[Finality] Maug PCs

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virgil
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[Finality] Maug PCs

Post by virgil »

So, the question is to make sure we can get away with this build, using the Tome Method...

Method 3
Maug (Minimum Level 5) - take levels in something
  • Large size
  • 40' Movement
  • Construct Type
  • Darkvision 60', Low-light vision
  • +10 Str, +4 Dex, +2 Int, +2 Cha
  • SR 12+HD
  • +7 natural armor
  • Proficiency in heavy armor, two-bladed sword
  • Favored Classes: Fighter & Monk
  • Automatic Languages: Common, Infernal
  • Bonus Languages: Abyssal, Goblin, Orc, Draconic
  • Pulverize & Rapid Repair abilities
  • 2 Starting Hit Dice (2d10+30 HP; 8 + Int Bonus x 5 skill points; +1 BAB; +0 Saves)
Method 1
EL 4, two hit dice, +5 Strength

There remains the option for either of them to drop the static HP bonus and let them use their Strength modifier as if it were Con for HP purposes.

Other ideas are welcome.
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Omegonthesane
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Post by Omegonthesane »

There's a Tome Method 3 for monster classes? I thought it never got released.
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CatharzGodfoot
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Post by CatharzGodfoot »

Maug

Large Construct (Extraplanar)
Hit Dice: 4d8, poor BAB, good Fortitude (uses Str to calculate HP). (This works out to 41 HP for a Str 20 maug, which is exactly on target.)
Attributes: Str +4; Con --.

Or

Large Outsider (augmented Construct)
Hit Dice: 4d8, poor BAB (+2), good Fortitude.
Attributes: Str +4, Con +4

Since Maugs are extraplanar and get skills as outsiders, this second option is probably the most logical.


The remaining statistics will be the same (and the same as a normal maug). Weapon and armor proficiency would be simple and martial, and light to heavy. No shields. The missing EWP (two-bladed sword) comes from the extra feat. Grafts come out of normal starting equipment. SR should be 10+HD.
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Post by Username17 »

I agree that your target is probably around 4th level to start, so coming in with a 4 hit die base is what you want to do. Most of their abilities are puzzling and terrible. They heal faster than normal, but it's just 1 hitpoint per hit die per four hours of rest (as opposed to 1 per hit die per 8 hours of rest for a normal character), so it's just a slightly weirdly written double natural healing rate. They get +4 bonuses to a couple of very minor skills (know engineering and craft stonemasonry), and Alertness. They can tunnel 10 feet three times per day. And... that's about it. Where they shine it is because they have great stats, great natty armor, SR of 10+Level, a big pile of hit points, and a wad of immunities. Certainly seems plausible for a 4th level character.

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