Title: Bring out yer Damned!
Description: The Kravi: fey cursed project of mine
Eddie Vinci - March 11, 2008 12:20 AM (GMT)
Tule Krav
medium Undead (cold, air)
HD/HP: 10d12 / 65 hp
Initiative: +1
Speed: 30ft. (6 squares) Fly 10 ft. clumsy
AC: 18 (+1 dex, +7 natural), touch 11, Flat-footed 17
BA/Grapple: +5/+9
Attacks: Gore +9 melee (1d6), Bite +9 melee (1d4), Burden Blade* +8 melee (1d12)
Space/Reach/Face: 5ft/5ft/5ft
Special attacks: Breath weapon, Diamond Ice
Special qualities: Fog Field, Fog vision, Darkvision 60'
Saves: Fort +3, Reflex +4, Will +7
Abilities: str 18, dex 12, con -, int -, wis 10, cha 10
Through the fog shambles what appears to be a wounded human. as it grows nearer you see that it was a man, but it had been twisted and distorted. its blood has burst from it's head, freezing into red-ice horns and fangs. its skin is coated with an inch thick layer of ice. dragging behind it is a large flat chunk of ice the size of a large shield, sharpened around the edge with an ancient rusted long sword frozen within.
Diamond Ice:
by focusing the power of winter itself, the Tule Krav can create a solid chunk of ice and launch it at anyone within 60' as a ranged attack dealing 1d10 bludgeoning damage. This attack may be utilized every 2d4 rounds.
Breath Weapon:
By focusing the cold of his heart, a Tule Krav cab breath out a 30' cone of super-cooled fog, dealing 3d6 points of Ice damage. Usable every 1d4 rounds
Fog field:
At all times a tule krav is surrounded by a thick cloud of magical fog. This fog is ten degrees colder than the ambient air temperature and remains centered on the tule krav. In all other respects, it is equal to an obscuring mist spell.
Fog vision:
the Tule Krav can see through all fog, magical or otherwise.
PEACD please!
Eddie Vinci - March 12, 2008 11:45 PM (GMT)
Burden Blade
the manifestation and Idealization of the pact made with the enigmatic and esoteric god Kravoi is the Burden Blade. When men are tempted by the power of the god, they exchange their iron swords for the power of cold itself. their swords, like themselves, gain a thick layer of ice. These swords pretty much stop acting like swords and begin to act like great axes. their damage dice is increased to 1d12 with a critical threat of x3 on a roll of a 20. the only drawback is that it demands perfection from it's wielder. if someone with a strength score of less then 18 tries to utilize it, it acts in an unwieldy manner, instilling a -4 penalty on attack rolls, no chance for a critical, doubled fumble range and a 60% chance that the target gains an attack of opportunity. If the wielder meets this strict requirement, the sword actually assists in the hunt, granting a magical bonus of +2 to attack rolls.
Sig - March 13, 2008 05:08 AM (GMT)
Some thoughts-
The creature itself: pump up the stats! pump it up! while your feet are stompin and the jam is pumpin...
STR is worthless when you have 23d6 breath weapon, but hey... w/e. Needs better natural attacks or some kind of evasion (teleport, flight, burrow, ice-port, whatever) with the types of abilities it has so far, since it will be limited mobility-wise.
More DEX and WIS, definitely. CHA, maybe, but mostly worthless unless you do that 'Unholy Grace' thing too.
Diamond Ice: for a creature of this level, the damage is way to low! And with a recharge time like that I don't foresee any sane member of this species actually using this power. Ever. It would get them killed due to wasted actions.
Up the damage to at least 5d10 and make it at will (1 per round)
Breath Weapon: that's fine, although IMO the delay mechanic is ... weird. A throwback to the stuttered recharge for dragons, but I never liked that.
Damage is higher than most other spell outputs for this level, but by now Clerics are getting death magic and Arcane casters get Teleport so all's well.
Fog Vision: perhaps you should rewrite this to "immune to concealment granted by gases" or something :P
Also I see no point in making them immune to their own, but not to other fogs. Unthematic!
Suggested CR: no more than 7
With some form of good mobility: maybe 9 at most, but it really lacks defenses. It's a 'glass cannon'.
Eddie Vinci - March 14, 2008 02:35 AM (GMT)
thank you for pointing out my typo, love. it should be fixed now.
this is simply put an advancement on the Zombie with a flavor of winter designed to be the guy that just won't die at the low levels.
Eddie Vinci - March 14, 2008 03:46 AM (GMT)
Talisman - March 16, 2008 05:41 PM (GMT)
Well, I'd like to see it laid out in the full standard monster format, to wit:
Name
Size Type (Subtypes)
Hit Dice (hit points)
Initiative
Speed
Armor Class
Base Attack/Grapple
Attack
Damage
Space/Reach
Special Attacks
Special Qualities
Saves
Abilities
Skills
Feats
Environment
Organization
Challenge Rating
Treasure
Alignment
Advancement
Level Adjustment
As for the critter itself...
HD/HP: 10d12 / 120hp
10d12 = 65 hp, not 120 (unless it has a special ability that maximizes every HD). 1d12 = 6.5 hp on average.
Attacks: Gore +9 melee (1d6), Bite +9 melee (1d4), Burden Blade* +8 melee (1d12)
Can it gore and bite in the same round? if not, it will never use these attacks when Burden Blade is in all ways superior.
Speaking of which, why does Burden Blade have an attack bonus of +8? Should be +9 by my calculations...+5 BAB, +4 Str, assuming no enhancement bonus.
BTW, the damage values don' appear to include the Str modifier...+4 for a primary attack, +2 for a secondary, and +6 for a two-handed weapon.
Diamond Ice:
by focusing the power of winter itself, the Tule Krav can create a solid chunk of ice and launch it at anyone within 60' as a ranged attack dealing 1d10 bludgeoning damage. This attack may be utilized every 2d4 rounds.
I wouldn't even bother with the delay...once per round is fine. Also, is the ice a thrown weapon, or is it just magically projected? If it's thrown, the damage should include the Strength bonus (+4).
Also, this should perhaps be listed under attacks (Diamond Ice +6 ranged; damage 1d10+4).
Breath Weapon:
By focusing the cold of his heart, a Tule Krav cab breath out a 30' cone of super-cooled fog, dealing 3d6 points of Ice damage. Usable every 1d4 rounds
I recommend the damage be 1d6 per 2 HD, or 5d6 for an average tule krav. Also, note the Reflex save DC for half damage (10 + 1/2 HD + Con modifer, or 15 for this guy).
Fog field:
surrounding the Tule Krav at all time is a thick cloud of magical fog. this fog covers an area of 50' radius, centered on him. Anyone who enters this field have their vision (both normal, dark and magical) is restricted to 10 feet. Anyone further then 10 feet away from their attacks has concealment with a 20% miss chance. the fog also lowers the local temperatures by 10 degrees.
Simpler version, if I may...
Fog Field (Ex)): At all times a tule krav is surrounded by a thick cloud of magical fog. This fog is ten degrees colder than the ambiant air temperature and remains centered on the tule krav. In all other respects, it is equal to an obscuring mist spell.
Fog vision:
the Tule Krav is immune to it's own Fog Field ability, but not naturally occurring fog or another Tule Kravi's.
Why not? Seems like this would seriously mess up their ability to cooperate. I'd just make 'em able to see through all fog.
As written, CR looksl like a 5-ish (damage output doesn't justify anything higher, despite their 10 HD).
Love the fluff, BTW!
Eddie Vinci - March 19, 2008 12:10 AM (GMT)
yeah... thank you, I kinda suck at that whole attack bonuses and increasing damage by strength... my DM never really followed the rules so I guess I still am a bit new. this is my first time with posting these things, could anyone help with a table? or possibly more critiques like Talisman's? thank you in advance.