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ShadowLord XT Commander
 2646 Posts



 Plane of Shadow
 | | 07/12/2006 7:21 PM |
| Puppet lvl 5 NE Construct (Wood) Medium CR 5
Str 15 Dex 14 Con - Int - Wis 12 Cha 1
34 HP / 21 AC / DR 5-Slashing / Initiative 2
Fort +4 Reflex +3 Will +2
Base attack bonus +5 Grapple +7
+5/+5/+5/+5 Head - Poison Needle (1d4)/ 20, Salamander Saliva poison DC 16/initial (1d6 fire, 1d4 Dex) secondary (unconsciousness) Poison Gas Ungol Dust See Dungeon Master's Handbook
Arms (4) - Bastard Sword See Players Handbook Poison Needle Lrg. Scorpion Venom See Dungeon Master's Handbook
Feet - Darts (10 each foot) see Player's Handbook
Construct Traits Power Attack Cleave
Sm. Steel bands for protection (One on each arm) Lrg Steel bands for protection (2 surrounding body)
Languages - Common (Until human disguise is removed)
It uses the poison from it's head to hurt spellcasters then attacks and uses strength poison dmg to hurt melee attackers. The when weak finishes then off one by one. It can interchange arm weapons as a free action. The head needle can only be used after sucessfully grappeling an opponent. The poison from it's head is a one use only.
I'll expand on how this guy is going to fit into my adventure tommorow when I have time, but for the time being what does everyone think of it? And tell me how I fix his attack bonuses? They seem too weak. | | Disipline is the only way to overcome chaos. Champion of Half-Golems Knight of Golems "This world is made for love and peace" - Trigun "anyway..shadow..you've figured women out. KUDOS." - raye_kino16 | |
|  Most Edumacated zenthrus Warlord
 5132 Posts



 SLC, UT
 | | 07/12/2006 8:04 PM |
| Taking your basic premise (and after seeing the anime critter which inspired it), here's a tweak using the MM guidelines for building critters (in particular, constructs) plus a bit o' tweaking after comparing it to other CR5 monsters (mummy and dire lion in particular).
HD: 5d10 + 20 (50 hp) AC: 21 (+4 natural, +5 Dex, +2 deflection) Base attack bonus/grapple: +3/+6 Attack: head +8 melee (1d4 + Poison--see below) OR arm +8 melee (1d10+3 and Poison) Full Attack: head +6 melee (1d4 + Poison--see below) and two arms +6 melee (1d10+3 and Poison) and two legs +6 melee (1d4+1) Special Attacks: Poison, Death From Above Special Qualities: Construct traits, Damage reduction 5/-, darkvision 60 ft., vulnerability to fire, change shape, protective bands Saves: Fort +1, Ref +6, Will +2 Abilities: Str 16, Dex 20, Con -, Int -, Wis 12, Cha 12 Skills: Jump +13 (racial bonus of +8 on jump checks) Feats: Multi-attack, Power Attack Environment: Any Organization: Solitary or pair Challenge Rating: 5 Treasure: None Alignment: Usually Neutral Evil Advancement: - Level Adjustment: -
Death From Above (Ex): If a puppet charges, it may attempt a Jump check (DC 20). If successful, the puppet may make a full attack and all attacks receive a +2 bonus.
Poison (Ex): A puppet utilizes the following types of poison: Head: Salamander Saliva, DC20, initial (1d6 Fire, 1d4 Dex), secondary (unconsciousness). This poison can only be used once and only after the puppet successfully grapples an opponenet. This attack can only be used once. Head: Ungol Dust (see Core Rulebook II). Any successful attacks by the puppet's head cause the target to breathe the poison. Arms: Large Scorpion Poison (see Core Rulebook II).
Change Shape (Su): A puppet can assume the shape of any Medium humanoid. In humanoid form, the puppet loses its natural attacks. A puppet can remain in humanoid form until it chooses to assume a new one, or revert to its natural form. A change in form cannot be dispelled, but a puppet reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
Protective Bands (Su): A puppet is encased in protective, metal bands. These bands provide a +2 deflection bonus to the puppet’s armor class. The bands lose their protective quality when the puppet is destroyed.
EDIT: Noticed a pretty awful math error--made some overall adjustments | | Knight Warlord a.k.a. Commander (#32) in only 6 months. Where's my pie? Champion of Dwarven Thunderlashers Knight of the Large Dire Chicken Have/Want List Trade References | |
| ShadowLord XT Commander
 2646 Posts



 Plane of Shadow
 | | 07/13/2006 10:34 AM |
| Awsome! Thank you. There's just a couple things I'd like to point out for those who might want to use it.
The poison gas from the head is Ungol Dust, poison from the needle in the head is the saliva, and poison from arms is lrg. scorpion poison.
Organization is always solitary, and maybe on the off chance the creator made 2.
Scrap Death From above.
For attacks, the puppet has to sucessfully grapple before attacking with the needle in its head. Otherwise it gets a -4 to the attack.
Treasure depends on what (Or who) it's protecting. In my adventure's case it's who (Guy in coffin).
Questions for Zenthurus: When doing the stats, did you use the MM1 or did you mean all of the MM's? Thanks again. My home brew adventure is going to kick @ss. | | Disipline is the only way to overcome chaos. Champion of Half-Golems Knight of Golems "This world is made for love and peace" - Trigun "anyway..shadow..you've figured women out. KUDOS." - raye_kino16 | |
|  Most Edumacated zenthrus Warlord
 5132 Posts



 SLC, UT
 | | 07/13/2006 12:20 PM |
| quote: Originally posted by ShadowLord XT The poison gas from the head is Ungol Dust, poison from the needle in the head is the saliva, and poison from arms is lrg. scorpion poison.
That wasn't very clear in your original post.
quote: Organization is always solitary, and maybe on the off chance the creator made 2.
I just liked the idea of a troupe of puppets [:D]
quote: Scrap Death From above.
From a design perspective, scrapping this ability is not a very good idea. The anime-critter tends to do a lot of leaping around, so it's in flavor. If you scrap this ability, it needs something else to balance it out, otherwise you're looking at a mighty poor example of CR5 (lower stats, lower attacks, lower damage, lower saves, etc. when compared to other CR5 monsters). The puppet has a greater number of attacks and poison use (plus the Change Shape and a respectable AC) to help balance, but still needs something extra to keep the CR at 5.
quote: For attacks, the puppet has to sucessfully grapple before attacking with the needle in its head. Otherwise it gets a -4 to the attack.
Adds flavor, but seems to be a needless restriction. If it was using instant death poison or the salamander saliva had a higher DC (18-20) this might be a necessary restriction.
quote: Treasure depends on what (Or who) it's protecting. In my adventure's case it's who (Guy in coffin).
Standard treasure would be none. The treasure would come from the environs (i.e. the crypt) rather than from the monster itself.
quote: When doing the stats, did you use the MM1 or did you mean all of the MM's?
Primarily used the MM1. Also flipped through some MM3 monsters in the CR5 range. MM2 is very unbalanced (either overpowered or underpowered) and I don't have the MM4 yet. Most of the work was done using the glossary entry for constructs, then comparing with animated objects, dire lions, and mummies.
| | Knight Warlord a.k.a. Commander (#32) in only 6 months. Where's my pie? Champion of Dwarven Thunderlashers Knight of the Large Dire Chicken Have/Want List Trade References | |
| ShadowLord XT Commander
 2646 Posts



 Plane of Shadow
 | | 07/13/2006 1:52 PM |
| For the record, the puppet has 3 poisons. I always thought of the puppet as solitary or maybe two of them (Like on the cartoon). Ya, I guess we should keep Death From Above. I just thought that 3 or 4 Bastard Swords would hurt enough (1d10 each). So should I get rid of the grapple thing or raise the DC of the saliva? I always thought treasure was not only the creature's possesion, but the stuff around it too. Now I know. That explains a bit since I only have the MM2. | | Disipline is the only way to overcome chaos. Champion of Half-Golems Knight of Golems "This world is made for love and peace" - Trigun "anyway..shadow..you've figured women out. KUDOS." - raye_kino16 | |
|  Most Edumacated zenthrus Warlord
 5132 Posts



 SLC, UT
 | | 07/13/2006 2:53 PM |
| I made some tweaks.
First, I adjusted the damage for the arm attacks (forgot the strength bonus and upped the die). Next, I increased the DC on the Salamander Saliva to 20 and added in the grapple requirement. Third, I adjusted the poisons (added Large Scorpion Venom to the arms, moved Ungol Dust to the head). Fourth, I changed the organization.
Treasure can come from the critter or its environs. Constructs typically don't carry treasure (using animated objects as the basis). It just seems logical to have any treasure as a function of the environs and/or the nasty undead thingy that's likely to pop up from the crypt [}:)]
I think this is generally balanced as a CR5 critter. Not too tough (attack bonuses/Str/saves are lower than most CR5 critters), but has a few unexpected bits that more than make up for it (Change Shape is very potent as are the poisons).
I'd stick with the 5 attacks per round (head, two arms, two feet). While the feet don't deal much damage, the arms and head are particularly dangerous (because of the poisons). Granted, a 5th-level Wizard can squash this thing in one lucky shot (5d6 fireball that deals double damage since its made of wood). Rogues and unlucky Wizards should be terrified of this thing (immune to sneak attacks, most attacks require fortitude saves).
It's your monster. If you'd like to see more tweaking, just let me know (I like creating custom monsters and enjoy the balancing act to keep them reasonable)[:D] | | Knight Warlord a.k.a. Commander (#32) in only 6 months. Where's my pie? Champion of Dwarven Thunderlashers Knight of the Large Dire Chicken Have/Want List Trade References | |
| ShadowLord XT Commander
 2646 Posts



 Plane of Shadow
 | | 07/13/2006 3:25 PM |
| One thing I noticed right away (Which is probably because I worded it wrong agian) is the Ungol dust is the one use poison gas, the saliva is what comes out of the needle on the head. And about the wizard problem, as a DM how would I be able to nullify (sp?) that particular threat even a little? It has no int so how would it act since I don't want my beautiful creation to go down in one round. Should I have more creatures in there that are covered in dust and come out of the walls in 2 rounds after combat starts? As said before Bone Claw, Spawns of Kyuss, ect. And why is shapechanging into human form useful if it can't do practically anything like that? In my adventure it'll be really cool. The PCs are going to come to the main part of the crypt and inside they find a man listening to music on an old record player (The only thing close to technology in my adventure as far as I can remember [Good idea? Bad idea?]) and they approach him and he only attacks when he figures out they aren't the person who was supposed to come and revive his master in the coffin. The PCs have to get something in the coffin (Besides the old guy) and that should spark some confrontation. With the the PCs will be inside the room so the wizard/sorcerer will have to back out of the room with the other PCs and then cast fireball. That's all I can think of to slow down or stop that friggen' fireball from destroying my perfect puppet.
EDIT: I forgot to tell you the darts are 10 to a foot. They're a wierd excuse for a ranged attack. | | Disipline is the only way to overcome chaos. Champion of Half-Golems Knight of Golems "This world is made for love and peace" - Trigun "anyway..shadow..you've figured women out. KUDOS." - raye_kino16 | |
| ShadowLord XT Commander
 2646 Posts



 Plane of Shadow
 | | 07/19/2006 6:20 PM |
| | zenthrus? Anyone? There are questions I still have (points up). | | Disipline is the only way to overcome chaos. Champion of Half-Golems Knight of Golems "This world is made for love and peace" - Trigun "anyway..shadow..you've figured women out. KUDOS." - raye_kino16 | |
|  Most Edumacated zenthrus Warlord
 5132 Posts



 SLC, UT
 | | 07/19/2006 7:02 PM |
| quote: Originally posted by ShadowLord XT And about the wizard problem, as a DM how would I be able to nullify (sp?) that particular threat even a little? It has no int so how would it act since I don't want my beautiful creation to go down in one round.
Simple solution: An evil cleric cast a permanent Unhallow with a Dispel Magic tied to it. No casting in the crypt.
quote: Should I have more creatures in there that are covered in dust and come out of the walls in 2 rounds after combat starts? As said before Bone Claw, Spawns of Kyuss, ect.
This is a good idea and will make the encounter more memorable. If your party can handle it, you could even have mummies in the walls.
quote: And why is shapechanging into human form useful if it can't do practically anything like that?
The point of being able to shapechange into human form is to lure unsuspecting victims in close without their being able to see through an illusion/disguise/etc. I used the Doppleganger's ability as a model.
quote: The PCs are going to come to the main part of the crypt and inside they find a man listening to music on an old record player (The only thing close to technology in my adventure as far as I can remember
Very nice setup. That should really create an eerie mood for your party, and while they'll likely suspect something is going to happen, they probably won't expect the old man to turn into a puppet and attack, or for undead to appear from niches in the walls.
quote: With the the PCs will be inside the room so the wizard/sorcerer will have to back out of the room with the other PCs and then cast fireball.
Casting fireballs in a room that is 25'x25' or less, will virtually ensure 90% of the PCs get cooked. Or, use the permanent unhallowed with a linked Dispel Magic effect [:D]
It sounds like you have enough of an idea of what you want for your encounter to set things up. Hopefully your PCs will enjoy the change of pace. | | Knight Warlord a.k.a. Commander (#32) in only 6 months. Where's my pie? Champion of Dwarven Thunderlashers Knight of the Large Dire Chicken Have/Want List Trade References | |
| ShadowLord XT Commander
 2646 Posts



 Plane of Shadow
 | | 07/20/2006 8:46 AM |
| | Just want to give you last thank you for all your help with this portion of my adventure. Who else is able to say they've been attacked by an evil, poisonous puppet shrouded in unhallowed dispel magic, with undead minions coming out from the walls? [:P] | | Disipline is the only way to overcome chaos. Champion of Half-Golems Knight of Golems "This world is made for love and peace" - Trigun "anyway..shadow..you've figured women out. KUDOS." - raye_kino16 | |
|  Most Edumacated zenthrus Warlord
 5132 Posts



 SLC, UT
 | | 07/20/2006 7:04 PM |
| My players will eventually be able to say that [}:)]
I'm not opposed to stealingborrowing interesting ideas...[:D] | | Knight Warlord a.k.a. Commander (#32) in only 6 months. Where's my pie? Champion of Dwarven Thunderlashers Knight of the Large Dire Chicken Have/Want List Trade References | |
| ShadowLord XT Commander
 2646 Posts



 Plane of Shadow
 | | 07/21/2006 11:08 AM |
| quote: Originally posted by zenthrus
My players will eventually be able to say that [}:)]
I'm not opposed to stealingborrowing interesting ideas...[:D]
Sure, go ahead, use it. Anyone should be allowed to use it that wants to for their D&D adventure. Also, I finished fixing the creature (finished product):
Crypt Guardian Puppet HD: 5d10 + 20 (50 hp) AC: 23 (+2 natural, +5 Dex, +2 deflection, +4 armor) Base attack bonus/grapple: +5/+8 Attack: head +10 melee (1d4 + Salamander Saliva--see below) after successful grapple OR arm +10 melee (1d10+3 or 1d6 and Lrg. Scorpion Poison) OR head +10 ranged touch (Ungol Dust--see below) OR one leg +8 ranged (1d4+1) Full Attack: head +8 melee (1d4 + Salamander--see below) and four arms +8 melee (1d10+3 or 1d6 and Lrg. Scorpion Poison) OR two legs +8 ranged (1d4+1) OR head +10 ranged touch (Ungol Dust--see below) Special Attacks: Poison, Death From Above Special Qualities: Construct traits, Damage reduction 5/-, darkvision 60 ft., vulnerability to fire, change shape, protective bands Saves: Fort +1, Ref +6, Will +2 Abilities: Str 16, Dex 20, Con -, Int -, Wis 12, Cha 12 Skills: Jump +13 (racial bonus of +8 on jump checks) Feats: Multi-attack, Power Attack, Cleave Environment: Any Organization: Solitary or pair Challenge Rating: 5 Treasure: None Alignment: Usually Neutral Evil Advancement: - Level Adjustment: -
Death From Above (Ex): If a puppet charges, it may attempt a Jump check (DC 20). If successful, the puppet may make a full attack and all attacks receive a +2 bonus.
Poison (Ex): A puppet utilizes the following types of poison: Head: Salamander Saliva, DC20, initial (1d6 Fire, 1d4 Dex), secondary (unconsciousness). This poison can only be used once the puppet successfully grapples an opponent or it takes a –4 penalty to the attack. Head: Ungol Dust (see Core Rulebook II). This attack can only be used once. Range increment of 75 ft. and once it has hit something it explodes in a radius of 20ft X 20ft. Arms: Large Scorpion Poison (see Core Rulebook II).
Change Shape (Su): A puppet can assume the shape of any Medium humanoid. In humanoid form, the puppet loses its natural attacks. A puppet can remain in humanoid form until it chooses to assume a new one, or revert to its natural form. A change in form cannot be dispelled, but a puppet reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
Protective Bands (Su): A puppet is encased in protective, metal bands. These bands provide a +2 deflection bonus to the puppet’s armor class. The bands lose their protective quality when the puppet is destroyed.
Quick Change (Su): A puppet can change its arm weapons from a bastard sword to a poison needle or vise-versa as a free action.
Zenthrus, remember to tell me how the puppet worked after you've used it!! I'm looking forward to it. | | Disipline is the only way to overcome chaos. Champion of Half-Golems Knight of Golems "This world is made for love and peace" - Trigun "anyway..shadow..you've figured women out. KUDOS." - raye_kino16 | |
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