| Mathius |
These minions will be going up against 5 10th level characters and there will be quite a few going up against the party all at once. There might be as many of 12 of these in one encounter and a few will be helping the BBEG.
My problem is that i am having trouble figuring out what their racial stat mods would be.
To keep the CR the same I can only add 3 class levels I think grappling might be the way to go.
I was thinking of using Improved Grapple and Snapping turtle clutch to make them grapplers but I do not know if I need Improved unarmed strike to make these work.
I certainly would not mind having 2, 3 or even 4 different types of mooks to use just to keep thins interesting.
Thanks in advance.
| Mojorat |
figuring out stats is fairly easy, if its an even stat subtract 10 if its an odd stat 11.
Skum have +4 str +2 dex +6 con -4 cha. Its explained somewhere but i cannot remember where. Unless you give them a template that lets them do the grappling they will also need any feats that Pc's would need to grapple.
| Mathius |
Skum Sentry CR 5
XP 1,600
Male skum Fighter 2 (Unarmed Fighter), Barbarian 1
CE Medium monstrous humanoid (aquatic)
Init +3; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 21 [19], touch 15[13], flat-footed 18[16] (+4 armor, +3 Dex, +2 natural, Shield +2) [-2 rage]
hp 79[89] max (4d10+1d12+27) [+10 rage]
Fort +10[12], Ref +6, Will +3
Resist cold 10
OFFENSE
Speed 30 ft., swim 50 ft.
Melee bite +10 [12] (1d6+5[7]), 2 claws +10 [12] (1d4+5[7])
Ranged
Special Attacks Grapple + 12 [14], Rage (9 rounds), Harsh training
TACTICS
Grappling takes first priority and should always be done with a partner. Only full attack if a foe is already grappled by a pair of allies. Rage and use Snapping turtle stance of the first round. In the unlikely even that something misses with a melee attack attempt a grapple with a -2 as and immediate action.
Fight to the death.
STATISTICS
Str 20, Dex 16, Con 20, Int 10, Wis 10, Cha 4
Base Atk +5; CMB +10[12] (+12[14] Grapple); CMD 23[25] (grapple 25[27]) +2/4 with adj ally
Feats Coordinated Defence Multiattack, Improved unarmed strike, Snapping Turtle, Snapping turtle clutch, Improved Grapple, Brutal Grappler
Skills Intimidate Swim +20 Perception +8
Languages Aboleth, Abyssal, Common
SQ amphibious,
Gear masterwork Chain shirt
I know that Brutal Grappler is orc only but skum are not intended as a PC race. Can any one think of thematic reason that it would not make sense with skum? If I can not use it I would take coordinated maneuvers.
With brutal grappler would a person who later joins a grapple automatically do damage or have to wait until there next turn to do it when then maintain the grapple?
Would spiked armor add an additional attack to a full attack? Would in change anything in a grapple since we can already bite?
Any one see a way to make this better?
| Mathius |
I just realized that I have about 33oo gp I can spend on each one of these guys. Would gauntlets of skilled maneuvers +1 cost 1k and would then make claw attacks impossible?
That would leave 2100 and I am willing stretch that 26 to get a cloak of fiery vanishing since I have a blaster in the party.
Of course there is always the boring magic armor/cloak of resistance to consider as well.
Any consumable items I could give them that do not require a standard action to use?
| Mojorat |
Unfortunately, i think only one creature grapples at a time. Te rest just aid. My only suggestion is since they are aquatic some enviromental factors.
Against lvl 10 pc they may have issues getting off the grapple. Also you dont have to justify anything. If the orc only fit meets your vision of the monsters then it works.
| Mathius |
I think that +14 (+16 with and ally, +18 with CM) has reasonable shot of getting off a grapple off and brutal grappler specifically allows aiding allies to also damage with their grapple.
AC and CMD is one lower because I messed up the shield bonus.
Not sure witch of the coordinated feats is better for these guys. Are the two together worth giving up brutal grappler?