CR1 p244 Ironguard, Lesser: SpC p125 Jungle’s Rapture: SpC p128 Mana Flux: PHB2 p119 Memory Rot: SpC p140 Mind Fog: CR1 p253 Necrotic BurstF: Lib Mort p67 Nethergaze: R&R p95 Night’s Caress: SpC p147 Nightmare: CR1 p257 Pillar of Attraction/Repulsion: R&R p96 Prying Eyes: CR1 p266 Reciprocal Gyre: SpC p170 Refusal: SpC p171 ScryingF: CR1 p274 Shroud of Flame: SpC p189 Slay Living: CR1 p280 Spell Matrix, LesserF: SpC p199 Spell Resistance: CR1 p282 Sphere of Air: The SH p37 Spiritwall: SpC p203 Stunning Breath: SpC p211 True SeeingM: CR1 p296 Vulnerability: SpC p232 Wall of Dispel Magic: SpC p233 Wall of Ooze: BVD p109 Wall of Stone: CR1 p299 Waves of Fatigue: CR1 p301 6th-level Cusith Spells Acid Fog, Aquatic: SH p31 Acid Fog: CR1 p196 Animate Objects: CR1 p199 Antilife Shell: CR1 p199 Antimagic Field: CR1 p200 Aura of Terror: SpC p18 Banishment: CR1 p203 Barghest’s FeastM:SpC p24 Blood Sirocco: SpC p33 Cat’s Grace, Mass: CR1 p208 Circle of DeathM: CR1 p213 Declaration of Death: R&R p65 Disintegrate: CR1 p222 Dispel Magic, Greater: CR1 p223 Dream Casting: SpC p73 Drown: SpC p74 Eagle’s Splendour, Mass: CR1 p225 Energy Immunity: SpC p80 Enveloping Cocoon: SpC p83 Extract Water Elemental: SpC p86 Eyebite: CR1 p228 Flesh to Stone: CR1 p232 Fleshshiver: SpC p95 Fox’s Cunning, Mass: CR1 p233 Freezing Fog: SpC p99 Geas/Quest: CR1 p234 Ghost Trap: SpC p103 Ghoul Gauntlet: SpC p104 Globe of Invulnerability: CR1 p236 Howling ChainF: SpC p116 Hungry Gizzard: SpC p117 Illusory Pit: SpC p120 Imperious Glare: SpC p120 Impotent Possessor: BVD p98 Karmic Retribution: Swift. Cm Mge p109 Make Manifest, Mass: SpC p137 Miasma: SpC p141 Mislead: CR1 p255 Necrotic EruptionF: Lib Mort p69 Ooze Puppet: SpC p150 Opalescent Glare: SpC p150 Overwhelm: PHB2p120 Owl’s Wisdom, Mass: CR1 p259 Pass the Years: R&R p95 Phantasmal Disorientation: SpC p155 Pox: BVD p101 Ray of Entropy: SpC p167 Ray of Light: SpC p167 Rejection: SpC p172 Repel Wood: CR1 p271 Repulsion: CR1 p271 Reverse Illusion: R&R p101 Sacrificial Heart: R&R p106 Sarcophagus of Stone: SpC p180 Shadow Smash: R&R p109 Shadowy Grappler: SpC p186 Slow, Greater: (New Spell) Snare Astral Traveller: BVD p104 Spectral Touch: SpC p197 Spell Inhibitor: R&R p118 Spider Plague: SpC p201 Stone to Flesh: CR1 p285 Stonehold: SpC p209 Suggestion, Mass: As CR1 p285 Thunder Field: PHB2p126 Tunnel Swallow: SpC p225 Undeath to DeathM: CR1 p297 Wages of SinA: BXD p111 Wall of IronM: CR1 p299 Word of Recall: CR1 p303 7th-level Cusith Spells Amber SarcophagusM: BXD p90 Animate Breath: Your SpC p11 Antimagic RayM: SpC p14 Avasculate: SpC p19 Awaken UndeadX: SpC p21 Bestow Curse, Greater: SpC p27 Blood to Water: SpC p33 Choking Cobwebs: Cm Mge p99 Consumptive Field, Greater: SpC p51 Creeping Doom: CR1 p215 Dagger Swarm: (Daggers of Vaul) R&R p61 DestructionF: CR1 p218 Dispelling Screen, Greater: SpC p67 Energy Absorbtion: Cm Mge p103 Energy Ebb: SpC p80 Energy Immunity: SpC p80 Ethereal Jaunt: CR1 p227 Evil Glare: SpC p85 Fiendish Clarity: BVD p95 Finger of Death: Kills one subject. CR1 p230 Freeze, Mass: (New Spell) Freezing Curse: R&R p74 Glass Strike: SpC p106 Hiss of Sleep: SpC p114 Hold Person, Mass: CR1 p241 Ice Claw: SpC p118 Imprison Soul: BVD p98 Insanity: CR1 p244 IronguardF: SpC p125 Kiss of the VampireM: SpC p128 Necrotic Curse: Cm Mge p111 Necrotic TumorF: Lib Mort p69 Pestilence: (Disease or Cusith component) BVD p100 Plague: PHB2p121 Power Word Blind: CR1 p263 Prismatic Eye: SpC p161 Prismatic Spray:CR1 p264 Pulse of Hate: PHB2p122 Radiant Assault: SpC p164 Rain of RosesM: BXD p105 Rebuke, Final: SpC p170 Resonating Agony: Cm Mge p115 Retributive Enervation: Cm Mge p116 Reverse Gravity: CR1 p277 Righteous Glare: BXD p105 Scrying, Greater: CR1 p275 Sever: R&R p108 SimulacrumM X: CR1 p279 Slime Wave: SpC p192 Solipsism: SpC p194 Soulstrike: R&R p115 Spell MatrixF: SpC p199 Spell Resistance, Mass: As SpC p199 Spell Turning: CR1 p282 Stun Ray: SpC p211 Sunbeam: CR1 p289 Swamp Lung: SpC p216 Sword of Darkness: SpC p217 Symphonic NightmareM: SpC p218 Tomb of LightM: BXD p110 Transfix: SpC p222 Transmute Flesh to Shadow: R&R p121 Wall of Eyes: BVD p108 Waves of Exhaustion: CR1 p301 Whirlwind of Teeth: BVD p110 Withering Palm: SpC p241 Wretched Blight: BVD p110 8th-level Cusith Spells Antipathy: CR1 p200 Avascular Mass: SpC p19 Befoul: BVD p85 BindingM:CR1 p204 Blackfire: SpC p29 Blackflame: R&R p53 Bodak Birth: BVD p86 Bodak’s GlareF: SpC p34 Chain Dispel: PHB2p105 Charm Monster, Mass: CR1 p209 Cloak of ChaosF: CR1 p210 Deadfall: SpC p59 Demand: CR1 p217 Dimensional Lock: CR1 p221 Field of Icy Razors[SUP]F[SUP]: SpC p90 Flensing: SpC p95 Ghostform: SpC p103 Gutwrench: (Undead or Cusith component) BVD p97 Heat Drain: SpC p112 Horrid Wilting: CR1 p242 Irresistible Dance: (Otto’s Irresistible Dance) CR1 p259 Last Judgement: BXD p102 Leech Field: R&R p88 Maddening Whispers: SpC p135 Maze: CR1 p252 Mysterious Redirection: Cm Mge p111 Necrotic EmpowermentF: Lib Mort p68 Polymorph Any Object: CR1 p263 Power Word Stun: CR1 p263 Prismatic Wall: CR1 p264 Protection from SpellsM F: CR1 p266 Prying Eyes, Greater: CR1 p267 Red Tide: SpC p170 Repel Metal or Stone: CR1 p271 Scintillating Pattern: CR1 p274 Shadow Storm: R&R p109 Shadow Twin: R&R p111 Spell Immunity, Greater: CR1 p282 Stunning Breath, Greater: SpC p211 Sunburst: CR1 p261 Trap the SoulM F: CR1 p295 Veil of Undeath: SpC p229 Wall of Greater Dispel Magic: SpC p234 Word of Power: All within twice reach take D6 damage/2 levels.(New Spell) Wrathful Castigation: SpC p243 9th-level Cusith Spells Absolute Zero: Freezes creatures or objects into solid ice, which may shatter. (New Spell) Absorption: SpC p6 Awaken ConstructX: SpC p21 Black Blade of Disaster: SpC p29 Blinding GloryM: BXD p92 Bone Spirit: Gorbling spirit automatically inflicts D4 damage/level. (New Spell) Breath Weapon Admixture: SpC p39 Cast in Stone: SpC p43 Despoil: BVD p92 Detonate: PHB2p109 Dominate Monster: CR1 p224 Drown, Mass: SpC p74 Energy Drain: CR1 p226 Enervating Breath: SpC p82 Eternal Darkness: Subject takes D8 shadow damage/level, my be blinded and deafened. (New Spell) Freedom: CR1 p233 Grand Disjunction: (Mordenkainen’s Disjunction) CR1 p255 Hold Monster, Mass: CR1 p241 Implosion: CR1 p243 Imprisonment: CR1 p244 Incapacitate: R&R p85 Internal Fire: Com Arc p112 Magic Miasma: SpC p137 Maw of Chaos: SpC p140 Necrotic Termination[SUP]F X[SUP]: Lib Mort p69 Power Word Kill: CR1 p263 Prismatic Sphere: CR1 p264 Rain of Black TulipsM: BXD p104 Reality Maelstrom: SpC p168 Reaving Dispel: SpC p169 ShapechangeF: CR1 p277 Shatter Soul: R&R p112 Soul BindF: CR1 p281 Spell Matrix, Greater: SpC p199 Sphere of Ultimate Destruction: SpC p200 Spread of Savagery: BVD p105 SympathyM: CR1 p292 Time Stop: CR1 p294 Transmute Rock to Lava: SpC p222 True Domination: SpC p224 Tsunami: SpC p225 Two Minds: R&R p121 Unbinding: SpC p225 Utterdark: BVD p108 Vile DeathM X: SpC p229 Wail of the Banshee: CR1 p298 Weird: CR1 p301 Were-Doom: BVD p109 CR1 Player’s Handbook 3.5 CR1 v3 Player’s Handbook 3.0 SpC Spell Compendium Spells Spells Document Cm Adv Complete Adventurer Cm Arc Complete Arcane Cm Div Complete Divine Cm War Complete Warrior Cm Mge Complete Mage Lib Mort Libris Mortis BXD Book of Exalted Deeds BVD Book of Vile Darkness HoB Heroes of Battle PHB2 Player’s Handbook 2 Plr Hbk Planar Handbook R&R Relics and Rituals MoF Magic of Faerun SH Seafarer’s Handbook MoP Manual of the Plains D&D Deities and Demigods Drac Draconomicon A Abstinence component F Focus component M Material component of high GP value S Sacrifice component X XP component We told you it was big... 1Since the OP, I have removed all multiclassing restrictions, rendering favoured class an irrelevance. Instead Common and Rare classes indicate the species preferences and the relevant bits of fluff text are now mostly just fluff. It's now more of a guideline for species flavour than a mechanical element. |