Conversion of MM3 Race: Nycter

Post/Author/DateTimePost
#1

Laures

Jun 07, 2009 8:30:35
One of my Players wants to play a Nütker (monsters manual 3 (3.5 version) on page 112) in my new campaign.

I don't have any experience with conversions to the 4th edition, so i hope you can help. Here is my Nycter:

---------------------------------------------

Ability Scores: +2 Wisdom; +2 Dexterity
Size: Small
Speed: 5 Squares (overland: 10 Squares flying)
Vision: Darkvision

Languages: Common, Nycter
Skill Bonuses: +2 Perception; +2 Nature

Flighing Hunter: A Nycter can use the Combat Flight Power OR the Hunting cry Power once per encounter.

Combat Flight
Power - Encounter - Movement Action
The Nycter can move up to 8 Squares flying. Only Starting can cause attacks of opportunity.

Hunting cry
Power - Encounter - Minor Action
All Entities in Close Blast 3
Until the end of the Next turn all Entities grant Combat advantage and cant benefit from infisibility or concealment against the nycter.

---------------------------------------------

This version was mostly created after the 4E gnomes and the favored class: druid. Monster levels, feats and save boni are gone together with level adjustment.

but there are still some things left: flying, the blindsense ability and the hunting cry.

unfortunatly there are no flying races in any 4E book. the Hunting cry could become an encounter power (maybe something like Darkfire of Drows). And i really dont know what to do with blindsense.

Greetings,
Laures

EDIT: added powers to deal with flying and cry
#2

drackcove

Jun 07, 2009 11:21:44
Flying races arent hard actually at lvl 1 have a flying encounter power and then allow feats or paragon paths to allow full flight at around mid paragon.

i dont have a mm3 what is a nycter?
#3

Laures

Jun 07, 2009 12:33:45
think of it as a giant humanoid bat.
#4

doneisi

Jun 07, 2009 17:54:27
I would cut dark vision to normal vision (bats have poor eyesight) and add blindsight 5 (may be too powerful), with a feat to increase it to 10. A few abilities that could work also:
Poor eyes: -5 to spot and search perception checks.
Sensitive ears: You are vulnerability 5 thunder, and and +5 to listen perception checks.
#5

drackcove

Jun 07, 2009 22:09:58
I would cut dark vision to normal vision (bats have poor eyesight) and add blindsight 5 (may be too powerful), with a feat to increase it to 10. A few abilities that could work also:
Poor eyes: -5 to spot and search perception checks.
Sensitive ears: You are vulnerability 5 thunder, and and +5 to listen perception checks.

WHAT!!! you have got to be kidding me! no race is supposed to have penalties! EVER!

Keep darkvision, explain fluff wise that the darkvision is from echolocation, give an overland(non-combat) flight speed of 8, and a racial scream encounter power and you have a pc race. Allow feats to increase the overland flightspeed and allow you short bursts of combat flight.
#6

Laures

Jun 08, 2009 9:24:26
i added two powers to deal with flying in combat and the hunting cry. i'm not sure i i create a 1st lvl talent to enable them or if they are part of the race.

currently (and while looking at the Drows) i would make them inherent.
#7

drackcove

Jun 08, 2009 16:34:41
speaking of drow, try making the combat flight and hunting cry like lolth touched, you choose one or the other.