Marilith Demon

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After reading the your energetic introduction of the "New System", I'm not very enthusiastic from what I read, and even less from the Podcast. The group had fun, but they are a developed group and are used to having fun regardless.

Please don't _ever_ make backgrounds a necessity for character creation. For some groups this could be great, but in my experiences with my groups, such shoehorning leads to a _lot_ of problems.

There are some intriguing things that things mentioned, such as concentrating on spells to to give further benefits

The way you describe changing the monster building scheme will make it difficult for those that are used to the current formula to adapt, especially if they want to use the previous editions, especially with equipment. Limiting equipment is already the frustration of characters and players alike, but to cut down what they get to play with will _really_ make them feel punished if they are coming from Pathfinder (or similar systems).

Basing Initiative on many different rolls can easily get confusing. In the example given, the DM should have already known what was going on and been able to play without need of initiative rolls to begin with just based on what the characters are doing.

If you want a truly intriguing system for making truly custom characters with backgrounds unique to themselves and paths that may cross, but will always be different no matter how you play (unless you specifically set out to build a specific character over and over again, but that's virtually any game made thus far) you should check out Custom Characters: http://easydamus.com/CustomCharacters.html

I've used these rules as the basis for my games since I found them years ago. I'm adamantly of the opinion that a 'classless' system is the way to go, but I know many might find that a true heresy.

I've long included Pathfinder in my games, primarily because it's building on solid rules that are known and loved. Now you're trying to change those rules for something 'new and shiny' that Wizards of the Coast chose to do also, and look what happened... 4th edition has some interesting ideas, but they turned it into a MMORPG and most people hated it. Now they have 5th edition that cuts out half the game and changes everything else so that it's _kind of_ usable for those of us that want to use the mechanics that we love without altering things too much, but it's not the same game anymore. It is true that 5th edition is flourishing, but so is Pathfinder already.


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I've been wondering what CR to give a race with the following stats. Much of what is listed has been coppied from official documents and slightly modified to add the name Miasa instead of it just saying "creature." Most of the Miasa's abilities rely on levels attained after it's creation. Though not meant to be used in by players, it would be easy to add class levels to it, but I would like to have a general idea of suggestions on how to modify it to make it a better monster. I wish to keep the HD about the same, or even lower, to make it easier to add levels after CR is figured out. If you do not wish to do this, but know of someone that's willing to help me, please point me in their direction, I do not wish to pester you with my questions when you could be helping someone with more important topics than myself:

Miasas are spideresqe humanoids that love to pray on flying and land creatures alike. They are thankfully few, but no one really knows how many there are as their shape-shifting ability keeps them well hidden. They are able to create and make powerful webs that can hold adventurers fast, and heal at astonishing rates. They have been known to poison their victims for later and to focus on those still putting up a fight, but they are not opposed to fleeing with their pray. Hightly intelligent they set traps in any environment they enhabit, usually using thin webs to cover caverns that will maim, but not kill, or to trap. They have taught themselves how to use all forms of blades, and how to fight unared as they have no fangs or natural weapons that anyone knows of, but seem to have plenty of poison.

MIASA CR ?
Female Miasa
CN Medium humanoid (Miasa)
Init +6; Senses Perception +12

DEFENSE
AC 21, touch 18, flat-footed 15 (+6 Dex, +3 Natural (+1 per 3 HD) +2 dodge)
HP: 17 (2d10+6) Fast Healing 1*, Regeneration 1*
Saves: Fort +5, Ref +8, Will +7
Natural Invisibility

OFFENSE
Speed: 40 ft., Fly 3x base land speed (120 ft.) Perfect
Melee: Rapier +8 (1d6 + Poison 18-20 x2) or unarmed strike +8 (1d6 + Poison 20 x2)
Ranged: Longbow +8 (1d8 + Poison 20 x3)
Special: Poison, Poison Use, Sneak Attack 3d6, Swordtrained, Unarmed Strike

STATISTICS
Str 14, Dex 22, Con 16, Int 18, Wis 20, Cha 16
Base Atk +0; CMB +1; CMD 19

Feats: Weapon Finesse
Skills Acrobatics +9, Bluff +8, Diplomacy +8, Disguise +8, Perception +12, Sense Motive +10, Stealth +13, Survival +8 Racial Modifiers: +1 per HD to Stealth & Perception
Languages: Abyssal, Celestial, Common, Draconic, Infernal,

SQ: Change Shape, Fast Healing*, Jumper, Low-light Vision, Multi-Armed, Multiweapon Mastery, Natural Invisibility, Stalker, Regeneration*, Web

ECOLOGY
Environment any forest, underground, dungeon, mountainous
Organization solitary, band (2–6), sect (6-20), or tribe (20–60)
Treasure NPC gear (Longbow [1], Shortsword [1], other treasure)

SPECIAL ABILITIES
Change Shape (Su) A Miasa has the ability to assume the appearance of humanoids and monstrous humanoids, but retains most of its own physical qualities. A Miasa cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell. The Miasa does not adjust its ability scores (although it gains any other abilities of the creature it mimics). It can remain in an alternate form indefinitely.

Energy Drain (Su) This attack saps a living opponent's vital energy (including undead, incaporeal and constructs) and happens automatically when a melee touch attack hits. Each successful energy drain bestows one negative level. If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Each level drained gives 5 temporary hit points to the Miasa. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the Miasa's HD + Miasa's Wis modifier). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level. If the creature dies from negative levels, the Miasa, depending upon its level, can take ranks in skills, feats, class features, and even racial abilities and special qualities.

Fast Healing (Ex) Miasa regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in their entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a Miasa dies, at which point the effects of fast healing end immediately.

Jumper (Ex) A Miasa is always considered to have a running start when attempting Acrobatics checks to jump.

Low-Light Vision (Ex) A Miasa can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.

Multi-Armed (Ex) A Miasa has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands.

Multiweapon Mastery (Ex) The creature never takes penalties on its attack rolls when fighting with multiple weapons.

Natural Invisibility (Ex) This ability is constant—the Miasa remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell.

Poison (Ex) A creature with this ability can poison those it attacks. The Miasas poison inflicts 1d6 Con damage, and the next minute a second failed Fort save knocks the victim unconcious. The poison is secreted from the Miasas fingers onto weapons or they can touch the creature to deliver it through contact. The saving throw to resist a poison is a Fort save (DC 10 + 1/2 the Miasa's HD + the Miasa's Con modifier). Poisons can be removed through neutralize poison and similar effects.

Regeneration (Ex) Miasa's are difficult to kill. Acid cause a creature's regeneration to stop functioning on the round following the attack. During this round, the Miasa does not heal any damage from its regeneration and can die normally, but it still heals from its Fast Healing unless it is killed.
Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

Stalker (Ex): Perception and Stealth are class skills for a Miasa.

Web (Ex): Miasa's have a web ability they can use webs to support themselves and up to one additional creature of the same size. In addition, they can throw a web once per round. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 Miasa's HD + their Con modifier. Attempts to burst a web by those caught in it suffer a –4 penalty.
Miasa's can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the Miasa that created it and DR 5/—.
A Miasa can move across webs as if it had a climb speed equal to their base land speed, and can pinpoint the location of any creature touching its web.

*Fast Healing & Regeneration increase at a rate of +1 at 5HD, and every 5HD after that (10, 15, 20, etc.)