|#1CthulhudrewJun 25, 2004 5:13:32||Since Havard is working on the Drakes, I thought I'd go ahead and work on some other Shadowdeep stuff. Started doing the Geonid just as a monster, but then it looked good for a PC race as well. Anyway, here are the monster stats to take a look at, along with some comments:|
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 20 ft.
Armor Class: 22 (+1 size, +1 Dex, +10 natural)
Base Attack/Grapple: +1/-1
Attack: Fist +4 melee (1d6+2) or club +4 melee (1d4+2)
Full Attack: Fist +4 melee (1d6+2) or club +4 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +1, Will +3
Abilities: Str 14, Dex 12, Con 13, Int 10, Wis 10, Cha 8
Skills: Hide +7, Listen +2, Spot +2, Tumble +5
Feats: Great Fortitude
Organization: Solitary, or cluster (2d6)
Challenge Rating: 2
Alignment: Usually chaotic
Advancement: By character class
Level Adjustment: +1
Skills: When fully retracted into its shell, a geonid gets a +8 racial bonus to Hide checks.
Comments: Well, obviously I left out the "descriptive" elements at the moment. I will note, however, that I thought the idea of the geonids tumbling around/rolling around in combat, especially in groups, appealed to me (hence why I gave them the Tumble skill).
The high armor class is what primarily gives them the level adjustment. +1 may be too low, what with the ability score adjustments, but since the geonid can't wear armor ever (due to its shell) I figure I could stand to lower the LA. Still, at a CR 2, with an AC that high it is tough. The downside is that at a CR 3, with those HP and low BAB, it doesn't really stand up very well either. So I erred on the side of caution and gave it a CR 2.
With the small size, it doesn't really make sense for it to ever use weaponry (it does more damage with its natural attacks). It is listed as doing 1d8 points of damage- I gave it 1d6 and a Strength bonus, because 1d8 for a small creature seemed high. Then again, I'm not too comfortable with such a high strength and other ability score adjustments. At the moment, I'm leaning towards dropping the "straight" conversion and giving it a lower natural damage score (like 1d4 + Str, rather than 1d6 or 1d8)- maybe even 1d3, so that it would actually benefit from using weapons?
I also wasn't sure whether to give it Great Fortitude or Toughness as a feat. Aberrations have low Will scores, so that's why I felt the rocklike geonid should have a higher Fort score, but I could also see it benefiting from Toughness.
Ideally, I'd like to get the Level Adjustment down to +0, but I don't know that that's feasible. At least keep it at +1 (max). The NPC fighters in the DMG have ACs at/around 22, with higher BABs, so I figure the geonid is kind of on an even keel with 3rd level characters. If we come up with a Savage Species progression, we could knock down the natural armor at early levels to scale so that it would be even with 1st and 2nd level characters.
Also, I was thinking of going with Cleric as favored class, but I'm not sure. Any ideas?
|#2havardJun 25, 2004 7:20:03||Cool! |
I like these guys.
I think their strength should be lowered as you suggest. They don't look very strong judging from the AC9 or X(?) illustrations, plus small creatures tend to have a lower str. I can see how you want to give them a higher damage value somehow though. Again the illustrations portray them using clubs or axes or whatever that is. IIRC, there is a feat (in Sword vs Fist IIRC) that allows small creatures to use weapons of one size category bigger. Cant remember what it was called though. Perhaps they could take that feat and use medium sized clubs (1d6)? Fortitude is a good feat too though, I prefer that to Toughness.
With the natural AC modifier, I dont see getting the Genoids down to LA+0, but I think keeping them at LA+1 should be no problem.
Cleric as favored class is an interesting idea. I was thinking of Rogue or Ranger (Underground variant). Possibly Druid (underground).