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| I don't know how helpful this is, but I posted it cause I wrote it... |
| YAY! Pet Monsters! |
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80% |
[ 12 ] |
| YOU!!!! |
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| I like it 8) |
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| It sucks, thanks for the gold though. |
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| Total Votes : 15 |
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Posted: Tue Jun 27, 2006 1:06 pm
redface I just realized that I screwed up the points for my monsters in the example... eek Thanks for making me read through the Pet Monster attribute again! I only used 20 CP per monster at level 1, when I should have been using 40. sweatdrop
I'll have to fix that, and that step of this Howto... boy do I feel silly.
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Posted: Tue Jun 27, 2006 1:14 pm
Ah, thank you. Can you help me work on skills and such? Oh man, this thing is a monster. Not just any monster... but the bad-a** sounvabitch it really is.
Okay, he's also going to get a few more things...
Enhanced Constitution: 3 ranks... That jacks his constitution to 19 That cost me 3 pts, leaving me 21 to play with.
Enhanced Intelligence: 3 ranks... That boosts his Intelligence to 21, leaving me 18 pts to play with...
Jumping level 1: His strength comes into play with jumping even more, and well, He can get around with a jump. That cost me 1 pt to play with, leaving me with 17.
Magic: I'm giving this another 2 levels, leaving me with 9 pts to play with... On the other hand, it gives me another 20 pts of magic to play with
Those Last Nine points are going into Attack Combat Mastery, with 2 ranks in that, and then Combination Attack for another 2 pts.
The last point is going into Enhanced Senses: Sight. He's a gryphon like creature who walks around on two legs.
Now, for the Magic ability, I'm going to give him Cure from Goober's House Rules, level 2, costing 12 points, and increasing Firebal's damage to 4d8.
That's all my CP, and I have a Jamirus.
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Posted: Tue Jun 27, 2006 1:22 pm
BloodOnWhitePetals I gave out 60 CP to each Trainer in this game, because I feel everyone should have at least 2-3 Pet Monsters and some Trainer attributes. I would suggest one level 2 monster and a couple level 1 Backups to start. Trainers will get experience and advance in level during the Tournaments, allowing you to improve both Trainer and Monsters (and even add Monsters!) as you advance through the Tournament Ranks. Your Pets do not gain experience, but the Trainer gets it from using them. A Pet Monster starts with 20 CP. Each level of Pet Monster your Trainer takes gives your Pet Monster 20 more CP. So a level 1 Monster is 40 CP, level 2 is 60 CP and level 3 is 80 CP. Sounds like you're getting the hang of Attributes for Monsters pretty fast. Each Monster gets feats and ability increases from the same chart for normal characters. So a 1st level monster gets 1 feat and a third level monster gets 2 feats. At fourth level the monster gets an ability increase. You can buy extra feats for 2 CP each. redface I just realized that I screwed up the points for my monsters in the example... eek Thanks for making me read through the Pet Monster attribute again! I only used 20 CP per monster at level 1, when I should have been using 40. sweatdrop I'll have to fix that, and that step of this Howto... boy do I feel silly. I should have noticed before, usually Pet Monsters have more Specials than mine do... When you've got Jamirus ready I'd love a sneak peek wink
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Posted: Tue Jun 27, 2006 1:23 pm
Now, his stats look like this:
Name: Jamirus Race: Pet Monster 4 (He's a Pet Monster, Rank 4, hatchling.) Type: Wind-Based Element: Wind Class: Monster Gender: Male Height: 9'2 (Jamirues get Big, and Fast.) Weight: 320 lbs
Defects: Awkward Size: 1 Marked: 3 Physically Unappealing: 2 Bane: (Lightning): 2 Bane: (Earth-Based effects): 2 Easily Distracted: (Wind, he likes to fly.) In total, that gives me... 52 CP to play with.
Now, for his stats...:
Strength: 19 (+5) Dexterity: 10 (+0) Constitution: 19 (+5) Intelligence: 21 (+6) Wisdom: 10 (+0) Charisma: 4 (-3)
Attributes: Attributes: Magic: Level 4 (40 CP for special attacks) (16 pts) Flight: Level 2 (He hasn't attained his full flight abilities, he's only really an older hatchling.) (4 pts) Extra Energy: level 1 (+20 MP) (3 pts) Natural Weapons: Claws (1 pt) (1d4) Heavy Armor Level 2: reduce all attack damage by 8 damage (8 pts) Damn Healthy!: Level 2 +2d8+cpn HP
Now for his 'Magic' abilities: --Special Attack (12 pts) Ice Breath: (3d8 base damage), Short Range, Slow x1, Area Effect, Spreading, 3d8 damage 12 MP --Special Attack (16 pts) Firebal: (4d8 damage), Short Range, 5d8 damage In the end, the Special Attacks cost 19 pts. --Healing level 3 (12 pts)
His hand to hand combat damage smashes for 1d4+1d8+5 per hit.
Hey BOWP... I'm having issues with his Energy points. I'm not sure how to go about it... since the Ice Breath, Firebal and Healing have absolutely *nothing* to do with Charisma...
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Posted: Tue Jun 27, 2006 1:33 pm
I would find a way to fit in at least Energy Bonus: 1, which would give him 20 more Energy Points, probably a total of 21. Each rank of EB gives +20 Energy.
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Posted: Tue Jun 27, 2006 1:38 pm
He's got 2 of them... I was hoping to use his intelligence for the attacks, oh well I guess.
Huh... I'll trade 2 of his Enhanced Intelligence ranks for an Extra Energy... That'll down his intelligence to 17, which is perfectly acceptable.
Now he has 41 energy, not as much as I'd like, but oh well.
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Posted: Tue Jun 27, 2006 1:45 pm
Yay: It's Jamirus!!
http://203.96.119.9/~jimeous/dwm/pix/jamirus.gif
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Posted: Tue Jun 27, 2006 1:53 pm
Auren Shiro HI was hoping to use his intelligence for the attacks, oh well I guess. Let me look into this. I believe it IS possible mrgreen Energy Points are always based on the lowset modifier though, like the book says.
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Posted: Tue Jun 27, 2006 2:00 pm
Yeah... A -3 penalty hurts on a bunch of d2s.
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Posted: Tue Jun 27, 2006 4:22 pm
Well, no matter what you get at least 1 Energy Point from the roll, then any extra points get added in after.
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Posted: Tue Jun 27, 2006 4:34 pm
Eh... What is that then...?
Oh yeah! 4d2-12!!
Whoo!!
emo
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Posted: Wed Jun 28, 2006 5:00 pm
Actually it's 1d2-3, which equals 1 (the minimum), 4 times, for a total of 4, plus any bonus energy from Energy Bonus. Remember that the D20 rules overrule those in the CFSM book.
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Posted: Wed Jun 28, 2006 9:17 pm
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Posted: Fri Jun 30, 2006 7:47 am
How are we handling skills, anyways?
Oh yeah, Since Jamirusi are large-sized creatures, do I get the usual bonuses/penalties to them?
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Posted: Fri Jun 30, 2006 5:03 pm
Since you made your Pet smart he could have access to any skill due to having the adventurer class. Some skills may end up being useless for him though.
And yes, the normal rules for sizes other than Medium apply.
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