dragonhunterq |
Not yet, but I would probably start with Human or 1/2 orc unbreakable fighter with a template, probably using alchemist mutagen as a base, add in some accelerated healing (double or triple natural) and nominal DR and/or a bonus to strength checks for strength based feats (like not being strangled by a noose).
dragonhunterq |
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"any plan in which you lose your hat...": When wearing a really fancy hat Jaegers gain +1 morale bonus/4HD to diplomacy and intimidate skill checks. If they lose their hat they gain a -1 morale bonus to all charisma based skill checks until a suitable replacement is found. Jaegers can use a fancy hat in place of a banner or standard for feats and abilities, but such bonuses only apply to themselves.
BearsDragon |
Also they get a modified age progression. Old Jaegers don't loose the physical stats they just get smarter. Perhaps one of the effects of the Jaegardraught is immunity to the physical effects of ageing. Actualy in terms of game effects it might be easier to stat the Jaegardraught as a permanent potion, or mutagen. Make Jaeger a template that can only be applied to a willing creature.
Gwaihir Scout |
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First we have to identify what separates a Jäger from an ordinary adventurer.
One of them has a love of fighting, a strange and often bestial appearance, inflated ego, gets fixated on seemingly random people or things, and only respects people skilled at violence. The other is a Jäger.
Serious answer: Most of them are just barbarians, fighters, or rangers with the advanced template, sans INT increase, and a couple of other bonuses like hats giving morale boosts and aging increasing their physical stats in stead of decreasing them. Maybe they get CON to Will saves, too.
BearsDragon |
First we have to identify what separates a Jäger from an ordinary adventurer.
One of them has a love of fighting, a strange and often bestial appearance, inflated ego, gets fixated on seemingly random people or things, and only respects people skilled at violence. The other is a Jäger.
Fair point but most martial classes don't become functionality immortal even at level 20 and Jaegers are.
Charles Scholz |
Gwaihir Scout wrote:Fair point but most martial classes don't become functionality immortal even at level 20 and Jaegers are.First we have to identify what separates a Jäger from an ordinary adventurer.
One of them has a love of fighting, a strange and often bestial appearance, inflated ego, gets fixated on seemingly random people or things, and only respects people skilled at violence. The other is a Jäger.
Add Troll blood to the mutagen.
Kobold Catgirl |
Also they get a modified age progression. Old Jaegers don't loose the physical stats they just get smarter. Perhaps one of the effects of the Jaegardraught is immunity to the physical effects of ageing. Actualy in terms of game effects it might be easier to stat the Jaegardraught as a permanent potion, or mutagen. Make Jaeger a template that can only be applied to a willing creature.
They don't just get smarter, they get bigger. Compare them to dragons with age categories.
BearsDragon |
BearsDragon wrote:They don't just get smarter, they get bigger. Compare them to dragons with age categories.Also they get a modified age progression. Old Jaegers don't loose the physical stats they just get smarter. Perhaps one of the effects of the Jaegardraught is immunity to the physical effects of ageing. Actualy in terms of game effects it might be easier to stat the Jaegardraught as a permanent potion, or mutagen. Make Jaeger a template that can only be applied to a willing creature.
Very true!
Porridge |
Anyone ever work out how to build one of the feared Heterodyne minions? Kind of curious on how to stat that out. Ideas for race, class, archetype.
Oh! Good question!
The best fit I can think of is a version of the Mutant template (from Bestiary 5), with stat bonuses to Str and Con, stat penalties to Wis and Cha, the Poor Ability (Int) and Fractured Mind deformities, and the Fast Healing and Rugged mutations, with another mutation for every 4 HD selected from: Armored, Feral, Increased Speed, Leaping, and Rage. That would give us something like the following template:
The Jager Template (version of Mutant template)
- Challenge Rating: Base creature's CR + 1.
- Type: The creature's type changes to aberration (augmented).
- Abilities: A Jager gains a +4 bonus to Strength and Constitution, and takes a -4 penalty to Intelligence, and a -2 penalty to Wisdom and Charisma.
- Skills: A Jager gains Climb, Intimidate, Knowledge (any one), Perception, Sense Motive, Survival, and Swim as class skills.
- Rugged: A Jager gains DR 5/-.
- Fast Healing: A Jager gains Fast Healing 5.
- Fractured Mind: Whenever a Jager fails a Will save, they are confused for 1 round
- In addition, for every 4 HD a Jager has, they also gain one of the following abilities:
Armored: The Jager's natural armor bonus to its AC increases by 2. This can be taken multiple times.
Feral: The Jager gains a bite attack and gains one claw attack for each arm or forelimb. These natural weapons deal damage based on the mutant's size.
Increased Speed: The Jager's speed increases by 10 feet.
Leaping: The Jager gains Acrobatics as a class skill and a +10 bonus on Acrobatics checks to jump. The Jager always counts as having a running start when jumping.
Rage: The Jager gains the ability to enter a manic rage, as per the barbarian rage class feature. The mutant uses its Hit Dice as its barbarian level. If it also has levels in barbarian, it adds its racial Hit Dice to its barbarian levels to determine its number of rounds of rage per day.