Rat

Kurocyn's page

Organized Play Member. 365 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Greetings.

I've been working on a monstrous PC / NPC (Vexgit Trapper Ranger) for a game, but would like some assistance with "Level Adjustments", ability scores, saves, etc...

So far, I've been referencing the Beastiary entry for Fey creatures (p.308). Good saves: Ref and Will, D6 HD, 6 + Int skill points per HD, an array of class skills, etc.

---Questions---
-As PF doesn't have level adjustments anymore, would a CR 1 Vexgit be a CR 6 PC / NPC if I give him 5 levels of ranger? Or does the Vexgit count as a "no racial HD" creature and he'll be 5th level / CR 5?
-If I give him class levels, would I apply his good saves? Or start at 0 then add base saves from classes like a default PC?
-Would I use both the fey and ranger class skills lists? Racial skill points?
-As a Vexgit has only their single D6 normally, would I just replace all of my HD with ranger HD?
-How do I figure ability scores? There used to by a system for determining a creature's racial ability scores using its existing scores. Is this still viable or is there some hidden PF version I haven't seen?
-The Vexgit has 3 feats. Would this PC / NPC have bonus feats? Or are these automatic feats similar to bonus feats granted by class features?

I prefer to build such PCs / NPCs as within the rules as possible, but I can't seem to find a simple, codified way to build monstrous PCs without dipping into the "DM discretionary" trap that I'm trying to avoid.

I feel like I'm overlooking something simple, but any assistance would be welcome...

-Kuroc


Greetings.

I was wondering if anyone had any advice for a lv 5 kobold bard's (savage skald) spell selection. He is part of a 2 PC party with a goblin breaker barbarian. They are primarily treasure hunters so I'm trying to focus on utility.

His Cha score awards him an extra lv 1 and lv 2 spell. So far, the only solid choice I have made was invisibility.

Advice?

-Kurocyn


Hello again Paizo. Quick question or two...

Page 79 of the Libris Mortis states that undead grafts are applied to still-living subjects. The only specific requirement about being alive is mentioned under the Graft Flesh feat (Libris Mortis p.27). It states: "...other living creatures or yourself."

Thus my question: Could an undead self-apply an undead graft?

If not, would being a necropolitan (Libris Mortis p. 114) change things? Seeing as necropolitans heal naturally as living creatures do.

Any input would be appreciated. Thank you...

-Kurocyn


Hello again Paizo-goers...

I've recently dusted off several of my older characters and campaign notes and ran across an old necromancer I had never quite finished and would like to give a new coat of polish...

Basically, he is meant to be a BBEG for a campaign, but could also easily double as an evil PC. ^ ^

He's a Nezumi cleric who has taken on the Necropolitan and Spell-Stitched templates in a desperate attempt to become a lich.

My primary questions are concerning lich'dom and the phylactery mechanics...

The MM says that to become a lich you must simply be a powerful enough caster and create your own phylactery. (It also gives the requirements of creating a phylactery, but the entry makes it sound like it only works for a lich)

So... if an already undead caster were to do this?

Could he become a lich? Is it even possible?

If an intelligent undead were to make their own phylactery, does it function as it does for a lich? Or is the 1d10 day re-spawn a lich exclusive perk?

My overall goal is to dodge the +4 lv adjustment while acquiring the lich's ability to re-spawn.

Any help would be appreciated.

-Kurocyn


It's been some time since I've been to Paizo, but I my friend and I have a quick question...

Is there any existing way for a wizard or sorcerer to use their Wis score for spell casting instead of their Int? Feat? Variant rule? Prestige class? Etc...

Any help would be greatly appreciated...

-Kurocyn


I have a friend who has been wanting to make a werewolf PC and I was wondering how one could do this.

The closest monster in the Racial Traits section of the MM is the shifter, but he doesn't approve.

So far, I've looked at just having the PC start off at lv 8 and begin adding class levels after that, but it seems too overpowered to do so.

Any advice or thoughts?

-Kurocyn


What if I want to carry a tower shield and a spiked heavy shield, using the spiked shield to bash? Is there any way to stack the shield bonuses?

From what I gather, I only get the tower shield's bonus. But beyond that, when you make bash attacks with a shield, the books only list it as an off-hand attack, regardless if the bashing shield is in your dominant hand.

The PC so far...

1st level Dwarf Fighter carrying a tower shield, a heavy spiked shield, and has the feats: Improved Shield Bash, Heavy Shield Specialization, and Shield Snare. (I use flaws, thus the extra feats)

From what I understand, this PC would only get the shield bonus from his tower shield, suffer a -2 on attacks due to the tower shield, only apply .5 of his STR bonus to the attacks AND suffer a further -10 pentalty to the attack due to bashes only being "off-hand." (had he Two Weapon Fighting this second attack penalty would only be -4)

Rules or not, this simply cannot be right.

Has anyone ever worked with/around this issue before?

-Kurocyn


I've been trying to work out a character idea, but my work so far has has been for naught.

My starting point is a Nezumi sorcerer (for now) that becomes undead in some way, shape, or form, but I can't find a fitting template that doesn't have a +eighty-bajillion level adjustment.

Is there something akin to a vampire or shadow based undead that has a +1/+2 level adjustment?

From there, the PC is meant for 2 things, necromancy and planeswalking. What would be some good ways to work/build this PC? (I'm not an expert with casters by any means)

For flavor purposes, he has a home-made flaw from the D&D wiki that makes him severely delusional. To the point where his dilusions are quasi-magical and can become Unseen servants if he makes his will save, otherwise, they attack him and actually cause damage. >.>;;

Also, would this flaw remain with him while undead? Seeing as he'll still have his INT score, I would imagine so.

-Kurocyn


Hello all. I'm preparing a new PC for an upcoming game and I though it'd be fun to make him an alchemist by trade.

So far, the PC is a Nezumi Soulknife and a pyro by nature. I've reinforced this by giving him specialized flaws from the D&D wiki. Pyromania (modified slightly) and Magical Hydrophobia.

As far as his profession, the only related feats I've found are: Grenadier, Superior Sense of Smell, and Mad Alchemist.

Are there any other fitting options/choices for an alchemist? Obvious/practical gear he should have?

-Kurocyn


This may be a silly question, but I need clarification.

Does the additional damage from "Burst" enhancements factor in before or after the crit multiplier?

Also, I'm building my first epic level PC and am wondering how to properly equip him. What are some "staples" for high level archers? (aside from the obvious magical bow)

-Kurocyn


I just thought this'd be interesting idea... I designed it to hinder a party without actually fighting them.

Please comment/critique as needed.

My one hitch right now is if its abilities should be supernatural or extraordinary.

Spoiler:
Fright Rat - CR 2
Neutral Tiny Outsider (Extraplanar)
Init: +5; Senses Listen +2, Spot +2 (darkvision 60', scent)
Aura: The Pulse of Fear (see below)
Languages: Common
----
AC: 17, touch 17, flat-footed 12 (+2 Size, +5 Dex)
HP: 6 (2d10-4)
Immune: Fear effects
Resist: n/a, SR: n/a
Fort: +1, Ref +6, Will +3
Weakness: Light sensitivity
----
Speed: 30', Climb 10'
Melee Bite: +0 (1d4-3 x20)
Space/Reach: 2.5' / 0'
Base Atk: +2; Grp -9
Atk Options: n/a
Special Actions: The Pulse of Fear (see below)
----
Abilities: Str 3, Dex 20, Con 6, Int 5, Wis 14, Cha 18
Feats: Stealthy
SQ: Outsider Traits, Terror's Mist
Skills: Climb +8, Hide +12, Intimidate +8, Listen +2, Move Silently +12, Spot +2
----
Light Sensitivity: Fright Rats are dazzled in bright sunlight or the radius of a Daylight spell.

The Pulse of Fear: As either a full round action that provokes attacks of opportunity, or with 10 rounds of of unbroken concentration, a Fright Rat produces an effect from the following chart. If done as a full round action, roll a d8 for the effect. If concentrated upon, the effect may be chosen. More than one effect can be active at a time, but no more than one of each. Lesser Restoration or Remove Curse removes the most recent effect, while Restoration or Wish removes all effects.

1 - Aura of Fear
2 - Rain of Terror
3 - Whispers of the Dead
4 - Weaken the Soul
5 - The Night's Reach
6 - Silence of the Grave
7 - Corner of the Eye
8 - Roll twice (this cannot be chosen)

Aura of Fear (dur 1 min) - Once activiated, all creatures within 60' or that come within 60' must make a Will save DC 14 or become shaken. A creature that successfully saves cannot be affected again by the same Fright Rat's aura for 24 hours. Creatures that fail their save and remain in this area for more than five rounds become frightened (no save).

Rain of Terror (dur 10 min) - Once activated, inky black rain begins to fall in a 100' radius around the Fright Rat. Within this area, the DCs for fear effects increase by 2. Also, visibility within the area is reduced by half; all Spot, Seach, and Listen Checks, as well as ranged attacks suffer a -4 penalty; unprotected fires are extingushed, while protected fires dance have a 50% chance of being extinguished. This water pools and otherwise acts as regular water but blackens any fluids it touches and stains as if black ink. After the effect ends, the black rain rapidly evaporates into nothing, leaving anything it touched or mixed with as normal. This shower moves with the Fright Rat, but does not form or move within structures or underground areas and disapates with a strong wind.

Whispers of the Dead (dur 1d4 +2 hours) - Once activated and once each hour afterwards, all creatures within 60' of the Fright Rat must make a listen check DC 14. If the check fails, that creature suffers a -4 on concentration checks, cannot prepare spells, or rest peacefully (Creatures rise fatigued for the day: -2 on STR and DEX and cannot charge or run) as they are haunted by what seem to be the whispers of dead loved ones and friends long since past. If the check is successful, that creature is immune to Whispers of the Dead for that hour. Sleeping creatures automatically fail this listen check.

Weaken the Soul (dur instantaneous/24 hours) - Once activated, any creature within 30' must make a Will save DC 14. If failed, a terrrifying fright grips the creature's mind awarding a -1 penalty on all Will saves for 24 hours and it grows more fearful than normal if shaken, becoming frightened. A creature that successfully saves cannot be affected again by the same Fright Rat's Weaken the Soul ability for 24 hours.

The Night's Reach (dur 1 hour) - As the spell Darkness, save for the duration, and the range becomes 100'.

Silence of the Grave (dur 10 min) - As the spell Silence, save for the duration, and the range becomes 100'.

Corner of the Eye (dur 24 hours) - Once activated, any creature within 300' that the Fright Rat knows the location of continually sees the Fright Rat hovering just outside of its range of vision. This awards a -2 penalty on a WIS based skill checks.

Terror's Mist: A thin haze constantly surrounds Fright Rats, melding colors and textures around them when they stop moving. This allows a Fright Rat to use the hide skill even if the terrain doesn't grant cover or concealment and even while being observed.
----
Hook: "Scared yet?"
A chilling moon shone down into the clearing, revealing the evening fog weaving amonst the decaying trees. Regdar had been spererated from his friends before, it was no big deal. He decided to rest near the clearing until morning, then begin searching again. He awoke with a start to a faint laugh-like chittering coming from a nearby bush; two beady yellow eyes glowing hrough the leaves. Before he could even stand, a flash surged through Regdar's mind; he saw himself cutting down Mailee. Her screams rang in his ears; he could feel her warm blood on his hands. He cupped his ears and shut his eyes, but the screams didn't stop and the images still there. A frigid chill cascading down his spine stirred him from the nightmare. He opened his eyes and saw black rain beginning to fall...

Appearing as miniature were-rats, Fright Rats just under 8" tall and weigh no more than a pound. Black, mangy fur covers their bodies with longer rigid quills running down their backs. Their naked pale tails are quite long and prehensile, able to manipulate objects easily. They walk on their hind legs, usually wringing their clawed forelimbs together as if planning something. A thin mist continually chokes the air around them.

Hailing from the Plane of Shadow, Fright Rats frighten other creatures for both their amusement and nourishment; feeding off emotions of fear, panic, or lonliness. Fright Rats often hide themselves near the dens of larger, more terrifying creatures or within massed rat swarms beneath cities. With playful, if not cruel, personalities, they see no harm in scaring others and labor to set up the best situations for the best scare; often tracking a likely creature for days before finally compounding all of its abilities onto the victim.

If cornered, a Fright Rat will focus its Pulse of Fear ability on attackers and try to intimidate them before running to hide. Once safely away, Fright Rats have been known to stalk and frighten aggressors vengefully for weeks, denying them any hope of a decent night's sleep or a peaceful moment alone.

Spoiler'd for space-saving! ^ ^

-Kurocyn


I've been stating out a druid/wizard PC and was wondering if one can have both a Animal Comp and a Familar?

I couldn't find anything mentioning yes/no to it or any examples listed in my books.

Personally, I don't see why it wouldn't work; but if that's the case, where does it say so/why not?

-Kurocyn


Let's say that a ranger casts Raptor's Sight and uses Swiftwing arrows; does he negate his range penalties?

Raptor's Sight reduces range penalties to -1 instead of -2 if you have 5 or more ranks in Spot and Swiftwing arrows only incure half normal range penalties.

Just curious.

-Kurocyn


Is there a way to specialize a caster for summoning? I'm not very familiar with casters and don't know what options are out there for them.

My character idea is a Nycter (MM III) caster who specializes in summoning swarms, mostly bat swarms though. I plan on giving him a bat swarm familiar as well...

-Kurocyn


I've looked through my books, but I can't seem to find a static way of determining a new creature's level adjustment.

It's a small, bipedal dragon (CR 3) that uses tremorsense and smell to locate prey. It has no eyes, ears, arms, or wings. I don't know what its preferred class would be yet, but it hunts using pack tactics and sets up long range ambushes.

If needed, I can post the stat block.

-Kurocyn


A player in my group is wanting a custom magic item, a small crystal earring that automatically translates for the wearer. In essence, a D&D babel fish.

But, as I am aweful at creating/pricing custom items, I figured I'd post on Paizo about it.

I assume that the appropriate spell for creating the item would be Comprehend Languages.

Or, should such an item already exsist, where could I find it?

Any help would be appriciated.

-Kurocyn


I was going over my druid PC and had a thought for a new spell concept. Splinters...

I'm thinking of making it either lv 1 or 2. The just of the spell is that it will force concentration checks via mass ammounts of splinters forming in your skin.

So far, I'm thinking that the spell with either require the caster to pick a specific body part/area of the body or have the spell automatically target the part of the body that the target's last action used.

With the first, you could target a spell caster's hands or mouth, hopefully hindering their spells, the wings of something that flies, the tendrils of a roper so it won't constrict you, etc...

With the second, you'd wait until your target performs an action, then splinter the body part(s) they just used.

As far as I know, there isn't a low-level spell that does this sort of thing.

Any ideas would be appriciated.

-Kurocyn


I've hit a snag in creating my newest PC. He is a Thri-Kreen Soulknife.

I plan on him using two of his four arms to grapple and pin opponents, then materialize his mind blade(s) and attack them unhindered with his remaining arms.

That's the plan. But, there is nothing in the PHB about grappling/pinning with more than two arms. (PHB pg. 156-157)

A couple of his feats so far:

  • multi-weapon fighting (MM) - allowing him extra attacks and the use of his arms in combat
  • improved unarmed strike and improved grapple - so he can initiate grapples without AoOs

My questions are:

  • Should my PC get a bonus to his grapple due to his multiple arms? And if so, what?
  • Once he pins an opponent, shouldn't he be able to use his two free arms to attack freely? The opponent is pinned after all.
  • If he can attack his opponent like this, would he have the -4 penalty to attacking while in a grapple? Those arms are free and unhindered afterall.

Thoughts? Ideas?

-Kurocyn


I was working on a new PC and felt like trying out the Artisan, but I noticed something.

They gain all of the item creation feats as soon as they reach the right level. My example is Forge Ring. Needs caster Lv 12.

But there is a feat in the Eberron Campaing Settings book called Extra Rings. It allows the character to wear and use 4 rings instead of 2. It says this is due to his experience with forging/using magic rings. But you need a caster Lv of 12 to take it.

I'm not seeing the point behind this. How does one gain such experience when they just learned how to forge magic rings?

Also, I'm wanting to create a new homunculus for the character. I was thinking of a variation of the Iron Defender, but meant to carry gear inside its body. Think a walking suitcase in the form of a dire rat. Thoughts?

-Kurocyn


Hello all.

Reading through Masters of the Wild ( 3.0 ), I noticed a spell that could prove very useful, provided a slight change. Fire Eyes. It grants the user the ability to see through normal fire, smoke, and fog as if they weren't there.

It's normally a Lv 0 Druid spell. But what would change if the spell allowed for magical fire, smoke, and fog?

And as I've yet to fully grasp the process for creating/pricing magic items; what would say, an earing that had a multiple use/continuous "Greater Fire Eyes" (see above) spell and a once p/day Pyrotechnics spell cost?

I'm making this item for an archer who uses Fog Cloud scrolls, pre-planted smoke sticks, smoking arrows, and Pyrotechnics on an exsisting fire to gain an advantage. Allowing him to fire unhindered on his hapless targets. Not to mention how easy escape will be should an attack fail/he be attacked.

-Kurocyn


I've been working on a new PC idea and was wondering if using a bat swarm would be an acceptable alternative to a dire bat animal companion.

Would I still use the animal comp. chart to add HD, natural AC, ability increases, special abilities, etc? Should I use a level adjustment?

If anyone is curious, the PC is going to be a Nycter druid. Nycter are small bat people from the MM III.

-Kurocyn


Hello all.

I'm trying to polish/plot out my assassin and his spell list and am wondering what everyone thinks would be good/efficient choices.

The assassin is a halfling who uses a greater tentacle rod and wears kyton armor. This allows him to engage targets without actually having to attack them himself (11 attacks other than his two ^ ^) The rod causes fatigue/Slow depending on how many tentacles connect. He carries a Nagaika whip for his two attacks and ranged trip attempts.

He uses Combat Expertise and defensive actions to boost his AC without hindering the attacks of his rod/armor and uses varied poisons and the Arterial Strike feat to cause bleeding wounds. He can also force an opponent's AC to 10 via the Deft Strike feat (spot check to nullify opponent's armor and natural armor bonuses) and feints in combat (to render opponent flat-footed). He has five attacks of opportunity with Combat reflexes and a threat range of up to 15'.

He is Lawful Evil, very calculating, and relentless. He spends days stalking a target, allowing time for him to scout the location, identify possible threats, and gauge the target. Outwardly, he is a traveling fur trader/taxidermist. We wears a large pointy wizard-esque hat and a black poncho, keeping his arms and tentacles/chains retracted and out of sight. (for flavor purposes, the tentacles on the rod are chains, but it opperates as normal)

For added flavor, he has a tiny Chain Golem familiar using the Obtain Familair feat. The familiar is written out in the Chain Golem familiar thread. He also coats it with poisons and its attacks cause bleeding wounds. ^ ^

As for his spells:

  • Lv 1 (4 p/day) - Distract Assailant, Insightful Feint, Obscuring mist, and True Strike

  • Lv 2 (4 p/day)Invisibility, Spider Climb, Alter Self, and Fox's Cunning

  • Lv 3 (4 p/day)Deep Slumber, Deeper Darkness, Nondetecton, and ???

  • Lv 4 (2 p/day)Cursed Blade, Shadow Form, and Dimension Door

Thoughts? Comments?

-Kurocyn


I was writing out some stats for a tiny Chain Golem familiar and had a couple questions.

Since they're immune to magic, is the delivery of touch spells for masters even possible?

What about their abilities? Being a construct, they have no INT, so they wouldn't gain the INT bonus for being a familiar, correct?

Would the golem's natural armor change any? I belive it was around +11 or +12, but that was for a medium golem. What about a tiny one?

And, seeing as most familiars grant their master some form of bonus, what would be an appropriate bonus for the Chain golem? Or should I even bother?

The idea was that this tiny chain golem was drawn to my char who aquired a set of Kyton armor (Magic Item Compendium). It sees him as a Kyton and thus, serves him as his familiar. I forget the name of the feat that allows familiars, but he took it to help justify their bond.

-Kurocyn


I've been trying to find an item, I know I've seen it before, but I don't remember where...

I believe it was called Listening Coins. Just two ordinary looking coins, but one acts as a microphone for the other, allowing you to "bug" someone/listen in on what-have-you...

Any ideas where I might find these?

-Kurocyn


The Winds of Arroway is a homebrew that I've been working on for a while now...

In this world, there are 12 kingdoms, each led by their lord, with a single king ruling over them all. More information on the kingdom structure and law systems will be posted later, I just don't feel like typing it out right now.

The story focuses on the young princess, Kalira Ashke, daughter of Lord Mendabar Ashke, the Horselord of Arroway.

One day while tending to her family horses, shortly after learning of her betrothal, one of the horses speaks to her. He is in fact, Kellen Ibn Rafferty, a reincarnated mage from ceturies ago, before the world fell.

Kellen informs her that she is capable of harnessing magic. This is due to her family's strong heritage and direct blood lines back to her ancestors.

In the past, anyone could use magic; it was in their blood. But when the world fell, there were not enough left to teach, so the magic died and the blood thinned out.

Kellen offers to teach Kalira to use this gift, hoping that one day, his former craft will be commonplace once again. Already upset about her pending wedding and curious of magic, Kalira agrees and the two head out on their own.


I've been working on a new creature and I have a couple questions.

The monster is meant to be a mount. (medium size for halflings) I've already worked out most of the creature's stats, but I'm wondering how effective it would be to ride a mount that jumps instead of walks/runs...

How would its move speed work? Would it only have a speed of 5', while it has a +20 racial bonus to jump and makes all jump checks as though it had a 20' running start?

How would the rider handle it? Would it require endless ride checks? Or just be straped into the saddle? (making quick mounts/dismounts all but impossible)

Just looking for imput...

-Kurocyn


I don't have my books with me, nor have I researched this yet, but what would be required to have a familiar or animal companion if you weren't a sorcerer/wizard or druid/ranger?

Basically, can commoner lv1 Billy have a pet dog that advanced with him? Via some feat/skill check/etc... Or would he have to multiclass? If it is possible, would the dog advance as a druid's animal comp? (probably at a slower rate though)

And if the above isn't possible, can anyone simply buy a critter, pay for its training, then using handle animal checks to teach it tricks? Or would that require a specific class as well?

Just curious.

-Kurocyn


I have a friend who asked me to post a question for him.

He plays WOW (World of Warcraft), I play D&D. Many of our conversations boil down to comparing rules, stats, game mechanics, in-game physics, and general play of our respective games.

He is wondering "what we (D&D players) find appealing about the game as compared to WOW?"

I told him that I like RPGs regardless. Console, pen&paper or otherwise, I've played them all. But what I really like about D&D is how "real" you can make it feel. (Which obviously depends greatly upon the DM and the players working together to make it a good game.)

I also like the utter limitless customization of the game. In console games, there is a set ammount of items, clothes, weapons, armor, skills, abilities, spells, etc that you can "create" your character with.

In D&D, the limit is your imagination; thus allowing you to truely "create" a character. And not only that, you become this character through your role-playing. (The latter, though possible in some console games, is becoming rare nowadays.)

Thoughts?

-Kurocyn


I was informed by one of my players that another campaign will be starting up and was wondering if/what I wanted to play.

My "comfort zone" as some have put it, is playing an archer. But, as an experiment, I've decided to try playing a spell-caster. A bard to be more specific.

I have a couple of questions, nothing big, but I know very little when it comes to casters and what-not.

Looking through the PHB, I noticed that a lv1 bard has access to only 2 lv0 spells a day out of 4 known. Do they get bonus spells p/day based off their CHA, or did I just not research enough?

Aside from the obvious RP capabilities of the class and the bardic music abilities, what are some other routes bards can be taken?

-Kurocyn


The basic idea behind the creature is a bipedal, blind, deaf, long range fire-spitter (loosely based on meteor shower's effect) that senses vibrations in the ground through a large claw it has on each foot. This combined with it's highly-advanced sense of smell allows it near total awareness at short ranges, even allowing it to target fliers (thus the blindsight).

My main question is the damage with it's breath weapons. I want them to be powerful. (specifically, the Vulcan) Enough so that a direct hit blasts the target back. That's why I gave it a high CON and the bonus feat, Ability Focus.

But I'm also wondering if I should make it a dragon type instead of magical beast. My main hesitation, is the immunities and other benifits that dragons have. But if I advanced the Vulcan Dragon to medium/large ( <-- the largest I would go ), it doesn't seem right for it not to be a dragon.

Would it be possible to give it the dragon type and just re-vamp the benifits?

Any help would be appriciated. Thank you.

-Kurocyn


Flipping through my MM the other day got me thinking, which would win in a fight? One on one...

They're both CR 20, and they both have pretty similar ability scores, nice skill bonuses and heaps of spells/spell-like abilities. I'm leaning towards the Pit Fiend personally, but that's just my opinion.

(I was also wondering how the Balor can weigh upwards of 2 tons ((I forget the exact weight, don't have MM handy)), while the Pit Fiend only weighs 800 lbs. or so... They're both 12 ft tall and take up the same space; it's not like there's a substancial size difference. Does chaos weigh more than law or something? Joking on that last one... <.< )

Just curious...

-Kurocyn


What would be the best way to lower the CRs of Yuan-Ti? My upcoming game is a low-magic one, but I'm really wanting to use the Yuan-Ti; halfbloods in particular. My target CR is 3. I was thinking of removing their spell-like abilities, but I don't know how that would balance out. Thoughts?

Also, I noticed something last night while reading through the Requium of the Shadow Serpent article in Dungeon #139. The article has a Yuan-Ti halfblood bard 9 with a CR of 11... How does that work?

I mean, the MM p.290 say to determine ECL, you add the monster's level adjustment (+5), it's hit die (7), and character class levels (9). 5 + 7 + 9 = 11? Um, no.

Granted, I may just not fully understand the relationships between CR and ECL, but this seems wrong. Again, thoughts?

-Kurocyn


I'm working on a Gnoll ranger/bloodhound NPC for my next game, but have a couple questions.

What would be a good name for said Gnoll?

At what age to they reach adulthood/old/venerable?

Just wondering...

-Kurocyn


Everyone here knows about the spiked chain. A entertaining weapon yes, but what if you changed it's damage to slashing instead of piercing?

I'm picturing a thin chain with links that look similar to razor-wire. Still has reach, still can trip, still weapon-finese compatable, but less weight/damage maybe?

-Kurocyn


In D&D, and most any fantasy game for that matter, I always play as an archer. D&D being my favorite due to the greater options available to archers through their arrow selections.

Up until the recent Dragon article "Hitting the Bullseye" in issue #349, I'd have to finger though 3 or 4 of my source books to find the stats on the types of arrow my character would carry. Thanks to this article, I now have a MUCH easier time.

But, getting to the point...

Has anyone out there every "homebrewed," as it were, their own arrows? One that I've thought of: the rust arrow. The point of which is simple: Heavily armored target? Rust arrow. Really big, scary weapon coming at you? Rust arrow. Iron Golem? Rust arrow.

I'm still working on specifics, but so far, I'm thinking of it either being an alchemical solution in a hollow shaft/compartment or a piece of a rust monster's antennae tied/crafted to the shaft. ( I don't know how that would work, considering that the rust monster has to "breath" through its antennae to corrode metals, but it's just an idea... )

As for the effect, it'd be the same as the rust monster's ability, just corroding a smaller area. But, since the purpose of the arrow is to hit their armor, not to inflict damage to the target, would it be considered a touch attack? Or would it just be like attacking an object when aiming for their weapon? Both?

Anyone have ideas on this or arrows of their own design?

-Kurocyn


There was a recent thread on elves and how one might alter them.

It got me thinking...

Seeing as most, if not all, demi-humans have some form of enhanced vision, usually in the form of low-light or darkvision; would said races have eyeshine?

Would a nearby torch light their eyes up like a racoon peeking out of a dumpster when you shine a flashlight at it?

I'm working with the idea and will most likely be using it in my upcoming game. So far, I'm thinking that the eyeshine would grant a +2 bonus to spot checks made against the character while in the dark. Possibly a +4 if the light was close enough or unusually bright.

Thoughts on this or other racial adjustments?


I was reading up on magical items the other night and kept finding cool stuff I had always overlooked before.

And it got me thinking...

Top 10 list. Encompassing the most useful, powerful, or just plain nifty items/weapons/etc...

My favorite item so far is the "Ring of Sustenance." After one week of wearing the ring, you no longer need to eat or drink and you only need two hours of sleep a night. ( so long as you keep wearing it, as most rings )

Anyone else have ideas?

-Kurocyn


I've been wanting to use/find out about some feats/items/weapons in books that I don't have yet. (and due to my current location, I'm unable to get any new books without undue difficulty and expence)

So I was wondering, would anyone mine telling me about some feats/items/weapons from Complete Warrior, PHB 2, etc... Along with any requirements, benifits, changed rules, or variants of course.

The books I own are the Dungeon Master's Guide, the Player's Handbook, Complete Adventurer, Items and Equipment Guide, and Masters of the Wild, with a Monster Manual and Oriental Adventures on the way.

The specific feats that I'm wanting to know about are Ranged Pin, Ranged Disarm, Ranged Sunder, and Defencive Archer. ( I focus my char on archery obviously ) And I'm wanting to know about the comp. greatbow from Complete Warrior.

My upcoming campaign's party consists of (as of right now anyway) a fighter, a ninja, a sorceress, and a samurai. There are 2-3 more players joining in, but I don't know what they want to play yet.

Any help would be appreciated.

-Kurocyn


I started playing D&D a couple of years ago. And really, the only thing that made me want to play was reading the stats on the Deepwood Sniper from Masters of the Wild.

Back then, I had always played as a ranger focusing on the longbow. Nowadays, having aquired Complete Adventurer, I've switched over to the scout class. ( I always focused more on archery and clever skill usage than magic or the animal comp, so the scout was a given for me...)

But what happened to the Deepwood Sniper?

I mean, several other presiege classes from MOTW are in Compete Adventurer (bloodhound, beast master... ) but why not the sniper?

And, as a side note; are there any other archery based prestiege classes out there?

-Kurocyn