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Endarire
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« on: January 05, 2009, 03:54:20 AM » |
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Version 1.33 is ready, but earlier versions are available.If you wish to help the project by statting out creatures for Augment Summoning, Rashemi Elemental Summoning, or some other variant, let me know!ZIP with Greenbound and Ashbound/Greenbound: Version 1.33After many hours of meticulous detail, version 1.2 is ready. ( Greenbound 1.2 with Ashbound Summoning stats is also available.) The ~1.6 meg .RTF file, Rich Text Format, is openable in Word or Wordpad. I prefer Word since it includes the header. I made this in Word for easy printing. (I also greatly don't want to try formatting this for a board.) The full list is 56 pages, typically with 2 creatures per page, and includes every creature from the SRD's lists for summon nature's ally I-IX with the Greenbound template applied appropriately.
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« Last Edit: March 09, 2010, 04:44:23 PM by Endarire »
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Hood - My first answer to all your build questions; past, present, and future. Speaking of which: Don't even need TO for this. Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu]. Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"
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Eldariel
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« Reply #1 on: January 05, 2009, 11:37:55 PM » |
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Awesome job! Unfortunately, there's a very large number of errors in the listing (almost one per entry). I could try to compile a list for you if you're interested (or even just send you a corrected version; it'd be the same trouble really). For the SNAIs for example:
Dire Rat's Disease save DC lacks Con-adjustment.
Eagle's Bite should be -1, not +1. Also, Eagle's Con should be 16, not 14 (the HP is correct), and Eagle has Alertness (as per errata; 1 HD creatures don't qualify for Weapon Finesse and thus it became a racial bonus feat and they all got a skill bonus feat assigned to them).
Monkey lacks the Agile feat.
Octopus should have 2d8+4 (13 hp) as opposed to the 2d8+2 (4 hp).
Owl lacks Alertness feat.
Porpoise should have 2d8+6 (15 hp) as opposed to the 2d8+4 (15 hp).
Viper's Bite at full attack should be at +5, not +4. Also, it should have Improved Initiative.
Wolf's Bite should be at +6 while Slam at +5; they have Weapon Focus (Bite). Also, their Trip-check should be at +4, not +1.
I think this is an awesome resource, but I can also see it as an enermous task and thus, mistakes are prone to happen. I noticed that you've used Monster Manual-versions of the creatures instead of SRD versions, which causes problems since all 1HD animals with Weapon Finesse got erratad to have Weapon Finesse as racial bonus (since they don't qualify because of BAB) and got assigned another feat instead. Also, numbers in abilities modified by statblock seem to get missed occasionally. Anyways, great job; tell me if you're interested in help "debugging" it.
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« Last Edit: January 05, 2009, 11:56:06 PM by Eldariel »
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Endarire
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« Reply #2 on: January 06, 2009, 01:04:59 AM » |
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I'm interested in debugging. I appreciate your aid and will cite your work in the credits.
I also fixed accuracies to account for Weapon Focus.
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« Last Edit: January 06, 2009, 01:08:27 AM by Endarire »
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Hood - My first answer to all your build questions; past, present, and future. Speaking of which: Don't even need TO for this. Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu]. Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"
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Endarire
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« Reply #3 on: January 11, 2009, 08:31:57 PM » |
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1.1 is ready!
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Hood - My first answer to all your build questions; past, present, and future. Speaking of which: Don't even need TO for this. Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu]. Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"
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Endarire
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« Reply #4 on: January 26, 2009, 12:11:14 AM » |
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1.2 is up.
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Hood - My first answer to all your build questions; past, present, and future. Speaking of which: Don't even need TO for this. Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu]. Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"
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Akalsaris
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« Reply #5 on: February 03, 2010, 08:50:32 AM » |
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It's been a year since this was posted, and the document is no longer being hosted (or otherwise I'm getting a peculiar error). Would you mind re-hosting these files somewhere, Endarire?
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Endarire
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« Reply #6 on: February 04, 2010, 09:36:28 PM » |
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Files work again!
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Hood - My first answer to all your build questions; past, present, and future. Speaking of which: Don't even need TO for this. Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu]. Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"
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Akalsaris
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« Reply #7 on: February 04, 2010, 11:10:02 PM » |
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Much obliged 
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Akkristor
Ring-Tailed Lemur
 
Posts: 68
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« Reply #8 on: February 05, 2010, 03:49:04 AM » |
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Makes me wish my DM let me take Greenbound.
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Endarire
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« Reply #9 on: March 09, 2010, 04:44:31 PM » |
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1.33 is up.
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Hood - My first answer to all your build questions; past, present, and future. Speaking of which: Don't even need TO for this. Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu]. Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"
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Sachiru
Domesticated Capuchin Monkey
 
Posts: 117
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« Reply #10 on: May 24, 2010, 10:51:02 AM » |
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Care to include a document where the bonuses of Augment Summoning is included in?
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Endarire
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« Reply #11 on: May 25, 2010, 12:25:35 AM » |
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Augment Summoning isn't included. I'll take volunteers to do that for me. I may do it much later, but don't depend on it.
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Hood - My first answer to all your build questions; past, present, and future. Speaking of which: Don't even need TO for this. Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu]. Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"
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Endarire
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« Reply #12 on: November 16, 2010, 12:45:58 AM » |
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Any volunteers to make Augment Summoning versions?
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Hood - My first answer to all your build questions; past, present, and future. Speaking of which: Don't even need TO for this. Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu]. Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"
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Akkristor
Ring-Tailed Lemur
 
Posts: 68
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« Reply #13 on: November 17, 2010, 01:51:18 AM » |
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I've been working on and off on Augment Summoning Greenbound SNA, I think i've done through 6th level so far. However, right now is preparing for finals time, so i'm not sure if or when i'll be done, or how many mistakes i may have made.
Also, one thing i'm unsure of. A creature with one natural attack adds 1.5x Strength modifier to damage. When that creature becomes Greenbound, they gain a 2nd natural attack, a Slam. Does this gaining of a slam attack cause the creature's original attack to go from 1.5x to 1x Strength mod?
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Mixster
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« Reply #14 on: November 19, 2010, 06:59:48 AM » |
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I have a few Augment summoning versions: Augmented Greenbound Wolf: Medium Plant (augmented Animal) HD: 2d8 + 12 (21hp) Initative: +3 Speed: 50ft Armor Class: 21 (+3 Dex, +8 Natural), Touch 13, Flatfooted 18. Base Attack/Grapple: +1/+11 Attack: Bite +8 Melee (1d6+6) Full Attack: Bite +7 Melee (1d6+6), Slam +2 Melee (1d6+6) Space/Reach: 5ft/5ft Special Attacks: Trip, Spell Like Abilities Special Qualities: Low-Light Vision, Scent, DR10/ Magic AND Slashing, Fast Healing 3, Grapple Bonus +4 (included), Resistance to Cold and Electricity 10, Tremorsense 60ft. Saves: Fort +9; Ref +6; Will +1 Abilities: Str 23, Dex 17, Con 21, Int 2, Wis 12, Cha 10 Skills: Hide +3 Listen +3 Move Silently +4 Spot +3, Survival +1 Feats: Track, Weapon Focus (bite) Alignment: Neutral Trip (ex): Hit with bite, trip (+6) as free action. +4 Survival when Tracking by Scent. +19 Hide in forested Areas +20 Move Silently In forested Areas. Spell-Like Abilities: At Will - Entangle, Pass Without Trace, Speak With Plants, 1/day Wall Of Thorns. Caster Level 8. Augmented Greenbound Crocodile Dundee: Medium Plant (augmented Animal) HD: 3d8 + 18 (31hp) Initative: +2 Speed: 20ft, Swim 30ft Armor Class: 22 (+2 Dex, +10 Natural), Touch 12, Flatfooted 20. Base Attack/Grapple: +2/+15 Attack: Bite +11 Melee (1d8+13) or Tailslap +11 Melee (1d12+13) or Slam +11 Melee (1d6+9) Full Attack: Bite +11 Melee (1d6+13) or Tailslap +11 Melee (1d12+13) or Slam +11 Melee (1d6+9) Space/Reach: 5ft/5ft Special Attacks: Improved Grab, Spell Like Abilities Special Qualities: Hold Breath, Low-Light Vision, DR10/ Magic AND Slashing, Fast Healing 3, Grapple Bonus +4 (included), Resistance to Cold and Electricity 10, Tremorsense 60ft. Saves: Fort +9; Ref +5; Will +2 Abilities: Str 29, Dex 14, Con 23, Int 1, Wis 12, Cha 6 Skills: Hide +8 (+11 in water), Listen +4, Spot +4, Swim +17. Feats: Alertness, Skill Focus (hide) Alignment: Neutral Hold Breath: Unsummons before it suffocates. Improved Grab: Hit with Bite, Grapple as free action. +24 Hide in forested Areas Spell-Like Abilities: At Will - Entangle, Pass Without Trace, Speak With Plants, 1/day Wall Of Thorns. Caster Level 8. Augmented Greenbound Dire Bat: Large Plant (augmented Animal) HD: 4d8 + 24 (42hp) Initative: +7 Speed: 20ft, Fly (good) 40ft Armor Class: 27 (-1 size, +7 Dex, +11 Natural), Touch 16, Flatfooted 20. Base Attack/Grapple: +3/+19 Attack: Bite +10 Melee (1d8+12) Or Slam +10 Melee (1d8+8) Full Attack: Bite +10 Melee (1d8+12) Or Slam +10 Melee (1d8+8) Space/Reach: 10ft/5ft Special Attacks: Spell Like Abilities Special Qualities: Blindsense 40ft, DR10/ Magic AND Slashing, Fast Healing 3, Grapple Bonus +4 (included), Resistance to Cold and Electricity 10, Tremorsense 60ft. Saves: Fort +10; Ref +11; Will +6 Abilities: Str 27, Dex 24, Con 23, Int 2, Wis 14, Cha 10 Skills: Hide +5, Move Silently +12, Listen +12, Spot +8. Feats: Alertness, Stealthy Alignment: Neutral +21 Hide in forested Areas +28 Move Silently In forested Areas. Spell-Like Abilities: At Will - Entangle, Pass Without Trace, Speak With Plants, 1/day Wall Of Thorns. Caster Level 8. Augmented Greenbound Dire Wolf: Large Plant (augmented Animal) (Also known as no save, I win) HD: 6d8 + 36 (63hp) Initative: +3 Speed: 50ft Armor Class: 21 (-1 size, +3 Dex, +9 Natural), Touch 12, Flatfooted 18. Base Attack/Grapple: +4/+24 Attack: Bite +16 Melee (1d8+18) Or Slam +10 Melee (1d8+8) Full Attack: Bite +16 Melee (1d8+18) Or Slam +10 Melee (1d8+8) Space/Reach: 10ft/5ft Special Attacks: Trip, Spell Like Abilities Special Qualities: Low-Light Vision, Scent, DR10/ Magic AND Slashing, Fast Healing 3, Grapple Bonus +4 (included), Resistance to Cold and Electricity 10, Tremorsense 60ft. Saves: Fort +11; Ref +8; Will +6 Abilities: Str 35, Dex 17, Con 23, Int 2, Wis 12, Cha 14 Skills: Hide +0, Move Silently +4, Listen +7, Spot +7, Survival +2. Feats: Alertness, Run, Track, Weapon Focus (bite) Alignment: Neutral Trip (ex): Hit with bite, trip (+16) as free action. +6 survival when tracking by scent +16 Hide in forested Areas +20 Move Silently In forested Areas. Spell-Like Abilities: At Will - Entangle, Pass Without Trace, Speak With Plants, 1/day Wall Of Thorns. Caster Level 8. EDIT: All these seem to have two points of con to little, will fix that in a day or two.
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« Last Edit: November 19, 2010, 07:01:43 AM by Mixster »
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Monks are pretty much the best designed class ever.
JaronK
Meep Meep - Mixster out
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Endarire
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« Reply #15 on: November 19, 2010, 07:47:39 PM » |
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Gaining or losing natural attacks doesn't affect the STR mod.
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Hood - My first answer to all your build questions; past, present, and future. Speaking of which: Don't even need TO for this. Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu]. Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"
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ShriekingDrake
Barbary Macaque at the Rock of Gibraltar
  
Posts: 140
The Forest Has Eyes
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« Reply #16 on: December 18, 2010, 02:24:39 PM » |
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I'm glad to see there is still a pulse on this great work.
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Endarire
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« Reply #17 on: December 19, 2010, 03:40:07 AM » |
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Anyone up for applying Augment Summoning or/and another summoning ability?
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Hood - My first answer to all your build questions; past, present, and future. Speaking of which: Don't even need TO for this. Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu]. Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"
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Akkristor
Ring-Tailed Lemur
 
Posts: 68
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« Reply #18 on: January 17, 2011, 07:17:09 PM » |
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Argh, i had almost finished going through the entires and applying Augment Summoning, when my laptop got infested with some malware/virus crap. Bluescreens on loading, can't even get into safemode, had to reformat. Lost EVERYTHING, old characters, and the doc i was working on for Greenbond SNA.
Sorry.
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