Looking for multi-headed monster races for multivoice feat

Post/Author/DateTimePost
#1

j2.504

Jul 08, 2010 21:07:00
I'm looking for multiple headed monster races (and other options) for use with the multivoice feat.

The multivoice feat allows you to cast more spells or spell like abilities every round, if you have multiple heads.  I'm thinking of toying with this a bit, perhaps to throw something a little different at the players, but also for potential future character builds.

Beasts/abberations/etc. are all good, and even animals or plants potentially.

A few that come to mind off the top of my head:
Chimera
Ettin
Hydra

Low level creatures are particularly needed.

One other train of thought... is there a graft, or some other symbiote of some kind that could grant you a second head under the character's control?

All brainstorming welcome.
#2

death_isthe_begining

Jul 08, 2010 21:36:24
Multi-Headed Creature template from Savage Species lets you pick the number of heads you want for an increasingly higher LA. Use two or three heads and you should be able to buy it off with the LA buyoff.
#3

widow

Jul 08, 2010 22:54:14
No sharn love yet, it comes with 3 built in heads and a whole lot of other goodness for 4HD+5 LA.  Although I do like to put an extra head on a sharn since it gives its 9 arms perfect two weapon fighting for free.  Not as good as the original sharn though, since I dont think the update gives additional spell casting for extra hd like the original.
#4

tshern

Jul 09, 2010 1:10:55
No sharn love yet, it comes with 3 built in heads and a whole lot of other goodness for 4HD+5 LA.  Although I do like to put an extra head on a sharn since it gives its 9 arms perfect two weapon fighting for free.  Not as good as the original sharn though, since I dont think the update gives additional spell casting for extra hd like the original.


Yes it does, but only for one class at a time. That's why you have the Mystic Theurge.
#5

widow

Jul 09, 2010 8:13:47
No sharn love yet, it comes with 3 built in heads and a whole lot of other goodness for 4HD+5 LA.  Although I do like to put an extra head on a sharn since it gives its 9 arms perfect two weapon fighting for free.  Not as good as the original sharn though, since I dont think the update gives additional spell casting for extra hd like the original.


Yes it does, but only for one class at a time. That's why you have the Mystic Theurge.



Ah, it is good that stuck around, I missed it in the new write up in Empire of shadow.  One extra head with the multiheaded template would put you at:

6HD+7 LA  or you could go with lots of head 12HD+8LA.  It is not really worth it if you want to be a spell casters, but really funny as a ginsu.
#6

j2.504

Jul 09, 2010 15:35:42

Thanks for the tips so far.

Anyone know of any grafts/deformities/symbiotes, etc. that could accomplish the same thing?  (Perhaps even prestige classes like Alienest or something).

One (actually two) of the builds I'm considering is a character to play from level one up.  The character does not need to start with two heads (but can), and the second head can be added at a later time.  The character will likely have tainted scholar in the mix, so the second head is not beyond comprehension for this character type.

So, besides generic 2 headed races, etc., I'm also looking for low level solutions or solutions that can be applied (like a template/graft/deformity) after the fact without majorly adjusting the LA.

(All solutions are welcome, because I have various uses for this).  For example, it might be fun when the characters come into contact with a BBEG that looks like a typical multi-headed beast/race, but then it turns out they're also a very potent spellcaster (in part due to the multivoice feat).

#7

widow

Jul 11, 2010 21:38:20

The sharn is much worse if you are using it as a Monster encounter.

Base CR is 8, advance up 8 HD (+2 CR for aberrations) to huge size (+1 CR).

This sets you at a CR of 11 with sorc and favored soul caster progression of 10.

Add 10 heads (up to 11 is allowed for huge size), which increases the CR by +5 to 16.

Now that adds 20 HD and pushes your caster level up to 20 for both classes.  Also the templates and the just how the sharn works results in +20 Con, +28 Int, +28 Wis, +28 Cha from the HD increase before modes for changing sizes.

You take it further if you want to give the sharn the other worldly feat granting it outsider statis (+2 additional CR since outsiders only get 2HD per CR and it would start with the feat before advancing it to huge).

Final Stats 26 Str, 18 Dex, Con 40, Int 52, Wis 52, Cha 54
36 Weapon attacks a round with 13 bite attacks.

Techniquely, this will not pass the play test round for determining CR, but it fits by the numbers.

For player characters, you might be able to monkey around with the symbiotic creature template + multiheaded (DM will not like you).  For symbiotic you merge any two animals, humanoids, plant, or vermin together (you can mix and match).  You end up with the hosts HD and a +1 LA.  Multiheaded only changes animals creature type, so apply that template to the guest creature granting it two heads.  The extra HD and LA it gets does not matter.  Then merge the two, the resulting creature can use either creatures abilities.  You can even drop multiheaded if you wish, just symbiotic creature will end up with two heads.  Another option might be to mix in incarnate construct, incarnate a war forged granting a humanoid base (with no abilities) with 1 HD and a -2LA.  After the merge, the -2 LA should cancel out the +1 from symbiotic (although you dont get to keep the other -1, so add another acquired template in if you desire).  Very cheesy, but it works.

#8

j2.504

Jul 12, 2010 15:15:54

Both the multiheaded template, and the Symbiotic creature template are just what I'm looking for (for lower level play).

The warforged thing is a definite possibility as well.

I'll have to look more closely at the symbiotic creature template to see if it would work with the multivoice feat.


Thanks for the ideas.  This will open my options quite a bit.

#9

dead_weasel

Jul 14, 2010 4:34:15
I think the feat offers a lot more as inspiration than it does on its own; it's got heavy prereqs and has somewhat limited applications (as an example, only half of the bardic music abilities are spell-like; the others are supernatural, and therefore can't be used with the feat). Whereas you could build an adventure site around a Fleshwarper with a fondness to adding heads to creatures. This would let you play with the multi-head theme, but only have to work around the feat when building/running the big bad himself.

Other cantidates:
Tiamat and Demogorgon, or avatars thereof
Swarms (meh; maybe a Master of Flies, Swarmshifter undead, or Verminlord-created Hivemind?)
Constructs/Undead created specifically to highlight the feat
Aberration/Elemental (also meh)

Death Dog; Demon, Klurichir and Myrmyxicus; Rukanyr; Yuan-ti Anathema (Fiend Folio)
Molydeus (Fiendish Codex 1)
Shivhad; Snowcloak (Frostburn)
Ephemera, Dusk Beast (Manual of the Planes)
Gibbering Mouther (MM1)
Fihyr; Jahi; Linnorm, Dread; Chimeric Creature Template (MM2)
Quaraphon; Shrieking Terror; Stonesinger (MM3)
Defacer (MM4)
Skull Lord (MM5)
Dharculus (Planar Handbook)
Sisiutl (Stormwrack)
#10

j2.504

Jul 14, 2010 15:39:30

I think the feat offers a lot more as inspiration than it does on its own; it's got heavy prereqs and has somewhat limited applications (as an example, only half of the bardic music abilities are spell-like; the others are supernatural, and therefore can't be used with the feat). Whereas you could build an adventure site around a Fleshwarper with a fondness to adding heads to creatures. This would let you play with the multi-head theme, but only have to work around the feat when building/running the big bad himself.

Other cantidates:
Tiamat and Demogorgon, or avatars thereof
Swarms (meh; maybe a Master of Flies, Swarmshifter undead, or Verminlord-created Hivemind?)
Constructs/Undead created specifically to highlight the feat
Aberration/Elemental (also meh)

Death Dog; Demon, Klurichir and Myrmyxicus; Rukanyr; Yuan-ti Anathema (Fiend Folio)
Molydeus (Fiendish Codex 1)
Shivhad; Snowcloak (Frostburn)
Ephemera, Dusk Beast (Manual of the Planes)
Gibbering Mouther (MM1)
Fihyr; Jahi; Linnorm, Dread; Chimeric Creature Template (MM2)
Quaraphon; Shrieking Terror; Stonesinger (MM3)
Defacer (MM4)
Skull Lord (MM5)
Dharculus (Planar Handbook)
Sisiutl (Stormwrack)



Excellent list - thank you for that.

Regarding the usefulness of the feat.  In addition to other uses, I plan to use it for some caster builds to allow two standard action spells per round (every round), without having to pay with higher level slots.

Amongst other builds, I'll be using it with a duelest caster type (think wild west gunslinger challenging folks to caster duels to acquire their spells).  The campaign also has sponsored duel casting tournaments of sorts.

I also like the idea of the party running into an overly intelligent Ettin, or some other two headed creature, thinking they're in for a tough melee/ranged fight, only to discover the creature is a caster, and can cast two standard action spells per round, every round, somewhat offsetting his loss of caster levels.

Additionally, I like to think of this feat as the anti-abrupt-jaunt-alternate-class-feature (or some other immediate action defenses).  In other words, if your enemy caster uses the abrupt jaunt immediate action to avoid the effects of your first spell, you immediately slam him with the spell a second time with your second standard action, and he can't avoid it that time.

Or, if your first spell has no effect on the big bad monster, that's okay, you can immediately try a different one before they get to act.

I think it's a worthy action economy type feat.