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criticalstriker
2009-10-01, 01:24 PM
The Scared Ones


Before you a small human child covered in grime and filth sobs in a corner, a pitiful and scared look upon her face. As you approach the very out of place child, she looks up at you with eyes that evoke great sympathy within you. As the child takes the hand you offer her, she looks up with you and opens her mouth. Inside her tiny maw is a bulbous eye with an hour glass shaped pupil. It stares deep into your eyes as you feel yourself unable to look away. The last thing you hear as you drift away into darkness is the laughter of a small child, echoing through the dark, forgotten halls.

The Scared Ones are the remnants of children who have been subjected to unspeakable arcane rituals that have twisted them. These creatures, created quite by accident, often serve as bait for would-be adventurers, luring them into traps with their unearthly ability to draw out the pity of other creatures.

In appearance a scared one resembles a human child of anywhere from ages 6-10. The exception to this is the massive eye that the scared one conceals within their mouth. This eye has a fair degree of hypnotic powers, and is most often only revealed when the victim is within five feet of the scared one.

Scared One
Small Abberation
Hit Dice: 2d8 + 1 (10)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 natural) touch 10, flat-footed 13
Base Attack/Grapple:+1/-2
Attack: None
Full Attack: None
Space/Reach: 5 ft./5 ft.
Special Attacks: Hypnotic Eye
Special Qualities: Guilt, Innocence, Darkvision 60 ft.
Saves: Fort +1, Ref +0, Will +2
Abilities: Str 13, Dex 11, Con 13, Int 7, Wis 8, Cha 15
Skills: Spot +8, Listen +0, Hide +4*
Feats: Improved Initiative
Environment: Any, normally a wizards lair
Organization: Any
Challenge Rating: 2
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 5 HD (Keeper)
Level Adjustment: -
All scared ones understand Undercommon, but cannot speak it.



Hypnotic Eye (Su): The most startling feature of a scared one is also their most powerful, the gigantic eye in their mouth. Any humanoid creature within 10 feet who gazes at a scared one must make a DC 13** Will save, or become Fascinated. Victims who fail the first save must make a second save the next round, lest they become hypnotized for 1d4 +2 rounds. The save DC of this ability is Cha based.

A hypnotized creature may be commanded by the scared one to attack their allies, go to sleep, or perform any task that the Scared One might want done.

Creatures who succeed on the initial save are not immune to this power and must continue making new saving throws every round that they can see the scared one, to avoid becoming Fascinated.

**this includes a +2 racial bonus

Guilt (Su): Any humanoid of a non-evil alignment who damages a scared one is wracked with guilt over the experience, and must make a DC 13 Will save each time or take -1 to all attack rolls, damage rolls and skill checks for 1d4 +1 rounds. This ability doesn't stack with itself, but does reset each time.

Innocence (Su): Creatures who see the scared one and fail their spot check to notice the eye in the mouth of a scared one, and are within 60 feet, must make a DC 13 Will save or become Charmed, as the spell until the target sees the third eye of the scared one.

Skills: Scared ones have a +10 to Hide checks made to conceal the eye inside their mouth, assuming they keep it shut, and have a +4 racial bonus to spot.

The Mind Keepers

An adolescent human male stands before you, his hands over his left lung as he rocks back and forth in the corner. You approach with caution, having lost your friend to a child in the last room. Your metal boots make a clanking sound against the floor, and your sword glints slightly in the light, causing the boy to look up.

His face covered in grime, he looks at you with soulless eyes that pierce to the core of your being. You draw your sword, fearing the worst, but it is far too late. The boy removes his hand from his lung, and you see a massive eye has grown, its pupil resembling that of a cat.

The eye locks onto you immediately, and you feel your mind shatter and fragment, then... darkness. You are in an eternal darkness, out of body and soul. All hope is lost to you as you float among the other victims of the creature; their minds having also been captured by him.

The keepers, also known as the mind thieves, are scared ones that have survived to adolescence. In their growth the scared one's third eye has slowly dissolved and been replaced by an eye over their left lung (actually dissolving a 5 inch diameter hole in their ribcage, to make room for the eye).

Mind keeper's are significantly more dangerous than their smaller siblings, with the ability to outright steal a persons mind and seize control of their body, they are something like puppeteers, using their powers to fiercely protect their younger siblings, and help their older ones.

Keeper
Medium Aberration
Hit Dice: 5d8 + 10 (32 hp)
Initiative: +5
Speed: 40 (8 squares)
Armor Class: 17 (+1 Dex, +6 Natural) flat-footed 16, touch 11
Base Attack/Grapple: +3/+5
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Seize Mind
Special Qualities: Thralls, Access Memories, Darkvision 60 ft.
Saves: Fort +3, Ref +2, Will +4
Abilities: Str 15, Dex 13, Con 15, Int 10, Wis 10, Cha 17
Skills: Spot +8, Bluff +11
Feats: Improved Initiative, Ability Focus (Seize Mind)
Environment: Any
Organization: Any
Challenge Rating: 5?
Treasure: 1/2 normal
Alignment: Always Chaotic Evil
Advancement: 10 HD (Seer)
Level Adjustment: -
All keepers speak and understand Undercommon.

Seize Mind (Su):
The terrifying ability of all keepers, Seize Mind allowed them to gaze into the heart of a creature, then rips it's mind from it's body, and take control. As a standard action, a keeper can make a gaze attack against any creature that can see it within 120 feet. The target creature must make a DC 17* Will save, or have its mind trapped within the eye of the keeper, and its body to become a thrall (see below). The save DC is Cha based.

The only way to restore a creature who has had their mind stolen by a keeper is to kill the keeper and crush the eye in its chest. This is assuming that the body of the creature is still alive. If not, the creature must be resurrected normally.

Thralls (Su):
Any enemy whose mind has been stolen using the Seize Mind special attack is considered a thrall, and their body is completely under the control of the keeper. A keeper is constantly aware of what every one of his thralls is aware of. This means that if one thrall is aware of someone, they all are, and if one isn't flanked, none of them are. A keeper may control up to their HD in thralls at any one time.

A keeper encountered at random is considered to have 1d4 thralls, each of whom are treated as level 1 warriors.

Access Memories (Su):
3/day a keeper may dig into the memories of the minds kept within his eye. This grants the keeper the ability to cast any single 3rd level or lower arcane or divine spell, or +6 to a single ability check. This is a swift action that does not provoke attacks of opportunity.

*this includes the +2 for Ability Focus

The Seers

Advancing after having just lost another friend to these abominations, you find yourself in a circular room. In the center of this room is a woman with her back to you. Throwing all mercy to the wind after your last two encounters, you charge the woman. She turns just as you raise your sword, and you find your gaze drawn to the eye in her forehead. The moment your eyes meet the insect-like eye on her forehead, reality alters around you. Millions of eyes open up across the room and as your sword cuts through the woman her body turns into an oozy substance seemingly composed of shadow.

A massive mouth opens up in the middle of the shadowy substance and begins cackling maddeningly, and is soon joined by 12 other massive mouthes that have formed across the room.

Knowing that you have either fallen victim to a sinister illusion or that you are vastly outmatched, you feel a deep depression and fear. Deeper than any sadness you've felt in your life. Voices echo through your mind, encouraging you, pushing you to do what you know you want to.

Finally, succumbing to the voices and the chaos, you end your own life with your blade, silencing the voices and freeing yourself from the grips of madness. The last thing you see before the cold embrace of deaths hand is the woman kneeling down next to you, looking almost... sad for you.

A keeper who has grown to adulthood loses the eye in their chest (their ribs and such repairing themselves as the eye dissolves) and grows a new one on their forehead. The new eye has a compound lens, like that of a fly. This eye makes a seer still more dangerous than any of their previous stages in life.

A seer is an incredibly capable opponent; with upwards of 10 thralls as allies and the ability to drive creatures mad, a seer is truly a terrifying enemy to battle. Seers stand the same height as a human of the appropriate gender and weighs about 10 pounds less than the average for a human.

The Seer
Medium Aberration
Hit Dice: 10d8 + 30 (73 hp)
Initiative: +6
Speed: 50 (10 squares)
Armor Class: (Dex +2, Natural +8)
Base Attack/Grapple: +7/+10
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Seize Mind, Madness, Delusions of Grandeur, Horrific Vestige
Special Qualities: Thralls, Access Memories, Darkvision 60 ft.
Saves: Fort +6, Ref +5, Will +8
Abilities: Str 17, Dex 15, Con 17, Int 15, Wis 13, Cha 19
Skills: Spot +16, Bluff +17, Knowledge (Dungeoneering) +15, Knowledge (Arcana) +15
Feats: Improved Initiative, Ability Focus (Seize Mind), Ability Focus (Delusions of Grandeur), Alertness
Environment: Any
Organization: Any
Challenge Rating: 10?
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 15 HD (Matriarch/Patriarch)
Level Adjustment: -

Horrific Vestige (Su):
As a standard action that doesn't provoke attacks of opportunity, a seer can reach into the mind of a creature and tap into its deepest fears to make it feel the most crushing depression imaginable. This ability can be used against any living target within 60 feet of the seer. When used, the target is allowed a Will save with a DC of 19. If the target fails this save, they begin to hallucinate absolutely terrifying scenes happening around them, and are gripped by horrific despair. Creatures in this state are so unsettled that they seek to end their own life in whatever way is available to them. Targets who use their own weapon to attempt to kill themselves are considered to instantly crit on every hit, but may only attack themselves once per round.

Targets affected by this ability are able to make a new Will save every round to attempt to end the affect, and may not be targeted by it again after they have succumbed to it once (though targets who resist it at first may be targeted again). The saving throw DC of all seer abilities are based off of Cha.


Madness (Su):
As a standard action (or an immediate action 1/day) a seer may attempt to shatter the mind of an enemy, driving them insane. This is a standard action that provokes attacks of opportunity. The targeted creature is entitled to a Will save with a DC of 19. If the target should fail this will save, they are driven Insane, as the spell.

Delusions of Grandeur (Su):
A very unique ability, Delusions of Grandeur is used by many seers to escape difficult situations and spy on their enemies. 1/day as a standard action a seer may affect upto its HD in targets with its Delusions of Grandeur ability. Affected targets are entitled to a DC 21 Will save to resist. Those who make their save are exempt from this.

Creatures who fail their Will save are caught in an illusion in which they believe they have killed the seer. Such targets no longer register the seers presence, and are utterly convinced that it is dead. If someone attempts to convince them otherwise, they will ardently refuse to believe the creature, and begin to think that they have gone insane.

Creatures caught in a Delusion of Grandeur are by all rights, thralls. At any time as an Immediate action, the seer may snatch their mind and take direct control over their body. A seer is constantly aware of everything that a victim caught in this is aware of.

Note that while these victims do not count against the limit of thralls that a seer may have, a seer may not take direct control over any creature caught in a Delusion of Grandeur, if they could not create a new thrall. Instead they must first release an older thrall, to make room for the new one.

This affect is permanent, but doesn't register as a magical affect, and isn't suppressed by an antimagic field. The only way for an affected character to be freed is for the eye in the seers forehead to be crushed. Wish or Miracle can also free the victim, but Remove Curse cannot.


Seize Mind (Su):
As a standard action, a seer can make a gaze attack against any creature that within 120 feet that has line of sight to the seer. The target creature must make a DC 21* Will save, or have its mind trapped within the eye of the seer, and its body become a thrall (see below).

The only way to restore a creature who has had their mind stolen by a seer is to kill the seer and crush the eye on its forehead. This is assuming that the body of the creature is still alive. If not, the creature must be resurrected normally.

This ability may not be used more than once every 1d3 rounds, and any creature who successfully makes their Will save is immune to this ability for 24 hours.

Thralls (Su):
Any enemy whose mind has been stolen using the Seize Mind special attack is considered a thrall, and their body is completely under the control of the seer. A seer is constantly aware of everything that her thralls are. This means that if one thrall is aware of someone, they all are, and if one isn't flanked, none of them are. A seer may control up to their HD in thralls at any one time.

A seer encountered at random is considered to have 2d4 thralls, each of whom are treated as level 2 fighters.

Access Memories (Su):
3/day a seer may dig into the memories of the minds kept within her eye. This grants the seer the ability to cast any single 3rd level or lower arcane or divine spell, or +6 to a single ability check. This is a swift action that does not provoke attacks of opportunity.

*this includes the +2 for Ability Focus

The Matriarchs

Stumbling through the darkened halls, having lost all three of your party members to horrific abominations of this dungeon, you run frantically, trying to escape this mortal hell of a dungeon. You shamble through a wooden door and find yourself in a well lit square room that resembles an eerie living room, with couches around a table in the center of the room and book cases lining the walls.
All hope that might have been present leaves you as you stare to the center of the room and see a woman in her mid 30's, sitting in a large chair surrounded by dozens of the very same creatures you barely escaped from. She looks at you with disdain and hatred. A tear escaping your eye, you fall to your knees and accept the fate that the gods have cast for you, awaiting the demise that will befall you.

Matriarchs are the final stage of growth for female scared ones. Matriarchs curiously lose all extra eyes upon reaching their final stage of development, and have a mere two regular eyes.

Matriarchs are mental titans compared to most individuals, but most do not use their mental prowess unless threatened. The primary purpose of the matriarch seems to be the protection and growth of the family as a whole. Matriarchs possess the horrible ability to drain the life from the children of other humanoids, and use it to turn themselves into a sort of arcane incubator, allowing them to give birth to new family members without access to an arcane lab.

Matriarch
Medium Aberration
Hit Dice: 15d8 +60 (127 hp)
Initiative: +6
Speed: 50 (10 squares)
Armor Class: (Dex +2, Natural +8)
Base Attack/Grapple: +11/+15
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Seize Mind, Convert, Wrath of the Mother, Chastise, Crush Mind
Special Qualities: Thralls, Access Memories, Darkvision 60 ft., Protect the Family
Saves: Fort +9, Ref +7, Will +13
Abilities: Str 17, Dex 15, Con 19, Int 17, Wis 15, Cha 23
Skills: Spot +20, Bluff +24, Knowledge (Arcana) +21, Knowledge (Dungeoneering) +21, Sense Motive +20
Feats: Improved Initiative, Ability Focus (Seize Mind), Ability Focus (Convert), Alertness, Ability Focus (Wrath of the Mother), Iron Will
Environment: Any
Organization: Any
Challenge Rating: 13?
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: -
Level Adjustment: -

Convert (Su): Quite possibly the most horrific ability of any member of the family, the matriarch gains the power to drain the life energy of any humanoid who is still in their juvenile stage of life and use it to impregnate herself with a new scared one.

Using this ability requires the matriarch to touch the child on the forehead, and allows the child to make a DC 23 Will save to avoid this ability. Any child who successfully makes this will save is rendered immune to this ability for the remainder of their life. This and all matriarch saving throw DC's are based off of Cha.

Once the life energy of a child has been stolen (killing the child), the matriarch becomes pregnant and gives birth as a human would.

Crush Mind (Su): 3/day as a standard action that provokes attacks of opportunity, a matriarch can use their immense mental strength to absolutely crush the mind of an enemy. An enemy who is struck by this ability instantly has their Intelligence drained to 0. A DC 23 Will save negates this power, and renders the target immune to any other attempts to use Crush Mind on them for 24 hours.

Wrath of the Mother (Su): As a standard action that does not provoke attacks of opportunity, a matriarch may make a touch attack against an enemy who has harmed or killed any member of the matriarchs family. If this touch attack is successful, the creature must make a DC 23 Fortitude save or die instantly. Creatures who successfully make this save are immune to this ability for 1d4 +1 rounds.

Chastise (Su): As a standard action that provokes attacks of opportunity, a matriarch can unleash a powerful cone of force 50 feet long. Any creatures caught within this cone take 15d6 nonlethal damage (Reflex DC 23 for half). This ability is usable once every 1d4 +2 rounds.

Protect the Family (Su): A matriarch exudes a constant aura of protection that extends to her family. Any member of her family within a 40 foot radius of her gains +2 to all physical ability checks, +2 to all skill checks and +3 to all attack and damage rolls.

Seize Mind (Su):
As a standard action, a matriarch can make a gaze attack against any creature that can see it within 120 feet. The target creature must make a DC 25 Will save, or have its mind trapped within the eye of the matriarch, and its body become a thrall (see below).

The only way to restore a creature who has had their mind stolen by a matriarch is to kill the matriarch. This is assuming that the body of the creature is still alive. If not, the creature must be resurrected normally.

Thralls (Su):
Any enemy who's mind has been stolen using the Seize Mind special attack is considered a thrall, and their body is completely under the control of the matriarch. A matriarch is constantly aware of everything that her thralls are. This means that if one thrall is aware of someone, they all are, and if one isn't flanked, none of them are. A matriarch may control up to their HD in thralls at any one time.

A matriarch encountered at random is considered to have 2d6 +1 thralls, each of whom are treated as level 4 fighters.

Access Memories (Su):
3/day a matriarch may dig into the memories of the minds kept within her. This grants the matriarch the ability to cast any single 3rd level or lower arcane or divine spell, or +6 to a single ability check. This is a swift action that does not provoke attacks of opportunity.

DracoDei
2009-10-01, 01:44 PM
How long do the penalties from "guilt" last?

Grapple should be -2 =+1 BAB +1 STR -4 (Size).

criticalstriker
2009-10-01, 01:46 PM
How long do the penalties from "guilt" last?

Grapple should be -2 =+1 BAB +1 STR -4 (Size).

Sorry, it lasts 1d4 +1 rounds. And, thank you for pointing out the grapple. Both are fix'd now.

SlaadLord
2009-10-01, 02:27 PM
If hypnotic eye is Charisma-based, the DC should be 15. Looks good otherwise, especially for a horror-themed campaign. I'd give it a CR of one or two.

criticalstriker
2009-10-01, 04:29 PM
If hypnotic eye is Charisma-based, the DC should be 15. Looks good otherwise, especially for a horror-themed campaign. I'd give it a CR of one or two.

Ah. Thanks for pointing that out mon. Sheesh, I can do algebra, but can't perform basic arithmetic from the looks of it :P

FlyingWhale
2009-10-01, 05:35 PM
I see the organization is any... I was thinking, any idea for a leader for these? Like, maybe an older, young adult or adolescent that takes them in to make a corrupted type of family? That'd be something creepy. Not only did the party kill that ... thing, but now another 2 come out of a room and tell them that they just killed their "sister" Mary Anne... A whole little creepy family of the poor things... *shudder* I would think for each additional Scared One the EL might increase by 1/2...
The only thing I can see here that might need revision is... The constant threat of fascination... I can see that being a fine thing... but not for a CR2!!! EEP!

Good job crit!

Nerocite
2009-10-01, 05:40 PM
I am watching you Pee! (http://youtube.com/watch?v=8JspbUiOZ1w)

DragoonWraith
2009-10-01, 05:50 PM
Do the penalties from Guilt stack with themselves? Like, if you keep attacking it and failing the save, do you take greater and greater penalties? Or does it just reset the duration?

FlyingWhale
2009-10-01, 06:39 PM
@Marķa Elena, Human Dualist~~~ My grandmother's name IRL is Mary Ellen... Creepy...

magic_unlocked
2009-10-01, 07:52 PM
Well, I think that the penalties should stack, and, if multiple Scared Ones are around, that the DC should increase by +1 for every two scared ones. I also agree with Flying Whale that there should be older scared ones and to extend on the family idea, maybe the adults can change form into a writhing cthulu (spelling?) like mass of eyes, teeth, claws and whatever else? They are aberrations, you can do whatever you want with them and it would still make sense.

sigurd
2009-10-01, 09:20 PM
I like it but I think the guilt is too powerful. If you save vs its guilt you should be safe for 24 hrs. Don't forget a lot of 'humanoids' aren't even human - they may cheerfully kill human babies all day long.


s

criticalstriker
2009-10-01, 09:55 PM
@ Whale: It's funny you mention the family thing. I was rolling that idea around my head after I posted this. I'm currently thinking up some ideas on the matter.

@ Oss: Hehe. I love that movie, and that particular clip.

@ Dragoon: Nein, they don't. These are going to be the "babies" of the family. They don't do much.

@Magic_Unlocked: Read above responses.

@Sigurd: As the entry states, Guilt only affects non-evil humanoids. Generally baby killers would be evil.

The Tygre
2009-10-02, 08:51 AM
Wait, I've got it...

They're guided by giant iron golems with drills for hands! And capturing one gives you access to spell-like abilities! And they all live in a secret sewer-base run by a mad scientist!

...

I have an addiction, as you can tell.

criticalstriker
2009-10-02, 07:07 PM
Wait, I've got it...

They're guided by giant iron golems with drills for hands! And capturing one gives you access to spell-like abilities! And they all live in a secret sewer-base run by a mad scientist!

...

I have an addiction, as you can tell.

I didn't actually care much for that video game.

magic_unlocked
2009-10-03, 01:40 AM
@Magic_Unlocked: Read above responses.


Ah, it does make sense. Perhaps you have to keep making the save until you actually do succeed? :smallconfused:

The Tygre
2009-10-03, 02:30 AM
I didn't actually care much for that video game.

Ah, see, now I have to kill you and harvest the Adam. Nothing personal, just good business.

criticalstriker
2009-10-14, 09:39 PM
I finally put the second level of advancement up. Sorry 'bout the wait. Hope you all like it :smallbiggrin:

darckkorion
2009-10-16, 02:29 AM
You said that the Keeper's limit of thralls is their HD. Their advancement to Seer is 7HD. Will the Seers have a similar ability or will the thralls that the Keeper has be freed when they advance?

criticalstriker
2009-10-16, 02:32 AM
You said that the Keeper's limit of thralls is their HD. Their advancement to Seer is 7HD. Will the Seers have a similar ability or will the thralls that the Keeper has be freed when they advance?

I was intending that ability to roll over into the next stage.

Averagedog
2009-10-16, 07:02 AM
dude, I think these things are awesome!!! If the eye inside of these creatures were parasites I would suggest giving them some kind of ability to infect their victims bodies with it after their minds are stolen :smallsmile:. I can't wait to see what the next stage is.

criticalstriker
2009-10-19, 12:15 AM
Added the third sage. The seers :smallsmile:

criticalstriker
2009-10-24, 03:52 PM
There we go, matriarch is finally up. All that's left is the patriarch and possibly some other small additions. :smallbiggrin: Any comments are welcome, as always!

Debihuman
2009-10-24, 04:38 PM
Whenever there is a Fort, Ref or Will Save, the DC should be 10 + 1/2 the Creature's HD + ability modifier. You should state which ability is the basis for the DC. Racial bonuses to Saves come from the Ability Focus feat.

Your Scared one doesn't have this feat. If you are basing the Hypnotic Eye save on Charisma, the DC is 13. Should there be a -1 penalty for the second save for having failed the first? The first save is at 13 and the second is a 14.

Guilt should also be based on charisma and DC is 13 not 14.

For your Mind Keeper the Will DC is 17 (15 without the feat) so it looks like it also charisma-based.

You should also ID the pertient ability for Seers saves and for the Matriarch.

Excepting for some grammatical mistakes, these look really good.

Debby

Serania
2009-10-25, 12:27 AM
If I have to fight these at any point, I'm going to revolt.

criticalstriker
2009-10-25, 12:29 AM
Whenever there is a Fort, Ref or Will Save, the DC should be 10 + 1/2 the Creature's HD + ability modifier. You should state which ability is the basis for the DC. Racial bonuses to Saves come from the Ability Focus feat.

Your Scared one doesn't have this feat. If you are basing the Hypnotic Eye save on Charisma, the DC is 13. Should there be a -1 penalty for the second save for having failed the first? The first save is at 13 and the second is a 14.

Guilt should also be based on charisma and DC is 13 not 14.

For your Mind Keeper the Will DC is 17 (15 without the feat) so it looks like it also charisma-based.

You should also ID the pertient ability for Seers saves and for the Matriarch.

Excepting for some grammatical mistakes, these look really good.

Debby

Thank you for pointing all of that out. I think I fixed everything you mentioned. I also had my friend go through and look for any grammatical errors on everything except the matriarch (getting to that tomorrow).

Debihuman
2009-10-25, 02:03 PM
One more thing: whenever there is a racial bonus to a skill, you should list it separately in a skills section. The skills only need an "*" when the bonus is NOT included. Also, you forgot the +4 size bonus to Hide check for the scared one being a Small.

Statblock for skills should be this (assuming you put all 5 skill points into spot)

Skills: Spot +8, , Listen +0, Hide +4*

Skill section should look like this:

Skills: A scared one has +10 racial bonus to Hide checks made to avoid others seeing the eye inside their mouth, assuming they keep it shut. They also have a +4 racial bonus to Spot checks.

Debby

criticalstriker
2009-10-25, 08:54 PM
One more thing: whenever there is a racial bonus to a skill, you should list it separately in a skills section. The skills only need an "*" when the bonus is NOT included. Also, you forgot the +4 size bonus to Hide check for the scared one being a Small.

Statblock for skills should be this (assuming you put all 5 skill points into spot)

Skills: Spot +8, , Listen +0, Hide +4*

Skill section should look like this:

Skills: A scared one has +10 racial bonus to Hide checks made to avoid others seeing the eye inside their mouth, assuming they keep it shut. They also have a +4 racial bonus to Spot checks.

Debby

Thank you again! :smallsmile: You're teaching me quite a bit about monster creation :smalltongue:

magic_unlocked
2009-10-27, 01:42 PM
Thank you again! :smallsmile: You're teaching me quite a bit about monster creation :smalltongue:

Stiker, you should know how to make monsters. I know you've been playing this game for a while, and I know you'd like to think that you're a genius. Is this a ploy to get us thinking otherwise and throw us off track? :smalltongue:

Other than that, I can't wait to see the finished product.