kevin_video |
So, I took the liberty of doing a small redesign. I have gone through most of the beasts spell like abilities and made sure they were all level appropriate. So instead of just limiting the number of uses per day I also took them down from say, cure serious wounds to cure light wounds at low levels.
I'll pop up a new version in a day or two. =)
Whereabouts will we be able to find the new version? Do we use the old link?
Jeffrey Swank Contributor |
1 person marked this as a favorite. |
Hey! Thanks so much! Sorry I've been slacking lately.I have a friend editing it and hes suuuuper slow, but extremely detailed and I've been trying to get him to pick up the pace a bit. Found a lot of misscalculations and editing errors.
I'm hoping to finish it completely in the next few weeks though. =) Unless there are more requests for specific monsters. Also am in the middle of posting it into d20pfsrd.com which is going slow as well. But like the turtle running the race...slow and steady I chug away.
Here is the latest (still alot of errors sorry)
Kazarath |
I would like to say one thing good sir.
You are amazing.
That is all.
(Also, I should point out the error in the weapon proficiency for serpentfolk. It appears to be the proficiencies for the soulbound doll on the next page. But I have to say it is the only major error I have seen thus far. Congratulations.)
kevin_video |
This doesn't look bad, but don't forget to adjust the 3.5 creatures to Pathfinder with regards to what their poisons do. The thri-kreen inparticular does 1d6 Dex damage for 6 rounds. Who wouldn't want that? Should be something like 1d3 for 6 rounds or 1d4 for 4 rounds. Black Lotus Extract is the closest to that, and it's essentially the most expensive poison that deals damage in rounds.
Also, small gripe on the vampire. Undead are 3/4 BAB. Whether you give it hp or not, it's still not really worth taking.
Jeffrey Swank Contributor |
Jeffrey Swank Contributor |
Kevin, thanks for the Undead BaB catch! I also redid the poison for the thri-kreen as you suggested with modeling it off of black adder venom, but with dex damage instead of con and still with the knock out power, but for only 1d6 instead of 2d6 minutes.
Type poison, injury; Save Fortitude DC 11
Frequency 1/round for 6 rounds
Initial Effect 1d2 Dex damage; Secondary Effect
unconsciousness for 1d6 minutes; Cure 1 save
Jeffrey Swank Contributor |
Jeffrey Swank Contributor |
Jeffrey Swank Contributor |
Jeffrey Swank Contributor |
Jeffrey Swank Contributor |
3 people marked this as a favorite. |
Latest version...bit by bit
Bestiary Levels
Jeffrey Swank Contributor |
Jeffrey Swank Contributor |
kevin_video |
Hey kevin, thanks for the interest! I'll have cloud giant up soon. I know Gnolls don't have scent, but I actually added it to them....its always seemed strange to me, a race made from K-9s doesnt have scent, but others (like Cloud Giant) do?
Drop it if you don't want it though. =)
Oh, it's not a matter of not wanting it. I just thought you were looking for accuracy. What I find ironic about the gnolls is that Advanced Races Guide has them about as powerful as kobolds. Looking at their stats, they're not wrong.
kevin_video |
Don't know if you're up to the task, zerzix, but I've got a couple of players that'd like to see a couple of other monsters added to this pdf so they're able to play it.
The first one is a Elysian Titan and a Maedar from Dragon Magazine 355's Creature section.
I could see the titan, but the maedar isn't exactly open game content.
Jeffrey Swank Contributor |
Jeffrey Swank Contributor |
Hmm, looking back at your post...I can't remember when pathfinder quicklings got updated to include spell-like abilities? I see them on D20pfsrd, but not in best2. And I took all bonus race feats and listed them as Bonus feats per level not locked into a particular feat as I figured within a race their might be diversity.
kevin_video |
Hmm, looking back at your post...I can't remember when pathfinder quicklings got updated to include spell-like abilities? I see them on D20pfsrd, but not in best2. And I took all bonus race feats and listed them as Bonus feats per level not locked into a particular feat as I figured within a race their might be diversity.
They can be diversified, just not with those two feats. That's like giving a half-elf the same extra bonus feat that humans have, and removing their Skill Focus. Just think of the two feats being HD feats in the same way a rogue gets sneak attack or a paladin gets smite evil.
EDIT: The main reason I bring this up is because of Mobility's prereqs, which state "Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4." A fey has 1/2 BAB progression. It even shows that it's got +2 BAB. This means that the quickling can somehow supersede this.
Jeffrey Swank Contributor |
kevin_video |
kevin_video |
When you get a chance, got more requests for you. Namely, more devils and hags.
Erinyes, Kyton, Umbral Dragon, Trumpet Archon, Annis Hag, Aranea, Barghest, Green Hag, Ogre Mage, Sea Hag, Shadow, Stone Giant, Vrock, other elementals.
It's a lot, I know, but the requests are nice to see. My group's hyped about all this. The idea that they can play any monsters is very appealing to them. As well, a 3.5 DM was hoping to see a Pathfinder version of the Savage Species before he was convinced of converting over. He likes the idea of mixing blood and letting you play half races (ie. less levels of the whole race).
EDIT: Maedar can speak Common and Infernal (given enough Int) and their slams do 1d6+Str and count as adamantine for each hit. I'm playing one right now. They're not too bad. Unfortunately, they can only use their Stone to Flesh 5/day. I wish it was more often than that. That being said, that's the 3.5 maedar. Not sure what this one's based off of.
Jeffrey Swank Contributor |
kevin, first off wanted to say Thank you! Thats for taking a look, interest in this and for generally proof reading. =)
and I LOVE requests! It actually motivates me to keep going. So the more the merrier.
I used a 'Pathfinderized' Version of the Maedar from the creature catalog online, which is a lot different.
Basically a rundown such as:
Medium-size Monstrous Humanoid
Hit Dice:6d8+12 (39 hp)
Initiative:+2 (Dex)
Speed:30 ft
AC:15 (+1 Dex, +3 natural)
Attacks:2 slams +9/+4 melee
Damage:Slam 1d3+4
Face/Reach:5 ft by 5 ft/5 ft
Special Attacks:Stone to flesh
Special Qualities:Stone walk, immunities, vulnerability, transfer to glyptar, darkvision 60 ft
Saves:Fort +4, Ref +7, Will +6
Abilities:Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 12
Skills:Bluff +7, Disguise +5, Hide +7, Listen +7, Move Silently +7, Spot +7
Feats:Expertise, Power Attack
It maxes out with slam at 1d3? and uses its stone to flesh 1/30 min, but I actually like doing the 5x/day buisness (easier to track for a player) time/minutes can be sometimes hard to judge in game.
I'll remake it and base it off the 3.5 and up its Slam as well. Repost tonight =)
kevin_video |
kevin, first off wanted to say Thank you! Thats for taking a look, interest in this and for generally proof reading. =)
and I LOVE requests! It actually motivates me to keep going. So the more the merrier.
I used a 'Pathfinderized' Version of the Maedar from the creature catalog online, which is a lot different.
I'll remake it and base it off the 3.5 and up its Slam as well. Repost tonight =)
No, thank you. You're getting people who were avid and rather rabid 3.5 hardcores who wouldn't give it up for Pathfinder because of the lack of monster levels, to finally convert. So the more you do, the more likely they are to come over.
Ah, that explains a lot. I think if another Tome of Horrors came out, or Paizo did it, that it'd probably be closer to the 2E version, but a mixture of both, just like their Ker monster in the Shattered Star book. It's both the same and different than the original 2E version. The main difference is it went from being an undead to being an outsider from an undead plane.
Jeffrey Swank Contributor |
Ok, so re-edited Maedar and Cloud Giant, Added in Kyton and Barbed Devil. Also this included is version number (this is v14) just so peeps can track if its the latest version or not.
This has a couple faults built in - a few space fillers I was too tired to edit out but will be filling them in over the weekend.
Still going off this list of whats next:
Devil, erinyes
Half-Troll
Umbral Dragon
Trumpet Archon
Annis Hag
Aranea
Barghest
Green Hag
Ogre Mage
Sea Hag
Shadow
Stone Giant
Vrock
Earth, Fire and Air elementals
If anyone sees anything that needs editing please let me know (soooo many friggin numbers flying around in my head I miss some)