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wulfire
2013-10-06, 09:20 AM
Hi Guys and Gals,

I've been looking to create a new character for a while now, and I've set my heart on an Archon Hound Fighter.

But I'm now confused as to my starting point. I really don't know how to start this off as a PC. The rest of the team all have Level 1 PCs but I think using this template I am actually a level 12 (LA+5)?

Anyone got any advice as to how to play with this PC?

Thanks

HOUND ARCHON
Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 6d8+6 (33 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 19 (+9 natural), touch 10, flat-footed 19
Base Attack/Grapple: +6/+8
Attack: Bite +8 melee (1d8+2) or greatsword +8 melee (2d6+3/19–20)
Full Attack: Bite +8 melee (1d8+2) and slam +3 melee (1d4+1); or greatsword +8/+3 melee (2d6+3/19–20) and bite +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, scent, spell resistance 16, teleport, tongues
Saves: Fort +6 (+10 against poison), Ref +5, Will +6
Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12
Skills: Concentration +10, Diplomacy +3, Hide +9*, Jump +15, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks)
Feats: Improved Initiative, Power Attack, Track
Environment: A lawful good-aligned plane
Organization: Solitary, pair, or squad (3–5)
Challenge Rating: 4
Treasure: No coins; double goods; standard items
Alignment: Always lawful good
Advancement: 7–9 HD (Medium); 10–18 HD (Large)
Level Adjustment: +5

Hound archons look like well-muscled humans with canine heads.

Combat
Hound archons prefer to attack with their natural weapons but occasionally use greatswords.

A hound archon’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: Caster level 6th.

At will - aid, continual flame, detect evil, message.

Aura of Menace (Su): Will DC 16 negates.

Change Shape (Su): A hound archon can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.

Skills: *While in canine form, a hound archon gains a +4 circumstance bonus on Hide and Survival checks.

Archons speak Celestial, Infernal, and Draconic, but can speak with almost any creature because of their tongues ability.

COMBAT
Archons generally prefer to meet a foe head-on if it is prudent to do so, but if outmatched, they do what they can to even the odds (usually by employing hit-and run tactics or standing off and engaging a foe with magic before moving into melee).

Archon Traits: An archon possesses the following traits (unless otherwise noted in a creature’s entry).

Darkvision out to 60 feet and low-light vision.

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

Immunity to electricity and petrification.

+4 racial bonus on saves against poison.

Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon’s Hit Dice). (The defensive benefits from the circle are not included in an archon’s statistics block.)

Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.

Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Urpriest
2013-10-06, 09:27 AM
[COLOR="Black"]Hi Guys and Gals,

I've been looking to create a new character for a while now, and I've set my heart on an Archon Hound Fighter.

But I'm now confused as to my starting point. I really don't know how to start this off as a PC. The rest of the team all have Level 1 PCs but I think using this template I am actually a level 12 (LA+5)?

Anyone got any advice as to how to play with this PC?

Thanks


In general, you really need to read my Monster Handbook, link in sig.

Hound Archon isn't a template, it's a race or a monster.

If everyone has level 1 PCs, you can't play a Hound Archon. Hound Archons have 6 racial hit dice and level adjustment +5, they are at minimum ECL 11 and as such can only be played at 11th level and up.

That said, there is a Monster Class in Savage Species that lets you play a Hound Archon from level 1, gaining your Hound Archon abilities as you go. Be aware that Savage Species was from edition 3.0, so you'll need to make sure that you modify the class to take into account ways that the monster was changed in the transition to 3.5.

mattie_p
2013-10-06, 09:28 AM
6 Racial Hit Dice and LA +5 means that, as written, the creature is ECL 11, which is unsuitable for play when the rest of the party is Level 1.

Savage Species p178 has a racial class that allows you to play a Hound Archon from level 1 through ECL 11, at which point you would take your first class level at ECL 12.

Aaaand Archon'd by Urpriest.