Poll

How do you feel about the breakdown below?

This could pass for some file in a drawer at WotC that never got published. Very nice.
It's too powerful on the first level and weak on the second.
It's too powerful on the second level and weak on the first.
I can't wrap my head around this... WTFBBQ

Author Topic: Kaorti (Nonthrall) Savage Progression Template Class Breakdown  (Read 1795 times)

Offline PlzBreakMyCampaign

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Kaorti (Nonthrall) Savage Progression Template Class Breakdown
« on: October 10, 2013, 02:44:00 AM »
"A victim transformed into a kaorti thrall gains the fiendish creature template, except that instead of
gaining the smite good special attack, it gains the ability to cast true strike on itself once per day." [FF109]

The Fiendish creature savage progression looks like:
(click to show/hide)

That would mean that the 2% of sentient Kaorti Thralls would have a savage progression like this:
Quote
1st LA: type change, extraplanar subtype, Darkvision 60 ft., minimum Intelligence, resistances (cold 5, fire 5), true strike 1/day

2nd LA: Spell resistance, Resistances (cold 10, fire 10), Damage reduction 5/magic -> Damage reduction 10/magic

The point of this thread is to see what a regular kaorti would have for its savage progression if we fill in the blanks with its similar abilities. Unfortunately the Fiendish template is pretty much the weakest, most laughable LA+2 template in existence, so we should expect a few more abilities for a normally powered template. The main problem is adjudicating whether an ability should go in the first LA or the second.

The legend is as follows: Red are penalties, [Groupings are in brackets], italicized is basically worthless, blue are benefits that take up one known slot (mentioned earlier), and green are flexible benefits. I would appreciate feedback on the green, though there isn't much room for change without A) assigning higher level abilities before lower level ones or B) making the LA more uneven / non-symetrical. Enjoy:

Quote
1st LA: Outsider (Evil, Extraplanar), 1d6 bite, [Vile Transformation, Material Vulnerability,] Intelligence +4, [Strength -4, Dexterity +4,] Natural Armor +2, SLAs 1/day (Reduce Person, Spider Climb), EWP (Ribbon Weapon)

2nd LA: Poison Immunity, Heal +8, Charisma +6, SLAs 1/day (Color Spray, Ray of Enfeeblement, Alter Self, Fireball)

A few loose ends:
(click to show/hide)