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From:     Dreamer <dreamer@??????.?????.??.uk>
Date:     Sat, 12 Aug 2006 09:47:24 +0100
Subject:  Re: Maj Space: Durin - Dargold (2nd draft)
In <URL:news:local.spelljam> on Sat 12 Aug, Peter Aronson wrote:
> Looks good.  A few comments:
> 
> (1) You seem to have skills and skill points figured out as if they have a
> racial class with racial hit dice (that skill stuff), but they don't seem to
> have racial hit dice.

I was in two minds about this, but the skills and skill points
should come out right for a 1st level Expert, which I thought
would make a reasonable substitute for giving them racial hit
dice.  And match them having Fey racial hit dice, I think.


> (2) Why do they have Elvish traits?

Because the race they were converted from by the race-changing
transformation were elves.  I'll try and do a write-up of these.


> (3) Both Fey and Humanoid are types, and you can only have one (you can, of
> course, have any number of subtypes).
[snip]

My mistake.  I originally had them as 'Monsterous Humanoid', then
just changed the 'Monsterous' bit to 'Fey'.

As it stands, without a racial hit dice, the two types are
compatible, but I will change this.


Thanks!


> Dargold Characteristics
> 
> Medium Fey Humanoid (Shapechanger)
> Hit Dice: 1d6 (3)
> Initiative: +0
> Speed: 30 ft.
> AC: 10; modified by form and armour
> Attacks: +0; by form and weapon
> Damage: by form and weapon
> Face/Reach: 5 ft./5 ft.
> Special Attacks: Detect Thoughts
> Special Qualities: Take Form, Regeneration, Elven Traits
> Saves: Fort +0, Ref +0, Will +3
> Abilities: Str 10, Dex 11, Con 10, Int 11, Wis 11, Cha 12
> Skills: Bluff +7*, Diplomacy +7*, Disguise +7*, Gather Information +7,
> Intimidate +3, Listen +2, Perform +5, Sense Motive +2*, Spot +2
> Feats: two spare (for use with Take Form)
> 
> Climate/Terrain: Any
> Organisation: Solitary (with some other creatures) or tribe (7-50)
> Challenge Rating: ?
> Treasure: Standard
> Alignment: Usually neutral, often good
> Advancement: By character class
> Level Adjustment: +2
[snip]

> Dargold as Characters
> 
> Dargold characters possess the following racial traits.
> - +2 Charisma.
> - Medium size.
> - A dargold's base land speed is 30 feet.
> - Racial Skills: Dargold gain skill points equal to 4 x (6 + Int
> modifier).  Their class skills are Bluff (Cha), Diplomacy (Cha),
> Disguise (Cha), Gather Information (Cha), Intimidate (Cha),
> Listen (Wis), Perform (Cha), Sense Motive (Wis), Speak Language
> (Int), and Spot (Wis).
> - Racial Feats: Dargold gain a basic two spare feats, which they can't use.
> - +2 racial bonus on Charisma-related rolls.
> - Special Attacks (see above): Detect Thoughts.
> - Special Qualities (see above): Take Form, Regeneration, Elven Traits.
> - Automatic Languages: Common, Elven.  Bonus Languages: Any.
> - Favored Class: Bard.
> - Level adjustment +2.
[snip]

-- 
Dreamer
dreamer@??????.?????.??.uk
http://www.romsys.demon.co.uk/


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Month Index: August, 2006

SubjectFromDate (UTC)
Maj Space: Durin - Dargold (2nd draft)    Dreamer    10 Aug 2006 09:39:36
Re: Maj Space: Durin - Dargold (2nd draft)    Peter Aronson    12 Aug 2006 01:26:27
Re: Maj Space: Durin - Dargold (2nd draft)    Dreamer    12 Aug 2006 08:47:24

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