I'm running The Slave Trenches of Hakotep module, but i want to convert all the monsters with classes to the unchained ones. Among my players there are a UMonk and a URogue, so I want to balance a little the monsters (actually I like to dig on monster stats blocks :D).
I will put in this post the changes I make to those monsters, just in case some other GM want to apply the changes too.
While converting the first monster of the book (The Voice of the Sun: mummified harpy rogue 6) I notice some possible errata, so I'll put in this post too. Maybe I'm wrong and I'm ingnoring something, if that's the case, please correct me.
Thera are the first monster:
Original voices of the sun:
VOICES OF THE SUN [CR 9]
XP 6,400 each
Female mummified harpy rogue 6
NE Medium undead
Init: +9; Senses: darkvision 60 ft.; Perception: +15
Aura: frightful presence (30 ft., DC 16, 1d6 rounds)
Talon attacks
As writen: 2 talons +18
Should be: 2 talons +13 (+11 BAB, +5 Str, +2 Desecrate effect, -5 Secundary natural attack)
Captivating song
As writen: captivating song (DC 16)
Should be: captivating song (DC 18) (10, +3 Cha, +3 1/2 monster HD, +2 Five-Pointed Sun pyramid*)
* The Slave Trenches of Hakotep p. 10 wrote:
Creatures gain a +4 bonus on Perception checks to hear noises while in the Five-Pointed Sun, and the save DCs of sonic or language-dependent effects increase by +2. These bonuses to sonic and language-dependent effects have been included in the full stat blocks for creatures encountered within the tomb as appropriate.
New voices of the sun:
VOICES OF THE SUN [CR 9]
XP 6,400 each
Female mummified harpy unchained rogue 6
NE Medium undead
Init: +9; Senses: darkvision 60 ft.; Perception: +15
Aura: frightful presence (30 ft., DC 16, 1d6 rounds)
Prerequisites: Weapon Finesse, base attack bonus +1.
Benefit: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
There are a similar feat to Pirannha Strike usable with non-light weapons?
I'm can't take power attack due to my 11 on strenght and i'm using an elven curven blade as a weapon
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Combat Inspiration:
When an investigator uses inspiration on an attack roll or saving throw, he expends one use of inspiration instead of two.
Inspired:
This special ability can be placed only on simple weapons, hand crossbows, rapiers, shortbows, short swords, and sword canes. In the hands of an investigator, an inspired weapon reduces the cost of using inspiration on attack rolls made with the weapon. The weapon’s wielder needs to expend only one use of inspiration to augment his attack rolls with this weapon, as with the combat inspiration investigator talent. If the wielder already has the combat inspiration talent, the wielder must still expend one use of inspiration, but in addition to adding the result of the inspiration roll to the attack roll, the investigator adds twice the result of the inspiration roll to the weapon’s damage roll.
On Critical Hits:
...
Precision damage (such as from a rogue’s sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit.
...
My questions are: the damage provided from the Inspired weapon property is considered an additional damage dice? Although that die is rolled in the attack roll instead of damage roll? if it isn't an additional damage roll, is it an additional flat damage? if it is an additional flat damage, is it multiplied on a critical hit like all the other flat values to damage (precision damage as exception)?
This fist sized chunk of off-white stone seems too large to fit inside a human's mouth, but may be swallowed with ease as a standard action. Once ingested, the gut-stone remains active for up to a week, maneuvering itself within the body to protect its bearer's vital organs. Any time an attack would subject the bearer to precision-based damage (such as a critical hit or sneak attack), that damage is instead directed to the gut-stone. All other damage from the triggering attack, as well as damage that surpasses the gut-stone's hit points, is applied to the character normally. A gut-stone has 10 hit points and hardness 0.
When a gut-stone is damaged by a melee weapon attack, as a free action its owner may sacrifice the stone to damage the attacker's weapon. Treat this as the bearer making a free sunder combat maneuver against the weapon, except that it does not provoke an attack of opportunity, bypasses the weapon's hardness, and deals 1d4 points of damage.
Only one gut-stone may be in a creature's body at a time.
Any attempt to swallow a second destroys both stones and forces the creature to make a DC 15 Fortitude save or be sickened for 1 round. If a gut-stone is not used within a week of being swallowed or is destroyed it crumbles apart and is passed harmlessly out of the body.
My question is, A Steadfast Gut-Stone effectively only protects 10 damage made with a single critical hit and then, the stone is destroyed inside your body? or, protects up to 10 damage on every critical hit for a week?
A tiny creature has a natural reach of 0, that has no problem for attacking medium creatures as rules says that can enter in their space provoking an AoO. But what happen when a tiny creature want to attack another tiny creature?