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Tanuki Tales
2012-10-16, 11:10 PM
"The Gentleman, Gentleman, all in black.
His hands do grab, but he never gives back.
The Gentleman, Gentleman, out at night.
His face so smooth, his skin so white.
The Gentleman, Gentleman, above the man.
He hides from your eyes, he hides from the land.
The Gentleman, Gentleman, now is here.
He comes from the trees, scream in fear."

- Children's folkloric nursery rhyme



Limber Ones


http://i1356.photobucket.com/albums/q727/CandyCoatedGengar/Limber_zps92c0f3b9.jpg
The creator of this image, RaptorBarry (http://raptorbarry.deviantart.com/), has given his consent for the use of this image here.





"A stranger who keeps his distance is a man to be watched. You don't know the truth of what he is until he stands with his face seen."
- Old Traveler's Proverb.




The Slender Kind, The Gentlemen in Black, The Seekers in the Woods, The Noble Highwaymen, The Child Shepherds, The Regal Shadows, The Misty-winged Shrikes; all of these and more are the names given to a theorized race of horrific and mysterious beings known most commonly by the epithet of "The Limber Ones". They gain their common name from the fact that the most discerning feature about them, save their blank, featureless faces, are their inhumanly long torsos and limbs (which extend outwards to ten or fifteen feet). Supposed natives to the Plane of Shadows (simply because this is where they are discovered to both sojourn out from and return to when making visits to the Material Plane), the Limber Ones are universally held as being aberrants with alien minds and the most sinister of intentions.

If there is any true variation in the structure and make up of one Limber One to the next, it has yet to be witnessed and investigated. The creatures are vaguely humanoid in appearance and shape, something that is only truly questioned at a distance. Their limbs are long and gangly, moving in disgustingly contorted and twisted ways that would normally lead to the breaking of bones. Their skin is completely smooth and unmarred, but is the color of milk and has the parlor of a corpse. Their face is completely devoid of structure or feature, being completely smooth and undefined as that of a mannequin. It is in the clothing like skin growths that encase their stretched torsos that any true difference can be seen in Limber Ones. They seem to be able to shape and mold it at will and always mimic the appearance of the clothing worn by those who hold positions of authority and trust. The default display of this is usually a suit of black material, almost akin to a mortuary priest.




"The Winter of Year 1027 of our Beneficent Emperor's Reign

I enclose in this report my findings concerning the investigation into the claimed disappearances of fifteen children from the hamlet of Alderberg. I, Sir Renquest Duford, Inquisitor of his Beneficent Emperor, was dispatched two weeks following the request for imperial intervention on the behalf of Alderberg. This request was received one month following the first reported disappearance to Alderberg's resident law enforcement, Sheriff Wainfurth.

Upon arrival, I first interrogated any citizens who were even remotely connected to the missing children, to begin the guidance of my eventual judgement. Many of the parents, family, friends and neighbors spoke nothing of any strange behaviors or strange occurrence that lead up to or followed the disappearances. Seven of the children disappeared when last seen playing at the edge of the Mardstaff woods; normal stomping grounds for the youths of Alderberg. Five more simply were missing from their beds when the family checked on them in the morning. Another three simply vanished, seen going about their daily business and gone the next time an eye was turned.

My investigation lead me to the Mardstaff woods after I had put the townsfolk under close scrutiny, specifically to Agnes Caire. A spinster who had been exiled from the town decades earlier (claiming to be a curse on the hamlet), the aging woman was the first to speak to me about anything foul concerning the children. She spoke to me of a tall, scrawny creature in the shape of a man, that could walk like the wind and turn away even the sharpest of sword. She claimed the creature had bewitched the minds of the children, leading them as an animal trainer does with his flute, bringing them into Faustian confidence before whisking them off to another world. She spoke to me of places in the woods where she had seen the creature and had seen the children with it, playing amongst themselves and luring more children to play with the beast.

I investigated her claims, as outlandish as they were, more than willing to follow even the slimmest lead in pursuit of my duty. Though I found evidence that the children had been in the areas as the crone had claimed, too much time and recent fires had wiped away anything but that.

My final judgement was that Agnes Caire was responsible for the kidnapping and sacrificing of the missing children. She had been driven from Alderberg for causing a series of misfortunes with her presence, for seeing things that simply were not there and for having strange relationships with local animal life. Though I never found any signs of the children, it is obvious that she was the one ultimately responsible for their fates. I condemned her as the witch she was and put her to death at the end of my crossbow before reporting my findings to Sheriff Wainfurth.

Though this case is closed, I recommend that a follow up investigation on Aldenberg be performed every few years. I found several possible roots of corruption flourishing in the hamlet, but the most troubling sign of future evil was that the executed witch was said to have been a part of a similar mass disappearance of children in her childhood. Only time will tell if something is deeply wrong with that sleepy hamlet, something that will resurface and repeat itself once again."

- Report from an Imperial Inquisitor




Scholars have yet to have any insights into where the Limber Ones spawned forth from or what drives their behaviors, though the discussion of these creatures is reserved to those fringed intellectuals who the general population think are crazy at best and on the road to corruption at worst. The legend of their birth begins though with the mean spirited prank of a spurned fey.

A young man, out looking for his fortune, came upon a stretch of fertile land that would be perfect for building a farm upon and make a life as a humble farmer. But as he laid claim to the several acres, so did a grizzled old fairy. Neither man nor fey would give any ground on who truly owned the land, so the two came to a compromise; they would share half of the harvest every year. The young man, being quick of mind and wit, asked of the fairy if he wanted his half to be that which lies above the ground or that which lays below. The old fey, not fully understanding the ways of men, chose his half to be below and swore on his true name to abide by the deal. The farmer from that day on only planted crops and raised livestock that laid above the ground, cheating his partner out of any share at all gained from the land. The fairy, realizing his folly, stormed off into the night, promising to get his vengeance.

The farmer soon forgot about the incident and found himself a wife who bore him the most beautiful son. The years went by as the land was tilled and the farmer made a place for the future generations of his seed, his son growing into a strapping young boy. It was on one, cold windy night that the son of the farmer stayed out longer than he should have, playing with the other children of the area in the nearby forest. He never saw the fairy his father had crossed coming and before he could even scream the fey whisked him off to a place where everything was but an oily shade of its true self. The fairy told the boy that he would come back for him once his father gave the fey all he was due.

But when the grizzled fairy came to collect the boy after blackmailing a deal out of the father, the boy was nowhere to be found. The child had become lost in the darkness of the plane, drawn deeper and deeper into a world not his own. Minutes became hours, hours became days and days became years as the child was forced to survive on what ever he could find. The plane ultimately touched the boy, warping and molding him into a terrifying mockery of the human being he once was. Filled with a child's hatred at a parent who did not save him, a victim's burning rage at a member of a race that had damned him to suffering, and a deep hunger for the youth and innocence robbed from him, the first Limber One was born.




"Entry 707

The sprites in the area have become quite agitated as of late and I've begun to notice a decline in their numbers. They have become distant and cryptic in their meetings with me and I believe that they are trying to dissuade me from entering the forest. I must try to get to the bottom of this."


"Entry 708

Why did they react so aggressively to my presence? They now seem to be actively attempting to drive me away, back to civilization. Could I have done something to upset them?"


"Entry 709

Oh gods.

Why won't it leave me alone?!

The pixies tried to warn me.

Oh gods.

Don't look or it takes you. Don't look.

Help me. Someone please help me."

- Last three journal entries by Doctor Jaeger, a leading Fey researcher. No signs of his whereabouts were found, only the bodies of pixies impaled on the trees around his cabin.




Limber Ones are territorial creatures, establishing large swathes of forested land on the Plane of Shadows (and the juxtaposed areas that exist on the Material Plane) as their preferred feeding grounds. These territories almost always are in the vicinity of at least one community of humanoids. Limber Ones never encroach upon the territories of other Limber Ones and only ever move on once they've stripped clean all humanoids and fey in their territories.

Limber Ones follow a set pattern of behaviors when they begin hunting in a new area. They will stalk on the outskirts of a community, investigating its population and learning more about the strengths and defenses they possess, as well as how likely it is for them to receive outside aid. A Limber One will always allow for some glimpse of itself when doing this, just so that it can begin to let it's presence be known, even if only to one person. It will then begin to decide on victims to claim, starting a long and drawn out process of either molding their minds to see it as a dear friend or eroding their sanity through fear and their mind damage touch. It will then begin to kidnap it's victims, taking them with it back to the Plane of Shadows. At that point, any doubts over it's true intentions and any subtlety in its actions are tossed aside. The Limber One will start a game of cat and mouse, spending a minimum of several hours leading its trapped victim through a heart stopping chase until they can run no longer and are killed and devoured (how the Limber One accomplishes this is unknown).

A Limber One is passive in this regard, but is quite aggressive when it comes to those that it sees as jeopardizing it's hunt. The aberrations will hunt down and systematically kill any fey indigenous to their hunting grounds once they are aware of their existence, the nature spirits not only potentially being a long hated foe but also one of the few things that always see a Limber One for what it truly is. The Limber One will also kill any animals who can alert nearby humanoids while the creature is in the middle of manipulating its chosen prey, as well as any creatures that actually manage to hurt it. The Limber One will disembowel and dismember the corpse, impaling the pieces on the branches of local trees as a warning. Limber Ones will almost make judicious use of their innate powers of fire to destroy any physical evidence that can prove beyond a doubt that they are out and about in their hunting grounds.

Children are the favored prey of the Limber Ones and are more likely to be spirited away through coercion and magic than through brute force and fear. This inclination is much darker than simple predation, for the kidnapping and slaughtering of children is how the Limber Ones propagate. There is a 1% chance that the body of a child, who is killed by a Limber One in the grips of pure terror, will produce a sac that gestates over a week period and births a new, fully grown Limber One.




"She wakes up screaming most nights, just screaming the same things over and over. About long arms and naked white faces, about dead children and parents who have lost their minds. I've been Rathloraine's friend for fifty years now and I can't even begin to fathom what could have happened to her to make her actually burn an entire forest to the ground. But hey, nothing you need to worry about kid, just thanks for bringing the water to soothe her fever with. We'll probably push off from the rest of caravan tomorrow. Someone's been following us for a few days now, always staying just on the edge of the horizon. I'd hate for you merchants to get mixed up in trouble we're bringing."

- Claimed conversation between Gromel Shatterstone (knight protector of Lady Rathloraine, renowned druid from the elven city of Goldenleaf) and Piffle, manservant to merchant Kaseem. Neither adventurer has been seen since the night this conversation occurred.




Though Limber Ones are almost always found as lone horrors, this not a blessing as some tortured souls believe. A Limber One may pursue survivors of its predations to the end of their days, but there is always the chance that it will lose track of those paranoid individuals, interested in fresh victims it has come across. But a dark and terrible road is built before those who hurt or worse, manage to kill a Limber One. A Limber One scarred will ignore its normal routines, pouring all attention into the sadistic revenge it harbors for those who dared hurt it. A Limber One harmed will inevitably draw the attentions of other Limber Ones, an innate sense alerting their closest fellows when even a drop of blood is spilled. A Conspiracy is formed from then on, shadowing the Limber One who was wronged until either the offending party is killed or the Limber One itself slain. The Conspiracy will then take action, causing as much collateral damage as possible in pursuing vengeance on the kinslayer.

Thus does the encounter with a Limber One never end well for any but the Limber One. Either one dies at it's hands, running themselves ragged in escape as their heart nearly collapses in their chest, or they damn themselves to a never ending nightmare as Conspiracy after Conspiracy seeks an eye for an eye, turning what should have been a heroic act into a story bound in flesh, written in blood and transcribing the most chilling of tragic sagas.





Limber One CR 10
XP 9600
Neutral Evil Large Aberration (Extraplanar)
Init +9; Senses Low-light vision, Darkvision 60 ft. ; Perception +21
Aura Don't Look...Or It Takes You (120 ft., DC 22)

Defenses

AC 22, Touch 19, flatfooted 17; (+5 Dexterity, +3 Natural Armor, -1 size, +5 Deflection)
hp 127 (15d8+60);
Fort + 8, Ref +10, Will +12
Defensive Abilities Alien Mind, Selective Invisibility DR 10/Viridium

Offenses

Speed 40 ft.
Melee 2 Claws +16 (1d6+5 plus 1d4 Wisdom damage)
Space 10 ft.; Reach 15 ft.
Special Attacks Imposing Fog, Unnatural Limbs
Spell-like abilities (CL 10th)
At Will - Burning Hands, Charm Person, Dimension Door, Planeshift (Between the Material Plane and Plane of Shadows only), Pyrotechnics

Statistics

Str 21, Dex 20, Con 16, Int 14, Wis 16, Cha 20
Base Atk +11; CMB +17; CMD 32
Feats Ability Focus (Imposing Fog), Combat Reflexes, Improved Initiative, Multiattack, Power Attack, Nightstalker, Stealthy, Toughness
Skills Acrobatics +23, Bluff +13, Disguise +4, Intimidate +21, Knowledge (Local) +20, Perception +21, Stealth +27 Racial modifiers -4 Disguise, +4 Stealth
Languages Aklo, Common

Special Abilities

Alien Mind [Ex.]
Any attempts to read the mind or emotions of a Limber One only end in the anguish of those making the attempt. A creature who tries to read the mind or emotions of a Limber One (such as through the Detect Thoughts spell) must make a Will save (DC 22) or take 1d4 points of Wisdom damage and is stunned for 1d4 rounds as they try to process things beyond their ken. A successful save leaves the creature only stunned for 1d4 rounds instead. The save DC for this ability is Charisma based.

A Limber One is immune to the effects of another Limber One's Alien Mind special quality.


Always Watches, No Eyes [Ex.]
Though a Limber One perceives the world normally, its featureless face grants immunity to any negative effect that is sight or sound based. A Limber One is also immune to any negative effect that would require the ingestion (either orally or by breathing in) of a substance.


Can't Run [Su]
Creatures that have seen and felt the touch of a Limber One are marked for life. No matter how far they run, no matter where they hide, if the Limber One wishes to call on them, there is no escape. A Limber One is aware of the location of any creature it has dealt Wisdom damage to, as if using the Discern Location spell. A Limber One can keep track of a number of creatures equal to it's total hit dice at any one time. If a Limber One is already at its max amount of creatures known and wishes to add another, it must choose to cease tracking one of the creatures it has already selected.

A Limber One is automatically aware if a creature it encounters is under the effects of another Limber One's Can't Run special quality.


Darkest Suit and Tie [Su]
The fluid exoskeleton that covers the pale flesh of a Limber One projects what is essentially a physical manifestation of the Limber One's essence. This not only protects the Limber One from harm but literally allows the Limber One to feed on the misery and woe it sows amongst its victims.

A Limber One possesses a Deflection bonus equal to its Charisma modifier. Additionally, whenever the Limber One inflicts a creature within the range of its Don't Look...Or It Takes You special quality with either the frightened or shakened condition or deals Wisdom damage, it gains Fast Healing 5 for 1d3+1 rounds. Subsequent inflictions of either trigger conditions extends this length of time by an additional round, but a Limber One can only benefit from this extension once per round.


Don't Look... Or It Takes You [Su]
Once seen, a Limber One can never be unseen or forgotten. As a free action, The Limber One can cause all creatures within the range of this ability to make a Will Save (DC 22) or take 1d4 Wisdom damage and become frightened for 5d6 rounds. A successful save prevents the Wisdom damage and the creature is shaken instead. Regardless, a creature can only be affected once every ten rounds by this ability.

A Limber One can use this ability only when one of the following occurs:
As part of an attack action.
As part of a charge.
When a creature has an unbroken line of sight to the Limber One.
When the Limber One is adjacent to a creature that is not aware of its presence.

Creatures with an Intelligence score of less than 3, Fey and other Limber Ones are immune to this ability. The save DC for this ability is Charisma based.


Follows [Ex.]
A Limber One, as a standard action, can compress its body so that it takes on the proportions of a Medium-sized creature. Its space and reach are reduced to 5 feet, its base land speed is reduced to 30 feet and its racial penalty to Disguise skill checks is reduced to -2.

Additionally, for every 10 feet a Limber One is away from a creature viewing it, it receives a +2 bonus on Disguise checks. This bonus is doubled if the illumination of the area is poor or worse (such as seeing by moonlight or torchlight at night). If the Limber One is making use of its Unnatural Limbs special attack or the creature viewing it has excellent vision for the illumination (possessing a +8 or greater racial bonus to Perception in normal light, low-light vision in poor illumination or perceives the Limber One through alternate means such as Scent or Tremorsense) this bonus is halved.


Imposing Fog [Ex.]
As a full-round action, a Limber One can begin exuding a copious, scentless substance from its body that appears for all intents and purposes to be natural fog. This fog extends initially in a 5 foot radius from the Limber One, but increases by an additional 10 feet for every round the Limber One spends concentrating (to a maximum radius of 500 feet horizontally, 100 feet vertically). This fog lasts for 1d6 hours or for ten minutes once the Limber One that created it leaves the Material Plane.

The fog has the following effects:
Illumination is reduced to poor, regardless of the kind of light used within it.
Creatures entering the fog must make a Fortitude save (DC 24) or become nauseated. A successful save means the creature is only sickened. This effect of the fog lasts for as long as the creature remains inside of it and for 1 hour afterwards. Creatures that don't breathe are immune to this effect.
Creatures entering the fog must make a Will save (DC 24) or take a -4 penalty to Will saves and Perception checks. A successful save cuts this penalty in half. This effect of the fog lasts for as long as the creature remains inside of it and for 1 hour afterwards. Creatures with an intelligence score less than 3 are immune to this effect.

A Limber One is immune to the effects of its own Imposing Fog and that of other Limber Ones. The save DC for this ability is Charisma based.

Leave Me Alone [Su]
Whenever a Limber One takes at least one point of hit point damage, there is a 10% chance that any other Limber Ones within ten miles per hit die possessed by the injured Limber One are made aware of this fact (this extends to the Plane of Shadow as well) within one hour of it occurring. The percentage is doubled and the range tripled if the Limber One is slain.

A Limber One is automatically aware if a creature has killed another Limber One as soon as it has unbroken line of sight with the creature.



Selective Invisibility [Su]
A Limber One remains invisible even when it attacks. This ability is constant, but the Limber One can suppress or resume it as a free action. Additionally, if the Limber One is invisible, as a swift action, it may select a number of creatures that it has line of sight with to perceive it as if it wasn't invisible.

A Limber One is never invisible to Animals, Fey and other Limber Ones.


Unnatural Limbs [Ex.]
A Limber One can, as a swift action, either grow two tentacles or convert one of its existing limbs into a tentacle. These tentacle natural weapons deal 1d6+2 plus 1d4 Wisdom damage, have a reach of 20 feet, and ignore cover as long as the width of any one side is not larger than their reach.

Additionally, if the Limber One has at least four free tentacles, its land speed increases by 10 feet and it gains a climb speed equal to half of its new total speed. A Limber One must use at least two tentacles for support and can have no more than 10 tentacles (including any transformed limbs) at one time.

Ecology

Environment Any Forest, Plane of Shadows
Organization Solitary, Pair, or Conspiracy (3-5)
Treasure None




Comments

So, a few days ago my brother's friend comes down from New Jersey on his break from college and visits for the first time in a while. As the night drags on and many laughs are had as we while away all leisure like, we get this idea into our heads to show him some funny/stupid videos concerning the game "Slender: The Eight Pages" (if you haven't played this game or heard of it, then I am hereby warning you....be prepared to potentially to be scared out of your wits). One thing leads to another and we find ourselves not only downloading Slender, but playing it in the pitch black at midnight. My brother is controlling the movement, his friend the mouse and I have the honor of having to watch the whole roller coaster ride.

We got five pages and probably lost 5 years off our lives. And slept with our collection of weapons at hand for that night.

Anyways, since it's Halloween season again, I found myself freshly inspired to make up a creepy monster and an excuse to kick off Project G. I hope you enjoy the fruit of my labors.

Change Log
10/17/2012 - Some wording cleared up, finished or fixed.
Frightful Presence special quality removed and Don't Look... Or It Takes You special quality added.
Deflection bonus equal to the Limber One's Cha modifier added.
Material that bypasses damage reduction changed from Silver to Viridium.
Leave Me Alone special ability added.

10/19/2012 - Charisma increased from 16 to 20.
Range on Don't Look...Or It Takes You ability doubled.
Wisdom damage increased from 1 to 1d4.
Darkest Suit and Tie ability added.


10/30/2012 - Darkest Suit and Tie ability changed from healing flat damage to granting Fast Healing for a limited time.

11/05/2012 - Grammar issues addressed across entry.
Immunity to the Alien Mind of other Limber Ones added.
Darkest Suit and Tie range clarified.
Wording in Don't Look...Or It Takes You cleared up.

11/06/2012 - Added save DC ability rules text to pertinent abilities.
Reworded Always Watches, No Eyes to eliminate confusion.
Removed wrong codifier from Imposing Fog.

12/16/2012 - Spacing issue fixed.

Wyntonian
2012-10-16, 11:28 PM
I'm impressed, you did an excellent job doing justice to the Tall One.

I wonder if it would make sense for him to cause Wisdom damage simply through stalking? I'm thinking Marble Hornets here, how simply being followed can drive people insane. As you have it, you only take wisdom damage from being touched, and you need to have been touched for the Can't Run ability to take effect. If that fits you image of this guy, more power to you. If not, the Wendigo has an ability that would make a good precedent.

Acanous
2012-10-16, 11:52 PM
Wendigo is CR 16, isn't it?
Anyhow, this seems to work just fine, especially if the *First* time someone is touched, he's invisible and they don't know where it came from.

Wyntonian
2012-10-17, 09:24 AM
Wendigo is CR 16, isn't it?
Anyhow, this seems to work just fine, especially if the *First* time someone is touched, he's invisible and they don't know where it came from.

Maybe? I was thinking of the 3.5 one. And yeah, invisibility makes it work ok. Just a thought. Keep up the good work! :smallsmile:

Seharvepernfan
2012-10-17, 02:12 PM
Well, this is pretty damn fantastic. It beats the crap out of the one I'm working on (which is basically a lesser nightwalker). Everybody seems to think that Slendy should be an aberration - I always imagined an undead. Regardless, extraplanar from the Shadow Plane.

Going down the stat-block, here are my thoughts/questions:

-Why DR/Silver? As opposed to cold iron? (it's fine, I'm just curious why you picked one over the other)

-So, it can have two legs, two claws, and six additional tentacles (two of those six can be dedicated to extra speed & mobility) for a total of eight attacks? Or six if it wants to be fast?

-You are the only homebrewer I've seen who has paid omage to the very first incarnation of slenderman with the childrens' library burning (by giving him burning hands and pyrotechnics)

-Nightstalker...you mean darkstalker?

-"Don't look, or it takes you!" - How is this addressed exactly? Charm Person?

Again, great job. This is a fine peice of homebrew.

Tanuki Tales
2012-10-17, 06:47 PM
I'm impressed, you did an excellent job doing justice to the Tall One.

Thanks. :smallredface:


I wonder if it would make sense for him to cause Wisdom damage simply through stalking? I'm thinking Marble Hornets here, how simply being followed can drive people insane. As you have it, you only take wisdom damage from being touched, and you need to have been touched for the Can't Run ability to take effect. If that fits you image of this guy, more power to you. If not, the Wendigo has an ability that would make a good precedent.

See, I originally planned for something like that to be part of these guys, but things get forgotten when you 'brew the bulk of the statistics and fluff in between 10 pm and 12 am; especially after a trying Honors English class.

I ended up putting more effort into making compelling and creepy fluff. I just hope that reading these guys gave some folks chills out there like writing it up did for me.

Slendy scares me. :smalleek:


Wendigo is CR 16, isn't it?
Anyhow, this seems to work just fine, especially if the *First* time someone is touched, he's invisible and they don't know where it came from.

*nitpick* CR 17 actually.


Maybe? I was thinking of the 3.5 one. And yeah, invisibility makes it work ok. Just a thought. Keep up the good work! :smallsmile:

Maddening Whispers or Corner of the Eye?

The Pathfinder Wendigo also has some awesome stuff that automatically inflicts his stuff when using his Wind Walk and Howl.


Well, this is pretty damn fantastic.

Um. Well. Wow. Thanks. :smallredface:


It beats the crap out of the one I'm working on (which is basically a lesser nightwalker).

Be sure to shoot me a link, I'd love to see it. Or at the very least give my opinion since you gave me yours.


Everybody seems to think that Slendy should be an aberration - I always imagined an undead.

It's probably because the Slender Man has a very Lovecraftian feel to him and DnD and Pathfinder has made all things Cthulhu be Aberrations. Personally, the Limber Ones were originally going to be Aberration (Augmented, Extraplanar, Fey) [because my original origins story concerned these guys being Fey twisted by something akin to 3.5's Far Realm], but I'm currently considering Outsider. Slender Man is supposed to be extra-dimensional and 4th dimensional, so it makes me posit what type a creature inspired him to be. If these guys need a power boost though, switching to Outsider will definitely be a small bump up.


Regardless, extraplanar from the Shadow Plane.

Hm?


Going down the stat-block, here are my thoughts/questions:

-Why DR/Silver? As opposed to cold iron? (it's fine, I'm just curious why you picked one over the other)

Cold Iron was the original choice I was going to use, but I wanted to distance the Limber Ones farther from their original Fey roots. Silver just seemed like the next good choice, but I feel that might still be too common a material. I'm looking currently at Elysian Bronze, Living Steel, Umbrite or Viridium.


-So, it can have two legs, two claws, and six additional tentacles (two of those six can be dedicated to extra speed & mobility) for a total of eight attacks? Or six if it wants to be fast?

A Limber One can have 10 tentacles and 2 claws at one time, but would only have 10 attacks since it needs at least two of those tentacles to support it.


-You are the only homebrewer I've seen who has paid omage to the very first incarnation of slenderman with the childrens' library burning (by giving him burning hands and pyrotechnics)

I admit that I'm still a novice at the foot of the Slender Mythos, but I went reading through the wiki for an idea for what I should give my Limber Ones. And even though the fire manipulation has been almost erased and turned into a fire weakness for the Slender Man, I felt it was something important to include.


-Nightstalker...you mean darkstalker?

http://www.d20pfsrd.com/feats/monster-feats/nightstalker



-"Don't look, or it takes you!" - How is this addressed exactly? Charm Person?

I've actually added in an ability called that. :smallbiggrin:

Charm Person though is there to represent the Stockholme Syndrome that the Slender Man can instill in children and other victims. I didn't like the full blown mind control angle honestly, which is why it's Charm Person instead of Dominate Monster.


Again, great job. This is a fine peice of homebrew.

Thanks. :smallredface:

Thump
2012-10-17, 07:22 PM
Wow.... just, wow.

Can I use this against my players? I want to see them scream in terror as I describe to them what they see.

Tanuki Tales
2012-10-17, 07:41 PM
Wow.... just, wow.

That good? Hehe. :smallredface:


Can I use this against my players? I want to see them scream in terror as I describe to them what they see.

Feel free! And please do post said feedback from using these guys, I'd love to read it and see how I can improve the monster based on your findings.

Pokonic
2012-10-17, 07:50 PM
This...this is fantastic. Cudos. The little snippits pull the whole thing together.

Amechra
2012-10-17, 07:53 PM
Eh, kinda bleh.

Of course, Slendie hasn't ever really impressed me (I'm the kind of guy that had a period when I was a kid where I slept with the blinds shut and the lights on because I thought aliens were coming to get me. So when I say that Slendie doesn't do anything for me, I mean it.)

I mean, it's a semi-decent capture of the idea behind it (as if there's a consistent "form" or "idea" behind the Slender Man, but I digress.)

The problem with stating out a horror creature is that, well, to quote someone I game with:

"Scary stories are a lot less scary when you have a gun."

And in Pathfinder (or really, most 3e derivatives), you get really big guns.

But don't let me get you down; it just ain't my bag. Of organs, of course.

Tanuki Tales
2012-10-17, 08:26 PM
This...this is fantastic. Cudos.

Thanks. :smallredface:


The little snippits pull the whole thing together.

One of the things I absolutely love about White Wolf books is how they interject fluff into the middle of their rules text so you have some interesting short story or quote or such to read so you don't get completely lost in the mechanics and crunch.


Eh, kinda bleh.

Of course, Slendie hasn't ever really impressed me (I'm the kind of guy that had a period when I was a kid where I slept with the blinds shut and the lights on because I thought aliens were coming to get me. So when I say that Slendie doesn't do anything for me, I mean it.)

I mean, it's a semi-decent capture of the idea behind it (as if there's a consistent "form" or "idea" behind the Slender Man, but I digress.)

Well, is there anything you would point out is a flaw or could be added or needs improvement or such?

The problem with stating out a horror creature is that, well, to quote someone I game with:


"Scary stories are a lot less scary when you have a gun."

And in Pathfinder (or really, most 3e derivatives), you get really big guns.

The old "If it has stats, we can kill it" chestnut. I mean, yes, Player power (if left unchecked) will completely eclipse anything with actual stats, but I don't think that means you can't have horror in 3e derivative games or at least attempt to foster it.

And at least one recording of the Slender Man has it ignoring two rounds from a police officer's side arm. :smalltongue:


But don't let me get you down; it just ain't my bag. Of organs, of course.

Easy to say, coming from one of the premiere Abberration/Horror 'brewer here. :smallwink:

Pokonic
2012-10-17, 08:34 PM
Thanks. :smallredface:



One of the things I absolutely love about White Wolf books is how they interject fluff into the middle of their rules text so you have some interesting short story or quote or such to read so you don't get completely lost in the mechanics and crunch.



Well, is there anything you would point out is a flaw or could be added or needs improvement or such?

The problem with stating out a horror creature is that, well, to quote someone I game with:



The old "If it has stats, we can kill it" chestnut. I mean, yes, Player power (if left unchecked) will completely eclipse anything with actual stats, but I don't think that means you can't have horror in 3e derivative games or at least attempt to foster it.

And at least one recording of the Slender Man has it ignoring two rounds from a police officer's side arm. :smalltongue:



Easy to say, coming from one of the premiere Abberration/Horror 'brewers here. :smallwink:

As for the "if it has stats, you can kill it" mindset, I once ran a nice little Mythos game with a low-magic party(a pretty gun and a wizerd playing with the San mechanic) up against a few ghouls, a unfrozen Mi-Go or two, and a abandoned lab experiment. If you make your guys think, it gets interesting.

Amechra
2012-10-17, 08:38 PM
Well, Slendie ain't my bag; it's just not something that I have that "Primal Fear" of, when you get down to it.

As for flaws... well, I can't see any real problems with it mehanically; I do feel that the Conspiracy idea should have something that supports it mechanically, you know? As it is, it smacks of a DM Fiat

"Oh, you attacked the Slender Man, who was two levels higher than you? You actually managed to kill him? How nice. Now there are *rolls* 5 of them after you. Have fun."

But yeah, play schlim as a skirmisher, because schle doesn't have much on the defensive end (seriously, a 17 AC? For a CR 10 creature? Someone with full BAB is going to be beating his face in with ease. And while fear effects do reduce your attack rolls, it wouldn't be enough to matter. I would suggest a Deflection or Natural Armor bonus to AC? Or even an Armor bonus, for that fabulous suit of theirs.)

If someone is going to run this as a boss fight, Imposing Fog needs to be up and running, since it gives schlim a place to hide, and it debuffs any party coming for schlim.

A Limber One is kinda like Dispater, in a way; you have to put up with a LOT of bull to reach them... and then they don't struggle too much when you smash their faces in with your smashy fists.

And I don't make THAT many aberrations! Only a couple. Every night.

In my dreams.

Midwoka
2012-10-17, 08:48 PM
This thread reminds me of Joan Crawford Has Risen From The Grave. Because your title has exactly 12 'No's in it.

Tanuki Tales
2012-10-17, 09:06 PM
Well, Slendie ain't my bag; it's just not something that I have that "Primal Fear" of, when you get down to it.

I hear ya. Slender Man is one of those things you either get and are terrified of, get and don't see what's so scary, or just don't get it at all.


As for flaws... well, I can't see any real problems with it mehanically; I do feel that the Conspiracy idea should have something that supports it mechanically, you know? As it is, it smacks of a DM Fiat

"Oh, you attacked the Slender Man, who was two levels higher than you? You actually managed to kill him? How nice. Now there are *rolls* 5 of them after you. Have fun."

Fixed.


But yeah, play schlim as a skirmisher, because schle doesn't have much on the defensive end (seriously, a 17 AC? For a CR 10 creature? Someone with full BAB is going to be beating his face in with ease. And while fear effects do reduce your attack rolls, it wouldn't be enough to matter. I would suggest a Deflection or Natural Armor bonus to AC? Or even an Armor bonus, for that fabulous suit of theirs.)

Fixed.


If someone is going to run this as a boss fight, Imposing Fog needs to be up and running, since it gives schlim a place to hide, and it debuffs any party coming for schlim.

A Limber One is kinda like Dispater, in a way; you have to put up with a LOT of bull to reach them... and then they don't struggle too much when you smash their faces in with your smashy fists.

Well, I switched over their DR and added the deflection bonus. I can further beef it up by raising it's Charisma score (and thus it's DCs) and by changing it to Outsider (give more HP, better saves and higher BaB).


And I don't make THAT many aberrations! Only a couple. Every night.

In my dreams.

Heh.


This thread reminds me of Joan Crawford Has Risen From The Grave. Because your title has exactly 12 'No's in it.

I had honestly never heard of that song before you mentioned it.

The title and several of the creature's abilities are references to the game Slender: The Eight Pages.

Case in point: http://25.media.tumblr.com/tumblr_ma1snsM51P1rc0bobo1_1280.jpg

Amechra
2012-10-17, 09:07 PM
Fun fact: When I saw this thread, I started singing some Talking Heads in my head.

Because you've already used up all of the no's, you jerk.

And I'm brewing something new. That may or may not be horrific. Or a meat organ.

A meat organ, Sam!

Tanuki Tales
2012-10-17, 09:31 PM
Fun fact: When I saw this thread, I started singing some Talking Heads in my head.

Because you've already used up all of the no's, you jerk.

Huh?


And I'm brewing something new. That may or may not be horrific. Or a meat organ.

A meat organ, Sam!

Look forward to reading it. :smallbiggrin:

Any comments on my suggested buffs or the changes thus far?

Acanous
2012-10-17, 09:45 PM
Agree on the Fog. The Limber One mayget away with just selective invisibility, wis damage and charm in a hamlet or outlying farms, but if there's an actualthreat, such as from adventurers? He should be putting up that fog as soon as they roll into town. 500' by 500' by 100' is a pretty impressive AoE, gives him lots of room to hide. If he Follows that up (See what I did there?) and makes some disguise checks, then selects his targets carefully, he could make mincemeat out of most parties. Especialy because he's aware of where that Wizard just Teleported to to rest and prepare.

Amechra
2012-10-17, 10:13 PM
The Talking Heads (or it could be someone else; can't remember too well right now; too busy studying for Japanese midterms) have a song where the chorus is "yeah yeah yeah yeah yeah yeah yeah yeah yeah!"

Sung melodically.

Tanuki Tales
2012-10-17, 10:53 PM
Agree on the Fog. The Limber One mayget away with just selective invisibility, wis damage and charm in a hamlet or outlying farms, but if there's an actualthreat, such as from adventurers? He should be putting up that fog as soon as they roll into town. 500' by 500' by 100' is a pretty impressive AoE, gives him lots of room to hide. If he Follows that up (See what I did there?) and makes some disguise checks, then selects his targets carefully, he could make mincemeat out of most parties. Especialy because he's aware of where that Wizard just Teleported to to rest and prepare.

Then I did my job right. I want these guys to just thrive on creating and exploiting fear and paranoia.


The Talking Heads (or it could be someone else; can't remember too well right now; too busy studying for Japanese midterms) have a song where the chorus is "yeah yeah yeah yeah yeah yeah yeah yeah yeah!"

Sung melodically.

Oh. xD

But seriously, any comments on the changes made thus far?

Amechra
2012-10-18, 12:27 AM
I giggled a bit when I saw the DR change, and the AC boost fixes some issues.

Plus, there is now a way to dodge the "group of on average 4 CR 10 critters that cause wisdom damage pops up if you kill one of them..."

By the way, if you kill a Limber One, and a bunch of them start chasing you, does killing the Conspiracy end up bringing even more of them chasing you down? If so, that becomes a siege, until either all of them are dead, or you are dead.

Because the chance of being unnoticed for killing one (ignoring the 10% of being noticed if they are hit) is 80%; if you have to kill, say, 3 of them in short order, that's only a 51.2% chance of going unnoticed; if you end up killing 5 of them, that's a good 32.768% of going unnoticed.

I hope you roll really, really well for that one...

Seharvepernfan
2012-10-18, 03:44 AM
What is Viridium and where is it from?

I was saying that regardless if Slendy is an aberration or an undead, as long as he's extraplanar and from the Plane of Shadow. (Nightwalkers are undead from the plane of shadow, and therefor extraplanar)

Whenever I get around to posting his stats, I'll definitely link you. It might be a while, as he's the BBEG of a campaign I'm working on - I won't actually need his stats for quite some time.

Debihuman
2012-10-18, 07:15 AM
OOOH spooky. I like it a lot. One question. Where is it getting its deflection bonus from?


A deflection bonus affects Armor Class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks.

It could be selective invisibility also grants it the deflection bonus or you need to add something that does.

Debby

Tanuki Tales
2012-10-18, 11:23 AM
I giggled a bit when I saw the DR change, and the AC boost fixes some issues.

Nothing feels like horror than making the only thing to straight out hurt the monster being a weapon that gives you leprosy just for having it. :smalltongue:



By the way, if you kill a Limber One, and a bunch of them start chasing you, does killing the Conspiracy end up bringing even more of them chasing you down? If so, that becomes a siege, until either all of them are dead, or you are dead.

Because the chance of being unnoticed for killing one (ignoring the 10% of being noticed if they are hit) is 80%; if you have to kill, say, 3 of them in short order, that's only a 51.2% chance of going unnoticed; if you end up killing 5 of them, that's a good 32.768% of going unnoticed.

I hope you roll really, really well for that one...

If you kill a Conspiracy, another Conspiracy forms. The whole point is that once you run into a Limber One...your life is going to be ruined from then on unless you're a sociopathic demigod. Even if you can kill them easily, they're going to come at you indirectly and bring entire kingdoms to their knees to get at you. That's the real horror behind this monster.


What is Viridium and where is it from?

http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Viridium

It's from Ultimate Equipment.


I was saying that regardless if Slendy is an aberration or an undead, as long as he's extraplanar and from the Plane of Shadow. (Nightwalkers are undead from the plane of shadow, and therefor extraplanar)

Ah.


Whenever I get around to posting his stats, I'll definitely link you. It might be a while, as he's the BBEG of a campaign I'm working on - I won't actually need his stats for quite some time.

I'm always here.


OOOH spooky. I like it a lot.

Thanks.



One question. Where is it getting its deflection bonus from?



It could be selective invisibility also grants it the deflection bonus or you need to add something that does.

Debby

I could probably mention other creatures that get bonuses with no specific source mentioned, but that's bad creature building. I'll put some thought into another ability to give it that's thematic and more than just "Dur hur hur, deflected!"

Amechra
2012-10-18, 12:30 PM
You do realize that "sociopathic demigod" is the default assumption for PCs, right?

:smallwink:

Tanuki Tales
2012-10-18, 12:46 PM
You do realize that "sociopathic demigod" is the default assumption for PCs, right?

:smallwink:

I'm aware of that horrible stereotype, yes. :smallbiggrin:

Thump
2012-10-18, 09:44 PM
Well, I put this against my players. Needless to say, they were horrified.

The group consisted of three level 6 players. each with slightly more WBL than the normal, so I pinned them each at CR 7, for a total of CR 10.

They left off from walking through a portal that was supposed to take them to their home-town. Instead, I drop them off in the middle of a dark, abandoned forest. I tell them all to immediately make spot checks; only the rogue (Her post name is Costella) manages to pass. She sees, in the distance, what I show her to be Slenderman.

She immediately blanches IRL, and her low-wisdom character fails her save, and takes a -1 to her WIS, for 8 WIS. She also immediately runs off into the forest, from the opposite direction of the thing. The players later find parts of a dismembered deer, and her hedgehog familiar runs up to the Wizard, chittering uncontrollably. The two remaining PCs (Ranger and Wizard) see the cloud of fog, and the Wizard, smart cookie she is, immediately disperses the cloud, revealing Slender.

The two players also blanch IRL, and then they spot the rogue, unconscious about 60 feet away from the guy. Not bleeding, just unconscious. (I later told them that her character had been reduced to 0 WIS).

After about fifteen rounds of confused combat, with Slendy taking his "final form", with his tentacles out and scary as hell, Slender has three hitpoints left. The Ranger has a piddly small-sized dagger as a melee weapon, with a piddly attack bonus and damage to boot.

Natural 20, confirmed by a natural 20. The thing crumples and explodes into black goo, and there are cheers around the table.

Until I roll a percentage die.

Suddenly, three more of them appear, and the party takes off, carrying the rogue. They find the portal again, and escape to the town that was their destination, and rest for a week to help the Rogue recover, and to also recover their own lost WIS points and sanity.

(This was our Halloween episode, if you couldn't tell.)

The players went to bed with nightmares, apparently.

Grod_The_Giant
2012-10-18, 09:59 PM
The players went to bed with nightmares, apparently.

That's how you know you've run a good session :smalltongue:

I'm not going to lie, for a second I thought this was related to Shia LeBouf somehow. But the reality is several dozen times more awesome, so... yeah. This looks excellent.

Amidus Drexel
2012-10-18, 10:04 PM
Well, I put this against my players. Needless to say, they were horrified.

*snip*

The players went to bed with nightmares, apparently.

That's hilarious! :smallbiggrin:

I may have to show this to my DM. I know a couple of my fellow players are afraid of slendy. :xykon:

Tanuki Tales
2012-10-18, 10:42 PM
-Snip-

The players went to bed with nightmares, apparently.

You make me feel like a proud papa. <3

But enough feelings of awesome and onto the crunch. Did you notice any flaws or anything concerning the Limber Ones?

Your post makes me notice I make no mention about dispelling the Imposing Fog and that Conspiracies have no exact way of tracking kinslayers outside the normal investigative way.


That's how you know you've run a good session :smalltongue:

Definitely.


I'm not going to lie, for a second I thought this was related to Shia LeBouf somehow.

Huh?


But the reality is several dozen times more awesome, so... yeah. This looks excellent.

Thanks. :smallredface:




I may have to show this to my DM. I know a couple of my fellow players are afraid of slendy. :xykon:

Be sure to post the aftermath here! This is the first time any of my 'brew has had playtesting and then had it reported.

willpell
2012-10-19, 01:19 AM
Eh, kinda bleh.
"Scary stories are a lot less scary when you have a gun."

I'm inclined to agree, although I would clarify that (IMO) "scary" refers to a subset of the total genre of what's generally regarded as "horror", and that psychological horror is still perfectly effective no matter how powerful you are. As the Call of Cthulhu rules put it, in some campaigns "the only use for a gun may be to shoot oneself if in danger of permanent madness". (See also the movie "What Dreams May Come", in which it is pointed out that physical danger is not especially worrisome when you're already dead, but that "losing your mind", to exactly quote the movie - the fate in question is more like amnesia than madness, though certainly there's some of that as well - is a lot more frightening when the effects will last for eternity.)


Huh?

Transformers reference, I would assume.

Durazno
2012-10-19, 02:39 AM
Might there be a hierarchy of Limber Ones? After all, if the heroes weather the first few conspiracies, they'll probably be strong enough that these guys are trivial. What do the Limber Ones do if a level 18 wizard disintegrates one of their fellows? Who do they go to?

Tanuki Tales
2012-10-19, 09:45 AM
Might there be a hierarchy of Limber Ones? After all, if the heroes weather the first few conspiracies, they'll probably be strong enough that these guys are trivial. What do the Limber Ones do if a level 18 wizard disintegrates one of their fellows? Who do they go to?

Well, for one, they stop going after the Wizard directly. They go after the people who the Wizard has helped. They go after the loved ones that the Wizard has. They go after the less powerful colleagues of the Wizard. They destroy entire towns, communities and cities and either set it up for the Wizard to take the fall or make it obvious to the Wizard this is a message to him/her.

The Limber Ones are just interested in cold revenge. They understand that they are not all powerful but also know there's more than one way to skin a cat and don't care if they depopulate an entire continent in the pursuit of that skinning.

Thump
2012-10-19, 11:11 AM
Well, the DR/Viridium is a little bit obscure, so I had to switch it to DR/Adamantine, which was the dagger that the Ranger used, so that it wasn't so buzzkilling. The Wizard had to do most of the damage, since she (the ranger) couldn't do much damage because she hasn't picked up Clustered Shots as a feat yet. Everything else looks okay, but I'd advise bumping up the CR one point, mostly because of what happens if you play him smart. The only reason my players survived is because they were smart, and I gave them a little bit of extra gear early on in the campaign. In the end, I believe the ranger had 9 WIS out of 16 left and the Wizard had 11 out of 14 left. Either that, or maybe putting a Will save on the WIS damage would balance it slightly, albeit at a high save. Maybe a +2 racial bonus would be in order, since it would then mean the DC would be somewhere in the low to mid 20s, so that it's tough to pass, also referencing the fact that few people come out with their sanity... if they survive at all. However, it would also reference that it's something that low-mid level characters.

If you want to add a CR point to that, add confusion to the aura instead of a fright effect, for the same number of rounds. It's a nasty condition, and also reflects the "WTF" factor.

Everything else was good, though. (I had to explain to the rogue why it went after her, and it didn't help that she's a halfling.)

Tanuki Tales
2012-10-19, 11:35 AM
Well, the DR/Viridium is a little bit obscure, so I had to switch it to DR/Adamantine, which was the dagger that the Ranger used, so that it wasn't so buzzkilling.

Well, that's part of the horror. Viridium slowlys gives the wielder leprosy and everything about a Limber One entering the game should feel like a campaign with a mini-elder evil.


The Wizard had to do most of the damage, since she (the ranger) couldn't do much damage because she hasn't picked up Clustered Shots as a feat yet. Everything else looks okay, but I'd advise bumping up the CR one point, mostly because of what happens if you play him smart.

I'm still trying to determine if it's a CR 10 threat, especially since three level 7 PCs with only a slightly higher WBL killed it.


The only reason my players survived is because they were smart, and I gave them a little bit of extra gear early on in the campaign. In the end, I believe the ranger had 9 WIS out of 16 left and the Wizard had 11 out of 14 left. Either that, or maybe putting a Will save on the WIS damage would balance it slightly, albeit at a high save. Maybe a +2 racial bonus would be in order, since it would then mean the DC would be somewhere in the low to mid 20s,

Something I'll keep in mind, but I'd like to see some more playtesting for the Limber Ones.



If you want to add a CR point to that, add confusion to the aura instead of a fright effect, for the same number of rounds. It's a nasty condition, and also reflects the "WTF" factor.

I'll keep that in mind. I'm so far also toying around with a "Fear heals" mechanic in my head.


Everything else was good, though. (I had to explain to the rogue why it went after her, and it didn't help that she's a halfling.)

Heh. :smalltongue:

Thump
2012-10-19, 11:53 AM
Well don't forget, three level 7 PCs are CR 10, so the two that were in play were only CR 9, making for a slightly hard encounter, which I turned into a life-or-death encounter with playing him smart. If the rogue were active, she would have went right back down anyways, since she doesn't have any adamantine weapons, and Sneak Attack would have been nigh-impossible, because he'd just Dimension Door right back away.

However, once the other three came into play, I told them blatantly that they would die if they stayed back and tried to fight. The whole thing with the monster you've created is that you have to play him smart. It's like playing a smart Balor; with his 20-some intelligence, he'll just Dominate the guy that looks like he hits people, and send him after the casters, or Implode the casters on the first round.

With the Limber One, all he has to do is pop up near the party member with the lowest Will save, and then confuse/frighten it to running away, like I did. Only, instead of leaving the PC alive, kill it. Rinse and repeat until you get to casters (high will saves) and go ham on them with your array of SLAs and claws. Charm Person comes to mind, specifically. The save DCs are also reasonably high, because with DC 20 Will saves, your average 7th level Wizard (5 base, 0-2 Wis bonus and possibly Iron Will, with a +2 cloak of resistance) with a +11 only has a ~45 percent chance of passing that save, so it can be done in one to two rounds. The fog also messes up martial characters.

If you play him dumb, he'll only be a CR 8-10 encounter. However, play him smart... and you can terrify your players.

(When I said slightly above, I meant all three players have +3 equivalent weapons, with their own 1/week special abilities, like turning into a unicorn for 1 minute per HD, or gaining an additional 2d6 sneak attack with CON poison that's DEX based for 2 rounds per level. The ranger can generate a single Lightning Lance per level every week.)

Even with those abilities, they had to rest for awhile before risking going out on another encounter.

Tanuki Tales
2012-10-19, 02:28 PM
Well don't forget, three level 7 PCs are CR 10, so the two that were in play were only CR 9, making for a slightly hard encounter, which I turned into a life-or-death encounter with playing him smart. If the rogue were active, she would have went right back down anyways, since she doesn't have any adamantine weapons, and Sneak Attack would have been nigh-impossible, because he'd just Dimension Door right back away.

Well, to nit pick, 3 Level 7 PCs have an average party level of 6 (making a Limber One a beyond Epic encounter) and are the equivalent of a CR 9 encounter. Cutting it down to 2 members, average party level is still 6, but their CR is 8.


However, once the other three came into play, I told them blatantly that they would die if they stayed back and tried to fight. The whole thing with the monster you've created is that you have to play him smart. It's like playing a smart Balor; with his 20-some intelligence, he'll just Dominate the guy that looks like he hits people, and send him after the casters, or Implode the casters on the first round.

With the Limber One, all he has to do is pop up near the party member with the lowest Will save, and then confuse/frighten it to running away, like I did. Only, instead of leaving the PC alive, kill it. Rinse and repeat until you get to casters (high will saves) and go ham on them with your array of SLAs and claws. Charm Person comes to mind, specifically. The save DCs are also reasonably high, because with DC 20 Will saves, your average 7th level Wizard (5 base, 0-2 Wis bonus and possibly Iron Will, with a +2 cloak of resistance) with a +11 only has a ~45 percent chance of passing that save, so it can be done in one to two rounds. The fog also messes up martial characters.

Oh, I have no doubt in my mind that a Limber One played smart can do a TPK, I'm just worried that it doesn't have what's necessary to go against a party of 4 level 10 characters. First thing that comes to mind is the fact that the only way it has to deal with fliers is it's reach and Imposing Fog ability.




If you play him dumb, he'll only be a CR 8-10 encounter. However, play him smart... and you can terrify your players.

No doubt. By having it use it's Charm Person to manipulate the surrounding NPCs while staying invisible and taking advantage of Imposing Fog, it can probably separate and concentrate on the weaker PCs first. That and it can always Planeshift away when sufficiently injured and spend the course of months getting revenge.


(When I said slightly above, I meant all three players have +3 equivalent weapons, with their own 1/week special abilities, like turning into a unicorn for 1 minute per HD, or gaining an additional 2d6 sneak attack with CON poison that's DEX based for 2 rounds per level. The ranger can generate a single Lightning Lance per level every week.)

Even with those abilities, they had to rest for awhile before risking going out on another encounter.

That and the fact you changed the DR makes me feel better about the Limber One's potency and durability. If it nearly TPKed after being weakened a little and against some uberish PCs, that's sign of a job well done.

Amidus Drexel
2012-10-19, 03:44 PM
Be sure to post the aftermath here! This is the first time any of my 'brew has had playtesting and then had it reported.

I will, if I can get my group to get together sometime soon. :smallmad: I might just offer to DM a one-off adventure myself...

Thump
2012-10-19, 04:47 PM
Well, to nit pick, 3 Level 7 PCs have an average party level of 6 (making a Limber One a beyond Epic encounter) and are the equivalent of a CR 9 encounter. Cutting it down to 2 members, average party level is still 6, but their CR is 8.
I didn't know the APL rules. Sorry about that.


Oh, I have no doubt in my mind that a Limber One played smart can do a TPK, I'm just worried that it doesn't have what's necessary to go against a party of 4 level 10 characters. First thing that comes to mind is the fact that the only way it has to deal with fliers is it's reach and Imposing Fog ability.
This guy won't survive against four 10th-level characters. His HP total isn't that high, even with his mobility and SLAs. The confusion aura and healing ~5 HPs per point of WIS damaged could be a good idea, along with changing his type to Outsider with possibly shapechanger subtype, because the tentacles just scream shapechange. Giving him other SLAs to bring down fliers is probably a good idea.




No doubt. By having it use it's Charm Person to manipulate the surrounding NPCs while staying invisible and taking advantage of Imposing Fog, it can probably separate and concentrate on the weaker PCs first. That and it can always Planeshift away when sufficiently injured and spend the course of months getting revenge.

Thanks for giving me a new idea on a late-game plothook!



That and the fact you changed the DR makes me feel better about the Limber One's potency and durability. If it nearly TPKed after being weakened a little and against some uberish PCs, that's sign of a job well done.
Well, played smart, it's like playing a super mobile striker. He got locked down by a casting of Black Tentacles, but he did last awhile. 15 rounds is a LONG time, and I had to play this guy without him retreating, so it's a new high.


My quotes in bold. If you want him to survive against 10th-level PCs, or die while being a challenge, the party's CR would be approximately 14. Therefore, if you want him to be a solo encounter, CR 15-16 should be good, and you could do wisdom drain instead of damage, though with a save to resist. Healing is also good for him if you want to keep his HP on the low-ish side.

Would you mind if I worked out a potential rework of your homebrew, just as a guideline?

Tanuki Tales
2012-10-19, 06:26 PM
Alright, did some quick buffs to the Limber Ones. Check the change log for particulars.

Thump
2012-10-19, 11:21 PM
Looks good, but if you're going to have it heal d10+5 HP every time it deals WIS damage or those conditions, I'd add the clause (once or twice per round), just so it doesn't walk into a town and go from 1 HP to full from driving ~50 people insane. It would also make more sense, as it would bask in the madness around it for a while, feeling its wounds slowly healing through the fear it feeds on.

Amechra
2012-10-20, 02:33 AM
Out of curiosity... how many Limber Ones are there?

In other words...

If a strong party decided to exterminate Limber Ones, how long would it take them?

And actually, I do have one other protest about the Limber Ones... which is that even a chance encounter can result in the entire campaign becoming about them... which would be OK, but the thing is that an inexperienced DM (you know, the kind that see cool things, and still think that rules can't be mucked with) might toss this thing at players as a "heh, Slendie is cool", and then belatedly realize that they are going to be swamped by them...

Arcanist
2012-10-21, 12:19 AM
Gonna test this out in my game while also using the Cult of Gorr'rylaehotep (See DarkHarvest00) :smallamused:

Gonna take a few weeks to do this, but I'll get back and detail the events of this... :smallsmile:

Tanuki Tales
2012-10-30, 11:11 AM
Sorry for the neglect all! I had a lot of college work to do and then all the craziness with Sandy happened! But hey, I'm here and back! And I've made an update to the Limber Ones, so please check the change log.



Gonna test this out in my game while also using the Cult of Gorr'rylaehotep (See DarkHarvest00) :smallamused:

I'll need a link since I can't search things up anymore.


Gonna take a few weeks to do this, but I'll get back and detail the events of this... :smallsmile:

I look forward to the results!


Out of curiosity... how many Limber Ones are there?

In other words...

If a strong party decided to exterminate Limber Ones, how long would it take them?

That's the DM's decision, not mine.


And actually, I do have one other protest about the Limber Ones... which is that even a chance encounter can result in the entire campaign becoming about them... which would be OK, but the thing is that an inexperienced DM (you know, the kind that see cool things, and still think that rules can't be mucked with) might toss this thing at players as a "heh, Slendie is cool", and then belatedly realize that they are going to be swamped by them...

Well, that's the point. Limber Ones are supposed to be miniature Elder Evils; as soon as you introduce them in your campaign you are going to be irreversibly changing the scape of your entire story into a survival horror type deal. There are massive repercussions to using Limber Ones in your game since these horrors can bring kingdoms to their knees in pursuit of vengeance.

Amechra
2012-10-30, 12:49 PM
Can you at least note that in the OP? I personally know people who would both throw this on without thinking about it, and who would follow the "wreck their lives in vengeance" thing to the letter, so a note would be appreciated.

Arcanist
2012-10-30, 01:21 PM
I'll need a link since I can't search things up anymore.

Darkharvest00 (http://www.youtube.com/user/darkharvest00?feature=results_main)

Really cool if I say so myself :smallamused:


I look forward to the results!

Ugh~ I regret using him a little because he became the central point in the game once the players really got into it. They tried to not look at him the entire time and just ran away, then when a player made the spot check to see him (It was a DC 20 with a -10 penalty due to the fog), he lost Wisdom damage and then when Slendy continued stalking him for the remainder of the game he yelled at me for bullying him (even though after a while everyone in the group was getting stalked) :smallannoyed:

It was at that point that I just dropped him entirely from the game (Slendy I mean).

This is really really good, but I feel that you can only use him on a group of players that don't know who Slender Man is which after the game Slender came out is incredibly hard. Nigh impossible really for most gaming groups :smallsigh:

I'll probably use him again for a horror game I wanna do one day, but instead of Wisdom damage, I'll just use Sanity rules or Taint Rules focusing on depravity or something, because 1d4 Wisdom damage is just deadly against an adventurer in the long run (after 4 encounters on average the character has lost 8 Wisdom) :smallannoyed:

Lohj
2012-10-30, 01:29 PM
NONONONONONONONONO.
NONONONONOIWILLNOT.
NEVERAGAINWILLIWALK.
IWILLFOREVERRUNAWAY.
ICANHEARHISVOICE.
HEISCOMING.
~My last will and testament before my DM drops this on me.

Goodjob, man.

Tanuki Tales
2012-10-30, 01:45 PM
Can you at least note that in the OP? I personally know people who would both throw this on without thinking about it, and who would follow the "wreck their lives in vengeance" thing to the letter, so a note would be appreciated.

Well, I don't see how Limber Ones are any different from correctly using intelligent outsiders, especially if you treat Outsiders like 3.5 or older editions did (though I need to check Pathfinder's fluff again to see if it carried over) or from using a large, powerful organization, but I'll put some thought into adding a note somewhere.


Darkharvest00 (http://www.youtube.com/user/darkharvest00?feature=results_main)

Really cool if I say so myself :smallamused:

Oh! I thought it was another piece of homebrew. :smallredface:

I'll give it a watch when I can.




Ugh~ I regret using him a little because he became the central point in the game once the players really got into it. They tried to not look at him the entire time and just ran away, then when a player made the spot check to see him (It was a DC 20 with a -10 penalty due to the fog), he lost Wisdom damage and then when Slendy continued stalking him for the remainder of the game he yelled at me for bullying him (even though after a while everyone in the group was getting stalked) :smallannoyed:

It was at that point that I just dropped him entirely from the game (Slendy I mean).

Well, that sounds more like an issue with your group honestly and not the monster. Do they not expect for powerful foes or organizations to hound them to the ends of reality once they've wronged them or upset their plans? Because that's a basic villain cliche.


This is really really good, but I feel that you can only use him on a group of players that don't know who Slender Man is which after the game Slender came out is incredibly hard. Nigh impossible really for most gaming groups :smallsigh:

Why?


I'll probably use him again for a horror game I wanna do one day, but instead of Wisdom damage, I'll just use Sanity rules or Taint Rules focusing on depravity or something, because 1d4 Wisdom damage is just deadly against an adventurer in the long run (after 4 encounters on average the character has lost 8 Wisdom) :smallannoyed:

Erm...that's the point of ability damage? Several creatures in that CR range or higher get multiple points of Ability Damage or Drain per hit.

But I do agree on the use of Sanity or Taint rules as an alternative, though this being a Pathfinder creature, those rules don't exist in its native material.


NONONONONONONONONO.
NONONONONOIWILLNOT.
NEVERAGAINWILLIWALK.
IWILLFOREVERRUNAWAY.
ICANHEARHISVOICE.
HEISCOMING.
~My last will and testament before my DM drops this on me.

Goodjob, man.

Heh.

Thanks.

Did your DM actually use it on you?

Arcanist
2012-10-30, 02:09 PM
Oh! I thought it was another piece of homebrew. :smallredface:

I'll give it a watch when I can.

Lol please do enjoy it :smallbiggrin:



Well, that sounds more like an issue with your group honestly and not the monster. Do they not expect for powerful foes or organizations to hound them to the ends of reality once they've wronged them or upset their plans? Because that's a basic villain cliche.

They do, they just also expect to be able to fight it when it approaches. They had no idea what to expect when Slenderman started stalking them and so they relied on information obtained from ARGs like Marble Hornets, Tribe Twelve, EverymanHYBRID and DarkHarvest00. You can't fight the Slenderman, your only option is to either run away or die. It obviously didn't help them in the fact that I Slender Walked (Dimension Door) with him most of the time and described to them that each time he did it they felt "A slight distortion in space, as if something that just doesn't belong is approaching you. You feel as though you are being watched, but you just can't tell where." The room was dark and we only had candle light. The only sound in the room was my players breathing, my own and the hum of my laptop...


Why?

Because if the players know to much about Slenderman, they make assumptions like "Oh, it's an immortal creature that no matter what I do to it, it will kill me. Time to run!" the players will try their hardest to absolutely avoid him entirely if possible, just from metagame knowledge...

A Player who is metagaming will take the fun out of using him by constantly running and never actually trying to defeat him and a Player who actually RP's it properly will have completely destroyed their own disbelief in the scenario (a setting of horror cannot exist if the players know it is a setting of horror).


...that's the point of ability damage? Several creatures in that CR range or higher get multiple points of Ability Damage or Drain per hit.

But I do agree on the use of Sanity or Taint rules as an alternative, though this being a Pathfinder creature, those rules don't exist in its native material.

Yes, I understand that, but 1d4 Wisdom damage is a little cruel which is why I recommended just lowering it to a flat out 1 Wisdom damage to the subject... In addition to this, I recommend giving the victim a +2 circumstance bonus to perception for detecting the Slenderman for each Wisdom damage gained from an encounter with him that never vanishes even after the Wisdom damage is cured. (Characters in the ARGs progressively get better at noticing him as they see him more and more often, because now they're on the look out for him especially).

The Taint and Sanity rules are flexable for any d20 based system so honestly it is up to the GM if he wants to use them or not. :smallsmile:

EDIT: I feel like these comments are mostly passing the blame on to your creation, however that is not what I'm trying to say. I apologize if that is what it looks like I am doing. Honestly I don't really have a clear idea of what I'm trying to say... You captured the Slenderman just so perfectly that a party will immediately know who he is just by the lines "Black suit, No face". It's not your fault. It is the internet's fault :smallannoyed:

The Succubus
2012-10-30, 02:29 PM
Troll Bräu - the all No-ing one. :smalltongue:

Tanuki Tales
2012-10-30, 02:42 PM
Lol please do enjoy it :smallbiggrin:

Thanks. :smallsmile:





They do, they just also expect to be able to fight it when it approaches. They had no idea what to expect when Slenderman started stalking them and so they relied on information obtained from ARGs like Marble Hornets, Tribe Twelve, EverymanHYBRID and DarkHarvest00. You can't fight the Slenderman, your only option is to either run away or die. It obviously didn't help them in the fact that I Slender Walked (Dimension Door) with him most of the time and described to them that each time he did it they felt "A slight distortion in space, as if something that just doesn't belong is approaching you. You feel as though you are being watched, but you just can't tell where." The room was dark and we only had candle light. The only sound in the room was my players breathing, my own and the hum of my laptop...

That sounds like the proper atmosphere for using these guys. :smallbiggrin:




Because if the players know to much about Slenderman, they make assumptions like "Oh, it's an immortal creature that no matter what I do to it, it will kill me. Time to run!" the players will try their hardest to absolutely avoid him entirely if possible, just from metagame knowledge...

A Player who is metagaming will take the fun out of using him by constantly running and never actually trying to defeat him and

Well, first off, if you're allowing that kind of metagaming in the first place, it's again an issue with your group and not the monster (no offense meant).

Second off, that goes against the spirit of the game unless your group does run themselves as hyper paranoid sociopathic greedy hobos. What reason would their characters have to believe that the threat presented before them is one that is unbeatable and insurmountable? Why would they only choose to run and hide and never try to better their lot and meet this creature in pitched combat? Do they run from all aberrations or creatures that are unearthly and/or use stealth tactics?


a Player who actually RP's it properly will have completely destroyed their own disbelief in the scenario (a setting of horror cannot exist if the players know it is a setting of horror).

Call of Cthulhu and many other tabletop games would beg to differ, but to each their own.




Yes, I understand that, but 1d4 Wisdom damage is a little cruel which is why I recommended just lowering it to a flat out 1 Wisdom damage to the subject... In addition to this, I recommend giving the victim a +2 circumstance bonus to perception for detecting the Slenderman for each Wisdom damage gained from an encounter with him that never vanishes even after the Wisdom damage is cured. (Characters in the ARGs progressively get better at noticing him as they see him more and more often, because now they're on the look out for him especially).

Allip
Eremite
Lamia and Lamia Matriarch
Moon-beast
Shadow (Madness variant)
Shoggoth
Soul Eater
Vavakia

There are 9 creatures that deal either Wisdom damage or drain starting at 1d4 damage or higher.




The Taint and Sanity rules are flexable for any d20 based system so honestly it is up to the GM if he wants to use them or not. :smallsmile:

Yes, but this is Pathfinder homebrew, so other d20 subsystems aren't an option.


Edit:


EDIT: I feel like these comments are mostly passing the blame on to your creation, however that is not what I'm trying to say. I apologize if that is what it looks like I am doing. Honestly I don't really have a clear idea of what I'm trying to say... You captured the Slenderman just so perfectly that a party will immediately know who he is just by the lines "Black suit, No face". It's not your fault. It is the internet's fault :smallannoyed:

It's fine. I'm open to all critiques and comments put towards any Project G material and really want to see and hear them. It's just in this case that I do believe completely that no fault is in my creation. But thank you for the high compliment that I've captured the essence and theme so completely. :smallredface:


Edit Edit:


Troll Bräu - the all No-ing one. :smalltongue:

Hehe. Thanks. :smallsmile:

Maquise
2012-10-30, 02:46 PM
There are rules for madness in Pathfinder. (http://www.d20pfsrd.com/gamemastering/afflictions/madness)

Tanuki Tales
2012-10-30, 02:51 PM
There are rules for madness in Pathfinder. (http://www.d20pfsrd.com/gamemastering/afflictions/madness)

Huh. That's what I get for not reading the GM guide cover to cover. Thank you. :smallsmile:

Regardless, it's not the same as 3.X's Sanity or Taint systems, which is what was being discussed as an alternative to the Wisdom damage.

Arcanist
2012-10-30, 03:24 PM
Thanks. :smallsmile:

Quite welcome :smallbiggrin:


That sounds like the proper atmosphere for using these guys. :smallbiggrin:

I go all out for my horror games :smallamused:


Well, first off, if you're allowing that kind of metagaming in the first place, it's again an issue with your group and not the monster (no offense meant).

Second off, that goes against the spirit of the game unless your group does run themselves as hyper paranoid sociopathic greedy hobos. What reason would their characters have to believe that the threat presented before them is one that is unbeatable and insurmountable? Why would they only choose to run and hide and never try to better their lot and meet this creature in pitched combat? Do they run from all aberrations or creatures that are unearthly and/or use stealth tactics?

I do not allow metagaming at my table, but that doesn't really stop my players from doing it without even noticing. "Tall man and Black suit with no face" would generally cause fear in even the most experienced Adventurer because it is an Eldritch abomination. Making you scared is kind of their job :smalltongue:

I generally run my games as High Magic settings and my players act in character quite well most of the time with so far running from anything that just doesn't seem natural (Aberration, Undead, Fiends, effectively anything that they haven't seen and killed before). I guess I might be just jumping to conclusions on this since this was the first time my players saw the Slender Man and they just instinctively ran away because that is what they have been doing so far whenever the encounter abominations :smallsigh:

Hmm... Maybe, I'm the paranoid one at that table? :smallconfused:


Call of Cthulhu and many other tabletop games would beg to differ, but to each their own.

If I do tell my players that we're playing a horror game I ask them before hand to suspend their disbelief for a moment and actually feel as their character would feel. I have gotten some pretty good performances before, but with this game all I got were straight faces and annoyance.


Allip
Eremite
Lamia and Lamia Matriarch
Moon-beast
Shadow (Madness variant)
Shoggoth
Soul Eater
Vavakia

There are 9 creatures that deal either Wisdom damage or drain starting at 1d4 damage or higher.

Yes, but these creatures aren't built to be slow moving walls of death (or whatever the trope is called) like Slendy is. :smalltongue:


It's fine. I'm open to all critiques and comments put towards any Project G material and really want to see and hear them. It's just in this case that I do believe completely that no fault is in my creation. But thank you for the high compliment that I've captured the essence and theme so completely. :smallredface:

It just feels that after 10 consecutive sightings of the Slender Man, most players would be render mindwarpingly insane. He likes to play with his food before he leaps in for the kill, he will chase you, but not kill you, he will only take you if he is done playing with you (usually when he finds another prey).

Idk... I guess I just have a high standard of how the Limber Man should operate against their prey :smalltongue: I do like the "multiple ways to skin a cat" thing. That DEFINITELY fits in with how they should fight :smallamused:

Tanuki Tales
2012-11-02, 12:56 PM
I do not allow metagaming at my table, but that doesn't really stop my players from doing it without even noticing. "Tall man and Black suit with no face" would generally cause fear in even the most experienced Adventurer because it is an Eldritch abomination. Making you scared is kind of their job :smalltongue:

I can see the logic there, but I can also see plenty of characters who would see just a man in plain clothes following them and would either ignore them or assume they're a spy/scout/etc. and attack them on sight without putting further thought into it.


I generally run my games as High Magic settings and my players act in character quite well most of the time with so far running from anything that just doesn't seem natural (Aberration, Undead, Fiends, effectively anything that they haven't seen and killed before). I guess I might be just jumping to conclusions on this since this was the first time my players saw the Slender Man and they just instinctively ran away because that is what they have been doing so far whenever the encounter abominations :smallsigh:

Hmm... Maybe, I'm the paranoid one at that table? :smallconfused:

No, it just sounds like the normal, ingrained behavior of your group. They're predisposed to flight over fight by their very reflexive nature.




If I do tell my players that we're playing a horror game I ask them before hand to suspend their disbelief for a moment and actually feel as their character would feel. I have gotten some pretty good performances before, but with this game all I got were straight faces and annoyance.

Well, did you run the game any different from your normal horror games?




Yes, but these creatures aren't built to be slow moving walls of death (or whatever the trope is called) like Slendy is. :smalltongue:

I'm sorry, but I don't catch your drift. :smallconfused:




It just feels that after 10 consecutive sightings of the Slender Man, most players would be render mindwarpingly insane. He likes to play with his food before he leaps in for the kill, he will chase you, but not kill you, he will only take you if he is done playing with you (usually when he finds another prey).

Idk... I guess I just have a high standard of how the Limber Man should operate against their prey :smalltongue: I do like the "multiple ways to skin a cat" thing. That DEFINITELY fits in with how they should fight :smallamused:

And you've lost me again, sorry. :smallsigh:

Arcanist
2012-11-03, 12:01 AM
I can see the logic there, but I can also see plenty of characters who would see just a man in plain clothes following them and would either ignore them or assume they're a spy/scout/etc. and attack them on sight without putting further thought into it.

DAMN! I should have described him differently :smallannoyed:


No, it just sounds like the normal, ingrained behavior of your group. They're predisposed to flight over fight by their very reflexive nature.

Quite right. Perhaps a minor overreaction on my part towards my predicted parties action.


Well, did you run the game any different from your normal horror games?

I know what I did now that triggered the parties constant flight. I added a little bit to much detail to the Limber Man. I described him as:

"An Omnious man sits in the mist gazing at you... He does nothing exactly, but he just stands there. Gazing at you..." As to where they approached him...

"As you slowly move closer you begin to see more details on the man... He appears slightly taller then the normal man... He appears to be wearing nobles clothes... You can't help, but feel disturbed by this mans presence..."

And just as they were 30ft close to him a player shouted "OH GOD! IT'S THE SLENDER MAN! RUN!" :smallannoyed: Again. I realized where I went wrong... To many details...


I'm sorry, but I don't catch your drift. :smallconfused:

Slender man is supposed to be slow moving and a schemer... He moves slowly against his enemies letting the paranoia of his gaze get to the victims... You never truly know when he can just suddenly pop up on him and take you... That is one of the true horrors of the slender man Mythos.

Getting food at 5guys? BAM! There he is. Working 9-5? BAM! He's there. On the crapper? You can't see him, but he certainly is there...


And you've lost me again, sorry. :smallsigh:

Slenderman is supposed to slowly make you go insane. At 1d4 wisdom damage just for seeing him after he touches you or you look at him 10 times, you're effectively going to go catatonic for having 0 Wisdom and are thus helpless. I just believe that because of his reputation he shouldn't HAVE to kill you. Just the idea that somewhere he is watching you and could pounce on you at any moment is frightening enough...

That was my original idea, but I've changed my stance on that. Not sure what a reasonable amount of Wisdom damage would be... 1d4-1 seens about right... since it allows the subject. Even on a failed save to still not go mindwarpingly insane in just a few rounds :smalltongue:

Tanuki Tales
2012-11-04, 07:18 PM
So, unless anyone else has anything to say regarding the mechanics of the Limber Ones, I believe I can put the "Finished Brew" stamp on this one.

Midwoka
2012-11-04, 11:20 PM
So, unless anyone else has anything to say regarding the mechanics of the Limber Ones, I believe I can put the "Finished Brew" stamp on this one.

Well... Just going through the Special Abilities section, here's what I see:

A few grammar problems and typos ("Creatures" missing the S in Imposing Fog and having an apostrophe in Can't Run, "per hit die" using "dice" in Leave Me Alone), mostly adding an apostrophe to the possessive "its" (1 in Always Watches, No Eyes, 2 in Can't Run, 1 in Darkest Suit and Tie, 5 in Follows, 2 in Imposing Fog) Alien Mind only stuns on a successful save, so there could be instances where failing is better. And since a failure means you "try to process" Limby's thoughts, it would make more sense for that to inflict the stunning. Also, Limber Ones should be noted as immune to Alien Mind, like they're mentioned in other powers Always Watches, No Eyes has some really weird examples of spells that don't affect them. Power Words explicitly work without the target needing to hear them, so this seems to imply that Limber Ones are immune to all spells with Verbal components. As a more personal interpretation, I also never saw Phantasmal Killer as requiring sight, believing that it would make scary sounds for a blind creature, or... um... scary dampness for blind and deaf ones For Darkest Suit and Tie, how close is "nearby"? Don't Look... Or It Takes You affects creatures "within range of this ability", but doesn't mention what that range is. And I think you meant that creatures with an Intelligence of "less than 3" are immune, rather than "3 or less" Follows has an exception for creatures with a +8 racial bonus to Perception, which is extremely high! I searched for some creatures that I thought would have killer Perception bonuses, and only found the eagle and hawk with that big of a racial bonus. And one of the creatures that fell short is a floating EYE with a pair of EYE-STALKS Imposing Fog's mental effects shouldn't be a "morale penalty", since penalties don't have types Unnatural Limbs and the normal claw attacks combine for 10 attacks, each dealing 1d4 Wis damage. That seems kind of excessive to me... Also, I'd give Limby a regular climb speed of 20 ft. rather than making it a feature of Unnatural Limbs, if only so it appears in the stat block Did you seriously make a creature that exudes nauseating gas and loses its clothing ability in an anti-magic field? You are so immature =P

Tanuki Tales
2012-11-05, 01:27 PM
Well... Just going through the Special Abilities section, here's what I see:

A few grammar problems and typos ("Creatures" missing the S in Imposing Fog and having an apostrophe in Can't Run, "per hit die" using "dice" in Leave Me Alone), mostly adding an apostrophe to the possessive "its" (1 in Always Watches, No Eyes, 2 in Can't Run, 1 in Darkest Suit and Tie, 5 in Follows, 2 in Imposing Fog)

Fixed all but the second one you mentioned, which I'm not seeing.


Alien Mind only stuns on a successful save, so there could be instances where failing is better. And since a failure means you "try to process" Limby's thoughts, it would make more sense for that to inflict the stunning.

Ability damage is worse than just straight stunning though.


Also, Limber Ones should be noted as immune to Alien Mind, like they're mentioned in other powers

Valid Point. Fixed.


Always Watches, No Eyes has some really weird examples of spells that don't affect them. Power Words explicitly work without the target needing to hear them, so this seems to imply that Limber Ones are immune to all spells with Verbal components. As a more personal interpretation, I also never saw Phantasmal Killer as requiring sight, believing that it would make scary sounds for a blind creature, or... um... scary dampness for blind and deaf ones

They're the ones that come to mind, but I don't see how being immune to the Power Word line of spells makes the Limber Ones automatically immune to all spells with verbal components.

Though you can argue about the Power Word line of spells still affecting Limber Ones (and I'll take that to mind and look it over), Phantasmal Killer specifically say it creates an image.




For Darkest Suit and Tie, how close is "nearby"?

Clarified.


Don't Look... Or It Takes You affects creatures "within range of this ability", but doesn't mention what that range is.

Check the stat block.


And I think you meant that creatures with an Intelligence of "less than 3" are immune, rather than "3 or less"

Well, I meant that animals of that low score were immune too, but I guess 3 is the start of sapience so the immunity isn't really deserved. Thanks for pointing that out.


Follows has an exception for creatures with a +8 racial bonus to Perception, which is extremely high! I searched for some creatures that I thought would have killer Perception bonuses, and only found the eagle and hawk with that big of a racial bonus. And one of the creatures that fell short is a floating EYE with a pair of EYE-STALKS

*shrugs*

That's the d20 system's fault for equating sharp regular vision with high perception bonuses. I didn't want a Limber One's mystique completely shot by an 8th level character with 12 int who invested their points right.


Imposing Fog's mental effects shouldn't be a "morale penalty", since penalties don't have types

This might be a holdover form 3.X edition, but can you point out where penalties are universally untyped? :smallconfused:


Unnatural Limbs and the normal claw attacks combine for 10 attacks, each dealing 1d4 Wis damage. That seems kind of excessive to me... Also, I'd give Limby a regular climb speed of 20 ft. rather than making it a feature of Unnatural Limbs, if only so it appears in the stat block

I don't see issue with that, especially since a Limber Ones isn't really designed for up close and personal combat with a beat stick. And if you're fighting one up close and personal like it's an Ogre..well...then you weren't using your head.


Did you seriously make a creature that exudes nauseating gas and loses its clothing ability in an anti-magic field? You are so immature =P

Blue text is customary here on the forums ya know. :smalltongue:


Thanks for your input.

Teron
2012-11-05, 01:52 PM
I think the Alien Mind ability is problematic, in that failing the save is often more beneficial than succeeding. If you want an effect on a successful save, it should be a weaker or partial version of the failure effect (1 Wis damage?). Also, you might want to add the standard "The save DC is ____-based." line to the appropriate abilities.

Nitpicks aside, this is pretty cool.

Midwoka
2012-11-05, 08:37 PM
Fixed all but the second one you mentioned, which I'm not seeing.

"If a Limber One is already at it's max amount of creature's known and wishes to add another,"



Ability damage is worse than just straight stunning though.

In combat without immediate support: stunning leaves you open to 4-10 attacks each round, that deal 1d4 Wis damage each.
In combat with immediate support: stunning takes you out of the battle for a short time, while Wis damage just lowers your effectiveness (if you're a Wis-based class, which are often passable in straight combat) until it gets to 0.
Out of combat without witnesses: see "In combat without immediate support", as you've just become a deer in the headlights of a deer-hunter.
Out of combat with witnesses: stunning isn't as bad if Limby decides to flee, but it still leaves you unable to help with any sort of chase. And Wis damage isn't so bad if he flees, either, since you now have time to deal with it. Unless you're the Wis-based caster whose job it is to fix ability damage...

In any case, a successful save should not result in a different condition that's potentially worse.



They're the ones that come to mind, but I don't see how being immune to the Power Word line of spells makes the Limber Ones automatically immune to all spells with verbal components.

Because Power Words don't rely on the target hearing them - they work fine on deaf creatures. They have "Word" in the title, but other than that their only auditory element is that you have to speak to use them. Which is the exact same as any other spell with a Verbal component.



Check the stat block.

Ah. My mistake =) I'm still not 100% used to Pathfinder's ways of noting things.



This might be a holdover form 3.X edition, but can you point out where penalties are universally untyped? :smallconfused:

Yep! http://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Penalty


And I still think you should consider my always-having-climb-speed note, so it's available in the stat block.

Tanuki Tales
2012-11-06, 10:43 PM
I think the Alien Mind ability is problematic, in that failing the save is often more beneficial than succeeding. If you want an effect on a successful save, it should be a weaker or partial version of the failure effect (1 Wis damage?). Also, you might want to add the standard "The save DC is ____-based." line to the appropriate abilities.

Well, it's a niche ability that even interacts with it, but point.

Fixed.


Nitpicks aside, this is pretty cool.

Thanks. :smallsmile:


"If a Limber One is already at it's max amount of creature's known and wishes to add another,"

Fixed.



In combat without immediate support: stunning leaves you open to 4-10 attacks each round, that deal 1d4 Wis damage each.
In combat with immediate support: stunning takes you out of the battle for a short time, while Wis damage just lowers your effectiveness (if you're a Wis-based class, which are often passable in straight combat) until it gets to 0.
Out of combat without witnesses: see "In combat without immediate support", as you've just become a deer in the headlights of a deer-hunter.
Out of combat with witnesses: stunning isn't as bad if Limby decides to flee, but it still leaves you unable to help with any sort of chase. And Wis damage isn't so bad if he flees, either, since you now have time to deal with it. Unless you're the Wis-based caster whose job it is to fix ability damage...

In any case, a successful save should not result in a different condition that's potentially worse.


Addressed this.


Because Power Words don't rely on the target hearing them - they work fine on deaf creatures. They have "Word" in the title, but other than that their only auditory element is that you have to speak to use them. Which is the exact same as any other spell with a Verbal component.

Removed examples and made the wording more clear.



Ah. My mistake =) I'm still not 100% used to Pathfinder's ways of noting things.

It's cool.



Yep! http://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Penalty

Well. Huh. So it does.


And I still think you should consider my always-having-climb-speed note, so it's available in the stat block.

The climb speed is only an option if the Limber One has a tentacle though.

Tanuki Tales
2012-11-14, 01:32 PM
So...any further comments or critiques? Otherwise, I'm going to lock the door on this one and call it completed. Got some ideas for the next Project G entry after all. :smalltongue:

willpell
2012-12-07, 10:39 AM
Might want to hold off a bit, I'm about to link to this thread so you'll get some new readers and maybe a comment or two from them.

Tanuki Tales
2012-12-07, 11:01 AM
Might want to hold off a bit, I'm about to link to this thread so you'll get some new readers and maybe a comment or two from them.

I appreciate it. Still a little while till I'm ready for my next Project G entry (waiting on a piece of commissioned art).

Iamyourking
2012-12-14, 09:11 PM
I think you'd be mostly safe calling this finished, but I have a couple of nitpicks. First, I'm not sure what benefit Flaming Hands at will is going to provide; since it does essentially no damage and spewing fire isn't going to work very well for sneakiness. Second, you should remove the spaces at the beginning and end of your description of the sources of its AC. Third, it should be advanceable in some fashion since it isn't a unique entity. Finally, Mammoths should be able to automatically inflict critical hits on it with their stomp attack.

Tanuki Tales
2012-12-16, 12:36 PM
I think you'd be mostly safe calling this finished, but I have a couple of nitpicks. First, I'm not sure what benefit Flaming Hands at will is going to provide; since it does essentially no damage and spewing fire isn't going to work very well for sneakiness.

Burning Hands and the Pyrotechnics are a callback to the original mythos of the Slender Man, who had a vague affinity with fire. They're there not for damage for out of combat utility; such as destroying evidence.


Second, you should remove the spaces at the beginning and end of your description of the sources of its AC.

Fixed.


Third, it should be advanceable in some fashion since it isn't a unique entity.

It is advance-able. But Pathfinder removed the "Advancement" portion of the stat block.


Finally, Mammoths should be able to automatically inflict critical hits on it with their stomp attack.

I'm sorry, I don't understand the reference.


Thank you for your input!

Tanuki Tales
2014-07-11, 01:06 PM
I linked this in a thread, so I'm giving a bump so people can comment without necroing.