unseenmage
2014-10-03, 12:32 AM
I need to spend 2,700gp on an ECL4, 1HD character in a 3.x Spelljammer game. is there a way to spend this gp in such a way that the character won't just die?
I'm not attached to Flyby Attack for his one feat either.
Edit: Gold pieces have been successfully spent. Now just trying to figure out what class most benefits a flying robot monkey. In spaaace!
For those curious here's the character (http://www.myth-weavers.com/sheetview.php?sheetid=1021216). He'll be playing alongside two or three yet to be determined 3rd level PCs. Starting in Eberron (though the character is from Faerun).
This DM's games tend towards high power. Any 3.x, PF, Dragon&Dungeon magazine allowed. 3rd party too, with permission.
Sacred Guardian Effigy Flying Monkey
Tiny Construct (Augmented)
Hit Dice: 1d10+10 (20hp)
Initiative: +4
Speed: 30 ft. (6 squares), climb 30 ft., fly 40 ft. (clumsy)
Armor Class: 21 (+4 size, +2 Dex, +6 Nat, +1 Luck), touch 15, flat-footed 19
Base Attack/Grapple: +0/-10
Attack: Bite +8 melee (1d3) or Dropped Stone +8 ranged (1d4)
Full Attack: Bite +8 melee (1d3) or Dropped Stone +8 ranged (1d4)
Space/Reach: 2- ½ ft./0 ft.
Special Attacks: Drop Stones, Group Snatch, Divine Attack (Su)
Special Qualities: Construct traits, Damage Reduction (Su): 1/magic and adamantine, Divine Grace (Su), Fast Healing (Su): 5
Saves: Fort 0+0+1 Luck, Ref 0+4+1 Luck, Will 0+3+1 Luck
Abilities: Str 14, Dex 18, Con --, Int 10, Wis 16, Cha 10
Skills: Diplomacy (Cha) +2 , Heal (Wis) +5 , Knowledge (religion) (Int) +2 , Spellcraft (Int) +2
Feats: b Weapon Finesse, Luck of Heroes (FRCS36)
Environment: Any
Organization: Solitary, pair, or pantheon (3-7).
Challenge Rating: 3
Treasure: None
Alignment: True Neutral
Advancement: None
Level Adjustment: -- (+3?)
Wearing a small red vest and fez, this tiny monkey has long feathery wings spreading from its back and a cruel grin full of sharp teeth across its face.
Flying Monkeys are a plague and a pest to farmers, villagers, and brewers throughout the river and jungle lands of the tropics. They enjoy gorging themselves on stolen bananas, mangoes figs, oranges, cakes, sweet dates, and beer, while mocking their victims from the treetops. They have occasionally been tamed and taught to wear vests and fezzes, but usually they travel in nothing more than their fur, which varies from pale reddish-brown to golden yellow or pure white.
Flying monkeys often migrate from one harvest to another, often over hundreds of miles. They are prey for large birds such as giant eagles and rocs.
Flying monkeys can speak to each other through a rudimentary language of cries and grows.
Combat
Flying monkey a void combat when aisle but defend their territory or retaliate if attacked. They prefer to fight from the air, dropping rocks and coconuts on their targets, and they often attack in groups.
Drop Stones (Ex): Flying monkeys like to fight by picking up small stones and dropping them on opponents from a great height (at least 20 feet above the target). This attack has a range increment of 60 feet and no maximum number of increments. Damage from a dropped object is not subject to the flying monkey’s Strength penalty.
Group Snatch (Ex): A group of four or more flying monkeys can lift up and carry away a size Small creature, attacking as a group and using a single grapple check. Two are required for Tiny creatures, and eight for a Medium creature.
If the creature does not wish to be snatched into the air, an opposed grapple check is required. The flying monkeys gain a +2 on this grapple check for each flying monkey beyond the first participating in the attempt. If the monkeys succeed, the creature is grappled and forced to move along with the monkeys. If they fail, the creature stays on the ground.
Once a creature is airborne, it may choose to continue resisting, forcing a grapple check each round. This reduces the monkeys’ flying speed by half. If successful, the creature falls from their grasp and takes falling damage normally.
Divine Attack (Su): All sacred guardians are imbued with the power of one of their patron deity’s domains. The domain the sacred guardian represents determines which type of divine attack it possesses (see Sacred Guardian Divine Domains table).
Planning (Gond): Prescient Strike (make single melee attack as a full round action and deny target its Dex bonus or concealment).
Divine Grace (Su): All sacred guardians are imbued with the power of one of their patron deity’s domains. The domain the sacred guardian represents determines what type of divine grace it possesses (see Sacred Guardians Divine Domains table).
Planning (Gond): Cast augury as a spell-like ability three times per day (caster level equal to its Hit Dice).
Skills: Flying monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
A sacred guardian’s class skills are the same as a cleric.
Hit Points: A Sacred Guardian receives bonus hit points as if it were one size larger.
EFFIGY CONSTRUCTION
An effigy can be built either by means of the craft effigy class ability of the effigy master prestige class (see page 30) or by means of the Craft Construct feat (see page 303 of the Monster Manual).
An effigy built with the Craft Construct feat uses a body built from wood, leather, metal, and wire, constructed with either a DC 15 Craft (woodworking, leatherworking, or metalworking) check or a DC 15 Knowledge (architecture and engineering) check. The cost of the effigy’s body depends on its size: Tiny 500gp
The market price of an effigy creature is equal to the cost of its body plus 2,000gp per Hit Die. The cost to create is equal to the cost of the body plus 1,000gp and 80 XP per Hit Die, and creating an effigy creature requires a minimum caster level equal to the creature’s Hit Dice.
Crafting a Sacred Guardian
Creating a sacred guardian requires the body be sculpted to a high degree of craftsmanship.
The size of the sacred guardian can vary, much as an animated object, or it can even be constructed as a golem. To imbue it with divine power, it requires 200 steel pieces worth of rare oils and precious metals per size category (thus a Large sacred guardian requires an additional 1200 steel pieces on top of any other costs for construction). Creating the body requires a Craft (sculpting) check DC 15 and a Knowledge (religion) check DC 20 for the proper rituals.
Caster Level: 11th; Prerequisites: Craft Construct (see Monster Manual), animate objects, commune, caster must be a cleric with access to the Domain the sacred guardian will be dedicated to; Market Price: +1,000 stl/size category; Cost to Create: +500 stl/size category + 10 XP/size category.
Sacred guardians are imbued with intelligence and capable of speaking up to three languages (regardless of actual Intelligence) determined at the time of its creation.
(Sacred Guardian from Bestiary of Krynn page 84, Effigy Creature from Complete Arcane page 152, Flying Monkey from Dragon #334 page 39.)
I'm not attached to Flyby Attack for his one feat either.
Edit: Gold pieces have been successfully spent. Now just trying to figure out what class most benefits a flying robot monkey. In spaaace!
For those curious here's the character (http://www.myth-weavers.com/sheetview.php?sheetid=1021216). He'll be playing alongside two or three yet to be determined 3rd level PCs. Starting in Eberron (though the character is from Faerun).
This DM's games tend towards high power. Any 3.x, PF, Dragon&Dungeon magazine allowed. 3rd party too, with permission.
Sacred Guardian Effigy Flying Monkey
Tiny Construct (Augmented)
Hit Dice: 1d10+10 (20hp)
Initiative: +4
Speed: 30 ft. (6 squares), climb 30 ft., fly 40 ft. (clumsy)
Armor Class: 21 (+4 size, +2 Dex, +6 Nat, +1 Luck), touch 15, flat-footed 19
Base Attack/Grapple: +0/-10
Attack: Bite +8 melee (1d3) or Dropped Stone +8 ranged (1d4)
Full Attack: Bite +8 melee (1d3) or Dropped Stone +8 ranged (1d4)
Space/Reach: 2- ½ ft./0 ft.
Special Attacks: Drop Stones, Group Snatch, Divine Attack (Su)
Special Qualities: Construct traits, Damage Reduction (Su): 1/magic and adamantine, Divine Grace (Su), Fast Healing (Su): 5
Saves: Fort 0+0+1 Luck, Ref 0+4+1 Luck, Will 0+3+1 Luck
Abilities: Str 14, Dex 18, Con --, Int 10, Wis 16, Cha 10
Skills: Diplomacy (Cha) +2 , Heal (Wis) +5 , Knowledge (religion) (Int) +2 , Spellcraft (Int) +2
Feats: b Weapon Finesse, Luck of Heroes (FRCS36)
Environment: Any
Organization: Solitary, pair, or pantheon (3-7).
Challenge Rating: 3
Treasure: None
Alignment: True Neutral
Advancement: None
Level Adjustment: -- (+3?)
Wearing a small red vest and fez, this tiny monkey has long feathery wings spreading from its back and a cruel grin full of sharp teeth across its face.
Flying Monkeys are a plague and a pest to farmers, villagers, and brewers throughout the river and jungle lands of the tropics. They enjoy gorging themselves on stolen bananas, mangoes figs, oranges, cakes, sweet dates, and beer, while mocking their victims from the treetops. They have occasionally been tamed and taught to wear vests and fezzes, but usually they travel in nothing more than their fur, which varies from pale reddish-brown to golden yellow or pure white.
Flying monkeys often migrate from one harvest to another, often over hundreds of miles. They are prey for large birds such as giant eagles and rocs.
Flying monkeys can speak to each other through a rudimentary language of cries and grows.
Combat
Flying monkey a void combat when aisle but defend their territory or retaliate if attacked. They prefer to fight from the air, dropping rocks and coconuts on their targets, and they often attack in groups.
Drop Stones (Ex): Flying monkeys like to fight by picking up small stones and dropping them on opponents from a great height (at least 20 feet above the target). This attack has a range increment of 60 feet and no maximum number of increments. Damage from a dropped object is not subject to the flying monkey’s Strength penalty.
Group Snatch (Ex): A group of four or more flying monkeys can lift up and carry away a size Small creature, attacking as a group and using a single grapple check. Two are required for Tiny creatures, and eight for a Medium creature.
If the creature does not wish to be snatched into the air, an opposed grapple check is required. The flying monkeys gain a +2 on this grapple check for each flying monkey beyond the first participating in the attempt. If the monkeys succeed, the creature is grappled and forced to move along with the monkeys. If they fail, the creature stays on the ground.
Once a creature is airborne, it may choose to continue resisting, forcing a grapple check each round. This reduces the monkeys’ flying speed by half. If successful, the creature falls from their grasp and takes falling damage normally.
Divine Attack (Su): All sacred guardians are imbued with the power of one of their patron deity’s domains. The domain the sacred guardian represents determines which type of divine attack it possesses (see Sacred Guardian Divine Domains table).
Planning (Gond): Prescient Strike (make single melee attack as a full round action and deny target its Dex bonus or concealment).
Divine Grace (Su): All sacred guardians are imbued with the power of one of their patron deity’s domains. The domain the sacred guardian represents determines what type of divine grace it possesses (see Sacred Guardians Divine Domains table).
Planning (Gond): Cast augury as a spell-like ability three times per day (caster level equal to its Hit Dice).
Skills: Flying monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
A sacred guardian’s class skills are the same as a cleric.
Hit Points: A Sacred Guardian receives bonus hit points as if it were one size larger.
EFFIGY CONSTRUCTION
An effigy can be built either by means of the craft effigy class ability of the effigy master prestige class (see page 30) or by means of the Craft Construct feat (see page 303 of the Monster Manual).
An effigy built with the Craft Construct feat uses a body built from wood, leather, metal, and wire, constructed with either a DC 15 Craft (woodworking, leatherworking, or metalworking) check or a DC 15 Knowledge (architecture and engineering) check. The cost of the effigy’s body depends on its size: Tiny 500gp
The market price of an effigy creature is equal to the cost of its body plus 2,000gp per Hit Die. The cost to create is equal to the cost of the body plus 1,000gp and 80 XP per Hit Die, and creating an effigy creature requires a minimum caster level equal to the creature’s Hit Dice.
Crafting a Sacred Guardian
Creating a sacred guardian requires the body be sculpted to a high degree of craftsmanship.
The size of the sacred guardian can vary, much as an animated object, or it can even be constructed as a golem. To imbue it with divine power, it requires 200 steel pieces worth of rare oils and precious metals per size category (thus a Large sacred guardian requires an additional 1200 steel pieces on top of any other costs for construction). Creating the body requires a Craft (sculpting) check DC 15 and a Knowledge (religion) check DC 20 for the proper rituals.
Caster Level: 11th; Prerequisites: Craft Construct (see Monster Manual), animate objects, commune, caster must be a cleric with access to the Domain the sacred guardian will be dedicated to; Market Price: +1,000 stl/size category; Cost to Create: +500 stl/size category + 10 XP/size category.
Sacred guardians are imbued with intelligence and capable of speaking up to three languages (regardless of actual Intelligence) determined at the time of its creation.
(Sacred Guardian from Bestiary of Krynn page 84, Effigy Creature from Complete Arcane page 152, Flying Monkey from Dragon #334 page 39.)