Showing posts with label construct. Show all posts
Showing posts with label construct. Show all posts

Friday, June 28, 2019

OGL substitutes for changelings, shifters and warforged

The changelings, shifters and warforged are races from the Eberron campaign setting that proved quite popular. However, they are not open game content and thus 3pp cannot reference them. Not to worry, there are substitutes under the OGL out there.

It was quite easy to find substitutes for the warforged. For whatever reason, there are many construct races out there. There are too many to list here, so you’ll probably need to search on your own until you find one you like.

I could only find one substitute for the changeling: the doppel race from the Dragonstar campaign setting. Their backstory and traits are essentially identical. Doppels are the descendants  of humans and doppelganger, displaying limited shapeshifting suitable for disguise as a result.

I could only find a couple substitutes for the shifter: the wereblooded race in the Bite Me! supplements by Misfit Studios and the skinwalker race in the Blood of the Moon supplement by Paizo. Their backstory and traits are essentially identical. Skinwalkers and wereblooded are the descendants of humans and lycanthropes, displaying limited shapeshifting into partial animal features as a result.

Obvious these are written for specific rulesets, but they should serve well enough as inspiration.

Friday, August 24, 2018

Distinguishing constructs, elementals and undeads

The monster types mechanic in D&D has always been iffy due to the arbitrary definitions and distinctions between the monster types.

For example, the [fey] type is an amalgamation of many different concepts from mythology and folklore. It include Greek rustic gods (dryads, nymphs, satyrs), Celtic nobility of the Otherworld (seelie and unseelie courts), Celtic tricksters (sprites), fairytale hags, the ghostly fairy dogs of the British Isles (blink dogs, yeth hounds), and “celestial fey” invented for Planescape (eladrin, guardinals).

Another example would be the distinctions between the [construct], [elemental], and [undead] types. Although they are self-explanatory, it is very easy to devise monsters that straddle more than one of them or stretch the definition. This reveals weaknesses of the mutually exclusive tagging system.

Creature Collection Revised features the [elemental] “strife elemental.” The strife elemental is a personification of an abstract emotional concept rather than a physical classical element. What else would you type it? [demon]? [monstrosity]? Those are poor fits.

Forgotten Foes features the [elemental] “junk elemental.” The junk element is a spontaneous personification and animation of an artifice, in this case thrown away junk, rather than a simple classical element. It clearly straddles [construct] and [elemental].

Legends & Lairs: Elemental Lore features the [elemental] “last breath.” The last breath is an air elemental animated by the spirit of a dead person, the animated literal last breath. It clearly straddles [elemental] and [undead].

Creature Collection II: Dark Menagerie features the [undead] “siege undead.” (Monsters of Porphyra reprints it as “besieged undead.”) The sieged undead is constructed like a construct from the parts of a corpse, separating the skin, muscles and bones into three separate constructs with other materials (like sand, wood, nails, and wire) to fill the gaps. It clearly straddles [construct] and [undead], if not wrongly typed and more sensible as [construct] to begin with.

Creature Collection III: Savage Bestiary features the [construct] “spontaneous golem.” (Monsters of Porphyra reprints it as “spontaneous construct.”) The spontaneous construct arises naturally (or supernaturally) from crafted objects like pelts and gallows, but never deliberately created. It clearly straddles [construct], [elemental], and [undead], for all the same reasons mentioned prior.

Friday, January 20, 2017

Distinguishing elementals, spirits and undead

13 True Ways and Eidolons introduced the new types Elemental and Spirit. Sometimes the distinction between these and other types may be ambiguous. I will try my best to sort that out here. Later I should write a primer on spirits and related things.

Spirits are the souls and personifications of natural forces, abstract concepts and emotions. They may overlap with spectral undead, in which case the GM could decide that spectral undead automatically qualify as both undead/spirit types.

Elementals are seething masses of base matter animated by demons, spirits, undead or similar entities. Constructs and elementals are similar because their bodies are composed of base matter and both have animating spirits bound into them. Some sourcebooks have included spontaneously animating constructs. The distinction is that the two are tied to opposing magical winds: constructs to artifice, elementals to nature.

Constructs and undead are pretty similar, being animated masses of something which isn't alive but might have been in the past. The difference between them is that they are tied to difference magical winds: constructs are tied to artifice, undead to death.

Not everything made of something other than flesh is an elemental, however. It is entirely possible for beasts and humanoids to have alien physiology based on fire or crystals or whatever. The reason why they aren't constructs or elementals is because they have a living metabolism: they eat and reproduce just like other living creatures.