New Sacred Guardian Stats (Spoilers)

Post/Author/DateTimePost
#1

Miles

Sep 20, 2004 6:08:30
Since the search is down, I don't know if anyone has redone the Sacred Guardians using the Bestiary of Krynn yet. Cam said that they were created using Medium Constructs, and so I did this. Notes are at the bottom. If you guys would just check out these stats, and give me your input, it would be helpful.

Sacred Guardian of Healing
Medium Construct (Augmented)
Hit Dice: 2d10+30 (41 hp)
Initiative: +6
Speed: 40 ft.
Armor Class: 20 (+8 natural. +2 dex), touch 12, flat-footed 18
Base Attack/Grapple: +1/+2
Attack: +5 +1 Quarterstaff (1d6+5 and 1d6 nonlethal) or Slam +4 (1d8+3 and 1d6 nonlethal)
Full Attack: +5 +1 Quarterstaff (1d6+5 and 1d6 nonlethal) or Slam +4 (1d8+3 and 1d6 nonlethal)
Space/Reach: 5 ft./5ft.
Special Attacks: Divine attack.
Special Qualities: Construct traits, darkvision 60 ft., Low-light vision, Damage Reduction 10/magic, Divine Grace, Fast Healing 5.
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 16, Dex 14, Con --, Int 10, Wis 12, Cha 12
Skills: Heal +6, Knowledge (Religion) +5
Feats: Improved Initiative
Challenge Rating 4

Merciful Strike (Su): Melee attack does an additional 1d6 damage, and all damage is nonlethal damage.

Divine Grace (Su): Can cast heal once per day as a 2nd Level Cleric.

Sacred Guardian of Sun
Medium Construct (Augmented)
Hit Dice: 2d10+30 (41 hp)
Initiative: +2
Speed: 40 ft.
Armor Class: 20 (+8 natural. +2 dex), touch 12, flat-footed 18
Base Attack/Grapple: +1/+2
Attack: +3 +1 Large Longsword (2d6+5) or Slam +4 (1d8+3)
Full Attack: +3 +1 Large Longsword (2d6+5) or Slam +4 (1d8+3)
Space/Reach: 5 ft./5ft.
Special Attacks: Divine attack.
Special Qualities: Construct traits, darkvision 60 ft., Low-light vision, Damage Reduction 10/magic, Divine Grace, Fast Healing 5.
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 16, Dex 14, Con --, Int 10, Wis 12, Cha 12
Skills: Concentration +5, Knowledge (Religion) +5
Feats: Extra Turning
Challenge Rating 4

Searing Light (Sp): Usable five times per day as a 2nd level Cleric
Divine Grace (Su): Turn Undead as a 2nd level Cleric

Notes:

1. I decided that since these are medium constructs, they would be unable to wield a Large Quarterstaff (see PHB, pg. 113), also I included the -2 penalty for using a Large Longsword. In both cases, I added in the extra +1 to damage from wielding the weapon in two hands (1/2 the bonus from strength).

2. Being intelligent constructs, they would have both skills and a feat. The skills I chose I thought best represented their stats and position. I really wanted the Guardian of Healing to have Two Weapon fighting to use with her Quarterstaff but alas, her Dex was a point short. The Extra Turning was a judgement call, but I think it fits nicely. A question here: can you use a skill that's based on a stat you don't have? Case in point, The Guardian of Sun's Concentration skill.

3. I added in the bonuses from their Dex and Wis to their Ref and Will, respectively, that was not in the stats in the book. Also, I added in the dex to their AC and Init, which also wasn't in the book.

Miles.

If I missed anything, Just say so. Or, if anyone has posted another fix, I'd like to compare mine to theirs.
#2

cam_banks

Sep 20, 2004 9:59:01
1. I decided that since these are medium constructs, they would be unable to wield a Large Quarterstaff (see PHB, pg. 113), also I included the -2 penalty for using a Large Longsword. In both cases, I added in the extra +1 to damage from wielding the weapon in two hands (1/2 the bonus from strength).

I wouldn't give them large weapons if they're not large themselves. That doesn't make a whole lot of sense, so downgrade those to standard Medium weapons and you won't have to factor in the penalty.

2. Being intelligent constructs, they would have both skills and a feat. The skills I chose I thought best represented their stats and position. I really wanted the Guardian of Healing to have Two Weapon fighting to use with her Quarterstaff but alas, her Dex was a point short. The Extra Turning was a judgement call, but I think it fits nicely. A question here: can you use a skill that's based on a stat you don't have? Case in point, The Guardian of Sun's Concentration skill.

A nonability grants a +0 bonus, which is why the Fortitude save for these creatures is whatever they gain from their Hit Dice and nothing else. Undead spellcasters don't have Constitution scores either, so I know it doesn't impede a spellcaster not to have a Con score. I'm trying to remember occasions where Charisma is used instead of Constitution for certain effects and checks, but I'm totally spacing on it. I'd go ahead and just list the bonus according to ranks in the skill.

Cheers,
Cam