Green Orc/Blue Slaad/Ceaser with Croutons
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@halfgiant said in Green Orc/Blue Slaad/Ceaser with Croutons:
@daermadm there were a couple of player created half-Slaad templates out there but i went conservative on the racial strength bonus since Ogre’s and Minotaurs are both considered large creatures and they both have a +8. So i downplayed it thinking a Blue Slaad probably had at least a +4.
As a data point -
In the Monster Manual on page 291 there is table 4-2 where it says from Medium to Large the creature gets +8 Strength and -2 Dex and +4 Con and +2 Natural ArmorThat’s part of how you advance a monster. So if you had a normal blue Slaad as size medium and you advanced his hit dice to size large then you would also change the status from the monster manual to match based on those rules. So it’s not just because he is size large she has +8.
I did not find a good template for a Slaad. So far the short term I told him just to use the stats from the monster manual but I think I’ll go dig up what you were finding and then tweak one for myself. If you could link those that be great because I still have three hours to drive home.
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For Reference in Stacking ability scores.
So we ensure stacking is done correctly.
Types of Buff and Modifier Bonuses
Armor Bonus
An armor bonus applies to melee and ranged attack and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to melee and ranged defense (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn’t apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow. In our system armor applies itself to your stats automatically.Circumstance Modifier
A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand.
These are generally 1 to 1 unless stated otherwise.
Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source.
A DM can give a player character a circumstance modifier whenever they feel that it is appropriate.Competence Bonus
A bonus (or penalty) that modifies a character’s performance at a particular task.
Such a bonus may apply to attack rolls, saving throws, skill checks, caster level checks, or any other checks to which a bonus relating to level or skill ranks would normally apply. It does not apply on other rolls that aren’t related to a character’s level.
Multiple competence bonuses don’t stack; only the highest bonus applies.Deflection Bonus
A 1 to 1 bonus to all defensive stats (Melee, Ranged and Magic) granted by a spell or magic effect that makes attacks veer off harmlessly.
Deflection bonuses stack with all other bonuses to melee and ranged defense (any that state they affect AC) except other deflection bonuses.
A deflection bonus applies against touch attacks.Dodge Bonus
A dodge bonus improves melee and ranged defense (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Incidents where a modifier to a reflex save would be appropriate would be if rocks were falling and the character was aware that the rocks would fall before they did. That character would get a bonus to their reflex save to avoid the rocks.
Dodge bonuses are rarely granted by spells. (Example: Haste)
Dodge bonuses stack with all other bonuses to melee and ranged defense, even other dodge bonuses. Dodge bonuses apply against touch attacks. This is a 1 to 1 conversion from DnD to our system.Enhancement Modifier
This is defined as a modifier that represents a change in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon. These modifiers can apply to all attacks and defenses, what they apply to is dependent on what the spell states they affect. This is the type of modifier that you get when you use enchanted weapons or armor. This type of modifier generally comes from a spell or from equipment. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score(See above table) do not stack. Enchantments on weapons do not apply to the stacking limitation. Only the highest enhancement bonus applies.Luck Modifier
A modifier that represents good fortune. These can affect whatever stat is stated in the spell but generally will affect your attack bonus.
Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies.Morale Modifier
A modifier representing the effects of greater hope, courage, and determination.This bonus can be seen with a bards inspire courage ability.
Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies.
Nonintelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from moral bonuses.Natural Armor Modifier
A modifier to Melee and Ranged Defense (AC) resulting from a creature’s naturally tough hide.
Natural armor’s bonuses stack with all other bonuses to Melee and Ranged Defense (Specifially those that modify the Armor Class (even with armor bonuses) ) except other Natural Armor Modifier.
Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the Natural Armor’s overall bonus to Melee and Ranged Defense( Armor Class). A natural armor bonus doesn’t apply against touch attacks.Profane Modifier
A modifier that stems from the power of evil. This effect occurs from divine spells such as Desecrate and Unhallow, the stats affected are listed in the spell descriptions, apply the modifiers to the stats that the spells affect that we support. These are 1 to 1 modifiers unless stated otherwise.
Multiple profane bonuses on the same character or object do not
stack. Only the highest profane bonus applies.Racial Bonus
A modifier applied because of the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature’s race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form. Racial modifiers stack with all other modifiers, and are all 1 to 1 unless stated otherwise.Resistance Modifier
A modifier to saving throws that provides extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies. These are 1 to 1 unless stated otherwise.Sacred Modifier
A modifier that stems from the power of good. This effect occurs from divine spells such as Consecrate and Hallow, the stats affected are listed in the spell descriptions, apply the modifiers to the stats that the spells affect that we support. These are 1 to 1 modifiers unless stated otherwise.
Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus appliesShield Bonus
A bonus to Melee and Ranged Defense (Armor Class) granted by a shield or by a
spell or magic effect that mimics a shield. These bonuses are 1 to 1 unless otherwise stated. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield’s shield bonus, which has the effect of increasing the shield’s overall bonus to AC.
A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn’t apply against touch attacks.Temporary Hit Points
Hit points gained for a limited time through certain spells (such as aid) and magical effects. Temporary hit points are gained at a 8 to 1 ratio. When a character with temporary hit points is dealt damage, deduct the damage from temporary hit points first, then deduct any remaining damage (if any) to the character’s actual (nontemporary) hit points. Temporary hit points can cause a character’s hit point total to exceed its normal maximum.Stacking Buffs
Combine for a cumulative effect. In most cases, modifiers to a given check or roll stack if they come from different sources and have different descriptors otherwise known as types as this write up refers to them by. (or no descriptors (type) at all).
They do not stack if they have the same descriptors or come from the same source such as the same spell cast twice in succession. This would instead effectively refresh the duration of the spell once the second spell was cast or if the type states that it does not stack with other modifiers of that type. Dodge modifiers and circumstance modifiers, do stack with one another unless otherwise specified. If the modifiers to a particular roll do not stack, only the best bonus or worst penalty applies. Spell effects that do not stack may overlap, coexist independently, or render one another irrelevant, depending on their exact effects for the situation at hand. -
@daermadm isn’t the normal Blue Slaad a Large creature? I don’t know what level the Orc is starting at but a 15ish level Blue Slaad i would image as being large. What i’m not sure about is if he has the powerful build class trait.
I could be wrong, i thought the creature would be a +8 str.
Let me see if i can find the half-Slaad player template…the one i found wasn’t standard rules…it was community created.
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Slaad prestige class in Savage species.
http://www.realmshelps.net/charbuild/classes/prestige/Slaad_Brooder
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@halfgiant said in Green Orc/Blue Slaad/Ceaser with Croutons:
@daermadm isn’t the normal Blue Slaad a Large creature? I don’t know what level the Orc is starting at but a 15ish level Blue Slaad i would image as being large. What i’m not sure about is if he has the powerful build class trait.
I could be wrong, i thought the creature would be a +8 str.
Let me see if i can find the half-Slaad player template…the one i found wasn’t standard rules…it was community created.
Yes it’s a size large my medium to large example was just pulling names out of the air for the purpose of illustrating how that math worked
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@halfgiant said in Green Orc/Blue Slaad/Ceaser with Croutons:
Slaad prestige class in Savage species.
http://www.realmshelps.net/charbuild/classes/prestige/Slaad_Brooder
That does nothing about setting up the stats for the initial Slaad base. I had already looked at that.
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Ok @orc here is what we are going to do.
You are a Blue Slaad. Per the 3.5 Monster Manual, that is an ECL of 6.
You are starting as a level 15 XP exquivalent character, so that means you have 9 levels of classes to populate sit with.
If you want to get complicated, technically, your Blue Ceaser Slaad base takes up the first 15,000 experience of the 110,000 experience I am granting you to start with.
But you do not get to become a 5th level fight for 10,000 experience. Any new class you take starts at needing you go go from 15,000 to 21,000 (6 to 7). So 5 levels of fighter will bring having spent 55,000 total XP of the 110,000.
As for the Prestige classes @halfgiant tossed out there, Hurling Hulker & War Hulk, I need to work on this.
I honestly forgot what we did about prestige classes back in the old 3.5 campaign.
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I assume you rolled your stats (or made them up or whatever).
Take what you originally had, and use this table for the the racial modifiers.
Stat Modifier Note Strength +12 23 - 11 Dexterity +4 15 - 11 Constitution +8 19 - 11 Intelligence -4 6 - 10 Wisdom -4 6 - 10 Charisma +0 10 - 10 This table was calculated per the instruction on page 7 of Savage Species.
First, determine the ability score modifiers for that mon-
ster’s kind from the base creature’s statistics. You can derive
ability score modifiers for any kind of creature by subtract-
ing either 10 or 11 (whichever gives an even result) from
each ability score in its Monster Manual entry. For example, a
doppelganger has the following ability scores—Str 12, Dex
13, Con 12, Int 13, Wis 14, Cha 13. Subtracting 10 from the
even numbers and 11 from the odd numbers leaves racial
modifiers of +2 Strength, +2 Dexterity, +2 Constitution, +2
Intelligence, +4 Wisdom, and +2 Charisma. -
The ECL of 6 means one stat boost from your monster “levels”
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@daermadm So if I am understanding this correctly I need to change a few of my stats to match up with the modifiers correct ?
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@orc said in Green Orc/Blue Slaad/Ceaser with Croutons:
@daermadm So if I am understanding this correctly I need to change a few of my stats to match up with the modifiers correct ?
probably. i still have not actually looked at your character sheet
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@daermadm
HAHA,Damn you Dungeon Master !!! I changed 'em already but I can change them back if need be …Im digging this build Half G showed …I could just toss the city onto dry land … makes fighting easier when not in a bubble LOL -
@daermadm said in Green Orc/Blue Slaad/Ceaser with Croutons:
As for the Prestige classes @halfgiant tossed out there, Hurling Hulker & War Hulk, I need to work on this.
I honestly forgot what we did about prestige classes back in the old 3.5 campaign.Any thoughts on how we are going to handle prestige classes?
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For Slaad - you were requesting information on throwing player characters in battle. Here are a few feats for you.
Throw Anything
Brutal Throw
Fling Ally
Natural Heavyweight Feat (x2 carrying capacity)
Improvised Weapon MasteryDamage Calculation: For every additional 200 pounds of an object’s weight beyond 400 pounds, it deals an additional 1d6 points of damage if used as an improvised weapon.
Reference found in Complete Warrior on Page 159, Table 4-7 Improvised Weapon Damage
Object Weight Damage¹ Examples Less than 2 lb.² 1d3 Mug, torch 2 lb.–5 lb. 1d4 Lantern, manacles 6 lb.–10 lb. 1d6 Chair, shovel 11 lb.–25 lb. 1d8 Ladder, small table 26 lb.–50 lb. 2d6 Barrel (empty) 51 lb.–100 lb. 3d6 Chest (full), big table 101 lb.–200 lb. 4d6 Cart 201 lb.–400 lb. 5d6 Wagon Damage = Base Damage ( see Improvised Weapon Damage included above ) + ((Objectweight-400)/200) * d6
Just three levels in Hulking Hurler may be worth taking.
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@halfgiant said in Green Orc/Blue Slaad/Ceaser with Croutons:
Just three levels in Hulking Hurler may be worth taking.
Three levels taking the bonuses Meteor Strike and Overburdened Heave IMO.
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@halfgiant Titty thank you
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@orc said in Green Orc/Blue Slaad/Ceaser with Croutons:
@halfgiant Titty thank you
wow - i’ve never seen anyone get titty-thanked !! that must be something special
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@dwarf Tittys thanks are the best thanks
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@orc Updated above post.
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SO…
Assuming you have a Strength of 39, Referencing the Carrying Capacity page.
And a couple of key rules we need:
Bigger and Smaller Creatures
The figures on Table: Carrying Capacity are for Medium bipedal creatures. A larger bipedal creature can carry more weight depending on its size category, as follows: Large ×2, Huge ×4, Gargantuan ×8, Colossal ×16. A smaller creature can carry less weight depending on its size category, as follows: Small ×¾, Tiny ×½, Diminutive ×¼, Fine ×1/8.Quadrupeds can carry heavier loads than characters can. Instead of the multipliers given above, multiply the value corresponding to the creature’s Strength score from Table: Carrying Capacity by the appropriate modifier, as follows: Fine ×¼, Diminutive ×½, Tiny ×¾, Small ×1, Medium ×1½, Large ×3, Huge ×6, Gargantuan ×12, Colossal ×24.
Tremendous Strength
For Strength scores not shown on Table: Carrying Capacity, find the Strength score between 20 and 29 that has the same number in the “ones” digit as the creature’s Strength score does and multiply the numbers in that for by 4 for every ten points the creature’s strength is above the score for that row.Table: Carrying Capacity Strength Score Light Load Medium Load Heavy Load 1 3 lb. or less 4-6 lb. 7-10 lb. 2 6 lb. or less 7-13 lb. 14-20 lb. 3 10 lb. or less 11-20 lb. 21-30 lb. 4 13 lb. or less 14-26 lb. 27-40 lb. 5 16 lb. or less 17-33 lb. 34-50 lb. 6 20 lb. or less 21-40 lb. 41-60 lb. 7 23 lb. or less 24-46 lb. 47-70 lb. 8 26 lb. or less 27-53 lb. 54-80 lb. 9 30 lb. or less 31-60 lb. 61-90 lb. 10 33 lb. or less 34-66 lb. 67-100 lb. 11 38 lb. or less 39-76 lb. 77-115 lb. 12 43 lb. or less 44-86 lb. 87-130 lb. 13 50 lb. or less 51-100 lb. 101-150 lb. 14 58 lb. or less 59-116 lb. 117-175 lb. 15 66 lb. or less 67-133 lb. 134-200 lb. 16 76 lb. or less 77-153 lb. 154-230 lb. 17 86 lb. or less 87-173 lb. 174-260 lb. 18 100 lb. or less 101-200 lb. 201-300 lb. 19 116 lb. or less 117-233 lb. 234-350 lb. 20 133 lb. or less 134-266 lb. 267-400 lb. 21 153 lb. or less 154-306 lb. 307-460 lb. 22 173 lb. or less 174-346 lb. 347-520 lb. 23 200 lb. or less 201-400 lb. 401-600 lb. 24 233 lb. or less 234-466 lb. 467-700 lb. 25 266 lb. or less 267-533 lb. 534-800 lb. 26 306 lb. or less 307-613 lb. 614-920 lb. 27 346 lb. or less 347-693 lb. 694-1,040 lb. 28 400 lb. or less 401-800 lb. 801-1,200 lb. 29 466 lb. or less 467-933 lb. 934-1,400 lb. +10 ×4 ×4 ×4 A Hulking Hurler can throw anything that he can carry as a light load (medium with Overburdened Heave part of the Hulking Hurler prestige class).
- Hulking Hurler can throw: Strength 39 can throw 1,868-3,732lb (Medium assumes overburdened heave)
- Add in Natural Heavyweight Feat and your now at 3736-7464lbs
- Add in Belt of the Wide Earth - this would be very easy for Kargin to make for you. You can now throw 7,472-14,928lbs
Overburdened Heave: The hulking hurler can throw a weapon up to two sizes larger than his size category, or an item that weighs as much as his medium load.
Base damage of a 400lb improvised weapon is 5d6.
5d6 + (((14928-400)/200) * d6) = 5d6 + 73d6 = 78d6 (and thats at a 39 strength) + strength damage modifier
It’s important to note, i haven’t integrated ALL of the applicable feats into this build, examples are increasing crit range, increase d6 to d8 damage die, etc…
The goal of this build is to optimize your strength and carrying capacity to the greatest possible extent. Because at Strength 59 with the right combination of Feats you could be throwing 51200 lbs (102400 w/OH). Combine that with the otherwise useless Natural Heavyweight feat and it becomes 102400 lbs (204800 w/OH)
5d6 + (204800-400)/200 * d6 = 1,027d6