The Scarred Land of Hades
I checked from your suggestions and I have to admit that the Dragon Shaman looks perfect! Can you explain a bit more the Touch of Vitality ability? I am not sure how many times per day I can use it. If I understand right only once, though it is more flexible than a simple heal spell.Siberys wrote:Psiforged Psychic Warrior. (Psiforged- magic of eberron page 40)
Sun Elf Wu-Jen.
Any Race Dragon Shaman.
...
Now regarding the race can I make a Minotaur Dragon Shaman? What conditions would you impose in this case? Can I use the table on page 28 in the Savage Species book? This would mean I only get the full Minotaur powers by taking 8 levels in this class/race. Even though I feel it's too much just for an ECL+2 I would still do it
Edit: A few more questions.
1. It seems I could simply pick an Large Dwarf for example suffer an ECL+1 (lose one level and start as an Dwarf Dragon Shaman level 2) but get both reach and the bonuses to natural armor, STR and CON.
2. Speaking of natural armor: do the bonuses to natural armor from minotaur/larger creature and dragon shaman stack?
3. In the case of larger versions would the prices for armor/weapons change? I am not quite sure about this but I would expect that they do.
4. Can we negotiate maybe a toned down version of the minotaur, but it retains its basic features? Maybe split the growth on only 4-6 levels instead of 8? I simply love the idea of a Minotaur Dragon Shaman.
@Treblin: No worries, I am on your side ... this time around
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
Touch of Vitality is something like Lay on hands. You get an allotment once per day but it can be spread out.
You heal twice your class level x your charisma modifier. So, lets say you were 11th level and had a 20 Charisma (i.e. a +5).
That's 11 x 2 x 5, 110. You have 110 hit points you can heal that day.
Joe takes 5 damage during combat, you heal him after combat and get him back to full. This leaves you with 105 healing points you can do with touch of vitality.
Then Mary takes 23 damage during combat, and was poisoned. Because you are 11th level, you can choose to remove that condition by sacrificing some healing points. For poison, this is ten healing points, so to heal all her damage and conditions it would cost a total of 33 healing points. Leaving you with 72 left.
Finally, Lets say Susan takes 10 damage, is poisoned, and a wizard blinded her with a blindness spell. Well, to cure that it would be 10 for the damage, 10 for the poison, and 20 for the blindness, a total of 40.
So long as you have enough healing points to use, by 11th level you can cure most conditions and any amount of damage.
A small addendum to that ability that I will enforce myself as a house rule-
Where it says you can spend 20 points to get rid of a negative level, this does not include a negative level gained by being resurrected.
The way I have resurrections work in this game is for a raise dead spell, you gain 2 negative levels until you level up, and then you have to make a DC 20 saving throw twice to lose them or they become permanent. Resurrection is 1 negative level instead of 2, and True Resurrection is no Negative levels.
If you have the Remove Condition ability that you get at 11th level, You can expend your entire allotment of healing points for a full day (i.e. not what you have left, if you have a maximum of 100 healing points, you spend ALL 100 of them for that day), you can have the character Auto-succeed on a saving throw to remove the negative level when the character is granted a saving throw due to leveling up. So you'd have to do this 2 days in a row for a raise dead spell to get rid of all negative levels.
That character would STILL keep the negative levels if he's not leveling up yet, but would essentially auto-succeed on his saving throws when he does.
Now, for armor, this is only the case if you are humanoid. If you're not humanoid (or mostly humanoid shaped. A mind flayer for example is not a humanoid but is humanoid shaped), then you need to buy barding, which for Large is a x4 cost.
I'd be willing to let you use that for Minotaur purposes. It's already got a +1 LA so if you added on the Giant template, that would make it a total of +2, leaving you with only one level of Dragon Shaman to start with.
If you choose to use this, I -may- modify the "Natural Cunning" ability that the Half-Minotaur receives because that honestly doesn't make any sense for a Minotaur Character.
You heal twice your class level x your charisma modifier. So, lets say you were 11th level and had a 20 Charisma (i.e. a +5).
That's 11 x 2 x 5, 110. You have 110 hit points you can heal that day.
Joe takes 5 damage during combat, you heal him after combat and get him back to full. This leaves you with 105 healing points you can do with touch of vitality.
Then Mary takes 23 damage during combat, and was poisoned. Because you are 11th level, you can choose to remove that condition by sacrificing some healing points. For poison, this is ten healing points, so to heal all her damage and conditions it would cost a total of 33 healing points. Leaving you with 72 left.
Finally, Lets say Susan takes 10 damage, is poisoned, and a wizard blinded her with a blindness spell. Well, to cure that it would be 10 for the damage, 10 for the poison, and 20 for the blindness, a total of 40.
So long as you have enough healing points to use, by 11th level you can cure most conditions and any amount of damage.
A small addendum to that ability that I will enforce myself as a house rule-
Where it says you can spend 20 points to get rid of a negative level, this does not include a negative level gained by being resurrected.
The way I have resurrections work in this game is for a raise dead spell, you gain 2 negative levels until you level up, and then you have to make a DC 20 saving throw twice to lose them or they become permanent. Resurrection is 1 negative level instead of 2, and True Resurrection is no Negative levels.
If you have the Remove Condition ability that you get at 11th level, You can expend your entire allotment of healing points for a full day (i.e. not what you have left, if you have a maximum of 100 healing points, you spend ALL 100 of them for that day), you can have the character Auto-succeed on a saving throw to remove the negative level when the character is granted a saving throw due to leveling up. So you'd have to do this 2 days in a row for a raise dead spell to get rid of all negative levels.
That character would STILL keep the negative levels if he's not leveling up yet, but would essentially auto-succeed on his saving throws when he does.
That's right. You just don't gain any other abilities for being large, it's purely a +1 LA for stat boosts.1. It seems I could simply pick an Large Dwarf for example suffer an ECL+1 (lose one level and start as an Dwarf Dragon Shaman level 2) but get both reach and the bonuses to natural armor, STR and CON.
Yes. The text says your natural armor "improves." Another way of saying it adds on to it.2. Speaking of natural armor: do the bonuses to natural armor from minotaur/larger creature and dragon shaman stack?
Magic items would cost the same but "Large" weapons would cost double for normal and masterwork I believe. Same for armor and equipment too.3. In the case of larger versions would the prices for armor/weapons change? I am not quite sure about this but I would expect that they do.
Now, for armor, this is only the case if you are humanoid. If you're not humanoid (or mostly humanoid shaped. A mind flayer for example is not a humanoid but is humanoid shaped), then you need to buy barding, which for Large is a x4 cost.
Half-Minotaur (3.5e Race) - D&D Wiki4. Can we negotiate maybe a toned down version of the minotaur, but it retains its basic features? Maybe split the growth on only 4-6 levels instead of 8? I simply love the idea of a Minotaur Dragon Shaman.
I'd be willing to let you use that for Minotaur purposes. It's already got a +1 LA so if you added on the Giant template, that would make it a total of +2, leaving you with only one level of Dragon Shaman to start with.
If you choose to use this, I -may- modify the "Natural Cunning" ability that the Half-Minotaur receives because that honestly doesn't make any sense for a Minotaur Character.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
Just a quick update before heading to bed:
Thank you for your explanations regarding Touch of Vitality. It is exactly as I believed it is. CHA means little to nothing here, though I am interested in its mod on Intimidate checks.
I didn't understood your explanation about armor costs, maybe you could point some source that I could read?
I am still thinking about your suggestion. It is very reasonable, but how about this half-minotaur template (almost the same to what you suggested, though you surely understand the implications better):
Half-Minotaur (born to one Minotaur parent & a giant, humanoid, or
monstrous humanoid) (Dragon Magazine issue 313 p94)
Description: Upper body is covered with shaggy hair, while head has a snout & horns. Inherited Template that can be added to any Small-sized to Huge-sized Giant, Humanoid, or Monstrous Humanoid.
Stats: Usually has a Chaotic alignment.
Gain Feat: Track.
Str +4
Con +2
Int –2
Wis +2
Natural Armor +2
Level Adjustment +1 if size increases, CR +1
Other effects: If the Base Creature was of Small or Medium size, its size is increased by one category, with all the appropriate changes to its ability scores, etc., plus a +10’ improvement to base movement. These changes are in addition to the bonuses and penalties listed.
Darkvision 60’.
Gain the Scent ability.
+2 Racial bonus on Search, Spot, & Listen checks.
Gain a Damage Category 6 Gore attack.
+4 bonus on checks to escape a Maze spell & always know which direction is North.
For further templates I would suggest everyone to check the following link
If I apply this template I could choose a race and start as a level 2 Dragon Shaman, though I am not sure about the giant thing. I believe with this template I also gain that which might be too much already.
Thank you for your explanations regarding Touch of Vitality. It is exactly as I believed it is. CHA means little to nothing here, though I am interested in its mod on Intimidate checks.
I didn't understood your explanation about armor costs, maybe you could point some source that I could read?
I am still thinking about your suggestion. It is very reasonable, but how about this half-minotaur template (almost the same to what you suggested, though you surely understand the implications better):
Half-Minotaur (born to one Minotaur parent & a giant, humanoid, or
monstrous humanoid) (Dragon Magazine issue 313 p94)
Description: Upper body is covered with shaggy hair, while head has a snout & horns. Inherited Template that can be added to any Small-sized to Huge-sized Giant, Humanoid, or Monstrous Humanoid.
Stats: Usually has a Chaotic alignment.
Gain Feat: Track.
Str +4
Con +2
Int –2
Wis +2
Natural Armor +2
Level Adjustment +1 if size increases, CR +1
Other effects: If the Base Creature was of Small or Medium size, its size is increased by one category, with all the appropriate changes to its ability scores, etc., plus a +10’ improvement to base movement. These changes are in addition to the bonuses and penalties listed.
Darkvision 60’.
Gain the Scent ability.
+2 Racial bonus on Search, Spot, & Listen checks.
Gain a Damage Category 6 Gore attack.
+4 bonus on checks to escape a Maze spell & always know which direction is North.
For further templates I would suggest everyone to check the following link
If I apply this template I could choose a race and start as a level 2 Dragon Shaman, though I am not sure about the giant thing. I believe with this template I also gain that which might be too much already.
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Treblin, I felt the same way, but think about it this way... you WANT a half minotaur as long as its on YOUR SIDE hehe
http://www.d20srd.org/srd/skills/speakLanguage.htm
The Speak Language skill doesn’t work like other skills. Languages work as follows.
* You start at 1st level knowing one or two languages (based on your race), plus an additional number of languages equal to your starting Intelligence bonus.
* You can purchase Speak Language just like any other skill, but instead of buying a rank in it, you choose a new language that you can speak.
* You don’t make Speak Language checks. You either know a language or you don’t.
* A literate character (anyone but a barbarian who has not spent skill points to become literate) can read and write any language she speaks. Each language has an alphabet, though sometimes several spoken languages share a single alphabet.
claudius: I'm not going to change my character sheet (again), but for level ups I am unclear how many 'ranks' or skillpoints speaking a new language consumes? If it were only one a level one rogue with 10 intelligence could theoretically speak 33 languages which seems a bit much!
http://www.d20srd.org/srd/classes/ranger.htm
Animal Companion (Ex)
At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
claudius: Is it correct that a level 2 dog is the same as a level 3? Is the increasing level of the ranger only relevant to having the alternate animal companions?
http://www.d20srd.org/srd/skills/speakLanguage.htm
The Speak Language skill doesn’t work like other skills. Languages work as follows.
* You start at 1st level knowing one or two languages (based on your race), plus an additional number of languages equal to your starting Intelligence bonus.
* You can purchase Speak Language just like any other skill, but instead of buying a rank in it, you choose a new language that you can speak.
* You don’t make Speak Language checks. You either know a language or you don’t.
* A literate character (anyone but a barbarian who has not spent skill points to become literate) can read and write any language she speaks. Each language has an alphabet, though sometimes several spoken languages share a single alphabet.
claudius: I'm not going to change my character sheet (again), but for level ups I am unclear how many 'ranks' or skillpoints speaking a new language consumes? If it were only one a level one rogue with 10 intelligence could theoretically speak 33 languages which seems a bit much!
http://www.d20srd.org/srd/classes/ranger.htm
Animal Companion (Ex)
At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
claudius: Is it correct that a level 2 dog is the same as a level 3? Is the increasing level of the ranger only relevant to having the alternate animal companions?
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
@Mal-
And while I built Shar'ra to be a diplomat, you can definitely make use of alternative versions of Dragonfire Adepts to suit your needs. For instance, you could worship Skia and say a shadow dragon or something and take invocations like Breath of the Night and Darkness. Or you could worship Aera and take something like Scalding Wind and Deafening Roar.
Lemme put it this way, a Half Minotaur, or even a full Minotaur, is humanoid in my book. They stand up, are bipedal (walks on two feet instead of four), and have a human-like shape, so armor doesn't need to be made for them as if they were an unusual shape.
An unusual shape is something like armor for a dragon or a horse or even upright creatures with unusual limbs like Girallons or Winged Creatures.
It's not as ridiculous, and the size increase will only give a +2 to strength and a -2 to dex (and other various bonuses/penalties to hide, attack, grapple, bull rush, etc etc).
@Claudius
If it is a cross class skill, it costs 2 points to put 1 rank in it.
Every 1 rank of speak language gives you a new bonus language. So yes, you could speak 33 languages if you put 33 skill ranks into it (which for cross class would cost 66 points and require you to be 32nd level at least.
They don't go up in level, they go up in hit dice. Look over the Animal Companion table in Druid (as the druid animal companion and Ranger animal companion are one in the same) for how an animal companion grows as you level.
As a ranger, you have an automatic -3 to your animal companion level due to gaining it at 4th level instead of 1st. And those lists, when they say something like 4th level animal companion, 4th level is for YOU, not the animal. So, you will have to wait until level 7 to get a 4th level animal companion, and 11th to get the 7th level, etc etc.
You can take the feat Natural Bond, from Complete Adventurer, to gain a +3 to your effective druid level for the purpose of determining your animal companion stats. That'll eliminate the -3 from gaining an animal companion at 4th level instead of 1st.
BTW: On a side note. I am aware that the actual rules state that one half your ranger level is your druid level for the purpose of determining animal companion stats. I'm house ruling that it's -3 instead, Rangers are NOT powerful at all.
Good point. You might check out the dragonfire adept then. It's very similar to Dragon Shaman, but instead of Breath Weapon + Aura's like a paladin, it's Breath Weapon + Invocations like a warlock.Thank you for your explanations regarding Touch of Vitality. It is exactly as I believed it is. CHA means little to nothing here, though I am interested in its mod on Intimidate checks.
And while I built Shar'ra to be a diplomat, you can definitely make use of alternative versions of Dragonfire Adepts to suit your needs. For instance, you could worship Skia and say a shadow dragon or something and take invocations like Breath of the Night and Darkness. Or you could worship Aera and take something like Scalding Wind and Deafening Roar.
Armor :: d20srd.orgI didn't understood your explanation about armor costs, maybe you could point some source that I could read?
Lemme put it this way, a Half Minotaur, or even a full Minotaur, is humanoid in my book. They stand up, are bipedal (walks on two feet instead of four), and have a human-like shape, so armor doesn't need to be made for them as if they were an unusual shape.
An unusual shape is something like armor for a dragon or a horse or even upright creatures with unusual limbs like Girallons or Winged Creatures.
Ok yeah, that works a little better.I am still thinking about your suggestion. It is very reasonable, but how about this half-minotaur template (almost the same to what you suggested, though you surely understand the implications better)
It's not as ridiculous, and the size increase will only give a +2 to strength and a -2 to dex (and other various bonuses/penalties to hide, attack, grapple, bull rush, etc etc).
You won't need the giant template with this. If you are small or medium, your size increases by one category automatically as a Half-Minotaur (template).If I apply this template I could choose a race and start as a level 2 Dragon Shaman, though I am not sure about the giant thing. I believe with this template I also gain that which might be too much already.
@Claudius
If speak language is a class skill, it costs 1 point to put 1 rank in it.claudius: I'm not going to change my character sheet (again), but for level ups I am unclear how many 'ranks' or skillpoints speaking a new language consumes? If it were only one a level one rogue with 10 intelligence could theoretically speak 33 languages which seems a bit much!
If it is a cross class skill, it costs 2 points to put 1 rank in it.
Every 1 rank of speak language gives you a new bonus language. So yes, you could speak 33 languages if you put 33 skill ranks into it (which for cross class would cost 66 points and require you to be 32nd level at least.
There's no such thing as a level 2 dog and a level 3 dog.claudius: Is it correct that a level 2 dog is the same as a level 3? Is the increasing level of the ranger only relevant to having the alternate animal companions?
They don't go up in level, they go up in hit dice. Look over the Animal Companion table in Druid (as the druid animal companion and Ranger animal companion are one in the same) for how an animal companion grows as you level.
As a ranger, you have an automatic -3 to your animal companion level due to gaining it at 4th level instead of 1st. And those lists, when they say something like 4th level animal companion, 4th level is for YOU, not the animal. So, you will have to wait until level 7 to get a 4th level animal companion, and 11th to get the 7th level, etc etc.
You can take the feat Natural Bond, from Complete Adventurer, to gain a +3 to your effective druid level for the purpose of determining your animal companion stats. That'll eliminate the -3 from gaining an animal companion at 4th level instead of 1st.
BTW: On a side note. I am aware that the actual rules state that one half your ranger level is your druid level for the purpose of determining animal companion stats. I'm house ruling that it's -3 instead, Rangers are NOT powerful at all.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
Oh. And Rylais failed to respond to me in a timely fashion, so the spot is now Kozeph's.
ALL GAME SLOTS ARE FULL!
I apologize for any inconvenience, however I am unable to support more than six players. If any more games open up on this forum, players are more than welcome to join if they wish, and if not you can always check out [url="http://www.thetangledweb.net/forums/"]The Tangled Web[/url] for other roleplaying opportunities.
ALL GAME SLOTS ARE FULL!
I apologize for any inconvenience, however I am unable to support more than six players. If any more games open up on this forum, players are more than welcome to join if they wish, and if not you can always check out [url="http://www.thetangledweb.net/forums/"]The Tangled Web[/url] for other roleplaying opportunities.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
- kozeph
- Posts: 463
- Joined: Sun Aug 19, 2007 11:03 am
- Location: left of the abyss next to a mcdonalds
- Contact:
I mentioned it to Syberis before, I will officially join the campaing and use an arcane based class, since we are lacking a strong arcane presence or a very good healer
I'll put up the my character sheet once I have it done.
I'll put up the my character sheet once I have it done.
Have you seen my brain around here? No? well in case you see it its brainy and squishy looking. If you see it let me know
Glad to have you kozeph!
Question: Is there a cap to the number of classes you may have?
I'm trying to see how I can make a munchkin build.
Question: Is there a cap to the number of classes you may have?
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
There's no cap, but there IS an experience penalty if you're not careful. Check up on multiclassing rules to see exactly how that works.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
As always you are very rich with your suggestions. Thank you for your help! I am in a rush at this moment, but I'll check the supplement a bit later.Siberys wrote:@Mal-
Good point. You might check out the dragonfire adept then. It's very similar to Dragon Shaman, but instead of Breath Weapon + Aura's like a paladin, it's Breath Weapon + Invocations like a warlock.
And while I built Shar'ra to be a diplomat, you can definitely make use of alternative versions of Dragonfire Adepts to suit your needs. For instance, you could worship Skia and say a shadow dragon or something and take invocations like Breath of the Night and Darkness. Or you could worship Aera and take something like Scalding Wind and Deafening Roar.
Got it! Though I still have to take into account that my armor needs to be larger than for a medium/small creature.Lemme put it this way, a Half Minotaur, or even a full Minotaur, is humanoid in my book. They stand up, are bipedal (walks on two feet instead of four), and have a human-like shape, so armor doesn't need to be made for them as if they were an unusual shape.
An unusual shape is something like armor for a dragon or a horse or even upright creatures with unusual limbs like Girallons or Winged Creatures.
I am not sure if I understand you right, but with the template I proposed I would get the bonuses for being a half-minotaur and on top of that the bonuses for being a giant. So it would be STR +4, CON +2, INT –2 and WIS +2 for half minotaur plus STR +8, DEX -2, CON +4, natural armor +2 and attack/armor -1 for being a giant. That adds to STR +12, DEX -2, CON +4, INT -2, WIS +2, natural armor +2 and attack/armor -1. Am I right?Ok yeah, that works a little better.
It's not as ridiculous, and the size increase will only give a +2 to strength and a -2 to dex (and other various bonuses/penalties to hide, attack, grapple, bull rush, etc etc).
You won't need the giant template with this. If you are small or medium, your size increases by one category automatically as a Half-Minotaur (template).
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
Not quite.I am not sure if I understand you right, but with the template I proposed I would get the bonuses for being a half-minotaur and on top of that the bonuses for being a giant. So it would be STR +4, CON +2, INT –2 and WIS +2 for half minotaur plus STR +8, DEX -2, CON +4, natural armor +2 and attack/armor -1 for being a giant. That adds to STR +12, DEX -2, CON +4, INT -2, WIS +2, natural armor +2 and attack/armor -1. Am I right?
Ok, say you have a human-
That human, a medium sized creature takes the Half-Minotaur template at character creation. Part of the half-minotaur template includes a size increase on its own. So your human is now half minotaur AND large.
Furthermore, you can't have two templates. A template, in its own right, is a genetic mutation, an atavism. It can either kick in at birth or later, but it's nigh impossible to have more than one. Ancestry and DNA doesn't work like that (not to mention, it's also a game breaker).
Now, you can be one of three things in this scenario-
A human (race) with the Giant Template.
A human (race) with the Half-Minotaur Template.
A half minotaur (race) with the Giant Template.
That would be roughly how it works.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
Just for Fun, and because I really like most of these pics by artoftheempath and greyhawke74-
[url="http://fc06.deviantart.net/fs70/f/2011/038/1/e/1e55b01327707cf16641234e1ee1752b-d26bya1.jpg"]Boccob[/url] in Human form, the only remaining "god" alive-
[url="http://fc07.deviantart.net/fs71/f/2010/149/9/c/One_by_artoftheempath.jpg"]The Titans[/url] In Bestial or Unusual Forms-
The two dragons- Fos and Skia
The Butterfly- Aera
The Wolf- Pyrkagia
The Owl- Gi
The Human- Nero
[url="http://fc08.deviantart.net/fs70/f/2010/208/9/1/Tarot___Emotions_by_artoftheempath.jpg"]The Titan Aera[/url], Before and After Insanity-
[url="http://fc08.deviantart.net/fs50/f/2009/260/7/d/7d1d87a0735691746f3577349a51a54c.jpg"]The Blind Oracle of Aera, Na'ena.[/url]
[url="http://fc04.deviantart.net/fs71/f/2011/038/b/7/b715d0aa210ef16369d0f2dee2d6fcd3-d225pxa.jpg"]The Titan Gi[/url]-
[url="http://fc05.deviantart.net/fs70/f/2011/038/e/9/tarot___wisdom___card_13_by_artoftheempath-d258gck.jpg"]The Wise Oracle of Gi, Tenubreth[/url]
[url="http://fc00.deviantart.net/fs29/f/2008/140/7/d/7dc2451e094072c9951b33ac4916185e.jpg"]The Titan Pyrkagia[/url]-
[url="http://fc08.deviantart.net/fs24/f/2009/106/e/1/e1b2eff380d35179ca96b8a5b38e9468.jpg"]The Wondrous Oracle of Pyrkagia, Desia[/url]
[url="http://fc01.deviantart.net/fs70/i/2011/163/1/6/hydra_battle_by_greyhawke74-d3dfhj6.jpg"]The Titan Nero[/url]
[url="http://fc08.deviantart.net/fs71/f/2010/008/4/c/Oracle___Truth_by_artoftheempath.jpg"]The Masked Oracle of Nero, Deception[/url]
[url="http://fc09.deviantart.net/fs24/f/2008/016/b/6/Helios_GMO_Card_6_by_artoftheempath.jpg"]The Titan Fos[/url]
[url="http://fc06.deviantart.net/fs26/f/2009/246/4/8/Oracle___Equilibrium_by_artoftheempath.jpg"]The Incandescent Oracle of Fos, Hocracius[/url]
[url="http://fc09.deviantart.net/fs37/f/2008/281/9/2/Ashryth___Commission_by_artoftheempath.jpg"]The Titan Skia[/url]
[url="http://fc05.deviantart.net/fs70/f/2011/038/3/4/tarot___journey___card_20_by_artoftheempath-d3904p5.jpg"]The Enigmatic Oracle of Skia, Jerusa[/url]
To answer an obvious question. The Oracles are not the council members. I won't reveal what role they play yet, but they are common enough knowledge that I figured I'd share.
Anyway, enjoy these images.
[url="http://fc06.deviantart.net/fs70/f/2011/038/1/e/1e55b01327707cf16641234e1ee1752b-d26bya1.jpg"]Boccob[/url] in Human form, the only remaining "god" alive-
[url="http://fc07.deviantart.net/fs71/f/2010/149/9/c/One_by_artoftheempath.jpg"]The Titans[/url] In Bestial or Unusual Forms-
The two dragons- Fos and Skia
The Butterfly- Aera
The Wolf- Pyrkagia
The Owl- Gi
The Human- Nero
[url="http://fc08.deviantart.net/fs70/f/2010/208/9/1/Tarot___Emotions_by_artoftheempath.jpg"]The Titan Aera[/url], Before and After Insanity-
[url="http://fc08.deviantart.net/fs50/f/2009/260/7/d/7d1d87a0735691746f3577349a51a54c.jpg"]The Blind Oracle of Aera, Na'ena.[/url]
[url="http://fc04.deviantart.net/fs71/f/2011/038/b/7/b715d0aa210ef16369d0f2dee2d6fcd3-d225pxa.jpg"]The Titan Gi[/url]-
[url="http://fc05.deviantart.net/fs70/f/2011/038/e/9/tarot___wisdom___card_13_by_artoftheempath-d258gck.jpg"]The Wise Oracle of Gi, Tenubreth[/url]
[url="http://fc00.deviantart.net/fs29/f/2008/140/7/d/7dc2451e094072c9951b33ac4916185e.jpg"]The Titan Pyrkagia[/url]-
[url="http://fc08.deviantart.net/fs24/f/2009/106/e/1/e1b2eff380d35179ca96b8a5b38e9468.jpg"]The Wondrous Oracle of Pyrkagia, Desia[/url]
[url="http://fc01.deviantart.net/fs70/i/2011/163/1/6/hydra_battle_by_greyhawke74-d3dfhj6.jpg"]The Titan Nero[/url]
[url="http://fc08.deviantart.net/fs71/f/2010/008/4/c/Oracle___Truth_by_artoftheempath.jpg"]The Masked Oracle of Nero, Deception[/url]
[url="http://fc09.deviantart.net/fs24/f/2008/016/b/6/Helios_GMO_Card_6_by_artoftheempath.jpg"]The Titan Fos[/url]
[url="http://fc06.deviantart.net/fs26/f/2009/246/4/8/Oracle___Equilibrium_by_artoftheempath.jpg"]The Incandescent Oracle of Fos, Hocracius[/url]
[url="http://fc09.deviantart.net/fs37/f/2008/281/9/2/Ashryth___Commission_by_artoftheempath.jpg"]The Titan Skia[/url]
[url="http://fc05.deviantart.net/fs70/f/2011/038/3/4/tarot___journey___card_20_by_artoftheempath-d3904p5.jpg"]The Enigmatic Oracle of Skia, Jerusa[/url]
To answer an obvious question. The Oracles are not the council members. I won't reveal what role they play yet, but they are common enough knowledge that I figured I'd share.
Anyway, enjoy these images.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
Love the pics, I want me some +12 strength 
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
I understand that you cannot have two templates. It's obvious, but in the half-minotaur template I posted there is a note that says as belowSiberys wrote:Not quite.
Ok, say you have a human-
That human, a medium sized creature takes the Half-Minotaur template at character creation. Part of the half-minotaur template includes a size increase on its own. So your human is now half minotaur AND large.
Furthermore, you can't have two templates. A template, in its own right, is a genetic mutation, an atavism. It can either kick in at birth or later, but it's nigh impossible to have more than one. Ancestry and DNA doesn't work like that (not to mention, it's also a game breaker).
Now, you can be one of three things in this scenario-
A human (race) with the Giant Template.
A human (race) with the Half-Minotaur Template.
A half minotaur (race) with the Giant Template.
That would be roughly how it works.
So, if I understand this right my Human (race) adds the Half-Minotaur (template) and becomes LA+1. In this case it would start as a class level 2 character. By being medium sized as per human race its size also increases to large and for this is adds the bonuses I was talking about. Which were in your SRD link with size increase. I know it sounds a bit too much already, but I want to understand everything before working on the sheet. What am I missing?Other effects: If the Base Creature was of Small or Medium size, its size is increased by one category, with all the appropriate changes to its ability scores, etc., plus a +10’ improvement to base movement. These changes are in addition to the bonuses and penalties listed.
P.S. I apologize for having so many questions for you. I hope you don't mind too much. I know that being a play by post campaign this drags the things a bit too much.
Edit: After further reading online it seems that the template from Dragon Magazine is indeed broken since it gives as I supposed those crazy bonuses going from medium to large (which makes the character LA+1 for STR +12, DEX -2, CON +4, INT -2, WIS +2, natural armor +2 and attack/armor -1) on top of feats and other things. The people online actually said that the minotaur race from the Dragonlance setting is actually the most balanced one so far, though some said that it does need a LA+1 (the race is below).
Krynn Minotaur
-Medium size, base speed 30 feet, etc.
-Ability mods: +4 Str, -2 Dex, -2 Int, -2 Cha
-+2 Bonus to Natural Armor
-+2 Bonuses to Intimidate, Use Rope, and Swim
-They can take the Scent special ability as a feat
-Natural weapon (Gore) that does like 1d6 (or 2d6 on a charge) +1.5 Str mod damage
-Favored Class: Fighter
I will pick the Dragon Shaman since it helps the party more overall with the aura etc. and it is more melee oriented than the Dragonfire Adept who, even if he is more versatile, don't seem in tune with my build.
I just wanted to let you know exactly what I want for the Minotaur and maybe we can house rule the race:
- LA+0
- a small bonus to STR
- a small bonus to CON
- a small bonus to intimidate
- martial weapons proficiency (alternatively we could go for proficiency with 2 or 3 weapons of my choice: was thinking of crossbow for ranged and greataxe for melee or maybe some kind of great hammer though I don't know if this exists)
- a small natural attack for the horns (piercing damage)
- a minor natural armor
- reach by being large or otherwise
- for flavor: scent, keen senses and some low or dark vision
- for flavor but not mandatory: hoofs attack (bludgeoning damage)
With this in mind I created the Minotaur race below using some rules from Unearthed Arcana (flaws and traits). You can just tell me if you want further penalties for such a build or maybe some additional bonuses (I hope!
- LA+0
- STR +4, CON +4, DEX -4, INT -2, CHA -2
- Monstrous humanoid
- Large size (-1 AC and attack rolls, Space/Reach 10'/10', Hide -4, Grapple checks +4, lift/carry doubled than medium characters)
- Base land speed 40'
- Darkvision 60'
- Scent
- Intimidate +2, Spot +2, Listen +2, Bluff -2, Diplomacy -2, Balance -2, Escape Artist -2, Tumble -2, Disguise -2
- Greataxe proficiency
- +4 natural armor
- 1d6 natural attack for the horns (piercing attack) and 1d6 natural attack for the hoofs (bludgeoning attack) plus 1,5 STR bonus
- Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
- Automatic Languages: Common, Giant. Bonus languages: Orc, Goblin
Right now it looks a bit toned down, but I am out of ideas. Alternatively I could use the Half-Minotaur template on top of a race and simply forget about the large size.
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Does anyone know if there is a half-goblin or half-hobgoblin template? I'm thinking an ancestor was slave to a chaotic wizard, sorceror, or cleric and the genes have surfaced!
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
I don't know about that, but you can check this link or maybe this one which describe playing the monsters as characters.Claudius wrote:Does anyone know if there is a half-goblin or half-hobgoblin template? I'm thinking an ancestor was slave to a chaotic wizard, sorceror, or cleric and the genes have surfaced!
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
I propose a custom prestige *class* which I would be interested in...
{from the book Dune}:
"Your Kwisatz Haderach?"
"Yes, the one who can be many places at once: the Kwisatz Haderach. Many men have tried the drug . . . so many, but none has succeeded."
"They tried and failed, all of them?"
"Oh, no." She shook her head. "They tried and died."
Hobgoblin Disciple
Requirements:
Knowledge (local - legends) 4
Knowledge (alchemy) 4
BAB 5 (to withstand the potion/to have it take effect)
Great Fortitude
The adept after discovering the family history (slave to experimenter/caster?) and the means to unlock the mystery... Must as a 'trainer' find an alchemist who is able to craft the mutation unlocking potion. Such an alchemist charges a fee and must also be familiar with this phenominon.
Alternative: the notes (which may need a quest to find...ingredients etc) contain enough information for someone which may be the pc to brew a potion with crafting DC 20... so probably an NPC. Upon taking the potion a fortitude save against DC 17 (don't make it too extreme this is just for laughs) with 2d6 initial and secondary damage, or equivalent to a wyvern sting.
Essentially a particular mad/evil spellcaster/alchemist discovered a magical and scientific way of splicing hobgoblin traits onto other races. The personage kept slaves who he experimented on. Sir Bumbus Freehorn with wizard Alkan Weid (and their merry band) infliltrated his stange abode killing or driving the caster off (and further insane). Alkan discovered the laboratory and his notes were preserved in the arcane society libraries.
If the imbiber never takes a hobgoblin disciple level then nothing further happens after they drink the potion.
Saves: high fort
BAB: high
HP dice: 1d8
Skillpoints/level: 2
Skills: Move Silent, Hide, Listen, Spot, Jump, Intimidate.
level 1 poison save +1*, darkvision {stacking since mutagen}
level 2 constitution +2
level 3 poison save +2*, toughness*
level 4 dexterity +2
* effects of potion, poison save progression as assassin (not total of 3)
{from the book Dune}:
"Your Kwisatz Haderach?"
"Yes, the one who can be many places at once: the Kwisatz Haderach. Many men have tried the drug . . . so many, but none has succeeded."
"They tried and failed, all of them?"
"Oh, no." She shook her head. "They tried and died."
Hobgoblin Disciple
Requirements:
Knowledge (local - legends) 4
Knowledge (alchemy) 4
BAB 5 (to withstand the potion/to have it take effect)
Great Fortitude
The adept after discovering the family history (slave to experimenter/caster?) and the means to unlock the mystery... Must as a 'trainer' find an alchemist who is able to craft the mutation unlocking potion. Such an alchemist charges a fee and must also be familiar with this phenominon.
Alternative: the notes (which may need a quest to find...ingredients etc) contain enough information for someone which may be the pc to brew a potion with crafting DC 20... so probably an NPC. Upon taking the potion a fortitude save against DC 17 (don't make it too extreme this is just for laughs) with 2d6 initial and secondary damage, or equivalent to a wyvern sting.
Essentially a particular mad/evil spellcaster/alchemist discovered a magical and scientific way of splicing hobgoblin traits onto other races. The personage kept slaves who he experimented on. Sir Bumbus Freehorn with wizard Alkan Weid (and their merry band) infliltrated his stange abode killing or driving the caster off (and further insane). Alkan discovered the laboratory and his notes were preserved in the arcane society libraries.
If the imbiber never takes a hobgoblin disciple level then nothing further happens after they drink the potion.
Saves: high fort
BAB: high
HP dice: 1d8
Skillpoints/level: 2
Skills: Move Silent, Hide, Listen, Spot, Jump, Intimidate.
level 1 poison save +1*, darkvision {stacking since mutagen}
level 2 constitution +2
level 3 poison save +2*, toughness*
level 4 dexterity +2
* effects of potion, poison save progression as assassin (not total of 3)
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.