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le Suisse
2011-06-14, 12:20 PM
The Beholder
Follow the rules of "Savages Species"

Hit Dice: d8
Skill: level 1 (6+Int mod. x4), other 6+Int mod.
Skills: Listen, Knowledge (arcana), Spot ,Survival, Schearch, Move Silently.

Racial modifier:
+2 INT, +2 CON, +4 DEX. Beholders are smarter and thougher than a punny human. However, they become clumsier when they get old.
Size :Small: the beholder starts his life short and weak, but ends taller, stronger and crazier.
360 vision: See monster manual
Flight: 9 feet (bad) (+ feather fall effect constantly)
Bite: the beholder has a Bite attack dealing 1d4 dammages
Innate Armor: the beholder has a bonus to his armor class equal to his level, treated as a regular weared armor.
Natural Watcher: the Beholder has a +10 to his Spot check, and a +2 in Survival when following prints.



Lvl HD BAB Fort Ref Will Special
1 1 +0 +0 +0 +0 one ray/round, Inflict Moderate Wound, Feat
2 2 +1 +0 +0 +0 Antimagic eye, +2 CHA
3 2 +2 +1 +0 +1 Telekinesis, Feat
4 3 +2 +1 +0 +1 +2 WIS, Charm Person
5 4 +3 +1 +1 +1 +2 CON, Flight (18 feet, mean)
6 5 +3 +2 +1 +2 Size :Medium, -2 DEX, Feat
7 5 +4 +2 +1 +2 Charm Monster, Bite 1d6
8 6 +4 +2 +1 +2 Slow
9 7 +5 +3 +2 +3 Feat, Bite 1d8
10 8 +5 +3 +2 +3 two rays/round, Sleep
11 8 +6 +3 +2 +3 Fear
12 9 +6 +4 +2 +4 Size :Large, Flesh to Stone
13 10 +7 +4 +3 +4 Flight (18 feet, good), Bite 2d4
14 10 +7 +4 +3 +4 Finger of Death
15 11 +8 +5 +3 +5 three rays/ round, Disintegrate, Feat

Rays: all the rays are treated as casted with a caster level of : Hit Dices + 2.

Moose Man
2011-06-14, 01:46 PM
The Beholder
Follow the rules of "Savages Species"Kay.

Hit Dice: d8Fine, they are abberations.

Racial modifier:
+2 INT, +2 CON, +4 DEX.A little powerful for first level. As you are trying to avoid LA, Why not have +2 or +1 dex alone?

Beholders are smart and thougher than a punny human.English please.

However, they began to being clumsier when they get old. Maybe "They become clumsier as they grow older."

Height :Small: the beholder starts his life short and weak, but ends taller, stronger and crazier.Size is generally accepted for 3.5.

360 vision: See monster manualPar perla course.

Flight: 9 feet (bad) (+ feather fall effects constantly)Remove the s at the end of effects and goodness will ensue.


Lvl HD BAB Fort Ref Will Special
1 1 +0 +0 +0 +0 one ray/round, Inflict Moderate Wound, Feat
2 2 +1 +0 +0 +0 Antimagic eye, +2 CHA
3 2 +2 +1 +0 +1 Telekinesis, Feat
4 3 +2 +1 +0 +1 +2 WIS, Charm Person
5 4 +3 +1 +1 +1 +2 CON, Flight (18 feet, mean)
6 5 +3 +2 +1 +2 Height:Medium, -2 DEX, Feat
7 5 +4 +2 +1 +2 Charm Monster
8 6 +4 +2 +1 +2 Slow
9 7 +5 +3 +2 +3 Feat
10 8 +5 +3 +2 +3 two rays/round, Sleep
11 8 +6 +3 +2 +3 Fear
12 9 +6 +4 +2 +4 Height:Large, Flesh to Stone
13 10 +7 +4 +3 +4 Flight (18 feet, good)
14 10 +7 +4 +3 +4 Finger of Death
15 11 +8 +5 +3 +5 three rays/ round, Disintegrate, FeatMake this a table please, for ease of reading.

Rays: all the rays are treated as casted with 13 caster level.This probably isn't done.

Debihuman
2011-06-15, 08:58 AM
I think he meant that Beholders are smarter and tougher than puny humans.

Caster level is HD +3 for a standard Beholder.

Ability bonuses are never +1.

Beholders actually have the following stat adjustments: +4 Dex, +8 Con, +6 Int and +4 Cha.

These should definitely have LA.

Debby

le Suisse
2011-06-15, 09:48 AM
how do you know that?

YouLostMe
2011-06-15, 10:04 AM
You go to the monster manual and subtract 11 from all the odd stats and 10 from all the even stats to get monster modifiers.

FatJose
2011-06-15, 10:15 AM
You go to the monster manual and subtract 11 from all the odd stats and 10 from all the even stats to get monster modifiers.

I know that is mentioned a lot but it doesn't actually work. If it were the case, than the elf monster example points to elves having +2 Str +2 Dex -2 Wis and -2 Cha

Draken
2011-06-15, 10:25 AM
I know that is mentioned a lot but it doesn't actually work. If it were the case, than the elf monster example points to elves having +2 Str +2 Dex -2 Wis and -2 Cha

Elves and other humanoids are listed as using the non-elite array.

All standard monsters with more than 1 racial HD use three 11s and three 10s for their base stats.

Anyway... I am not sure where you took the +4 EL modifier, I am guessing you went with it simply for the level 15 that is the max for the campaign... But this is not balanced. At all. This is 2d6+10 negative energy damage as a ranged touch attack at first level and antimagic field at 2nd level not balanced.

Your movement speeds are skewed, movement in D&D is always in multiples of 5 (5 ft. = one square in D&D)

Debihuman
2011-06-15, 10:32 AM
I know that is mentioned a lot but it doesn't actually work. If it were the case, than the elf monster example points to elves having +2 Str +2 Dex -2 Wis and -2 Cha

The elf uses the non-elite array as noted in its text rather than standard abilities since it is based on a NPC class. This is noted in the entry.


The nonelite array is: 13, 12, 11, 10, 9, 8. The nonelite array does not necessarily make a monster better than normal, but it does customize the monster as an individual with strengths and weaknesses compared to a typical member of its race. The nonelite array is most appropriate for monsters who add class levels in a NPC class.

Also, monsters with Player Character Class levels use the elite array which is even better: 15, 14, 13, 12, 10, 8.

Debby

le Suisse
2011-06-15, 11:32 AM
For me, the beholder in the MM is builded as for a 28 points setting: Life is difficult for the unnatural monsters, but they have the capacities of avoiding this ( and no real worthy foes).

So we have: 2 points for Str, 8 for Int, 5 for Cha, 4 for Con, 4 for Dex and 5 for Wis, + the racial bonus.
I know than starting with 13 caster level can seem overpowered, but think than it's only for one ray ( ten at level 10), and a 13th level caster can cast 20 spells without problems. But I will correct that.