Talk:Mournknight (3.5e Template)
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CR Too High?[edit]
I'm looking over the sample mournknight. It is not a CR8 creature. See CR Estimation Table (3.5e Guideline). By raw statistics, its down around CR3. It's no match for a mohrg (cr8). It has good special abilities, but not great ones. I would estimate one at closer to CR5 or CR6. Most undead usually have a attribute drain or a special affect that comes with a hit. Mournknight does not seem to have one of these. It also has two special attacks that do physical damage. One of those special attacks should do attribute damage? Attribute damage is what makes undead so danged scary. I figure that these also need a +6 strength bump to put them more on-par with the mohrg. --Dmilewski 19:17, 27 December 2006 (MST)
- I would say make this grant a +6 strength as well, this should balance it out. Your ideas? --Green Dragon 00:48, 28 December 2006 (MST)
- I'm going to have to agree. I'm not quite as experienced as Green Dragon or Dmilewski, but I agree it lacks a little punch. I do like the concept, however, and am curious as to how (and in what kind of setting) you use the Mournknight.--Nighteye 19:42, 09 January 2007 (CST)
- I noticed this as I was working on my villainous spellcaster class. When I looked for user-created undead to use as his minions, Mournknights looked like good minions for him. (As a new rule for myself, I seek to use user-generated content as often as possible, or creating new content.) I'll eventually toss the NPC's into the Wikiworld campaign setting.
- I changed the drainwave to a DC 16 Fortitude save doing Con damage. That is more in-line with negative energy affects. --Dmilewski 18:56, 9 January 2007 (MST)
- Actually, I say either give the +6 Str, or bring the CR and LA down by one... --Green Dragon 19:08, 9 January 2007 (MST)
- A few more changes: Strength bonus to +6, Cha bonus to +6, recalculated hit points and attack bonuses. Replaced leather armor (LEATHER!!!! on a FIGHTER!!!) and a light shield (LIGHT!!!!) with splint armor and a heavy shield. Changed DR from "magic and silver" to "silver". (DR 10/silver is a tad strong at CR8, but its hitpoints suck for a DR8, so I figure that this may balance.) This guy is looking up. He's still weak on physical attacks. He still either needs a better physical attack (not typical of undead), or a kicker when he hits (more typical of undead). Let me think about this some more. [Note to self: DR should be scheduled. Insert table.]--Dmilewski 07:07, 10 January 2007 (MST)
- Okay, I look forward to the new version... This one already looks much better. --Green Dragon 15:11, 10 January 2007 (MST)
- I scheduled a few of the abilities to account for level. I rewrote Drainwave into Draining Aura. Each ability now operates sufficiently different to be interesting and closer to standard. Draining Aura is now an innate ability. I added a kicker to the creature's strike, getting his damage up a bit. I added a BAB bonus to give the mournknight the proper number of strikes for his CR. I removed Great Fortitude (undead have no fortitude), substituting that with Improved Disarm. The creature can now disarm the threatening silver weapons from himself. I removed power attack (this will be under-used vs. players), substituting in Improved Grapple. I think that CR8 is now coming out correct.--Dmilewski 07:55, 11 January 2007 (MST)
- Agreed, the CR is looking much better than before. --Green Dragon 20:38, 11 January 2007 (MST)