sengmeng
2013-01-25, 01:29 PM
Half-Slaadi Template
The creature’s type changes to outsider with the chaotic subtype. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Half-slaadi are normally native outsiders.
Ability Scores: as base creature, except as noted below
Strength +6, Constitution +2, Dexterity +2, Wisdom -2, Charisma -2
Natural Armor: Base creature +3
Special Attacks: Claw and bite attacks (medium creatures: claw 1d6 + .5 Strength bonus, bite 1d8 + 1.5 Strength bonus) and weapons and natural attacks become Chaotic-aligned.
Stunning Croak: Once per day, a half-slaad can emit a loud croak. Creatures other than slaadi or half-slaadi within 20 feet must make a fortitude save or be stunned for 1d3 rounds. The DC is 10 + 1/2 the half-slaad's hitdice + their constitution modifier.
Smite Law: Once per day, the Half-slaad can designate a normal melee attack to deal extra damage equal to its hitdice to a lawful-aligned opponent (max +20).
Special Qualities: Darkvision 60 ft. Fast healing 1.
Aura of Chaos: When being scanned by a detect chaos spell, the half-slaadi registers as a chaotic cleric equal to his hitdice.
Feats: The half-slaadi gains Multiattack
Mutations: The Half-slaad gains two mutations, typically one beneficial and one negative, but anything is possible. Their exact deformities are determined by 2 d6's, rolling once from list one and once from list two to determine their two mutations.
List one:
1: The half-slaad has an extra, non-functional eye
2: The half-slaad has a functioning extra eye, gaining a +4 racial bonus to spot checks.
3: The half-slaad has extra long legs, gaining +10 ft to their base movement rate
4: The half-slaad's natural armor is +8 instead of +5, but they move as if wearing medium armor. Their movement is not reduced further by wearing medium armor.
5: Roll twice and combine. Mutations 3 and 4 cancel each other out.
6: Roll from list two.
List two:
1: The half-slaad's eyes point in different directions. They take a -2 penalty to ranged attacks.
2: The hald-slaad has a non-functional extra arm.
3: The half-slaad has a semi-functional extra arm. They gain a +2 bonus on strength checks that normally involve using both hands, excluding weapon damage rolls, and a -2 penalty on dexterity checks that normally involve using both hands.
4: The half-slaad has a short, squat legs. Their speed is reduced as if they are wearing heavy or medium armor, and they gain a +4 to opposed rolls to avoid being tripped or bull-rushed.
5: Roll twice and combine. 3 supersedes 2.
6: Roll from list one.
So what kind of LA are we looking at? and what can make this more slaad-like, rather than just a chaotic strong thing with claws?
The creature’s type changes to outsider with the chaotic subtype. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Half-slaadi are normally native outsiders.
Ability Scores: as base creature, except as noted below
Strength +6, Constitution +2, Dexterity +2, Wisdom -2, Charisma -2
Natural Armor: Base creature +3
Special Attacks: Claw and bite attacks (medium creatures: claw 1d6 + .5 Strength bonus, bite 1d8 + 1.5 Strength bonus) and weapons and natural attacks become Chaotic-aligned.
Stunning Croak: Once per day, a half-slaad can emit a loud croak. Creatures other than slaadi or half-slaadi within 20 feet must make a fortitude save or be stunned for 1d3 rounds. The DC is 10 + 1/2 the half-slaad's hitdice + their constitution modifier.
Smite Law: Once per day, the Half-slaad can designate a normal melee attack to deal extra damage equal to its hitdice to a lawful-aligned opponent (max +20).
Special Qualities: Darkvision 60 ft. Fast healing 1.
Aura of Chaos: When being scanned by a detect chaos spell, the half-slaadi registers as a chaotic cleric equal to his hitdice.
Feats: The half-slaadi gains Multiattack
Mutations: The Half-slaad gains two mutations, typically one beneficial and one negative, but anything is possible. Their exact deformities are determined by 2 d6's, rolling once from list one and once from list two to determine their two mutations.
List one:
1: The half-slaad has an extra, non-functional eye
2: The half-slaad has a functioning extra eye, gaining a +4 racial bonus to spot checks.
3: The half-slaad has extra long legs, gaining +10 ft to their base movement rate
4: The half-slaad's natural armor is +8 instead of +5, but they move as if wearing medium armor. Their movement is not reduced further by wearing medium armor.
5: Roll twice and combine. Mutations 3 and 4 cancel each other out.
6: Roll from list two.
List two:
1: The half-slaad's eyes point in different directions. They take a -2 penalty to ranged attacks.
2: The hald-slaad has a non-functional extra arm.
3: The half-slaad has a semi-functional extra arm. They gain a +2 bonus on strength checks that normally involve using both hands, excluding weapon damage rolls, and a -2 penalty on dexterity checks that normally involve using both hands.
4: The half-slaad has a short, squat legs. Their speed is reduced as if they are wearing heavy or medium armor, and they gain a +4 to opposed rolls to avoid being tripped or bull-rushed.
5: Roll twice and combine. 3 supersedes 2.
6: Roll from list one.
So what kind of LA are we looking at? and what can make this more slaad-like, rather than just a chaotic strong thing with claws?