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Negoi
Jan 5, 2009 0:17:52 GMT -5
Post by Sargon on Jan 5, 2009 0:17:52 GMT -5
i now have this spelljammer book, so im learning a lot about spell jammer. anyhow the negoi are a pretty big race in spelljammer, that isnt used in a lot of other places in DnD (in my limited experance) so i looked into them and backward enginered there stats to be something one can work with.
The Negoi (Adult) Str -4, dex +6, con -2, int +4, wis +4, cha +6 Small aberration Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character Base speed: 20 A negoi begins play with 5 levels of aberration which give it hit points equal to 5d8+(5x con mod) a base attack bonus of +3 and saves of fort:+1, ref +1, will +4. Racial skills: a negois racial leves give it skill points equal to 8 x (2+int mod) its racial class skills are balance, climb, disable device, intimidate, jump, move silently. They get a racial bonus of +2 to intimidate, jump, balance. Negoi use dex instead of str for there climb, and jump checks. A negois racial levels give it 2 feats. They automatically get simple weapon pro as a bonus feat. Natural attacks: they get one bit attack (1d6) which is there primary attack and 2 claws (1d4) which is there secondary attack. Posion; with each bite attack posion DC 14, initial and secondary damage is 1d4 wisdom. Immune to mind-affecting effects Enslave 3/day within 30 feet (dominate monster caster level 16, will DC 15) Every 24 hours the victum gets another will save DC 15 to break free. Level adjustment +3, CR without any character levels is 4. Total CR = 4 plus character levels.
when they originally were made (in ADND i belive) there was no way there were ment to be played or have class levels added onto, but times change. here in the land of 3.5 when even the Blink Dog has a LA (+2 (cohort) in your intrested) i figured this might be useful for the DM.
i cannot see how a PC could play this, and by that i mean i cant see how a DM would allow this.
i backwards engeniered it as best i could, if anything knows anything different let me know.
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Negoi
Jan 5, 2009 15:40:25 GMT -5
Post by Lord Kain on Jan 5, 2009 15:40:25 GMT -5
How about this for the Neogi
ADULT NEOGI Small Aberration Hit Dice: 5d8–5 (18 hp) Initiative: +3 Speed: 30 ft. (6 squares), climb 20 ft. Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 Base Attack/Grapple: +3/–3 Attack: Bite +7 melee (1d4–2 plus poison) or light crossbow +7 ranged (1d6/19–20) Full Attack: Bite +7 melee (1d4–2 plus poison) and 2 claws +2 melee (1d3–2), or light crossbow +7 ranged (1d6/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: Enslave, poison Special Qualities: Darkvision 60 ft., neogi traits Saves: Fort +0, Ref +4, Will +6 Abilities: Str 6, Dex 17, Con 9, Int 15, Wis 14, Cha 16 Skills: Appraise +6, Balance +7, Climb +11, Disable Device +7, Intimidate +7, Jump +7, Move Silently +7, Search +6, Spot +6 Feats: Dodge, Mobility, Weapon Finesse(b) Environment: Warm marshes Organization: Solitary (1–2 plus 0–3 umber hulk slaves), nest (3–8 plus 3–8 umber hulk slaves), or blight (10–20 plus 10–20 umber hulk slaves plus 10–60 spawn and 1–2 great old masters) Challenge Rating: 3 Treasure: Double standard Alignment: Usually lawful evil Advancement: By character class Level Adjustment: +3
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d4 Dex, secondary damage 1d4 Wis. As a standard action, an adult neogi can coat a weapon with poison from its fangs. The poison remains active for 1 minute after application and functions as it does when delivered by means of a bite. Enslave (Su): Three times a day, a neogi can try to enslave any one living creature within 30 feet. This ability functions similarly to a dominate monster spell (caster level 16th; Will DC 15). An enslaved creature obeys the neogi’s telepathic commands to the letter. The subject can attempt a new DC 15 Will save every 24 hours to break free. Otherwise, the neogi’s control is broken only by the death of the neogi or the enslaved creature, by a remove curse or dispel magic effect, or if the neogi travels more than 1 mile from the enslaved creature. At any given time, a neogi can have a number of creatures enslaved by means of this ability equal to 1 + its Cha modifier (but neogi also keep additional slaves in the normal, nonmagical manner). The save DC is Charisma-based. Neogi do not need to use this ability to control their umber hulk slaves (see Neogi Society, below).
NEOGI SPAWN Tiny Aberration Hit Dice: 1d8–2 (2 hp) Initiative: +3 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 16 (+2 size, +3 Dex, +1 natural), touch 15, flatfooted 13 Base Attack/Grapple: +0/–12 Attack: Bite +5 melee (1d3–4 plus poison) Full Attack: Bite +5 melee (1d3–4 plus poison) Space/Reach: 2-1/2 ft/0 ft. Special Attacks: Poison Special Qualities: Darkvision 60 ft., neogi traits Saves: Fort –2, Ref +3, Will +2 Abilities: Str 3, Dex 17, Con 7, Int 3, Wis 10, Cha 2 Skills: Balance +4, Climb +11, Jump +0, Move Silently +4, Spot +1 Feats: Dodge, Weapon Finesse(b) Environment: Warm marshes Organization: Pack (10–40) or blight (10–60 plus 10–20 adult neogi, 10–20 umber hulk slaves, and 1–2 great old masters) Challenge Rating: 1/3 Treasure: None Alignment: Usually lawful evil Advancement: 2–3 HD (Small) Level Adjustment: — This small, scuttling horror seems to be a spider the size of a cat, but it has an eel like head on a long, sinuous neck. Its mouth is full of tiny, sharp fangs. These foul and dangerous pests usually are found only in the vicinity of a great old master. Sometimes adult neogi let large numbers of spawn loose on the outskirts of their community and leave them to fend for themselves. Unlike the monstrous vermin they seem to be at fi rst glance, neogi spawn are sentient and self-aware. They are quite cunning and cooperate to bring down larger prey—or to turn on their weaker siblings if other prey is not available. Combat Neogi spawn hunt each other, but if they notice other prey, they charge toward it. In combat, they flood over a single creature, biting until it succumbs to their poison. These little horrors then devour the victim. Poison (Ex): Injury, Fortitude DC 11, initial damage 1d4 Dex, secondary damage 1d4 Wis.
GREAT OLD MASTER Huge Aberration Hit Dice: 10d8+20 plus 3 (68 hp) Initiative: –1 Speed: 20 ft. (4 squares), climb 10 ft. Armor Class: 13 (–2 size, –1 Dex, +6 natural), touch 7, flatfooted 14 Base Attack/Grapple: +7/+19 Attack: Bite +9 melee (2d6+6 and poison) Full Attack: Bite +9 melee (2d6+6 and poison) Space/Reach: 15 ft./10 ft. Special Attacks: Poison, spit spawn Special Qualities: Darkvision 60 ft., neogi traits Saves: Fort +7, Ref +2, Will +9 Abilities: Str 19, Dex 8, Con 14, Int 4, Wis 15, Cha 13 Skills: Balance +1, Climb +12, Intimidate +3, Jump +2, Move Silently +2, Spot +6 Feats: Cleave, Great Fortitude, Power Attack, Toughness Environment: Warm marshes Organization: Blight (1–2 plus 10–60 spawn, 10–20 adult neogi, and 10–20 umber hulk slaves) Challenge Rating: 6 Treasure: None Alignment: Usually chaotic evil Advancement: — Level Adjustment: — This huge, bloated, spiderlike monster has a large, eel-like head atop a long neck. Its mouth is filled with sharp fangs, and its eyes burn with ravenous hunger. Its abdomen is huge and distended, and seems to crawl and pulsate horribly. Neogi employ a peculiarly horrible means of reproducing their race. When an adult neogi grows old and weak, its fellows turn on it, injecting it with a special venom that initiates terrible changes in the old neogi’s body. This venom causes the subject’s body to swell into a great, bloated sack 10 feet in diameter. Upon becoming a great old master, a neogi’s intellect dims to the verge of nonsentience, and it loses most of its memories, feats, magical abilities, and skills. In place of its cruelty and cunning, there is only a ravenous hunger. When the transformation is complete, adult neogi lay their eggs in the great old master’s abdomen. Thereafter, the adult neogi provide the great old master with food—alive but immobilized—to sustain it and nourish the young that are devouring their host from the inside out. Eventually, twenty to forty neogi spawn chew their way out of the dying master. Most of these are in turn eaten by their voracious newborn brothers, but a few survive to become the next generation of adult neogi. Combat A great old master attempts to eat anything it encounters, biting ferociously and spewing forth spawn. Poison (Ex): Injury, Fortitude DC 20, initial damage 1d4 Dex, secondary damage 1d4 Wis. Spit Spawn (Ex): As a standard action, a great old master can spit out 2d4 neogi spawn, which can attack the moment they land. The great old master can place the spawn anywhere within a range of 30 feet, but no two spawn can land more than 10 feet apart. Also, when a great old master takes damage, it can release 2d4 spawn. This version of the spit spawn ability is usable once per round as a free action.
NEOGI CHARACTERS Neogi spawn and great old masters are not suitable as characters. An adult neogi possesses the following racial traits. — –4 Strength, +6 Dexterity, –2 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma. — Small size (+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters). — A neogi’s base land speed is 30 feet, with a climb speed of 20 feet. — Darkvision out to 60 feet. — Racial Hit Dice: A neogi begins with fi ve levels of aberration, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +1, and Will +4. — Racial Skills: A neogi’s aberration levels give it skill points equal to 8 × (2 + Int modifi er, minimum 1). Its class skills are Appraise, Balance, Climb, Disable Device, Intimidate, Jump, Search, and Spot. Neogi use their Dexterity modifi er instead of their Strength modifi er for Climb and Jump checks, and their Climb speed gives them a +8 bonus on Climb checks. A neogi can always take 10 while climbing, even if rushed or threatened. — Racial Feats: A neogi’s aberration levels give it two feats. Neogi gain Weapon Finesse as a bonus feat. — Weapon Proficiency: Neogi are proficient with simple weapons. — +3 natural armor bonus. — Natural Weapons: Bite (1d4 plus poison), 2 claws (1d3). — Special Attacks (see above): Enslave, poison. — Special Qualities (see above): Immunity to mind-affecting spells and abilities. — Automatic Languages: Common, Undercommon. Bonus Languages: Any other than secret languages. — Favored Class: Wizard. — Level Adjustment: +3.
Oh due to there unusually body types they have slightly different body slots • One headband, hat, helmet, or phylactery on the head. • One pair of lenses or goggles over the eyes. • One amulet, brooch, medallion, necklace, periapt, or scarab around the neck. • One cape, cloak, or mantle around the shoulders. • Two pairs of bracers or bracelets on its two uppermost pairs of limbs. • One glove, pair of gloves, or pair of gauntlets on its foreclaws. • One ring on each claw (total of two rings).
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Negoi
Jan 6, 2009 0:39:14 GMT -5
Post by Sargon on Jan 6, 2009 0:39:14 GMT -5
i approve of this very much. it pleases me to see that i wasnt that far off of there original stats. the skills however were compleatly wrong, those are very hard to backward enginerer.
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