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gurgleflep
2013-08-28, 02:16 PM
Well, with Halloween just around the corner, how about a scary/spooky/festive thread?! I'm horrible at brewing things up myself but I know you are all very creative individuals and I have a few ideas :smallsmile:
I've only ever seen one Halloween thread (http://www.giantitp.com/forums/showthread.php?t=257806) (found it a week or so ago), and I've wanted more ever since! I read through pretty much the entire thread and loved every bit of it! :smallbiggrin:

I've got a few ideas at the moment, not very creative/imaginative though.

Monster: Pumpkin and/or Jack-o-Lantern golems
Monster: Haunted items (chairs, clothes, tables, portraits, etc.)
Spell: Frightening mist - fear/fright affect while standing in the mist (hallucinations and such, I guess) for those who fail their will save.


Other than that I've got next to nothing :smallsigh:

Zaydos
2013-08-28, 02:26 PM
Well I made a few Halloween themed dragons, and while about half of them were more based around fear, or just plain ancient source of evil, some seem closer to what you want.

Pumpkin Dragon (http://www.giantitp.com/forums/showpost.php?p=9529982&postcount=408): A draconic living construct made through magically modifying pumpkins... I think, it's been 3 years and they were a joke/request.

Candy Dragon (http://www.giantitp.com/forums/showpost.php?p=9656134&postcount=550): Not a true dragon, but something between a true dragon and a lesser dragon (smaller, weaker, and only has 6 age categories). Candy dragons are made out of candy and eat children sometimes while working with witches.

gurgleflep
2013-08-28, 02:38 PM
Well I made a few Halloween themed dragons, and while about half of them were more based around fear, or just plain ancient source of evil, some seem closer to what you want.

Pumpkin Dragon (http://www.giantitp.com/forums/showpost.php?p=9529982&postcount=408): A draconic living construct made through magically modifying pumpkins... I think, it's been 3 years and they were a joke/request.

Candy Dragon (http://www.giantitp.com/forums/showpost.php?p=9656134&postcount=550): Not a true dragon, but something between a true dragon and a lesser dragon (smaller, weaker, and only has 6 age categories). Candy dragons are made out of candy and eat children sometimes while working with witches.

Those are both awesome! :smallbiggrin: I read through the pumpkin one yesterday but hadn't seen the candy one - thank you for linking to both of them :smallsmile:

Edit: Also, I quite like your mithral dragon, I've got plans for it :smallcool:

inuyasha
2013-08-28, 02:58 PM
Wheres...JACK, the Pumkin duke, edward hammer toes, schrodingersteins cat, drakeula the dragon vampire, the horrifyingly mighty were-hamster that can only be slain by a silver bullet, or the king, a mighty zombie who rises from his grave every halloween to dance in his blue suede shoes?

sorry...couldnt help it...we need these stats though.

Amridell
2013-08-28, 03:00 PM
Wheres...JACK, the Pumkin duke, edward hammer toes, schrodingersteins cat, drakeula the dragon vampire, the horrifyingly mighty were-hamster that can only be slain by a silver bullet, or the king, a mighty zombie who rises from his grave every halloween to dance in his blue suede shoes?

sorry...couldnt help it...we need these stats though.


I'll make spooky scary skeletons and zombies today. It will be done, in this very thread.

gurgleflep
2013-08-28, 03:06 PM
Wheres...JACK, the Pumkin duke, edward hammer toes, schrodingersteins cat, drakeula the dragon vampire, the horrifyingly mighty were-hamster that can only be slain by a silver bullet, or the king, a mighty zombie who rises from his grave every halloween to dance in his blue suede shoes?

sorry...couldnt help it...we need these stats though.

I like the ideas quite a bit but I don't know how to respond :smalleek: I'm speechless. (other than the words you see before you and this secret message)


I'll make spooky scary skeletons and zombies today. It will be done, in this very thread.

Thanks :smallsmile: I look forward to seeing them.

Network
2013-08-28, 03:08 PM
The 35th PrC contest had Halloween as the theme. You can find it here (http://www.giantitp.com/forums/showthread.php?t=256751).

gurgleflep
2013-08-28, 03:14 PM
The 35th PrC contest had Halloween as the theme. You can find it here (http://www.giantitp.com/forums/showthread.php?t=256751).

WOO! Thank you! :smallbiggrin:


Everybody: I'm sorry if I seem super excited/freaky, Halloween is my favorite day of the year.

Amechra
2013-08-28, 04:34 PM
Isn't it still, I don't know, 2 months away?

Whatever. I'll make something. You might not like it, though.

Temotei
2013-08-28, 04:40 PM
I made the ho-ho-horror (http://www.giantitp.com/forums/showpost.php?p=14420881&postcount=1) a while back which is kind of a Christmas-Halloween crossover prestige class if you're into that sort of thing.

gurgleflep
2013-08-28, 04:48 PM
Isn't it still, I don't know, 2 months away?

Whatever. I'll make something. You might not like it, though.

To quote a teacher I had in senior year and my second senior year:
"We just got back from Christmas break - I think it's close enough to October to play the Time Warp!"
I'll like it, that's pretty guaranteed!


I made the ho-ho-horror (http://www.giantitp.com/forums/showpost.php?p=14420881&postcount=1) a while back which is kind of a Christmas-Halloween crossover prestige class if you're into that sort of thing.

That's awesome :smallamused: Diggin' the picture.

Thunderfist12
2013-08-28, 05:03 PM
1) Scarecrow, as a race: meaning "intelligent" wicker scarecrows, not the stitched up smiley scarecrows of today.

2) Rules for superstition and haunting, because the game needs them.

3) Shadowman (summon undead a la Diablo).

Have more ideas somewhere, I was going to do a campaign based on the darker side of British folklore anyways.

Amridell
2013-08-28, 05:58 PM
Dropped water on my main keyboard, so I'm going to wait for it to stop spamming keys to do spoky-scurry skelingtons. Will deliver, though.

gurgleflep
2013-08-28, 06:51 PM
1) Scarecrow, as a race: meaning "intelligent" wicker scarecrows, not the stitched up smiley scarecrows of today.

2) Rules for superstition and haunting, because the game needs them.

3) Shadowman (summon undead a la Diablo).

Have more ideas somewhere, I was going to do a campaign based on the darker side of British folklore anyways.

I like the scarecrow idea, would that be a living construct?
What kind of superstitions? Black cats and spilled salt
I like me some Diablo >:)


Dropped water on my main keyboard, so I'm going to wait for it to stop spamming keys to do spoky-scurry skelingtons. Will deliver, though.

Take as much time as you need, sorry about the spill though.

Amridell
2013-08-29, 12:14 AM
Keyboard's dry, let's do this.

Spoky scurry skelingtons:

Sometimes, skelingtons just pop right out, spookin' yo guts right out of yo pockets.

Medium Undead
HD: 3d12 (18hp)
Init: +7
AC: 15 (+3 dex, +2 natural)
BAB/Grapple: +1/+3
Atk: Pirate sword thing +3 melee 1d8+2, or Super spooky gaze +4 ranged 1d8+2
Special: Spook, Super Spooky Gaze
Saves: Fort +1, Ref +4, Will +2
Ability scores: Str 14, Dex 16, Con --, Int --, Wis 12, Cha 14
Feats:Weapon Focus (Super Spooky Gaze), Improved initiative
CR: 3

Super Spooky Gaze: The Spoky Scurry Skelington's gaze scares people, young children in particular. The gaze is a beam of fear, treated as a ranged touch attack that deals 1d8 force + charisma mod. In addition, the subject must succeed on a DC 15 Will save or be Shaken for 2 rounds. This DC is charisma based. This is a mind effecting fear effect.

Spook: if the skelington hits with it's super spooky gaze, the skelington can avoid combat completely by spooking it's opponents. They must succeed on a DC 15 will save or be Panicked for as long as it can see the skelington. This can only affect a target once per day. This is a mind effecting fear effect.

gurgleflep
2013-08-29, 12:57 AM
I like that quite a bit :smallbiggrin: The one thing that's got me confused is the "1d10 force + charisma" bit, what's it mean? Sorry, it's 12:56 and I'm not all here at the moment (lack of sleep).

Debihuman
2013-08-29, 09:33 AM
Keyboard's dry, let's do this.

Spoky scurry skelingtons:

Sometimes, skelingtons just pop right out, spookin' yo guts right out of yo pockets.

Medium Undead
HD: 3d12 (18hp)
Init: +7
AC: 15 (+3 dex, +2 natural)
BAB/Grapple: +1/+3
Atk: Pirate sword thing +3 melee 1d8+2, or Super spooky gaze +4 ranged 1d10+5
Special: Spook, Super Spooky Gaze
Saves: Fort +1, Ref +4, Will +2
Ability scores: Str 14, Dex 16, Con --, Int --, Wis 12, Cha 20
Feats:Weapon Focus (Super Spooky Gaze), Improved initiative
CR: 3

Super Spooky Gaze: The Spoky Scurry Skelington's gaze scares people, young children in particular. The gaze is a beam of fear, treated as a ranged touch attack that deals 1d10 force + charisma. In addition, the subject must succeed on a DC 18 Will save or be Shaken for 2 rounds. This DC is charisma based. This is a mind effecting fear effect.

Spook: By acting while it's opponents are flat footed, the skelington can avoid combat completely by spooking it's opponents. They must succeed on a DC 18 will save or be Panicked for as long as it can see the skelington. This can only affect a target once per day. This is a mind effecting fear effect.

Hit points should by 19. 6.5x3 = 19.5 rounded down to 19.

1d10 points of force damage and how much charisma damage? 1d10 is way too for CR 3. and 18 Will save is too high for CR 3. You need to drop charisma to no higher than 14.

You want to scare your victims not kill them.

Debby

gurgleflep
2013-08-29, 07:52 PM
How exactly does giving a critter health work? I don't understand it's process.
Also, check your PM box thing :smallcool:

LOTRfan
2013-08-29, 08:45 PM
I'm just going to toss out SilverClawShift's Fieldguards (http://www.giantitp.com/forums/showthread.php?t=117687), a race of living constructs that appear to be scarecrows. Out of all the homebrew races on these forums, it is by far my favorite, second only to VorpalTribble's Glöi.

Arcanist
2013-08-29, 08:57 PM
You want to scare your victims not kill them.

Considering how Death in D&D actually works, it can be considered highly scary since you can become a Ghost... BOOOOOOOOO!!!!! SPOOKY GHOST!!! :smalltongue:

...That joke was bad and I feel bad...

gurgleflep
2013-08-29, 09:05 PM
I'm just going to toss out SilverClawShift's Fieldguards (http://www.giantitp.com/forums/showthread.php?t=117687), a race of living constructs that appear to be scarecrows. Out of all the homebrew races on these forums, it is by far my favorite, second only to VorpalTribble's Glöi.

I like that :smallamused: Thank you for posting that, it fits the theme perfectly.


Considering how Death in D&D actually works, it can be considered highly scary since you can become a Ghost... BOOOOOOOOO!!!!! SPOOKY GHOST!!! :smalltongue:

...That joke was bad and I feel bad...

HA! I've said worse, don't worry.

Amridell
2013-08-30, 03:11 AM
Hit points should by 19. 6.5x3 = 19.5 rounded down to 19.

1d10 points of force damage and how much charisma damage? 1d10 is way too for CR 3. and 18 Will save is too high for CR 3. You need to drop charisma to no higher than 14.

You want to scare your victims not kill them.

Debby

Perhaps I should change it to 1d6 or 1d8? Or just up the CR? The charisma change is good.

Zaydos
2013-08-30, 11:17 AM
Perhaps I should change it to 1d6 or 1d8? Or just up the CR? The charisma change is good.

I also think she read that attack as dealing 1d10 force damage + an undefined amount of damage to Charisma as opposed to 1d10+5 force damage based off the skeleton's Charisma.

Looking it over:
HP: Acceptable for CR 3.
AC: "Average" for CR 3, which is actually on the low side.
Atk: On the low side.
Super Spooky Gaze: With the Charisma drop and the fact that it requires a normal ranged attack roll (which is thematically odd) you're dealing 1d10+3 damage (no more than about average for the CR and low with their below average to hit) and forcing a DC 15 Will save versus a debuff. Not that powerful. Also just noticed they have WF not Ability Focus for this ability so the DC is too high (should be DC 13).
Spook: The DC is wrong (it lacks ability focus for this ability so it should be DC 16, or 13 after the Charisma drop). This ability can be dangerous to PCs but at DC 13 isn't too bad, with a chance of giving the skeleton an early battle advantage.

I'd actually say it's on the weaker end of CR 3, maybe even the higher end of CR 2, definitely weaker than an Ogre or a Dire Wolf (both CR 3).

gurgleflep
2013-09-02, 07:31 PM
Well this idea didn't go over nearly as well as I hoped it would - still, I like what came out of it. Anything else anybody would like to add?

Debihuman
2013-09-03, 06:45 PM
Spooky Scurry Skelingtons
Medium Undead
Hit Dice: 3d12 (19 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
BAB/Grapple: +1/+3
Attack: Mwk cutlass +5 melee (1d8+2/18-20)
Full Attack: Mwk cutlass +5 melee (1d8+2/18-20)
Special Attacks: Spook, Super Spooky Gaze (1d8+2 force)
Special Qualities: Undead traits
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 14, Dex 16, Con --, Int --, Wis 12, Cha 14
Feats: Improved Initiative (B), Ability Focus (Super Spooky Gaze) (B)
Skills: --
Challenge Rating: 2

Super Spooky Gaze (Su): The Spooky Scurry Skelington's gaze scares people, young children in particular. The gaze is a 30-foot line of fear, treated as a ranged touch attack, that deals 1d8 points of force plus the skellington's charisma modifier. In addition, the subject must succeed on a DC 15 Will save or be Shaken for 2 rounds. This is a mind-effecting fear effect. The save DC is charisma-based and includes a +2 racial bonus. Creatures that are younger than adults take an additional -2 morale penalty to their save.

Spook (Su): If the skelington hits with its super spooky gaze, the skelington can avoid combat completely by spooking its opponents. A target must succeed on a DC 13 Will save or be panicked for as long as it can see the skelington. This effect can only affect a target once per day. It is is a mind-effecting fear effect. The save DC is charisma-based.


Note: mindless creatures have no feats or skills. Feats listed are bonus feats. Cutlass can be found in Stormwrack.

LOTRfan
2013-09-03, 08:45 PM
I'm debating whether or not I should convert the old grafts from the Fiend Folio into a format more akin to the one found in Magic of Eberron, and then creating a race of living constructs based around a personal graft. But it seems like a lot of work, and I'm not even sure if I'd be allowed to post it.

gurgleflep
2013-09-03, 09:01 PM
I'm debating whether or not I should convert the old grafts from the Fiend Folio into a format more akin to the one found in Magic of Eberron, and then creating a race of living constructs based around a personal graft. But it seems like a lot of work, and I'm not even sure if I'd be allowed to post it.

Why would you not be allowed to post it? :smallconfused: If it's a race that's just based off of a graft, I don't see how you could get in trouble or such.

Admiral Squish
2013-09-03, 09:02 PM
Let's see...

We have Tommy Rawhead (http://www.giantitp.com/forums/showpost.php?p=11061405&postcount=9), the worst hobgoblin that ever was.

Then we have The Harvest King (http://www.giantitp.com/forums/showpost.php?p=7046421&postcount=10), a harvest season fey who performs a yearly ritual to allow the souls of all the mortals who died that year to pass on. A constest winner, that one.

Oh, and at one point I made a halloween one-shot based on the song 'Hotel California'.

gurgleflep
2013-09-03, 09:13 PM
Let's see...

We have Tommy Rawhead (http://www.giantitp.com/forums/showpost.php?p=11061405&postcount=9), the worst hobgoblin that ever was.

Then we have The Harvest King (http://www.giantitp.com/forums/showpost.php?p=7046421&postcount=10), a harvest season fey who performs a yearly ritual to allow the souls of all the mortals who died that year to pass on. A constest winner, that one.

Oh, and at one point I made a halloween one-shot based on the song 'Hotel California'.

I like The Harvest King and Tommy, but I'm not seeing the Hotel California thing anywhere in your homebrew :/ Also, I like your penguin pirates.

LOTRfan
2013-09-03, 09:21 PM
Well, it was more about the graft conversions. But eh, people post ToB stuff, so why not?

Admiral Squish
2013-09-03, 09:29 PM
I like The Harvest King and Tommy, but I'm not seeing the Hotel California thing anywhere in your homebrew :/ Also, I like your penguin pirates.

I never posted it because several of the people I play with frequent these forums, and I wanted to keep it a surprise. Though, I suppose we never ended up playing it, so it might be alright to post it now.

Also, thanks. I like 'em too. :smallbiggrin:

UserShadow7989
2013-09-03, 10:58 PM
My Living Servant (http://www.giantitp.com/forums/showthread.php?p=9471300) is one of my favorite monsters to date, and can very easily be given a Halloween vibe or used for such stories.

On a similar note, my Rebirth Cauldron (http://www.giantitp.com/forums/showpost.php?p=9517112&postcount=12) got third in the 50th monster homebrew competition, and is intended for a horror campaign. If the Living Servants aren't my favorite monster creation, it's this.

I also have the Grave Swimmer (http://www.giantitp.com/forums/showthread.php?t=173939), which... I'm less proud of and is clunky in its execution, but is workable, I suppose.

gurgleflep
2013-09-03, 11:18 PM
Well, it was more about the graft conversions. But eh, people post ToB stuff, so why not?

As much as I wanna see the outcome of said conversions, if it's something that could get you into trouble, don't do it. :smalleek:


I never posted it because several of the people I play with frequent these forums, and I wanted to keep it a surprise. Though, I suppose we never ended up playing it, so it might be alright to post it now.

Also, thanks. I like 'em too. :smallbiggrin:

Why didn't you get around to playing it? Halloween's just around the corner, you could play it this year if you and your friends have the time :smallbiggrin:


My Living Servant (http://www.giantitp.com/forums/showthread.php?p=9471300) is one of my favorite monsters to date, and can very easily be given a Halloween vibe or used for such stories.

On a similar note, my Rebirth Cauldron (http://www.giantitp.com/forums/showpost.php?p=9517112&postcount=12) got third in the 50th monster homebrew competition, and is intended for a horror campaign. If the Living Servants aren't my favorite monster creation, it's this.

I also have the Grave Swimmer (http://www.giantitp.com/forums/showthread.php?t=173939), which... I'm less proud of and is clunky in its execution, but is workable, I suppose.

Thanks for the links, they all sound cool - I'll look at them ASAP :smallsmile:

UserShadow7989
2013-09-04, 07:38 AM
Thanks! :smallredface:

Actually, seeing as someone mentioned the entirety of the 35th monster hombrew competition, I should mention the 50th had a sort of horror theme to it as well (specifically evil plant creatures), which is where my Rebirth Cauldron is from.

gurgleflep
2013-09-04, 06:45 PM
Thanks! :smallredface:

Actually, seeing as someone mentioned the entirety of the 35th monster hombrew competition, I should mention the 50th had a sort of horror theme to it as well (specifically evil plant creatures), which is where my Rebirth Cauldron is from.

You're quite welcome :smallbiggrin:

Thanks for telling me that - I looked further into the thread you linked to and found more things I could use! :smallcool:

inuyasha
2013-09-05, 08:06 PM
Im going to make a bunch of demons based off of phobias and fears, does anyone object? Because i think this will be fun!

gurgleflep
2013-09-05, 10:28 PM
Im going to make a bunch of demons based off of phobias and fears, does anyone object? Because i think this will be fun!

No objections from me - phobia's and fears go hand-in-hand with Halloween! :smallbiggrin:

kreenlover
2013-09-09, 05:03 PM
Gurgle, what are you using this for? Because, if you know, you are compiling a list, or an adventure, I would love to have a copy!

Also, Heroes of Horror struck me as being so very halloweeney!

And I will be sure to make something when I have the time (especially if someone gives me an idea/specific thing to make)

Undead are kinda overrated, as are the classic Halloween monsters. I like pumpkin patch style stuff...

Has anyone made a Pumpkin Patch monster ever? Yes? No? If not, then I'll get that made ASAP

Debihuman
2013-09-09, 05:40 PM
Here is an open content monster from Hallows' Eve. Hallows Eve Copyright 2004, Mad Kaiser Games; AA Bieler
All text deem Open Game Content.

Fell Pumpkin
Medium Plant
Hit Dice: 4d8+16 (34 hp)
Initiative: -1 (-1 Dex)
Speed: 5' (1 Square)
Armor Class: 9 (-1 Dex), Touch 9, Flat-Footed 9
Base Attack/Grapple: +3/+7
Attack: Slam +7 Melee (1d6+7)
Full Attack: Slam +7 Melee (1d6+7)
Space/Reach: 5'/5' (25' with Vine)
Special Attacks: Constrict, Entangle, Improved Grab, Poison
Special Qualities: Blindsight, Camouflage, Immunity to Electricity, Low-Light Vision, Plant Traits
Saves: Fort +8, Ref +0, Will +1
Abilities: Str 18, Dex 9, Con 18, Int -, Wis 10, Cha 12
Skills: Listen 0, Move Silently +13, Spot 0
Feats: Improved Grapple, Multiattack
_______________________________________________
Environment: Temperate Plains, Hills
Organization: Solitary, Pair, Stand (2-5), Patch (6-20), or
Field (21-40)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

The Fell Pumpkin is a plant-relative of the Assassin Vine. These dangerous plants prefer soil that is rich and soft, especially agricultural land.

Combat

The Fell Pumpkin uses much of the same tactics of the deadly Assassin Vine. Instead of growing in places where animals commonly travel however, the Fell Pumpkin uses it's large and attractive fruit to attract small animals, even allowing them to have a taste. The poisoned flesh causes the eater to become unconscious, allowing the Fell Pumpkin to
safely strangle their prey. If a humanoid simply harvests the fruit, the plant will attempt to entangle and choke them to keep the fruit nearby.

Blindsight (Ex): The Fell Pumpkin can locate targets within 30' using sound and vibration.

Camouflage (Ex): Since a Fell Pumpkin looks like an ordinary, tasty pumpkin. It requires a Spot check (DC20) to notice it is not a simple pumpkin before it attacks. Druids may use their Wisdom instead of Spot to notice the plant. Anyone with ranks in Survival or Knowledge (Herbs/ Nature) can use one of those skills instead of Spot to notice the plant.

Constrict (Ex): The Fell Pumpkin deals 1d6+7 points of damage with a successful grapple check.

Entangle (Ex): The Fell Pumpkin can animate plants within 20' of itself as a free action. The effect lasts until the pumpkin dies or decides to end it (also a free action). The ability is otherwise similar to the spell entangle (as 4th level caster).

Improved Grab (Ex): To use this ability, the Fell Pumpkin must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Plant Traits (Ex): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits. Fell Pumpkins breathe and eat, but do not sleep.

Poison (Ex): The flesh of the Fell Pumpkin looks edible and tastes fine, but is actually toxic when eaten. Fell Pumpkin Poison; Type: Ingested DC 15; Initial Damage: 1 Con; Secondary Damage: Unconsciousness; Value: 90 gp/dose.

OGL in spoiler

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COPYRIGHT NOTICE
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System Reference Document Copyright 2000-2003, Wizards of the
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based on original material by E. Gary Gygax and Dave Arneson.
Hallows Eve Copyright 2004, Mad Kaiser Games; AA Bieler
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END OF LICENSE

Debby

Network
2013-09-09, 06:12 PM
Here is an open content monster from Hallows' Eve. Hallows Eve Copyright 2004, Mad Kaiser Games; AA Bieler
All text deem Open Game Content.
You know you must include a copy of the license along with the Open Game Content, right?

kreenlover
2013-09-09, 07:13 PM
The Spook

http://images4.wikia.nocookie.net/__cb20100712150119/spooksseries/images/1/11/Spook.jpg

The witch crept stealthily through the forest. She was approaching the small farmhouse. This time, she would get her feast, her feast on the children. Then, as she rounded the corner, a man stepped out from the forest edge, a staff clutched in his hand. He flung back his black cloak and uncoiled a silver chain in his left hand. The witch turned to run, but it was no good; the chain completed a perfect widdershins spiral as it flew through the air, and held her fast

The Spook is a monster hunter. Specializing in witches, boggarts, ghasts, ghosts, and other creatures of the Dark. They are famed for their excellent techniques, and supreme will. They originated in the small area known only as 'The County'. They use a selection of odd tools, including salt and iron filings that burn those fell creatures, their rowan staffs and their signature silver chains.
They also are well known for their constant supply of yellow cheese and candle stubs, which they are never without.

BECOMING A Spook
Spooks are trained by their masters, one master to one apprentice. Once an apprentice graduates, a Spook may take on a new apprentice, but many do not. Some never take on apprentices at all, preferring to hunt on their own,

ENTRY REQUIREMENTS
Race: Must be humanoid
Skills: Either Survival 5 ranks, or Knowledge (Dungeoneering) 5 ranks, and any other 5 ranks
Weapon Proficiencies: Quarterstaff
Spells: Cannot cost any kind of spells. If ever a Spook gains the ability to cast spells, they lose all abilities of this class
Special: Must be left-handed

Class Skills
The Spook's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+2|Silver Chain, Rowan Staff, Bind Creature of the Dark

2nd|
+2|
+3|
+3|
+3|Spooks Pockets, Sense the Dark, Favoured Enemy(Creature of the Dark) +2

3rd|
+3|
+3|
+3|
+3|Salt and Iron

4th|
+4|
+4|
+4|
+4|Spear Staff, Favoured Enemy(Creature of the Dark) +4

5th|
+5|
+4|
+4|
+4|Widdershins Spiral[/table]


Weapon Proficiencies: Spooks gain proficiency with the Spear Staff (detailed below).

Quick Note: Often this entry will say 'creature of the Dark' for the purposes of this class a creature is a creature of the Dark if it is a fey, an undead, a neutral or evil arcane caster, an aberration, and possibly others, as specified by the DM

Silver Chain Spooks carry several tools with them at all times. The most important is the Silver Chain, which lets them bind any creature of the Dark. With a successful thrown weapon attack (range increment 60 ft) the target is rendered helpless for as long as the chain is wrapped around said target. Anyone can free them with a full round action; however if another creature of the Dark attempts to free them, they take 2d6 points of damage, no save. A Spook can only have one Silver Chain at a time.
This chain can also be used against a non creature of the dark. If used in this manner, it only entangles the target until they take a full round action to shrug it off.
Rowan Staff This is quarterstaff made of rowan wood. Rowan wood is painful to creatures of the Dark, and counts as a bane weapon against them. It also leaves them stunned for one turn when hit if they fail a fortitude save equal to 10+class level+strength modifier. This can be enchanted as a magic weapon.
Bind Creature of the Dark A Spook can, using a five day ritual, permanently bind a Creature of the Dark. This ritual consumes 500 GP worth of materials spent in construction of a cage. This cage must be placed in nature, in the ground. Once the cage is finished, any creature of the Dark may be placed inside, and may not escape or affect the outside world. They can be freed by an external force requiring a full minute and a DC 30 strength check to free them.
Spook's Pockets A Spook is never without crumbly yellow cheese, and a candle stub. A Spook will always be able to find these items somewhere on his or her person, ensuring that they always have enough food for themselves. They may use their candle stub to generate light equal to a candle, and may light it at will, however, this is not real flame and cannot be used for any other purpose.
Favoured Enemy As the ranger class feature, except the Spooks favoured enemy is all creatures of the Dark.
Salt and Iron Once per day a Spook may procure salt and iron from their pockets, to use in a variety of ways against the Dark. It can be used as a ranged touch attack, dealing 2d6 points of damage per Spook level. It can also be used to form a barrier, as Magic Circle Against Evil, that only affects Creatures of the Dark
Sense the Dark The Spook is aware when any creatures of the Dark are within a 100 ft radius from their position. This works as a Detect Evil spell, except detecting creatures of the Dark instead
Spear Staff At this level the Spook's Rowan Staff becomes a Spear Staff. It functions the same, however it also gains a dagger at the tip. This dagger can be extended and retracted. If the Spook starts the combat with the blade retracted, the first time they use the blade in combat, the enemy they attack counts as flat-footed against the attack.
This dagger shares the same enchantments as the Rowan Staff did, and has the same properties.
With the blade extended the Spear Staff becomes a double weapon, with one end dealing quarterstaff damage, the other dealing 1d8 slashing/piercing damage. The spear end scores a critical hit on a 19-20 and has a modifier of 2.
Widdershins Spiral At this point the Spook has become so practiced with his silver chain that the attack roll needed to catch a fell creature becomes a touch attack.

PLAYING A Spook
A Spook is a protector of the people. They hunt the Dark wherever it is found, and will not willingly peaceably interact with a creature of the Dark. However, there is a track history of Spooks falling in love with witches. This is something of an odd occurrence, but has happened more than once.
Combat: The Spook is mostly useful against creatures of the Dark. When not fighting them, they lose much of their ability. However, they are useful as a striker type character, filling much the same role in battle as a rogue does.
Advancement: Ehh, not much here.
Resources: A Spook will be able to contact other Spooks in the world, and call on them for sanctuary, or assistance in their fight against the Dark.

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

Spooks IN THE GAME
Not sure how this will affect the game
Adaptation: This class can be put into any setting with almost no work; change their region of origin, and you have a new class!
Encounters: PCs may encounter a Spook if they are hunting an undead, witch, fey, or aberration, especially one that has been causing a lot of trouble in the vicinity.


WIP, PEACH

For those who recognize it, I would love some advice as to how to make it more accurate to the books.

Unfortunately this is more of an anti-Halloween person, but I figured, what the heck, they hunt ghosts, which we will have an abundance of here. Also, they do fit the theme of Halloween-ey stuff

kreenlover
2013-09-09, 07:57 PM
Also, I am thinking about running a special Halloween session for my friends. Any suggestions as to what the adventure should be like (also, what level?)? Or, are there any good published Halloween adventures?

kreenlover
2013-09-10, 08:05 PM
http://www.giantitp.com/forums/showthread.php?p=15998424#post15998424

I'm trying to pull a quick PBP Halloween game together. Anyone want in?

gurgleflep
2013-09-10, 08:34 PM
:smalleek: The playground mucked up or something, I didn't get an alert for any of these since my last comment!

@Kreenlover - I'm wanting to run a month long Halloween themed campaign as something of a side-quest to the actual campaign. It will be full of various tricks, treats and spooktacular fun, but I don't know if I'll be compiling much of anything so much as just keeping this thread in my favorites and subscribed to it.
The pumpkin patch isn't something I've heard of as a monster, but it sounds like an intriguing idea :smallsmile:

@Debihuman - thanks for posting that :smallbiggrin: Looks pretty cool! But, as Network pointed out, you may wanna post the licensing thingy with it.

@Kreenlover - PrC! WOO! :smallbiggrin:
As far as a campaign goes, I wouldn't know what level the players should be - I was going to play from level 5 or 10 and try to level them up a couple of times and give them some various festive items.
I'd join the PBP game, but I've never been in one so I'd horribly be confused as to how it works, what to do, etc.

Zaydos
2013-09-10, 08:48 PM
Tracked down an old fear mage PrC I made for Halloween back before 4e was a thing. Not sure if it is halloweeny enough but (or balanced, this was before 4e I was a kid I might ought to have dropped a caster level or two):

Phobimagi of Deimos

Servants of the god of terror, the phobimagi serve Deimos. They are counted in his priesthood and serve in his temples but they are actually more akin to wizards and sorcerers, having been such in their life before joining the faith. They are masters of terror and fear, able to strike the strongest man weak with it. They relish in fear and feed on terror, waxing stronger when others succumb to their spells. Blessed by Deimos phobimagi are dangerous foes whose very presence unsettles those about them.

Becoming a Phobimagi:

All phobimagi are drawn from the followers of Deimos god of fear. Most were previously necromancers, whose powers over fear are renowned. Others were common wizards or sorcerers, and even some illusionists follow this path. Some dread necromancers follow it, but their lack of the higher echelons of fear means that few tread this way, those that do often have the most fearsome presence of any phobimagi but those with access to illusion and enchantments of fear tend to wax stronger in the long term.

Entry Requirements:
Intimidate 5 ranks
Knowledge (Religion) 5 ranks
Base Will Save +5
Feats: Spell Focus (Necromancy), Skill Focus (Intimidate)
Spells: Ability to cast Fear as an arcane spell.
Special: Must serve Deimos devoutly.
Alignment: Any evil.

{table=header]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1|+0|+0|+0|+2|Aura of Terror, Inured to Fear|+1 level in arcane spellcasting class
2|+1|+0|+0|+3|Power of Terror|+1 level in arcane spellcasting class
3|+1|+1|+1|+3|Blessing of Deimos|+1 level in arcane spellcasting class
4|+2|+1|+1|+4|Feed on Fear|+1 level in arcane spellcasting class
5|+2|+1|+1|+4|Greater Spell Focus (Necromancy)|+1 level in arcane spellcasting class
6|+3|+2|+2|+5|Aura of Menace|+1 level in arcane spellcasting class
7|+3|+2|+2|+5|Greater Power of Terror|+1 level in arcane spellcasting class
8|+4|+2|+2|+6|Lingering Fear|+1 level in arcane spellcasting class
9|+4|+3|+3|+6|Extended Fear|+1 level in arcane spellcasting class
10|+5|+3|+3|+7|Eyes of Fear, Fear Immunity|+1 level in arcane spellcasting class[/table]

Class Features:

HD: d4
Skills per level: 2 + Int
Class Skills: Bluff, Concentration, Craft, High Pnakostic, Intimidate, Knowledge (Arcana), Knowledge (the Planes), Knowledge (Religion), Profession, Speak Language (Infernal), Spellcraft.

Weapon and Armor Proficiencies: A phobimagi gains no new weapon and armor proficiencies for entering this class.

Aura of Terror (Su): Starting at 1st level phobimagi are continually surrounded by an Aura of Terror. This aura forces all foes (or creatures he doesn’t know are there) within 30-ft of a phobimagi that casts a spell to make a Will save (DC 10 + class level + Charisma modifier) or become shaken for 1d6+1 rounds; an already shaken does not become frightened (or frightened become panicked) but the duration does extend. A creature which successfully saves against this ability is immune to that phobimagi’s aura of terror for 24 hours. The effects of this aura are resolved before those of the spell being cast.

Inured to Fear (Ex): A phobimagi adds his class level to all saves versus fear effects.

Power of Terror (Ex): At 2nd level a phobimagi gains a +1 Caster Level when casting spells with the Fear descriptor.

Blessing of Deimos (Ex): Starting at 3rd level the save DC to resist a phobimagi’s fear descriptor spells increases by +1. This stacks with the bonus granted by Spell Focus.

Feed on Fear (Su): Starting at 4th level whenever a phobimagi casts a Fear descriptor spell (not spell-like ability) and his target fails their saving throw the phobimagi gains 3 temporary hit points per spell level. These temporary hit points fade after 10 minutes.

Greater Spell Focus (Necromancer): At 5th level a phobimagi gains Greater Spell Focus (Necromancy) as a bonus feat.

Aura of Menace (Su): Starting at 6th level all enemies within 30-ft of a phobimagi have a -2 penalty to AC, attack rolls, saving throws, and skill/ability checks. These penalties last for as long as they are within 30-ft of the phobimagi and 1 minute/class level longer or until they successfully damage the phobimagi, a creature which does so is then immune to the phobimagi’s Aura of Menace for 24 hours; a creature with immunity to fear is immune to this ability.

Greater Power of Terror: Starting at 7th level your power of terror increases to +2 instead of +1.

Lingering Fear (Ex): Starting at 8th level any creature that fails its saving throw against a fear effect cast by a phobimagi takes a -2 on its next save against a spell cast by the phobimagi.

Extended Fear (Ex): Starting at 9th level the duration of fear caused by fear descriptor spells cast by a phobimagi is doubled as if affected by the Extend Spell feat but without an increase to their level. This does not stack with the Extend Spell feat.

Eyes of Fear (Su): Starting at 10th level a phobimagi may concentrate his gaze on a creature within 30-ft (this works like a gaze attack but can only be used actively) as a standard action. The targeted creature must make a DC 10 + class level + Charisma modifier Will save or be frightened for 2d6 rounds.

Fear Immunity (Ex): At 10th level a phobimagi has become so immersed in fear that he cannot be frightened by magic or what terrifies most people and becomes completely immune to fear.

Ex-Phobimagi:
If you stop serving Deimos or your alignment becomes non-evil you lose many of your phobimagi abilities. While you retain your spells per day and spells known, BAB, saves, HD, and skills you lose all abilities listed under special. You must return to Deimos’s following and atone to regain these powers.

Playing a Phobimagi
You serve the god of fear, devoting your life to spreading it. You move in a cloak of nightmare and your every action causes terror to your inferiors. You revel in the terror you cause, but you are not mad and will not endanger yourself. Often you work to sow terror using your magic to cause fear in those around you, all without ever revealing yourself as the cause. This often means using spells more sophisticated than those of the fear descriptor and your bag of tricks usually contains at least a little more (such as illusions to create mysterious sounds and conjurations to summon forth beings that are feared all by themselves).
You are also a part of the church of Deimos and expected to fulfill whatever duties he requires. This is often just sowing fear in the hearts of those who did not recognize its power before, but can also put you working with the forces of Enyalius and the other gods of his pantheon.

Combat:

In battle your greatest power is your spells. Like all other arcane spellcasters you must position yourself properly to be of use. All of your abilities improve your fear spells, but remember not to rely solely on those because many creatures (undead, constructs, vermin, paladins) are completely immune and even clerics and druids are very resistant due to their high Will saves. If you are a necromancer you probably prepare other, non-fear, necromancy spells. If you aren’t a necromancer then you should be able to prepare all the spells of a normal mage using your fear spells to send barbarians and other martial threats (or rogues) running for the hills. If pressed too closely your Aura abilities come into effect causing havoc to your enemies abilities possibly causing them to be shaken and penalized on all saving throws even before your first spell takes effect making it much harder to resist (-4 on saves if they are shaken). Even so you are frail and need to avoid the melee reach of enemies.

Advancement:

You were probably a necromancer, or at least a wizard or sorcerer with a necromantic penchant, before becoming a phobimagi. In many ways you continue as you were gaining the powers of fear in addition to those of mere magic. You are bound to go as Deimos wills but otherwise have great freedom in how you use your arcane powers. It is likely that you work in the shadows and are hated by authority, except in a dictatorship where you are often an enforcer for the tyrant king.

In either case you should keep your Concentration skilled maxed out, but really can put skill points wherever you want. Feats such as Fearsome Necromancy can be useful to cause more fear and weaken a strong willed foe’s defenses so that next round you can truly frighten them, as can Improved Toughness which gives you extra hit dice, and you can take Ability Focus in your Eyes of Fear and Aura of Terror abilities causing them to be harder to resist.

When selecting your spells remember that your fear spells are more powerful, and often last longer than normal. Not only that but when a foe fails to save against one you gain more toughness and a buffer against enemy attacks. Even so because of the ease with which fear can be negated (Heroes’ Feast spell can protect a whole party) you should also prepare some non-fear spells. While necromancy looks good, especially since you will have Greater Spell Focus in it, remember that many of the same creatures are immune to death effects as fear effects; the same is true of enchantment’s mind-affecting effects. Evocation and conjuration are as useful to you as to any other arcane spellcaster and abjuration can rid your foes of some of their spells to protect against fear (pesky clerics). Finally don’t neglect an escape route, you know all about fear especially when it should in fact be listened too and your healthy respect for your own skin means you are unlikely to neglect spells such as teleport or at least dimension door to perform a swift get away.

Resources:

You are a priest of Deimos and have all the resources that provides. Usually you can find a safe haven anywhere his followers maintain one or in a temple of Enyalius (at least for a short duration). In his father’s temples, though, your activities may be restrained and if enemies are persistent enough you may be forced to flee before the priests open the doors for a search. Even so you can find at least a temporary haven (or a free bed) in most civilizations through the pantheon of Enyalius.

The church of Deimos provides you with an easy opportunity to converse with others of your own kind and easy access to fear magic items (sometimes at reduced cost) and spellbooks containing fear and necromantic spells (many also have darkness spells). These resources may prove useful when you seek to learn more spells or need scrolls to augment your daily spells.

gurgleflep
2013-09-10, 11:47 PM
Zaydos, I don't use magic so I know little and understand less, but what I do know/understand gave me this knowledge: that PrC is pretty danged awesome :smallbiggrin:

Debihuman
2013-09-11, 11:25 AM
Zaydos, what is "High Pnakostic" that you have listed as one of the skills for your Phobimagi of Deimos prestige class?

Also, note I've added the OGL in a spoiler to the Fell Pumpkin. I'm not certain that it must be posted with the creature on this forum (as we aren't publishers), but for completeness I've added it.

Debby

inuyasha
2013-09-11, 11:49 AM
Sorry I havent posted phobia demons yet, im still working on recovering. I can now walk about 300 feet with equipment and knee braces, and am able to barely stand up in large amounts of pain with the assistance of a therapist...also a problem was the fact my entire immediate family (and other members of my church) got food poisoning... not fun when you are immobile, and your house has two bathrooms and a bedside kumode you need help getting into. Other than that, recovery is going very well

Thunderfist12
2013-09-11, 02:17 PM
I've been thinking up a setting with a dark fantasy/horror feel to it, based mostly off the darker side of English folklore and some things from my own head. It'll be coming up into the world-building forum, so if anyone wants to help (because I'll need it), that would be awesome.

Echoes of Eternity is the name I'm thinking of giving it, and it'll use the Scarecrow race I mentioned.

Zaydos
2013-09-11, 02:22 PM
Zaydos, what is "High Pnakostic" that you have listed as one of the skills for your Phobimagi of Deimos prestige class?

Also, note I've added the OGL in a spoiler to the Fell Pumpkin. I'm not certain that it must be posted with the creature on this forum (as we aren't publishers), but for completeness I've added it.

Debby

A truename/truespeech magic system I was working on at the time and abandoned (I got Tome of Magic in the middle of this and rejected its version as well). I could change it to truespeak or drop it entirely. Any suggestions as to which?

kreenlover
2013-09-11, 03:51 PM
Thunder, I'm in to help, let me know when you are starting it.

Stake A Vamp
2013-09-11, 04:20 PM
scarecrow and Jack O' Lantern golems anyone, P.E.A.C.H.ing is very much appreciated.
Large Harvest Golem

{TABLE]Size/Type:|Large Construct
Hit Dice:|4d10+30 (52 hp)
Initiative:|2
Speed:|40 ft (8 squares)
Armor Class:|18 (-1 size,+2 dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple:|+3/+13
Attack:|scythe +8 melee (2d6+6)
Full Attack:|scythe +8 melee (2d6+6)
Space/Reach:|10ft/5ft
Special Attacks:|Fatal Flourish
Special Qualities:|freeze, construct traits, DR 5/magic
Saves:|Fort +1, Ref +3, Will +1
Abilities:| Str 23, Dex 14, Con -, Int -, Wis 11, Cha 14
Skills:|
Feats:|
Environment:|any
Organization:|solitary, pair, harvest a(3-6 and 5-10 pumpkin golems )
Challenge Rating:|4
Treasure:|none
Alignment:|Neutral
Advancement:|-
Level Adjustment:|-
[/TABLE]
Before you stands what appeared to be a scarecrow only moments earlier. as it steps toward you, the pumpkins around you spring to life and attempt to grapple you, it raises it's wicked looking scythe...
the Harvest golem was initially used to do simple farm-work for the residents of a peaceful and flourishing magocratic city-state. Almost immediately an enemy within the city-states borders designed a golem that is visually the same, however, it and the wicked witch's other creation, Jack-o'-Lantern Golem, were used to great effect in her attempted coup , their forms unassuming amongst the harvest festival decorations.
Combat
Fatal Flourish(EX)
In her madness, the wicked witch saw fit to program the Golems to kill in the most horrifying of ways. whenever a Harvest golem Kills a humanoid, all other humanoids within sight much make a DC 16 will save or be shaken, if they are already shaken, they become panicked.
Freeze(EX)
A Harvest Golem can hold itself so still it appears to be a scarecrow. An observer must succeed on a DC 20 Spot check to notice the Harvest Golem is really animate.

Jack-o'-Lantern Golem

{TABLE]Size/Type:|Small Construct
Hit Dice:|3d10+10 (26 hp)
Initiative:|3
Speed:|30 ft (6 squares)
Armor Class:|18 (+1 size,+3 dex, +4 natural), touch 14, flat-footed 15
Base Attack/Grapple:|+2/-1
Attack:|bite +4 melee (1d6+1 plus 1d4 fire)
Full Attack:|bite +4 melee (1d6+1 plus 1d4 fire)
Space/Reach:|5ft/5ft
Special Attacks:|breath weapon.
Special Qualities:|Construct traits, Freeze, darkvision 60 ft., low-light vision
Saves:|Fort +1, Ref +4, Will +1
Abilities:| Str 12, Dex 16, Con -, Int -, Wis 11, Cha 1
Skills:|Hide +7
Feats:|-
Environment:|any
Organization:|Solitary, Pair, patch (2-6) or harvest (5-10 plus 3-6 Harvest Golems)
Challenge Rating:|2
Treasure:|none
Alignment:|Always Neutral
Advancement:|-
Level Adjustment:|-
[/TABLE]
what you believed to be a mere decoration springs terrifyingly to life, dragging itself toward you with vines you were sure were not there moments ago, it opens it's now gaping maw to reveal a flame burning within, it bears down upon you, you stumble...
the Jack-O'-Lantern Golem was developed to work in tandem with Harvest golems in a bloody coup on a peaceful magocratic city state, though the coup failed, the design endured it's creators execution, and is now a perennial favorite of those who need to stealthily slaughter a village
Combat
Breath Weapon(SU)
3/day the Jack-O'-Lantern Golem may breath a 40 foot line for fire, dealing 3d6 fire damage (reflex save DC 13 for half damage
Freeze(EX)
A Jack-o'-Lantern Golem can hold itself so still it appears to be a Jack-o'-Lantern. An observer must succeed on a DC 20 Spot check to notice the Jack-o'-Lantern Golem is really animate.

kreenlover
2013-09-11, 04:38 PM
Love the golem. You may be missing a bit of lots of stuff though :smallwink:. But you said you will finish it later, so thats fine.
Personally, I'd give them some kind of crop/plant related abilities. Maybe entangle at will, or the ability to animate plant matter (ostensibly to bring harvested crops back to the barn easily) into animated objects?

I don't really know monster design that well though, I am sure that Debby will fix it up good

ALSO, so sorry I forgot to mention it, Feel Better! It sucks about the food poisoning. Good luck, and feel better soon!

gurgleflep
2013-09-11, 05:07 PM
Sorry I havent posted phobia demons yet, im still working on recovering. I can now walk about 300 feet with equipment and knee braces, and am able to barely stand up in large amounts of pain with the assistance of a therapist...also a problem was the fact my entire immediate family (and other members of my church) got food poisoning... not fun when you are immobile, and your house has two bathrooms and a bedside kumode you need help getting into. Other than that, recovery is going very well

Yikes :smalleek: Sorry ya'll obtained poisining by food intake, that sucks. Glad you can walk and such though - there's plenty of time between now and Halloween, so take your time and regain your strength.
May the force be with you :smalltongue:


scarecrow golems anyone
Large Harvest Golem

{TABLE]Size/Type:|Large Construct
Hit Dice:|4d10+30 (52 hp)
Initiative:|2
Speed:|40 ft (8 squares)
Armor Class:|18 (-1 size,+2 dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple:|+3/+13
Attack:|scythe +8 melee (2d6+6)
Full Attack:|scythe +8 melee (2d6+6)
Space/Reach:|10ft/5ft
Special Attacks:|-
Special Qualities:|freeze, construct traits, DR 5/magic
Saves:|Fort +1, Ref +3, Will +1
Abilities:| Str 23, Dex 14, Con -, Int -, Wis 11, Cha 1
Skills:|
Feats:|
Environment:|any
Organization:|solitary, pair, harvest a(4-8)
Challenge Rating:|4
Treasure:|none
Alignment:|Neutral
Advancement:|-
Level Adjustment:|-
[/TABLE]

i will update with fluff later, in the meantime, P.E.A.C.H.ing would be nice.

The only thing I can think of adding to it (other than the previously mentioned plant traits) is some type of weakness to fire, maybe they need water every so often to keep the plants of their constructy-ness "alive"? *shrugs* I'm not good at these kind of things ._.

Thunderfist12
2013-09-12, 04:23 PM
Thunder, I'm in to help, let me know when you are starting it.

Probably today: I'm still catching up on other threads I'm following, though, so it might take a little while.

But that aside, I already have some basics to the setting, including races, deities, and cosmology, but all of those are open to change!


Large Harvest Golem

Size/Type: Large Construct
Hit Dice: 4d10+30 (52 hp)
Initiative: 2
Speed: 40 ft (8 squares)
Armor Class: 18 (-1 size,+2 dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+13
Attack: scythe +8 melee (2d6+6)
Full Attack: scythe +8 melee (2d6+6)
Space/Reach: 10ft/5ft
Special Attacks: -
Special Qualities: freeze, construct traits, DR 5/magic
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 23, Dex 14, Con -, Int -, Wis 11, Cha 1
Skills:
Feats:
Environment: any
Organization: solitary, pair, harvest a(4-8)
Challenge Rating: 4
Treasure: none
Alignment: Neutral
Advancement: -
Level Adjustment: -


Hmm... I may end up using these in my setting (renamed Titan Reapers). If that's alright with you?

inuyasha
2013-09-12, 05:30 PM
Phobia demon! More to come
Poscrescis demon

{TABLE]Size/Type:|Huge Outsider (Evil, Chaotic, Extraplanar)
Hit Dice:|8d8+48 (84 hp)
Initiative:|-2
Speed:|20 ft (4 squares)
Armor Class:|16 (-2 size,-2 dex, +10 natural), touch 6, flat-footed 16
Base Attack/Grapple:|+8/+23
Attack:|Slam +13 melee (2d8+7)
Full Attack:|Slam +13 melee (2d8+7)
Space/Reach:|15ft,10ft
Special Attacks:|Fill up
Special Qualities:|DR 5/good and silver, SR 18
Saves:|Fort +12, Ref +4, Will +8
Abilities:| Str 25, Dex 6, Con 23, Int 6, Wis 14, Cha 6
Skills:|Balance +0, Intimidate +9, Intimidate, Jump NaN, Jump +20, Knowledge (sweets and sugars) +9, Perform (Candy commercial) +9, Swim +18, Tumble +11
Feats:|Power attack, skill focus (Intimidate), Ability focus (Fill up)
Environment:|The abyss
Organization:|Solitary
Challenge Rating:|6
Treasure:|none
Alignment:|Always CE
Advancement:|9-12 HD huge, 13-16 HD gargantuan
Level Adjustment:|-
[/TABLE]
"A quivering mound of fat lies before you, impossibly large and full...like a blister of demonic flesh. Its many mouths, though small, all say: "Don't eat too much candy or you'll be like me""
Fill up [Su]
On a successful slam attack, a character must make a fortitude save (DC 22) or begin to drown because of their insides being filled with lard, sugar, chocolate, and salt. This effect can be removed by casting remove curse, heal, or hideous laughter

Zaydos
2013-09-12, 05:38 PM
As written there's no way to stop drowning from Fill Up meaning it's a CR 6 creature with a DC 23 save or die (unless you do not need to breathe). Also why is the DC Strength based which is normally reserved for Overrun style effects?

Debihuman
2013-09-13, 11:41 AM
A truename/truespeech magic system I was working on at the time and abandoned (I got Tome of Magic in the middle of this and rejected its version as well). I could change it to truespeak or drop it entirely. Any suggestions as to which?

Looks like Speak Language (Infernal) took care of it.

inuyasha: Sorry to hear about the food poisoning. Good to hear you are recovering from the surgery though. Physical therapy is tough.

kreenlover: I am not familar with the books that are the basis for the Spook so I'm afraid I'm not much help. If you could clue me in on the title and author that would help.

"Race: Not fey and not aberration" still leaves a lot. Should Constructs, Plants, and Undead also be disallowed?

Stake-A-Vamp: your golems look pretty good (a tad bland perhaps but that's nit-picking) except that all special abilities (qualities and attacks) should have a designator Ex, Sp, or Su. Also you list saves but neglect the ability the save is based on. Harvest golem uses a large scythe (2d6/x4)
It is missing the ability to animate pumpkins that attack you that is noted in its text. " As it steps toward you, the pumpkins around you spring to life and attempt to grapple you, it raises its wicked looking scythe..."

Fatal Flourish should be an Extradordinary ability and it should be noted as strength-based. I cleaned up the text for it and for freeze for you too.

Fatal Flourish (Ex): In her madness, the wicked witch saw fit to program the golems to kill in the most horrifying of ways. Whenever a harvest golem kills a humanoid, all other humanoids within sight must make Will save ( DC 16) or be shaken, if they are already shaken, they become panicked instead. The save DC is strength-based.

Freeze (Ex): A harvest golem can hold itself so still it appears to be a scarecrow. An observer must succeed on a DC 20 Spot check to notice the harvest golem is really animated.

Your jack-'o-lantern golem is listed as an Aberration not a Construct so it shouldn't have construct traits. It should have Aberration traits. It is actually alive. Aberrations have Con scores and to be fair this should as well. It looks like you were in the midst of changing it. Con should be 12.

Changing Constitution to 12 also changes hit points. Hit Dice: 2d8+2 (11 hp)

The second problem with the jack-'o-lantern golem is its breath weapon. Breath weapons are Constitution-based. To keep it DC 12, the Con has to be 12.

It can still be mindless gaining no feats or skills.

Breath Weapon (Ex): 3/day as a standard action, a jack-o'-lantern golem may breathe a 40-foot line for fire, dealing 3d6 points of fire damage (Reflex save DC 12* for half damage). The save DC is Constitution-based.
*As long as Con is 12. Con -- is the same as Con 10.

Freeze (Ex):A jack-o'-lantern golem can hold itself so still it appears to be a normal jack-o'-lantern. An observer must succeed on a DC 20 Spot check to notice the jack-o'-lantern golem is really alive.

Debby

Debihuman
2013-09-13, 12:21 PM
Here is another version of the Jack-O'-Lantern monster. This one is a plant creature made by Erica Balsley who graciously posted it here:

http://www.enworld.org/forum/showthread.php?125874-The-last-holiday-monster-The-Jack-O-Lantern#axzz2enIko1if

Debby

gurgleflep
2013-09-13, 12:26 PM
Here is another version of the Jack-O'-Lantern monster. This one is a plant creature made by Erica Balsley who graciously posted it here:

http://www.enworld.org/forum/showthread.php?125874-The-last-holiday-monster-The-Jack-O-Lantern#axzz2enIko1if

Debby

That's pretty cool, thanks :smallsmile:
If I'm reading this right, it was in the revised Tome of Horrors :S I don't recall it being in there so I'll have to look at that when I get a chance.

Stake A Vamp
2013-09-13, 02:52 PM
Looks like Speak Language (Infernal) took care of it.

inuyasha: Sorry to hear about the food poisoning. Good to hear you are recovering from the surgery though. Physical therapy is tough.

kreenlover: I am not familar with the books that are the basis for the Spook so I'm afraid I'm not much help. If you could clue me in on the title and author that would help.

"Race: Not fey and not aberration" still leaves a lot. Should Constructs, Plants, and Undead also be disallowed?

Stake-A-Vamp: your golems look pretty good (a tad bland perhaps but that's nit-picking) except that all special abilities (qualities and attacks) should have a designator Ex, Sp, or Su. Also you list saves but neglect the ability the save is based on. Harvest golem uses a large scythe (2d6/x4)
It is missing the ability to animate pumpkins that attack you that is noted in its text. " As it steps toward you, the pumpkins around you spring to life and attempt to grapple you, it raises its wicked looking scythe..."

Fatal Flourish should be an Extradordinary ability and it should be noted as strength-based. I cleaned up the text for it and for freeze for you too.

Fatal Flourish (Ex): In her madness, the wicked witch saw fit to program the golems to kill in the most horrifying of ways. Whenever a harvest golem kills a humanoid, all other humanoids within sight must make Will save ( DC 16) or be shaken, if they are already shaken, they become panicked instead. The save DC is strength-based.

Freeze (Ex): A harvest golem can hold itself so still it appears to be a scarecrow. An observer must succeed on a DC 20 Spot check to notice the harvest golem is really animated.

Your jack-'o-lantern golem is listed as an Aberration not a Construct so it shouldn't have construct traits. It should have Aberration traits. It is actually alive. Aberrations have Con scores and to be fair this should as well. It looks like you were in the midst of changing it. Con should be 12.

Changing Constitution to 12 also changes hit points. Hit Dice: 2d8+2 (11 hp)

The second problem with the jack-'o-lantern golem is its breath weapon. Breath weapons are Constitution-based. To keep it DC 12, the Con has to be 12.

It can still be mindless gaining no feats or skills.

Breath Weapon (Ex): 3/day as a standard action, a jack-o'-lantern golem may breathe a 40-foot line for fire, dealing 3d6 points of fire damage (Reflex save DC 12* for half damage). The save DC is Constitution-based.
*As long as Con is 12. Con -- is the same as Con 10.

Freeze (Ex):A jack-o'-lantern golem can hold itself so still it appears to be a normal jack-o'-lantern. An observer must succeed on a DC 20 Spot check to notice the jack-o'-lantern golem is really alive.

Debby

thank you very much, i used this (http://dspeyer.dyndns.org/monster_builder.html) program and forgot to put it as construct (it defaults to abberation), and sorry, formatting was being difficult. also, what would you suggest to spice it up?

kreenlover
2013-09-13, 04:53 PM
Debby: I changed it to Humanoid for Race. More fitting with the books anyways. The series is 'The Last Apprentice" By Joseph Delany. They are more kids books, but I loved them when I was younger, and they are kinda dark, so figured I would make something from it. I'd also stats out all the monsters except that every single monster in the book (except Lamia witches, which I may yet do) is covered already.

Zaydos
2013-09-13, 05:16 PM
I was looking at my extended sig and remembered two things that might be up the proper alley.

The Beshadowed (http://www.giantitp.com/forums/showthread.php?t=122893) Partially undead elves that were ruled by an evil matriarch in a country in permanent night. I've lost much of their fluff, though. Think it was my first post or at least thread on the forums.

Amdusias (http://www.giantitp.com/forums/showthread.php?t=173299) Demon Lord of Fear. Needed more fluff additions.

Debihuman
2013-09-13, 08:20 PM
thank you very much, i used this (http://dspeyer.dyndns.org/monster_builder.html) program and forgot to put it as construct (it defaults to abberation), and sorry, formatting was being difficult. also, what would you suggest to spice it up?

I'll have to try out that program.

I've looked over your jack-o'-lantern golem again. Not bad. You still have Breath Weapon listed as a supernatural ability and it should be an extraordinary one. Breath Weapon should follow the rules see here: http://www.d20srd.org/srd/specialAbilities.htm#breathWeapon

It needs a skill section since its skills have to be racial skills (it has no ranks due to lack of intelligence)

To spice these up, give them the ability to douse their flame as a free action. This way, the bite doesn't always have to do fire damage. The fiery bite can be too much for low-level PCs and this way the DM has a little wiggle room if the PCs are overwhelmed. Encounters should be exciting and fun not immediately lethal -- especially if the party has just finished with a harvest golem.

Here it is completed, including construction and costs. I fixed the grammar and spelling too.

Jack-O'-Lantern Golem
Small Construct
Hit Dice: 3d10+10 (26 hp)
Initiative: 3
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Base Attack/Grapple: +2/-1
Attack: Bite +4 melee (1d6+1 plus 1d4 fire)
Full Attack: Bite +4 melee (1d6+1 plus 1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon (3d6 fire)
Special Qualities: Construct traits, darkvision 60 ft., freeze, low-light vision
Saves: Fort +1, Ref +4, Will +1
Abilities: Str 12, Dex 16, Con -, Int -, Wis 11, Cha 1
Skills: Hide +8*
Feats: —
Environment: Any land
Organization: Solitary, Pair, patch (2-6) or harvest (5-10 plus 3-6 Harvest Golems)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: —
Level Adjustment: —

What you believed to be a mere decoration springs terrifyingly to life, dragging itself toward you with vines you were sure were not there moments ago. It opens its now gaping maw to reveal a flame burning within and bears down upon you. You stumble...

Jack-o'-lantern golems were developed to work in tandem with harvest golems in a bloody coup on a peaceful magocratic city-state. Although the coup failed, the design endured its creator’s execution, and is now a perennial favorite of those who need to stealthily slaughter a village.

Unlike other golems, jack-o'-lantern golems have no immunity to magic. A typical jack-o'-lantern weighs between 20 and 30 lbs.

Combat

Bite: While a jack-o'-lantern golem's bite attack normally deals 1d4 points of fire damage, it can extinguish or rekindle its fire as a free action. If completely submerged in water, its flame is automatically extinguished until it dries out (in 1d4 rounds), but it takes no damage from getting wet.

Breath Weapon (Ex): 3/day as a standard action, a jack-o'-lantern golem may breathe a 40-foot line for fire, dealing 3d6 points of fire damage (Reflex save DC 11 for half damage). The save is Constitution-based.

Freeze (Ex): A jack-o'-lantern golem can hold itself so still it appears to be a jack-o'-lantern. An observer must succeed on a DC 20 Spot check to notice the jack-o'-lantern golem is really animated.

*Skills: Jack-o’-lantern golems have a +4 racial bonus to Hide checks when attempting to Hide among normal pumpkins. They also have a have a +4 size bonus to their Hide checks.

Construction
A jack-o’-lantern golem is carved from a particularly large and attractive pumpkin and a single candle is placed within its mouth.
CL 13th, Create Construct, animate plants, fireball, Caster must be 13th level, Price: 5,300 gp, Cost: 2,350 gp + 212 XP

Debby

gurgleflep
2013-09-13, 08:26 PM
I was looking at my extended sig and remembered two things that might be up the proper alley.

The Beshadowed (http://www.giantitp.com/forums/showthread.php?t=122893) Partially undead elves that were ruled by an evil matriarch in a country in permanent night. I've lost much of their fluff, though. Think it was my first post or at least thread on the forums.

Amdusias (http://www.giantitp.com/forums/showthread.php?t=173299) Demon Lord of Fear. Needed more fluff additions.

I quite like the elves, I've not formed an opinion on the Lord of Fear yet though - I'm sure I'll like it when I've read it all the way through though :smalltongue:


*Fixes, informative stuff, and what-not*

You take a lot of pride in what you do, don't you? :smallsmile:

GreaserFish
2013-09-14, 08:31 AM
I thought I'd try my hand at making the Scarecrow. This is going off of what I know from 3.5e and will be a very basic WIP. Please, let me know if there is a word for an ability that I don't have memorized and critique honestly. This is my first real attempt at homebrewing.

The Scarecrow
http://fc05.deviantart.net/fs70/f/2012/300/8/7/halloween_scarecrow_by_blue_dolmatin-d5j2sze.png
Credit to Blue_Dolmatin on DeviantArt.

The scarecrow is an odd being. It is not made or born, it simply becomes. It does not truly live, or die, it just is until it isn't. Scarecrows come into the world confused and disoriented, unaware of any form of existence before they became. Many farmers will go out one day to find that their scarecrow has simply disappeared, vanished without a trace. It is currently not known what causes a scarecrow to become a Scarecrow, but there is a recurring pattern of a humanoid shape set up in a field of crops to scare away birds and other vermin.

Scarecrows have an innate sense of nature, being able to speak with plants in order to find direction and aid. However, anything avian or capable of flight is repulsive to most Scarecrows, and they will generally never have less than a distaste for something with visible wings.

Scarecrows, owing in part their original nature as a bird repellant, retain the ability to scare off birds, though the ability expands to anything with the ability to fly, seemingly taking on countenance so fearsome, any flying creature would have to fight to stay brave.

Scarecrows are misunderstood creatures. Many other races tell stories in hushed whispers about murderous wicker men, rising from the fields on nights where the link between the afterlife and the material world is strongest in order to kill the owners of the farm they had been trapped on. In truth, these stories tend to come from scared and confused Scarecrows that encounter scared and confused people.

Due to their nature as people that come into being, Scarecrows lack the insight into the world that most other creatures have, though they do tend to pick up on information quickly. In addition, their forms are surprisingly hardy for generally being made out of wicker, straw, and fabric. Many Scarecrows often find themselves armed with a pitchfork when they come into being, along with an inherent knowledge of the workings of most polearms.

Due to their connection with nature, many Scarecrows take up the path of a Druid in order to deepen their innate connection with all things flora.

Game Rules:
Scarecrow - Medium Humanoid ( Living Construct )
Favored Class: Druid
Scarecrows do not have physical genders, but instead choose a gender personality at creation. Most Scarecrows are male, due to what they were wearing when they became a Scarecrow.

+2 Constitution
-2 Wisdom
Automatic Languages: Sylvan, Common.
Bonus Languages: Elven, Dwarven, Gnomish, Orcish, Undercommon, Terran.

A Scarecrow can speak with anything that could be considered a plant as if the two shared a language. At level five, this ability increases to being able to telepathically communicate with anything considered a plant as if the two share a language.

A Scarecrow can attempt, once per day, to frighten any creature that has a fly speed. If the target has more hit dice than the Scarecrow, then the Scarecrow takes a -2 penalty on the roll. For every hit die less than the Scarecrow, the Scarecrow gains a +2 bonus on the roll. The DC for this role is equal to the target's will save. If the roll succeeds, the target may make a will save to negate the effect, at a DC of 15 plus the Scarecrow's will save, with reversed penalties and bonuses as the Scarecrow got on its roll. At fifth level, and every five levels after that, the Scarecrow gets another daily usage of their fear effect.
Please, if you can help me make this part better, that would be great.

All Scarecrows are proficient with all polearms, regardless of whether or not it is a simple, martial, or exotic weapon.

Scarecrows can see in darkness as easily as in daytime.

Scarecrows are usually chaotic in allignment and tend more toward evil due to acts that are selfish in nature. However, good and lawful aligned Scarecrows are commonplace as well. Fewer Scarecrows tend toward neutrality on both spectrums.

Scarecrows have all the traits of a living construct. Biological materials in Scarecrows do not deteriorate over time.

Scarecrows react differently to negative hitpoints than most other creatures. As soon as a Scarecrow is rendered under 0 HP, it goes inert. While inert, a Scarecrow can take no actions, but it also doesn't take more damage over time from its injuries and has no need to stabilize its HP. When rendered below -9 HP, the Scarecrow does not die, it simply remains inert. The only exception to this is fire. Fire can utterly destroy a Scarecrow due to them being made from very flammable materials.

Lacking any internal components to damage, Scarecrows have damage reduction 2/fire.


Needs some serious work, but I think I've got the gist of what you'd need there. The main thing I need help with is the fear effect. Some other things I want to incorporate are the fact that their natural materials no longer degradeDone., regardless of whether it's wood, straw, cloth, or a gourd; and the fact that they take extra damage from fireDone. due to being, you know, flammable.

Stake A Vamp
2013-09-14, 11:14 AM
And now, direct from sleepy hollow, i bring you, ladies and gentlemen, Please P.E.A.C.H. the
headless horseman

{TABLE]Size/Type:|Medium Undead
Hit Dice:|10d12+0 (65 hp)
Initiative:|4
Speed:|30 ft (6 squares), fly 90ft(Good)
Armor Class:|22 (+4 dex, +8 +3 breastplate), touch 14, flat-footed 18
Base Attack/Grapple:|+5/+11
Attack:|+4 battleaxe +15 melee (1d8+10/x3)
Full Attack:|+4 battleaxe +15 melee (1d8+10/x3)
Space/Reach:|5ft/5ft
Special Attacks:|vorpral axe
Special Qualities:|Frightful presence, spell-like abilities, summon mount
Saves:|Fort +3, Ref +7, Will +7
Abilities:| Str 22, Dex 18, Con -, Int 10, Wis 10, Cha 16
Skills:|Hide +17, Intimidate +16, Move Silently +17, Ride +17
Feats:|Mounted Combat, Ride-by Attack, Spirited Charge, Trample
Environment:|outskirts of small towns
Organization:|solitary
Challenge Rating:|10
Treasure:|none
Alignment:|always Chaotic evil
Advancement:|-
Level Adjustment:|11-14 HD (Medium)
[/TABLE]
A horse whinny's own the mist road, the air immediately seems malevolent, heavy hoof-beats come toward you. just then, a figure comes into view, astride a dark horse with eyes glowing like embers. the figure has no head, just stops at the bottom of the neck, as your view goes down, you see it raise a wicked looking axe...
A Headless Horseman was a vile murderer in life who was caught and executed by beheading. now they haunt the towns where they were killed, riding down unlucky individuals who are on the outskirts of town after dusk. they have powerful magic at their disposal, and can call a horse from the planes below to ride.
Combat
A Headless Horseman usually opens combat by riding into the group and striking the weakest opponent , it then uses its bestow curse and suggestion abilities to disable divine and arcane spell-casters respectively.
Frightful Presence(EX)
this ability acttivates When a headless horseman attacks, a potentially affected creature that succeeds on a Will save (DC 18) remains immune to that Horseman’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds, save DC is charisma based.
Spell-Like Abilities(SU)
3/day-Bestow Curse, Deeper Darkness, Suggestion. 1/day Fear, Crushing Despair
Summon Mount (SU)
Once per day, as a full-round action, a Horseman may magically call his mount from the infernal realms in which it resides. The mount immediately appears adjacent to the horseman and remains until slain; it may be dismissed at any time as a free action.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Vorpral Axe (EX)
Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the horseman's axe severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off

inuyasha
2013-09-14, 11:43 AM
fixed up the phobia demon a little bit, will make more soon :)

gurgleflep
2013-09-14, 01:27 PM
*Scarecrow*

That's actually quite good :smallcool: The only things I can think of are maybe a weakness to fire (they're stuffed with straw and typically made of cloth) and the living construct traits (don't need to sleep, eat, breath,...) but that's with my limited knowledge of homebrew.


*Headless Horseman*

I really like this - it's one of my favorite "childhood stories" so to speak :smallsmile:


fixed up the phobia demon a little bit, will make more soon :)

Good job :smallbiggrin: Will you be posting more as separate comments or posting them in an edit with the original?

GreaserFish
2013-09-14, 07:27 PM
So the only thing I did while I should have been asleep was homebrew Scarecrows? That's actually a lot better than it could have been. I went ahead and cleaned up some things and generally just updated it.

If someone can help me with the fear effect and the communicating with plants ability, that would be great.

gurgleflep
2013-09-17, 10:42 PM
So the only thing I did while I should have been asleep was homebrew Scarecrows? That's actually a lot better than it could have been. I went ahead and cleaned up some things and generally just updated it.

If someone can help me with the fear effect and the communicating with plants ability, that would be great.

And I thank you for having stayed up to brew such a wonderful creature - hopefully you've gotten plenty of rest since then though!


And I'm curious, are there any "living doll" monsters out there? Homicidal kids toys to be specific. Yes, I watched Child's Play recently.

GreaserFish
2013-09-18, 03:37 AM
I think there's something called a Raggomoffyn, or something like that, that consists of animated clothing that could easily be retooled into a homicidal doll. Plus, I believe they possess people that wear them, so it wouldn't be that hard to make it into an evil doll that possesses children and makes them into serial killers.

Morph Bark
2013-09-18, 06:42 AM
Last year I attempted to craft a short adventure for Halloween, but didn't entirely finish it as we couldn't play around that time of year. Hm, maybe I might finish it this year if I have the time. If I do so, I'll be sure to tell ya, if you don't catch its own thread first.

inuyasha
2013-09-18, 12:56 PM
Makin' some semi-magical candies! yippeee!

inuyasha
2013-09-18, 01:28 PM
How are these?

Crazydynojawbreakers!
Your jaw breaker is Craaazy!! You get a +2 Dex and -2 Wizfor the next hour, in addition to this, its got crazzzyyy flavor!! WOOOOWWWW!!! Multiple Crazydynojawbreakers do not stack, but if you eat more than one at a time, intense vomiting for 20 minutes is triggered allowing the character to take no actions
Cost: ?

Cranberry perfected blackberries
Such a taste can only be made by druids, breeding berries to make the perfect candy. Characters eating this berry are effected as if they had eaten a goodberry as the spell
Cost: ?

Funnycreme!
This tube of delicious smelling cream tastes like vanilla pudding. When eaten, intense giggling is caused (as per tasha's hideous laughter)
Cost: ?

Peanut munchochocolates
when one is eaten, a will save (DC 15) must be made or you eat another one, each one after the first one increases the save DC by 1. When a save is finally made, the process stops. If the candies are all eaten, the eater will stop at nothing to get his candy unless vigorously slapped in the face while brutally pinned down
cost: ?

Choco-yumblergs
When you eat a choco-yumblerg you get an amazing taste of chocolate…for a minute…you vomit with such force and velocity that one object or creature within 10 ft. takes 1d4 bludgeoning damage, and you get knocked prone. On the upside, any ingested poisons or other harmful things you’ve eaten, are expelled. Only one choco-yumblerg may be eaten within 24 hours. The second one within 24 hours immediately causes the effects of dehydration, and any more within 24 hours will cause 1 point of con damage per choco-yumblerg

cost: ?

Teethsticker gum
When chewed, teethsticker gum sticks the teeth and mouth closed, disabling ones ability to speak, yell or scream, it tastes good though, until 2 minutes pass when it becomes bland and weak, allowing it to be pried off
cost: ?

Rice worms
A favorite candy of duergar, drow, and other underdark entities, rice worms begin to shake vigorously when bitten down on, causing the chewer to become shaken on a failed will save (DC 10)
cost: ?

Debihuman
2013-09-18, 01:59 PM
You might like these Conversions of the Raggamoffyn too. See Enworld's Creature Catalogue for other monsters too.

http://creaturecatalog.enworld.org/converted/crypt/raggamoffyn.htm

Debby

gurgleflep
2013-09-18, 02:17 PM
I think there's something called a Raggomoffyn, or something like that, that consists of animated clothing that could easily be retooled into a homicidal doll. Plus, I believe they possess people that wear them, so it wouldn't be that hard to make it into an evil doll that possesses children and makes them into serial killers.

That actually sounds pretty spot on for what I was asking about, thanks :smallbiggrin: I'ma begin my search for it.


Last year I attempted to craft a short adventure for Halloween, but didn't entirely finish it as we couldn't play around that time of year. Hm, maybe I might finish it this year if I have the time. If I do so, I'll be sure to tell ya, if you don't catch its own thread first.

If you ever get around to finishing it, I look forward to seeing it :smallsmile: I'll be keeping an eye out for it if you don't post it here.


How are these?

*CANDIES!*

I don't know how, I don't know where, but I will find a way to use these! :smallbiggrin:
The sad thing is, I'd probably eat most of them :smalleek:

inuyasha
2013-09-18, 02:18 PM
That actually sounds pretty spot on for what I was asking about, thanks :smallbiggrin: I'ma begin my search for it.



If you ever get around to finishing it, I look forward to seeing it :smallsmile: I'll be keeping an eye out for it if you don't post it here.



I don't know how, I don't know where, but I will find a way to use these! :smallbiggrin:
The sad thing is, I'd probably eat most of them :smalleek:

do you want more?

gurgleflep
2013-09-18, 03:06 PM
do you want more?

If you're willing to `brew more, then yes. If not, then it's not a big deal - those are some cool candies :smalltongue:


You might like these Conversions of the Raggamoffyn too. See Enworld's Creature Catalogue for other monsters too.

http://creaturecatalog.enworld.org/converted/crypt/raggamoffyn.htm

Debby

Thank you :smallsmile: You posted while I was making a reply it would appear, I just noticed your comment - my bad! It takes me forever to type, I blame my phone.

inuyasha
2013-09-18, 03:36 PM
If you're willing to `brew more, then yes. If not, then it's not a big deal - those are some cool candies :smalltongue:



Thank you :smallsmile: You posted while I was making a reply it would appear, I just noticed your comment - my bad!

what kind of person isnt willing to brew more :smallconfused:

Although i will try to, my laptop is going to die in maybe an hour and im stuck in inpatient therapy (living at the hospital therapy) and cant get to my desktop comp for 1-2 weeks

Thunderfist12
2013-09-18, 03:59 PM
Yo. Fading Echoes (the setting I mentioned) is up on-site... kinda. I'll need help with ideas, critiques, etc. though.

Especially fluff and mechanics for wicker scarecrows and moonfolk.

Some pictures that capture the feel of the scarecrows.

Wicker Scarecrow Pic 1
http://www.google.com/imgres?um=1&rls=com.microsoft:en-us:IE-SearchBox&hl=en&tbm=isch&tbnid=mdO8-qk-ovQv4M:&imgrefurl=http://www.wizards.com/magic/magazine/article.aspx%3Fx%3Dmtgcom/feature/457&docid=gy6qhdB2vtBGDM&imgurl=http://www.wizards.com/magic/images/cardart/SHM/Lurebound_Scarecrow.jpg&w=300&h=227&ei=6BE6UqfNNOqEygGCzIDgDw&zoom=1&biw=-1&bih=-1&iact=rc&dur=350&page=1&tbnh=144&tbnw=178&start=0&ndsp=23&ved=1t:429,r:7,s:0,i:104&tx=51&ty=80

Wicker Scarecrow Pic 2
http://www.google.com/imgres?um=1&rls=com.microsoft:en-us:IE-SearchBox&hl=en&tbm=isch&tbnid=Gg5QExjunz7MzM:&imgrefurl=https://www.wizards.com/Magic/Magazine/Article.aspx%3Fx%3Dmtg/daily/li/189&docid=qb6pKqThmxg-bM&imgurl=http://media.wizards.com/images/magic/daily/li/li189_eye.jpg&w=620&h=350&ei=6BE6UqfNNOqEygGCzIDgDw&zoom=1&biw=1016&bih=563&iact=rc&dur=240&page=2&tbnh=141&tbnw=262&start=23&ndsp=29&ved=1t:429,r:26,s:0,i:166&tx=167&ty=104

And some for the moonfolk.

Moonfolk Pic 1
http://www.google.com/imgres?um=1&rls=com.microsoft:en-us:IE-SearchBox&hl=en&tbm=isch&tbnid=yeG36Ogglp0BtM:&imgrefurl=http://www.giantitp.com/forums/showthread.php%3Fp%3D10624310&docid=4K1gVSNo4d1DTM&imgurl=http://fc09.deviantart.net/fs71/f/2010/147/6/9/Shardmind_Monk_by_whitelycandf.jpg&w=324&h=450&ei=UxM6UpvcKuGSyAGd-IC4Cw&zoom=1&iact=hc&vpx=539&vpy=124&dur=3625&hovh=265&hovw=190&tx=96&ty=157&page=1&tbnh=137&tbnw=102&start=0&ndsp=22&ved=1t:429,r:4,s:0,i:100&biw=-1&bih=-1

Moonfolk Pic 2
http://www.google.com/imgres?um=1&rls=com.microsoft:en-us:IE-SearchBox&hl=en&tbm=isch&tbnid=UHNKkbcWVS752M:&imgrefurl=http://www.obsidianportal.com/campaigns/the-scales-of-war-marcek/characters/yfio&docid=Ejx-QNV2Ny-PJM&imgurl=http://cdn.obsidianportal.com/images/229235/Shardmind_2.png&w=171&h=256&ei=UxM6UpvcKuGSyAGd-IC4Cw&zoom=1&iact=hc&vpx=641&vpy=224&dur=3485&hovh=204&hovw=136&tx=93&ty=159&page=2&tbnh=167&tbnw=105&start=22&ndsp=29&ved=1t:429,r:49,s:0,i:240&biw=-1&bih=-1

Just pictures I found that seem similar to what I was thinking.

Edit: They... aren't showing up, are they?

kreenlover
2013-09-18, 04:51 PM
the pictures are not showing up, no.

Link?

Debihuman
2013-09-19, 06:05 AM
Right click the bad picture and open as a new tab. Worked that way for me.

What did you think of the Raggamoffyn?


See a scarecrow for 3e here: http://creaturecatalog.enworld.org/cc/converted/pdf/construct/scarecrow.pdf

Debby

inuyasha
2013-09-19, 09:11 AM
How do other people like my candies

Debihuman
2013-09-19, 10:24 AM
The candies should be statted up as magical items. I think there's a thread here that had candies previously but I don't have time to look for it.

Here is a link (let me know if the link works or not): http://www.giantitp.com/forums/showthread.php?t=80187&highlight=aero

Debby

gurgleflep
2013-09-19, 10:54 PM
Right click the bad picture and open as a new tab. Worked that way for me.

What did you think of the Raggamoffyn?


See a scarecrow for 3e here: http://creaturecatalog.enworld.org/cc/converted/pdf/construct/scarecrow.pdf

Debby

I quite liked the raggamoffyn (the name makes me giggle), they're pretty interesting :smallsmile:

That scarecrow's pretty cool, I like the Fascination thing :smallbiggrin:

Debihuman
2013-09-20, 04:10 AM
Here is a link to some Halloween feats: http://www.giantitp.com/forums/showthread.php?t=173098

Also, I linked to the magical candies in a previous post.

Debby

gurgleflep
2013-09-20, 04:16 AM
All the links are working and I love what I'm seeing :smallsmile: Thank you Debby, you're a lot of help.

Stake A Vamp
2013-09-21, 11:53 PM
who likes the idea of a peaceful pumpkin race, and a crazed, self mutilating jack-o-lantern race (like humans and reavers)

gurgleflep
2013-09-22, 12:13 AM
who likes the idea of a peaceful pumpkin race, and a crazed, self mutilating jack-o-lantern race (like humans and reavers)

*raises hand* I do! :D

GreaserFish
2013-09-22, 12:34 AM
I have a sudden idea for a class that works as a combination necromancer and druid, summoning 'scary spooky skeletons' to dance and fight for them. I would stat it myself, but I haven't an earthly clue as to how spellcasters work.

And yes, they have to dance. No exceptions.

kreenlover
2013-09-22, 09:12 AM
I love classes, so I'll get on that Fish.

I just need to finish some pesky homework first...

Popinjay
2013-09-22, 09:38 AM
Possible Halloween items:

1. Mask that turns you into the being the the mask is an image of.

2. Adventure setting in which PCs nightmares have been made manifest. Perhaps each player secretly tells the GM her/his character's greatest 3 fears. Some of all of these may appear on one form of another in addition to NPC fears made manifest.

--and I REALLY like this idea---

3. I was thinking that one of the advantages to being able to send messages to players in absolute secrecy in PbP would be that you could do something like this. A GM could set up a game where she/he is really just responsible for the setting. Something like 8-10 characters are invited to play. They are all in some way stuck in an isolated area (a locked house, an isolated island, etc), and ONE Of them is secretly assigned by the GM to be the killer.

The killer has some basic rules the she/he follows in keeping wither her/his pathology. Failed roles leave clues behind that can be detected, etc. The first kill must be an NPC.

Instead of just posting PCs e-mail their daily moves to the GM. The GM then assimilates where everybody is and makes one daily post saying what each character is doing. This prevents players from being able to tell who is playing what character and even real characters from NPCs. Every time somebody dies it might be a real player, it might be an NPC.

The goal for the non killers is to either survive so long (if the killer is ultra powerful) or to find and subdue the killer (if the killer is the same relative strength). The goal for the killer is to either kill everybody (if the killer is ultra-powerful relatively speaking) or to get away with all the murders necessary to fulfill her/his psychological profile without anybody figuring out who it is (or, even better, frame somebody else!)


D&D probably wouldn't be the best RPG system for this game, though perhaps it could work.

Pop

kreenlover
2013-09-22, 09:44 AM
Mask could be easy to do. Just a basic polymorph spell for a number of times per day.

The second two aren't items, but maybe I am reading your notation wrong...

If anyone wants to do the third one (the murder game) I would be in. I don't see why D&D would be bad for it. (Just make it low level play, no divination spells)
I could maybe GM it if nobody else can, but I already have some games going that are taking up a lot of my time.

Popinjay
2013-09-22, 11:23 AM
I started off intending to list item ideas and then got enthused about an adventure idea. :/ Forgot to change the "notation".

Pop

GreaserFish
2013-09-23, 01:49 AM
Some improvements, racial feats, and a couple of other things for my original Scarecrows. Includes a couple religions, too.
The Scarecrow
"Is that... Is that a walking Scarecrow?"
"Yeah, and it's got a wolf with it!"
~Two cattle thieves who encountered a Scarecrow druid that had adopted a farm.

Scarecrows are strange beings. They are not born or made, they simply become. They do not live or die, the simply are until they aren't. Scarecrows come into the world confused and disoriented, unaware of any form of existence before they became. Many farmers will go out one day to find that their scarecrow has simply disappeared, vanished without a trace. It is currently not known what causes a scarecrow to become a Scarecrow, but there is a recurring pattern of a humanoid shape set up in a field of crops to scare away birds and other vermin.

Personality: Scarecrows are inherently inquisitive creatures. They pick up on information quickly and have a head that yearns to be filled with knowledge. As such, many take up a wandering life as opposed to a sedentary one. Many Scarecrows like to enroll at universities or study in libraries in order to increase their personal knowledge.
Scarecrows have an inherent distaste for any creature that flies, especially those with visible wings. Some Scarecrows are even fearful of them, reacting with violence and paranoia. Some Scarecrows, when they become content with their level of knowledge, will retire to an agricultural life, either buying a farm or adopting one. Some more chaotic Scarecrows will go so far as to destroy and replace a mundane scarecrow out in the fields, taking whatever clothes it was wearing and pretending to be it.

Physical Description: Scarecrows are roughly the size of a man, usually around six feet tall, and they generally don't weigh very much. They are made of cloth, straw, wood, cord, and sometimes gourds. Their bodies are held together by the cords, binding their various extremities together. Their joints are double jointed, affording them a great range of motion and dexterity, and their wooden bodies are sturdier than most common races'.

Relations: Most races don't know what to make of Scarecrows. They tell stories at night of murderous creatures that rise up out of the crop fields in order to murder their owners. In truth, most cases of such murders occur when farmers react violently to their scarecrows suddenly uprooting themselves. Humans and Dwarves tend to be intrigued by the concept and will seek out any Scarecrows known to be in town. Elves and Gnomes tend to look down upon the Scarecrows; Gnomes especially, for lacking what they consider to be intrinsic knowledge of the world; however Elves can learn to respect Scarecrows for their deep connection to nature. Orcs and half-orcs view Scarecrows as abominations and evidence of demonic activity, reacting with fear and paranoia. Halfling, half-elves, and most other races have little opinion on Scarecrows beyond a passing, mild interest.

Alignment: Scarecrows can have any alignment, but they tend to be selfish and free-spirited due to not having a concept of morality when they come into being. This results in chaos and evil being more prevalent among their kind.

Scarecrow Lands: Scarecrows have no racial lands.

Religion: Scarecrows can follow any religion but tend not to unless told about it, in which case they take an academic standpoint on it. Priesthood, Clerical duties, and Paladinhood do not come easily to Scarecrows.

Language: Scarecrows come into being on farms all around the world. As such, their languages tend to be whatever language the people who owned the farm spoke, though they do have inherent knowledge of the Sylvan and Common tongues.

Adventurers: Many Scarecrows become adventurers to sate their natural wanderlust. They join guilds and colleges in order to experience the world, stockpiling as much information as they can. Most adventuring Scarecrows are either Druids or Rangers, sometimes Rogues or Fighters, and occasionally Barbarians or Wizards. Rarely are Scarecrows of any other class.

Scarecrow Racial Traits:
+2 Dex, -2 Cha, -2 Str
Construct (Living Construct)
Medium: Scarecrows gain no bonuses or penalties based on size.
Scarecrow base land speed is 30 feet.
Living Construct Traits: Scarecrows are constructs with the living construct subtype. While living constructs are normally created beings given sentience and free will through powerful complex creation enchantments, scarecrows are not. They appear to arise spontaneously. Scarecrows are living constructs who combine aspects of both constructs and living creatures. They have the following features:
Scarecrows derive their Hit Dice, base attack bonus, saving throws, and skill points from the class it selects.
Unlike other constructs, a Scarecrow has a Constitution score, but does not have immunity to mind-affecting spells and abilities.
Scarecrows cannot heal lethal damage naturally.
Scarecrows are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects and necromancy effects.
Scarecrows can be affected by spells that target living creatures as well as by those that target constructs.
A Scarecrow with 0 hit points is disabled, as with a living creature. He can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a Scarecrows is inert. He is unconscious and helpless, and cannot perform any actions. An inert Scarecrow does not lose additional hit points unless more damage is dealt to him.
Scarecrows can be raised or resurrected.
Scarecrows are immune to poison, sleep effects, nausea, fatigue, exhaustion, and effects that cause the sickened condition.
Scarecrows do not need to eat, sleep, or breathe.
Weapon Proficiency: Scarecrows are proficient with simple weapons and have an innate proficiency with all forms of polearms. This includes exotic weapons and is not restricted by class.
Standing Vigil (Ex): Instead of sleeping, Scarecrows spend eight hour periods standing straight-backed and with their arms outstretched. They are immobile, but fully aware of what is going on around them. This period is not necessary, but merely habitual. This period is equivalent to an Elf trancing for all intents and purposes. Their ability to scare flying creatures is perpetually active while in this state.
Flammable Body (Ex): Scarecrows are vulnerable to fire damage, taking 50% more damage from all sources of fire. A scarecrow that takes even a single point of fire damage automatically catches fire (no save). Scarecrows on fire take 1d6 points of fire damage each round, until they manage to put out the fire. A scarecrow on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the scarecrow to make a save (DC 15) with a +4 bonus to extinguish the flames.
Avian's Adversary (Sp): Once per day, the Scarecrow can scare a creature with a fly-speed as the spell cause fear as a caster with the same number of HD. At fifth level, this ability can be used twice per day. Every fifth level afterward, the Scarecrow gets another daily use of this spell-like ability. Creatures without the ability to fly or glide are not affected by this ability. Creatures that cannot normally fly but can through magic or other means are susceptible to this ability. Creatures with more than two more Hit Dice than the Scarecrow are immune to this ability.
Flora's Friend (Su): Scarecrows can communicate with plants and plantlike creatures as the spell speak with plants. This ability functions for one minute per Hit Dice, and only works on plants that can be found in or around a farm, such as corn or apple trees. If the Scarecrow is from a more exotic location, such as a plantation, this ability changes accordingly.
Night's Nomad (Ex): Scarecrows have darkvision to 60 ft and see in total darkness as if it was in perfect illumination. Abrupt exposure to bright light (Such as by a daylight spell) can blind a Scarecrow that is using its darkvision, and the Scarecrow is dazzled for each round it remains in the affected area.
Chilling Visage: Scarecrows do not take penalties to intimidate checks based on charisma.

If a Scarecrow is allowed a special mount, familiar, or animal companion, very rarely will they choose something capable of flight, and they will never choose a crow or a raven.

Automatic Languages: Sylvan, Common, and those available to whoever created the Scarecrow.
Bonus Languages: Terran and Draconic; and those available to whoever created the Scarecrow. Choose from those available to any one common race.
Favored Class: Druid or Ranger
Level Adjustment: +0(?)

Scarecrow Random Starting Ages
{table=head]Adulthood|Simple|Moderate|Complex
0|+1d4|+1d6|+1d10[/table]
A Scarecrow is always considered an adult, regardless of age. Most adventuring scarecrows are very young.

Scarecrow Aging Effects
{table=head]Middle Age|Old Age|Venerable|Maximum Age

150 years| --| --|--[/table]

Scarecrow random Height and Weight
{table=head]Base Height|Height Modifier|Base Weight|Weight Modifier

5'6”|+2d6| 60 lb.|+1d12 lb.[/table]


Scarecrow Racial Feats:
Soarwood Body: This feat must be taken at first level. Scarecrows who take this feat weigh 75% as much as a normal Scarecrow and gain a +4 bonus to jump, swim, climb, and tumble checks.
Bronzewood Body: This feat must be taken at first level. Scarecrows who take this feat weigh three times as much as other Scarecrows and cannot swim or float. The Scarecrow gains a +2 bonus to armor class. This does not count as natural armor and does not stack with worn armor.
Wildwood Body: This feat must be taken at first level. Scarecrows that take this feat can repair themselves when soaked in water or in direct sunlight. While in direct sunlight at least one hour, the Scarecrow heals one point of damage every twenty four hours. While partially submerged in at least a foot of water while exposed to sunlight for eight hours, the Scarecrow heals five hit points.
Hallowwood Body: This feat must be taken at first level. A Scarecrow that takes this feat and is capable of casting either arcane or divine magic does so as if they are a caster level higher than they are. Scarecrows with this feat have magic vulnerability, and all magic effects on them are twice as potent.

Scarecrows In Other Settings

The Scarecrows described here are designed for use in a standard game of Dungeons and Dragons, but some settings require more explanation of their existence. This list will be added to as I come up with more information.
Eberron
Being living constructs, Scarecrows in Eberron are very similar to Warforged, and in fact, the two have a natural rapport. The Scarecrows came about some time after the Last War, emerging first from the Mournland, and then appearing in regions bordering it. It is currently unknown why they have come into being, but house Cannith is very interested in researching them. In general, few races or nations know what to make of the Scarecrows, as the Scarecrows are something of an enigma. In general, the various nations only begin to care if laws are broken and taxes aren't paid. The Lord of Blades, however, sees Scarecrows on relatively equal footing with the Warforged. He doesn't wish to destroy them, but under his rule they would be second-class citizens. Some Scarecrows do support his cause, and are generally used for strike-teams in dark areas or during the night. Many Scarecrows that follow the Lord of Blades carve symbols similar to Warforged Ghulras into their foreheads. The followers of the Becoming God are similar in welcoming the Scarecrows into their ranks, believing them to be just another creation of their god.

Scarecrow Random Starting Ages
{table=head]Adulthood|Simple|Moderate|Complex
0|+1d4|+1d4|+1d4[/table]
Because they only recently came into being, all Scarecrows are in the same age group.
Scarecrows can never have a Dragonmark.

Equipment
Pitchfork: Simple Weapon (One Handed)
Cost - 1 gp
Damage - 1d6
Critical - X2
Range - 10 feet
Weight - 4 lbs
Damage Type - Piercing
If you use a ready action to set a pitchfork against a charge, you deal double damage on a successful hit against a charging character.

Scarecrow's Pitchfork: Conceptual +2 Hallowwood Pitchfork, will stat later.

Special Material - Hallowwood: Hallowwood trees have black bark with vivid orange flesh that smells strongly of pumpkin spice. They tend to grow in abandoned graveyards or the sites of battles. Anywhere where death was common is suitable for a grove of Hallowwood trees. Hallowwood is very susceptible to magic and any enchantments on items made from Hallowwood cost half as much to make. Hallowwood items cost three times as much as mundane items of the same type. Any item that uses wood can benefit from the magical properties of Hallowwood.

Religions
The Crop God - Lawful Good
Domains: Lawful, Good, Plant, and Weather
Favored Weapon: Scythe
Portfolio: Agriculture, Harvest, Scarecrows, and Crops.
Symbol: Any stylized domesticated plant is considered to be a suitable symbol of the Crop God.
The Crop God, often referred to by the name of whatever was the main crop grown at the farms where its followers came from, is a theoretical entity believed to have created the Scarecrows. Its followers believe that it is the spirit of all farmed crops, a man-made god. Due to some unknowable divine need, it breathed life into the Scarecrows so that they could do its work in the world, often times taking the form of championing farmers and other low-born people. There is a loose order of paladins that serve the Crop God that routinely foil the plans of more unruly sects of Harvest King worshipers.
It takes the form of a creeping mass of vines, brambles, leaves, and branches with no discernible beginning or end.

Concegro, the Farmer - Neutral Good
Domains: Good, Plant, Creation, and Sun
Favored Weapon: Sickle
Portfolio: The Sun, Scarecrows, Harvest, and Agriculture.
Symbol: A straw hat above a worn sickle lying flat.
The Farmer is a proposed source for the Scarecrows. As a god, he takes little active interest in the world, instead merely acting as a guardian of sorts, preventing harm from coming to the world while also improving upon it. According to his worshippers, he created the Scarecrows to safeguard the world, acting as protectors. In truth, he represents the platonic ideal of all farmers. Some propose that he created the Harvest King, and will come to stop the Burning Harvest when it arrives.
He takes the form of an old man of indeterminate race and appearance wearing an old straw hat.

The Forest Watcher - Chaotic Neutral
Domains: Chaos, Plant, Animal, and Earth.
Favored Weapon: Handaxe
Portfolio: Forests, the Unknown, and Wild Plants and Animals.
Symbol: A tree overtaken by creeping vines with a pair of eye shapes formed by the interweaving vines.
The Forest Watcher, also known as He Who Overtakes, is seen as the embodiment of nature. He is the enemy of all Scarecrows, save for those that offer him his dues, but is not so much an antagonist as he is a shadowy force that watches and waits. He never actively takes steps against the Scarecrows, but rather slowly creeps up on them, and it is said that he has eyes present whenever a Scarecrow dies. The reason for his abhorrent views is that he is the patron of all untamed wilderness, and the Scarecrows, having come from farms and plantations, represent his antithesis. It is also said that he will be among those that stand against the Harvest King when it comes time for the Burning Harvest. He and the Farmer are constantly at odds.
He takes the form of a bestial creature made from vines with the lower body of a centaur and the torso of a wolf, with numerous vines trailing after it and writhing of their own accord.

The Harvest King - Chaotic Evil
Domains: Chaos, Evil, Darkness, and Fire.
Favored Weapon: Pitchfork
Portfolio: Scarecrows, Constructs, Chaos, Evil, Fire, and Harvest.
Symbol: A pumpkin with a leering face carved into it with fire coming from the holes. Four arms extend from the pumpkin, and each one grips a burning pitchfork.
The Harvest King is a theoretical entity several Scarecrow clerics have seen in prophetic dreams. He is a god without a form, a being without a body. They believe the Harvest King to be like them, a god waiting for a body worthy of his splendor. As a being that does not yet truly exist, the Harvest King shows himself to those he considers worthy to set them upon the path of the Burning Harvest, an event where the Harvest King will show himself and harvest the world with his glorious fire. The other three Scarecrow gods are all in conflict with the Harvest King, and his followers prophesize that they will rise to stand against him but be slain by his myriad of hands.
He takes the form of a gigantic, menacing Scarecrow with four arms and a burning Jack-O-Lantern for a head.
The Harvest King does not accept non-Scarecrow worship.
Let me know if there is anything you feel needs improvement or changing.

Debihuman
2013-09-23, 05:46 AM
I really like scarecrow's racial traits. I would just make a few subtle changes. It is easier if you put the Racial Traits in a List. Also, spells should be italicized and are lower case.

The special abilities should be noted as Ex, Sp or Su. You'll note the speaking with plants is far more powerful than a gnome's ability to speak with burrowing animals as it is a contiuous ability. Living constructs normally do not have darkvision and this has superior darkvision. It also has DR 2/Fire. All this is what really puts this in LA +1 category.

You should probably note that a scarecrow cannot take a crow or raven as an animal companion. Also, a scarecrow must stand vigil before preparing spells.

It also seems that scarecrows should be proficient with simple weapons.

Since all living constructs are created by magic, you should probably change your descriptive text to match.

Updated racial traits below...

See rules for catching on fire here: http://www.d20srd.org/srd/environment.htm#catchingOnFire

Scarecrow Racial Traits:

+2 Dex, -2 Wis
Medium Sized: Scarecrows gain no bonuses or penalties based on size.
Scarecrow's base land speed is 30 feet.
Living Construct Traits: Scarecrows are Constructs with the Living Construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments, however, scarecrows aren't created by magic. They appear to arise spontaneously. Scarecrows have the following features:

Scarecrows derive their Hit Dice, base attack bonus, saving throws, and skill points from the class they select.
Unlike other constructs, scarecrows have a Constitution score, but do not have immunity to mind-affecting spells and abilities.
Scarecrows cannot heal lethal damage naturally.
Scarecrows are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects and necromancy effects.
Scarecrows can be affected by spells that target living creatures as well as by those that target constructs.
Scarecrows with 0 hit points are disabled, as with living creatures. They can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When their hit points are less than 0 and greater than -10, Scarecrows are inert. They are unconscious and helpless, and cannot perform any actions. An inert Scarecrow does not lose additional hit points unless more damage is dealt to it.
Scarecrows can be raised or resurrected.
Scarecrows are immune to poison, sleep effects, nausea, fatigue, exhaustion, and effects that cause the sickened condition.
Scarecrows do not need to eat, sleep, or breathe.
Weapon Proficiency: Scarecrows are proficient with simple weapons and have an innate proficiency with all forms of polearms. This includes exotic weapons and is not restricted by class.
Avian's Adversary (Sp): Once per day, scarecrows can scare a creature with a fly speed as the spell cause fear as a caster with the same number of HD. At fifth level, this ability upgrades to function as the fear spell and can be used twice per day. Every fifth level afterward, a scarecrow gains another daily use of this spell. Creatures without the ability to fly or glide are not affected by this ability. Magically provided flight in an otherwise non-flying creature makes it susceptible to this ability.
Fire Vulnerability (Ex): Scarecrows take 50% more damage from fire attacks. A scarecrow that takes even a single point of fire damage automatically catches fire (no save). Scarecrows on fire take 1d6 points of fire damage each round, until they manage to put out the fire. A scarecrow on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the scarecrow to make a save (DC 15) with a +4 bonus to extinguish the flames.
Flora's Friend(Su): Scarecrows can communicate with plants and plantlike creatures as the spell speak with plants (once a day for a duration of 1 minute).
Standing Vigil (Ex): Instead of sleeping, Scarecrows spend eight hour periods standing straight-backed and with their arms outstretched. They are immobile, but fully aware of what is going on around them. Their ability to scare flying creatures is perpetually active while in this state. A scarecrow must stand vigil before preparing spells.
Night's Nomad (Ex): Scarecrows not only have Darkvision 60 feet, but they can also see in total darkness at that range as if it was in perfect illumination. However, they cannot see in any magical darkness. Abrupt exposure to bright light (such as by a daylight spell) blinds a scarecrow that is using its darkvision, and the scarecrow is dazzled for each round it remains in the affected area.
Automatic Languages: Sylvan, Common, and those available to whoever created the Scarecrow.
Bonus Languages: Terran and Draconic; and those available to whoever created the Scarecrow. Choose from those available to any one common race.
Favored Class: Druid or Ranger
Level Adjustment: +0


Debby

GreaserFish
2013-09-23, 06:29 AM
Thanks for the help. I did mean that all scarecrows need to stand vigil if they want to prepare spells, but it's merely habitual for non-x/day users. Do you have any ideas as to how they can be reduced to LA: 0?

On the topic of magical creation, the point is that they aren't created by anyone using magic. They are naturally occurring creatures, but rare.

Zaydos
2013-09-23, 07:09 AM
I want to point out that DR 2/fire is the same as 2/- as DR never applies against energy damage. I'm guessing you mean a general resistance to all damage weapon and otherwise of 2 but DR is not that umbrella (it doesn't apply against spells unless specified in the spell, it doesn't apply against energy damage, etc), but if it so it should be clarified.

Also with Night's Nomad is their ability to see in total darkness limited to their Darkvision range (effectively just being darkvision without the grayscale limit) or is it completely independent of that range (making darkvision completely redundant)?

Other than that it looks fine though I agree with Debi about increasing the LA by 1 (it seems to have DR 2/- or a better ability) and giving them a Con bonus.

If you want to reduce the LA remove the DR, reduce Night's Nomad to Darkvision 60-ft (no penalty), and limit speak with plants to 1/day possibly gaining more uses as they level. Living Construct traits are fairly strong (look at warforged its composite plating I'm never sure if it's an awesome feature or a penalty, it has +2 Con and two penalties, and it's a living construct and is one of the better PC races in my experience) and the scaling fear effect gives them an ability that will actually become more useful as they gain levels. Speak with plants while a 2nd level spell is not a major game changer (at least in my opinion) and can squeak by without LA increase but at will it becomes one especially at low levels (plants can actually have really good information).

GreaserFish
2013-09-23, 07:20 AM
The reason why I want them to have damage reduction is because they're basically a big bag of straw and wood. There isn't really much there to harm. How would you recommend I handle the whole flammable thing if not like that?

And I did reduce the darkvision range. Their darkvision just functions as perfect illumination within a certain range. I'll consider changing the fear effect to just be as cause fear except for not being restricted by HD. It didn't make sense to me to have one of their key attributes become useless as they leveled up and started facing stronger foes, after all.

Any advice on how to format this would be greatly appreciated, too.

Debihuman
2013-09-23, 07:38 AM
Thanks for the help. I did mean that all scarecrows need to stand vigil if they want to prepare spells, but it's merely habitual for non-x/day users. Do you have any ideas as to how they can be reduced to LA: 0? If you really want LA+0, Remove Flammable Body and just give them Fire Vulnerability.


On the topic of magical creation, the point is that they aren't created by anyone using magic. They are naturally occurring creatures, but rare.

You state this in Living Construct traits: "Scarecrows are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments." Enchantments are magic.

Undead can arise spontaneously but not Constructs and not Living Constructs. While I generally don't mind when a rule is broken, you need a better explanation of how these come into being.

If not magic, then they need a source of creation. It could be something like a normal scarecrow that is hit by lightning but takes no damage sometimes absorbs that power and becomes a Living Construct.

Here is what it should say:
"While living constructs are normally created beings given sentience and free will through powerful complex creation enchantments, scarecrows are not. They appear to arise spontaneously."

[You should give more details about this in the description section.


The reason why I want them to have damage reduction is because they're basically a big bag of straw and wood. There isn't really much there to harm.

They don't need damage reduction due to all the immunities they have. I don't recommend giving them any damage reduction to start. They can gain it through templates and classes.

See my updates on the scarecrow racial traits too. This also includes the correct rules for catching on fire.

Debby

GreaserFish
2013-09-23, 09:17 AM
Alright. I've modified it a little more, mostly futzing with the fear effect and the flammable body ability. I'll have to modify the racial feats at some point, though.

Zaydos
2013-09-23, 09:25 AM
Alright. I've modified it a little more, mostly futzing with the fear effect and the flammable body ability. I'll have to modify the racial feats at some point, though.

Reinstate the upgrade to the fear ability, that was actually one of my favorite things about it.

GreaserFish
2013-09-23, 09:43 AM
I was worried that might be one of the things pushing it over LA +0. I do want this to be a usable player race, as well as one that could function as a proper villain in a campagin, and so I didn't want it to have a level adjustment.

Thunderfist12
2013-09-23, 11:23 AM
On the topic of the scarecrow race... it's awesome! I may just ... "lift" some details for Fading Echo (see world-building). If that's okay with you.

And about the murder rpg... I need to PC that. Unless I get more free time in the near future, then I might GM.

Zaydos
2013-09-23, 12:13 PM
Revenant
The sound of a man banging at my door woke me from my mid-winter slumber. The night was dark, the moon had not risen that evening, and made darker by the heavy fog that had rolled in from the western moors. A man’s voice came in from the night, already hoarse and harsh from screaming, calling out for help. Deciding that the urgent sound of need outweighed my own caution I rushed to the door. I opened the door, swinging it wide to find Thamas Maclin at the door his face distorted with fright and terror, his clothes disheveled from a run through the bog-lands.
“Thamas?” I asked shocked as he pushed his way inside with the speed and power of a beast fleeing for its life. I closed the door and latched it once more. “Thamas what’s wrong what is it?” I asked. He had taken a seat by the window and realizing this he leapt up and began pacing around the center of the small room, biting at his nails in fright.
“Thamas, what’s after you?” I repeated, starting a fire for warmth and light.
“It’s impossible,” he mumbled, “what sorcerer, what vile witch could have done this?”
“Thamas, what is happening?” I was frightened at this point, his terror growing contagious. That’s when it happened, the sound of a body hitting my door, of wood creaking and groaning under the weight. I barely had time to turn to face it before a second slam came, much harder than the first, shattering the door and sending its splintered pieces flying. There, framed in the firelight against the night’s fog was a woman I recognized well enough. Her body was changed, it is true, flesh having grown rotten and the necrosis of death marring her once beautiful features. It was Ednith Maclin, Thamas’s late wife. She had died of sickness and Thamas had remarried soon after, but now she stood here once more her beauty marred by death. Ednith pushed me aside with strength far beyond that which she ever had in life, and moved towards her husband. Her cold, dead hands reached up for his throat and her fingers white as the grave closed around his throat. He struggled against her, clawing at her face and kicking at her stomach but she did not give way squeezing until he stopped struggling and even then continuing to hold onto his throat till her turned blue and finally stopped moving altogether. She turned then, her cold dead eyes meeting mine and sending a chill through my very soul, and she brushed me aside again as she left saying only one word, “Poison.”

That morning Thamas’s new wife Maglin was found dead, the cold, rotting hands of his previous widow still grasping her beautiful neck.

Sometimes when a human(oid) is wronged and killed they are unable to rest easy in the grave, their desire for a final vengeance lingering in their corpse. This creates a kindling that a spark of negative energy can ignite, allowing for such entities to return to the world in undeath to wreak their final vengeance against the living. These beings, called revenants, roam the world seeking to complete this final task so that their soul can finally be at peace, or succumb entirely to the rage within them becoming nothing more than a murderous beast extracting vengeance upon all who come near.

Personality: A Revenant’s desire for vengeance burns away much of what their personality once was leaving in its place a burning passion. Revenants are extreme beings, their sense of personal justice magnified by their undead state. Revenants retain parts of their previous personality, and some struggle to maintain what once made them who they were against the magnetic draw of vengeance.

Physical Description: A revenant looks as they did in life, but their body has been touched by death. Most revenants have been dead for more than a week before revival, and some for longer, and they still bear with them the decomposition of that time. Even those revenants that rise more quickly show signs of necrosis caused by the same negative energy that gave them life.

Relations: Revenants are often distrusted by living races, both due to their undead nature and due to the danger that they wholly succumb to the fires of vengeance and become little more than a raging beast. Beyond that they get along best with races that respect the right of vengeance, such as orcs and dwarves.

Alignment: Revenants begin as whatever alignment they were in life, but their focus on vengeance often leads them towards chaos. Few revenants begin as evil beings, while the desire for vengeance is there it seems some combination with an honest belief in innocence is necessary and few evil creatures manage it well enough, but many become it succumbing to their desire for vengeance to such an extent that the only justice that matters anymore is that in which they are repaid for all the “good” they have done or rewarded for the pain they have suffered and all other creatures feel their vengeance for any harm they have dealt to the revenant.

Revenant Lands: Revenants are (usually) human corpses reanimated by a thirst for vengeance and rarely do they live beyond their vengeance. As such revenants have no lands of their own.

Religion: Revenants at least initially worship the same god(s) as they did in life. Those worshipping lawful or good gods may find that their deity no longer wants them; a (hypothetical) cleric of Pelor who returns as a revenant will soon find that even should he return to mortal life he has lost his god’s favor. Revenants who cannot reconcile their undead state with their god often find themselves turning to a new god or abandoning them altogether. For these lost souls evil gods who extol vengeance and promise it to their worshippers often appear appealing at least for the short term.

Language: A revenant speaks the languages they knew in life, no more and no less.

Names: A revenant’s name is still (normally) the name it had in life.

Adventurers: A revenant is driven by a need for vengeance. Many become adventurers seeking this revenge, looking for information on the one who wronged them. Others know they lack the power to obtain their vengeance and turn to the pilfering of ancient treasures as a means of gaining such power.

Note: Some of a revenant’s traits make them unappealing to normal play styles, specifically the threat of succumbing to the desire for vengeance. Ultimately the race is intended for a game where the player and DM know each other and trust each other and is made for a specific type of character-based quest and ultimately requires a game where you work with the DM to make your character fit.

Revenant Racial Traits

+2 Strength, -2 Wisdom, -2 Charisma, no Constitution: A revenant has inhuman strength but their mind has decayed leaving it only partially fettered to the world and unable to properly connect.
Undead type: A revenant is an undead creature with all the penalties and benefits that comes with it.
Medium size: A revenant gains no benefits or penalties for their size.
30-ft base land speed.
d12 Hit Dice: A revenant has d12 hit dice for all class levels.
+1 hp/Hit Dice: Revenants are particularly tenacious in their clinging to unlife their desire for vengeance binding them to life.
Darkvision: 60-ft
DR X/magic: A revenant gains damage reduction equal to half its character level, up to 5 at 10th level, penetrated by magical weapons.
Deathless Rage: A revenant may enter a berserk state gaining a +4 Strength bonus, increasing by +2 per 10 character levels they have obtained and half that bonus to Charisma, and suffering a -2 penalty to Armor Class for 4 rounds. During this period a revenant may not use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, or spell completion (such as a scroll) to function, with the exception of Charisma based spells. He can use any feat he has except Combat Expertise, and item creation feats, feats. These bonuses do not stack with a barbarian’s rage or similar ability. A revenant may use this ability any number of times per day, but if they use it more than once in a day they must make a Wisdom check (DC 8 + 1 per previous use of Deathless Rage within the last week) or go berserk unable to tell friend from foe and attacking the nearest creature regardless of which it is. If they use Deathless Rage again within 24 hours after failing such a check they must make a Wisdom check (DC 8 + 1 per previous use of Deathless Rage within the last week) or they enter a frenzy once more and their alignment immediately shifts permanently to Evil. If they use Deathless Rage again within 24 hours after failing such a check they must make a Wisdom check (DC 8 + 1 per previous use of Deathless Rage within the last week) or they enter a frenzy once more and are permanently in a state of frenzy.
Bound by Vengeance: A revenant exists for the purpose of obtaining some personal vengeance and this burning desire is what physically sustains them, but also threatens to consume them. The exact amount of time a revenant can be distracted before suffering penalties varies, but a PC revenant is assumed to have the greatest possible leeway. A revenant that spends more than a month not actively pursuing their vengeance must make a Will save each day (DC 15 + 2 per previous save) or have their mind subsumed by this rage for one day acting purely as a creature of vengeance for this period (they become an NPC for the duration); if the revenant returns to active pursuit of this vengeance for at least three days the DC and time is reset. A revenant that fails 2 Will saves against this effect has its alignment permanently changed to Evil, and one that fails 4 Will saves is permanently consumed by its rage. In addition if a revenant manages to succeed in their vengeance the dark force animating their body fades soon after (long enough to finish the battle and/or have a parting scene) and they return to death. A DM is encouraged to arrange things so that the revenant can be resurrected back to their initial human form (possibly even stating that some quirk of the state makes it so that they can be raised with Raise Dead or Revivify as if they had never been undead and just died) and ensure that if a method including level loss is used to raise them the revenant gets story XP (for completing a major character goal naturally) at least enough to make up for the loss. Another option is deciding that due to the PCs rare nature they remain animate losing this ability and no longer able to use Deathless Rage more than 1/day.
Dark Power: A revenant’s Charisma score is treated as 4 higher for determining the save DC of effects, the highest level spells they can cast, and bonus spells.
Unnatural Mein: A revenant suffers a -2 penalty to Charisma checks dealing with living creatures.
Bonus Feat: A human revenant retains their bonus feat they had in life.
Turn Resistance: A revenant has turn resistance +2.
Level Adjustment: +1. I aimed at making them stronger than a necropolitian (which has a weird pseudo-LA of slightly less than 1 with LA buy off) but only slightly.
Automatic and Bonus Languages: Common (Automatic) and Any non-secret (Bonus).
Favored Class: Any.


Dwarven Revenants:
Dwarven revenants tend to find their reintegration into dwarven culture easier due to dwarven culture’s acceptance of vengeance, and a quirk among dwarven revenants: dwarven revenants rarely seek a purely personal vengeance but instead vengeance for some wrong done to their family or clan as a whole and dwarven culture respects such a need. Dwarven revenants are rare, often manifesting as the last member of a line or clan killed by treachery, a truly rare occurance.

Dwarven Revenant Racial Traits:
As human revenant except:

+4 Str, -2 Wis, -2 Cha, no Con. Dwarven revenants are stronger than human ones.
20-ft base land speed. However, dwarven revenants can move at this speed even when wearing medium or heavy armor.
+2 hp/HD: Dwarven revenants are tougher than human ones, this replaces a normal revenant’s +1 hp/HD.
Stonecunning: A dwarven revenant possesses the same stonecunning it possessed in life.
Dwarven Combat Bonuses: And combat bonuses.
Dwarven Weapon Familiarity: And weapon familiarity.
+2 on saves versus Spells and Spell-like Abilities
No Dark Power: Dwarven revenants do not possess the same source of magical might as their human equivalents.
No Bonus Feat
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter.

GreaserFish
2013-09-23, 12:13 PM
I may just ... "lift" some details for Fading Echo (see world-building). If that's okay with you.
So long as I at least get a footnote as the source of the inspiration, I'm cool with it. In fact, anyone wanting to improve upon the Scarecrow race or use it is freely able to. I would like to be informed if you actually use it, though, seeing as I want it to be a working race that anyone can just sort of pick up and use.

kreenlover
2013-09-23, 04:55 PM
Macabre Danseur

http://cache2.artprintimages.com/p/LRG/23/2324/HJ7YD00Z/art-print/alchemy-danse-macabre.jpg
By Isiriel (http://eltoquedeundoctor.blogspot.ca/2011/10/danse-macabre.html)

It's close to midnight
Something evil's lurkin'in the dark
Under the moonlight
You see a sight that almost stops your heart
You try to scream
But terror takes the sound before you make it
You start to freeze
As horror looks you right between the eyes
You're paralyzed
-The song that is often on a Macabre Danseurs lips

class description

BECOMING A Macabre Danseur
Macabre Danseurs arise after an encounter with a mysterious song. The song will ring out in their minds, time and again, until they begin to waltz to it, dansing, dansing, dansing a danse macabre.
Macabre Danseurs who get to the higher echelons of their power learn a new song. They dance, and their dance is infectious. A veritable horde of zombies springs up at their call.

ENTRY REQUIREMENTS
Race: Must have two legs and two arms
Skills: Profession (Danseur): 8 ranks
Spells: Must be able to cast both arcane and divine spells. Must be able to cast one spell of the necromancy school. Must be able to spontaneously convert spells into any summon nature's ally spell
Special: Must experience the Song

Class Skills

Skills Points at Each Level: 2 + int

Hit Dice: d4

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+1|
+2|
+2|
+2|Scurry Skellingtons, Backup Dancers, Casting Danse|+1 level of previous arcane and divine casting

2nd|
+2|
+3|
+3|
+3|Danse Casting +1|+1 level of previous arcane and divine casting

3rd|
+3|
+3|
+3|
+3|Danse Casting +2|+1 level of previous arcane and divine casting

4th|
+4|
+4|
+4|
+4|Danse Casting +3|+1 level of previous arcane and divine casting

5th|
+5|
+4|
+4|
+4|Danse Casting +4, Thriller Night|+1 level of previous arcane and divine casting[/table]


Weapon Proficiencies: Macabre Danseurs gain no weapon proficiency.


Scurry Skellingtons The Macabre Danseur adds the Spooky Scurry Skellington and Thriller Zombie (http://www.giantitp.com/forums/showpost.php?p=7584502&postcount=12) to their list of monster summonable by summon nature's ally. It acts as being on the list for summon nature's ally II. Each level of spell sacrificed higher than 2nd allows you to summon an additional 1d4 Scurry Skellingtons (or Thriller Zombies). These Scurry Skellingtons (or Thriller Zombies) have 6 ranks in Profession (Danse).
Backup Dancers For each Scurry Skellington (or Thriller Zombies) that devotes a full round action to dancing the Macabre Danseur gains a bonus to caster level. This bonus is equal to 1/4 of the number of Scurry Skellingtons (or Thriller Zombies) that are currently dancing. The total bonus cannot exceed their current level in this class.
Casting Danse A Macabre Danse can enter a Casting Danse a number of time per day equal to their class level. To enter this state they must take a full round action, and make a profession (Danseur) check equal to their (10+highest level spell*2). They can maintain a casting danse for as long as they wish, so long as they take a full round action to do so, and move at least half their speed (this can be done as part of the full round action). While in a Macabre Danse they gain a bonus to caster level spells of necromancy and summoning spells equal to their class level-1. This bonus also applies to Otto's irresistible dance.
A Macabre Danseur can cast any spell they have prepared as a free action while maintaining the Casting Danse.
Danse Casting: If a Macabre Danseur makes a full round action to Danse, they can cast any one spell as part of this action. This requires no verbal components, but it does require somatic components, and for the caster to move one square.
Thriller Night The Macabre Danseur can once per day summon a horde of undead while in a Casting Danse. They can summon 2d4 per level Spooky Scurry Skellingtons (or Thriller Zombies) that follow the same rule as their Scurry Skellingtons ability. These can act as backup danseurs, or as regular summoned monsters. However, they only follow the Macabre Danseurs commands for as long as the Macabre Danseur continues the Casting Danse. They can cast no spells while maintaining the Thriller Night.

PLAYING A Macabre Danseur
The Macabre Danseur is a demon of the night, a fell creature that danses in the night, throughout the night. A spooky figure, they often appear skeletal.
They have no love other than dansing; dansing consumes them. Even while not in a Casting Danse they will often waltz (or thriller) around the room.
Combat: The Macabre Danseur is a summoning beast. They can easily fill any combat with hordes of their Scurry Skellingtons.
Advancement: Ehh, not much here.
Resources: Anything with a love of Danse.

Macabre Danseurs IN THE WORLD
I mean, wow, that Michael! He just keeps dancing, and dancing, and dancing! And you do not want to make him mad. I once saw someone insult his dancing, and he dansed up an army of skellingtons that tore the poor man apart!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

Macabre Danseur IN THE GAME
Not sure how this will affect the game
Adaptation: This class can be put into any setting with almost no work; change their region of origin, and you have a new class!
Encounters: PCs may encounter a Macabre Danseur on any night with a full moon, in any graveyard, or a particularly foggy night. They love the danse, and are often accompanied by one or two Skellingtons as backup danseurs. They can also be encountered at dance competitions


WIP, PEACH

yes, I did just take my spook class table and copy it over here. No, I have not gotten around to editing all the old stuff out yet. Yes, this is going to be the necro/druid who summons dancing skeletons.

A clarification of what exactly you want from the class would be nice...

Hope you like it!

Edit: all the other instances of bad frenglish will have to wait. I wrote 'danse' too many times to have the time to go back and fix it :smalltongue:

gurgleflep
2013-09-23, 06:36 PM
Yowzers, that's a lot of `brew! I'd forgotten to check this thread and all I can say is damn! :smallbiggrin: Diggin' the revenants, re-done scarecrows, and the Macabre Danser!

D20ragon
2013-09-23, 07:04 PM
This is not a game related topic,(I'll post some as I think of them),but here is a piece of writing formally known as a poem,by moi.


"When hallows eve has come around,
And the pumpkin moon is high,
The spriggins wet their scythes with blood,
And the year begins to die."

kreenlover
2013-09-23, 07:51 PM
"When hallows eve has come around,
And the pumpkin moon is high,
The spriggins wet their scythes with blood,
And the year begins to die."

That is nice. Here is one by me:

"The days grow cold,
The nights grow long,
And clouds do cover the sky;

When crows take wing,
And birds fly south,
And flowers wilt and die;

When the crops grow tall,
When the trees turn brown,
When the wind rustles through the trees;

When you know that we are safer indoors,
When the frost creeps across the ground,
Then we know it is All Hallows eve

Then the nightman comes to haunt,
The ghouls and ghasts do ride,
The witches frolick in the dell,
And monsters spew from fiery hell,
When children scream in fear and delight,
When shadows flit 'cross the moon at night,
The horsemen ride, four shadow nags,
And all our bones with aches and agues

This is the night to laugh and scream,
This is the night of Halloween"

ALSO, Gurgle, I am asking about your goblins.

D20ragon
2013-09-24, 06:09 AM
I quite like that

GreaserFish
2013-09-24, 06:00 PM
Added a couple of things to the Scarecrow and added another god, the Forest Watcher. Not entirely happy with the way I worded his description, but I'll leave it to you guys to decide how that holds up.

Debihuman
2013-09-24, 09:49 PM
Macabre Danser

Okay this name is just killing me. It is either "Macabre Dancer" or it is "Macabre Danseur." Danser means "to dance" in French. It is not a noun, it is a verb.

Feel free to use my Thriller (aka Dancing Zombies): http://www.giantitp.com/forums/showpost.php?p=7584502&postcount=12



Debby

gurgleflep
2013-09-25, 02:46 AM
*Extremely nice poetry*

ALSO, Gurgle, I am asking about your goblins.

You're the first xP
Basically I made that to show off my goblins - I make them as avatars for those who want them :smallbiggrin: The goblin holding the staff is in use (it has potions at his feet in the avatar), the goblin with the flaming knife is also in use, and then there's my avatar - I have fun making them, so if you would like to request one go right on ahead :smallcool:


@Debihuman:
Dang it, now I'ma have that song in my head :smalltongue: Those are quite fun though.

kreenlover
2013-09-25, 03:17 PM
@Debbie: Yah, I just first thought about Danse Macabre when he said dancing skeletons. So, I then switched Macabre and Danse and added an 'r'. Yah, frnech class today has made my brain hurt when I look at that. Any suggestions as to how to fix it?

Oh, you said danseur. right. I'll fix that now.

Also, I'll change that to able to summon either or. I like those thriller zombies :smallbiggrin:

@Gurgleflep: I like the looks of those goblins. Would you be averse to making me a Halloween themed one? No specifics beyond that; surprise me.
Also, thanks for the compliment about my poetry. I can't draw or make visual art, but I do enjoy words

Any other comments about the Macabre Danseur? Any actual rules/balance suggestions :smalltongue:

D20ragon
2013-09-25, 03:26 PM
Ooo! Ooo! I want a goblin too please!
Also,is there a Halloween type witch class or PrC anywhere? If so,please link it.

kreenlover
2013-09-25, 05:25 PM
There is the Dread Witch from heroes of horror, and the Memetic Witch from this (http://www.giantitp.com/forums/showthread.php?t=256751) thread.

Or just go with the plain ol' Pathfinder witch

gurgleflep
2013-09-25, 07:04 PM
Yeah, I can do both goblin requests :) any addition al info would help - gender, hairstyle, class, erc.


On the witch note: I didn't know PF had a witch :S

kreenlover
2013-09-25, 07:13 PM
Yah, pretty sure its in ultimate magus.

But I've never even played pathfinder, so don't look at me for pathfinder knowledge :smalltongue:

Uhh, guess that the goblin can be male. Other than that, Halloween is the theme. If thats too broad then maybe longish grey hair that is tied back in a ponytail. Young goblin. Red eyes and pale almost white skin. The rest I leave up to you. (class would be something non-frontline melee)

D20ragon
2013-09-25, 07:17 PM
Ok,goblin description. Male,thief or spellcaster. Draconic,if possible. I like dragons. *shrug* I don't know beyond that.

Yes,pathfinder has a witch. It's a bit like 4e warlock,actually. Anybody want to run a halloween PbP? I'm available(mostly)

gurgleflep
2013-09-25, 10:37 PM
Yah, pretty sure its in ultimate magus.

But I've never even played pathfinder, so don't look at me for pathfinder knowledge :smalltongue:

Uhh, guess that the goblin can be male. Other than that, Halloween is the theme. If thats too broad then maybe longish grey hair that is tied back in a ponytail. Young goblin. Red eyes and pale almost white skin. The rest I leave up to you. (class would be something non-frontline melee)


Ok,goblin description. Male,thief or spellcaster. Draconic,if possible. I like dragons. *shrug* I don't know beyond that.

Yes,pathfinder has a witch. It's a bit like 4e warlock,actually. Anybody want to run a halloween PbP? I'm available(mostly)

Here's what they look like :smallsmile: More changes can be made to both of them and I'll shrink them down upon confirmation... And I'll stick to PMs from here on out, don't want to get to far off topic!
http://fc03.deviantart.net/fs71/f/2013/268/4/e/homebrew_requests_by_bobbobbbbob-d6nwswn.png

Are there any good undead summoning classes out there? Something more towards the style of the Diablo II necromancer would be preferred.

D20ragon
2013-09-26, 05:56 AM
I really like mine. I'm not sure about an undead summoning class,but I could homebrew a Druid who uses summon undead and has an undead companion.

kreenlover
2013-09-26, 10:10 AM
Asides from Dread Necro (which is only kinda meh at it anyways)?

No idea there, sorry

Volcan
2013-09-29, 01:12 PM
gurgleflap a sent you a massage about your goblins can you make me one

kreenlover
2013-09-29, 01:24 PM
So, anyone else want to make anything for Halloween? Any other ideas? Anybody else want me to make a PrC(I like PrCs)?

DREAD MASTER! Sorry, just remembered, thats another Undead summoner class

D20ragon
2013-09-29, 02:35 PM
I'll post PrC ideas as I think of them. A more talented homebrewer then I should build them,though.

gurgleflep
2013-09-29, 03:25 PM
gurgleflap a sent you a massage about your goblins can you make me one

I've replied :smallsmile:


So, anyone else want to make anything for Halloween? Any other ideas? Anybody else want me to make a PrC(I like PrCs)?

DREAD MASTER! Sorry, just remembered, thats another Undead summoner class

If I knew how to brew, I would make some... but looking at my homebrew should indicate that I haven't the slightest idea what I'm doing xD

What book is that in?


I'll post PrC ideas as I think of them. A more talented homebrewer then I should build them,though.

I look forward to seeing these ideas and the creations that may come of them :smallsmile:

D20ragon
2013-09-29, 03:45 PM
Sorry,this isn't a PrC or Halloween realated,but certenly is macabre. I got the idea from Gramarie. A setting were guns exist,but to fire,need large quantities of bone and/or blood. A bodies worth,to be precise.So,when armies set forth,they dig up graveyards,drain the blood of humans and animals,all for the sake of killing more. Also,when combat ended,there'd be a scramble to recover the bones and blood of the fallen.

"They take our blood and bones for guns,
Take our daughters,steal our sons,
Raze our towns and crush our fields,taking what slim harvest yields
Run our people to the ground,
The wheel of war turns slowly round."
Lament of war.

You know what,I am going to start this setting in its seperate thread when I have time. Please help. But for now,Halloween!
A PrC idea:autumn dancer. A dancer,spinning like the whirling leaves.

kreenlover
2013-09-29, 03:51 PM
Umm, the dancer idea is kinda overdone. You have the Tempest, the Whirling Dervish, my creation the Macabre Danser, the Shadowdancer, that one from Complete Scoundrel...
The list goes on. I would make it, but I need something a bit more specific than 'a dancer spinning like the whirling leaves'

As the for the dread master it was from Dragon compendium.

D20ragon
2013-09-29, 03:55 PM
I was actually thinking of a dancer with autumn powers. Blinding enemies with leaves,gaining a limited fly ability(dancing on gusts of wind),maybe fire based abilitys as well.
How'd you like the poem?

kreenlover
2013-09-29, 05:06 PM
"They take our blood and bones for guns,
Take our daughters, steal our sons,
Raze our towns and crush our fields,taking what slim harvest yields
Run our people to the ground,
The wheel of war turns slowly round."
Lament of war.

I really like it. It rhymes :smallsmile:

Oh, so like a sorta trickster-style dancing PrC? I can make that, definitely

D20ragon
2013-09-29, 05:37 PM
Be great if you would. Glad you like the poem. I'll link the thread with the setting on it once I create it.

Volcan
2013-09-29, 07:03 PM
I love Halloween I guess I could make a homebrew monster.
How about the trick or treater it is a ghost like thing with a major sweet tooth and it won't give you a moments peace until you give it something good to eat...

D20ragon
2013-09-29, 07:49 PM
If you don't,does it get violent?

gurgleflep
2013-09-29, 11:08 PM
First off: BLIMEY! All the avatars on this page of the thread so far are ones I made :smalleek:

Secondly: spiders are a big part of Halloween (at least at my house), so would something along the lines of an arachnid-like humanoid be possible? Maybe an arachnomancer?
I have a big fear of spiders and punch them on site, but love how something so tiny can be so extremely deadly.

D20ragon
2013-09-30, 05:48 AM
Here is something along those lines that I found on this very site.


http://www.giantitp.com/forums/showthread.php?t=306358

It seemed pretty cool to me.

kreenlover
2013-09-30, 09:24 AM
Drow of the Underdark has a lot of spider stuff.

Anything in particular spider themed that you want made?

gurgleflep
2013-09-30, 02:50 PM
Here is something along those lines that I found on this very site.


http://www.giantitp.com/forums/showthread.php?t=306358

It seemed pretty cool to me.

That's pretty awesome :smallsmile: thanks for linking to it.


Drow of the Underdark has a lot of spider stuff.

Anything in particular spider themed that you want made?

I like Drow of the Underdark :smallsmile:

The only things I can think of offhand are these three:
Barbarians have their totems (lion, snake, etc.), so a spider totem would be cool :smallbiggrin:
A class that makes the user more and more spider-like (kinda similar to the Dragon Shaman).
Is there already a spider domain for clerics? If they don't, there should be one :smalltongue:

Zaydos
2013-09-30, 03:02 PM
Spider domain is in the Spell Compendium.

Spider Totem:
A barbarian with the spider totem loses their Fast Movement, Uncanny Dodge, and Greater Uncanny Dodge abilities but gains the following instead

1st: +4 on saves versus poison.
2nd: Climb speed equal to 1/2 their land speed.
5th: A Spider Totem Barbarian is almost impossible to constrain. They gain the advantages of an extraordinary Freedom of Movement spell except that it does not apply against grapple attempts. They instead gain a +4 on all attempts to escape a grapple.

gurgleflep
2013-09-30, 03:23 PM
Spider domain is in the Spell Compendium.

Spider Totem:
A barbarian with the spider totem loses their Fast Movement, Uncanny Dodge, and Greater Uncanny Dodge abilities but gains the following instead

1st: +4 on saves versus poison.
2nd: Climb speed equal to 1/2 their land speed.
5th: A Spider Totem Barbarian is almost impossible to constrain. They gain the advantages of an extraordinary Freedom of Movement spell except that it does not apply against grapple attempts. They instead gain a +4 on all attempts to escape a grapple.


I should have known there was already one with Lolth in the drow pantheon.

WOO! :smallbiggrin: Many thanks Zaydos!

Debihuman
2013-10-08, 12:36 PM
FYI, there is free for download a pumpkin golem over at Paizo in case anyone is interested. http://paizo.com/products/btpy8w0k?Pumpkin-Golem

Debby

Thunderfist12
2013-10-08, 04:32 PM
So I'm working on a Halloween-esque, fey-based setting with Kreenlover and D20ragon.

If anyone else would like to help with Fading Echo (http://www.giantitp.com/forums/showthread.php?t=303697), that would be awesome.

kreenlover
2013-10-09, 03:11 PM
I may or may not have promised an Autumn Dancer and Spider themed PrC to the fine people of this thread.
I may or may not still make those when my internet is working properly and I have less homework.

For now I submit this Halloween themed item (PEACH):

This blackened and dinged pot sits unassumingly on the shelf of the late wizard's alchemy room. The adventurers overlook it in their search for loot, not realizing that they had just passed by the most powerful item in the room.

Cost:
Minor: 17 640 Gold Pieces
Major: 52 920 Gold Pieces

Slot: None

Activation: When a caster or character with the Brew Potion feat chants 'Double double toil and and trouble, fennel burn and cauldron bubble' while pouring potion ingredients into this cauldron the cauldron is activated.

Use: Using the Cauldron allows you to affect any potion brewed using it as being affected by Magical Artisan (http://dndtools.eu/feats/forgotten-realms-campaign-setting--19/magical-artisan--1828/), reducing gold piece and XP costs by 25%. It also allows the user to brew the potion in as only a full round action instead of the regular time.
The Minor Witch's Cauldron allows you to use this once per day.
The Witch's Cauldron allows you to use this property an unlimited number of times.

Creation: Requires Craft Wondrous Item, Brew Potion, and Magical Artisan feats; imbue with spell ability, CL 10th.
Major: 26 460 GP, 2116 XP
Minor: 8 820 GP, 705 XP

D20ragon
2013-10-09, 03:49 PM
I like that. Don't worry bout the Autumn dancer.

inuyasha
2013-10-09, 04:02 PM
Hey, Ive given up on the phobia demons for a bit, and I havent really been here, but with all the talk of spiders, how about a monster soon?


Ghoul spiders



Size/Type:
Diminutive Aberration (swarm)


Hit Dice:
3d8+3 (16 hp)


Initiative:
3


Speed:
20 ft (4 squares), climb 20ft


Armor Class:
17 (+4 size,+3 dex), touch 17, flat-footed 14


Base Attack/Grapple:
+2/-15


Attack:
swarm (1d8 plus poison)


Full Attack:
swarm (1d8 plus poison)


Space/Reach:
1ft/0ft


Special Attacks:
distraction,poison


Special Qualities:
swarm traits, vermin traits, Reanimation


Saves:
Fort +2, Ref +4, Will +3


Abilities:
Str 1, Dex 17, Con 12, Int 12, Wis 10, Cha 2


Skills:
Climb +9, Hide +21, Move Silently +9


Feats:
Ability focus (poison)


Environment:
warm,forest


Organization:
solitary


Challenge Rating:
3


Treasure:
standard


Alignment:
Always neutral evil


Advancement:
Special


Level Adjustment:



Sometimes lolth needs an agent on the prime material, demons are to noticeable, driders get boring, drow are too subtle. So she created the ghoul spider, which is a bit of a misnomer because it is not undead. The ghoul spider swarm can devour meat off of somethings bones, and spin a special, supernatural web to take on the appearance of the target, and begin to unravel parties from the inside.
distraction (Ex)
Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 12) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
poison (Ex)
DC 15 1d4 dex/1d4 dex

Reanimation (Su)
When ghoul spiders kill an opponent, they immediately swarm over the targets corpse, stripping the flesh entirely, they then cling tightly to the bones and spin a web over themselves that looks like the target. This new creature is a "meat suit" with a ghoul spider swarm underneath, (applying the meat suit template below). This ability works on small and medium sized creatures, but 2 swarms can combine to reanimate a large, 4 for a huge, 8 for a gargantuan, Collossal forms cannot be reanimated using this ability.



Skills
A Ghoul spiders uses its dex modifier for Climb checks. It can take 10 on climb checks even when rushed or threatened.

A meat suit creature is exactly the same as the base creature except it has half the hit points, -4 dexterity, the mental abilities of the ghoul spider swarm, and a turn attempt will deal the clerics cha mod*her level in damage to it. The ghoul spider swarm can not attack or be attacked until the meat suit is damaged

kreenlover
2013-10-09, 08:08 PM
I like the Ghoul Spiders. That +21 to hide is going to be brutal on PCs :smalleek:
Assuming you are still working on it, but what does Memory do?

And it would be nice if we could get some fluff...

gurgleflep
2013-10-09, 11:23 PM
I quite like the cauldron and the spider ghoul :smallsmile:

And thanks for the link Debby, when I first saw it the site was down for maintenance or something ._.

inuyasha
2013-10-10, 08:08 AM
oh, memory is being removed, it was something I forgot to take out

Debihuman
2013-10-16, 04:06 AM
A ghoul spider swarm takes up 10 feet in Space not 1 foot. See swarm. Also it is missing a feat.

Poison should be written out completely as so:

Poison (Ex): Injury, Fortitude DC 15, Initial and Secondary damage 1d4 Dex. The save is Constitution-based and includes a +2 bonus from Feat.

Otherwise it looks pretty good.

You might want to consider putting the creature's name in the table header since your tables lack headings.

Shouldn't the Meat Suit Template turn a creature into an Undead? How else can it be turned?

I recommend fleshing out the Meat Suit Template a bit more. Base creature must have bones and must have been eaten by the ghoul spider swarm. [You might want to rank the ghoul spider swarm's preferences: Humanoids, Monstrous Humanoids, Giants, Fey, Dragon, Magical Beast, Animal, Outsider, Aberration].

Debby

Zaydos
2013-10-17, 02:08 PM
Werewolf base class (http://www.giantitp.com/forums/showthread.php?t=309502)

Thought you might be interested.

gurgleflep
2013-10-17, 08:12 PM
Werewolf base class (http://www.giantitp.com/forums/showthread.php?t=309502)

Thought you might be interested.

Very interested :smallamused: I look forward to seeing the finished product, I see you've not got the fluff in just yet.

Zaydos
2013-10-17, 08:33 PM
Very interested :smallamused: I look forward to seeing the finished product, I see you've not got the fluff in just yet.

Yeah, partially because I don't want to limit it to my view of werewolves more than I already have and partially because burn out that's part of why I haven't finished typing the alpha/mythics (got into the mythics on word).

GreaserFish
2013-10-17, 10:46 PM
So I was trying to write up a spider-themed player race, probably at EL+0/+1, but I was having an issue figuring out the rules for size. The way I'm envisionng the race in my head, they're technically tall enough to be considered large, except for the fact that they bunch themselves up into about the same amount of space as a medium creature.

Anyone have any thoughts?

Zale
2013-10-17, 11:35 PM
Large with Slight Build?

GreaserFish
2013-10-18, 04:26 AM
I was thinking about something along those lines, but I don't think it would work because of how they're always bunched up. They can extend themselves into the space a large (tall) creature would take up, but it is uncomfortable for them and they wouldn't be able to preform actions like grappling or attacking. I'm thinking I'd need something along the lines of large (in name only) to properly illustrate it.

Debihuman
2013-10-18, 07:52 AM
Give them the special ability to squeeze into a tight space which would allow them to squeeze into a 5-foot square without having to make an Escape Artist check and without taking the -4 penalty to AC though they should still probably lose its Dex bonus to AC (if they have any). See movement for additional rules on this.

Debby

GreaserFish
2013-10-18, 08:11 AM
The problem with that line of thought is that they, as a concept, shouldn't take issues from being in that amount of space. It's spreading themselves out to their full size that gives them trouble.

kreenlover
2013-10-18, 09:17 AM
Then give them a special ability. Make it similar to powerful build or jotenbrud.
State that as long as they use it they are sickened? or just can't make attacks, cast spells, etc.

Something like this:

Stretchy Flesh (EX): While normally hunched over the can stretch to large size as a move action. When in this state they gain 2 strength, but lose 2 dex and 2 con. They also take a -1 to ac and attacks because of their large size. However, they get a 10ft reach. This state is hard to maintain, taking a standard action each turn (or a move action but they can't attack?) and is painful to maintain beyond free rounds, each additional round the creature must make a fort save equal to 12+# of rounds beyond first or return to tyheir regular size and be sickened for a number of rounds equal to as long as they stayed large.

Debihuman
2013-10-18, 11:00 AM
This is what you said: "They're technically tall enough to be considered large, except for the fact that they bunch themselves up into about the same amount of space as a medium creature."

Bunching up is the problem you mentioned. I think you need to figure out the concept first. Either they are normally Large and take up their full space but can squeeze into a smaller space or they are Medium sized and can extend themselves into a larger space (like a blowfish) and become Large size.

I admit I don't quite get what you are trying to convey.

Edit: it doesn't make a lot of sense to make them Large naturally if becoming full size is detrimental.

Debby

Thunderfist12
2013-10-18, 02:13 PM
Why not a variant template for creatures between sizes:

Unsized
* Benefits/penalties of both sizes.
* Counts as the smaller size for categorizing and space.
* Reach and weaponry as larger size.
* Standard speed average of that of both sizes.
* Both sizes must be within one size band of each other (ie. M/L, but not S/L).

Tiktik Ironclaw
2013-10-18, 04:48 PM
I apologize if something along these lines has already been posted, I just can't stopped thinking of Michael and Jason.

(Note: I am not an experienced homebrewer.)

Psychopathic Murderer Template
Size: No change
Type: No change
Hit Dice: All past and future hit die improve to d10s
Speed: Base -10
Armor Class: No change
Special Qualities: Horrifying Presence You have the ability to make any humanoid in the room you are in become terribly afraid, causing them to panic and run for the nearest stairs up (or down in dungeons:smalltongue:). Will negates. DC is 15 + your Str - target's Wis.
Offscreen Teleport You may teleport a distance of up to 50 ft, as long as nobody is watching you. You may not teleport into any area warded against teleport. Both abilities are at will.
Abilities: Str +4, Con +2, Int -2, Cha -2
Skills: +4 to Hide, Intimidate, Move Silently, and Search
Environment: Temperate Forest/Dark Building
Organization: Solitary
Treasure: Bodies
Alignment: TN, CN, LE, NE, or CE
Level Adjustment: +2

Edit: Made some changes to Speed and LA, lowered the HD size but kept them to reflect the damage the killers took in life, like Jason getting stabbed, nearly run over, hung, and then having an axe implanted in his skull before going into stasis(?).

kreenlover
2013-10-18, 06:08 PM
Psychopathic Murderer Template
Size: No change
Type: No change
Hit Dice: All past and future hit die improve to d12s
Speed: No change
Armor Class: No change
Special Qualities: Horrifying Presence You have the ability to make any humanoid in the room you are in become terribly afraid, causing them to panic and run for the nearest stairs up (or down in dungeons:smalltongue:). Will negates. DC is 15 + your Str - target's Wis.
Offscreen Teleport You may teleport a distance of up to 50 ft, as long as nobody is watching you. You may not teleport into any area warded against teleport. Both abilities are at will.
Abilities: Str +4, Con +2, Int -2, Cha -2
Skills: +4 to Hide, Intimidate, Move Silently, and Search
Environment: Temperate Forest/Dark Building
Organization: Solitary
Treasure: Bodies
Alignment: TN, CN, LE, NE, or CE
Level Adjustment: +1

And thats what we are here for :smallsmile:
To me it looks like that should be worth at least a +2 LA, if it shouldn't just be LA - (not suitable for PCs)
The utility of the teleport alone is worth at least a +2 or so. But I'd say this is better for an NPC. Worth a +2 CR likely.

Also, will save DC should likely be 15+str mod OR 10+1/2 HD+str mod. their wisdom shouldn't come into it (as its already a part pf the will save)

Network
2013-10-18, 07:58 PM
I think the template should change the base creature's type to undead, with undead traits. Otherwise, the template shouldn't change the hit dices, because the type doesn't change.

GreaserFish
2013-10-19, 05:38 AM
So I got bored of trying to make the creepy-crawlies make sense and made Halloween themed elves instead.

The Gorgorath, Spooky Elves
Chipahua eyed the outsiders from his vantage point in the trees. He had been out hunting when he spotted the party of adventurers. Two Humans, a Dwarf, and a Gnome. He sneered, something about their presence left a bad taste in his mouth. None of them looked as if they knew the true nature of things, the savagery of a proper life. They were the city-dwellers. Worms that grew fat off the work of lesser people. Worthless. He doubted any of them even knew how to throw a spear or swing a club. Briefly, the hunter considered attacking them on his own, but he doubted he had enough spears to put them all in the dirt. That Dwarf, especially, looked resilient enough to give a lone hunter trouble. But if he could do it, then he would be given rank. He would finally be recognized as a true warrior, as he knew he ought to be. Considering it further, he clambered down from the tree and moved toward where he remembered Chimalli would be hiding. Perhaps the two of them, lobbing spears from the trees, would be able to not only kill the trespassers, but maybe even take one prisoner. "That would truly bring us honor," the young hunter thought. Hand falling to his macana, Chipahua grinned at the thought of teaching these fools what true savagery was like.

The Gorgorath, also known as Spooky Elves, are something of a myth. Many non-elven scholars doubt their existence as anything more than stories told to scare children. The Elves, however, remember them. An offshoot of the High Elves, they are a savage people who never truly became civilized. Wielding primitive weapons with a savage ferocity, they revel in unleashing the terrible fury of nature.

Personality: Spooky Elves are not wise, but they are cunning. They have an uncanny ability to read and understand people, despite not speaking the same language. As a result, they tend to use this ability to intimidate their foes, striking terror into the hearts of those they fight. They have a strict system of ranks, based on number of enemies killed and captives taken. Most hunters long for the day that a Human, Elf, or other intelligent creature wanders too far from their group and becomes little more than prey.

Names are important to Spooky Elves. They believe that to know another Elf's name is to hold power over them. As a result, they tend to hide their names from outsiders and people they don't trust, instead using false names. Sometimes, Spooky Elves won't even consider their family trustworthy enough to know their names, keeping it limited to themselves and their parents. Travelling Spooky Elves will often take names similar to those of common Elves, hiding their Spooky Elven heritage.

Physical Description: Taller than most elves but shorter than humans, Spooky Elves are more resilient and strong than other Elves, but not as dexterous. Mostly lacking in pigmentation, their skin is generally very pale, their hair grey or silver, and their eyes usually silver or very pale greens, blues, and oranges.

Relations: Spooky Elves rarely get along with other races, or even other groups of Spooky Elves. Any foreign group is subject to predation, capture, and eventual sacrifice.

Alignment: Spooky Elves embrace chaos in all its forms. Aside from the rather strict system of ranks, their society is very much rule of the fittest. The Elves with the most kills or captives have the most influence, and their lessers are willing to whip themselves into a fanatical zeal in the pursuit of battle.

Spooky Elf Lands: Spooky Elves live in caves in tropical and temperate regions. Rarely will tribes of Spooky Elves interact with the outside world in a positive manner, with the most common form of interaction being tribal warfare. Occasionally, different tribes will share common ancestors and

Religion: Spooky Elves revere Sirgora, goddess of predation and revelry. Rarely do they become clerics, but druids of Sirgora are commonplace.

Language: Spooky Elves speak Gorgoran, a language similar to Elven but distinct in vocabulary and pronunciation. Gorgoran, when written, uses the Elven alphabet, but Spooky Elves rarely enter into situations where they learn to read or write.

Adventurers: Dishonored Gorgorath will venture out into the world in search of recognition. Most Spooky Elf adventurers are druids, fighters, barbarians, or sorcerers.

Spooky Elf Racial Traits:
+2 Cha, -2 Wis
Humanoid (Elf)
Medium: Spooky Elves gain no bonuses or penalties based on size.
Spooky Elf base land speed is 30 feet.

Elf Blood: Spooky Elves are effected by all spells and magical effects that target elves.

Racial Skills: +2 Racial bonus on intimidate, listen, search, spot, hide, and move silently checks. Intimidate is always considered a class-skill.

Sleepless: Spooky Elves, like normal Elves, do not sleep and are not effected by magical sleep effects.

Uncharmed: Racial +2 saving throw bonus against enchantment spells or effects, as standard Elf.

Low-Light Vision: As standard Elves.
Darkvision: Colorless darkvision extends another thirty feet from the edge of a Spooky Elf's low-light vision. Otherwise, behaves as standard darkvision.

Weapon Proficiencies: Spooky Elves, coming from a tribal background, are not familiar with many modern weapons. On the other hand, they are familiar with certain less-common weapons, such as the atlatl. The following changes should be made to a Spooky Elf's weapon proficiencies at your DM's discretion.
Simple Weapons:
Atlatls (See Below)
Macanas (See Below)
Martial Weapons:
Bolas
Nets
Light and One-handed Macuahuitls (See Below)
Exotic Weapons:
All forms of crossbows, repeating or otherwise.
Battleaxes
Flails
Rapiers
All forms of using shields as weapons.
Glaives
Greataxes
Greatswords
Guisarmes
Halberds

Automatic Languages: Gorgoran
Bonus Languages: Elven, Orcish, Common, Undercommon, Sylvan
Favored Class: Barbarian
Level Adjustment: To be determined

Spooky Elf Random Starting Ages
{table=head]Adulthood|Simple|Moderate|Complex
100|+4d6|+6d6|+10d6[/table]

Spooky Elf Aging Effects
{table=head]Middle Age|Old Age|Venerable|Maximum Age

170 years|255 years|300 years|4d% years[/table]

Spooky Elf random Height and Weight
{table=head]Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
Male|4'9”|+2d10| 120 lbs|x (2d4) lbs
Female|4'6”|+2d10| 85 lbs|x (2d4) lbs[/table]

Spooky Elves In Other Settings

Eberron
Spooky Elves in Eberron populate Xen'drik in smaller amounts than the Drow, frequently coming into border conflicts with them. The Spooky Elves are widely believed to be descended from the progeny of the Elves of Aerenal and the Drow of Xen'drik. They revere the Devourer and the Fury.

Spooky Elves have the same potential for dragonmarks as standard elves.

Spooky Elf Equipment
Weapons
Macuahuitl
The Macuahuitl is a weapon used frequently by Spooky Elven warriors. All Macuahuitls have the following characteristics:

Exotic Melee
Critical: x2
Range Increment: --
Type: Lethal slashing and bludgeoning or nonlethal bludgeoning
Hardness: 10

Macuahuitl, Light
{table=head]Size|Cost|Damage|Weight|HP
Medium|18 gp|1d4|2 lbs|4
Medium|18 gp|1d6|4 lbs|8
Medium|25 gp|1d8|5 lbs|16[/table]

Macuahuitl, One-handed
{table=head]Size|Cost|Damage|Weight|HP
Small|30 gp|1d10|4 lbs|4
Medium|30 gp|1d12|5 lbs|8
Large|45 gp|3d6|6 lbs|16[/table]

Macuahuitl, Two-handed
{table=head]Size|Cost|Damage|Weight|HP
Small|60 gp|3d4|4 lbs|8
Medium|60 gp|4d4|6 lbs|8
Large|75 gp|3d6|10 lbs|8[/table]

A Macuahuitl is a wooden club with obsidian blades attached at regular intervals along the length of opposite sides of the club. When wielded by a warrior proficient in its use, it is held similarly to how one would hold a broadsword. Due to the construction of the weapon, however, a Macuahuitl is both sharper and more fragile than a steel blade of similar size.

Atlatl

Exotic Ranged
Critical: --
Range Increment: +10 ft
Type: --
Hardness: 5

{table=head]Size|Cost|Damage|Weight|HP
Small|8 gp|+1d2|1/2 lbs|5
Medium|8 gp|+1d4|1 lbs|10
Large|12 gp|+2d4|2 lbs|20[/table]

An atlatl is not a weapon in and of itself, but rather a weapon used to make a thrown spear more deadly. Many cultures developed the Atlatl at some point in their history, but the common races have long-since outgrown its use. Spooky Elves, however, still frequently use the weapon to fling spears at their enemies, fielding groups of spear throwers the way other peoples would field archers.
The damage and range of an atlatl is added to that of a thrown spear. A sundered atlatl cannot be used in combat. An atlatl is not suitable for use as an improvised weapon of any kind.

Macana

Exotic Melee
Critical: x2
Range Increment: --
Type: Bludgeoning
Hardness: 5

{table=head]Size|Cost|Damage|Weight|HP
Small|3 gp|1d4|2 lbs|10
Medium|3 gp|1d6|3 lbs|15
Large|6 gp|1d8|4 lbs|25[/table]

A macana is a light club used to take prisoners. Somewhere between a proper club and a macuahuitl, the macana is a wooden weapon treated to be used as either lethal or nonlethal. Someone not proficient with the macana but proficient with standard clubs can use it at no penalty, but cannot do nonlethal damage without taking the standard penalties. A wielder proficient in the use of the macana can use it to deal either lethal or nonlethal damage at no penalty.

Equipment
Spooky Paint
10 gp, 4 lbs.
Spooky Paint is a concoction of several different plants found in the caves and surroundings of Spooky Elf encampments used to give their warriors a fighting edge. Spooky Paint comes in several varieties to correspond with the ranks given to Gorgorath warriors. Because of the kinds of plants the paint is made from are hallucinogenic in nature, the paint gives off fumes that act as a diluted form of the plant, taking away the ability to feel fear. The actual variety of paint is largely irrelevant, as they all confer the same effect.
A creature that has had Spooky Paint applied to it takes a +2 morale bonus on all attack, damage, STR, and CON based rolls, and any fear effects are lessened in effect and it takes a +5 bonus to resist fear. However, they take a -2 penalty on all INT and WIS based rolls, due to the fumes from the paint inhibiting cognitive function. A Gorgorath warrior who has been painted with his appropriate variety of paint gains an additional +2 bonus on all applicable rolls and adds CHA based rolls to the applicable list.
One set of paints includes enough paint for five applications to a medium-sized creature.
Spooky Elf Ranks
When deciding rank, number of captives takes precedence over number of kills.

Hunter - No kills, no captives.
Paint - Browns, yellows, tans, and blacks. Themed like a werewolf.
Zombie Warrior - One kill or one captive.
Paint - Greens, greys, reds, and blues. Themed like a decaying zombie.
Mummy Warrior - Ten kills.
Paint - Tans, browns, blacks, and whites. Themed like a mummy.
Skeleton Warrior - Ten captives.
Paint - Whites, blacks, and red around the eyes. Themed like a skeleton.
Construct Warrior - Twenty kills.
Paint - Greens, greys, reds, and pinks. Themed like Frankenstein's Monster.
Vampire Warrior - Twenty captives.
Paint - Whites, blacks, and reds. Themed like Dracula.
Swamp Warrior - Forty kills.
Paint - Greens, blues, and yellows. Themed like the Creature From the Black Lagoon.
Demon Warrior - Forty captives.
Paint - Reds, blacks, and dark purples. Themed like a generic demon.
Worship of Sirgora
Sirgora, Goddess of Predators
Symbol: A grinning Elven skull, its teeth sharpened to points, sitting on its side in a broken mess of a pumpkin.
Alignment: Chaotic Evil
Portfolio: Predation, Revelry, Hunting, Insanity
Worshippers: Spooky Elves, chaotic and evil Elves, some Orcs.
Cleric Alignments: Generally CE or NE
Domains: Chaos, Evil, Strength, Madness
Favored Weapon: Any Macuahuitl
Biography
Sirgora is a simple goddess. She cares little for oaths, for love, or for life. She is a predator, a madwoman, and a killer. Taking lives for fun and for sustenance, she stalks the land as the cruel intelligence behind all predators. She does not ask for her worshipers to love her, only for them to fear and respect her.
Dogma
Sirgora embodies the cruelest sorts of chaos. Passion, fury, and nature all rolled into one. Her passion for death and destruction is like a consuming fire, spreading throughout her zealous followers and sending them into fits of rage and destruction.
Clergy and Temples
Temples to Sirgora are rare and proper clergies rarer still, but her temples are generally beautiful in their own terrible way. Giant stone step-pyramids rising from the jungle and pits filled with spikes are equally desired by her. Anywhere her followers might sacrifice the unfortunate souls they capture.

Not sure if it's Halloween-y enough, so I might make some racial prestige classes around the different ranks.

kreenlover
2013-10-19, 10:09 AM
Definitely spooky enough. If you want help with the PrCs, let me know.

Also, they should probably be only 3 levels or so, or else they couldn't stick to any one really.

GreaserFish
2013-10-19, 12:11 PM
Since I'm basing them off of Aztec culture, though, there are allowances for people who want to stay a certain rank instead of advancing. In fact, that's a rather respected notion since it implies you want less glory and more combat. Maybe just five levels?

kreenlover
2013-10-19, 07:00 PM
yah, five should be fine if you are doing that.

dspeyer
2013-10-19, 09:49 PM
This thread has inspired me...

Decoy
Illusion (Glamer)
Level: Bard 2, Sor/Wiz 2
Components: V,S
Casting Time: Standard Action
Range: Touch
Target: One Creature
Duration: 10min/level (15min/level if cast on a nonmagical cat)
Save: will negates, see text

Target creature looks, sounds and smells exactly like you. The creature is under no obligation to act like you (though you can add other spells to do that) and if intelligent may go around shouting "I'm not <your name>". If the target succeeds on a will save, the spell fails. Afterwards, anyone who interacts with the target gets a will save to see through the illusion.

.................................................. .....................

Because every horror movie needs an "it's just a cat" moment.

gurgleflep
2013-10-20, 11:56 PM
I like the murderer template and decoy spell, those could make for an interesting encounter :smallamused:
The spooky elf and spider-esque race are pretty awesome as well, yay for spooky spiders and elf people! :smallbiggrin:

Edit: and sorry for not being so active lately, I've been out-and-about job hunting and helping my injured mother out around the house.

kreenlover
2013-10-30, 09:23 AM
We should get some more stuff up in time for Halloween!

I'll add a template (and maybe a PrC) I've been working on when I get home.

gurgleflep
2013-10-30, 12:36 PM
I look forward to seeing what you post and I agree with "more stuff by Halloween tomorrow" part :smalltongue:

kreenlover
2013-10-30, 03:15 PM
A template fit for a king lord

This makes use of the Halloween demiplane from one of the earlier links. I made it for my own game, so bear with me
The demi-plane of Halloween is filled with Strangefolk and things stranger. The strangest of them all are the Lords of Halloween. These beings set forth each year to scare off the socks of those on the Material Plane.
If you should kill or chase from Halloween one of these 'Lords of Halloween' then you become the new one.

Abilities: +2 cha, +2 dex Lords of Halloween must be charismatic to rule, and they must be lithe to squirm their way out of the plots they find themselves in.
Special Qualities: Choose one of the following.
Lord of Magic: You gain one level of your previous spellcasting class in respect to spells per day, spells known, and caster level
Lord of Battle: You gain a +1 insight bonus on all attack and damage rolls, as well as two bonus feats chosen from the Fighter Bonus Feat List
Lord of Song: You gain two uses of bardic music per day as well as a +3 insight bonus on all perform checks
Special Attacks:
Pumpkin Bomb: Once per day you may make a ranged touch attack at your highest base attack bonus as you throw a flaming pumpkin at your foe. You deal a number of d6 equal to your HD damage to your primary target and half damage to any adjacent targets.
Saves: +1 bonus to all saves
Skills: +1 bonus to hide, move silently, diplomacy, bluff, intimidate, and sense motive as the Plane infects you with its mysterious ways, and prepares you to rule


Hope you all like it; PEACH

D20ragon
2013-10-30, 03:29 PM
Thats very cool. On a different note,anyone want some halloween fluff?

Amechra
2013-10-30, 04:33 PM
I'm not particularly surprised this was ignored, but here, have another take on vampires. (http://www.giantitp.com/forums/showthread.php?t=287033)

gurgleflep
2013-10-30, 04:43 PM
I'm not particularly surprised this was ignored, but here, have another take on vampires. (http://www.giantitp.com/forums/showthread.php?t=287033)

I hadn't seen this before but I'll read through it now :smallsmile: Vampires are awesome and always worth taking a look at.

D20ragon
2013-10-31, 06:45 AM
It's Halloween!:smallbiggrin:

Thunderfist12
2013-10-31, 01:42 PM
Halloween!

gurgleflep
2013-10-31, 03:15 PM
Thirty first already? Well in that case...

http://www.djsebiseb.com/wp-content/uploads/2012/10/halloween.jpg

D20ragon
2013-10-31, 03:28 PM
You too!:smallbiggrin:

inuyasha
2013-10-31, 05:40 PM
hey, even though its halloween today can wee keep this thread going? Like as a creepy homebrew thread?

Dracomortis
2013-10-31, 07:17 PM
Since it's Halloween and all, I decided to dig these guys up from the old WotC forums.


Gourdlings
These nasty creatures are, unsurprisingly, a variety of plants that closely resemble mundane pumpkins when at rest. Although they come in several shapes and sizes, all gourdlings are vicious predators that instinctively attack anything that comes within reach.

Gourdling, Pumpkin Head
Small Plant
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/–2
Attack: Vine +4 melee (1d3+1) or slam +4 melee (1d4+1)
Full Attack: 2 vines +4 melee (1d3+1) and slam +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft. (10 ft. with vines)
Special Attacks: Trip
Special Qualities: Low-light vision, plant traits, sweeping vines
Saves: Fort +5, Ref +2, Will +2
Abilities: Str 12, Dex 12, Con 15, Int 3, Wis 13, Cha 11
Skills: Hide +8*, Listen +3, Spot +2
Feats: Combat Expertise, Improved Trip
Environment: Temperate plains
Organization: Solitary, pair, vine (2–7), or harvest (11–20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–6 HD (Small)
Level Adjustment: —

A patch of pumpkins lies before you. Suddenly, a vine lashes out and knocks you to the ground, as one of the pumpkins rises towards you.

The pumpkin head is the weakest of the gourdlings. It appears as a vaguely humanoid-shaped collection of vines, topped with a small pumpkin that gives the impression of a head. While relatively weak on their own, pumpkin heads often hide together in patches, tripping foes that walk near and bludgeoning them to death with their tentacle-like vines.

A typical pumpkin head stands about 3 feet tall and weighs around 20 pounds. They do not speak.

Combat
If possible, a pumpkin head prefers to attack from hiding and trip the nearest opponent. If a foe proves difficult to trip, they will usually resort to their slam attack instead.

Sweeping Vines (Ex): A pumpkin head’s vines are well-suited to knocking creatures off their feet. When making a trip attack, a pumpkin head is treated as being one size category larger for the purpose of determining its total check modifier.

Trip (Ex): A pumpkin head that hits with a vine attack can attempt to trip the opponent (+5 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the pumpkin head.

Skills: *A pumpkin head’s appearance gives it a +10 racial bonus on Hide checks made in pumpkin patches.

Pumpkin Head Familiars
A pumpkin head is an appropriate familiar for a 5th-level or higher arcane spellcaster with the Improved Familiar feat.

Summoning Pumpkin Heads
A pumpkin head can be summoned with summon nature's ally II or a higher-level summon nature's ally spell. Treat the pumpkin head as being on the 2nd-level list on the Summon Nature's Ally table (page 288 of the Player's Handbook).



Gourdling, Jack-o’-Lantern
Medium Plant
Hit Dice: 7d8+21 (52 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+7
Attack: Vine +6 melee (1d6+2) or slam +6 melee (1d8+2)
Full Attack: 2 vines +6 melee (1d6+2) and slam +6 melee (1d8+2)
Space/Reach: 5 ft./5 ft. (10 ft. with vines)
Special Attacks: Disturbing appearance, trip
Special Qualities: Illumination, low-light vision, plant traits, sweeping vines
Saves: Fort +8, Ref +4, Will +3
Abilities: Str 15, Dex 14, Con 16, Int 3, Wis 13, Cha 15
Skills: Hide +7*, Listen +4, Spot +3
Feats: Combat Expertise, Combat Reflexes, Improved Trip
Environment: Temperate plains
Organization: Solitary, pair, vine (2–5), or harvest (4–10)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8–14 HD (Medium)
Level Adjustment: —

A large pumpkin with a demonic face carved into lies on the ground. As you stand transfixed by it, the pumpkin rises on a mass of vines.

A jack-o’-lantern appears to be a large pumpkin head, with one noticeable difference: its “head” has been hollowed out and carved with a terrifying face. No two jack-o’-lanterns have exactly the same face; some resemble dragons, while others are carved to look like demons. They are all horrible to behold, having been enchanted to appear eerily lifelike.

Unlike pumpkin heads, which are naturally occurring creatures, jack-o'-lanterns are purposefully created, usually by druids or clerics whose deity holds some dominion over plants. Their creators typically don jack-o’-lanterns with clothing meant to make it appear more intimidating, such as pointed hats, black capes and robes, or even the remains of previous victims.

Jack-o’-lanterns stand 6 feet tall and weigh around 100 pounds. They do not speak.

Combat
A jack-o’-lantern usually attacks at night, when it can frighten foes more effectively. It attempts to trip as many foes as possible before closing into melee.

Disturbing Appearance (Ex): A jack-o’-lantern’s face is disturbing to behold. Anyone within 30 feet of a jack-o’-lantern must succeed on a DC 15 Will save or take a –2 penalty on all attack rolls and skill checks made against the creature for 1 minute. Creatures that successfully save against this effect cannot be affected by the same jack-o’-lantern’s disturbing appearance for 24 hours. The save DC is Charisma-based.
*At night, the disturbing appearance has a save DC of 17, thanks to the jack-o’-lantern’s illumination ability (see below).

Illumination (Ex): A candle is typically placed inside of a jack-o'-lantern's head, providing shadowy illumination out to 5 feet. A jack-o’-lantern can end or resume this effect as a free action.

Sweeping Vines (Ex): A jack-o’-lantern’s vines are well-suited to knocking creatures off their feet. When making a trip attack, a jack-o’-lantern is treated as being one size category larger for the purpose of determining its total check modifier.

Trip (Ex): A jack-o’-lantern that hits with a vine attack can attempt to trip the opponent (+10 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the jack-o’-lantern.

Skills: *A jack-o’-lantern’s appearance gives it a +10 racial bonus on Hide checks made in pumpkin patches.

Summoning Jack-o'-Lanterns
A jack-o'-lantern can be summoned with summon nature's ally V or a higher-level summon nature's ally spell. Treat the jack-o'-lantern as being on the 5th-level list on the Summon Nature's Ally table (page 288 of the Player's Handbook).

gurgleflep
2013-10-31, 07:50 PM
hey, even though its halloween today can wee keep this thread going? Like as a creepy homebrew thread?

Yeah, that'd be fine with me :smallsmile: I'll rename the title of the thread to something more appropriate tonight when Halloween's over for my timezone :smalltongue:

~~
Ooh, those gourdlings look quite nice! Thanks for posting them :smallbiggrin:

Thunderfist12
2013-11-01, 08:20 AM
...

Halloween's over...

:smallfrown:

:frown:

...

We Need More All Saint's Day!

D20ragon
2013-11-01, 10:39 AM
Yea. Then thanksgiving,then Christmas.

kreenlover
2013-11-01, 02:37 PM
Why not just change it to 'we need more holiday' ?

D20ragon
2013-11-01, 02:59 PM
Smart man,Kreen is.

kreenlover
2013-11-01, 03:02 PM
In that spirit I'm going to make three monsters:

The Ghosts of Christmas Past, Present, and Future

And when you add them together you get a Christmas Carol (or maybe an ebenezer...)

D20ragon
2013-11-01, 03:16 PM
Ebenezer could be their master and a BBEG

gurgleflep
2013-11-01, 03:24 PM
I like the ghosts idea, it's pretty cool :smallcool:

How about a curmudgeon/humbug template? I know many people of all walks of life who despise the holiday season :smalltongue:
Oh, a dreidel golem! I think I've seen that one...

Oh, and name changed :smallwink:
Thanks for the name suggestion, Kreenlover :smallsmile:

kreenlover
2013-11-01, 03:34 PM
Don't mention it!

Lots of work to do tonight, so may not get to the template/ghosts tonight (or for the rest of the weekend) but I will get to them!

gurgleflep
2013-11-01, 08:07 PM
Name didn't appear to change, I don't know if it's my phone, computer, or I did something wrong but it didn't save.

Take all the time you need with the brew, there isn't a rush :)

Network
2013-11-01, 08:12 PM
You changed the name in one post. You should've edited your first post and changed the name there.

qazzquimby
2013-11-01, 08:40 PM
Hopefully no one has posted this yet:
http://www.giantitp.com/forums/showthread.php?t=173098

kreenlover
2013-11-01, 08:42 PM
Name didn't appear to change, I don't know if it's my phone, computer, or I did something wrong but it didn't save.

Pretty sure you need to change it on the very first post. If you already did that, then its time to ask a mod :smalltongue:

As for the brew I've got some here right now


The humbug is one who hates the christmas season so much that their hate transforms them to a Humbug, and immortal undead that haunts Christmas lovers everywhere.


Type: Change type to undead
Hit Dice: Increase to d12.

Attacks:
Frosty Touch The Humbug hates everything to do with Christmas, yet the season infuses its soul. It can, at will, make a ranged touch attack (range 50 ft) to deal cold damage equal to its HD.

Special Qualities:
Immune to Christmas Cheer The humbug s immune to any turn undead or rebuke undead abilities.
Miserly Whenever the Humbug its an enemy with its touch attack one of the targets magic items teleports onto the Humbug's person. A will save (DC = 10+1/2 HD+cha mod) negates
Epiphany A Humbug has a very obvious weakness. If someone can assemble three items; one from the humbug's past before the humbug became a humbug, one from someone whose christmas the humbug has negatively affected, and one from a humbug that was destroyed, or something that represents the future of the humbug and present these three items to the Humbug on Christmas Eve the humbug is transformed. It is saved from its horrid fate, and loses the template.
Rejeuvenation As ghost special ability

Abilities Same as base creature, but no con score, and +4 cha


PEACH, as always. This is still a work in progress, and thrown together really quickly

EDIT: Qazz, you are just too late

EDIT EDIT: Swordsage'd

gurgleflep
2013-11-01, 11:52 PM
I did change it in the initial post and nothing happened so I attempted to change my most recent comments header - again, nothing :/ I'll check it out tomorrow when I get back on the computer... After a last check, I'll ask a mod.

And sorry if I sound rude the way I phrased that, it sounds rude to me and it wasn't my intention.

Also, the humbug looks splendid :)

kreenlover
2013-11-02, 09:07 AM
doesn't sound rude, just mildly frustrated.
I think after it hits a certain length you can't change the title anymore -_-

thanks!

Zaydos
2013-11-02, 10:43 AM
Double click the name of the thread from the forum board. If you are the OP and a certain amount of time has not passed you can change the name. Once enough time has passed it cannot be changed.

Thunderfist12
2013-11-02, 10:58 AM
It's the computer. It changed on the school computers and the ones at the library, but then I came back to my old laptop and it was the old title.

:smallconfused:

gurgleflep
2013-11-02, 12:36 PM
That's a tad upsetting. Not a big deal though, it is still active and people are still posting in it :)

kreenlover
2013-11-02, 07:27 PM
so what is the next big holiday? I'm canadian with christian parents, so for my its Christmas.

Anything we should be working on before then? I'd do something hannukah, but I know next to nothing about the holiday and don't want to accidentally offend anyone.

gurgleflep
2013-11-02, 07:55 PM
The only things I can think of are Thanksgiving, Hanukkah, Christmas, and Kwanzaa. There's likely more, but these are the only ones I'm aware of. There's probably a few more holidays but these are some of the more acknowledged ones.

Oh, I know Debihuman has a turducken, but you can never have enough of those! It's a turkey filled with a duck filled with a hen, each layer has stuffing between the two of them and I've seen variations on the recipes...
AQWorlds has the... Turdragon? I don't remember much about it, it's been ages since I last played the game.

D20ragon
2013-11-02, 08:14 PM
The Romans had a variant on the turducken involving oxen,hogs,fowl,with a songbird in the center.
Then again,they also supposedly ate roast leopard fetus,so thats not saying much.

D20ragon
2013-11-02, 08:18 PM
You know,RPGs really need a holiday devoted to them. We have Pi day,why not D&D? Any ideas?

D20ragon
2013-11-02, 08:28 PM
On that note: Hymn of the D20.
O great D20,thou who critical most successfully and who smites thine foes with thy natural one,hear my prayer. May my dice be infused with thy spirit. May all gamers who respect thy name be blessed,that they may know the glory that you bring to the charecters that thou hast favored. May they gain XP rapidly. May the random treasure tables shower them with items of great power. May their DM's house rules treat all equally,and may the bane of the Dm-pc never overshadow their table.
And,above all else,when they perish,let the clerics supply of diamond dust be sufficient.

kreenlover
2013-11-02, 08:35 PM
Nice hymn.

we have free rpg day, but thats not really the same, is it?

D20ragon
2013-11-02, 08:37 PM
Not really...:smallfrown:

gurgleflep
2013-11-02, 08:44 PM
A D&D/nerd/geek based holiday? I like the sound of that but I believe we just call that life :smallwink:

D20ragon
2013-11-02, 08:59 PM
True nuff. Somehow though,I will make this holiday...bwahahahaha!:smallamused:

Debihuman
2013-11-03, 08:56 AM
I recommend you start a new holiday thread. BTW, I've already made a turducken creature for Thanksgiving, a dreidel golem for Chanukah and a Christmas goose; they are all in my signature--just click on my creations.

Debby

Zaydos
2013-11-03, 09:49 AM
I've got an idea for evil goblin Santa.

Bargrivyek (see Wikipedia or 2e Monster Mythology),the goblin god of unity, has found a way to reward his loyal followers. Every year, during the depth of winter, he sends a special herald to reward the goblins that have upheld his teachings most devoutly, avoiding in-fighting and expanding goblinoid civilization onto the surface. This herald, known as Nicked Claws for the pair of metallic claws that extends from his hands, flies through the air in a war-chariot pulled by eight wyverns sometimes led by a ninth red-nosed wyvern. From this war-chariot he rains down death and destruction on the most powerful neighboring human or orcish settlement clearing the way for further goblinoid advancement rewarding the goblins for their faithfulness.

Nicked Claws
Nicked Claws is an advanced bone devil with certain unique features and abilities.
Size/Type: Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 18d8+108 (189 hp)
Initiative: +9
Speed: 40 ft. (8 squares), flight 60 ft (good) [fly spell]
Armor Class: 29 (-1 size, +5 Dex, +11 natural, +4 Deflection), touch 18, flat-footed 24
Base Attack/Grapple: +18/+28
Attack: Bite +23 melee (1d8+6)
Full Attack: Bite +23 melee (1d8+6) and 2 claws +23 melee (1d8+3; 18-20/x3) and sting +23 melee (3d4+3 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, augmented critical, fear aura, poison, summon devil
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, profane grace, resistance to acid 10 and cold 10, see in darkness, spell resistance 25, telepathy 100 ft.
Saves: Fort +21, Ref +20, Will +19
Abilities: Str 22, Dex 21, Con 22, Int 14, Wis 14, Cha 18
Skills: Bluff +17, Concentration +27, Diplomacy +6, Disguise +2 (+4 acting), Handle Animal +16, Hide +22, Intimidate +27, Knowledge (Religion) +23, Listen +23, Move Silently +26, Search +23, Sense Motive +19, Spot +23, Survival +2 (+4 following tracks)
Feats: Ability Focus (fear aura), Ability Focus (poison), Improved Initiative, Improved Natural Weapon (claws)B, Iron Will, Multiattack, Quicken Spell-like Ability (Invisibility),
Organization: Unique, accompanied by 8 or 9 Baatorian attack wyverns
Challenge Rating: 13
Treasure: Standard
Alignment: Lawful evil

Nicked Claws is recognizably a bone devil but his long service as a proxy to his deific master has twisted his diabolic form. Unlike most bone devils Nicked Claws is not gaunt, but almost morbidly corpulent, his huge body restrained by ribs that remain pressed against his maggot-colored skin. Even his scorpion-like tail is covered in heavy layers of fat and lard.

His hands end in two massive, metallic claws, nicked and damaged from ages of serving his infernal master as personal destroyer.

Combat:

Nicked Claw primarily fights from the back of his chariot using fireball, call lightning storm, and ice storm to devastate land-bound foes and wall of ice to trap them.

When attacking a village he will surround it with walls of ice before actually taking to the air, his various spell-like abilities destroying the structures of the town. His summoned lemures move about the ground slaughtering those who would attempt to run from the town; or his pair of bone devils if he is expecting stronger resistance.

When forced to engage powerful foes Nicked Claws uses Invisibility to his advantage quickly turning invisible to reposition himself and get into position to attack the weaker enemies. He will also be careful to maintain an active Fly spell even though he has his chariot.

Augmented Critical (Ex): Nicked Claw's claws are particularly wicked threatening a critical hit on an 18-20 and dealing triple damage on a crit.

Fear Aura (Su): Bone devils can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 25 Will save or be affected as though by a fear spell (caster level 11th). A creature that successfully saves cannot be affected again by the same bone devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 27, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Profane Grace (Su): Nicked Claw adds his Charisma to AC as a deflection bonus and to saves as a resistance bonus.

Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), call lightning storm (DC 19), dimensional anchor, fireball (DC 17), fly, ice storm, invisibility (self only), major image (DC 17), wall of ice. Caster level 16th. The save DCs are Charisma-based.

Summon Devil (Sp): Once per day Nicked Claw can attempt to summon 4d10 lemures with a 90% chance of success, or two bone devils with a 75% chance of success. This ability is the equivalent of a 6th-level spell.

Baatorian War Wyvern
Size/Type: Large Dragon (Extraplanar)
Hit Dice: 11d12+33 (104 hp)
Initiative: +5
Speed: 20 ft. (4 squares), fly 90 ft. (good)
Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +11/+19
Attack: Sting +14 melee (1d6+4 plus poison) or talon +14 melee (2d6+4) or bite +14 melee (2d8+4)
Full Attack: Sting +14 melee (1d6+4 plus poison) and bite +12 melee (2d8+4) and 2 wings +12 melee (1d8+2) and 2 talons +12 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, improved grab, smite good
Special Qualities: Darkvision 90 ft., DR 5/magic, immunity to fire and sleep and paralysis, low-light vision, resistance to cold 10 and electricity 10, scent, spell resistance 18
Saves: Fort +10, Ref +8, Will +8
Abilities: Str 19, Dex 12, Con 16, Int 6, Wis 12, Cha 9
Skills: Hide +11, Listen +15, Move Silently +15, Spot +18
Feats: Ability Focus (poison), Flyby Attack, Improved Flight, Improved Initiative, MultiattackB
Challenge Rating: 10.
Alignment: Lawful Evil

When Nicked Claws finds it necessary to allow his wyverns to join the battle he releases them from their bindings to the war-chariot with a simple command word. They fight like any other wyverns using their superior speed and maneuverability in the air compared to their kin to make devastating sting strafes or landing and making use of their full array of natural weapons.

Improved Grab (Ex): To use this ability, a wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.

Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d8 Con. The save DC is Constitution-based.

Skills: Wyverns have a +3 racial bonus on Spot checks.

Red Nosed Baatorian War-Wyvern: Some Baatorian War-Wyverns have a red discoloration to their snout which produces luminescence. This produces light as a bull's eye lantern, although casting everything bathed in its light in a deep red. Any creature in bright light created by this nose that is not native to Baator or Acheron suffers a -2 penalty to AC and Reflex saves for half damage. In addition the Red Nose Baatorian War-Wyvern may 1/minute as a standard action intensify their light making all creatures in its normal area be forced to make a Fort save (DC 18) or be blinded for 1d4+1 rounds.

The War-Chariot:
Large Vehicle; Handle Animal +2; Spd drawn (poor); Overall hp 240 (hardness 15); Overall AC 4; Ram 6d6; Space 10-ft; Height 8-ft; Crew 1; Weight: 1200 lbs.
The war-chariot gives its crew half cover behind Baatorian green steel (60 hp, hardness 15).

Thunderfist12
2013-11-03, 11:36 AM
Holidays...

In no particular order:

All Saint's Day (over), Thanksgiving, Advent, Christmas, Hannuka, Kwanzaa, New Year's Eve/Day, Winter Solstice, the end of school for Winter Break, Valentine's Day, lent, Easter, Spring Solstice, Good Friday, Ash Wednesday, Fat Tuesday, Maunday Thursday, Summer Solstice, Saint Patrick's Day, the end of the school year for Summer Break, Memorial Day, Labour Day, Next Halloween, Sweetest Day, Columbus Day, Martin Luther King Day, 4th of July...

... that... that's about all I can think of. But I'm pretty sure there's a Muslim holiday packed in there.

gurgleflep
2013-11-03, 01:01 PM
I recommend you start a new holiday thread. BTW, I've already made a turducken creature for Thanksgiving, a dreidel golem for Chanukah and a Christmas goose; they are all in my signature--just click on my creations.

Debby

I will, the fact I couldn't change the name of the thread already got me thinking about doing that. I know of the turducken, but they're so awesome that I can't help but want more :smalltongue:
Ah, I knew I'd seen a dreidel golem somewhere before!


I've got an idea for evil goblin Santa.

*Nicked Claws stat block and information*

I like this. I like this a lot :smallamused:


Holidays...

In no particular order:

All Saint's Day (over), Thanksgiving, Advent, Christmas, Hannuka, Kwanzaa, New Year's Eve/Day, Winter Solstice, the end of school for Winter Break, Valentine's Day, lent, Easter, Spring Solstice, Good Friday, Ash Wednesday, Fat Tuesday, Maunday Thursday, Summer Solstice, Saint Patrick's Day, the end of the school year for Summer Break, Memorial Day, Labour Day, Next Halloween, Sweetest Day, Columbus Day, Martin Luther King Day, 4th of July...

... that... that's about all I can think of. But I'm pretty sure there's a Muslim holiday packed in there.

The only ones I have never heard of are Maunday Thursday, Fat Tuesday, and Sweetest day, what are those?
Oh, can't forget Mothers Day, Fathers Day, and Grandparents Day (why were they lumped into one day?)!

Thunderfist12
2013-11-03, 01:04 PM
Fat Tuesday = Mardi Gras. They literally mean the same thing.

Maunday Thursday = the day before Good Friday. Also called the Day of the Last Supper (I think).

Sweetest day = a card holiday similar to Valentines Day, but on the other side of the year.

gurgleflep
2013-11-03, 06:30 PM
Holiday thread up, as per Debihuman's request.

kreenlover
2013-11-03, 07:44 PM
Holiday thread up, as per Debihuman's request.

Link please?

gurgleflep
2013-11-03, 08:13 PM
Link please?

Here it is. (http://www.giantitp.com/forums/showthread.php?t=312570) I hope it works, I'm posting from my phone.