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Andorax
Still here? Wow.
(3/26/03 10:24 am)
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Savage Species Additions
As promised, I was going to start up a thread to introduce some Savage Species concepts into RttToEE. Much of it is filled with player potential, but there's a few places a DM could really add some interest.

As a starter, you'll find three versions of Satau below. The first is the original (for comparison purposes). I've done an alternate version of him as a Seer using the Psionics Handbook (for those who prefer to keep him strictly Psionic). After that, I have an interesting variation...a Savage Species version of Satau as an Illithid Savant 3 (admitedly, a 1 increase in CR).

Original:

Satau: Male mind flayer Sor2; CR 10; Medium-size aberration; HD 8d8 plus 2d4; hp 41; Init +6; Spd 30 ft.; AC 17 (touch 14, flat-footed 15); Atk +9 melee (1d4+1, 4 tentacles); SA Extract, improved grab, mind blast, psionics; SQ Darkvision 60 ft., telepathy; SR 25; AL LE; SV Fort +2, Ref +4, Will +13; Str 13, Dex 15, Con 10, Int 19, Wis 18, Cha 17.

Skills and Feats: Bluff +8, Concentration +13, Diplomacy +5, Hide +8, Intimidate +10, Knowledge (arcana) +9, Knowledge (religion) +9, Listen +11, Move Silently +7, Spellcraft +14, Spot +11; Alertness, Combat Casting, Dodge, Expertice, Improved Initiative, Weapon Finesse (tentacle).

Extract, Improved Grab, Mind Blast, Psionics, Telepathy: All standard for Illithids

Spells Known (6/5; base DC = 13 + spell level): 0--arcane mark, detect magic, detect poison, mage hand, read ma 1st--shield, true strike.

Posessions: Wand of invisibility (16 charges), ring of protection +2, arcane scroll of see invisibility, arcane scroll of displacement, pearl of power (1st), wand of magic missile (5th, 20 charges), silver necklace with moonstones (700 gp value).


Psionic:

Satau: Mind flayer Psi(Seer)2; CR 10; Medium-size aberration; HD 8d8+2d4; hp 41; Init +6; Spd 30 ft.; AC 19 (touch 16, flat-footed 17); Atk +8 melee (1d4+1, 4 tentacles); SA Extract, improved grab, mind blast, psionics; SQ Darkvision 60 ft., telepathy; SR 25; AL LE; SV Fort +2, Ref +4, Will +13; Str 13, Dex 15, Con 10, Int 19, Wis 18, Cha 17.

Skills and Feats: Bluff +8, Concentration +13, Diplomacy +5, Hide +8, Intimidate +10, Knowledge (psionics) +11, Knowledge (religion) +6, Listen +11, Move Silently +7, Remote View +6, Psicraft +14, Spot +11; Alertness, Combat Manifestation, Dodge, Expertice, Improved Initiative, Inertial Armor.

Extract, Improved Grab, Mind Blast, Psionics, Telepathy: All standard for Illithids

Powers Known (3 psp, 5 free 0's per day): 0--detect psionics, inkling, far hand, tal 1st--object reading, identify.

Posessions: Sage Psicrystal: Knowledge (psionics), Dorje of invisibility (16 charges), ring of protection +2, power stone of see invisibility, power stone of displacement, Crystal Capacitor (1), Dorje of Concussion (5th, 20 charges), silver necklace with moonstones (600 gp value).


Savage Species version:

Satau: Mind flayer ISv3; CR 11; Medium-size aberration; HD 8d8+3d4; hp 43; Init +6; Spd 30 ft.; AC 17 (touch 14, flat-footed 15); Atk +10 melee (1d4+1, 4 tentacles); SA Extract, improved grab, mind blast, psionics; SQ Darkvision 60 ft., telepathy; SR 25; AL LE; SV Fort +3, Ref +6, Will +13; Str 13, Dex 15, Con 10, Int 19, Wis 18, Cha 17.

Skills and Feats: Bluff +8, Concentration +13, Diplomacy +5, Hide +8, Intimidate +10, Knowledge (arcana) +14, Knowledge (religion) +9, Listen +11, Move Silently +7, Scry* +11, Spellcraft +9, Spot +11; Alertness, Combat Casting, Dodge, Expertice, Improved Initiative, Weapon Finesse (tentacle), Lightning Reflexes*.

Extract, Improved Grab, Mind Blast, Psionics, Telepathy: All standard for Illithids

Lore 4/day (+7, see the Illithid Savant Prestige Class)

Sorceror Spells* Known (1/2/2/2; base DC = 13 + spell level, caster level 7): 0--detect ma 1st--shield; 2nd--see invisibility; 3rd--displacement;

Posessions: Wand of invisibility (16 charges), ring of protection +2, pearl of power (1st), wand of magic missile (5th, 20 charges), silver necklace with moonstones (700 gp value).

* These are abilities stolen from eaten foes, as per the Illithid Savant class.

"Whadda ya mean, Orcs get levels too?!?"

Fillerbunny34
Here for a while
(3/26/03 10:34 am)
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Re: Savage Species Additions
Wow, thanks for doing these. Most handy as I will be using Satau next session IMC. I think I will go with the Seer version, simply because I think my new Psion will enjoy encountering another crystal-bearer...

I can tell you want me to wear a bee suit.
I know this because I know all things that make you happy.
I make you happy. Yes?
Yes.
WITNESS ME IN BEE-FORM!

Andorax
Still here? Wow.
(4/11/03 11:00 am)
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Re: Savage Species Additions
Anyone else have any thoughts about Savage Species?

I seem to recall an Athach that was reduced in size and power...IIRC, there's rules in Savage Species for a partly-developed Athach. It's a break in the rules for it to have class levels before becomming "full grown", but a minor enough one, and I'm wondering if anyone wanted to rework him to be closer to "by the book".

"Whadda ya mean, Orcs get levels too?!?"

ZansForCans 
Here for a while
(4/11/03 1:14 pm)
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Re: Savage Species Additions
I just got it a few weeks ago and just cracked the cover days ago. I like it so far and plan to try reworking a few of the creature NPCs to see how I like it. I'll hunt this thread down and let you know when (if?) I do anything worthy ;)


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chartam
Here quite a while
(4/11/03 3:20 pm)
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Re: Savage Species Additions
Way back on March 1, I posted my insectile hobgoblins in this thread. Unfortunately, no one seemed interested (except for Hypersmurf who immediately hijacked the thread).

These converted hobgoblins worked very well IMC. The back story is that the shaman was mucking around with the altar and triggered a latent curse left by Lolth that inflicted most of the hobgoblins with the insectile template. (Since the template is CR+1, I simply removed the level of warrior from the elite hobgoblins to keep them at roughly the same CR.) The hobgoblins in the tower were the ones that did not change and were run off by the changed hobs. The party had a difficult time dealing with hobgoblin hordes attacking from the ground and the ceiling at the same time.

Chartam Plicatus, Paper Prestidigitator
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Infiniti2000
Still here? Wow.
(4/12/03 11:33 am)
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ezSupporter
Re: Savage Species Additions
Good stuff. Chartam, I'd suggest you repost it here in this thread, which might become more "permanent", although I'm sure it'll end up on page 21 anyway. I might use those insects in the CRM instead of the orcs, or maybe use insectile orcs with roughly the same stats.

chartam
Here quite a while
(4/12/03 1:12 pm)
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Re: Savage Species Additions
As requested, here's a repost:

Quote:

Variant Hobgoblins at the Temple

I've just finished reading Savage Species (well, not quite all of the monsters classes in the back of the book), and have decided to do something a little different with the hobgoblins at the abandoned temple.

My party is a bit overpowered for this encounter, since there are six characters and they are already at 5th level. So, I'm replacing the elite hobgoblin warriors with elite insectile hobgoblins. They're still CR1, but it will make the encounter much more interesting, since they'll be up on the walls of the temple, hiding and making ranged attacks.

Insectile Hobgoblin
Medium-Size Aberration
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (Dex)
Speed: 30 ft., climb 30 ft.
AC: 19 (+3 Dex, +2 natural, +3 studded leather, +1 small shield)
Attacks: Longsword +1 melee; or javelin +4 ranged
Damage: Longsword 1d8; or javelin 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., tremorsense, wide vision
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 11, Dex 17, Con 13, Int 10, Wis 12, Cha 10
Skills: Hide +3, Listen +4, Move Silently +5, Spot +8
Feats: Alertness
Climate/Terrain: Temperate and warm land and underground
Organization: Gang (4-9), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24), or tribe (30-300 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 2-4 dire wolves, and 1-4 ogres or 1-2 trolls)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Insectile hobgoblins speak Goblin and Common.
Combat
These creatures have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Insectile hobgoblins hate elves and attack them first, in preference to other opponents.
Tremorsense (Ex): Insectile hobgoblins can automatically sense the location of anything within 60 feet that is in contact with the same surface they are.
Wide Vision (Ex): Because of their multiple eyes and wide angle of vision, insectile hobgoblins have a +4 racial bonus on Spot checks and cannot be flanked.
Skills: Insectile hobgoblins receive a +4 racial bonus to Move Silently checks.
Hobgoblin Characters
An insectile hobgoblin’s favoured class is rogue. Insectile hobgoblin clerics can choose two of the following domains: Evil, Destruction, and Trickery.

Elite Insectile Hobgoblin
Medium-Size Aberration
Hit Dice: 1d8+3 (hp varies; see encounter description)
Initiative: +3 (Dex)
Speed: 30 ft., climb 30 ft.
AC: 19 (+3 Dex, +2 natural, +3 studded leather, +1 small shield)
Attacks: Longsword +4 melee; or javelin +4 ranged
Damage: Longsword 1d8+3; or javelin 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., tremorsense, wide vision
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 14, Dex 17, Con 16, Int 11, Wis 12, Cha 10
Skills: Hide +3, Listen +4, Move Silently +5, Spot +8
Feats: Alertness
Challenge Rating: 1
Alignment: lawful evil
Possessions: studded leather, masterwork longsword, 5 javelins, potion of bull’s strength.

Chartam Plicatus, Paper Prestidigitator
- [Minibase] - [RttToEE Minis List] - [Campaign Website] -

ZansForCans 
Here for a while
(4/12/03 7:04 pm)
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Re: Savage Species Additions
Thanks, Chartam. It will be nice to have it all here. I'm grinding through it now and am just chuckling left and right at the feats section. I normally don't like most of the 'mandatory' crunchy stuff like feats and PrCs--I'm more of a new mechanics guy--but there are some real gems in here. Some seem wildly unbalancing for PCs, but super for monstrous NPCs ;) Detach is quite humorous :)

I absolutely have to find a good place or three to use Final Strike. Unbelievable ;)


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Andorax
Still here? Wow.
(4/14/03 6:44 am)
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Re: Savage Species Additions
Chartam...great idea. One question though. If I recall aright, the Elite Hobgoblins from the old temple had Greatswords, not Longswords...and having extra arms would allow these Insectile Hobgoblins to take better advantage of two-handed weapons.

Might it make them not only more dangerous, but also more interesting, if they had Greatswords with roughly-altered long-handled hilts, and attacked with all arms on the sword?


Oh, and I've thought a bit about Final Strike myself. Anything with this should have a very obvious EEE/Obex symbol emblazoned upon it (or floating within it, as appropriate) that should blaze brighter and still brighter as the creature is being bashed upon, something to clue the PCs in that destroying the thing is building something else up.

I'd very much like to know who your candidates for it are. The Invisible Stalkers come to my mind, as does the guardian of the Earth Door.

I strongly recommend AGAINST giving Chymon Final Strike!

"Whadda ya mean, Orcs get levels too?!?"

SSShadowcat7
Here for a while
(4/14/03 8:17 am)
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Re: Savage Species Additions
Quote:
I strongly recommend AGAINST giving Chymon Final Strike!


I'd second that motion.

But wouldn't it just be awful if Imix had Final Strike? :evil

ZansForCans 
Here for a while
(4/14/03 8:47 am)
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Re: Savage Species Additions
{But wouldn't it just be awful if Imix had Final Strike?}

That's the exact thought I had last night. Truly evil :)


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Andorax
Still here? Wow.
(4/14/03 8:57 am)
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Re: Savage Species Additions
Well, it would certainly be a way to *end* the campaign!

"Whadda ya mean, Orcs get levels too?!?"

JDragonatWork
Here for a while
(4/14/03 9:11 am)
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Re: Savage Species Additions
Just read thru Final Strike, and that would be just cold (or is it Hot) to drop on Imix. :evil

SO whos going to try it first?

JDragon

Andorax
Still here? Wow.
(4/14/03 11:22 am)
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Re: Savage Species Additions
Well...that all depends on who gets to him first. However, I will probably include it. I allow the splatbooks and the PCs are of sufficient level...if they venture into the Fire Node anything less than Fireproof, they're asking for a roasting.

I'll let you know, if they don't lynch me, how it goes. I intend to include a massive, emblazoned Obex upon his chest which will throb and pulse with power as he takes damage.

"Whadda ya mean, Orcs get levels too?!?"

errant42
Here for a while
(4/24/03 10:37 am)
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Re: Savage Species Additions
Here are a few more Savage Species additions, although that book isn't necessary to use them (they could be accomplished by simply adding class levels to MM creatures). The first is one of the named NPCs in the Outer Fane: Dirass the Drow, converted into a Drider. The other is an unnamed creature, the Rakshasa in the Recovered Temple, given a name and background. Both assume that levels taken in the appropriate class stack with the creature's inherent caster levels (Wizard for the Drider, Sorcerer for the Rakshasa). I used a few spells and feats from other sources (mostly the BoVD), but they are easily replaceable with more standard material if that tome is unavailable.

Dirass
Dirass was a promising young wizard in an influential drow family. He was ruthless, ambitious, and cunning, able to dance the political dance of the drow with calculated expertise. He would play his sisters and mothers off against one another, sometimes simply for the sheer amusement of seeing them bicker. Finally, the Spider Queen called upon to prove his power and loyalty by taking her infamous test. His sisters and mother, acting in uncharacteristic cooperation, ensured his failure. The Spider Queen struck him down, and he fled his home, brimming with resentment and loathing. It was therefore easy for the secret cult of Tharizdun to recruit him. One of their members, a cleric named Maracla, had noted his talent and ambition, and approached him shortly after his exile.

Dirass: Male Drider (10)/ Wiz3; CR 10; Large aberration; AL CE
Str 13 (+1), Dex 20 (+5), Con 17 (+3), Int 23 (+6), Wis 16 (+3), Cha 17 (+3)
HD 6d8 + 3d4 + 27; 74 hp
Init +5; Spd 30 ft, Climb 15 ft
AC 20 (touch 14, flat-footed 15)
Melee +1 shortsword: +11 (1d6+2, 19-20); bite 1d4
Ranged MW shortbow: +11 (1d6, x3)
SA spell-like abilities (1/day, DC 13 + spell level: clairaudience/clairvoyance, dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, discern lies, dispel magic, faerie fire, levitate, suggestion), poison (Fort DC 16, 1d6 Str/ 1d6 Str)
SQ Darkvision 120 ft, SR 18
SV Fort +7, Ref +9, Will +12

Skills: Concentration +15, Diplomacy +5, Hide +6, Knowledge (arcana) +18, Knowledge (the planes) +18, Move Silently +10, Scry +18, Spellcraft +18
Feats: (Scribe Scrolls), Weapon Finesse (shortsword), Craft Wondrous Item, Empower Spell, Silent Spell, Still Spell

Spells (Wiz9; DC 16 + spell level; 4/ 6/ 6/ 4/ 3/ 2)
0: arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, *flare, ghost sound, light, *mage hand, mending, open/close, prestidigitation, *ray of frost, read magic, resistance, *no light [BoVD]
1: *mage armor, hypnotism, **magic missile, *color spray, burning hands, *jump, aberrate [BoVD], *bestow wounds [BoVD]
2: *protection from arrows, *web, *daylight, *invisibility, knock, *ice knife [T&B], *shriveling [BoVD]
3: dispel magic, *protection from elements, summon monster III, *hold person, *fireball, *vampiric touch
4: dimensional anchor, stoneskin, *confusion, acid orb, *electric orb, *grim revenge [BoVD], corrupt summons [BoVD]
5: *summon monster V, teleport, *spiritwall [T&B], stop heart [BoVD]

Possessions: headband of intellect +4, cloak of resistance +1, potions: haste, cure serious wounds; scrolls: silent stilled magic missile, passwall, see invisibility, wall of fire, dimension door, dispel magic, empowered magic missile; +1 shortsword, MW shortbow (20 arrows), 6 doses drider poison


Azbani al-Ghimir
Azbani al-Ghimir is a powerful (and completely mad) Rakshasa sorcerer, working with the cult to pursue his own insane agenda of universal destruction. He was cast out of his Rakshasa enclave in Acheron for a failed attempt at insurrection. His naked ambition and delusions of grandeur (to rule the multiverse) have since been infused with smoldering rage and bitter hatred, subverting them (with a little help from Tharizdun’s maddening dream-sendings) into single-minded nihilism—if he cannot rule the multiverse, he wants nothing other than to destroy it.

Azbani al-Ghimir: Male Rakshasa (14)/ Sor4; CR 13; Medium outsider (LE); AL LE
Str 10, Dex 18 (+4), Con 19 (+4), Int 14 (+2), Wis 12 (+1), Cha 21 (+5)
HD 7d8 + 4d4 + 44; hp 91
Init +4; Spd 40 ft
AC 25 (touch 14, flat-footed 21)
Melee 2 claws: +9/+9 (1d4), bite +4 (1d6)
SA detect thoughts (continuous)
SQ alternate form (as alter self, but indefinite duration), spell immunity (8th level and lower), DR 20/+3, vulnerable to blessed crossbow bolts
SV Fort +10, Ref +10, Will +10

Skills: Bluff +16, Disguise +17, Knowledge (arcana) +11, Listen +11, Move Silently +11, Perform +12, Sense Motive +10, Spellcraft +11, Spot +12
Feats: Alertness, Dodge, Corrupt Spell (lightning bolt) [BoVD], Malign Spell Focus [BoVD]

Spells (Sor11; DC 15 + spell level [Evil +2]; 6/ 8/ 7/ 7/ 7/ 5)
0: ray of frost, daze, flare, light, ghost sound, mage hand, open/close, detect magic, read magic
1: charm person, hypnotism, mage armor, magic missile, shocking grasp
2: Melf’s acid arrow, mirror image, misdirection, choke [T&B], wither limb [BoVD]
3: ice burst, fireball, fly, major image
4: stoneskin, charm monster, improved invisibility
5: cloudkill, summon monster V

Possessions: ring of air elemental command, bracers of armor +2

Infiniti2000
Still here? Wow.
(5/6/03 8:03 am)
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ezSupporter
Re: Savage Species Additions
I was looking at modifying Gouguoq and realized that if her fighter levels modify her SR (do they?) then they might also modify the DC on her supernatural abilities. The MM discussed gaze attack DCs and sets them by default at 10 + 1/2 HD + charisma modifier. This works out to 11 for a sea hag (10 + 3/2 + 0). With 4 levels of fighter, it should be 13. Should this be in the errata?

Anyway, the suggestion would be to replace power attack and cleave (I know, every fighter's staple feats) with ability focus (evil eye) and irresistible gaze (evil eye). This increases the DC on the evil eye by 4. If you rule that the levels of fighter also increase it, then instead of maxing the evil eye, I would put the ability focus on horrific appearance, bringing both to DC 15 instead of one to DC 13 and one to DC 17.

Andorax
Still here? Wow.
(5/6/03 8:44 am)
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Re: Savage Species Additions
Fighter levels don't improve such abilities...only monstrous HD do.

I do like your suggestions for replacement feats, though. Also be sure to recheck and find out whether or not she's due another feat anyways (SS, and the new MM, have monsters getting 1/3 feats, not 1/4).



On an unrelated note, I went ahead and gave Imix Final Strike. It was brutal in the extreme. 71 fire, 37 light damage with a save DC well outside the PC's reach. The only two who survived it was the recently-healed HP tank and the Fire-immune cleric.

"Whadda ya mean, Orcs get levels too?!?"

Infiniti2000
Still here? Wow.
(5/6/03 9:30 am)
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ezSupporter
Re: Savage Species Additions
She doesn't get any more feats, but I just realized that three of the four are supposed to be fighter bonus feats. (1st, 2nd, and 4th level fighter). Since she's 3HD, she gets a general feat at 3rd fighter level. Do you think irresistible gaze can qualify as a fighter bonus feat...just this once? ;) Or, perhaps change out her monster feat of Alertness and Cleave with the above, then change Power Attack to Alertness.

That was brutal. I don't know if I'll include it, though the party SHOULD be buffed with fire resistance spells by that time. The light damage isn't fire damage, so the spells don't protect against it, right?

Andorax
Still here? Wow.
(5/6/03 11:12 am)
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Re: Savage Species Additions
That's correct...Lyssa almost was killed by the Light damage, due to having suffered a crit from an AoO by Imix before he went down.

I'm not sure of the numbers, but it *might* have been Tyra's last act, a Healing Circle, that saved Lyssa's life. If not, it was still a close thing. That damage was none too healthy for the Medusa, either.

"Whadda ya mean, Orcs get levels too?!?"

SLyssa
Looking around
(5/7/03 8:17 am)
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Re: Savage Species Additions
*with hands on hips*

It was NOT that close for me. I still had 30 hit points left when it was all said and done, thank ye very much. It was the Immunity to Fire that saved me!

Andorax
Still here? Wow.
(5/7/03 8:34 am)
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Re: Savage Species Additions
Yes, dear. 30 hps left. Less the 17 you had received from Tyra's Healing Circle leaves only 13.

That, I would hope, you can admit to being "pretty close".

"Whadda ya mean, Orcs get levels too?!?"

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