18 February 2018

Pegataur Monster Class


The BECMI line of D&D introduced all kinds of new character class options beyond the seven in the boxsets. Among them were a series of books, the Creature Crucible series, that introduced new locations in Mystara, and more pertinent to this, monsters as player character options. However, there are many acknowledge problems how they implemented them. Many of them start at negative levels with negative experience totals and one or two HD working towards the normal monster level (level 0) instead of starting at level one. 

The pegataur is not as egregious of a mess as a PC class as the sphinx is, requiring a more reasonable 20,000 exp to go from negative 3 to normal monster level (level zero), but still negative experience totals make sense only if you consider the base monster stats as level-0. It is also a linear progression until level "two," unlike the core classes. 

While I gave the sphinx a similar exp progression to the elf with an additional amount per level to account for the additional abilities of the sphinx, I do not place much extra value to the flight of either class in a Serraine campaign, PCs can be assumed to be airplane pilots in the same campaign. Airplanes outclass most flying monsters in general, and do for sure outclass the PC options. Likewise, I do not place much extra value in the delayed spellcasting progression of the pegataur, with default casting ability of a 1st level elf at 5 HD. 

In Top Ballista pegataurs could choose to become a wicca, later renamed to wokani (because wicca was offensive to neo-pagans?), or a shaman in lieu of elf spellcasting at 5 HD. I am not sure as why wicca would be an appealing option with its more restrictive spell list. This is in addition to the extra ability score requirements, extra experience, and ability checks to even become either. Sticking with the initial idea of wicca/shaman as extra options, is why this rebuild has the option of using the spell lists of cleric, druid, or magic-user.

There are also some pegataur specific jousting rules? Wholly unnecessary, use your own.

Pegataur Monster Class
Ability Score Requirement: 9 Strength, 9 Intelligence, 9 Wisdom
Hit Dice: Id8 per level up to 10th level. Starting with 11th level, +2 hit point per level, and Constitution adjustments no longer apply.
Attack Progression: As a Fighter.
Saving Throws: As a Fighter.
Armor: Any barding at double cost and encumbrance.
Weapons: As a Fighter.
Special Abilities: Flight, natural AC, hooves, mid-level spellcasting, use Elf spell progression (one of cleric, druid, or m-u spell lists), two hoof attacks (1d6 each), base AC 5(15).

Pegataurs have fucking elfin/human torsos with a winged equine body from the waist down. They are generally insular people with the bulk of their external dealings being as mercenaries. "Normal" pegataurs will only contract out as groups, never singularly. The pegataurs of Serraine have lived there so long, ever since its founding  when a large enough unit was contracted for a very long term, and being in such long-term close proximity has given them a less insular outlook. They still keep to themselves in their quarter of the floating city, but it would not be unusual to see singular pegataurs looking at home in mixed company. 

A pegataur has a base movement of 180'(60') and a fly movement of 360'(120'). Aerial Combat stats are: Air speed: 120', MF & Takeoff: 3 (b), Carry 100 lbs per Level. 


            Pegataur Level Progression
Level
Experience
Attack Bonus
Hit Dice
1
0
+1
1d8
2
2,200
+1
2d8
3
4,400
+1
3d8
4
8,800
+3
4d8
5
18,000
+3
5d8
6
37,000
+3
6d8
7
74,000
+5
7d8
8
148,000
+5
8d8
9
286,000
+5
9d8
10
432,000
+7
10d8
11
594,000
+7
10d8+2
12
790,000
+7
10d8+4
13
1,060,000
+9
10d8+6
14
1,460,000
+9
10d8+8

07 February 2018

The Sphinx monster as a Player Character Option.


The BECMI line of D&D introduced all kinds of new character class options beyond the seven in the boxsets. Among them were a series of books, the Creature Crucible series, that introduced new locations in Mystara, and more pertinent to this, monsters as player character options. However, there are many acknowledge problems how they implemented them. Many of them start at negative levels with negative experience totals working towards the normal monster level (level 0) instead of starting at level one with one to two hitdice. The sphinx, introduce in PC2 Top Ballista is probably one of the worst offenders of this, starting with negative THREE MILLION experience points with two hitdice requiring THREE HUNDRED THOUSAND to advance to three hitdice. This is ridiculous even in a party of only sphinxes. Yeah have fun playing two hitdie characters for the next 300,000 experience. Also, negative experience points? WHY? Here is my re-working of the sphinx based in part on the Top Ballista version. It takes slightly more than an elf to advance each level, but also has a lot things going for it at each level.

Sphinx Monster Class
Ability Score Requirement:
9 Strength, 13 Intelligence, 9 Wisdom
Hit Dice: Id8 per level up to 12th level.
Starting with 13th level, +1 hit point per level, and Constitution adjustments no longer apply.
Armor: Any barding at triple cost and encumbrance.
Weapons: Natural Weapons Only.
Special Abilities: Roar and Magic-User or Cleric Spellcasting (choose one at first level)

A sphinx's roar has three zones within its area of effect: z1, z2, z3 for reference. Z3 is the furthest and all within it must save vs spells or be feared. Z2  is as z3 with the addition of a save vs paralysis or be stunned. Z1 is as z2 and z3 with the addition of a save vs spells of be deafened for 1d10 turns, save for half duration, as well take an amount of sonic damage, no save for half effect. The duration of the fear and stun are by hit dice, as is the damage of the roar. A sphinx has a base movement of 180'(60') and a fly movement of 360'(120'). Champions of Mystara flight stats are: Air speed: 120', MF & Takeoff: 1(b), Carry 100 lbs per Level.



Sphinx Level Progression
Level
Experience
Attack Bonus
Hit Dice
Natural Weapon Damage
(claw/claw/bite)
Roar Radius
Roar Damage
Stun Length
Fear Length
Base AC
Z1
Z2
Z3
1
0
+1
1d8
1d4/1d4/1d6
2'
10'
20'
2d6
1 rd
d4 rd
5(15)
2
5,000
+1
2d8
1d4/1d4/1d6
3'
15'
30'
2d6
1 rd
d6 rd
5(15)
3
10,000
+1
3d8
1d6/1d6/1d6
4'
20'
40'
2d6
1 rd
d8 rd
4(16)
4
19,000
+3
4d8
1d6/1d6/1d8
5'
25'
50'
3d6
d2 rd
d10 rd
4(16)
5
36,000
+3
5d8
1d8/1d8/1d8
6'
30'
60'
3d6
d2 rd
2d10 rd
3(17)
6
71,000
+3
6d8
1d8/1d8/1d8
7'
35'
70'
3d6
d3 rd
3d10 rd
3(17)
7
126,000
+5
7d8
1d10/1d10/1d10
8'
40'
80'
4d6
d3 rd
d3 turn
2(18)
8
257,000
+5
8d8
1d10/1d10/1d10
9'
45'
90'
4d6
d4 rd
d3 turn
2(18)
9
408,000
+5
9d8
2d6/2d6/1d10
10'
50'
100'
4d6
d4 rd
d4 turn
1(19)
10
609,000
+7
10d8
2d6/2d6/2d6
11'
55'
110'
5d6
d6 rd
d4 turn
1(19)
11
860,000
+7
11d8
2d8/2d8/2d6
12'
60'
120'
5d6
d6 rd
d6 turn
0(20)
12
1,111,000
+7
12d8
3d6/3d6/2d8
13'
65'
130'
6d6
d8 rd
d6 turn
0(20)
13
1,362,000
+9
12d8+1
3d6/3d6/2d8
14'
70'
140'
6d6
d8 rd
d8 turn
0(20)
14
1,613,000
+9
12d8+2
3d6/3d6/2d8
15'
75'
150'
7d6
d8 rd
d8 turn
0(20)

 

Sphinx Spell Progression
Level
1
2
3
4
5
6
1
-
-
-
-
-
-
2
1
-
-
-
-
-
3
2
-
-
-
-
-
4
2
1
-
-
-
-
5
2
2
-
-
-
-
6
2
2
1
-
-
-
7
3
2
2
-
-
-
8
3
3
2
1
-
-
9
3
3
3
2
-
-
10
4
4
3
2
1
-
11
4
4
3
3
2
-
12
4
4
4
3
2
1
13
5
5
4
3
2
2
14
5
5
5
3
3
2