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Author Topic: Sarrukh Race  (Read 12597 times)

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July 06, 2010, 09:28:44 AM
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is it possible to implement it in the PRC? or is it way too powerful?
I wonder the LA of this race...

PS: is by default LA enabled also for SP campaigns?
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


July 06, 2010, 01:03:20 PM
Reply #1
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I'm not sure what the LA of the race is, by LA and racial hit dice are both off by default.  There is a switch for each one.  It has been a while since I have used them, so I don't remember what they are called.


July 06, 2010, 01:12:50 PM
Reply #2

i think LA is Level Adjustment


July 06, 2010, 02:05:53 PM
Reply #3
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is there a way to turn them on for SP and multiplayer?
and yes, LA=level adjustment. definitely I want it.
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


July 06, 2010, 06:55:14 PM
Reply #4

PRC options in the radial menu, it's in the variables.


July 07, 2010, 02:21:47 AM
Reply #5
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would it be very complicated to add Sarrukh to the races?
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


July 07, 2010, 06:59:07 AM
Reply #6
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!! now turning the swtiches on looks complicated. is there a guide somewhere?
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


July 07, 2010, 09:45:50 AM
Reply #7

Quote from: Dark_Ansem

!! now turning the swtiches on looks complicated. is there a guide somewhere?


prc_inc_switch.nss in the prc_include.hak.
HEATSTROKE


July 07, 2010, 10:08:12 AM
Reply #8
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I'll have a look at that after I reinstall prc
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


July 09, 2010, 08:32:16 AM
Reply #9
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In addition to sarrukh, monster manual gives an updated description of mind flayer race

+2 Strength, +4 Dexterity, +2 Constitution, +8 Intelligence,
+6 Wisdom, +6 Charisma.
—A mind flayer’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Racial Hit Dice: A mind flayer begins with eight levels of
aberration, which provide 8d8 Hit Dice, a base attack bonus of +6,
and base saving throw bonuses of Fort +2, Ref +2, and Will +6.
—Racial Skills: A mind flayer’s aberration levels give it skill
points equal to 11 × (2 + Int modifier). Its class skills are Bluff,
Concentration, Hide, Intimidate, Knowledge (any), Listen, Move
Silently, and Spot.
—Racial Feats: A mind flayer’s aberration levels give it three feats.
— +3 natural armor bonus.
—Natural Weapons: 4 tentacles (1d4).
—Special Attacks (see above): Mind blast, psionics, improved
grab, extract.
—Special Qualities (see above): Spell resistance equal to 25 +
class levels, telepathy 100 ft.
—Automatic Languages: Common, Undercommon. Bonus
Languages: Abyssal, Aquan, Draconic, Dwarven, Elven, Gnome,
Infernal, Terran.
—Favored Class: Wizard.
—Level adjustment +7

unless I'm wrong PRC has, for illithids, +8, instead of +7
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163