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Steckie
2014-04-29, 01:30 PM
SAY WHAAAAAAAA?! :smalleek:
:smallamused:

I will most certainly seek out your help to clarify some things. I think I'm gonna aim for a proto-santa, something that all the father christmas traditions of europe and america can be traced back to without all too much stretching.

That's right, you owe me for all the presents you ever got for Christmas! :smallsmile:

Mith
2014-04-29, 08:06 PM
I am willing to hand of the Sinterklaas to someone else, and I recognize that one might want to do Saint Nicholas rather than my tie in to the Germanic Yuletide, which I am more familiar with. I was trying to do it in a way that made him resemble the majority of Northern cultures version of a Winter Solstice being of goodwill.

Bhu
2014-05-02, 07:59 PM
http://www.giantitp.com/forums/showthread.php?170253-Critters-II!&p=17407820&viewfull=1#post17407820

Tah-Tah-Kle-Ah is done, siat is done underneath it

If possible I'd like to try the Kiwahkw and Inupasugjuk next.

Admiral Squish
2014-05-03, 04:37 PM
And just like that, Bhu moves up to 2nd place!

Alright, review time!
Tah-Tah-Kle'-Ah:
Overall, I quite like this one.
Math check: Looks good!
The spell like abilities seem thematically appropriate, and at CR 10 I don't think any of them are overpowered to be at-will, though I think you're supposed to attach a caster level at the start.
I'm not sure about shadow landscape, though, it is a ninth level spell, and that's like 30 miles of landscape that's evil as long as she wants it to be. If we're gonna have her be altering the landscape to that extent, I would think she should be a higher CR.
I'm not sure about tongues. We are removing all the instant 'speak any language' spells, but we never figured what we were gonna do about outsiders with the ability.
I definitely like this lady. Very evil, very fitting with the myths.

Siat/Bapet
That description, man. That's just great. :smallbiggrin:
Math check: The BAB should be +6. Everything else can be fixed through that.
DR/obsidian definitely fits the legends, though it reminds me I really need to some up with the material rules for it. Though, looking at the combination of it with the other abilities, wouldn't it be easier to combine the DR, energy resistance, and fast healing into regeneration that's overcome by obsidian?
I think that with the 14 cha and the bonus to bluff/diplomacy, you could probably safely describe them as attractive. And in this world, the seduction things makes more sense. I mean, physically, they would just look like attractive tuniit with huge... tracts of land.
Overall, they have a lot of potential to be used in interesting ways.

Inupasugjuk
Now, I normally don't weigh in before there's a monster, but these guys are actually tied into the setting more deeply than many others.
In Crossroads, the Inupasugjuk are the ancestral source of the Tuniit (http://www.giantitp.com/forums/showthread.php?285312-Tuniit-Race-Vespuccia) giant bloodline, the reason there are ten-foot humans running around all across canada. In the last major ice age they used the roam freely into the mainland, as the ice-bridges they used to descend from the north pole were always thick enough and always present year-round. They also interbreed with humans (usually female giant on male human), which started the spread of the tuniit bloodline that eventually became almost ubiquitous in the east before the inuit made contact. When the world warmed up, they were less and less able to cross over, and now they only reach the mainland occasionally in the coldest winters, though they are a bit more common sights in the islands north of canada.

Bhu
2014-05-03, 06:27 PM
Re Tah-Tah-Kle'-Ah: She's based off the Night Hag which has spell likes of similar level (in the Night Hags case Etherealness) 1/day. I hadda give her something similar to keep her up to par. Also, SLA's caster Level is assumed to be equal to the monsters HD unless specifically mentioned otherwise. I gave her tongues because the myth mentions her "speaking he languages of the tribes to fool them into believing she was one of their kind".

Re Siat: Charisma isn't synonymous with appearance. Baba Yaga has a high Charisma and she's universally described as hideous. WIll fix the math error. Originally i was gonna give them just DR, but when I kept running into stories about how virtually nothing hurt them i went with the current combo, which in some ways is tougher to overcome than simple regen.

RE Inupasugjuk: You know these things are absolutely enormous right? The myths describe them as having 'fingers the size of walruses'. They're in Godzilla scale.

Admiral Squish
2014-05-03, 07:18 PM
Tah-Tah-Kle'-Ah
Alright, alright. I would add a line about the kind of creature/s she designates as the area's guardians, though. It would lend itself very well to being a whole side adventure path on its own.
Did not know about the caster level thing. I don't use SLAs a lot.
Yes, I get why you would put it there, I'm just saying I'm going to have to make a decision on that later. Wasn't tell you to change it.

Siat/Bapet
I'm fully aware that charisma is not the same as appearance, but if they do seduce people, then it logically follows that they're attractive. I can't find any references to them as ugly, so it's entirely possible they're quite attractive.
Well, not really, if you think about it. Any untyped magic source will hurt them, like a warlock's blast, or force damage. I'm sure there are other ways to reduce/ignore resistances too. If it's regeneration, you don't have to specify what it's resistant or immune to, it just turns everything that's not on the list of things that can hurt it into nonlethal damage. Without obsidian, it would be possible to knock one out if you overwhelm it with raw damage, but you couldn't ever actually kill it.

Inupasugjuk
That's why it's almost always male human on female giant. I don't think I can describe how it works clearly without getting a little too graphic, but I'm certain you'll be able to find the tale that explains how it works.

Bhu
2014-05-03, 09:01 PM
I presumed their not exactly pretty because all the seductive types in native american myths seem to be the 'hag using glamer or charm to fool men' archetypes.

I could give them the Invulnerability ability but it's damn nasty.

Admiral Squish
2014-05-03, 10:33 PM
That's a pretty common theme world-wide. There's gonna be something psychological behind it, honestly. But these guys don't have any sort of beguiling magic or illusions or alternate forms, they're just themselves.

I can't find any abilities by the name of invulnerability beyond an armor quality that gives DR/magic. what's it do, and what's the problem with just plain ol' regeneration?

SuperDave
2014-05-04, 10:05 AM
Siat/BapetI think that with the 14 cha and the bonus to bluff/diplomacy, you could probably safely describe them as attractive. And in this world, the seduction things makes more sense. I mean, physically, they would just look like attractive tuniit with huge... tracts of land.

Their resemblance to Tuniit might actually be a major plot-point, since it means they might be able to pass themselves as someone they players will assume is trustworthy (or at least, they won't automatically assume them to be an evil monster they should kill on sight). Maybe the players might help uncover the missing link between the Tuniit and the Siat cousins?

I assume that Siat/Bapet are all immune to the poison of their own species' breast milk? It seems to go without saying, but it might be worth mentioning.


RE Inupasugjuk: You know these things are absolutely enormous right? The myths describe them as having 'fingers the size of walruses'. They're in Godzilla scale.

Yeah, I think we'd figured they'd be Colossal. The myths are pretty vague about they actually mate with humans, but then again, so is the SRD when it comes to half-giants (though I can't seem to find the race-description that fails to mention how their race came to exist :smallyuk:).

------------

No progress so far on the Flying Head, I'm afraid. I've been working hard to keep my job lately, which leaves little time for D&D. Though I have been working on compiling Mavakith's list of Chinese monsters into something we can insert into the first post of this thread. I feel like we don't have anywhere near as many imported Chinese monsters as we do European ones, but it makes sense that practitioners of traditional Chinese medicine would bring a few live samples with them, rather than paying the exorbitant shipping rates to bring their dried and pickled body parts all the way over from the Middle Kingdom, when they could just be growing their own in Fusang.

Bhu
2014-05-04, 02:07 PM
That's a pretty common theme world-wide. There's gonna be something psychological behind it, honestly. But these guys don't have any sort of beguiling magic or illusions or alternate forms, they're just themselves.

I can't find any abilities by the name of invulnerability beyond an armor quality that gives DR/magic. what's it do, and what's the problem with just plain ol' regeneration?

there's no problem it's just that the Siat cant reattach limbs or regenerate, they just can't be hurt.

Invulnerability is a potentially troublesome homebrew ability that' resists damage from all sources but one (including untyped damage). In other words if you have Invulnerability 15/Obsidian, you will never take damage from any attack that does less than 15 points of damage. Unless it's obsidian in which case your Invulnerability doesn't work.

Admiral Squish
2014-05-04, 02:47 PM
there's no problem it's just that the Siat cant reattach limbs or regenerate, they just can't be hurt.

Invulnerability is a potentially troublesome homebrew ability that' resists damage from all sources but one (including untyped damage). In other words if you have Invulnerability 15/Obsidian, you will never take damage from any attack that does less than 15 points of damage. Unless it's obsidian in which case your Invulnerability doesn't work.

Well, the exact flavoring of regenerate doesn't require the creature to regrow things. I mean, no more than fast healing would. Like how DR can represent either weapons being ineffective or the wounds from non-overcome blows healing instantly. In game terms, it just makes anything that's not the thing that overcomes it into nonlethal.
Honestly, the severed limbs regrowing thing was always odd to me. I mean, who has abilities that let them sever limbs in combat? I don't know of any.

Yeah, I'd rather avoid homebrew stuff, if only for the sake of simplicity when it comes to permissions.

Debihuman
2014-05-07, 06:40 AM
Well, the exact flavoring of regenerate doesn't require the creature to regrow things. I mean, no more than fast healing would. Like how DR can represent either weapons being ineffective or the wounds from non-overcome blows healing instantly. In game terms, it just makes anything that's not the thing that overcomes it into nonlethal.
Honestly, the severed limbs regrowing thing was always odd to me. I mean, who has abilities that let them sever limbs in combat? I don't know of any.

Actually, you could use sunder as a way of severing limbs since it's used in the hydra entry and in the kraken entry. Really it should have been expressly stated how sunder works with severing limbs in the sunder entry rather than hiding it in the monster entries.

Debby

Admiral Squish
2014-05-07, 07:35 PM
Actually, you could use sunder as a way of severing limbs since it's used in the hydra entry and in the kraken entry. Really it should have been expressly stated how sunder works with severing limbs in the sunder entry rather than hiding it in the monster entries.

Debby

Hmm... Well, that would work in those specific cases, but there are a lot of questions it would raise in almost every other case. Like, if you cut off a man's leg, how does that effect his speed? His carrying capacity? Would he take a penalty to resist trip/bull rush? What if you cut off one leg of a creature with four legs? Or twelve? How would those be different? If you lose an arm, how does that affect strength checks? Is it possible to adapt to such a change with training to reduce any such penalties?
I mean, the loss of a limb affects much more than just not being able to use that limb to attack. And if they were to make rules for such a thing, they would have to make a whole different set of rules for each kind of monster body plan represented in the game.

Perturbulent
2014-05-07, 08:42 PM
On a slightly unrelated note, I have a close friend who works with fantasy art work and mythology and similar such. She's just about collected a BFA in Studio Art (specializing in painting) and Graphic Design. Do you need or want anyone to bring the art down on some of these critters?

Admiral Squish
2014-05-07, 09:20 PM
Well, I am definitely looking for artists. We're not at the point where we can start hiring artists yet, but I could always put your friend on the list of artists to keep in mind when it gets to that. Can you send me a link to some sample of her work? Like, a deviantart page or something? If you don't want to just post it, you can send it to me in a PM.

Debihuman
2014-05-08, 01:07 AM
While severed limbs weren't part of WotC's game, there are 3rd party rules for Pathfinder online. See here: http://www.d20pfsrd.com/gamemastering/other-rules/variant-rules-3rd-party/4-winds-fantasy-gaming/The-Loss-of-a-Body-Part

They also have rules for prosthetics. See here: http://www.d20pfsrd.com/gamemastering/other-rules/variant-rules-3rd-party/4-winds-fantasy-gaming/The-Loss-of-a-Body-Part/Prosthetics

Not sure if you want to incorporate this but at least you have rules for it.

Debby

SuperDave
2014-05-18, 10:04 PM
The Flying Head (Kanontsistntie's)

http://fc01.deviantart.net/fs71/f/2012/201/4/f/the_flying_head_by_kyoht-d57zee8.jpg

With an ear-splitting shriek, an enormous human head comes swooping out of the night sky on owl-like wings, its fiery red eyes burning with hate.

Flying Head CR 2
XP 600
CE Medium Undead
Init +9; Senses Darkvision 60 ft.; Perception +7
__________________________________________________ __________
Defenses

AC 16, touch 16, flat-footed 10; (+0 Size, +5 Dex, +1 Dodge)
HP 3d8+9 (22 hp)
Fort +4, Ref +6, Will +5
Vulnerable fire (+50% damage), Immune Undead traits
__________________________________________________ __________
Offenses

Speed 10 ft.; fly 50 ft. (good)
Melee Bite +3 melee (2d8+1); Slam +3 melee (1d4+1 plus Grab); 2 Talons +3 melee (1d4+1)
Space 5 ft.; Reach 5 ft.
SQ Oversized bite
__________________________________________________ __________
Statistics

Str 13 (+1), Dex 20 (+5), Con , Int 6 (-2), Wis 14 (+2), Cha 17 (+3)
Base Atk +2; CMB 3; CMD 18
Feats Dodge, Improved Initiative
Skills +5 Fly, +7 Perception, Intimidate +3
Languages Iroquoian (native-speaker), or Wyandot/Huron (native-speaker). Some flying heads pick up a smattering of English and French, mainly curses and blasphemies, which they seem to enjoy shrieking at the top of their (nonexistent?) lungs.
Special Attacks Grab; Rend (2 talons, 1d4+1); Shriek (at-will, 30 ft. radius, 2d6 sonic and shaken, DC 14); Whirlwind (3/day, 1 round, 1030 ft. high, 1d4+1, DC 12)
__________________________________________________ __________
Special Abilities

Shriek (Ex)
As a standard action, a flying head can emit a blood-curdling, heart-stopping shriek which can be heard up to a mile away. Any creature with a sense of hearing within 30 feet of the head takes 2d6 sonic damage and becomes shaken, unless they make a DC 14 Fortitude save (in which case they take only 1d6 points of sonic damage, and do not become shaken). A subject cannot be affected by shriek of the same flying head more than once in 24 hours.

Grab (Ex)
A flying heads scalp is covered with several feet of coarse, unkempt hair, which entangles anything which comes near the head. It gains the grab special ability when using its slam attack, and can attempt to grapple any creature of Medium size or smaller in this way.

Oversized Bite (Ex)
Though it is a Medium-sized creature, the Flying Head's mouth is approximately the same size as that of a Gargantuan humanoid, so its bite attack deals damage as if it were three size-categories larger.

Whirlwind (Su)
The flying heads other name, Dagwanoenyent, literally means "whirlwind. A flying head can transform itself into a whirlwind 3 times per day (see the whirlwind (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Whirlwind-Su-) special ability).
__________________________________________________ __________
Ecology

Environment temperate forests
Organization solitary, or flock (2-5)
Treasure none
Advancement 4-5 HD (Medium), 6-12 HD (Large)
Level Adjustment:

Flying heads are undead man-eating monstrosities which haunt the dark forests and mountains of New England, Nouvelle France, and the lands of the Haudenosaunee (http://www.britannica.com/EBchecked/topic/294660/Iroquois-Confederacy) (a.k.a. The Iroquois League/Confederacy). Although they are capable of eating anything organic, and are known to scavenge on occasion, they strongly prefer live prey (humans in particular).

When standing on the ground, a flying head is taller than a grown man, with birdlike talons and either batlike or owl-like wings which emerge from a wild mane of unkempt hair. Flying heads can be male or female, and they exhibit just as much variety in their appearance as humans do: there are even as-yet unsubstantiated reports of flying heads with pale faces, fair hair, and bushy European-style beards. But whatever their particular facial features, they are universally hideous, and their angry expressions and glaring eyes do little to improve their appearances.

The origins of flying heads are not well understood, and legends about their origins conflict with one another. Some say they are the result of horrific murders, and that they emerge from mass graves, or that some murder-victims heads simply sever themselves from their own necks and fly away into the night. In other legends, flying heads are human beings turned into monsters for heinous crimes such as cannibalism. And yet other simply suggest that flying heads are simply primordial monsters, which have existed since the dawn of time, independent of human crimes or evils.

Scholars suspect that flying heads may be related (in whatever way the undead may be said to be related to one another) to the rolling heads (http://www.native-languages.org/rolling-head.htm) of the Great Plains.

A flying head weighs about 5,000 pounds, and stands about 8 feet tall.

Perturbulent
2014-05-19, 05:39 AM
Normally when calculating DC's I do something along the lines of half HD+relevant ability mod. My first thought was half HD+con, but well... you know. So i'd probably go with Charisma. That'd give you a DC 14 save?

As for weight, I got somewhere around 5600, assuming I did my math right when expanding the skull

SuperDave
2014-05-21, 06:58 AM
Normally when calculating DC's I do something along the lines of half HD+relevant ability mod. My first thought was half HD+con, but well... you know. So i'd probably go with Charisma. That'd give you a DC 14 save?

As for weight, I got somewhere around 5600, assuming I did my math right when expanding the skull

Alright, fixed both points. Thanks for doing the math, Perturbulent! (I realized that the head isn't eight feet from top to bottom, the top of its head is just 8 feet off the ground. So I rounded down to 5,000).

I'm still not sure I want to leave the Foul Scent ability in place, but I'd say this Beastie is mostly done. Admiral Squish: any thoughts on this? Maybe a math check?

Admiral Squish
2014-05-21, 03:02 PM
Sorry about my silence, I have been rather absorbed. I've got like five word files open, each working on a different thing.

Flying Head
Ahh, I have been waiting to hear this one.

Math check:
HP is off. The Cha-to-HP should be +9.
All the rest checks out.

The attack line is a little weird. Does it have claws and talons? You should use a consistent term to describe them, if not. The formatting is odd, too. It should look like:
Bite +3 melee (1d6+1); 2 Claws +3 melee (1d4+1); Slam +3 melee (1d4+1 plus Grab); 2 Talons +3 melee (1d4+1).
the rend ability isn't applied to the attack line, it goes under special attack as: Rend (2 talons, 1d4+1)
Grab would also be noted under special attacks in addition to the mention in the attack line, it doesn't need it's own writeup.

Foul scent doesn't have to be its own entry, either, you could call it stench and put it as an aura (it's a special thing, it goes under the initiative entry in the top section, not usually included in monster entries). Stench is slightly different. It's a 30 foot radius, and anyone who fails the save is sickened for a listed number of rounds. for a Cr 2, I would suggest something relatively low, like 5 rounds. So, it would look like: Aura: Stench (DC 14, X rounds). You could put a flavor description of the ability in the writeup and use it to clarify the save is charisma-based for this monster.

I actually had to look a bunch of that up, so there's nothin' to be ashamed of. All in all, a very cool monster, and I'll update your count/link in the first post momentarily.

SuperDave
2014-05-22, 11:08 AM
The attack line is a little weird. Does it have claws and talons? You should use a consistent term to describe them, if not. The formatting is odd, too.
It was originally claws, which I changed to talons, since they're more birdlike and deal the same damage anyway.


Foul scent doesn't have to be its own entry, either, you could call it stench and put it as an aura (it's a special thing, it goes under the initiative entry in the top section, not usually included in monster entries). Stench is slightly different. It's a 30 foot radius, and anyone who fails the save is sickened for a listed number of rounds. for a Cr 2, I would suggest something relatively low, like 5 rounds. So, it would look like: Aura: Stench (DC 14, X rounds). You could put a flavor description of the ability in the writeup and use it to clarify the save is charisma-based for this monster.
Something which smells so bad that you can smell it from three car-lengths away would have a pretty heinous scent. I'm not sure that the head would smell that bad, especially since the smell thing isn't even a real part of the mythos, just something I added myself. So I reduced the radius to 15 ft.

I fixed the "it smells really bad" ability, whatever it's called, but having done more research, I'm really not sure it fits the legend, or the flavor-text I wrote for it. Looking at the Wikipedia page for the flying head, it says:

"The Great God hath sent us signs in the sky we have heard uncommon noise in the heavens and have seen HEADS fall down upon the earth"
While none of the legends mention that it screamed a lot, every one of them mentions that the head is fearful, and that even the Haudenosaunee (Iroquois), who were terrifying warriors, were terrified of the head in turn.

I'm gonna go ahead and remove the stench thing, and replace it with cause fear (http://www.d20pfsrd.com/magic/all-spells/c/cause-fear) as an at-will or thrice-daily SLA. How would I determine its caster level; is it just equal to HD, or does it remain the same? Could the head even cast a first-level spell, being as stupid* as it is?

*one of the ways the head was killed was when it ate live coals thinking they were roast chestnuts, which is why I added the vulnerability to fire.

Bhu
2014-05-27, 10:24 PM
http://www.giantitp.com/forums/showsinglepost.php?p=17469744&postcount=980 Kiwahkw is almost done. Figuring CR/LA is gonna be a pain though...

SuperDave
2014-05-28, 10:35 AM
The Kiwakhw looks good, Bhu. I was expecting a monster, but I like the idea of it being a template, rather than a unique monster, even better! Makes for more variation in their appearance and abilities, and allows "defeated" villains to continue to plague Our Heroes from beyond the grave.

Minor stylistic issue: not all the abilities and headers are bolded.

Edit: If the females are more powerful than the males, shouldn't that be reflected somewhere? I think that Sacred Texts (http://www.sacred-texts.com/nam/ne/al/al50.htm) is saying that females have a fear-inducing roar like a mountain lion, so some kind of sonic roar/howl/shriek would fit the fluff nicely. Maybe they could get improved AC or DR or something, too?

The legend states that they covered themselves in tree-sap and rolled around on the ground for easy camouflage, but wouldn't this also make it a little harder to escape from their grapples, if they're covered in sticky sap?

How difficult would it be to remove Kiwakhw's heart without (re-)killing it? If you were able to kill it just by holding its heart in your un-mittened hand for a few minutes, wouldn't that basically mean you could control the Kiwakhw? Like controlling a lich's phylactery. Knowing the size, weight, and hardness of its heart would help players and DMs make this a part of their adventures.

Edit 2: Upon further reading, I noticed that the legend says that "If this [heart of ice] can be taken out, the Kewahqu' can be tamed and cured." How would one go about curing this condition? Do you think it should even be curable?

----------------

As for the Flying Head, I've come up with a few choice SLAs, but I'm not sure how exactly they work. I assumed that the lower-level spells can be cast more frequently, but some spells have different levels depending on which class is casting them. Should the Flying Head only be allowed to cast spells from the spell-list of a single class, like "Witch" or "Antipaladin"?

Here's what I've got for SLAs so far:


Spell-like Abilities (CL 3rd; Concentration +5)
Constant ???
At will cause fear (http://www.d20pfsrd.com/magic/all-spells/c/cause-fear), hunter's howl (http://www.d20pfsrd.com/magic/all-spells/h/hunter-s-howl)
3/day bleed (http://www.d20pfsrd.com/magic/all-spells/b/bleed), doom (http://www.d20pfsrd.com/magic/all-spells/d/doom), bane (http://www.d20pfsrd.com/magic/all-spells/b/bane)
1/day sentry skull (http://www.d20pfsrd.com/magic/all-spells/s/sentry-skull), ear-piercing scream (http://www.d20pfsrd.com/magic/all-spells/e/ear-piercing-scream), piercing shriek (http://www.d20pfsrd.com/magic/all-spells/p/piercing-shriek)

For the caster level, I assumed it was equal to the monster's HD, and that the Head would add its Wisdom modifier to its HD to determine its Concentration modifier.

I didn't really have a system for deciding which spells to choose; I just selected ones I thought were thematically-appropriate and low-level. But I think this guy would actually be able to cast 0-2nd level spells, wouldn't he?

Oh, and does each individual spell it knows count towards the creature's total CR? I'm also not sure how many of these abilities in each row I should add.

Admiral Squish
2014-05-29, 12:02 PM
Sorry I didn't get the chance to weigh in earlier, been a tad busy keeping up with everything.

Kiwahkw
Ahh, these guys.
Side note: If you spell the name even a little wrong, you can't find a thing about 'em on google.

I definitely like that this is a template, it makes sense.

Gigantism: Hmm. The legend superdave pointed out is the only one I've seen that mentions them changing size at will. As far as I was previously aware, they just grew larger as they ate more people. I shall ponder this.

War Shriek: Finger of Death is like a 7th level spell effect with some pretty massive damage. Making it target everyone in 60 feet is easily a 8th or 9th level effect, and making it at-will is way overboard. I can't find any myths relating to a negative energy or death effect tied to the scream, either. I would suggest having it deal a value of sonic damage/HD instead.

Regrowth: Wouldn't this just be a particularly annoying form of regeneration overcome by fire/acid? The all the different pieces regrowing thing would work if this was a specific monster, but how do you determine the stats of each piece? Are they identical to the main creature, just with reduced HD? Do they start at a different size? Do they have access to the base creature's full casting abilities?

Abilities: Caster level based increases seems very strange in my mind. Can you cite a source or explain your reasoning?

A very cool monster, but it will need some work before it's ready to use, in my opinion.

Flying Head
Well, I'm not all too familiar with SLAs, but I'll do my best to answer.

Some monsters can only use spells from a certain list, but most are more free-form about it all. It's really a judgement call about which version to use.

The SLAs you picked out.
Firstly, a lot of them seem to cover similar ground. Hunter's howl, Ear-peircing scream, piercing howl, for example. I would drop the other two and just go with Ear-piercing scream.
Second, there are quite a few there. for such a low-CR monster that doesn't have any overly magical abilities in the original myth, i think you're goin' a bit far.
Third, Bleed, doom and bane are pretty lame, honestly, I think you could safely lose 'em. You've already got cause fear at-will, what do you need doom for?

If the guy was a full caster, yes, he would be able to cast 0-2nd level spells, but the myths don't particularly paint him as exceptionally magical. they never mention him casting spells or cursing enemies or having magic.

Each spell-like ability does indeed count toward the CR.

Honestly, if you want to represent the ''terrible noise" that frightens everyone, I would just give them a special scream ability they can use.
I'd say standard action at will, 30 foot radius, deals 2d6-3d6 sonic damage and makes target shaken. Attach a fort save to halve the damage and negate the shaken effect.

SuperDave
2014-06-05, 12:55 PM
OK, I just took Admiral Squish's advice and gave the Flying Head a "Shriek (Ex)" ability. Here's what I've got:



Special Attacks Grab; Rend (2 talons, 1d4+1); Shriek (at-will, 30 ft. radius, 2d6 sonic and shaken, DC 14); Whirlwind (3/day, 1 round, 1030 ft. high, 1d4+1, DC 12)
__________________________________________________ __________
Special Abilities

Shriek (Ex)
As a standard action, a flying head can emit a blood-curdling, heart-stopping shriek which can be heard up to a mile away. Any creature with a sense of hearing within 30 feet of the head takes 2d6 sonic damage and becomes shaken, unless they make a DC 14 Fortitude save (in which case they take only 1d6 points of sonic damage, and do not become shaken). A subject cannot be affected by shriek of the same flying head more than once in 24 hours.


If the math checks out, then I'd say this bad boy's done.

Up next: the Common Garden Pixie (Homunculus hortus familiaris) (http://img1.wikia.nocookie.net/__cb20120815103021/spiderwick/images/b/b5/Sprites.jpg) and the Feral Pixie (Homunculus hortus ferus) (http://img2.wikia.nocookie.net/__cb20080713044725/hellboy/images/8/84/ToothFairy.jpg), in both individual and swarm varieties!

Edit: Admiral, were you aware that the link to "the crossroads project" in the first post of this thread still leads to the old, outdated thread? And for that matter, so does the link in your signature! :smalleek:

SuperDave
2014-06-05, 01:43 PM
Sorry for the double-post, but I just wanted to mention something:

It's come to my attention that Crossroads really doesn't have any NPCs yet. I mean, we've posted a few bare-bones outlines of characters we'd like to see in the main thread (http://www.giantitp.com/forums/showthread.php?345327-Crossroads-II-I-m-on-a-Mammoth), but none of them actually have any stats yet.

Admiral Squish and I would both love to have people build characters and NPCs for the Crossroads setting, using the homebrewed classes, races, and equipment that our fans have developed, and post them in the Playground for critique and general perusal. There are three places where we could have people post their homebrewed characters:


in the main Crossroads thread.
in this thread.
in a completely separate, Crossroads NPCs-oriented homebrewing thread.

Where do you think would be the best place for people to post their Crossroads characters and NPCs?

Bhu
2014-06-06, 05:47 PM
Sorry I didn't get the chance to weigh in earlier, been a tad busy keeping up with everything.

Kiwahkw
Ahh, these guys.
Side note: If you spell the name even a little wrong, you can't find a thing about 'em on google.

I definitely like that this is a template, it makes sense.

Gigantism: Hmm. The legend superdave pointed out is the only one I've seen that mentions them changing size at will. As far as I was previously aware, they just grew larger as they ate more people. I shall ponder this.

War Shriek: Finger of Death is like a 7th level spell effect with some pretty massive damage. Making it target everyone in 60 feet is easily a 8th or 9th level effect, and making it at-will is way overboard. I can't find any myths relating to a negative energy or death effect tied to the scream, either. I would suggest having it deal a value of sonic damage/HD instead.

Regrowth: Wouldn't this just be a particularly annoying form of regeneration overcome by fire/acid? The all the different pieces regrowing thing would work if this was a specific monster, but how do you determine the stats of each piece? Are they identical to the main creature, just with reduced HD? Do they start at a different size? Do they have access to the base creature's full casting abilities?

Abilities: Caster level based increases seems very strange in my mind. Can you cite a source or explain your reasoning?



GIgantism: The legends vary. Some cases are as you said, some others are they are just tall men till they get angry, and in other cases they can change at will in order to lure in human prey before reverting to giant size.

War Shriek: In some of the legends whenever the Kiwhkw/Chenoo/other names let out their war cry it kills anyone who hears it.

Regrowth: I would have to add stats

Abilities: The stronger a shaman (or whatever the individual tribe calls their casters), the more powerful a Kiwahkw it makes, or in some cases the bigger the heart of ice the more powerful it is. This was kind of awkward, so I tied its abilities and ac bonus to it's caster level to represent that.

Admiral Squish
2014-06-06, 07:23 PM
You know, I ran into a whole bunch of very similar stories about giants with ice hearts, or hearts frozen in ice, or humans frozen into the core of ice monsters, or monsters with hearts made of ice shaped like men, while I was reading up on giants for giantkin. They're all really similar. I might just end up snowballing chenoo/kiwahkw/wendigo stuff all into one great big 'ol monster to fit all the legends.
I mean... just (http://www.native-languages.org/witiko.htm) look (http://www.native-languages.org/windigo.htm) at (http://www.native-languages.org/stonecoat.htm) all (http://www.native-languages.org/mhuwe.htm) these (http://www.native-languages.org/giwakwa.htm) guys (http://www.native-languages.org/chenoo.htm)! And that's just the one page.

War shriek: Well, I know it kills people, but the effect you have there doesn't kill people. It just deals negative energy damage which might kill people. If it's gonna kill someone with damage, why not do it with sonic, which better fits the scream? And if you really wanna be loyal to the myth about the scream killing people, maybe it's a [sonic][mind-affecting] save or die, with some sonic damage attached? After you save you can't be affected by the death effect, but you still roll saves to halve the sonic damage.

Regrowth: I mean, its always a interesting idea, but parts growing into new ones is just a pain to stat up 99% of the time.

Abilities: Hmmm... Well, I get why you did it, I'm just concerned about the scaling now. Maybe it's a basic bonus that gets bigger modified by the caster level? So, +X, + 2/Y caster levels.

Perturbulent
2014-06-07, 05:22 AM
It may be valuable to keep the lot of them but set them up with varying HD/CR such that they are a useful range of challenges. Increase options, but otherwise leave a note that they are largely similar. Possibly mention a possibility that they might be the same base creature, but wandering the world, or at different stages of either age, depravity, or transformation.

SuperDave
2014-06-07, 09:09 AM
It may be valuable to keep the lot of them but set them up with varying HD/CR such that they are a useful range of challenges. Increase options, but otherwise leave a note that they are largely similar. Possibly mention a possibility that they might be the same base creature, but wandering the world, or at different stages of either age, depravity, or transformation.

I support this. I think that trying to make all these different monsters into a single creature might be "a lazy man's load": in trying to simplify things and avoid extra work, you'd wind up just making more work for yourself. I say, if DMs want a giant, evil, ice-hearted monster, they've got a lot of options to choose from already, in addition to what we've statted up so far. They could add some templates to existing giants, they could throw some new abilities onto existing giants, or they could just use one of the monsters that we've created, and call it something else.

Incidentally, though: the wendigo (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/wendigo) has a powerful howl attack which might suit your needs, Bhu (with a little modification).


Howl (Ex)

Three times per day as a standard action, a wendigo can emit a forlorn howl that can be heard up to a mile away. Any who hear the howl must make a DC 28 Will save to avoid becoming shaken for an hour. Creatures within 120 feet become panicked for 1d4+4 rounds, and those within 30 feet cower with fear for 1d4 rounds. This is a mind-affecting fear effect.

The save DC is Charisma-based.

Incidentally, is there any interest in homebrewing NPCs for this thread, in addition to monsters? Just wondering.:smallsmile:

Edit: So I'm having a little trouble with the pixies. My idea is that they're basically animals, intended to beautify and enhance the growth of rich people's gardens, but their population explodes when they escape into the wild, and the feral ones get smarter and bigger. Problem is, the domesticated ones seem too dumb to be able to make or use weapons effectively, but their Str bonus is so low that it'd cancel out their ability to deal any damage with their attacks. How can I make them a credible threat (or at least, an annoyance/living alarm system) to potential burglars?

Solutions? Suggestions? I'm all ears.

Admiral Squish
2014-06-09, 12:16 PM
Ice Cannibals
Well, I'd have to check, but I don't think that the spread we have here goes over a particularly broad range naturally, and they all have different mechanics in place.
I wouldn't be making them into a single monster, the myths are a bit too varied for that, it'd be more like... Like a category. So, you'd have Ice Cannibal (wendigo), or Ice Cannibal (chenoo), or so one. One that's always a monster, one that's an actual undead, one that turns back and forth between human and monster, one covered in ice-armor. Maybe age/size variances, like regular, old, and elder.

Anyway, it was just an idea, I don't know if I'm gonna actually move on it.

Pixies:
Well, I see three options. You could make them a swarm. After all, a single spider bite doesn't actually do damage, but a spider swarm does some significant damage to those within it, and a gang of pixies would probably be able to do the same. You could give them a method of attack that work independent of strength. Magical abilities are always nice. Maybe they don't actually kill burglars, but they can magically entangle them. Or maybe they light him up with faerie fire. Or, you could make them not actually attack. Maybe they just light up and make noise when there's an intruder, like one of those screaming mushrooms. Maybe combine it with the swarm thing, and their defense mechanism is to swarm an intruder while making noise and flashing lights to confuse and frighten them off.

SuperDave
2014-06-10, 09:46 AM
Ice Cannibals
I wouldn't be making them into a single monster, the myths are a bit too varied for that, it'd be more like... Like a category. So, you'd have Ice Cannibal (wendigo), or Ice Cannibal (chenoo), or so one. One that's always a monster, one that's an actual undead, one that turns back and forth between human and monster, one covered in ice-armor. Maybe age/size variances, like regular, old, and elder.

But there are individual stats for different types of goblins, angels, beholders, etc., even though they're all technically just variations on a single species. Having different stats doesn't mean they're different animals, it just means that they've got different numbers attached to them. There's no requirement that if you state that "Monster A" is related to "Monster B", that there must be some way to turn "A" into "B" through templates and/or advancement. From the players' perspective, the creature's type doesn't matter as much as its abilities, and the conditions under which they fight it.

I say we let the crowd decide. If someone (including you, Admiral) wants to stat up a template or category for Ice Giants, and furnish stats for the Stonecoats, the Chennoo, and the Giwakwa, then by all means let's include that. But if people would rather stat them up as individuals than as a category, let's use that instead.

(I say that the wendigo should be its own separate monster, though. I feel like it's just too cool, too weird, too unique, to fit neatly into another monster's box.)


Pixies:
Well, I see three options. You could make them a swarm. After all, a single spider bite doesn't actually do damage, but a spider swarm does some significant damage to those within it, and a gang of pixies would probably be able to do the same.
Well, I was planning on making them into a swarm, after figuring out the stats for a single pixie. So that's definitely happening, I just wanted to know the stats of the creature I'm basing them off. But yeah


You could give them a method of attack that work independent of strength. Magical abilities are always nice. Maybe they don't actually kill burglars, but they can magically entangle them. Or maybe they light him up with faerie fire.
Having entangle (http://www.d20pfsrd.com/magic/all-spells/e/entangle) as an at-will SLA was one idea I had for them. Mainly for the feral ones, though. But I guess it would be appropriate for the domesticated ones as well. It would help explain why they've done so much damage to the environment, and would make them more dangerous in a natural setting.
What about plant growth (http://www.d20pfsrd.com/magic/all-spells/p/plant-growth)? Is that too high-level for 1-3 HD pixies?


Or, you could make them not actually attack. Maybe they just light up and make noise when there's an intruder, like one of those screaming mushrooms. Maybe combine it with the swarm thing, and their defense mechanism is to swarm an intruder while making noise and flashing lights to confuse and frighten them off.
That's sort of like my original plan for them, where they're somewhere between guard-dogs and magical fertilizer for a lord's garden. If someone unfamiliar enters their domain at night (when they're most active), they freak out and start screaming/attacking/faerie-fire-ing, raising such a ruckus that the guards (whom they're acclimated to, and therefore won't attack) can come and investigate.

Idea: maybe they're kept inside the grounds with cold-iron fences?



So I noticed recently that the main post lists dozens of Native monsters, and we'll be able to use a lot of existing D&D monsters in Columbia, but we've got a grand total of nine Chinese monsters. This seemed a little lopsided to me, so I've been doing some research on the Chinese monsters that Mavakith mentioned back in the first Crossroads thread, and I've compiled it into the existing "Chinese Imported" monsters. I humbly submit Mavakith's Big List O' Chinese Monsters for your perusal. Happy homebrewing!

Chinese Imported

oyīn (傲因) - a giant humanoid, wearing tattered clothing. It has clawed hands (crab claws, or tiger claws?), a very long tongue, and likes to eat brains. Can be killed when its tongue is hit by a heated rock.
Biz (白泽) - a legendary four-legged beast which lived in the Kunlun Mountains. It was covered in white fur, was extremely intelligent, and was even capable of conversing with humans in a very educated and refined manner. It has white fur, eyes on its back or shoulders, and sometimes it has wings and/or goat-horns. The Biz knows the names of all 11,520 types of supernatural creatures in the world, and can dispel them from places by speaking their names. When Huang Di, the Yellow Emperor, met one in the Kunlun Mountains, it dictated to him a great treatise which contained information on all of these creatures, which the Emperor wrote down with his own hand. (If this book still exists, it would be EXTREMELY valuable and powerful, and possibly a major artifact.) Exorcists often draw the Bizs image during their rituals, to help drive away evil spirits. [image (http://18touch.qiniudn.com/uploads/07-4/-3/07-41-37-43.jpg)]
Bāsh (巴蛇) - a colossal snake, at least 180 meters (590 ft) in length, its head is dark blue while its body is black. In myths, it swallow can swallow an elephant whole, and spits out the bones of its prey after digesting them for up to three years.
[image1 (http://img.zwbk.org/baike/spic/2011/07/22/20110722053553859_5811.jpeg)]
B'n (狴犴)- the seventh of the dragons nine sons, this one-horned white tiger is capable of human speech, and is described as extremely litigious (I think Google Translate is translating this incorrectly). Because of its ability to discern truth and lies, the image of this majestic beast is often used as a decoration on the doors of prisons and government offices. [image (http://www.cr173.com/up/2010-5/201058153156478.jpg)]
Bfāng (畢方) - a flame-eating, one-legged crane with fiery red crest of flame on its head. [image1 (http://www2.tcgs.tc.edu.tw/~s010138/picture/04.jpg)][image2 (http://www.guigushi2.com/guishenchuanshuo/UploadFiles_3062/200904/2009041600292568.bmp)]
B Xi (CR 9) (http://www.giantitp.com/forums/showpost.php?p=16885597&postcount=4) (辟邪) (completed by Amechra)- A winged lion creature whose presence repels evil.
Chyǎnzhūyāo (赤眼豬妖) - Its name literally means "Red-Eyed Pig Demon". It has a porcine head, a black canine body covered in porcupine quills, and glowing red eyes that can see in total darkness. Likes to eat carrion and lives in dark humid places. [image (http://www.chinawz.net/dhck/UploadFiles_4776/201301/2013010312533481.jpg)]
Dtīng (谛听) - this quadrupedal beast was the mount of Buddha. Its name means listening, because it listened to the Four Noble Truths. [image1 (http://www.ihongyou.com/uploads/allimg/130411/24-1304111204590-L.jpg)][image2 (http://tupian.baike.com/s/%E8%B0%9B%E5%90%AC/xgtupian/1/3?target=a3_81_23_20300542527371139989236852965.jp g)]
Eshu/Ershu (讹兽, lit. false beast) - a small creature, with the head of a rabbit and the body of a ml deer (or maybe a womans face, Im not sure?), which can fly by virtue of its magic whiskers. Its flesh is delicious, and can cure all poisons if consumed, but the eater can only speak falsehoods for some time afterwards (or maybe they can only speak truth?). [image (http://a3.att.hudong.com/66/57/20300000929429130650576681911_140.jpg)]
Fēi (蜚) - a white-headed, one-eyed, mountain-dwelling bull with a snake for its tail. When a Fēi enters water, the water evaporates; when it walks through grass or underbrush, it withers. [image (http://images.plurk.com/3407112_6433761153f82285d440d71a44724cac.jpg)]
Fěifěi (腓腓) - tanuki-like creature with mane like a horses. Ancient myths said that keeping one as a pet will bring happiness. [image (http://photo.hanyu.iciba.com/upload/encyclopedia_2/f9/66/bk_f966532669e1c02479a1794c180bebeb_AKeEaN.jpg)]
Fei Lian (???) - with the body and legs of a stag,it was as swift as wind, gliding through its forest dwell with ease.A long,serpentine tail balanced the beast's heavy head,resembling that of a sparrow with gleaming white bull horns with stripes.Its elegant body was covered in golden fur and dark spots,rather like the pelt of a leopard. These beasts were not carnivores,but would kill any creature that threatened them. Like most Chinese beasts, the fei lian (also called Feng Bo, meaning 'wind lord') lacked wings, but was sometime portrayed in flight, very similar to the lung (dragon). [image (http://fc00.deviantart.net/fs71/f/2010/166/8/b/Fei_Lian__cf_by_chaosia.jpg)]
Fi Y (肥遗) - a mountain-dwelling serpent with two bodies which sprout from a single head. Eating its flesh cures parasites. [image1 (http://game.open.uc.cn/files/60e574/26473/images/2014/01/13/135314dac00b.jpg)] [image2 (http://img3.hoolo.tv/group/oth/640/004/102/13515610274224.jpg)]
Feng Huang (CR 12) (http://www.giantitp.com/forums/showpost.php?p=16902164&postcount=70) (Created by Dracomortis)- Mystical birds. The males are known as Feng, and the females as Huang. Their presence is a sign of extreme fortune and harmony.
Fūzhū (夫諸) - a white deer with four antlers; an omen of floods (and has power over storms?) [image (http://cs.game2.cn/images/20109139193150355.jpg)]
Gōush (鉤蛇) - Large aquatic snake, at least 20 meters long. Its tail ends with two hooks, which it uses to drag land-animals into the water, where it drowns and devours them. [image (http://pic.baike.soso.com/p/20090914/20090914160508-93258076.jpg)]
Gǔ Diāo (蛊雕) - some legends say its shaped like an eagle, others say it has the body of a leopard, antlers, and a mouth (or maybe a beak?) which is wide enough to swallow a person whole. It spends about ten years at a time in hibernation, and then wakes up briefly to eat humans, which it attracts by imitating the sound of a crying infant. [image (http://xx.fjedu.gov.cn/fjjy/meishu/UploadFiles_5172/201011/20101109021054853.jpg)][image2 (http://www.sootoo.com/son_media/msg/2011/10/27/177576.jpg)]
Guǐchē (鬼車) - a nine-headed bird, red in color, with a wingspan of approx. 10ft. It loves to sneak inside people's houses to suck out portions of their souls (i.e., their chi) as food. Originally had ten heads, but one was bitten off by "hǒu tiān quǎn" (吼天犬), the hound of the deity "r lng shn" (二郎神), and the stump bleeds continuously. [image (http://pic1.duowan.com/newgame/1009/147782541459/147782824865.jpg)]
Hǒu (吼) - "Hou, also known as Wangtianhou or Jīnmo Hǒu (金毛犼), has a shape of a rabbit with 2 long ears, but lion looking, and can roar very loudly. It resembles a dragon but is not a dragon, nor is it claimed to be one of the nine descendants of the dragon. It is, however, considered sacred and given esteemed reverence. Perched high on a carved column that resembles a totem pole with wings, this creature stands guard and watches every movement of the Emperor. In addition, whenever the Emperor should leave the Imperial palace, he becomes a reminder and an admonished for the Emperor not to indulge in recklessness and become un-cultivated, discarding and neglecting decorum and engage in being a profligate and dissipated, given to debauchery. Since the Wangtianhou resembles a lion and it stands for all things auspicious, his messages from above, reflect the voice from Heaven. It has the ability to fly, and dragon-brains are said to be its primary food source. Has a habit of perching in high places and observing events from afar, so its image is often raised on top of long poles to remind passersby that theyre being observed (like in prisons, for example). Eventually, it became the mount of Guānyīn (http://en.wikipedia.org/wiki/Guanyin), the Goddess of Mercy. [image (http://a1.att.hudong.com/84/91/19300001061969134033914646023.jpg)]
[I]Hsigo (Claimed by Zzuxon) - Noisy beasts, resembling monkeys with feathered arms that can unfold into wings. Good at throwing things.
Unfortunately, these guys might not actually be real mythological figures, but simply the result of a typo that went viral (http://languagelog.ldc.upenn.edu/nll/?p=7831)
Hush (化蛇) - winged aquatic beast with a human face and a wolfs body, which slithers like a snake. sounds like a baby crying, though it rarely makes a sound. But if it does, a flood will happen soon.
Hndn (混沌) - red sphere-like body (somewhat like that of a fat pig), with six legs four wings, and no head or face. It knows how to dance and sing, likes to assist evil people and hamper good people. One of the "Four Evils. [image (http://www.chinoesfera.com/images/xianzai/hundun.jpg)]
Huǒshǔ (火鼠) - medium-size rat with a single horn on forehead, also called "Huǒguāngshu". Lives in volcanoes. weighss 250kg, its hair is as fine as a strand of silk. Dies when it touches water. Its pelt can be made into a cloth that cleans itself when engulfed in flames. Possibly related to embermice, the SpiritBeasts of fire. [image (http://eidolicdreamer.files.wordpress.com/2011/05/e59bbe34065.jpg)]
Jian (鹣) - mythical birds with only one eye and one wing each: they must pair up to survive, and thus they are an ancient symbol of the bond between husband and wife.
Jiāngshī (殭屍) (image (http://media-cache-ak0.pinimg.com/736x/a1/6d/42/a16d42c77c8e927f09c8c7c444f27c3e.jpg)) - chinese zombie-vampires who feed on blood, and the [I]ying chi from moonlight. Have great strength and near-indestructible bodies (DR). Jiāngshī who survive long enough (and consume enough blood/chi) evolve into more powerful forms:

White Jiāng - zombie covered in white hair. Scared of sunlight, fire, water, rooster, dog and humans. Drink blood from animals.
Black Jiāng - after a White Jiāng is well fed on blood. Their hair will turn black after a few years. No longer repelled by roosters and dog, a Black Jiāng is still scared of sunlight, fire, water and will avoid human contacts. Drinks blood from humans while they sleep.
Jumping Jiāng - absorbing ying chi from the moon / moonlight for a nearly a decade, the Jumping Jiāng is quick, jumps in great distances and fears only sunlight.
Flying Jiāng - evolved from Jumping Jiāng that have been absorbing moonlight and blood for at least a hundred years, they can fly and does not leave a wound when they suck blood from a short distance away (i.e., through the air), without even needing to touch their victim.
Hnb (旱魃) - a jiāngshī which has been dead at least a thousand years. It can cause drought/famine within a thousand miles. (image 1 (http://pic.baike.soso.com/p/20130625/20130625234127-1966155914.jpg)) (image 2 (http://img7.cache.hxsd.com/game/2012/11/07/668509_1352257673_7.jpg))

Jiǎo Duān (角端) - has a qilins head, a lions body, horns (antlers?), a long tail, clawed paws, upper lip expertise (wait, what?). It has a powerful, barrel-chested physique, with a long nose (meaning a long snout?), and a very big horn on its head. The males roar sounds like a tsunami, and its momentum is very powerful (presumably because its body is so heavy?)
[I]Jīn Chn (金蟾, lit. "golden toad") (Claimed by SuperDave) - A red-eyed bullfrog with only one back leg and seven spots on its back. Attracted to gold and valuable materials.
Jiǔ Wěi H (九尾狐) - for every thousand years a fox lives, it gains another tail. These extremely powerful fox spirits have unlocked their full potential, possessing enormous amounts of chi, potent illusion powers, and the ability to take human form. They change the luck of those they encounter, but legends conflict as to whether they bring good fortune or bad. Some are liars and thieves, while others make "faithful guardians, friends, lovers, and wives". No one is quite certain whether they are truly the same species as the Huli Jing (http://www.giantitp.com/forums/showthread.php?325627-Huli-Jing-Fox-Illusionists-Race-Crossroads).
Jiǔyīng (九嬰) - a nine-headed and nine-tailed giant amphibious serpent, with two types of breath weapons: poisonous water and flames. Escaped China to the East (i.e., Japan or Korea, or perhaps Fusang?!) after its tail and one of its heads was shot off by a legendary archer (possibly Yi the Archer?), the same archer that shot down the nine Sānzwū/suns. Speculated to be The Orochi in Japanese myths. [image (http://18touch.qiniudn.com/uploads/07-5/-3/07-56-31-17.jpg)]
Kui/Kuni (夔/夔牛) - giant mountain-dwelling one-legged (draconic?) bull, which bellows like a peal of thunder and has power over lightning. When storm comes near, its body will shine like sunlight and moonlight and its roar is deafening like thunder. Later, the Yellow Emperor used its fur to make drum which can be heard five hundred miles away. [image (http://yizitong.cn/upload/images9/083d6545475524faeaa3c06ae02f5d8c.jpg)]
Kūnpng (鲲鹏) - An colossal eagle that transforms into a huge fish (possibly a carp?) and back again. [image1 (http://img.jiameng.com/kunpeng/images/GWS490P4.jpg)] [image2 (http://download.zhuokearts.com/userupload/editorUpload/2010/1/29/40591_0916250ygj4.jpg)] [image3 (http://media-cache-ec0.pinimg.com/736x/94/df/25/94df25d3f945457d552242f99498dc2d.jpg)]
Ll (狸力) - Pig-like beast, barks like a dog. Can burrow and control the earth.
Lw (陸吾) - Nine-headed white tiger, guardian of the Jade Emperor's treasure vault. [image (http://s2.img.766.com/208/101207/1646/238851.jpg)]
Mngsh (鳴蛇) - large snake with four feathered wings. Represents drought. [image (http://pic.baike.soso.com/p/20090915/20090915133213-1998568040.jpg)]
Mǎjiāo (馬交) - bird head with single horn, horse-like white body with leopard spots and a black snake for its tail. Sharp teeth, have claws and not hooves. Sounds like a drum beating. Controls wind that cuts like a blade.
Nin Shu (CR 16) (http://www.giantitp.com/forums/showpost.php?p=16894585&postcount=46) (年兽) (Completed by LOTRfan)- A large, lion-like creature that sleeps in the ocean, coming out once a year around the Chinese new year to eat people, particularly children. Can be repelled by the color red and loud noises.
Nitu (牛头, Ox-Head) and Mǎmin (马面, Horse-Face) - this duo of animal-headed warriors guard the gates of Diyu (Chinese Hell), and are the first beings whom a person sees upon death. In all their thousands of years of guardianship, only a single soul has ever slipped past them: Sun Wukong, the legendary Monkey King. Occasionally, they are dispatched by the Jade Emperor to hunt down and kill truly wicked people, and then personally escort these evil souls to the lowest levels of Diyu for punishment. [image (http://pic5.duowan.com/mwo/0709/53791493436/53791601570.jpg)]
Nǚ Guǐ (女鬼) - hauntingly beautiful ghost-women, with long black hair and dressed all in red. They have returned from beyond the grave to exact vengeance on their mortal lovers, and any unfortunate mistresses who get in their way. [image1 (http://lilyhonglei.files.wordpress.com/2009/09/xin_1907050810317963178126.jpg)][image2 (http://www.tupian1.cn/uploads/allimg/100705/1_100705231655_1.jpg)]
Poxiāo (狍鴞) - Goat-body with human face, an eye in each shoulder, tiger teeth and human claws, voice similar to baby (sound-imitation to lure prey?), eats humans. Likes to live alone in dark caves: they are cruel, vicious and evil. With high intelligence and great strength, they are very difficult to capture and kill. Legend has it that their bones can cure all diseases.
Pxiū (貔貅) - Dragon-head, horse body, Qilin claws/hoofs, lion mane, white-grey fur, have short wings and can fly. Patrols the skies for demons, and prevents plague and disease from disrupting the world. Very similiar to B Xi, but while B Xi have a single horn, the Pxiū have two horns. They always come in pairs: one male, one female. [image (http://www.tattoo77.com/uploads/uploadfiles/2011614161270402.jpg)]
Penghou (???) - A forest spirit with the body of a black dog with no tail, and the face of a man. Dwells in trees and escapes when the tree is cut down.
Qln (麒麟) - This beast is so considerate of others that it would not deign to walk upon the earth, for fear of harming a single insect or a blade of grass. Instead, it walks on the air, or small clouds under its hooves. [image (http://image.wikifoundry.com/image/1/xnWc4BxKeHdwao6NVouLSQ26993/GW441H450)] [magical beast (http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/kirin)] [outsider (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/kirin)]
Qingq (窮奇) - a winged man-eating red tiger with porcupine quills, barks like a dog, and eats humans. It can sense guilt and lies. It attacks honest and innocent people (it particularly favors biting their noses off), and it will protect liars and guilty people. Sort of like the opposite of a Sin You. One of the "Four Evils". [image (http://a3.att.hudong.com/00/19/01000000000000119091939661200.jpg)]
Sānzwū (三足烏) - Chinese myths says that Sānzwū were suns. Once upon a time, ten Sānzwū all appeared at the same time and caused a terrible drought for years. Until all but one of them are shot down by a legendary archer. Sānzwū resemble a three-legged crow with golden feathers. Sunspots were originally believed to be caused by these birds flying in front of the sun. According to Wikipedia, there were originally ten Sānzwū (sun crows) which settled in 10 separate suns. They perched on a red mulberry tree called the Fusang (Chinese: 扶桑; pinyin: fsāng), literally meaning the Leaning Mulberry Tree, in the East at the foot of the Valley of the Sun. This mulberry tree was said to have many mouths opening from its branches.[5] Each day one of the sun crows would be rostered to travel around the world on a carriage, driven by Xihe the 'mother' of the suns. As soon as one sun crow returned, another one would set forth in its journey crossing the sky. ... Around 2,170 B.C., all ten sun crows came out on the same day, causing the world to burn; Houyi the celestial archer saved the day by shooting down all but one of the sun crows. (See Mid-Autumn Festival for variants of this legend.) [image (http://img.nie.163.com/images/2010/9/9/2010-09-09_77156.jpg)]
Sān Jiǎo Shu (三角兽) - [Sorry, I couldnt find [I]anything about this one. Nothing that made sense, anyway.]
Shāngyng (商羊)- a bird, has something to do with rain, and maybe omens? Sorry, the information was poorly-translated.
Shānso (山臊) - Mountain spirit, one-legged baboon, can speak human languages and shape-change. Especially like to eat prawns and crabs from mountain rivers and lakes. [image (http://img1.gtimg.com/gamezone/pics/32296/32296785.jpg)]
Shānzhīzhū (山蜘蛛) - large spider, body as large as a wheel. its silk can stop bleeding and staunch wounds.
Shn (蜃) - a huge clam-like creature with superb illusion abilities and water magic. To protect itself from attack, it usually disguises itself as a dragon, or some other fearsome beast. [image (http://www.isciencemag.co.uk/wp-content/uploads/2013/01/Batmanclam.png)]
Shuǐ guǐ (水鬼, water ghosts) - Lying in wait for humans to cross their particular body of water, shui gui (water ghosts) will drag the living beneath the surface and drown them, thus providing the ghost a new body to inhabit. Just to make it truly sinister, this cycle repeats, with each lost soul replacing the old ghost and dragging a new victim under as time drags on.
Sin-you (CR 6) (http://www.giantitp.com/forums/showpost.php?p=16900338&postcount=65) (Created by Baniff)- A large creature with a body that looks like a hybrid of lion and a bull, with a single straight horn. Its eyes see the truth, and it can sense guilt and lies. It attacks liars and guilty people.
Suānn (狻猊) - Lion-like beast, one of the nine sons of the dragon, likes to sit and keep watch. A very noble creature, it was famously used as one of the Buddha's mounts. Because it eats smoke, it is often seen sitting next to incense urns in temples. [image (http://bbs.ujj.co.jp/sg1_image/pictures/pic-b430ede350bf5b0d0f30d5309fe0e75d20130301171107.jpg )]
Tāoti (饕餮) - this bull monsters hunger is insatiable; it was so gluttonous that it ate its own body, and so it is (sometimes) represented as a head with a huge mouth and no body. One of the "Four Evils". [image (http://store.wave4psychology.com/images/%E9%A5%95%E9%A4%AE.jpg)] Alternatively, a dog like creature that had one monstrous head with a gaping mouth, with two bodies connected to it. It was ferocious guardian of its own tribe, and ate those who threatened them. When it ate people, however, it did not chew. The person would just end up behind it, much worse for the wear and smelling terrible. [image (http://media-cache-ec0.pinimg.com/736x/44/cd/8e/44cd8e59824b77cf2af3212d398c90c7.jpg)]
Tow (檮杌) - Originally the name of an extremely evil man, he transformed into this creature after his death. Tiger-like body with a human face and boar tusks, with a 20ft long tail. One of the "Four Evils". [image (http://a2.att.hudong.com/70/44/01300000044935121030447696043.jpg)]
Too Jou Shen (???) - They are best described as lions with cloven hooves and a short, blunt horn on their foreheads. Too jou shen may be small, and lead peaceful lives, but when needed, they are fierce beasts when they are protecting their homelands. They are almost always depicted as mated pairs, male and female. It is sometimes said that their statues come to life. [image (http://www.sacred-texts.com/earth/mm/img/fig88.jpg)]
Tǔlu (土蝼)- a human-eating goat with four horns. [image (http://media-cache-ec0.pinimg.com/736x/92/fb/b1/92fbb12489b0823cbc380067f67770a2.jpg)][image2 (http://media-cache-ak0.pinimg.com/736x/46/7a/be/467abe582b00a7a2ca98c3e65e0cb64f.jpg)]
Xizh (獬豸) - It has a thick body with long dark hair and angry eyes which shine brightly, and can see falsehood, lies, and dishonesty (similar to the Sin-Yu). It has one horn its head, and is said to be very brave. Because of its bravery and honesty, it is a symbol of the Emperor and His justice. It is believed to live in the wilds and is said to be fire-eating even to its own destruction. One of the origins of the "Stone Lion" seen outside the front door of Chinese houses. It is said that when it sees two people fighting or arguing, it would gore the dishonest party with its horn and eat them. [image2 (http://pic.fxxz.com/up/2012-6/201266770958105384.jpg)]
Xīnng (傒囊) - all I know about this guy is that hes the size of a small child, lives in the mountains, and has something to do with spirits. [I [I]think this (http://img.51netu.com/uploads/120129/11996_104309_1.jpg) is him]
Xing Tian (???) - a fierce warrior who was beheaded during battle, but nevertheless he continued to fight with his axe and shield, using his nipples as eyes and his navel as a mouth. [image1 (http://media-cache-ec0.pinimg.com/736x/5e/a9/43/5ea943d1fe79071026870ce5881a0d54.jpg)]
Xunfēng (玄蜂) - these black hornets are the size of teakettles, and deliver lethal poison with their stings. [image (http://pic6.969g.com/news/120401/130_112613_1.jpg)]
Yāogui (妖怪) - demons of Chinese mythology. They are sly and cunning shapeshifters, with extremely variable appearances, but they are united in their desire to consume the flesh of holy men and attain immortality (and hence, godhood).
Yyǔ (猰貐) - I wasnt able to find out anything for sure about this creature, except that it might have had a human face, and that it possibly ate people. When it began to eat humans, the Emperor Yao command Yi the Archer (http://en.wikipedia.org/wiki/Houyi) to kill it.
Yz (睚眦) - Second of the dragons nine sons, this creature looks like a dhole (fox/jackal). Its name means "angry stare". It is said that the Yz always repay good deeds, but also repay any grievance with death. Therefore, images of the Yz are usually engraved on the scabbards or hilts of swords. Its personality is described as staunch and brave. [image1 (http://i0.sinaimg.cn/gm/o/n/2010-06-18/U2653P115T9D409492F169DT20100618103841_c.JPG)] [image2 (http://pic.baike.soso.com/p/20110326/20110326105227-828316119.jpg)]
Yīnglong (应龙) - an ancient, winged dragon, with a tail powerful enough to divert rivers and cause floods. [image (http://a4.att.hudong.com/27/37/01300000247881122392379695036.jpg)]
Yīngzhāo (英招) - Human face and horse body, tiger stripes, bird wings, sounds like a monkey. Acts as the gardener for the Jade Emperor. [image1 (http://a4.att.hudong.com/70/18/01300000247881122345187526065.jpg)] [image2 (http://www.86wan.com/uploads/2013/1204/20131204100656539.jpg)]
Yjiāng (禺疆) - Sea God, Wind God, God of Plague of the legends. Rules the northern ocean. have a fish-like body with arms and feet of a man. Rides a twin-headed dragon. It is said that the winds of Yjiāng can cause a plague. [image (http://img5.cache.netease.com/game/2012/6/15/20120615115448742bd.jpg)]
Zochǐ (鑿齒) - large humanoid, chisel-like tusk that are 3ft in length, wields a halberd and shield. (They are actually "demonized Southern tribes in China in myths) [image1 (http://www.265g.com/uploads/images/1103/28368_110315140306_1.jpg)] [image2 (http://big5.china.com/gate/big5/images2.china.com/game/zh_cn/onlinegame/news/10003534/20110311/2011031111094514863800.jpg)] [image3 (http://www.leewiart.com/userfiles/1722/2bc69d137ebe9eacfcfcafa8a28f1104.jpg)]
Zhēng (狰, lit. hideous) - a mountain-dwelling red-furred leopard with a single horn on its head and four* tails. I think the legend said that it killed all the plants on its entire mountain, or something like that (Im really not sure). It was said if you wore its skin that you would be cured of jaundice. [image (http://media-cache-ec0.pinimg.com/originals/17/cc/fc/17ccfc5f2da4cf0c8272f1ecb556ee3f.jpg)]
*This probably means its considered unlucky, because four is the number of death (http://tvtropes.org/pmwiki/pmwiki.php/Main/FourIsDeath). [image1 (http://a2.att.hudong.com/51/01/01300000844098126924019715113.jpg)] [image2 (http://imgreader.gmw.cn/attachement/jpg/site2/20120830/002564a615ae11a9877f0a.jpg)] [image3 (http://media-cache-ak0.pinimg.com/736x/a4/6d/ea/a46dea0658bde4efb76e1bcf6569f736.jpg)]
Zhnniǎo (CR 5) (http://www.giantitp.com/forums/showpost.php?p=16896743&postcount=52) (鴆鳥) (completed by Dracomortis)- Poisonous birds with green and purple feathers. Touching a feather results in numbness, but being pricked, pecked, or scratched by the bird or the feather is highly lethal.
Zhūhui (诸怀) - a large, man-eating humanoid with the head of a bull. Very similar to the Greek minotaur. Or maybe it was just a man-eating bull? [image (http://a4.att.hudong.com/80/45/01300000426200126934451449883.jpg)]
Zhūjiān (諸犍) - Human face with leopard body, bull ears and only a single eye, long tail and have extremely loud voice. It holds its tail in its mouth while walking, and coils it around its body while resting. Extremely strong, expert marksmanship: 9 out of 10 targets died, and even if they lived, they were crippled for life. [image1 (http://www.leewiart.com/userfiles/17657/91503c8d1a9ce90283206c79cfac7aaf.jpg)] [image2 (http://www.leewiart.com/userfiles/17657/384d15383a49ed3d31a32059007bd656.jpg?6345856076920 62500.gif)]
Zhlong (烛龙) - a giant red solar deity, thousands of miles long. It supposedly had a human's face and snake's body, created day and night by opening and closing its eyes, and created seasonal winds by breathing. (I think that since this guy was a god, we cant really give him stats in this setting. But maybe he has offspring? Gasp! What if there are heretic scholars in Fusang who claim that the Quetzals could be his children?! Theyre both serpents with human(oid) heads) [image (http://upload.wikimedia.org/wikipedia/commons/thumb/5/50/SekienShokuin.jpg/220px-SekienShokuin.jpg)]
Zhūyn (朱厭) - Ape-like creature with white fur on its head and reddish fur on its hands and feet; an omen of impending war. [image (http://wolfbbs.net/imagehost/uploads2/d3a40223c3.jpg)]


Sorry the formatting is weird. I really wasn't sure what to do with the images, but I felt they were worthy of inclusion in the list, because most westerners won't have a clue what these creatures look like. And I found out that if you don't know Chinese, it's EXTREMELY difficult to find good images, so I wanted to save you all some time and research. (Oh, and I left a lot of my notes and musings in there. You can disregard 'em if they're not helpful.)

In the course of my search for images, I found several really weird monsters I couldnt identify. If anyone knows how to find out more about them, let me know!

http://store.wave4psychology.com/images/%E9%A5%95%E9%A4%AE.jpg
http://www1.oekakibbs.com/bbs/poo_theme/42600/42412.jpg
http://images.liqucn.com/h009/h79/img201401151532081886_info630X506.jpg
http://xx.fjedu.gov.cn/fjjy/meishu/UploadFiles_5172/201011/20101109021054853.jpg

Mavakith
2014-06-13, 05:06 AM
Guǐchē (鬼車) - a nine-headed bird, red in color, with a wingspan of approx. 10ft. It loves to sneak inside people's houses to suck out portions of their souls (i.e., their chi) as food. Originally had ten heads, but one was bitten off by a sacred hound (whose hound?), and the stump bleeds continuously.

Its head was rumored to be bitten off by "hǒu tiān quǎn" (吼天犬), the hound of the deity "r lng shn" (二郎神).


Hnb (旱魃) - Said to be the fifth evolution form of a Chinese vampire (or Jiāngshī) which has been dead at least a thousand years. It can cause drought (and famine?) within a thousand miles.

Hǒu (吼) - Hou, also known as Wangtianhou, has a shape of a rabbit with 2 long ears, but lion looking, and can roar very loudly. It resembles a dragon but is not a dragon, nor is it claimed to be one of the nine descendants of the dragon. It is, however, considered sacred and given esteemed reverence. Perched high on a carved column that resembles a totem pole with wings, this creature stands guard and watches every movement of the Emperor. In addition, whenever the Emperor should leave the Imperial palace, he becomes a reminder and an admonished for the Emperor not to indulge in recklessness and become un-cultivated, discarding and neglecting decorum and engage in being a profligate and dissipated, given to debauchery. Since the Wangtianhou resembles a lion and it stands for all things auspicious, his messages from above, reflect the voice from Heaven. It has the ability to fly, and dragon-brains are said to be its primary food source. Has a habit of perching in high places and observing events from afar, so its image is often raised on top of long poles to remind passersby that theyre being observed (like in prisons, for example).

Jiangshi (僵屍) - zombie-vampire corpses who feed on chi.

Jīnmo Hǒu (金毛犼) - There are two contradicting legends on this being: A) A Hnb that survived for one thousand years after evolving from a Jiangshi (for a total of two thousand years of undeath) and gained godlike powers;
or B) he is one of the dragon kings nine sons. However, both legends said it resembles a draconic lion with golden fur and mane. It can breathe fire, and eats the brain of dragons. Later, it became the mount of Guānyīn, the Goddess of Mercy.

The four above are actually the same type of creature in different stages of unlife. Jiāngshī is the basic form, then after a few evolutions becomes the Hnb (旱魃) and then finally the Jīnmo Hǒu (金毛犼). Which is actually a different name for Hǒu (吼) / Wangtianhou.

Note: although its first - fifth form is undead, its final form is actually living.


As for the four pictures:

1, Tāoti (饕餮), already on the list above.
2, I don't know what is it.
3, Looks like a variant of dragon turtle to me
4, Gǔ Diāo (蛊雕), already on the list above.

Sorry I haven't been on for the past two months, got relocated to another country to work. Will post more after i settle down, say, one more month? lol

SuperDave
2014-06-13, 09:37 AM
[Guǐchē's] head was rumored to be bitten off by "hǒu tiān quǎn" (吼天犬), the hound of the deity "r lng shn" (二郎神).
Thanks for clarifying. I've fixed it now.


The four above are actually the same type of creature in different stages of unlife. Jiāngshī is the basic form, then after a few evolutions becomes the Hnb (旱魃) and then finally the Jīnmo Hǒu (金毛犼). Which is actually a different name for Hǒu (吼) / Wangtianhou.
Okay, I've combined the Hǒu and Jīnmo Hǒu into one creature. I thought that it was really weird that there were two dragonlike creatures who ate the brains of dragons and both had "Hǒu" as part of their names!


Note: although its first - fifth form is undead, its final form is actually living.
But I thought that the Hǒu/Jīnmo Hǒu was one of the dragon's nine sons! How can a vampire get so powerful that it not only changes into a completely different type of animal, and comes back to life, but even retroactively changes who its' father was, too?

Since D&D creatures don't evolve like Chinese monsters do, it might be simplest for us to treat the Jiāngshī and all of its evolutions up through the Hnb as undead humanoids, and make the Hǒu/Jīnmo Hǒu a magical beast. If/When a Hnb evolves, we can just say that it's become so powerful that the only way it can get stronger is to change itself into a completely different type of creature.

Oh, and speaking of "the dragon's nine sons": I keep hearing about monsters which are described as being one of the dragon's nine sons. Are they all the sons of the same individual dragon (and if so, who is this extremely amorous dragon, and why does he have no standards for who he sleeps with?), or are there just nine different kinds of animals that dragons commonly mate with (which produces nine different types of offspring)?


Sorry I haven't been on for the past two months, got relocated to another country to work. Will post more after i settle down, say, one more month? lol
I'm sorry to hear you're overworked, but happy to hear you've got a good job. 恭喜恭喜!

Mavakith
2014-06-13, 12:45 PM
Since D&D creatures don't evolve like Chinese monsters do, it might be simplest for us to treat the Jiāngshī and all of its evolutions up through the Hnb as undead humanoids, and make the Hǒu/Jīnmo Hǒu a magical beast. If/When a Hnb evolves, we can just say that it's become so powerful that the only way it can get stronger is to change itself into a completely different type of creature.

Well, they are all myths.. so a myth says that Hǒu is one of dragon king's son, another says that its the final form of Jiāngshī.. But what you did here is perfectly fine! Note that Hǒu isn't one of dragon's nine sons, my bad.. Hǒu is rumored to be one of the dragon king's son.

PS: Dragon and Dragon king is different. There are four dragon kings, "North Ocean Dragon King", "East Ocean Dragon King", "South Ocean Dragon King" and of course there's the "West Ocean Dragon King".



Oh, and speaking of "the dragon's nine sons": I keep hearing about monsters which are described as being one of the dragon's nine sons. Are they all the sons of the same individual dragon (and if so, who is this extremely amorous dragon, and why does he have no standards for who he sleeps with?), or are there just nine different kinds of animals that dragons commonly mate with (which produces nine different types of offspring)?

Well, the original dragon was only a totem that symbolizes the unity of nine different Han tribes. Dragon is more of a asexual spirit in this case and it somehow produces nine different sons by itself. The sons themselves are unique creatures by their own right and they symbolizes different things.

However, the english wiki is a little different from what i read in the chinese wiki. But i'll get to that later on.

While there are two list of dragon's 9 sons, the more widely accepted version does not include Tāoti (饕餮) as one of the dragon's sons.. People tend not to like it when one of the "Four Evils" is the dragon's son.



I'm sorry to hear you're overworked, but happy to hear you've got a good job. 恭喜恭喜!

Well, i'm not overworked, just need to get to know the places near my place and company and thanks! :)

EDIT:
Jiangshi (???) - zombie-vampire corpses who feed on chi.
Jiāngshī (殭屍) - chinese zombie-vampires who feed on blood (just like western vampires) and the ying chi from the moon (or u can say moonlight). Have great strength and near-indestructible bodies (DR).

First stage: White Jiāng, zombie covered in white hair. Scared of sunlight, fire, water, rooster, dog and humans. Drink blood from animals.

Second stage: Black Jiāng, after a White Jiāng is well fed on blood. Their hair will turn black after a few years. No longer repelled by roosters and dog, a Black Jiāng is still scared of sunlight, fire, water and will avoid human contacts. Drinks blood from humans while they sleep.

Third stage: Jumping Jiāng, absorbing ying chi from the moon / moonlight for a nearly a decade, the Jumping Jiāng is quick, jumps in great distances and is only afraid of the sun now.

Forth stage: Flying Jiāng, evolved from Jumping Jiāng that have been absorbing moonlight and blood for at least a hundred years, they can fly and does not leave a wound when they suck blood from a short distance (within 30 feet i suppose?).


Fifth stage: Hnb

Admiral Squish
2014-06-14, 08:02 PM
Ice Cannibals
That's basically exactly what I'm talking about. The angels aren't scattered all through the book, they're a little category of monsters that are inter-related and presented together. The same with beholders.

What I'm talking about is making several distinct ice cannibal varieties, each its own unique monster entry, but having a number of interconnected traits, like the ice heart and the transformation due to cannibalism/denying food. I'm not talking about making them all different stages of transformation, I'm talking about making the traits that ARE the same across the myths actually be the same across the monster entries.

Pixies
I was generally aware of your plans, that's why I was trying to suggest things in that general vein.
I will say plant growth is probably a bit too high for the pixies, the general rule of thumb I use is not to give monsters SLAs of levels they wouldn't be able to cast if their HD were spellcaster levels. So, it would need at least 5 HD to be able to cast a 3rd level spell.

Chinese Imported
I haven't had time to go through the whole list yet, but keep in mind that any Chinese imported monster needs to be intentionally or accidentally brought to the new world somehow, so we can't just use all of Chinese mythology, just the stuff that would make it over. I'll get into it momentarily, I'm still working on the classic monster list in the main thread.

Bhu
2014-06-15, 05:46 PM
You could do templates for the evolving monsters.

Admiral Squish
2014-06-16, 03:15 PM
You could do templates for the evolving monsters.

You mean for the jiangshi and their successive forms?
I don't know, it might be a serious challenge to take a base creature through four or five different stacking templates.

SuperDave
2014-06-18, 10:25 AM
OK, I just updated the list of "Chinese Imported" so all the different Jiangshi forms are in the same place, and removed the reference to the Taotie as "one of the dragon's nine sons". (Incidentally, there's already a Pathfinder monster called the Taotieh (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/taotieh), but I think it's pretty different from the myths.

As for why they're imported, it's definitely something we should consider before adding them, but a good DM could find ways to include almost any monster in the setting. But you're right, we should give thought to why people bring them over, and which ones go feral in the forests and mountains of Fusang, as this will have a big impact on what players encounter when adventuring in Fusang (both in the cities and in the wilderness).

Now that you explain your logic behind Ice Cannibals, it makes perfect sense. Carry on!

Pixies are undergoing a rewrite, to transform them from a single creature into a swarm. Since they also absorb the traits of the plants in which their eggs are incubated, I've decided to give them plant traits as well. I'm working on a way to customize pixies based on different plants (thorns, poisonous bodies, making creatures that touch them itch like poison ivy, etc.).

Admiral Squish
2014-06-19, 06:17 PM
Sorry I haven't gotten around to going over that list of imported monsters yet, I'm still sorting through the big list of classic monsters for the main thread. I'll be getting to this list soon as I can.

I'm glad you understand my point of view on the ice cannibals. I'm adding them to my list o' monsters to make.

I am getting more and more intrigued by the pixies you propose, I can hardly wait to see them come to fruition! Not literally, if they actually have kinds that grow fruit.

Bhu
2014-06-20, 01:54 AM
Made changes to the Kiwahkw, will be adding possible cures soon pending more research

Admiral Squish
2014-06-20, 06:32 PM
Kiwahkw
Marvelous! I still think some of my previous critiques apply, but I will leave it to your discretion.

SuperDave
2014-06-23, 06:41 PM
OK, so the good news is I just finished starting up the Garden Pixie swarm. The bad news is, I cacluated their CR and it came out to 3, which is WAY too high for a 1HD creature that's supposed to be more aof a nuisance than a challenge. So now I've gotta Nerf 'em a bit before they're ready.

Debihuman
2014-06-23, 10:05 PM
way back I said I was going to stat up the Gwagwakhwalanooksiwey. The problem is that it is just a Roc who eats the brains of its enemies. I got nothing new to add to it. Sorry guys.

Debby

SuperDave
2014-06-24, 08:48 PM
Gwagwakhwalanooksiwey... is that it is just a Roc who eats the brains of its enemies. I got nothing new to add to it.

Eh, fair 'nuff. Not every myth is monster-worthy.

I just realized that I never wrote up the Money-Toad, either. But I've got plenty of fluff for it. I think I'll do that one after I finish the feral version of the pixies.

Actually, maybe CR 3 isn't totally inappropriate? They're supposed to be used as guard-dogs on expensive mansions, so having them be CR 1 or lower might mean that too many thieves could slip past them. I guess throwing another HD or two on 'em wouldn't really affect their CR after all, would it?

I don't know, though. I feel like Crossroad doesn't have enough low-CR monsters, which might make the early stages of a campaign difficult to plan/balance. Do I go with the higher CR, or try to bring it back down a bit?

Admiral Squish
2014-06-26, 05:05 PM
Pixies
Honestly, if you think all the abilities are appropriate and it feels like a solid monster to you, just go ahead and post it. You can always change it later if you feel the need, and in my experience, getting it out and changing it later leads to more productivity than just holding onto it until it's absolutely perfect. Don't worry about the CR spread of the setting, you gotta do what feels right for this critter.

Gwagwakhwalanooksiwey
Hmmm. I don't know, I think there's a bit of potential. Maybe not an enormous amount, granted, but they could be a nice mid-CR monster, possibly with some sort of death attack like an illithid... I think I'll take a crack at the lady and her mate real quick.

EDIT: Here we are, I just posted my take on the Hokhoku (http://www.giantitp.com/forums/showthread.php?358858-Hokhoku-Brain-eating-giant-ravens-Crossroads), rolling together all those different giant man-eating birds of the northwest and canada.

SuperDave
2014-06-29, 06:01 PM
OK, I finally got off my duff and posted the Garden pixies (http://www.giantitp.com/forums/showthread.php?359254-The-Common-Garden-Pixie-decorative-(and-highly-invasive)-Old-World-fey) I've been working on for so long. Drop me a line and lemme know what you think of 'em!

SuperDave
2014-06-30, 04:52 PM
Oh man, I am on FIRE today! I posted the Garden pixies yesterday, and today I finished the sisiutl (http://www.giantitp.com/forums/showthread.php?359449-Sisiutl-two-headed-sea-serpent-from-the-Pacific-Northwest-P-E-A-C-H) on my coffee/lunch breaks!

Basically, it's an amphisbaena sea serpent with a few extra goodies thrown in. I know that there's already an official version in Stormwrack, but I like to think my version fits the legends a little better.

Bhu
2014-07-03, 01:45 AM
Perchance can you send me the name of the stories the Inupasugjuk appear in?

Admiral Squish
2014-07-03, 02:31 PM
Alright, bro, added your new creations and updated your count! Looks like you've tied with Bhu!

Bhu, sorry, but I don't know any of the names of the stories off the top of my head. I'm sure you'll be able to find anything that we did and more, though.

SuperDave
2014-07-03, 04:49 PM
Perchance can you send me the name of the stories the Inupasugjuk appear in?

Well, I remember reading a really weird legend somewhere about what happens when normal humans practice spouse-exchange (http://www.straightdope.com/columns/read/2066/do-eskimo-men-lend-their-wives-to-strangers) with the Inupasugjuk. The specifics of the legend are... inappropriate for this forum. Let's just say it doesn't end well for either of the humans involved. :smalleek: (Then again, if they all end up that way, then where did the Tuniit come from?)

I honestly haven't been able to find that many legends specifically about them, partly because they're often conflated or confused with the Tuniit. But here's a bit of info (http://www.inuitmyths.com/inupasugjuk.htm) about 'em, from a fairly authentic-looking site. Just scroll past the Canadian Syllabics to get to the English translation. Hope it helps!


Alright, bro, added your new creations and updated your count! Looks like you've tied with Bhu!
Woohoo! I've closed the gap! :smallsmile:

Speaking of adding stuff to the main page, when were you gonna add Mavakith's Big List O' Chinese Monsters to the first post? I realize that you only want to include monsters that the Chinese would intentionally or accidentally import, and that's definitely something we'll have to consider when writing their fluff and considering how they're used in the New World, but a good DM can find a way to include just about anything in the setting, as long as it's from real folklore. Isn't there a plot hook in the main page about a mysterious Fusangese trader's abandoned cart and an empty box covered in protective seals with claw-marks on the inside? Anything could be inside that box!

My point is, I think we should let the community decide for itself whether they want to see "Monster X" in the setting or not. After all, Debihuman created Rhinemaidens (http://en.wikipedia.org/wiki/Rhinemaidens) for the setting, and I can hardly think of a creature that's more tied to a location that's emphatically not in North America than they are. But Debi's a good homebrewer and a good DM, and by Jove, she found a way to get those girls across the Atlantic, gol-dangit!

I just spent a fair bit of time improving the formatting, so the list looks a little cleaner, and some of the broken image links have been removed (though I can't guarantee that more of them won't break in the future...)

For your convenience, here it is again, all fixed up and prettified:
Chinese Imported

oyīn (傲因) - a giant humanoid, wearing tattered clothing. It has clawed hands (crab claws, or tiger claws?), a very long tongue, and likes to eat brains. Can be killed when its tongue is hit by a heated rock.
Biz (白泽) - a legendary four-legged beast which lived in the Kunlun Mountains. It was covered in white fur, was extremely intelligent, and was even capable of conversing with humans in a very educated and refined manner. It has white fur, eyes on its back or shoulders, and sometimes it has wings and/or goat-horns. The Biz knows the names of all 11,520 types of supernatural creatures in the world, and can dispel them from places by speaking their names. When Huang Di, the Yellow Emperor, met one in the Kunlun Mountains, it dictated to him a great treatise which contained information on all of these creatures, which the Emperor wrote down with his own hand. (If this book still exists, it would be EXTREMELY valuable and powerful, and possibly a major artifact.) Exorcists often draw the Bizs image during their rituals, to help drive away evil spirits.
Bāsh (巴蛇) - a colossal snake, at least 180 meters (590 ft) in length, its head is dark blue while its body is black. In myths, it swallow can swallow an elephant whole, and spits out the bones of its prey after digesting them for up to three years.
[image1 (http://img.zwbk.org/baike/spic/2011/07/22/20110722053553859_5811.jpeg)]
B'n (狴犴)- the seventh of the dragons nine sons, this one-horned white tiger is capable of human speech, and is described as extremely litigious (I think Google Translate is translating this incorrectly). Because of its ability to discern truth and lies, the image of this majestic beast is often used as a decoration on the doors of prisons and government offices. [image (http://www.cr173.com/up/2010-5/201058153156478.jpg)]
Bfāng (畢方) - a flame-eating, one-legged crane with fiery red crest of flame on its head. [image1 (http://www2.tcgs.tc.edu.tw/~s010138/picture/04.jpg)][image2 (http://www.guigushi2.com/guishenchuanshuo/UploadFiles_3062/200904/2009041600292568.bmp)]
B Xi (CR 9) (http://www.giantitp.com/forums/showpost.php?p=16885597&postcount=4) (辟邪) (completed by Amechra)- A winged lion creature whose presence repels evil.
Chyǎnzhūyāo (赤眼豬妖) - Its name literally means "Red-Eyed Pig Demon". It has a porcine head, a black canine body covered in porcupine quills, and glowing red eyes that can see in total darkness. Likes to eat carrion and lives in dark humid places. [image (http://www.chinawz.net/dhck/UploadFiles_4776/201301/2013010312533481.jpg)]
Dtīng (谛听) - this quadrupedal beast was the mount of Buddha. Its name means listening, because it listened to the Four Noble Truths. [image1 (http://www.ihongyou.com/uploads/allimg/130411/24-1304111204590-L.jpg)][image2 (http://tupian.baike.com/s/%E8%B0%9B%E5%90%AC/xgtupian/1/3?target=a3_81_23_20300542527371139989236852965.jp g)]
Eshu/Ershu (讹兽, lit. false beast) - a small creature, with the head of a rabbit and the body of a ml deer (or maybe a womans face, Im not sure?), which can fly by virtue of its magic whiskers. Its flesh is delicious, and can cure all poisons if consumed, but the eater can only speak falsehoods for some time afterwards (or maybe they can only speak truth?). [image (http://a3.att.hudong.com/66/57/20300000929429130650576681911_140.jpg)]
Fēi (蜚) - a white-headed, one-eyed, mountain-dwelling bull with a snake for its tail. When a Fēi enters water, the water evaporates; when it walks through grass or underbrush, it withers. [image (http://images.plurk.com/3407112_6433761153f82285d440d71a44724cac.jpg)]
Fěifěi (腓腓) - tanuki-like creature with mane like a horses. Ancient myths said that keeping one as a pet will bring happiness. [image (http://photo.hanyu.iciba.com/upload/encyclopedia_2/f9/66/bk_f966532669e1c02479a1794c180bebeb_AKeEaN.jpg)]
Fei Lian (???) - with the body and legs of a stag,it was as swift as wind, gliding through its forest dwell with ease.A long,serpentine tail balanced the beast's heavy head,resembling that of a sparrow with gleaming white bull horns with stripes.Its elegant body was covered in golden fur and dark spots,rather like the pelt of a leopard. These beasts were not carnivores,but would kill any creature that threatened them. Like most Chinese beasts, the fei lian (also called Feng Bo, meaning 'wind lord') lacked wings, but was sometime portrayed in flight, very similar to the lung (dragon). [image (http://fc00.deviantart.net/fs71/f/2010/166/8/b/Fei_Lian__cf_by_chaosia.jpg)]
Fi Y (肥遗) - a mountain-dwelling serpent with two bodies which sprout from a single head. Eating its flesh cures parasites. [image1 (http://game.open.uc.cn/files/60e574/26473/images/2014/01/13/135314dac00b.jpg)] [image2 (http://img3.hoolo.tv/group/oth/640/004/102/13515610274224.jpg)]
Feng Huang (CR 12) (http://www.giantitp.com/forums/showpost.php?p=16902164&postcount=70) (Created by Dracomortis)- Mystical birds. The males are known as Feng, and the females as Huang. Their presence is a sign of extreme fortune and harmony.
Fūzhū (夫諸) - a white deer with four antlers; an omen of floods (and has power over storms?) [image (http://cs.game2.cn/images/20109139193150355.jpg)]
Gōush (鉤蛇) - Large aquatic snake, at least 20 meters long. Its tail ends with two hooks, which it uses to drag land-animals into the water, where it drowns and devours them. [image (http://pic.baike.soso.com/p/20090914/20090914160508-93258076.jpg)]
Gǔ Diāo (蛊雕) - some legends say its shaped like an eagle, others say it has the body of a leopard, antlers, and a mouth (or maybe a beak?) which is wide enough to swallow a person whole. It spends about ten years at a time in hibernation, and then wakes up briefly to eat humans, which it attracts by imitating the sound of a crying infant. [image (http://xx.fjedu.gov.cn/fjjy/meishu/UploadFiles_5172/201011/20101109021054853.jpg)][image2 (http://www.sootoo.com/son_media/msg/2011/10/27/177576.jpg)]
Guǐchē (鬼車) - a nine-headed bird, red in color, with a wingspan of approx. 10ft. It loves to sneak inside people's houses to suck out portions of their souls (i.e., their chi) as food. Originally had ten heads, but one was bitten off by "hǒu tiān quǎn" (吼天犬), the hound of the deity "r lng shn" (二郎神), and the stump bleeds continuously. [image (http://pic1.duowan.com/newgame/1009/147782541459/147782824865.jpg)]
Hǒu (吼) - "Hou, also known as Wangtianhou or Jīnmo Hǒu (金毛犼), has a shape of a rabbit with 2 long ears, but lion looking, and can roar very loudly. It resembles a dragon but is not a dragon, nor is it claimed to be one of the nine descendants of the dragon. It is, however, considered sacred and given esteemed reverence. Perched high on a carved column that resembles a totem pole with wings, this creature stands guard and watches every movement of the Emperor. In addition, whenever the Emperor should leave the Imperial palace, he becomes a reminder and an admonished for the Emperor not to indulge in recklessness and become un-cultivated, discarding and neglecting decorum and engage in being a profligate and dissipated, given to debauchery. Since the Wangtianhou resembles a lion and it stands for all things auspicious, his messages from above, reflect the voice from Heaven. It has the ability to fly, and dragon-brains are said to be its primary food source. Has a habit of perching in high places and observing events from afar, so its image is often raised on top of long poles to remind passersby that theyre being observed (like in prisons, for example). Eventually, it became the mount of Guānyīn (http://en.wikipedia.org/wiki/Guanyin), the Goddess of Mercy. [image (http://a1.att.hudong.com/84/91/19300001061969134033914646023.jpg)]
[I]Hsigo (Claimed by Zzuxon) - Noisy beasts, resembling monkeys with feathered arms that can unfold into wings. Good at throwing things.
Unfortunately, these guys might not actually be real mythological figures, but simply the result of a typo that went viral (http://languagelog.ldc.upenn.edu/nll/?p=7831)
Hush (化蛇) - winged aquatic beast with a human face and a wolfs body, which slithers like a snake. sounds like a baby crying, though it rarely makes a sound. But if it does, a flood will happen soon.
Hndn (混沌) - red sphere-like body (somewhat like that of a fat pig), with six legs four wings, and no head or face. It knows how to dance and sing, likes to assist evil people and hamper good people. One of the "Four Evils. [image (http://www.chinoesfera.com/images/xianzai/hundun.jpg)]
Huǒshǔ (火鼠) - medium-size rat with a single horn on forehead, also called "Huǒguāngshu". Lives in volcanoes. weighss 250kg, its hair is as fine as a strand of silk. Dies when it touches water. Its pelt can be made into a cloth that cleans itself when engulfed in flames. Possibly related to embermice, the SpiritBeasts of fire. [image (http://eidolicdreamer.files.wordpress.com/2011/05/e59bbe34065.jpg)]
Jian (鹣) - mythical birds with only one eye and one wing each: they must pair up to survive, and thus they are an ancient symbol of the bond between husband and wife.
Jiāngshī (殭屍) (image (http://media-cache-ak0.pinimg.com/736x/a1/6d/42/a16d42c77c8e927f09c8c7c444f27c3e.jpg)) - chinese zombie-vampires who feed on blood, and the [I]ying chi from moonlight. Have great strength and near-indestructible bodies (DR). Jiāngshī who survive long enough (and consume enough blood/chi) evolve into more powerful forms:

White Jiāng - zombie covered in white hair. Scared of sunlight, fire, water, rooster, dog and humans. Drink blood from animals.
Black Jiāng - after a White Jiāng is well fed on blood. Their hair will turn black after a few years. No longer repelled by roosters and dog, a Black Jiāng is still scared of sunlight, fire, water and will avoid human contacts. Drinks blood from humans while they sleep.
Jumping Jiāng - absorbing ying chi from the moon / moonlight for a nearly a decade, the Jumping Jiāng is quick, jumps in great distances and fears only sunlight.
Flying Jiāng - evolved from Jumping Jiāng that have been absorbing moonlight and blood for at least a hundred years, they can fly and does not leave a wound when they suck blood from a short distance away (i.e., through the air), without even needing to touch their victim.
Hnb (旱魃) - a jiāngshī which has been dead at least a thousand years. It can cause drought/famine within a thousand miles. (image 1 (http://pic.baike.soso.com/p/20130625/20130625234127-1966155914.jpg)) (image 2 (http://img7.cache.hxsd.com/game/2012/11/07/668509_1352257673_7.jpg))(image3 (http://dzs.yzz.cn/public/images/120418/1115152411-18.jpg))

Jiǎo Duān (角端) - has a qilins head, a lions body, horns (antlers?), a long tail, clawed paws, upper lip expertise (wait, what?). It has a powerful, barrel-chested physique, with a long nose (meaning a long snout?), and a very big horn on its head. The males roar sounds like a tsunami, and its momentum is very powerful (presumably because its body is so heavy?)
[I]Jīn Chn (金蟾, lit. "golden toad") (Claimed by SuperDave) - A red-eyed bullfrog with only one back leg and seven spots on its back. Attracted to gold and valuable materials.
Jiǔ Wěi H (九尾狐) - for every thousand years a fox lives, it gains another tail. These extremely powerful fox spirits have unlocked their full potential, possessing enormous amounts of chi, potent illusion powers, and the ability to take human form. They change the luck of those they encounter, but legends conflict as to whether they bring good fortune or bad. Some are liars and thieves, while others make "faithful guardians, friends, lovers, and wives". No one is quite certain whether they are truly the same species as the Huli Jing (http://www.giantitp.com/forums/showthread.php?325627-Huli-Jing-Fox-Illusionists-Race-Crossroads).
Jiǔyīng (九嬰) - a nine-headed and nine-tailed giant amphibious serpent, with two types of breath weapons: poisonous water and flames. Escaped China to the East (i.e., Japan or Korea, or perhaps Fusang?!) after its tail and one of its heads was shot off by a legendary archer (possibly Yi the Archer?), the same archer that shot down the nine Sānzwū/suns. Speculated to be The Orochi in Japanese myths. [image (http://18touch.qiniudn.com/uploads/07-5/-3/07-56-31-17.jpg)]
Kui/Kuni (夔/夔牛) - giant mountain-dwelling one-legged (draconic?) bull, which bellows like a peal of thunder and has power over lightning. When storm comes near, its body will shine like sunlight and moonlight and its roar is deafening like thunder. Later, the Yellow Emperor used its fur to make drum which can be heard five hundred miles away. [image (http://yizitong.cn/upload/images9/083d6545475524faeaa3c06ae02f5d8c.jpg)]
Kūnpng (鲲鹏) - An colossal eagle that transforms into a huge fish (possibly a carp?) and back again. [image1 (http://img.jiameng.com/kunpeng/images/GWS490P4.jpg)] [image2 (http://download.zhuokearts.com/userupload/editorUpload/2010/1/29/40591_0916250ygj4.jpg)] [image3 (http://media-cache-ec0.pinimg.com/736x/94/df/25/94df25d3f945457d552242f99498dc2d.jpg)]
Ll (狸力) - Pig-like beast, barks like a dog. Can burrow and control the earth.
Lw (陸吾) - Nine-headed white tiger, guardian of the Jade Emperor's treasure vault. [image (http://s2.img.766.com/208/101207/1646/238851.jpg)]
Mngsh (鳴蛇) - large snake with four feathered wings. Represents drought. [image (http://pic.baike.soso.com/p/20090915/20090915133213-1998568040.jpg)]
Mǎjiāo (馬交) - bird head with single horn, horse-like white body with leopard spots and a black snake for its tail. Sharp teeth, have claws and not hooves. Sounds like a drum beating. Controls wind that cuts like a blade.
Nin Shu (CR 16) (http://www.giantitp.com/forums/showpost.php?p=16894585&postcount=46) (年兽) (Completed by LOTRfan)- A large, lion-like creature that sleeps in the ocean, coming out once a year around the Chinese new year to eat people, particularly children. Can be repelled by the color red and loud noises.
Nitu (牛头, Ox-Head) and Mǎmin (马面, Horse-Face) - this duo of animal-headed warriors guard the gates of Diyu (Chinese Hell), and are the first beings whom a person sees upon death. In all their thousands of years of guardianship, only a single soul has ever slipped past them: Sun Wukong, the legendary Monkey King. Occasionally, they are dispatched by the Jade Emperor to hunt down and kill truly wicked people, and then personally escort these evil souls to the lowest levels of Diyu for punishment. [image (http://pic5.duowan.com/mwo/0709/53791493436/53791601570.jpg)]
Nǚ Guǐ (女鬼) - hauntingly beautiful ghost-women, with long black hair and dressed all in red. They have returned from beyond the grave to exact vengeance on their mortal lovers, and any unfortunate mistresses who get in their way. [image1 (http://lilyhonglei.files.wordpress.com/2009/09/xin_1907050810317963178126.jpg)][image2 (http://www.tupian1.cn/uploads/allimg/100705/1_100705231655_1.jpg)]
Poxiāo (狍鴞) - Goat-body with human face, an eye in each shoulder, tiger teeth and human claws, voice similar to baby (sound-imitation to lure prey?), eats humans. Likes to live alone in dark caves: they are cruel, vicious and evil. With high intelligence and great strength, they are very difficult to capture and kill. Legend has it that their bones can cure all diseases.
Pxiū (貔貅) - Dragon-head, horse body, Qilin claws/hoofs, lion mane, white-grey fur, have short wings and can fly. Patrols the skies for demons, and prevents plague and disease from disrupting the world. Very similiar to B Xi, but while B Xi have a single horn, the Pxiū have two horns. They always come in pairs: one male, one female. [image (http://www.tattoo77.com/uploads/uploadfiles/2011614161270402.jpg)]
Penghou (???) - A forest spirit with the body of a black dog with no tail, and the face of a man. Dwells in trees and escapes when the tree is cut down.
Qln (麒麟) - This beast is so considerate of others that it would not deign to walk upon the earth, for fear of harming a single insect or a blade of grass. Instead, it walks on the air, or small clouds under its hooves. [image (http://image.wikifoundry.com/image/1/xnWc4BxKeHdwao6NVouLSQ26993/GW441H450)] [magical beast (http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/kirin)] [outsider (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/kirin)]
Qingq (窮奇) - a winged man-eating red tiger with porcupine quills, barks like a dog, and eats humans. It can sense guilt and lies. It attacks honest and innocent people (it particularly favors biting their noses off), and it will protect liars and guilty people. Sort of like the opposite of a Sin You. One of the "Four Evils". [image (http://a3.att.hudong.com/00/19/01000000000000119091939661200.jpg)]
Sānzwū (三足烏) - Chinese myths says that Sānzwū were suns. Once upon a time, ten Sānzwū all appeared at the same time and caused a terrible drought for years. Until all but one of them are shot down by a legendary archer. Sānzwū resemble a three-legged crow with golden feathers. Sunspots were originally believed to be caused by these birds flying in front of the sun. According to Wikipedia, there were originally ten Sānzwū (sun crows) which settled in 10 separate suns. They perched on a red mulberry tree called the Fusang (Chinese: 扶桑; pinyin: fsāng), literally meaning the Leaning Mulberry Tree, in the East at the foot of the Valley of the Sun. This mulberry tree was said to have many mouths opening from its branches.[5] Each day one of the sun crows would be rostered to travel around the world on a carriage, driven by Xihe the 'mother' of the suns. As soon as one sun crow returned, another one would set forth in its journey crossing the sky. ... Around 2,170 B.C., all ten sun crows came out on the same day, causing the world to burn; Houyi the celestial archer saved the day by shooting down all but one of the sun crows. (See Mid-Autumn Festival for variants of this legend.) [image (http://img.nie.163.com/images/2010/9/9/2010-09-09_77156.jpg)]
Sān Jiǎo Shu (三角兽) - [Sorry, I couldnt find [I]anything about this one. Nothing that made sense, anyway.]
Shāngyng (商羊)- a bird, has something to do with rain, and maybe omens? Sorry, the information was poorly-translated.
Shānso (山臊) - Mountain spirit, one-legged baboon, can speak human languages and shape-change. Especially like to eat prawns and crabs from mountain rivers and lakes. [image (http://img1.gtimg.com/gamezone/pics/32296/32296785.jpg)]
Shānzhīzhū (山蜘蛛) - large spider, body as large as a wheel. its silk can stop bleeding and staunch wounds.
Shn (蜃) - a huge clam-like creature with superb illusion abilities and water magic. To protect itself from attack, it usually disguises itself as a dragon, or some other fearsome beast. [image (http://www.isciencemag.co.uk/wp-content/uploads/2013/01/Batmanclam.png)]
Shuǐ guǐ (水鬼, water ghosts) - Lying in wait for humans to cross their particular body of water, shui gui (water ghosts) will drag the living beneath the surface and drown them, thus providing the ghost a new body to inhabit. Just to make it truly sinister, this cycle repeats, with each lost soul replacing the old ghost and dragging a new victim under as time drags on.
Sin-you (CR 6) (http://www.giantitp.com/forums/showpost.php?p=16900338&postcount=65) (Created by Baniff)- A large creature with a body that looks like a hybrid of lion and a bull, with a single straight horn. Its eyes see the truth, and it can sense guilt and lies. It attacks liars and guilty people.
Suānn (狻猊) - Lion-like beast, one of the nine sons of the dragon, likes to sit and keep watch. A very noble creature, it was famously used as one of the Buddha's mounts. Because it eats smoke, it is often seen sitting next to incense urns in temples. [image (http://bbs.ujj.co.jp/sg1_image/pictures/pic-b430ede350bf5b0d0f30d5309fe0e75d20130301171107.jpg )]
Tāoti (饕餮) - this bull monsters hunger is insatiable; it was so gluttonous that it ate its own body, and so it is (sometimes) represented as a head with a huge mouth and no body. One of the "Four Evils". [image (http://store.wave4psychology.com/images/%E9%A5%95%E9%A4%AE.jpg)] Alternatively, a dog like creature that had one monstrous head with a gaping mouth, with two bodies connected to it. It was ferocious guardian of its own tribe, and ate those who threatened them. When it ate people, however, it did not chew. The person would just end up behind it, much worse for the wear and smelling terrible. [image (http://media-cache-ec0.pinimg.com/736x/44/cd/8e/44cd8e59824b77cf2af3212d398c90c7.jpg)]
Tow (檮杌) - Originally the name of an extremely evil man, he transformed into this creature after his death. Tiger-like body with a human face and boar tusks, with a 20ft long tail. One of the "Four Evils". [image (http://a2.att.hudong.com/70/44/01300000044935121030447696043.jpg)]
Too Jou Shen (???) - They are best described as lions with cloven hooves and a short, blunt horn on their foreheads. Too jou shen may be small, and lead peaceful lives, but when needed, they are fierce beasts when they are protecting their homelands. They are almost always depicted as mated pairs, male and female. It is sometimes said that their statues come to life. [image (http://www.sacred-texts.com/earth/mm/img/fig88.jpg)]
Tǔlu (土蝼)- a human-eating goat with four horns. [image (http://media-cache-ec0.pinimg.com/736x/92/fb/b1/92fbb12489b0823cbc380067f67770a2.jpg)][image2 (http://media-cache-ak0.pinimg.com/736x/46/7a/be/467abe582b00a7a2ca98c3e65e0cb64f.jpg)]
Xizh (獬豸) - It has a thick body with long dark hair and angry eyes which shine brightly, and can see falsehood, lies, and dishonesty (similar to the Sin-Yu). It has one horn its head, and is said to be very brave. Because of its bravery and honesty, it is a symbol of the Emperor and His justice. It is believed to live in the wilds and is said to be fire-eating even to its own destruction. One of the origins of the "Stone Lion" seen outside the front door of Chinese houses. It is said that when it sees two people fighting or arguing, it would gore the dishonest party with its horn and eat them. [image2 (http://pic.fxxz.com/up/2012-6/201266770958105384.jpg)]
Xīnng (傒囊) - all I know about this guy is that hes the size of a small child, lives in the mountains, and has something to do with spirits. [I [I]think this (http://img.51netu.com/uploads/120129/11996_104309_1.jpg) is him]
Xing Tian (???) - a fierce warrior who was beheaded during battle, but nevertheless he continued to fight with his axe and shield, using his nipples as eyes and his navel as a mouth. [image1 (http://media-cache-ec0.pinimg.com/736x/5e/a9/43/5ea943d1fe79071026870ce5881a0d54.jpg)]
Xunfēng (玄蜂) - these black hornets are the size of teakettles, and deliver lethal poison with their stings. [image (http://pic6.969g.com/news/120401/130_112613_1.jpg)]
Yāogui (妖怪) - demons of Chinese mythology. They are sly and cunning shapeshifters, with extremely variable appearances, but they are united in their desire to consume the flesh of holy men and attain immortality (and hence, godhood).
Yyǔ (猰貐) - I wasnt able to find out anything for sure about this creature, except that it might have had a human face, and that it possibly ate people. When it began to eat humans, the Emperor Yao command Yi the Archer (http://en.wikipedia.org/wiki/Houyi) to kill it.
Yz (睚眦) - Second of the dragons nine sons, this creature looks like a dhole (fox/jackal). Its name means "angry stare". It is said that the Yz always repay good deeds, but also repay any grievance with death. Therefore, images of the Yz are usually engraved on the scabbards or hilts of swords. Its personality is described as staunch and brave. [image1 (http://i0.sinaimg.cn/gm/o/n/2010-06-18/U2653P115T9D409492F169DT20100618103841_c.JPG)] [image2 (http://pic.baike.soso.com/p/20110326/20110326105227-828316119.jpg)]
Yīnglong (应龙) - an ancient, winged dragon, with a tail powerful enough to divert rivers and cause floods. [image (http://a4.att.hudong.com/27/37/01300000247881122392379695036.jpg)]
Yīngzhāo (英招) - Human face and horse body, tiger stripes, bird wings, sounds like a monkey. Acts as the gardener for the Jade Emperor. [image1 (http://a4.att.hudong.com/70/18/01300000247881122345187526065.jpg)] [image2 (http://www.86wan.com/uploads/2013/1204/20131204100656539.jpg)]
Yjiāng (禺疆) - Sea God, Wind God, God of Plague of the legends. Rules the northern ocean. have a fish-like body with arms and feet of a man. Rides a twin-headed dragon. It is said that the winds of Yjiāng can cause a plague. [image (http://img5.cache.netease.com/game/2012/6/15/20120615115448742bd.jpg)]
Zochǐ (鑿齒) - large humanoid, chisel-like tusk that are 3ft in length, wields a halberd and shield. (They are actually "demonized Southern tribes in China in myths) [image1 (http://www.265g.com/uploads/images/1103/28368_110315140306_1.jpg)] [image2 (http://big5.china.com/gate/big5/images2.china.com/game/zh_cn/onlinegame/news/10003534/20110311/2011031111094514863800.jpg)] [image3 (http://www.leewiart.com/userfiles/1722/2bc69d137ebe9eacfcfcafa8a28f1104.jpg)]
Zhēng (狰, lit. hideous) - a mountain-dwelling red-furred leopard with a single horn on its head and four* tails. I think the legend said that it killed all the plants on its entire mountain, or something like that (Im really not sure). It was said if you wore its skin that you would be cured of jaundice. [image (http://media-cache-ec0.pinimg.com/originals/17/cc/fc/17ccfc5f2da4cf0c8272f1ecb556ee3f.jpg)]
*This probably means its considered unlucky, because four is the number of death (http://tvtropes.org/pmwiki/pmwiki.php/Main/FourIsDeath). [image1 (http://a2.att.hudong.com/51/01/01300000844098126924019715113.jpg)] [image2 (http://imgreader.gmw.cn/attachement/jpg/site2/20120830/002564a615ae11a9877f0a.jpg)] [image3 (http://media-cache-ak0.pinimg.com/736x/a4/6d/ea/a46dea0658bde4efb76e1bcf6569f736.jpg)]
Zhnniǎo (CR 5) (http://www.giantitp.com/forums/showpost.php?p=16896743&postcount=52) (鴆鳥) (completed by Dracomortis)- Poisonous birds with green and purple feathers. Touching a feather results in numbness, but being pricked, pecked, or scratched by the bird or the feather is highly lethal.
Zhūhui (诸怀) - a large, man-eating humanoid with the head of a bull. Very similar to the Greek minotaur. Or maybe it was just a man-eating bull? [image (http://a4.att.hudong.com/80/45/01300000426200126934451449883.jpg)]
Zhūjiān (諸犍) - Human face with leopard body, bull ears and only a single eye, long tail and have extremely loud voice. It holds its tail in its mouth while walking, and coils it around its body while resting. Extremely strong, expert marksmanship: 9 out of 10 targets died, and even if they lived, they were crippled for life. [image1 (http://www.leewiart.com/userfiles/17657/91503c8d1a9ce90283206c79cfac7aaf.jpg)] [image2 (http://www.leewiart.com/userfiles/17657/384d15383a49ed3d31a32059007bd656.jpg?6345856076920 62500.gif)]
Zhlong (烛龙) - a giant red solar deity, thousands of miles long. It supposedly had a human's face and snake's body, created day and night by opening and closing its eyes, and created seasonal winds by breathing. (I think that since this guy was a god, we cant really give him stats in this setting. But maybe he has offspring? Gasp! What if there are heretic scholars in Fusang who claim that the Quetzals could be his children?! Theyre both serpents with human(oid) heads) [image (http://upload.wikimedia.org/wikipedia/commons/thumb/5/50/SekienShokuin.jpg/220px-SekienShokuin.jpg)]
Zhūyn (朱厭) - Ape-like creature with white fur on its head and reddish fur on its hands and feet; an omen of impending war. [image (http://wolfbbs.net/imagehost/uploads2/d3a40223c3.jpg)]


P.S. I totally understand if you want to tidy up the entries first. I just didn't want to cut out too much of what I'd found, for fear of losing something in paraphrasing. Touch-up what you think needs touching-up.

Bhu
2014-07-03, 07:59 PM
The site and the spousal exchange I know about. I was hoping to find some slightly more detail somewhere about them, and whether they were generally considered friend or foe. There's damn little about them.

Bhu
2014-07-04, 01:13 AM
http://www.papertigers.org/wordpress/tag/inuit-culture-in-childrens-books/ Something you gentlemen may find interesting.

I've been peeking into what rare stories i can fnd about the greater giants, and they are most definitely epic level. Honestly I might peg some of them as Divine Rank 0.

Bhu
2014-07-08, 01:58 AM
While i await your thoughts on the giants I'll do the stonecoats.

Admiral Squish
2014-07-08, 02:09 PM
Sorry it took me so long. Has been a bit of a crazy week.

I don't think there's any reason for them to have divine ranks. Any more reason than any other kind of native american giant, at least. They were extremely large and very powerful creatures, but they didn't accomplish their acts through some divine influence, they just did it the old-fashioned way. They're more like kaiju than gods.

Bhu
2014-07-08, 04:04 PM
They are responsible for creating or at least forming some of the landscape, and have some pretty nasty magic. Divine Rank 0 isn't a God either. It's a member of a species significantly more powerful than it's fellows, a mortal with divine parents, or a being(s) of significant power that can't grant traditional spells, but may be worshiped by the unwise simply because of it's power. If nothing else they're Epic level giants with access to casting.

SuperDave
2014-07-09, 01:52 PM
They are responsible for creating or at least forming some of the landscape, and have some pretty nasty magic. Divine Rank 0 isn't a God either. It's a member of a species significantly more powerful than it's fellows, a mortal with divine parents, or a being(s) of significant power that can't grant traditional spells, but may be worshiped by the unwise simply because of it's power. If nothing else they're Epic level giants with access to casting.

Makes perfect sense to me. I'd say "go for it!" I'm super-excited to see your take these guys, Bhu.

By the way Admiral, the link on the first page of the "Call to Brew" thread still directs users to the old, outdated Crossroads thread. You really oughtta update that sometime....:smallwink:

Stellar_Magic
2014-07-09, 03:00 PM
Well, I got pointed this way (missed the thread earlier). So here's a couple statblocks I use for native american monsters...


A merging of an emaciated man and a porcupine, this sinister creature reeks of death and decay. This stat block represents the average pukwudgie, not necessarily a warrior or hunter. It's suggested to add class levels to create warriors, hunters, and other more specialized individuals.

Pukwudgie CR 7
XP 3,200
CE Small monstrous humanoid (shapechanger)
Init +3; Senses Darkvision 60-ft; Perception +13
____________
Defenses

AC 20, touch 16, flat-footed 15; (+1 Size, +4 Dex, +1 Dodge, +4 Natural)
HP 9d10+36 (86 hp)
Fort +9, Ref +10, Will +10
Immune poison
___________
Offenses

Speed 30 ft.
Melee 2 claws +14 (1d4+2 plus poison)
Special Attacks sneak attack +3d6, spawn undead
Space 5 ft.; Reach 5 ft.
Spell-like Abilities (CL 10th; concentration +14)

Constant deathwatch, detect good, detect magic
At will command undead, produce flame
3/day animate dead, death knell, invisibility, ray of enfeeblement, scare
1/day nondetection
____________
Statistics

Str 14 (+2), Dex 18 (+4), Con 19 (+4), Int 15 (+2), Wis 14 (+2), Cha 19 (+4)
Base Atk +9; CMB +10; CMD 25
Feats Dodge, Great Fortitude, Iron Will, Mobility, Weapon Finesse
Skills Bluff +10, Heal +10, Knowledge (arcane) +11, Knowledge (religion) +11, Perception +13, Spellcraft +11, Stealth +16
Languages Abyssal, Common, Draconic
SQ change shape (procupine, beast shape II)
____________________
Special Abilities

Spawn Undead (su)
Any creature slain by a pukwudgie rises in 24 hours as a Tei-Pai-Wanka. Undead created by this ability are not immediately under the control of the pukwudgie, but they receive a -4 penalty on saves against a pukwudgies control undead spell-like ability.
Poison (Su)
Quill injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Quills (Ex)
Any creature attacking a pukwudgie with light or one-handed melee weapons, natural weapons, or an unarmed strike takes 1d4 points of piercing damage. A creature that grapples a pukwudgie takes 2d4 points of piercing damage. Anyone who takes damage from these quills is also exposed to the pukwudgies poison.
_________
Ecology

Environment temperate forests, hills, or mountains
Organization solitary, pair, cult (3-10), warband (11-16 warriors with Tei-Pai-Wanka companions), or tribe (17+ plus 100% noncombatants; 1 veteran warrior per 20 adults; 1 or 2 shaman; 1 chieftain; and 10-40 Tei-Pai-Wanka or other undead creatures.
Treasure standard (coins replaced by trade goods)
Advancement by class level (suggested to add class levels to most encountered)

This faintly glowing ball of flames bobs gently in the air, the image of a tormented soul burning alive visible somewhere in its depths.

Tei-Pai-Wanka CR 6
XP 2,400
CE Small undead (air)
Init +13; Senses Darkvision 60-ft; Perception +18
____________
Defenses

AC 26, touch 26, flat-footed 16; (+1 Size, +9 Dex, +1 Dodge, +5 deflection)
HP 9d8+18 (59 hp)
Fort +5, Ref +11, Will +9
Defensive Abilities natural invisibility; Immune undead traits, magic
___________
Offenses

Speed fly 50 ft. (perfect)
Melee fire +16 (2d6 fire)
Space 5 ft.; Reach 5 ft.
____________
Statistics

Str 1 (-5), Dex 29 (+9), Con -, Int 15 (+2), Wis 16 (+3), Cha 14 (+2)
Base Atk +6; CMB +0; CMD 19
Feats Alterness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Skills Fly +33, Perception +18, Sense Motive +18, Stealth +27
Languages Abyssal, Common
____________________
Special Abilities

Feed on Fear (Si)
Any time a Tai-Pai-Wanka is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Immunity to Magic (Ex)
Tai-Pai-Wanka are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex)
Tai-Pai-Wanka have the ability to extinguish their natural flames as a move action, effectively becoming invisible, as per the spell.
_________
Ecology

Environment temperate forests, hills, or mountains
Organization solitary, pair, or string (3-4)
Treasure incidental

Admiral Squish
2014-07-09, 07:20 PM
Inupasugjuk
I would say that a great many creatures and monsters have been referenced as the sources for various landmarks and natural structures, but not all of them are going to be epic.
Still, I would assume you've found more sources for your details than I have, so I'll trust your judgement on it, If you want to make them DR 0, go for it.

Pukwudgie
Glad to see your contributions! Liked what I saw before, now it's time for the proper review.

Math check:
Init should be +4
SO CLOSE on the HP, but math says the average is 85, not 86. Round down.
Other than that, all good.

The spell-like ability should be control undead, command undead is a feat, not a spell.
Detect good's no longer a spell due to subjective alignment, so we'll have to remove that.
Wikipedia says that they could appear or disappear at will, maybe move invisibility up to at-will?
I don't see anything about nondetection in they myth, but I don't suppose it's hurting anything.
You misspelled porcupine under change shape.

Overall, a solid monster-conversion! I would have liked to see the final form be a little more loyal to the original myths, but this certainly works as well.

Tei-Pai-Wanka
Hmm... while the tei-pai-wanka is very similar to the myths surrounding the will-o-wisp, I don't think the PF stats of the will-o-wisp match up with it. Mechanically, it would probably be incorporeal undead, rather than a physical body, as it's just a soul. Plus, they wouldn't really be tied into fear, and I don't know if they wold be able to put themselves out.

Bhu
2014-07-10, 08:55 PM
Found some stuff suggesting the greater giants were less giants in the traditional sense, and more land spirits with vast supernatural pwoer. You want them as Giants, Native Outsiders, or Fey?

Admiral Squish
2014-07-11, 06:21 PM
Found some stuff suggesting the greater giants were less giants in the traditional sense, and more land spirits with vast supernatural pwoer. You want them as Giants, Native Outsiders, or Fey?

Can you send me a link to your sources? You seem to be finding out a lot that I never did, and I think I should learn about them as much as I can, since they're such a big part of the setting.
For the moment, just go with giant, I need some source for the giantkin bloodline, but I might be able to make the lesser giants work, depending on what your sources can tell me.

Bhu
2014-07-12, 01:36 AM
I can link to some of them when i post the entry. Otherwise the mods will object strenuously if you get my meaning...

Admiral Squish
2014-07-12, 04:06 PM
Alright, I do understand, though I'm not certain they would be more forgiving if you were to post them with the creation.

Bhu
2014-07-13, 12:56 AM
I meant link the forum worthy ones. I did find an inuit magazine with stories on them.

I should warn you even the small Inap are Colossal +. I'm making a relatively weak one as a 100 Hit Die Giant.

Bhu
2014-07-14, 10:11 PM
http://www.eva-widermann.de/project/inuit-mythology-project/

Found something you may like. Will be posting the giants beginning in my thread tonight.

Admiral Squish
2014-07-15, 02:52 PM
Those are some great images! I think we can definitely put some of them to use.

SuperDave
2014-07-17, 11:38 AM
So I was about to add Perturbulent's Uncegila (http://www.giantitp.com/forums/showsinglepost.php?p=17208507&postcount=197) to the Crossroads tumblr, but while I was looking up a link to the story, I realized (a little belatedly) that the stats are missing a few things from the original legend (http://www.pyramidmesa.com/bsioux13.htm).

For one, Uncegila's heart was an extremely powerful (and sentient!) magical object, and a source of tremendous power to the twin brothers who eventually killed her. Even without any of the weapons lodged in her carapace, Uncegila's Heart would be worth almost any price the players might have to pay. I'm thinking it could be statted up as a slotless greater major wondrous item (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items#table-slotless-greater-major) that deals automatic cold damage to any living thing that touches it, and allows the wielder (perhaps only those who helped kill the Uncegila?) to use spells like divination, augury, scrying, charm person, and heroes' feast, X times per day.

The legend also says that "The first sight of [Uncegila] would blind a man, a day later he would go mad, two days later he would foam at the mouth, and on the fourth day he would be dead. And it was not only he who would die, but all the members of his family." Killing the players' relatives might be a little extreme, but maybe Uncegila could have blindness/deafness as an SLA, or a special ability "Blinding Ugliness" (similar to the nymph (http://www.d20pfsrd.com/bestiary/monster-listings/fey/nymph)'s "Blinding Beauty" ability)?

"Reflective Adamantine Scales" sort of explains her whole weak-spot deal, but her seventh spot is really more of an Achilles' Heel, a fatal flaw, than a simple "your magic is useless against me ha ha ha". Maybe her DR should be overcome by magic/holy arrows, rather than adamantine. Especially since it hasn't been officially decided that adamantine even exists in this setting. :smallsmile:

The legend doesn't say anything about swallowing anyone whole, but if you're going to mention attacking her from inside, then "Stomach Vulnerability (Ex)" should go down with the rest of her special abilities, instead of right above them. :smalltongue:

The legend says that uncegila's flesh is poisonous; this probably isn't worth a whole special ability, but it might be worth mentioning somewhere in either the fluff or the crunch. (The legend also says that if the twins had touched uncegila's severed horn to her wound, it would have been healed instantly; it doesn't state whether the horn can heal anyone else, or whether uncegila could've used this ability on herself while she was alive, but it might be worth mentioning it as part of the treasure.

The legend also makes brief reference to "Uncegila's many children"; this might indicate that Uncegila isn't unique after all, merely the largest of her species? What would stats for a wyrmling Uncegila look like?

Speaking of wyrmlings, I've been wondering: do we want to make a top-level decision to treat all non-unique "giant serpent" Native monsters as New World dragons? I seem to recall that we talked about doing this a long time ago, and I still plan to stat up the Uktena as a dragon (I'm claiming that one, BTW), but I feel like if we're going to treat some giant serpents as New World dragons, then we should do that for all of them, for the sake of internal consistency. Perturbulent already did this with the Xiuhcoatl, so it's kind of already happening, in a sense, I'm just wondering if we want to declare that to be our intention. What say you all?

(Sorry I didn't think of all this when you first posted it, Perturbulent! :smallredface:)

Edit: Oh yeah, I think we mentioned adding a Death Throes (http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/argorth/argorth-cinder-scourge) special ability?

Edit2: Ah, I see that the wikipedia article (http://en.wikipedia.org/wiki/Unhcegila) does mention swallowing people whole. Nevermind!

Admiral Squish
2014-07-18, 06:54 PM
Uncegila
Oooh, a more in-depth version of the myth is always welcome. I'll definitely have to get into that story, at which point I can comment in more depth.

New World Dragons
I, personally, am very fond of the idea of turning all large serpent creatures into new world dragons. I will admit, these serpents aren't as thematically unified as the traditional dragons, but then, no real-world myth is. I think we could certainly make this happen, and if necessary, we could even convert these monsters ourselves.

SuperDave
2014-07-25, 10:57 AM
I've been noticing for a while now that the Pathfinder Stat Block/cheat Sheet in the main page is actually missing some information, and some of the fields which should be question-marks are actually numbers that I forgot to remove. So I fixed it (I think). Here it is:

DMs description

Creature Name CR ??
XP ??? (see http://www.d20pfsrd.com/classes/character-advancement
Alignment Size Type (Subtype)
Init +? (equals Dex mod); Senses blindsight, darkvision ?? ft., low-light vision, etc.; Perception +?
____________
DEFENSES

AC ??, touch ?? (ignore armor bonus, shield bonus, and natural armor bonus), flat-footed ?? (ignore Dex bonus); (+? Armor, +? Shield, +? Size, +? Dex, +? Dodge, +? Misc.)
HP XdY+(Con mod x Hit Dice) (average hp)
- d4 = 2.5
- d6 = 3.5
- d8 = 4.5
- d10 = 5.5
- d12 = 6.5
Fort +?, Ref +?, Will +? (Fighters have good" progression for Fort, and poor" progression for Ref and Will)
Immune ???; Resist ???; Vulnerable ???; SR ???
DR ???/(what DR is overcome by; if nothing overcomes its DR, use "")
___________
OFFENSES

Speed ?? ft.; fly ?? ft. (maneuverability) (Note: 1 square/turn equals ~0.5 mph, or more accurately 0.568 mph)
Melee type +? (XdY+Str mod or Dex mod)
Ranged type +? (XdY+Dex mod)
Space ?? ft.; Reach ?? ft. (for space, reach, and size-modifiers, see http://www.d20pfsrd.com/gamemastering/combat/space-reach-threatened-area-templates)
Spell-like Abilities (CL ?; concentration +? (these usually equal HD, for monsters)) (see http://paizo.com/pathfinderRPG/prd/spellIndex.html)

Constant ???
At will ???
5/day ???
3/day ???
1/day ???

____________
STATISTICS

Str ?? (+?), Dex ?? (+?), Con ?? (+?), Int ?? (+?), Wis ?? (+?), Cha ?? (+?)
Base Atk (Total BAB from HD + Levels, see creature types); CMB (BAB + Str mod + special size modifier); CMD (10 + BAB + Str mod + Dex mod + special size modifier + misc. modifiers)
Attack : +(BAB+Str mod) type (XdY+Str mod or Dex mod)
Full Attack : +(BAB+Str mod) type (XdY+Str mod or Dex mod)
- Primary attacks are made using the creature's full base attack bonus and add the creature's full Strength bonus on damage rolls.
- Secondary attacks are made using the creature's base attack bonus 5 and add only 1/2 the creature's Strength bonus on damage rolls.
- To find out which natural attacks are primary or secondayr, see "Table: Natural Attacks by Size" at http://paizo.com/prd/monsters/universalMonsterRules.html)
Feats (one feat at first HD or level, plus one for every 2nd HD or level thereafter; at 1st, 3rd, 5th, 7th, etc.), Bonus FeatB
Skills
Languages
SQ
____________________
SPECIAL ABILITIES

(see Paizo Universal Monster Rules, http://paizo.com/prd/monsters/universalMonsterRules.html)
_________
ECOLOGY

Environment (warm/temperate/cold) (bogs/marshes/swamps, cities, deserts, forests, hills, mountains, oceans, plains, rivers/lakes/streams, etc. or any)
Organization
Treasure (none, incidental, half-standard, standard, double-standard, etc.)
Advancement ("by class", "by HD"; the easiest way to advance creatures is to have them increase in size when they double their HD.)
Level Adjustment : (if N/A, use "")

Details about the creature's behaviors, habitat, diet, range, intelligence, etc. If sentient, describe its worldview, ethics, language, and religion. If social, what is their culture like? Do they live in family groups, or are they solitary? How big are their settlements? How do they feed and clothe themselves? How do they interact with other beings and cultures they encounter?



...and here's the raw HTML version:


Creature Name CR ??
XP ??? (see http://www.d20pfsrd.com/classes/character-advancement
Alignment Size Type (Subtype)
Init +? (equals Dex mod); Senses blindsight, darkvision ?? ft., low-light vision, etc.; Perception +?
____________
DEFENSES

AC ??, touch ?? (ignore armor bonus, shield bonus, and natural armor bonus), flat-footed ?? (ignore Dex bonus); (+? Armor, +? Shield, +? Size, +? Dex, +? Dodge, +? Misc.)
HP XdY+(Con mod x Hit Dice) (average hp)
- d4 = 2.5
- d6 = 3.5
- d8 = 4.5
- d10 = 5.5
- d12 = 6.5
Fort +?, Ref +?, Will +? (Fighters have good" progression for Fort, and poor" progression for Ref and Will)
Immune ???; Resist ???; Vulnerable ???; SR ???
DR ???/(what DR is overcome by; if nothing overcomes its DR, use "")
___________
OFFENSES

Speed ?? ft.; fly ?? ft. (maneuverability) (Note: 1 square/turn equals ~0.5 mph, or more accurately 0.568 mph)
Melee type +? (XdY+Str mod or Dex mod)
Ranged type +? (XdY+Dex mod)
Space ?? ft.; Reach ?? ft. (for space, reach, and size-modifiers, see http://www.d20pfsrd.com/gamemastering/combat/space-reach-threatened-area-templates)
Spell-like Abilities (CL ?; concentration +? (these usually equal HD, for monsters)) (see http://paizo.com/pathfinderRPG/prd/spellIndex.html)

Constant ???
At will ???
5/day ???
3/day ???
1/day ???

____________
STATISTICS

Str ?? (+?), Dex ?? (+?), Con ?? (+?), Int ?? (+?), Wis ?? (+?), Cha ?? (+?)
Base Atk (Total BAB from HD + Levels, see creature types); CMB (BAB + Str mod + special size modifier); CMD (10 + BAB + Str mod + Dex mod + special size modifier + misc. modifiers)
Attack : +(BAB+Str mod) type (XdY+Str mod or Dex mod)
Full Attack : +(BAB+Str mod) type (XdY+Str mod or Dex mod)
- Primary attacks are made using the creature's full base attack bonus and add the creature's full Strength bonus on damage rolls.
- Secondary attacks are made using the creature's base attack bonus 5 and add only 1/2 the creature's Strength bonus on damage rolls.
- To find out which natural attacks are primary or secondayr, see "Table: Natural Attacks by Size" at http://paizo.com/prd/monsters/universalMonsterRules.html)
Feats (one feat at first HD or level, plus one for every 2nd HD or level thereafter; at 1st, 3rd, 5th, 7th, etc.), Bonus FeatB
Skills
Languages
SQ
____________________
SPECIAL ABILITIES

(see Paizo Universal Monster Rules, http://paizo.com/prd/monsters/universalMonsterRules.html)
_________
ECOLOGY

Environment (warm/temperate/cold) (bogs/marshes/swamps, cities, deserts, forests, hills, mountains, oceans, plains, rivers/lakes/streams, etc. or any)
Organization
Treasure (none, incidental, half-standard, standard, double-standard, etc.)
Advancement ("by class", "by HD"; the easiest way to advance creatures is to have them increase in size when they double their HD.)
Level Adjustment : (if N/A, use "")

Details about the creature's behaviors, habitat, diet, range, intelligence, etc. If sentient, describe its worldview, ethics, language, and religion. If social, what is their culture like? Do they live in family groups, or are they solitary? How big are their settlements? How do they feed and clothe themselves? How do they interact with other beings and cultures they encounter?

Perturbulent
2014-07-25, 11:03 AM
Woah. Just saw your comment on Uncegila. I'm going to have to take some time to look at that info and compare and possibly edit. All sounds very cool as a whole though.

EDIT: Upon reading further in the legend you linked to, I have to say, it is very unlike the one I read. However, the idea of ice hearts seems a very common one, and although potentially pertinent to some of the many variations on this legend, I feel it is mostly a factor in this particular one. It seems the sort of thing that should someone choose to introduce it, great, but I wouldn't wish every encounter with an Uncegila to result in that. Additionally, the benefits of the ice heart listed, although interesting, feel almost as if they would be counterproductive to further fun and adventuring.

I can imagine Dragon'ing the Uncegila up, but I must say, I don't think I'd want to offer all too many older age categories, probably just the Great Wyrm and all the various stages between wyrmling and young adult. This would allow me to add a number of spell-like abilities that I can likely use to simulate blindness, madness and others.

Additionally, the bit I had read about Uncegila made it sound as though its hide was meant to be impenetrable, not seventh spot sort of thing. I did see it here in this legend, but I imagine if a DM desired to do that, he'd just mention as part of his plot to have such a weakness, rather than a feature of the creature when I hadn't seen it in other variations of the legend.

...
2014-07-27, 01:58 AM
How about this (I'm terrible with CR assessment so someone has to come up with the stats for me):

A powerful beast that poses as a deity for reasons unknown. Whatever the motive, the beast commands constant sacrifices of sentient humanoids.

Bhu
2014-07-27, 11:27 PM
http://www.giantitp.com/forums/showsinglepost.php?p=17772285&postcount=994 The Inuk is almost done, I have the beginning of the Stonecoat below it.

SuperDave
2014-07-29, 12:57 PM
Inupasugjuk
*whistles softly* Dang, man! The last time I saw stats like these was reading Deities & Demigods. Even without any feats, these guys are already some serious day-ruiners. They really convey the feel of being awe-inspiring forces of nature, and your description of the disregard they often have for humans and human lives makes them truly terrifying, much more than their stats alone could do.

Out of curiosity, how fast do you think Inukpasugjuit can swim? This will probably come up at some point, so it might be worth noting their average swimming speed (even if they don't have a true Swim Speed) in mph/kmh.

What about their clothing? Do they make clothes out of dozens of whaleskins, or do they just dispense with clothing altogether, since they're not affected by the cold anyway?


Still, that ability isn't really useful unless you give one class levels, in which case it becomes a 100th level druid.
rweird does have a good point here; this ability might be a little overpowered. I'm not sure how to balance it, though. Sorry. :smallconfused:

P.S. "Angakuk" means Angakkuq (http://en.wikipedia.org/wiki/Angakkuq), right?

Stonecoats
These look good too, so far. I'm glad you didn't try to make them yet-another-cannibal-ice-monster; there seem to be half a dozen cannibal ice monsters in each tribe's mythos! I'm liking the selection of abilities you gave them, and they all seem fairly appropriate, both mechanically and thematically. When you say "Cure" though, are you referring to how the stonecoats can cure human diseases, or how humans can remove the stonecoats' curse and turn them back into humans? Because one of the myths you reference seems to suggest that they're a separate species, with their own society and marriage laws and everything, which wouldn't really happen if they're just cursed humans. Unless there was an entire village who fell to cannibalism one terrible winter, and decided they kind of liked it (and their new powers), and just kept on doing it.

Flying Head
I realized recently that although it's a Medium creature, it's got the bite-radius of a Gargantuan humanoid, so I boosted the base damage of its bite attack to 2d8. (Unless it should be slightly lower, since a Medium humanoid doesn't have anywhere near the biting power of a Medium wolf...)

Bhu
2014-07-29, 04:59 PM
Inupasugjuk
Out of curiosity, how fast do you think Inukpasugjuit can swim? This will probably come up at some point, so it might be worth noting their average swimming speed (even if they don't have a true Swim Speed) in mph/kmh.

They don't generally swim so much as walk aacross the ocean, they're usually tall enough.


What about their clothing? Do they make clothes out of dozens of whaleskins, or do they just dispense with clothing altogether, since they're not affected by the cold anyway?

In the stories they hunt giant bears, and hunt with Giant Wolves, so they make clothing similar to the average Inuit.



rweird does have a good point here; this ability might be a little overpowered. I'm not sure how to balance it, though. Sorry. :smallconfused: In the one story in which i read that they used their magic they cast Wall of Water. It reached from the ocean to the clouds.


P.S. "Angakuk" means Angakkuq (http://en.wikipedia.org/wiki/Angakkuq), right?

Yup. It's spelled so many ways I wasn't sure which one you were officially using.



Stonecoats
These look good too, so far. I'm glad you didn't try to make them yet-another-cannibal-ice-monster; there seem to be half a dozen cannibal ice monsters in each tribe's mythos! I'm liking the selection of abilities you gave them, and they all seem fairly appropriate, both mechanically and thematically. When you say "Cure" though, are you referring to how the stonecoats can cure human diseases, or how humans can remove the stonecoats' curse and turn them back into humans? Because one of the myths you reference seems to suggest that they're a separate species, with their own society and marriage laws and everything, which wouldn't really happen if they're just cursed humans. Unless there was an entire village who fell to cannibalism one terrible winter, and decided they kind of liked it (and their new powers), and just kept on doing it.


The myths are all over the place about these guys. One says they're spirits created by the darker of a set of twin gods. Others say their a human village gone cannibal, and other s suggest they're a separate species. I intend to mention it in the fluff.

Cure refers to how a Stonecoat may be cured. I didn't know they could heal people, I thought that was the Forest Faces.

Mith
2014-08-14, 04:15 PM
If this is a thread necromancy, my apologies, however my mental math is saying I am within the 30 day limit.

Anyways, I am posting here to ask if there were any plans for including Old Man Coyote and the other Spirit Guides as actual manifestations withing the Crossroad settings, with potential prestige classes for medicine men who took them as a patron. I've been reading some Coyote stories recently and realized that I haven't seen any mentions of them in discussion for this setting, although I could have missed them.

SuperDave
2014-08-15, 10:02 AM
Thanks for keeping the flame alive, Mith! Sorry I haven't been posting lately, but what I'm about to add may make up for that.

1. As some of you may be aware, I recently posted my draft of the moosetaurs, which can be found here (http://www.giantitp.com/forums/showthread.php?365827-Mo-Swe-quadrupedal-moose-folk-with-a-natural-Rage-ability-PF-race). I only posted about them in the main thread, and forgot to add 'em here as well. Oops! :smallredface:
They're definitely in need of a rewrite and some simplification, but if you want to add your two cents, I'm always open to suggestions.

2. This isn't a homebrewed monster, but I did recently add a series of homebrewed magical canoe-paddles (http://www.giantitp.com/forums/showthread.php?364899-Canoeing-New-use-of-Swim-Crossroads) to the Canoeing thread. If you want to review them (and/or the mechanics we've drawn up for the handling of personal watercraft) you can find them here:

In response to your bit about Old Man Coyote: I don't think we had planned on giving stats to actual deities in the Crossroads setting, but a manifestation or avatar of Coyote would be AWESOME, and I highly encourage you to stat one up right away!

Oooh, idea! What about a race of Coyote-folk who used to live solely in the deserts and wilderness, but are steadily making inroads into every major city in North Vespuccia, despite overwhelming prejudice against their kind? They love songs and practical jokes more than anything else, and their collective motto is "Never give a sucker an even break". Given their high intelligence and playful nature, they're especially good at assembling and disabling traps (but what is their relationship to the mysterious "Acme Manufacturing Concern"?)

Mith
2014-08-15, 01:33 PM
Personally, instead of a Coyote race, I would do a manifestation of the various Native gods. I cannot do stats very well, but I can write up rough drafts of ideas that can be refined into format. I was thinking of doing sort of general archetypes: Trickster, Protector, Destroyer, etc. and then have them manifest to different cultures as different creatures. Coyote is Raven on the West Coast, Glooscap to the Micmac, so on so forth. The culture you are from dictates who you actually have as a spirit guide. It is a bit of work, but I can at least do research and develop rough drafts, although I cannot say if I would be any good at putting these as proper stats. Personally I would say that as long as stories are told, the avatar can still manifest, so there is no way to actually kill any of the gods.

And From these manifestations, you could do a prestige class of medicine man that choose a spirit guide/ protector and go from there. The higher levels have some of the same abilities as their guide. After a certain level, any time you enter the Spirit World, your guide will join you to help you (for certain definitions of "help") and the highest level will be to call the avatar into the material world for help (again for certain definitions of "help")

Does this seem like a good basis to go from?

EDIT: I just realize that I might have to think about this a bit more, since we are trying to severly limit access to Flight, and that may be difficult to do with say Eagle, unless we want to have it be a spirit flight that allows for scouting and maybe very limited flight distances.

SuperDave
2014-08-15, 06:40 PM
Coyote is Raven on the West Coast, Glooscap to the Micmac, so on so forth.
I'm not sure about this. These are all Tricksters, true, but they're wildly different characters, from wildly different areas. Even Coyote had many faces, which varied from tribe to tribe (and even band to band): some saw him as a clown, others as a hero, and still others as a dark and powerful sorcerer.
I guess that all the different Tricksters of the world could conceivably be manifestations of a single ur-Trickster, but I think that'd make the cosmology a lot less interesting, and it would invalidate BRC's awesome adventure concept, "The Epic Bromance of Coyote and Anansi". I think there's room in the cosmos for all of the Named Spirits and Trickster-gods to be unique beings.

But I am eager to see what you draw up for the "Manifestation of Coyote"! :smallbiggrin:


And From these manifestations, you could do a prestige class of medicine man that choose a spirit guide/ protector and go from there. The higher levels have some of the same abilities as their guide. After a certain level, any time you enter the Spirit World, your guide will join you to help you (for certain definitions of "help") and the highest level will be to call the avatar into the material world for help (again for certain definitions of "help")
So it'd basically be like the summoner (http://www.d20pfsrd.com/classes/base-classes/summoner), except instead of summoning an eidolon, you're actually calling down a tiny piece of a god?

Bhu
2014-08-16, 03:19 AM
Inuk has been revised. I'm thinking CR 33-36 (100 for the angakkuq). Epic CR is so borked its hard to tell.

SuperDave
2014-08-16, 09:14 AM
Inuk has been revised. I'm thinking CR 33-36 (100 for the angakkuq). Epic CR is so borked its hard to tell.

DM: "The Inupasugjuk begins chanting in Druidic."

Translation: "Everybody tear up your character sheets."

Mith
2014-08-16, 07:43 PM
I'm not sure about this. These are all Tricksters, true, but they're wildly different characters, from wildly different areas. Even Coyote had many faces, which varied from tribe to tribe (and even band to band): some saw him as a clown, others as a hero, and still others as a dark and powerful sorcerer.
I guess that all the different Tricksters of the world could conceivably be manifestations of a single ur-Trickster, but I think that'd make the cosmology a lot less interesting, and it would invalidate BRC's awesome adventure concept, "The Epic Bromance of Coyote and Anansi". I think there's room in the cosmos for all of the Named Spirits and Trickster-gods to be unique beings.

But I am eager to see what you draw up for the "Manifestation of Coyote"!


Perhaps they are different beings (Coyote, Raven, and the rest), and the various interpretations of the same being (Coyote being Trickster, Chief Without Fires, and other roles) could be dealt with as similar to domains (i.e. character picks two aspects of their guide to gain power from.) Each aspect has different abilities, so it is very rarely that Old Man Coyote walks the world in all his aspects.

I know I am focused on Coyote a bit much here, but that is more that I feel that he is the most difficult one to balance, since he is so varied in abilities.


So it'd basically be like the summoner, except instead of summoning an eidolon, you're actually calling down a tiny piece of a god?

I think that I mis-wrote that. I was thinking that at higher levels, you can summon a manifestation of a god which can help you more effectively than he can from the Spirit World. However starting a summoning earlier and expanding on the abilities of the manifestation at higher and higher levels could work.

Does that make sense?

EDIT: Looking over the Medicine Man class, I think I am going to have to do this in two parts:

1) Research the various Gods, and define them in terms of abilities and the Medicine they provide.

2) See if I can work them into the current Medicine Man class, or if we are going to want to re write things. Especially since I do not know what Hero points are supposed to do with regards to this idea, if they still apply.

...
2014-08-16, 11:33 PM
Kind of a strange request... Can you make another table that sorts the creatures by type? I really need some aberrations for a thing that you would rather not know about.

SuperDave
2014-08-21, 03:12 PM
Kind of a strange request... Can you make another table that sorts the creatures by type? I really need some aberrations for a thing that you would rather not know about.

I don't know if Giantitp can support sortable tables, but a reorganization of the monsters in the first post might be a good idea.

Squish, would it be possible to set up a table for the monsters, with separate columns for CR, size/type, environment/region, and description? It might be extra work on our part, but it would make it much easier for DMs (like myself, for example) to find exactly the monster they're looking for.

Oh, and are you ever going to post all those Chinese monsters to the main page? I put a lot of work into them, and I feel kind of like they're being neglected.

...
2014-08-21, 06:48 PM
I don't know if Giantitp can support sortable tables, but a reorganization of the monsters in the first post might be a good idea.

Squish, would it be possible to set up a table for the monsters, with separate columns for CR, size/type, environment/region, and description? It might be extra work on our part, but it would make it much easier for DMs (like myself, for example) to find exactly the monster they're looking for.

Oh, and are you ever going to post all those Chinese monsters to the main page? I put a lot of work into them, and I feel kind of like they're being neglected.

Yeah, I meant a separate table. Thanks for clarifying my post.

SuperDave
2014-08-22, 10:04 AM
Yeah, I meant a separate table. Thanks for clarifying my post.

Wait, so a new table instead of the post we have now, where they're all listed as plain text? Or in addition to the current list?

Also, what's the project? Now you've got me curious.

Admiral Squish
2014-08-22, 11:29 AM
Well, I don't know if I really want to make and maintain a bunch of different tables in different organizations. However, I WILL make it easier to sort through the entries at a glance, by making a cool table.


NameStatusCreatorDecriptionCRType


Am I missing any columns that should be added?

As to Chinese monster, again, sorry, there's just ALWAYS SO MUCH TO DO. Which is not particularly helped by you deciding you wanted to playtest NOW when there's so much still extremely incomplete...

SuperDave
2014-08-24, 10:06 PM
The proposed grid looks great, that's exactly what I hoped for. This is gonna look really slick!

Sorry for getting antsy about the Chinese monsters, I just put a lot of effort and research into them (and I mean a LOT of effort and research), and they've languished unused for more than two months, while the whole list of Chinese monsters in the Crossroads setting (including classic Paizo monsters which can be ported over) still amount to fewer than twenty monsters, which does not a playable region make.

Sorry for the suddenness of my desire to playtest, but the opportunity presented itself without much warning, and I felt I had to strike while the iron was hot. If we waited until the setting was complete, then we'd have built so much of it on faulty assumptions that it would be even more work to remove them than it would be to playtest in the first place. I understand that it makes more work for us, but if we don't have something that's playable after almost two years, then what have we been doing with our time?



On a completely unrelated note, here's my (second) draft for the Great Tree of Peace as a major artifact. Let me know what you think of it, folks!


https://events.ucsc.edu/sites/default/files/styles/scale-380/public/events/tree-of-peace.jpg?itok=RoNDSux0

Slot none; Aura strong abjuration; CL 20th; Weight 50 tons

DESCRIPTION
The Great Tree of Peace is a colossal white pine, more than one thousand feet tall. Its branches are strong and straight, covered in rich green needles which grow in clusters of five, symbolizing the eternal unity of the Five Nations (http://en.wikipedia.org/wiki/Iroquois). The tree has four strong roots which spread out in the cardinal directions from a trunk wider than even the longest longhouse (http://en.wikipedia.org/wiki/Longhouses_of_the_indigenous_peoples_of_North_Amer ica).
It is said that when Deganawida the Great Peacemaker brought the Great Law of Peace (http://www.haudenosauneeconfederacy.com/mainprinciples.html) to the Five Nations, he uprooted the Great Tree, and told the Five Nations to cast their tomahawks and war-clubs into the pit, literally burying the hatchet beneath the white roots of the Great Tree. Deganawida then gently replaced the Great Tree, forever sealing away the terrible weapons which the warriors of the Five Nations had used to kill their brothers and sisters.
The Great Tree of Peace constantly generates the following spells at CL 20th, out to 1,000 feet: calm emotions, calm weather, and peace aura (http://www.d20pfsrd.com/magic/3rd-party-spells/4-winds-fantasy-gaming---3rd-party-spells/peace-aura) {or maybe aura of peace (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/a/aura-of-peace)?}. Any sentient creature standing within this range gains a +10 sacred bonus to Diplomacy checks, but takes a -10 penalty to Intimidate checks.
Attacks against the Great Tree itself draw the attention of the awakened celestial dire eagle who nests atop the tree: he is instantly aware of any attempt to harm the Great Tree, regardless of where he is in the multiverse at that moment, and will react accordingly.

DESTRUCTION
{Breaking the Confederacy? Digging up the buried weapons, and/or using them to cut down the tree or hack away its roots?}

I increased the Diplomacy/Intimidate bonus/penalty to +/- 10, since that seemed more appropriate for a CL20 object. Maybe it should be increased to +20 instead?

I also wasn't sure about which spell to use. I wanted to stick with Paizo spells so it could be reprinted, but the closest thing I could find to what I was looking for the spell do do was hymn of peace (http://www.d20pfsrd.com/magic/all-spells/h/hymn-of-peace).

Mith
2014-08-24, 10:41 PM
I do not see any problem with this. Do we still want to do the Sentient Hatchet of War to be buried there, or are we good with a large cache of high quality weapons?


EDIT: I see that you do think that that would be a good idea.

CONCEPT: War Bringer, Law-Breaker, The Twisted Seed (If one can find a Oneida name that would fit along these lines that would be great.)

DESCRIPTION/History: An old Mohawk war hatchet, the War Bringer was a ceremonial hatchet that was passed on from the best warriors of each warrior of the Mohawk tribe until the coming of the Great Peacemaker and the formation of the Great Law of Peace, where it was buried with all the weapons of the 5 Nations under the Tree of Peace becoming the origin to the term "Bury the hatchet". Sealed away, the old weapons became the symbol for war, and thus over the centuries have been shaped by the powerful beliefs and stories of the past to become some of the most dangerous weapons in the area. The War Bringer, the strongest of the weapons buried has awakened, and aware of it's imprisonment, it awaits to be free, so that it can revel in bloodshed unending. The name The Twisted Seed is in reference to the twisted tree that the Great Peacekeeper used to symbolize the tribes prior to the arrival of the Great Law of Peace, as War-Bringer seeks to return the people of the 5 Nations back to that way of life.

ABILITIES: The War-Bringer greatly improves the warrior's ability, at the cost of making them unable to stop killing until either he dies or no one else is standing. The wielder of War-Bringer will seek out warriors who they see as a challenge, since they must be the best warrior. War-Bringer also works as a throwing weapon, with a boost to accuracy as well as being difficult to dodge, returning to the wielder's hands after being thrown. Potential secondary effect from War-Bringer takes a percentage of the HP from the attacked victim, and uses it to restore the health of the wielder.

IDEAS FOR MECHANICAL EFFECTS:


Will Save or be compelled to use War_Bringer. Wielder enters a Rage, attacking the strongest warrior closest to them. The Rage states lasts for 1d6+CON mod. rounds, after which, the wielder collapses.
The War-Bringer is a +5 War-Hatchet (tomahawk?) and deals [X] slashing damage and is an effective thrown weapon with [X] damage.
In Meelee combat, if a greater than average damage is dealt (ex: 4,5,6 on a d6), the wielder gets 1d4 worth of HP restored, up to maximum HP.




These are rough ideas to get the ideas flowing. What do people think so far?

Admiral Squish
2014-08-25, 05:49 PM
NameStatusCreatorDecriptionCRType
Acheri (http://www.giantitp.com/forums/showpost.php?p=16892242&postcount=31)DoneLOTRfanThe spirit of a child who died in some gruesome and untimely fashion, coming back to attack other children.3Undead
Agloolik (http://www.giantitp.com/forums/showpost.php?p=16998207&postcount=107)DonePerturbulentA friendly water spirit that lives under the ice and gives aid to fishermen and hunters. Protects seals and seal cubs.5Fey
Alebrijes (http://www.giantitp.com/forums/showpost.php?p=17035317&postcount=113)DonePerturbulentChaotic animal-like beings native to the spirit world, brightly colored and varied in form.+1Magical Beast
A-Mi-Kuk (http://www.giantitp.com/forums/showpost.php?p=17043243&postcount=123)DonePerturbulentLarge, slimy-skinned monster with four human arms and hands for legs. Lives in the bering sea, but can burrow into inland lakes and walk on land.7Magical Beast
AnayeClaimedAmechraA group of extremely powerful beings born to virgins who partook of unnatural practices. Most were destroyed. Remaining anaye include Hunger, Poverty, Old Age, and Cold.--
AuvekoejakClaimedLOTRfanMermaid-like creature with polar bear fur instead of scales.--
Auvvik (http://www.giantitp.com/forums/showpost.php?p=17085249&postcount=144)DoneDracomortisA monstrous, blood-sucking caterpillar, actually rather friendly.1/2Magical Beast
Az-I-Wu-Gum-Ki-Mukh-'Ti (http://www.giantitp.com/forums/showpost.php?p=17041615&postcount=119)DoneDebihumanA giant walrus with the front legs and head of a dog, black scales covering its body, and a huge fish tail that can kill a man with one blow.4Magical Beast
Binaye Ahani Evil, limbless twins that can kill with a glance.
Chenoo (http://www.giantitp.com/forums/showpost.php?p=17065819&postcount=133)DonePerturbulentHumans turned into man-eating giants after committing a crime terrible enough to freeze their heart.7Humanoid (Giant)
Cihuateotl (http://www.giantitp.com/forums/showpost.php?p=17094748&postcount=154)DoneDebihumanThe spirits of women who died in childbirth, with skeletal faces and eagle claws.12Undead
Cipactli (http://www.giantitp.com/forums/showpost.php?p=16949580&postcount=92)DoneSuperdaveHorrible creatures that are part crocodile, part fish, and part frog, with fanged mouths on every joint of their bodies.5-8-12-17Abberation
Disemboweler (http://www.giantitp.com/forums/showpost.php?p=17086022&postcount=145)DonePerturbulentA female monster who kills people walking alone at night, and sometimes makes victims laugh until their stomach bursts.6Monstrous Humanoid
Dust DevilDead human spirits who temporarily return to the mortal world. If it spins clockwise, its a good spirit, if it spins counterclockwise, it is evil.
EmogoalekcOnce human, turned partially into a sea monster when he threw himself into the sea to drown.
EwahA demon that drives anyone who sees it insane, so there are no reports of what it looks like
Fsti Capcaki (http://www.giantitp.com/forums/showthread.php?170253-Critters-II!&p=17206908&viewfull=1#post17206908)DoneBhuTall, hairy, extremely strong humanoid. Carries a tree trunk as a weapon, and is known to tear trees in half.7Humanoid (Giant)
Flying Head (http://www.giantitp.com/forums/showsinglepost.php?p=17487399&postcount=267)DoneSuperdaveAfter a particularly violent demise, the decapitated head of a victim becomes an enormous, flying head with long, shaggy hair and fangs.2Undead
Gaasyendietha (http://www.giantitp.com/forums/showpost.php?p=17166476&postcount=191)DonePerturbulentA large, aquatic dragon that can fly on a trail of fire and breathe fire. Also known as meteor dragon. 7-10-15Dragon
Geldegwsets (http://www.giantitp.com/forums/showpost.php?p=16892928&postcount=38)DoneKitsuneBoxingGiants that live in rivers and eat fish, living in harmony with humans5Humanoid (Giant)
Haakapaizizi (http://www.giantitp.com/forums/showpost.php?p=16947044&postcount=937)DoneBhuA giant that takes the form of a grasshopper.15Humanoid (Giant)
HaietlikFlying serpents of electricity that often travel with thunderbirds.
HakulaqA female monster that controls the weather. Her infant looks human and she sets him to float in a basket, such that kind-hearted people will rescue him. When they take him to shore, she appears and wipes out their village, claiming they stole her child.
Harvestmen (http://www.giantitp.com/forums/showthread.php?328094-Call-to-Brew!-Crossroads&p=17229662&viewfull=1#post17229662)DonePerturbulentMonstrous daddy-long-legs.1/4-11Vermin
HayicanakoA colossal woman who lives deep underground and supports the earth (somewhat like atlas). Earthquakes happen when she gets weak from hunger, and can be stopped by throwing meat into deep holes.
HinqumemenA living lake that drowns victims, particularly when they try to take buckets of it away.
HogaAn enormous fish-like monster with pig ears, thick whiskers, and large tusks. It can change colors.
Horned Alligator (http://www.giantitp.com/forums/showpost.php?p=16890001&postcount=16)DoneKitsuneBoxingAlligators with magical horns, horns can be removed from the body and used for various potions and rituals.4Magical Beast
Hvcko Capko (http://www.giantitp.com/forums/showpost.php?p=17137433&postcount=176)DonePerturbulentCreature with the head of a wolf, large eyes, and a horses tail. It stinks horribly and carries diseases, infecting everyone who touches it.9Magical Beast
IkuutayuqA female monster who kills victims at a ritual circle by drilling holes in them until they die.
Imap UmassoursaAn enormous monster that looks like a floating island, and hunts by flipping boats and eating the drowned sailors.
Indacinga (http://www.giantitp.com/forums/showpost.php?p=17206833&postcount=949)DoneBhuForest giants strong enough to rip up trees or rip up peoples houses.20Humanoid (Giant)
InungA spirit pest that enters the body of a living creature and lives there until they die. After death, it emerges as a flickering light.
InupasugjukDoneBhuGreat arctic giants that live on the sea ice at the north pole and visit the mainland during winter when the sea ice is thick enough to support their weight.RUNHumanoid (Giant)
Ishigaq (http://www.giantitp.com/forums/showpost.php?p=16899686&postcount=64)DoneLOTRfanTiny humanoids only a foot tall that leave no footprints in snow.1/2Humanoid
JackalopeclaimedDayazA rabbit with deer antlers and a pheasants tail.
Jogah, Ga-hon-gaA tiny fairy-like being with power over rocks and rivers.
Jogah, Gan-da-yahA tiny fairy-like being with with the power to make earth fertile.
Jogah, Oh-do-waA tiny fairy-like being that keeps spirits on the spirit world from returning to the mortal world.
Jokao/StonecoatsWIPBhuMen with stone skin and stone canes that eat people. Repelled by menstruating women.--
KachinaHighly varied spirits representing embodiments of various things in the world, such as stones or insects or stars.
KaitorakClaimedKitsuneBoxingA powerful forest spirit. Twigs cut from the spirit still have much of its power.
Katutajuk/Katyutayuuq/Katyn TayuuqA large head with stubby legs and arms. Devours everything, and is strong enough to burst through the walls of an igloo.
KaneakeluhA great cosmic bird that first brought fire to men.
KashehotapoloA man-deer that dwells in the forest, that runs so fast nobody has seen it clearly.
KawatilikallaWolves that can take off their skins and become humans.
KelokA winged beast whose body explodes in flames.
KitzinackasA friendly water serpent with supernatural power that can be invoked in rituals.
Kiwahkw (http://www.giantitp.com/forums/showsinglepost.php?p=17469744&postcount=980)DoneBhuIntelligent, cold undead that grow as they eat humans.+XUndead
KoguhpukHuge mammalian creatures that live underground because the sun will kill them. They only come to the surface during the long night in the depth of winter.
KolowisiA horned water serpent with sharp fangs that can take the form of a baby.
KushtakaWere-otters. Some stories paint them as cruel tricksters, other paint them as friendly and helpful. They may turn humans into kushtaka to save them from drowning.
La LloronaClaimedAmechraAn ancient ghost that drowned her children before drowning herself. Appears around rivers and lakes all through mexico and drowns children that come too close.
LenapizkaAn amphibious creature that lives in lakes.
MamagwasewugForest-dwelling fairy-like creatures that are two feet tall with fur on their faces. They sail stone canoes.
Matlose (http://www.giantitp.com/forums/showsinglepost.php?p=17281197&postcount=955)doneBhuA humanoid monster covered in black fur. Paralyzes its victims with a terrifying scream.5Outsider
Mi-Ni-Wa-TuA large mammalian creature with red fur, one eye, one forehead horn, and a spiked beavers tail that lives in rivers and swims very fast.
MoogieA lizard-like creature that lives in the Ozarks.
NagualHumans with the power to shape shift into an animal related to their day of birth.
Nalusa FalayaA small shadow-creature that consumes the souls of the depressed.
N-dam-keno-wetA hybrid of fish and human (not a merman) who loves to molest women in the bath.
Neglected Ancestral SpiritThe spirits of ancestors that chose to remain on the spirit world to guide their progeny and have since been neglected and twisted to evil.
NunyenuncA giant predatory bird that grabs people and flies them off to its nest to be consumed.
Obsidian Butterfly Swarm (http://www.giantitp.com/forums/showsinglepost.php?p=17283841&postcount=213)DoneSuperdaveA swarm of obsidian butterflies that leave bleeding wounds and shred objects in their wake.4Construct
Ogopogo40-50 foot sea serpent that dwells in Okanagan lake.
Old Man of the MountainAn enormous stone giant slumbering, buried in a mountain.
OnnointA giant horned snake that uses its magic horns to control the earth and crush enemies.
OshadageaA great eagle that carries water through the air in a hollow on its back. Puts out fires and spreads dew.
Paija (http://www.giantitp.com/forums/showsinglepost.php?p=17281197&postcount=955)DoneBhuExtremely grotesque cannibalistic female. Covered in hair, with only one leg which emerges from her lady parts. Gaze may petrify.5Outsider
PaiyukA highly aggressive aquatic elk that hunts humans as its prey.
Pal-Rai-YukBizzare creature with six pawed legs, two fox heads, three stomachs, three dorsal fins, Thick fur, a froglike tongue, a fish/whale like tail and a serrated ridge on its back.
PalulukonA powerful water serpent that can stop the earths spin and stop springs from flowing if people stop living in harmony with nature.
PiasaA huge, scaled, catlike creature with deerlike horns, a very long tail with a fish tail on the end, and red eyes.
PskegdemusA female ghost that dwells in swamps. In some stories, its malevolent being, luring children to their demise. In others, its a tragic figure, having lost her own children she call out to children from loneliness.
QuailertetangA seal-man hybrid that serves Sedna, the sea goddess. It observes humans and reports on their wrongdoings.
QuinametzinThe former residents of the world, extinguished by the god for failure to worship them. Giants large enough to move great blocks of stone by themselves.
Raw GumsA fearsome magician and cannibal, raw guns is a human transformed through his own evil magic and his diet of eating chiefs. He raises the bodies of the chiefs he eats as undead servants.
Sa-YinA water monster that resembles a centaur.
Siat (male) / Bapet (female) (http://www.giantitp.com/forums/showthread.php?170253-Critters-II!&p=17407828&viewfull=1#post17407828)DoneBhu Males kidnap children, females suckle them on their poisonous milk, killing them. Only killable with an obsidian arrow.5Humanoid (Giant)
Sio HumisHappy and friendly rain spirits.
Sisuitl (http://www.giantitp.com/forums/showthread.php?359449-Sisiutl-two-headed-sea-serpent-from-the-Pacific-Northwest-P-E-A-C-H)DneSuperdaveA two-headed sea serpent with a human-like head in the middle of its body.16Magical Beast
Skatene (http://www.giantitp.com/forums/showthread.php?170253-Critters-II!&p=17352082&viewfull=1#post17352082)DoneBhuAn ogre-like female who can turn into an owl and cuts the head off her victims.4Humanoid (Giant)
Skunk, DireSelf-explanatory
SnawfusA pure white deer with plants and flowers gowing from its antlers. Its hooves split into fingerlike digits, allowing it to climb and swing through the trees. It creates thunder, and blue clouds in autumn.
StcemqestcintHumanlike creatures that wear nothing but buffalo skin and can turn into trees to hide. If you stare at one thats hiding as a tree for a long time, it may become stuck as a tree.
StikiniA race of people able to turn into horned owls. At night they regurgitate their organs and turn into owls to enter the homes of their victims and steal their still-beating hearts. Once they turn back into humans, they re-swallow their organs. Owl-feathered arrows deal extra damage to them.
Sundew, GiantA giant predatory plant.
Tah-Tah-Kle-Ah (http://www.giantitp.com/forums/showthread.php?170253-Critters-II!&p=17407820&viewfull=1#post17407820)DoneBhuEvil ogre women who kidnap children in baskets lined with pitch they carry on their backs. Theyre also known to capture hunters to be their husbands. Or dinner. 10Outsider
Tammatuyuq (http://www.giantitp.com/forums/showthread.php?170253-Critters-II!&p=17370341&viewfull=1#post17370341)DoneBhuMale cannibal monster, who turns human to gain the trust of a mother with a young child, then kidnaps said child and kills them by piercing its head with a needle/straw and drinking its life.4Humanoid (Giant)
TcipitckaamA crocodile-like sea serpent with a yellow horn projecting out of its forehead. It can turn into a handsome young man to lure women close to drown them.
TeehooltsoodiA massive otter with bull-like horns. It can control water and create floods.
Teyu-YaguaA reptile monster with seven dog heads that breath fire, and shiny skin. Very powerful, but calm and harmless.
ThelgethClaimedBhuHairy, headless, man-eating creatures. Members of the Anaye family of monsters.
Tizheruk (http://www.giantitp.com/forums/showsinglepost.php?p=17289479&postcount=214)DonePerturbulentHuge, serpentine aquatic mammal with a seven-foot head10Magical Beast
TlahuelpuchiA human who develops the power to shape shift during puberty. They must suck the blood of infants. Females are more common, and more powerful, than males.
TlanuhwaGreat red-tailed hawks with great mystical power.
TsanahaleResembling harpies, they have human female torsos with eagle-like wings and taloned legs.
Tsiatko (http://www.giantitp.com/forums/showpost.php?p=17053896&postcount=943)DoneBhuExtremely tall and thin people that live in the rockies, and speak in whistles. They live like animals and steal human food and children.
UgjuknarpakEnormous rodent with a prehensile tail and extremely hard-to-break skin. Capable of swimming.
Uncegila (http://www.giantitp.com/forums/showpost.php?p=17208507&postcount=197)DonePerturbulentA huge serpent with almost-unbreakable scales as black as shadow, with sharp claws and fangs. Swallows victims whole, but its vulnerable from within.21Magical Beast
Wakandagi PeziA water serpent with deer antlers and hooves on its feet. It gets jealous when people swim in its waters, and shoots bombs of water to blow up canoes.
WasgoSea wolves, a sort of seal with a longer, more wolfish snout. They hunt in large packs to take down small whales, and may attack swimmers.
White Buffalo (http://www.giantitp.com/forums/showpost.php?p=17113967&postcount=166)DonePerturbulentSacred animals and messengers, the white buffalo can speak like men and have great magical powers.15Outsider
Xiuhcoatl (http://www.giantitp.com/forums/showpost.php?p=17094958&postcount=155)DonePerturbulentA massive flying turquoise serpent. Ic can breathe lightning and its body burns with blue flames. The great serpent is believed to be the weapon of the gods, wielded against those who displease them.6-22Dragon
YagimA fearsome sharklike creature, with a bright red body. Its extremely bloodthirsty.
Yumilekax (http://www.giantitp.com/forums/showpost.php?p=16905495&postcount=76)DoneLOTRfanforest spirits in the form of deer with wooden antlers. Some carry beehives in their antlers. They play tricks on and even attack hunters who kill for sport rather than need. Immune to arrows.3Magical Beast





NameStatusCreatorDecriptionCRType
Baba YagaAn evil old woman who flies in a cauldron and lives in a cottage that walks on chicken legs. A powerful witch.
Black Shuck (http://www.giantitp.com/forums/showthread.php?t=328175)DoneAmechraA large, black, supernatural canine that appears mysteriously at night, and is often considered a portent of death.15Undead
Clurichaun (http://www.giantitp.com/forums/showpost.php?p=16890763&postcount=20)DoneLOTRfanA cousin of leprechauns, these small, fairy-like men are constantly drunk and can be quite surly if mistreated, but theyll guard ones cellar if they are well-treated.2Fey
GwyllionA terrifyingly ugly female elf. You must be polite and kind or it will bring destruction on your home. Known to cause travelers to become lost.
Jersey DevilHuman babies cursed while in the womb or during birth, they become horrible demonic creatures upon birth, with batlike wings, hooved feet, a goats head, and a forked tail.
Le Nain RougeA French dwarf-spirit that came from Europe and now lives near Fort Detroit.
Lutin (http://www.giantitp.com/forums/showpost.php?p=16890624&postcount=17)DoneLOTRfanHouse-spirits that can take the forms of animals and move through the air, earth, water, and walls, and turn invisible.2Fey
Pixie, FeralClaimedSuperdaveGarden pixies that have escaped and spread into the wild, becoming much wilder than their more tame cousins.
Pixie, Garden (http://www.giantitp.com/forums/showthread.php?359254-The-Common-Garden-Pixie-decorative-(and-highly-invasive)-Old-World-fey)DoneSuperdave Pixies that live in gardens and tend flowers, and serve as living decorations and security.2Fey
Rhinemaiden (http://www.giantitp.com/forums/showpost.php?p=16892549&postcount=36)DoneDebihumanSeductive water spirits that hoard treasures of shiny materials at the bottom of their pools and rivers.6Fey
SinterklaasSaint Nickolas, who has recently added a new world leg to his journey.
WittewijvenUndead spirits of wise women that haunt burial sites and sacred places, offering either help or harm to those who approach, depending on the nature of the spirit in question.




NameStatusCreatorDecriptionCRType
B Xi (http://www.giantitp.com/forums/showpost.php?p=16885597&postcount=4)DoneAmechraA winged lion creature whose presence repels evil. 9Magical Beast
Feng Huang (http://www.giantitp.com/forums/showpost.php?p=16902164&postcount=70)DoneDracomortisMystical birds. The males are known as Feng, and the females as Huang. Their presence is a sign of extreme fortune and harmony.12Magical Beast
HsigoClaimedZzuxonNoisy beasts, resembling monkeys with feathered arms that can unfold into wings. Good at throwing things.
Jīn ChnClaimedSuperdaveA red-eyed bullfrog with only one back leg and seven spots on its back. Its attracted to gold and valuable materials.
Nin Shu (http://www.giantitp.com/forums/showpost.php?p=16894585&postcount=46)DoneLOTRfanA large, lion-like creature that sleeps in the ocean, coming out once a year around the Chinese new year to eat people, particularly children. Can be repelled by the color red and loud noises.16Magical Beast
PngAn enormous creature that transforms from a fish to a bird and back.
PenghouA forest spirit with the body of a black dog with no tail, and the face of a man. Dwells in trees and escapes when the tree is cut down.
Sin-you (http://www.giantitp.com/forums/showpost.php?p=16900338&postcount=65)DoneBaniffA large creature with a body that looks like a hybrid of lion and a bull, with a single straight horn. Its eyes see the truth, and it can sense guilt and lies. It attacks liars and guilty people.6Magical Beast
Zhnniǎo (http://www.giantitp.com/forums/showpost.php?p=16896743&postcount=52)DoneDracomortisPoisonous birds with green and purple feathers. Touching a feather results in numbness, but being pricked, pecked, or scratched by the bird or the feather is highly lethal.5Magical Beast

Bhu
2014-08-25, 10:35 PM
I can help expand the list of chinese critters if you want. I have a couple bestiaries.

Bhu
2014-08-28, 05:24 PM
http://www.giantitp.com/forums/showsinglepost.php?p=17839551&postcount=995 Stone coat done.

I didn't find anything about stone canes or being repelled by women. Will do Ikuutayuq next, possible as one of the minor giants.

Admiral Squish
2014-08-28, 05:56 PM
I can't seem to find the original one I looked at, it was much better-formatted, but here's what looks to be the same tale copy/pasted:

http://www.ucan-online.org/legend.asp?legend=4939&category=9

Bhu
2014-08-28, 09:36 PM
Thanks!! I shall work it in somehow. Lemme know how you like the current Stonecoat.

I also seem to remember someone saying something about them being healers.

Admiral Squish
2014-09-07, 04:05 PM
Sorry about how long it took to get back to you! I've been flailing around trying to get a bunch of stuff done at once.

Stonecoats
Stonecoats are pretty cool-lookin', they seem pretty solid.

Math check:
Initiative should be +3, but other than that, great!

Slam base damage should be 1d8 for huge, or possibly even higher due to stone fists.

I think bless weapon could use a bit of rewording. 'As a standard action, a stonecoat can give a single weapon they touch their blessing. A blessed weapon deals untyped damage, allowing it to overcome damage reduction, and if it deals slashing damage, it also gains the keen property. This effect is permanent, but the stonecoat can only bless one weapon at a time. If the stonecoat grants their blessing to a new weapon, any previously blessed weapon loses the blessing.' Then we can add a blessed weapon to the treasure.

I think the uproot ability could also use some rewording, namely on the part about the base damage of the trees. 'A medium tree's base damage is 2d6 and can be wielded as a one-handed weapon. A large tree's base damage is 3d6 and can be wielded as a one-handed weapon. A huge tree's base damage is 4d6 and can be wielded as a two-handed weapon.'. The strength one would apply to the damage is implied by how it's wielded.

Cure looks good, but maybe we could cover the transformation here. You should probably mention a volume of drink and how they turn human again, too. Does the stone just fall apart and reveal a regular medium human?

I don't think the luck ability seems to relate much to luck. Maybe just say 'great ally'?

Nothing major needs changing, though I would like to see menstruation vulnerability somewhere. Or maybe that would be a distinct monster, since that one seemed to be human-sized.

SuperDave
2014-09-07, 09:37 PM
Stonecoats

Under "Cure", you should probably specify that the victim returns to Medium size, and any ability adjustments they gained after becoming stonecoats go away.
This "Cure" implies that being a stonecoat is a cursed state, which would mean that their stony exteriors could potentially be dispelled by a sufficiently powerful spellcaster, right? What would be the CL they'd have to roll against in order to dispel said curse?
So they have Rock Catching, but not Rock Throwing? This seems odd to me.
I really like the weak-against-menstruation thing (it's highly unique fluff, and very memorable), but I wonder if asking a female player to roll a d% to see if her Aunt Flo is in town might be... well, a little awkward for everyone at the gaming table. Maybe we should just leave that part out after all.

Other than that, I'd say they look OK. Great job, as usual!

Pixies
I decided it was time to try my hand at the feral pixies the other day, but I'm just not sure where to go with them, thematically. I want them to be a dangerous invasive species, mutated by the strange and more powerful magics of the New World, but I'm just can't figure out a way to make them truly "devastating" to the local ecosystem. I've already established that laying their eggs under plants doesn't harm the plants, they're not carnivorous (unless insects count?), and unlike the Australian feral rabbits I had hoped to base them on, pixies breeding cycle would be interrupted yearly by harsh New World winters. Unless the pixie population takes hold a little further south (Aztatlan and Nueva Espana, instead of Columbia), I'm not sure how I can make the pixies fit the fluff I've written for them.

Any ideas how I might be able to salvage these creatures?

Native American Weaponry
So in the process of beginning to playtest the Crossroads campaign, I've realized that not much Native American weaponry and armor has been statted up yet. I found stats for a few Native weapons and armor (http://www.thepiazza.org.uk/bb/viewtopic.php?f=39&t=12494) from the old 2nd Edition "Maztica" campaign setting, but I'm not sure how well it ports over to Pathfinder; and besides, what we really need more of is weaponry/armor for peoples who lived a little north of there.

Here's what I've figured out we're going to need, so far:



http://www.warpaths2peacepipes.com/images/indian-weapons-tomahawks-shield-clubs.jpg

Simple Weapons
Light Melee Weapons

dagger, stone
dagger, metal
dagger, obsidian (tecpatl)
knife, ulu
whip, horsehair

One-handed Melee Weapons

battle hammer, stone-headed
club, cactus
club, jawbone
club, wooden (improvised)
club, wooden (carved)
coup-stick
ītztōpīlli (stone-blade axe)
long knife, Athabascan
short sword (NW Coast)
war club, ball-headed
war club, gunstock
war club, spiked

Two-handed Melee Weapons

lacrosse stick
oar/paddle (improvised weapon)
pick axe (spiked war club?)

Ranged Weapons

hunting bow
blowgun
javelin
sling
whip, yucca

Ammunition

arrows
slingstones


Martial Weapons
Light Melee Weapons

tomahawk

One-handed Melee Weapons

lance (horseback only)
cuahuitl (baton) - maybe "light" instead?
spear

Two-handed Melee Weapons

stone war-club, solid (ceremonial)
tepoztopilli (metal spear)

Ranged Weapons

harpoon
tomahawk, throwing

Ammunition

arrows, barbed
arrows, bird
arrows, bleeding (grooved)
arrows, bone/ivory
arrows, flint
arrows, porcupine-quill
arrows, obsidian
arrows, stunning


Cultural Weapons (aka "Exotic Weapons")
Light Melee Weapons

bola

One-handed Melee Weapons

macuahuitl (obsidian-toothed sword)
macuahuitl, steel

Two-handed Melee Weapons

fish spear, two-pronged

Ranged Weapons

atlatl
fishing-spear, Inuit ("kakivak")
pellet-bow, Paraguayan

Ammunition

atlatl dart



Armor
Light Armor

ghost-shirt
ichcahuipilli (quilted cotton armor)
pipe-bone breastplate
shirt of wampum
tlahuiztli (feathered war-suit)

Medium Armor

hide
bark

Heavy Armor

wooden armor
scute armor


Shields
Light Shields

chimalli (wooden featherwork shield)
medicine shield

Medium Shields

war shield



I realize that this is by no means a complete or exhaustive survey of Native American warfare-implements, and that some of these are already partially covered in the Crossroads Equipment Thread (http://www.giantitp.com/forums/showthread.php?315613-Equipment-for-the-New-World-Crossroads-Pathfinder); I just thought it would be useful to pull all the Native stuff out of the thread and put it in one place, so everyone knows what we need statted up.

So, any takers? I'm particularly having difficulty with weight and pricing. Does anyone know of a big database of historical weapons, or a system for developing entirely new weapons?

Edit: I guess what I'm asking is if someone has codified how weapons work in D&D. Could anyone say, for example, that "An ulu weighs about twice as Mich as a dagger, so normally it would deal 2d4, except it's made of duller material, so it only deals 1d3 instead?" Is there a system in place which would allow me to do that?

Bhu
2014-09-09, 01:40 AM
Made some edits to the Stonecoats. I may do the one you pointed out as a unique critter as he seems different from the others.

I gave them rock catching because they were able to do that in the stories, but for weapons they always uprooted trees, so I didnt put rock throwing.

I didn't make their curse dispellable because in the myth there is only one specific way to undue it.
Also I've found a minor translation of some of Arctic Giants. Do any of these story names sound familiar:

Inugaruligasugjuit : the lesser giants of the Arctic --
Awapazugrook : the cannibal of the Bering Strait --
The hunter of the Inuit --
The tyrant of Saglek Bay --
A giant underestimates his opponent --
Narija : the glutton --
The Ijiqqan : the mysterious tribe of lesser giants --
Kulluittuq : the huge walrus hunter --
Sikuliarsiujuitsuk : the cruel giant --
Sanngijurjuaq : the great protector of Kangersuak --
An orphan's revenge --
Nahaingajaaq : the terror of the western arctic --
Aklajuk : the grave-robbing orge --
The Amautalik : the most feared of the soul stealers --
The Paijaat : The predators of the innocent --
Igalilik : the wicked crone of the tundra --
Aujuittuup Inukpasugjungit : the glacier giants --
Pinguup Inungit : the hill giants of song and magic --
Qungnirjuaq : the Ice-crack Inua --
The spirit of the Ice Crack and the orphan --
Kayarissat : the great kayakmen --
The revenge of one of the great giants --
Ahungahunaqa : the stone giant --
Anurirjuaq : the great wind giants : The end of the giants --

SuperDave
2014-09-09, 12:26 PM
Sorry, I'm not recognizing any of the names. Though "Paijaat" is probably related to "Paijaa", which you already started up.

Incidentally, where did you find this list?

Edit: I just noticed that the link on the main page for "Paijaa" actually leads to the stats for "Matlose" instead.

Bhu
2014-09-09, 04:11 PM
http://www.worldcat.org/title/arctic-giants/oclc/676689815

Admiral Squish
2014-09-12, 02:58 PM
Stonecoats
I can see you made some changes, but there are still a few from my previous post that have yet to be implemented.

Bless weapon is still a free magic enhancement that can be applied to as many weapons as the stonecoat wants. Installing the 'one at a time' line makes it much more difficult to abuse, but still allows for the weapon to be useful loot to players. Alternately, you could keep it out of the player's hands altogether by saying it only applies while the stonecoat wields it. Oh, and I just realized, it should have an action attached.

Uproot is still oddly-worded. You don't have to specify how their strength applies to the various forms, the way they're wielded implies that. It's covered in weapons, you don't need to re-state it here. Mentioning how their strength is added in might be justified if you were to then give the specific value of their strength as applied to that weapon, but that still seems unnecessary.

I'm glad you added a volume to the cure ability, and added they return to their previous form. I think a cup may be a bit small for a huge creature, however, and I would like a bit more of a description of how they return to that form. Is there a flash of light and they're human again? Does their stone skin crumble and fall away to leave the human behind? Does it turn to ash and blow away? Is there a physical transformation where they shrink down and return to human skin tones and features? Does the stone body cough and hack and finally spit up the human body, leaving it silent and dead? There's a lot of option here, and this seems like a great place to inject some flavor.

And luck still doesn't feel like luck. It feels like really efficient aiding another. If their presence brings luck, maybe it's more like a blessing, but only applies while they are relatively nearby? Something like:
A stonecoat's presence can bring great luck to those they travel and hunt with. A stonecoat can grant great luck to a single creature within 60 feet at a time. They can designate a new recipient of this luck as a swift action. This lucky individual gains a +4 luck bonus to attack rolls, damage rolls, skill checks, ability checks, and saves. If the lucky creature moves more than 60 feet from the stonecoat, they immediately lose this bonus.

Also, didn't catch this before. Where's the hold breath thing from?

Pixies
Well, you specified that garden pixies don't harm the plant hosts. Maybe feral pixie (Larva? Hatchlings? Seedlings?) are ravenous little buggers. Maybe garden pixies are smaller, the feral ones need much more energy to grow than can be provided by a symbiotic relationship with the plants. Maybe they don't necessarily have to be harmful to the plants to be harmful. Maybe the feral pixies swarm like bees whenever anything disturbs the seemingly-randomly-chosen plants they lay their eggs on. A walk in the woods suddenly goes sour when you step on a big dandelion and you're suddenly set upon by spiny-winged pixies. They could chase away or kill huge numbers of local herbivores, creating a bottom-up trophic cascade.

Native american weapons and armor
I'll see what I can do, but I would be glad to have anyone else who's still listening to the thread help out, there really is a whole lot that needs doing.

More Giants
That's quite a list. I'll see if I can find the book in the library or online or something, but until then it doesn't look like I can find much relating to them.

Bhu
2014-09-12, 04:39 PM
There's several stories where they cross deep (and wide) rivers by walking along the bottom. They are submerged long enough for a human being to cross the river, implying they can hold their breath, or have no need for air.

SuperDave
2014-09-17, 06:54 PM
I have a special request for all you homebrewers out there: I'm running the first-ever Crossroads: The New World playtest (https://the-mound-lord-s-heir.obsidianportal.com/), and I'm planning to send my players all over the Great Lakes region, for a bit of local regional interest. As a result, I need monsters (especially low-CR ones) from Ojibwe, Algonquian, and Iroquois folklore! If you brew it, I'll do my best to use it and give you a report of how the party fared against it.

Here are a few candidates I'd like to put forth, but your own monster-concepts are welcome too:

Aniwye/Mishi-zhigaag
Beboonikae ("Winter-Maker")
Kitzinackas
Lenapizka/Mishipeshu/Underwater Panther
Mamagwasewug
Memengwesi
Mishkenabek/Misiginebig
Mondamin, Aspect of
N-dam-keno-wet
Naked Bear
Neglected Ancestral Spirit
Nibiinaabe
No-Face Doll
Oniare/Onyarekowa
Oniate ("Dry Fingers")
Onnoint
Piasa
Pskegdemus
Snawfus
Tcipitckaam
Waagoshii-Mindimooye ("Fox Old Woman")
Wakandagi Pezi


As always, we greatly appreciate any contributions you choose to make. Happy homebrewing!

Bhu
2014-09-18, 02:25 PM
The Piasa is a low CR monster? :smalleek:

Mith
2014-09-18, 03:21 PM
Piasa are described as "birds" in some cases, so they could be something similar in design as the Haast's Eagle (http://en.wikipedia.org/wiki/Haast's_eagle). Plenty intimidating, and a dangerous enough threat for the average person, but not for a party. The other interpretation is the underwater panthers, which may be what this setting is looking at, since they were one of the first creatures mentioned for this setting. I would suspect that they are frightening because they are taking people on in the water, where you are already at a disadvantage because you cannot breathe if it pulls you under. THey are physically frightening, but do not appear to have the truly awesome power as say the Sisiutl.

Unless you want to go the dragon approach, but I think there are enough potential High CR draconic creatures around that we can lower these guys.

Bhu
2014-09-20, 02:44 AM
Lemme look through these and I'll try to get low cr ones first. I gotta say though, some of these most def arent low cr.

SuperDave
2014-09-21, 07:47 AM
Lemme look through these and I'll try to get low cr ones first. I gotta say though, some of these most def arent low cr.

You're definitely right about that, Bhu. Not all of them are low-CR, but they still could play an important role in the quest, even if the players don't actually go toe-to-toe with them. They might pass through waters which are controlled by a Mishipeshu (Underwater Panther) without making proper payment to her, and as a result she might sent a storm to rock their vessel, or send servants to chase them away. Knowing how many HD she has would let me determine how severe the storm is, or how many HD her servants have, etc.

I didn't mean for the players to fight ALL of these monsters, but all of these are monsters with which they might interact on their journey, in one way or another.

Don't feel obliged to make them all fit the low-CR mold. But if you feel like brewing a low-CR monster from the Great Lakes region, then I'll probably be finding a use for it very soon.

P.S. I assumed that the Piasa was a unique creature which guarded Cahokia for the Mound Lords, but now I'm not sure that it wasn't a species as well. The players might potentially run across a young one, in much the same way they might run across a hatchling black dragon in a typical fantasy D&D campaign.

Debihuman
2014-09-27, 05:36 PM
I'd now like to claim these three: Jogah, Ga-hon-ga -- A tiny fairy-like being with power over rocks and rivers; Jogah, Gan-da-yah -- A tiny fairy-like being with with the power to make earth fertile; and
Jogah, Oh-do-wa -- A tiny fairy-like being that keeps spirits on the spirit world from returning to the mortal world.

Sprites for sure. I might even be able to use open content with this. I have sourcebook!

Debby

Admiral Squish
2014-09-27, 07:34 PM
I finally finished the updated tables! They're up in the first post. I also added the link to Stonecoat, updated Bhu's count, and added in your claims, debihuman! i'm looking forward to seeing what you come up with!
I still have to check out that list 'o Chinese monsters.

Bhu
2014-09-28, 06:49 PM
http://www.native-languages.org/morelegends/jogah.htm this link may help you debi

Debihuman
2014-09-28, 07:09 PM
http://www.native-languages.org/morelegends/jogah.htm this link may help you debi

The link that link sent me too: Bandwidth Limit Exceeded. Will have to wait until another day but I will look at it.

I have a few ideas of my own but wanna add the Turducken to this. Yes, it's a goofy made up monster but I have sprites racing it.

BTW, Shade over on EnWorld made this (copied from World of Imagination web site): http://www.worldsofimagination.co.uk/monster%20Jogah.htm


Debby

Bhu
2014-09-28, 09:26 PM
Finally got some spare time. Left you a lil something Super Dave: http://www.giantitp.com/forums/showsinglepost.php?p=18179079&postcount=1022

Debihuman
2014-09-29, 05:50 AM
Bhu there is no facing in Pathfinder (or in 3.5 for that matter) so it shouldn't matter which direction in Spiny Defense an opponent attacks the Pukwudgie. Just thought I would mention it.

Debby

Bhu
2014-09-29, 07:35 PM
I know, this was an exception. They take the risk of being poked if they approach it from any direction except head on.

Debihuman
2014-09-30, 05:41 AM
Note facing only works if you are using Combat facing, which is a variant tule. See here: http://www.d20srd.org/srd/variant/adventuring/combatFacing.htm

I'm not sure this is a good exception since, "The standard d20 combat rules intentionally ignore the direction a creature faces. The rules assume that creatures are constantly moving and shifting within their spaces, " PCs could legitimately claim that any attack they make is on the front the creature. I think you need a game mechanic to determine when the attack isn't from the front added to the text.
Debby

SuperDave
2014-09-30, 09:58 AM
I just got a chance to take a gander at your N-dam-keno-wet and Pukwudgies, and I think that I will definitely be making use of them very soon, Bhu. I recently pitted my players against a half-dozen CR 1/2 chonchons, which they easily dispatched, so I may throw an extra HD or two on your N-dam-keno-wet just to toughen them up, but I really like what you've got so far. They're kind of like Crossroads' version of goblins, but aquatic (which, come to think of it, might make them sifficiently difficult to deal with that I might not need to add extra HD after all).

I think I like your Pukwudgie even better than the Paizo version (http://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/pukwudgie) (which is a monstrous humanoid, not fey, which didn't make sense to me). Yours and theirs are about the same CR, but yours feels more flavorful, and better suited to the setting. Personally, I'd just make it a straight Reflex save when attacking their monstrous form to avoid taking damage from their spines, rather than incorporating an extra subsystem into combat. Question, though: can Pukwudgies dislodge their quills into their enemies like a dire porcupine (http://www.d20pfsrd.com/bestiary/monster-listings/animals/porcupine/porcupine-dire-tohc) can?

Oh, and just for everyone's reference, my players are at level 3 right now.

I'm eager to see your take on the various Jogahs, Debi!

Thanks for all your help, everyone. My players and I appreciate your hard work.

Bhu
2014-09-30, 08:50 PM
There wasn't much on the N-dam-keno-wet, and they seemed like a good candidate for a race, hence the one hit die.

Did you want the Pukwudgies to break off quills? I dont see it in any of the stories but it makes sense.

Admiral Squish
2014-10-01, 02:52 PM
Marvelous, more beasties!

N-dam-keno-wet
Math Check: Everything checks out at a glance.

I will admit they don't seem all that interesting, mechanically. I'd like to see a little more detail fluff-wise to compensate (what parts are fish? What parts are human?), but I suppose it's not strictly necessary.
I think the blindsense should have a clause about only applying to things in the same body of liquid.

By PF rules, the race option comes in at... 14 RP, plus probably 2 or 3 for the ability scores (there's no exact match). I actually remembered most of the values off the top of my head... which is a little sad.

Pukwudgie
Ahh, now these guys. These guys are always fun. I'm really looking forward to what you do with 'em.

Base form
Math Check:
Attack modifier is off, should be +10. (+5 bab, +3 dex, +2 size)

Where's the luck bonus to AC from?

spell-like abilities seem to be fine.

Control ghost could use further elaboration. If it's at its limit, do those it kills still rise as tei-pai-wankas? Or do they just die normally? Can the pukwudgie release a tei-pai-wanka? does killing the pukwudgie automatically kill the tei-pai-wankas?
Maybe you could combine the killing and raising with the poison arrows. Like, the arrows inflict a special poison that does negative levels, or negative energy damage, and a creature that dies from the poison comes back as a tei-pai-wanka, which the pukwudgie can take control of.

Monstrous form seems extremely limited. Once per day, only a minute at a time? There are some other problems, but I'll get into them below.

You know, the sand thing and cheap shots mentioned could translate to a bonus to Dirty Trick (http://www.d20pfsrd.com/gamemastering/combat#TOC-Dirty-Trick) maneuvers, or maybe some of the dirty trick related feats.

Monstrous form
Math Check:
HP is off, should be 10d6+60 (95)
Fort is off, should be +9 (+3 base +6 con)
couple skills could use fixing.

Should it keep the luck bonus to AC?

As mentioned, there's no facing rules in the system. If you want them to just apply to this guy, then you'll have to add the basics into the ability description. However, I think you could just as easily say the spikes go a little ways forward, and the chaotic motion of combat make it impossible to avoid them from any angle.

My main concern with this ability, though, is that it's a whole separate stat-block, which raises questions about what transfers. Does this form have a separate pool of HP? Do existing conditions transfer over? Ability damage or drain? If it dies, does the pukwudgie die, or does it return to its original form with whatever HP it had when it transformed?
I would recommend expressing the transformation with modifiers, rather than a new stat block. If you feel they need a new stat block to really understand what changes, I would say write out the changes in the ability, then offer a stripped-down stat-block to illustrate it. Leave out all the lines the ability doesn't change to minimize confusion.


Monstrous Form A pukwudgie can assume a monstrous form, resembling a troll with porcupine spines all over its back and sides. (insert activation action/uses per day/duration here) The pukwudgie and all their equipment grow, increasing by three size categories, to large size. This change grants a +8 size bonus to strength and constitution, and imposes a -2 size penalty to dexterity. (Mention if they gain HP. See rage?) They lose their normal size bonuses and penalties to rolls, gaining new size modifiers appropriate to their new size. They lose their poison arrows special attack. Their base speed increased to 40 feet. They gain a +8 racial bonus to natural armor. They gain two primary claw attacks that deal 1d6 points of damage and a secondary bite attack that deals 1d6 points of damage. They also gain spines that damage creatures that attack them. Any creature that hits the pukwudgie with a melee touch attack, natural weapon, or unarmed strike against a pukwudgie in monstrous form takes 1d6 points of piercing damage. Any creature grappling the pukwudgie automatically takes 2d6 points piercing damage at the start of their turn.


Speed 40 ft. (8 squares)
Armor Class 19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17
Base Attack/Grapple +5/+15
Attack Claw +10 melee (1d6+6)
Full Attack 2 claws +10 melee (1d6+6) and bite +5 melee (1d6+3)
Space/Reach 10 ft./10 ft.
Saves Fort +9, Ref +9, Will +9
Abilities Str 23, Dex 14, Con 23, Int 14, Wis 14, Cha 14
Skills Bluff +12, Concentration +16, Hide +13, Knowledge (Arcana, Nature) +13, Listen +12, Move Silently +14, Search +13, Spot +13, Survival +13

The myths also don't seem to mention it being a giant walking porcupine, just a regular walking porcupine. Does it need to be large?

Tei-Pai-Wanka
Definitely looking forward to these guys!

Is size always small, or would giants be larger? (Giant type is Humanoid [Giant] in PF)

The hit die part should mention if they lose hit die from class levels, and if they don't, if those hit die are similarly converted. Does it retain class abilities if it keeps class hit die?

Armor class line should specify they only lose armor, shield, and natural armor bonuses. Also, the deflection bonus is supposed to be based on cha (minimum +1). They would retain dodge bonuses and such.

Should they perhaps gain an incorporeal touch attack? Maybe they deal fire damage?

If it glows, it should probably have something saying how much light they shed. Candle? Torch? Lantern?

Perhaps they should have a special vulnerability to attempts to control them from pukwudgies.

+10 dexterity seems a bit steep. They are bodiless, which is a pretty big bit of weight off them, but I always though they just sort of drifted effortlessly, rather than darting this way and that.

_____

Overall, a very cool selection of creatures! There's stuff to work on, but yours are way closer to the myths than the classic PF ones. I'll update your count and link these guys.

EDIT: Hey, congratulations! That bundle's being counted as three, you just jumped past Perturbulent to take the #1 spot, with a pretty solid lead!

Bhu
2014-10-02, 02:01 AM
Marvelous, more beasties!

N-dam-keno-wet
Math Check: Everything checks out at a glance.

I will admit they don't seem all that interesting, mechanically. I'd like to see a little more detail fluff-wise to compensate (what parts are fish? What parts are human?), but I suppose it's not strictly necessary.


I've no idea honestly. Quite literally all i can find is the same description over and over "a mixture of fish and human with long hair". The only variation is whether their face is small or slender.


Pukwudgie
Ahh, now these guys. These guys are always fun. I'm really looking forward to what you do with 'em.

Where's the luck bonus to AC from?

They just have one. If it makes everyone feel better I'll add a Su in the abilities section, but I didn't think I needed to write out Name (Su): The Pukwudgie has an X bonus to AC", when I could just put in the bonus.




Control ghost could use further elaboration. If it's at its limit, do those it kills still rise as tei-pai-wankas? Or do they just die normally? Can the pukwudgie release a tei-pai-wanka? does killing the pukwudgie automatically kill the tei-pai-wankas?
Added some text. Yes killing the Pukwudgie releases it's ghosts, see Rejuvenation under the Tei-Pai-Wankas.



Monstrous form
Math Check:
HP is off, should be 10d6+60 (95)
Fort is off, should be +9 (+3 base +6 con)
couple skills could use fixing.

Should it keep the luck bonus to AC? I based this off Alter Self and similar spells. Even though it has an enhanced Con, hit points remain the same. Basically it's a separate Polymorph Ability, it just allows you to Polymorph into something apparently only the Pukwudgie encounters. I'll think on redoing this one a bit. The stat block was actually to reduce confusion on the part of the DM.


The myths also don't seem to mention it being a giant walking porcupine, just a regular walking porcupine. Does it need to be large? Some of the myths describe it as a porcupine from the back and a huge troll/human hybrid from the front. I went with that.



Tei-Pai-Wanka


Is size always small, or would giants be larger? (Giant type is Humanoid [Giant] in PF)

They all become the same size will o wisp type light regardless of origin.


The hit die part should mention if they lose hit die from class levels, and if they don't, if those hit die are similarly converted. Does it retain class abilities if it keeps class hit die?

You will note it says all HD become d12's. I reworded that to make it clearer. You will also note under Special Attacks/Qualities it says "Loses all Special Attacks/Qualities of the base creature." They don't retain anything at all. The abilities listed on the template is all they have.


Armor class line should specify they only lose armor, shield, and natural armor bonuses. Also, the deflection bonus is supposed to be based on cha (minimum +1). They would retain dodge bonuses and such.

They lose all abilities and feats are rechosen. They have nothing that would give them a possible dodge bonus to ac. I know basing it off Cha is normal, but this template is sort of a combo of ghost and will o wisp. Will O Wisps gains a deflection bonus the same as their dex bonus so I went with that (and its not like these poor bastards get much else).


Should they perhaps gain an incorporeal touch attack? Maybe they deal fire damage? The only attacks they possess i can find are the ones their spell like abilities mimic.


Perhaps they should have a special vulnerability to attempts to control them from pukwudgies. As far as I can tell the only way you can become one of these is being killed by a Pukwudgie, and you're released when it dies. There are no free roaming Tei-Pai-Wankas.

spikeof2010
2014-10-09, 06:54 PM
I'll claim Jersey Devil.

SuperDave
2014-10-20, 12:43 PM
Not really related to the current discussion but I found this today: Tlahuelpuchi (http://en.wikipedia.org/wiki/Tlahuelpuchi). Nahuatl vampire. Is this already on our monster list?

It's on the list, and it hasn't been brewed yet, but (based on the VERY limited research I've done) it sounds a lot like its abilities could be approximated with the Penanggalan (http://www.d20pfsrd.com/bestiary/monster-listings/templates/penanggalen-cr-1) template (except it would have to be an inherited template instead of acquired), and immunity to scrying similar to that of the Sea Serpent (http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/sea-serpent). Plus some kind of death-throes style curse against any family member whose actions lead to her demise (though that could just be something they usually choose to do, instead of something inherent to Tlahuelpuchis).

Bhu
2014-10-29, 09:40 PM
Sorry for the lack of work guys, I've had lots of medical problems and other rl emergencies. I'm hoping they've settled down and i can focus now.

Bhu
2014-11-10, 07:18 PM
Looks like I was wrong. Passed two kidney stones and caught shingles. Worst of it is over, I'm working on some critters to post shortly.

SuperDave
2014-11-23, 05:12 PM
http://img2.wikia.nocookie.net/__cb20080713044725/hellboy/images/8/84/ToothFairy.jpg

A swarm of enormous insect-like creatures emerges from a nearby hollow log, accompanied by a loud, angry buzzing sound. Each of the swarms component creatures are vaguely fey in appearance, but with skins which come in mottled earthtones; large, gnashing teeth; and an excessive number of legs.

Feral Pixie Swarm CR 4
XP 1,200
CN Tiny Fey (Swarm)
Init +6; Senses low-light vision; Perception +13
____________
DEFENSES

AC 24, touch 19, flat-footed 17; (+5 Natural, +2 Size, +6 Dex, +1 Dodge)
HP 6d6+24 (45)
Fort +6, Ref +13, Will +8
Immune critical hits, flanking, plant traits, swarm traits
DR 2/cold iron
___________
OFFENSES

Speed 30 ft., fly 60 ft. (good)
Melee swarm (1d8)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 17)
Spell-like Abilities (CL 6th; concentration +6

At will faerie fire
5/day entangle
3/day plant growth
1/day blight

____________
STATISTICS

Str 11 (+0), Dex 22 (+6), Con 18 (+4), Int 6 (-2), Wis 16 (+3), Cha 16 (+3)
Base Atk 6; CMB ; CMD
Feats Dodge, Lightning Reflexes, Skill Focus (Perception)
Skills Fly +16, Perception +13, Stealth +23, Sense Motive +5
Languages none
SQ plant traits, swarm traits, rash
____________________
SPECIAL ABILITIES

Plant Traits (Ex)
Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun.

Swarm Traits (Ex)
As a swarm of Tiny creatures, a feral pixie swarm takes half damage from slashing and piercing weapons, and is immune to critical hits and flanking.

Rash (Ex)
Contact with a swarm of feral pixies causes a painful rash, and the resulting itch leaves the hapless victim sickened until the damage is healed (as if they had received a slight exposure to poison oak (http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/environmental-hazards/poison-oak-cr-1-or-3)).

Type poison, contact; Save Fortitude DC 13
Onset 1 hour
Effect 1d4 Dex damage, creature sickened until damage is healed; Cure 1 save
_________
ECOLOGY

Environment any temperate
Organization too many
Treasure none
Advancement by HD


The wealthy merchants and aristocrats who first introduced garden pixies (http://www.giantitp.com/forums/showthread.php?359254-The-Common-Garden-Pixie-decorative-(and-highly-invasive)-Old-World-fey) to the New World intended them only to be simple living ornaments, to remind them of their comfortable manor-houses and gardens in the old country. None had any idea of the sweeping ecological devastation which these foul little creatures would wreak on the ecology of North Vespuccia.

It was the famed adaptability of pixies, cultivated by generations of British gardeners, which made them so disastrously adept at surviving in the New World. They quickly stumbled upon a host-plant whose characteristics would make them highly undesirable to nearly all forms of New World predators: Toxicodendron radicans (commonly known as poison ivy).

Like its domesticated ancestor, the feral pixie is also fascinated by fast motion and bright colors, and possess a natural affinity with flora. However, generations of natural selection have produced a creature which is larger, smarter, better-camouflaged, and better able to defend itself and its nest against predators.

After garden pixies began to be imported from the Old World, it was only a matter of time before a few escaped from their masters gardens to the wilderness beyond. Once there, they found themselves in a world which was lush with plant-life, offered a plethora of insects to sustain them, and was home to none of their natural predators. Within a few years, colonists noted that the undergrowth in the nearby forests had become thicker and more verdant. Within a few decades, this trend had accelerated noticeably. By the beginning of the present century, the pixie population had exploded, despite valiant efforts by both colonists and Natives to exterminate the creatures. Although burning their nests has been discovered to be one of the few effective methods for their removal, the smoke which feral pixies eggs and bodies produce when burned is highly toxic, and can be fatal to nearby humans and wildlife.

A feral pixie stands about 1 foot tall and weighs about 1 pound.

Feral pixies do not speak any languages, though they do laugh frequently.

Combat
Feral pixies prefer to disorient and entangle their foes before a battle begins, and then rush in to overwhelm them. However, unlike their domesticated cousins, feral pixies are not without a degree of natural cunning, which makes them dangerous to foes who underestimate their intelligence.

Feral pixies are also notorious for blight-ing any plants and trees which are hosts or nesting-grounds to insects and birds which compete with and predate upon them. There have even been reports of feral pixies seeming to intentionally and purposefully destroy nearby human crops, almost as if they understood that humans are the single greatest threat to their existence.


Sorry this took so incredibly long for me to get around to finishing, but I finally did it! Please let me know what you think, and PEACH it soundly.

I arrived at the feral pixie by adding the "dire" template to the original garden pixie swarm (http://www.giantitp.com/forums/showthread.php?359254-The-Common-Garden-Pixie-decorative-(and-highly-invasive)-Old-World-fey), but ignored the part about boosting its size to Medium, because I just wanted to increase its size by a single step but still get the increases to the base creature's ability scores.

The new CR is definitely too high (the base creature was CR 2), but I think that I might have calculated it wrong, since I'm pretty sure that immunity to critical hits and flanking are already covered by "swarm traits". Or would they still count as separate immunities, and it's swarm traits that shouldn't be on the list? It's all terribly confusing, I'm afraid.

Blight might be unnecessary on the list of SLAs, considering how much damage they could probably do on their own just by tearing a plant apart with their bare hands anyway.

Admiral Squish
2014-11-24, 07:29 PM
I'm goin' off-list a bit here, but I heard a particular song on the radio recently and I wanted to make these since.

Witch of November (http://www.giantitp.com/forums/showthread.php?385266)

I'll be sure to come back and review the pixies soon.

Bhu
2014-11-25, 02:29 AM
I'll have 3 or 4 critters up soon

Admiral Squish
2014-11-25, 08:58 AM
I'll have 3 or 4 critters up soon

Excellent! I quite look forward to more of your creations.

Admiral Squish
2014-11-26, 04:01 PM
Right! Work to be done.

Feral Pixies:
Math Check: Not a lot of math in these guys, huh?
The BAB should be +3, but they don't actually use it, so it's not a particularly bad mess-up.
The Stealth bonus seems high, by my count it should be +8 size, +6 dex, +6 ranks, +3 class skill bonus for a total of +23.

You forgot to update swarm traits. As they're tiny now, they're no longer immune to weapon damage, they just take half damage from slashing or piercing. They take full damage from bludgeoning, too.

Lightining reflexes grants an extra +2 to reflex saves, the bonus should be +13

Solid work, bro! Cool fluff, nice mechanics, and a pretty solid explanation of why and how they came to be as they are.

Bhu
2014-11-27, 05:44 PM
Gimme another day or two, I'm almost done.

Bhu
2014-11-29, 01:38 AM
Got 4 ready for you. Hoping you'll be pleasantly surprised. Start here and work your way down: http://www.giantitp.com/forums/showsinglepost.php?p=18464608&postcount=1036

SuperDave
2014-12-01, 09:41 PM
I knocked the Feral Pixies down to CR 4 and adjusted the XP accordingly: all I did was apply the Dire template (which is CR +2) and add two relatively minor SLAs, so CR 7 was DEFINITELY not warranted.

Great work as always, Bhu! I'll find a use for these in my campaign as soon as my players are of the appropriate level to stand a chance against them.

Naked Bear's CR should probably be between 10 and 15 (Vorpal Tribble's CR estimator says CR 13 or so), and possibly higher because of its very-restricted DR (that's a <5% chance of even doing damage! though the fact that ciritcals tend to deal a poop-ton of damage will counter that somewhat). Combat will probably be pretty straightforward, given its low Int and limited special abilities: track prey through the woods, move in close, grapple and chow down, retreat if neccessary. (P.S. their racial bonuses to skills are weirdly phrased). Oh, and you might want to change "souls" to "soles".

Pskegdemus is probably CR 5-7 or so. Probably closer to the high end of that range, since her her Cry of Distress ability imposes a permanent penalty on her victims. BTW, can this penalty be removed with remove curse or similar, or are PCs who fail their saves just doomed forever? I assume that if the Pskegdemus dies, the curse is lifted, right?
- Medium Monstrous Humanoid (Aquatic) = CR 5.6
- Medium Undead (Incorporeal) = CR 7
- Tiny Outsider (Evil, Native, Shapeshifter) = CR 6.5

Stoneclad (CR 12.4, maybe more for that "Giant" thing) looks good. I especially like what you wrote for Ritual Death, and how you handled the whole menstruating-women thing.That crystal sounds a lot like Ulunsu'ti, the forehead-jewel of the Uktena, which is also from Cherokee mythology. If you draw up stats for this crystal as a minor artifact or something, I'd gladly use it when I design the Uktena. :-) I feel like the "Giant" ability could use a better name, though...

Spearfinger (CR 13, maybe more) is a truly terrifying baddie, and you handled her very nicely. Bravo, sir, bravo!

Admiral Squish
2014-12-01, 09:56 PM
Excellent! I shall review momentarily! Much to chew upon, yes...

Naked Bear
Math check: all good!
In fact, only thing I'm really concerned about is the dr/criticals. It seems like a solid mechanism, on it's own, but thinking on it, it seems like one should have a better chance of damaging the creature once they realize where it's weak. But as written, the chance to get through the DR remains the same before and after. Seeing as the idea of monsters that are only vulnerable in one particular spot is pretty common in these myths, perhaps it would be wise to come up with a unified mechanic.
Maybe, like, "DR X/Weak Spot: The creature's body is very difficult to damage, except for a notable weak spot. Successful critical hits ignore this damage reduction. A creature that is aware of this weak spot can attempt to target the weak spot by taking a -X penalty on their attack roll. A creature's weak spot can be identified by a knowledge check of the appropriate type with a DC equal to 10+their HD."? (though, a penalty to attack wouldn't always make sense. If the weak spot is between their eyes or something, wouldn't aiming for it mean your misses are just as likely to hit the critter anyway? Maybe the weak spot has a slightly higher AC than the rest of the critter, and if you miss that roll, but would hit the critter, it still resolves as though you hit the critter?)

Minor concerns:
Maybe trade the improved critical on bite for multiattack? It'd be a +3 to the bite's attack.
I think you mis-worded in the skill thing.

Swamp Lady
In all her various forms.
Universal comments:
Should Cry of Distress specifically affect males and children, but not specifically humans? It seems that's both too narrow and too broad at the same time. It doesn't account for complicated gender/sexuality situations, such as two-spirits, and it doesn't account for the males and children of various species that would have absolutely no interest in helping a human. Since the cut-off is 3 int, that means that, technically speaking, the tarrasque would be vulnerable, and I honestly can't think of any reason big T would want to save people. I think it would be better to say that it just affects all humans or maybe all humanoids and monstrous humanoids, and leave gender and other sentient beings out of it.
I don't think this use of 'evil' jives with the subjective alignment stuff.
Does the penalty to resist such cries apply even after it's remove curse'd? Or does 'rescued' in this case mean you've been pulled away and regained control of yourself? Does the penalty stack with itself, like, if you fall under it more than once, do you have a -4 against future cries?
You know, this might work better applied like a supernatural disease. Like, after hearing the sound, each day they have to make a will save and a fortitude save. Fortitude save to resist mental ability score damage/drain, will save to resist being consumed by the obsession to go rescue the swamp lady.

Mental hold is a little oversimplified, and doesn't really work in the setting either (no beguiler). I think the options to fix it consist of either giving them spellcasting (either by class or a list of SLAs) and making this ability make those affected by the cry auto-fail saves or take a serious penalty, or roll an ability to command those under the effect of the cry as though dominated into the cry ability.

Frightful Moan sending people straight to panicked or no effect seems wierd to me, but I don't think it's actually unbalanced.
A vague suggestion would be to remove the successful save making you immune and drop the effect to shaken for 1d6 rounds, but make it so it stacks and resets the duration. A shaken target becomes frightened for 1d6 rounds, regardless of how many rounds of shaken were left, and so on.

Deadly touch could probably be upped to an insta-kill, since I don't think any humanoid/monstrous humanoid children have the stuff needed to either make the DC 20 save or survive the damage even if they made the save. It'd basically be plot-powered.

Pskegdemus
Math check: Flying colors!

Pskegdemus (ghost)
Math Check: Flying most of the colors! Well, at least until you clarify the much higher skill bonuses. I don't think undead HD are usually particularly skill-strong.
Doesn't a ghost's incorporeal touch normally have some damage associated with it, beyond the swamp lady's deadly touch thingie?
There may be problems with ghosts and the new planar arrangement, but I'm gonna have to fix that later when I figure it out.

Maski-mon-gwe-zo-os
Math Check: Flying all colors once more!

Stoneclad
Yay! I was indeed looking forward to this.

Math check: Awl finger should be +21 to attack.
Otherwise excellent!

Awl finger might deserve its own, very brief, ability write-up, to describe what he's doing and what kind of damage it does.

I'd like if spellcasting came with a 'usual spells prepared' thingie, since making a 12th level druid's spell list is an intimidating task for most DMs when they have the rest of the world to be concerned about.

Bonus math check: Awl finger should be +29 to attack.
Otherwise great.

Cane is very cool. Can anyone use it after taking it off him, or is it for his use only?

In vulnerability, the temporary constitution damage doesn't specify how long it lasts, which seems important.

I'm tempted to get into this and make a bunch of magic items that can be treasure from this guy.

Spearfinger
Math Check: Initiative should be +0. I suspect you had improve initiative in there and forgot to correct when you removed it.

Should claw ignore ALL damage reduction? I think it might be better to have it overcome DR as though it were adamantine or something.

I think the con drain from extract liver is too fast. Realistically, it would be once per hour. Also, a swift action? I would think it would be at least a standard action.

I comment on vulnerability under naked bear.

Shapeshift doesn't work if ANY living creature is observing her? Perhaps you should specify sentient creatures, I suspect in such a setting everyone's always in view of a bug or a mouse or something.

Heavy step is interesting and thematic, I quite like it.

Hard skin making her sunder each time she's hit seems like a pain, and it would definitely slow down play. How about the weapon automatically takes damage equal to the damage it would have dealt? Would hardness apply?

Meld stone is interesting. Obviously, she doesn't have to be touching the stone to use it, so there should be a maximum range.

I'm just gonna trust you on the size-stat-blocks. Maybe we should come up with some kind of standardized rules for this ability too, since it keeps showing up. Something relatively simple. Maybe something like a simple template? Like, instead of giving changing ability scores and having to rewrite a big chunk o' stat block, they just gain this stacking template that gives bonuses/penalties in the places that would be affected by stat changes.

Bhu
2014-12-02, 06:52 PM
Oh, and you might want to change "souls" to "soles".


But I worked so hard to insert that horrible pun! :smalltongue:


Pskegdemus is probably CR 5-7 or so. Probably closer to the high end of that range, since her her Cry of Distress ability imposes a permanent penalty on her victims. BTW, can this penalty be removed with remove curse or similar, or are PCs who fail their saves just doomed forever? I assume that if the Pskegdemus dies, the curse is lifted, right?

Nope. According to the myth if you feel sympathy towards her cry, the effect is permanent and for life. Even medicine people can't remove it from you.


I'll get to Squishes reply after work!

Bhu
2014-12-02, 11:57 PM
Excellent! I shall review momentarily! Much to chew upon, yes...

Naked Bear
Math check: all good!
In fact, only thing I'm really concerned about is the dr/criticals. It seems like a solid mechanism, on it's own, but thinking on it, it seems like one should have a better chance of damaging the creature once they realize where it's weak. But as written, the chance to get through the DR remains the same before and after. Seeing as the idea of monsters that are only vulnerable in one particular spot is pretty common in these myths, perhaps it would be wise to come up with a unified mechanic.
Maybe, like, "DR X/Weak Spot: The creature's body is very difficult to damage, except for a notable weak spot. Successful critical hits ignore this damage reduction. A creature that is aware of this weak spot can attempt to target the weak spot by taking a -X penalty on their attack roll. A creature's weak spot can be identified by a knowledge check of the appropriate type with a DC equal to 10+their HD."? (though, a penalty to attack wouldn't always make sense. If the weak spot is between their eyes or something, wouldn't aiming for it mean your misses are just as likely to hit the critter anyway? Maybe the weak spot has a slightly higher AC than the rest of the critter, and if you miss that roll, but would hit the critter, it still resolves as though you hit the critter?)

An AC Bonus is effectively the same as a penalty on the attack roll. It has no energy resistance so it's still vulnerable to energy attacks, which will be pretty common at it's level. Fixing the skill wording.



Swamp Lady
In all her various forms.
Universal comments:
Should Cry of Distress specifically affect males and children, but not specifically humans? It seems that's both too narrow and too broad at the same time. It doesn't account for complicated gender/sexuality situations, such as two-spirits, and it doesn't account for the males and children of various species that would have absolutely no interest in helping a human. Since the cut-off is 3 int, that means that, technically speaking, the tarrasque would be vulnerable, and I honestly can't think of any reason big T would want to save people. I think it would be better to say that it just affects all humans or maybe all humanoids and monstrous humanoids, and leave gender and other sentient beings out of it.
I don't think this use of 'evil' jives with the subjective alignment stuff.
Does the penalty to resist such cries apply even after it's remove curse'd? Or does 'rescued' in this case mean you've been pulled away and regained control of yourself? Does the penalty stack with itself, like, if you fall under it more than once, do you have a -4 against future cries?
You know, this might work better applied like a supernatural disease. Like, after hearing the sound, each day they have to make a will save and a fortitude save. Fortitude save to resist mental ability score damage/drain, will save to resist being consumed by the obsession to go rescue the swamp lady.

The myth specifies men and children. Women are apparently immune to the power of her voice, and it does not take matters of sexuality or gender into consideration. I'll limit it to Humanoids. Penalties do not stack, and yes they are permanent. Normally she lures men into their death in the swamp via her Mental Hold spells, so very few are rescued, and the ones who are cannot be cured, even by medicine people. The only way to resist her is to harden your heart, and assume any plea for help is her and ignore it. It's even better if you yell back, cursing or mocking the individual who may be suffering and dying. Evil aligned beings are more likely to do this so I gave them a small bonus.



Mental hold is a little oversimplified, and doesn't really work in the setting either (no beguiler). I think the options to fix it consist of either giving them spellcasting (either by class or a list of SLAs) and making this ability make those affected by the cry auto-fail saves or take a serious penalty, or roll an ability to command those under the effect of the cry as though dominated into the cry ability.

It was simplified to make it easier to write (and less painful for my nerve daamage, these things were wordy). She does have spellcasting effectively: She is a 9th level Beguiler, who may only use spells from Enchantment and Illusion, and only against people who have failed their save. Optionally you could make her a Sorcerer who can only choose spells from certain schools, but the save limitation still applies.




Frightful Moan sending people straight to panicked or no effect seems wierd to me, but I don't think it's actually unbalanced.
A vague suggestion would be to remove the successful save making you immune and drop the effect to shaken for 1d6 rounds, but make it so it stacks and resets the duration. A shaken target becomes frightened for 1d6 rounds, regardless of how many rounds of shaken were left, and so on.

I based it off the ghost ability of the same name.


Deadly touch could probably be upped to an insta-kill, since I don't think any humanoid/monstrous humanoid children have the stuff needed to either make the DC 20 save or survive the damage even if they made the save. It'd basically be plot-powered.

True but even a chance is still a chance for the poor kid. They could always get lucky, and that one round may be enough for the PC's to save them.


Pskegdemus (ghost)
Math Check: Flying most of the colors! Well, at least until you clarify the much higher skill bonuses. I don't think undead HD are usually particularly skill-strong.
Doesn't a ghost's incorporeal touch normally have some damage associated with it, beyond the swamp lady's deadly touch thingie?
There may be problems with ghosts and the new planar arrangement, but I'm gonna have to fix that later when I figure it out.

Skill bonuses are the same as every other critter with teh ghost template. Ghosts only gain damaging touch attacks if they choose that ability. In the stories she can only kill kids, men she has to lure to their deaths with her mental hold on them, or by tricking them. Which shouldn't be hard in a swamp in the dead of night.



Stoneclad
Awl finger might deserve its own, very brief, ability write-up, to describe what he's doing and what kind of damage it does.

I'd like if spellcasting came with a 'usual spells prepared' thingie, since making a 12th level druid's spell list is an intimidating task for most DMs when they have the rest of the world to be concerned about.

Cane is very cool. Can anyone use it after taking it off him, or is it for his use only?

In vulnerability, the temporary constitution damage doesn't specify how long it lasts, which seems important.


Math is fixed (thanks!), awl finger doesn't really do much it's just a clawed finger he uses to open up victims to eat their blood or liver. Its like a knife finger. Unlike his female counterpart it isn't quite so special. I'll come up with something for spells, he isn't shown using any though it hints at some ideas. No one uses his cane but him. In one variant story the cane is used to stake him to the ground instead of wood, but it seems to burn up with him. The temporary con damage from his vulnerability is the same as any other form of ability damage and heals 1 point per day.


Spearfinger

Should claw ignore ALL damage reduction? I think it might be better to have it overcome DR as though it were adamantine or something.

The claw is inserted in the back of a victims neck bloodlessly and pulls out their liver through magic, all without the victim realizing it, and even the medicine men seem to have no way to think of stopping it other than not giving her a target. It's suppose to be badass as it's her only real offense. Despite throwing boulders to make bridges she never really seems to do it offensively.


I think the con drain from extract liver is too fast. Realistically, it would be once per hour. Also, a swift action? I would think it would be at least a standard action.

I'll fix that.


Shapeshift doesn't work if ANY living creature is observing her? Perhaps you should specify sentient creatures, I suspect in such a setting everyone's always in view of a bug or a mouse or something.

Some of the myths say anything, some say her victims, which would be people. I could make it humanoids only.


Hard skin making her sunder each time she's hit seems like a pain, and it would definitely slow down play. How about the weapon automatically takes damage equal to the damage it would have dealt? Would hardness apply?

Hardness for most weapons is a 10 (5 for hafted weapons), and HP is usually 5-10 (with a few at 2 or 20). If you allow hardness it wont hurt the weapons much, and if you dont a few hits will destroy them. Maybe make one sunder check a turn and apply it to each weapon that stikes her?


Meld stone is interesting. Obviously, she doesn't have to be touching the stone to use it, so there should be a maximum range.

Adding one.


I'm just gonna trust you on the size-stat-blocks. Maybe we should come up with some kind of standardized rules for this ability too, since it keeps showing up. Something relatively simple. Maybe something like a simple template? Like, instead of giving changing ability scores and having to rewrite a big chunk o' stat block, they just gain this stacking template that gives bonuses/penalties in the places that would be affected by stat changes.

Effectively i am applying a template, im just doing it as a stat block for ease of reference.

Admiral Squish
2014-12-06, 11:28 AM
Weak point
Technically, yes, but the idea was that you could target the weak point at a higher AC, and if you failed to hit it, but your attack was still enough to hit the creature, you could still do a normal attack.
And yeah, I know energy damage would apply, but that doesn't address the concern that your chances to hit the 'weak spot' with a physical attack are the same if you know where it is as they were when you had no idea whatsoever.

Size Change
Oh, I'm sure there is one that you've been using. I'm just saying that perhaps we should make one with bonuses to appropriate rolls rather than modifying abilities. The intent is that it could be freely applied on the fly by the DM, rather than requiring the inclusion of a half-dozen additional stat-blocks on the page.

Swamp Lady
Well, I don't think issues of sexuality outside the norm typically show up in myths, and not coming up in the stories doesn't mean that they don't play a factor. And, let's be honest, a lot of old myths don't pay a lot of attention to those outside the cultural norm.

Here's how I'd rework the abilities:

Cry of Distress (Su): As a standard action the [swamp lady] can produce a sorrowful wail or scream that sounds like a woman in great pain or distress. Any humanoid within 120 feet must make a DC 18 will save (Save DC is charisma based) or be compelled to find and help the source of the wail. This is a mind-affecting compulsion effect. The effect is permanent, but can be removed with a Remove Curse, Miracle, Wish, or similar spells.

Mental Hold (Su): The [swamp lady]'s magical abilities leave a lingering mental hold on the victim for the rest of their lives, for many years if they manage to survive an attack. A human that fails a will save against an enchantment spell from the [swamp lady] takes a -2 penalty to will saves against effects originating from the [swamp lady]. This penalty is permanent, and cannot be removed by non-epic spells. The victims may move on and try to live normal lives, but the [swamp lady] forever remains at the back of their mind. Many men who suffer this effect never take wives, the [swamp lady]'s hold making normal relationships impossible.

Spells: A [swamp lady] knows and casts arcane spells as a 9th level sorcerer. A typical [swamp lady] knows the following spells.
0th (at-will): Daze, Ghost Sound, Resistance, Dancing Lights, Touch of Fatigue, Mage Hand, Message, Prestidigitation
1st (7/day): Charm Person, Hypnotism, Sleep, Disguise Self, Silent Image
2nd (7/day): Daze Monster, Touch of Idiocy, Invisibility, Minor Image
3rd (7/day): Hold Person, Suggestion, Major Image
4th (5/day): Crushing Despair, Hallucinatory Terrain
Basically, break the cry of distress into two abilities, one of which is a normally-removable magic effect, and the other is a permanent penalty. Also, Instead of making the DM build the spell last, I drew one up real fast.

Stoneclad:
Yeah, but it would be helpful to describe it somewhere for payers to understand what's going on when attacked by aforementioned awl finger.

I look forward to the spell list, then!

Alas, cane woulda made an interesting rod.

Ahh, well then, you don't need to specify 'temporary' constitution damage. It's just constitution damage. Ability drain is the stuff that doesn't heal.

Spearfinger
Alright, I'll take the claw as-is.

Limiting the 'observed' to 'observed by humanoids' would work.

Well, in truth, most native weapons would be made of stone, wood, or bone, so there's lower hardness involved. Plus, if you account for strength and other bonuses to damage, weapons could definitely be taking enough damage to overcome their own harness. How about:
Hard Skinned Spearfinger's stony skin is hard enough that weapons that strike at it take damage. When struck by a non-magical weapon, any damage prevented by her damage reduction is dealt to the weapon, interacting with hardness normally.

Bhu
2014-12-11, 03:35 AM
I've updated everything except Pskegdemus. went with the penalty for weak spot, if thrre's a creature whose weak spot is somehow center mass ill reword the ability for that entry when we come to it. Will explain the awl finger in teh combat sections.

Bhu
2014-12-19, 04:25 PM
Okay anything that didn't have a CR (including the Tei-Pai-Wankas) now has one, combat sections are filled out, and some moderate editing has been done. Whilst I await your thoughts I'll start thinking up the next three critters, and I'll include at least one chinese this time round.

Admiral Squish
2015-01-01, 04:07 PM
Sorry it's taken me so long to post, I'm just gonna blame holiday madness for the long silence.

Excellent to hear you've updated your works. I've just gone through and added the creations to the list and updated your count. 20 creatures, very impressive!

Weak Spot
I still think it shouldn't be all or nothing when targeting a weak spot. It just seems to make sense that if you're aiming for a part of the creature, at least SOME of the misses should err into the remainder of the creature. Maybe we could just roll some text like this into the damage reduction description?

Some creatures have damage reduction that is overcome not by any material or damage type, but instead by targeting a particular spot on its body, known as its weak spot. Attacks that strike this weak spot overcome its damage reduction.
Any attack against a creature with DR/weak spot that would threaten a critical hit strikes their weak spot. Even if the critical hit fails to be confirmed, or the creature is immune to critical hits, the attack still overcomes their weak spot damage reduction.
A creature can become aware of a creature's weak spot if they are told its location by one who is already aware, if they witness an attack that successfully overcomes the creature's damage reduction, or if they make a successful knowledge check of the appropriate type, with a DC of 15 + the creature's hit die.
A creature that is aware of a creature's weak spot can intentionally target the weak spot with their attacks. A weak spot's armor class is the same as the creature's armor class, but it usually gains an additional size bonus to AC due to it's size, and some may have additional bonuses. The weak spot's AC and the values of these bonuses are given in the creature's description. If an attack targeted at the weak spot misses, but the result is still higher than the creature's AC, the attack instead targets the creature and resolves normally.

Format: DR X/Weak Spot (AC X), Location: Defensive Abilities
Format: Damage Reduction A [creature]'s weak spot is located [location]. Their weak spot gains the following bonuses to AC: +[X] Size, +[X] [Type], Location: Special Abilities.

Swamp ladies:
Still some problems here.

A save can't be willpower based. It's not based on her will save, it's based on wisdom, so that needs to change.
Again. Good and evil aren't objective in this setting. The penalty if you're good does not work here. If it was something that applied to creatures the swamp lady thought was good, then it would work, but the effect relies upon the creature's reactions to the wail, which aren't subjective.
You could say sonic mind-affecting compulsion effect, rather than specifying their need to hear.
I still think the permanent penalty is better applied as a separate ability, since as it stands it's still odd that the effect can be removed, but then it can't be removed, and there's a lingering effect, but it's not the full effect...
Also, what happens when they find the lady? Do they just stand there, does the effect end, what?

Mental hold is problematic, in that they can only use magic on those who are under their cry's effects. It kinda makes them all-or-nothing. If you manage to make the save, all they got is mundane attacks and the frightening cry thing. And if you defensively deafen yourself, you're golden. And how do area effects interact with this, do they only affect creatures under the sway of the cry? If they somehow gained a fireball spell, would it only burn creatures under their cry?
Also, there's a LOT of spells I can't find in there. I'm not going to go through every book to find them, and I'm not going to force my players to, either. Please use OGL spells only.
I would also appreciate if you would list their spells/day at the given levels, since that's a pretty important facet of sorcerer spellcasting and no DM wants to dig through the lists looking for how many spells/day they get at each level, plus the modifiers for high ability scores...

I will reiterate my suggestion to break it into three abilities. The compulsion cry that makes them come looking for the lady, the mental hold that's a permanent penalty to resist mind-affecting spells/abilities from them once they fail a save against one, and the spellcasting, which should be used normally, since it's a major component of their ability to be a threatening encounter.

Debihuman
2015-01-10, 09:45 AM
I'd now like to claim these three: Jogah, Ga-hon-ga -- A tiny fairy-like being with power over rocks and rivers; Jogah, Gan-da-yah -- A tiny fairy-like being with with the power to make earth fertile; and
Jogah, Oh-do-wa -- A tiny fairy-like being that keeps spirits on the spirit world from returning to the mortal world.

Sprites for sure. I might even be able to use open content with this. I have sourcebook!

Debby

I realize that I had promised this several months ago but it kinda got away from me. BTW it looks like this was already done: see here: http://crossroadsthenewworld.tumblr.com/post/97724522191/jogah-gan-da-yah-cr-6-small-fey-hit

Debby

Admiral Squish
2015-01-10, 09:51 AM
I realize that I had promised this several months ago but it kinda got away from me. BTW it looks like this was already done: see here: http://crossroadsthenewworld.tumblr.com/post/97724522191/jogah-gan-da-yah-cr-6-small-fey-hit

Debby

There are 3rd party versions of the Jogah, but we figured we might want to get our own versions for legal reasons.

Debihuman
2015-01-10, 11:34 AM
Isn't Crossroads:The New World the website for this project? It is already posted there and I didn't make it so someone else did.

Debby

Admiral Squish
2015-01-10, 11:46 AM
Not really. It's just the tumblr, it's more of a promotional tool. Not everything on there is official material for the setting, a lot of it's just inspirational stuff.
But yeah, that's not made by us, and it's not made by Paizo, as far as I can tell. Unfortunately, can't use it officially.

Bhu
2015-01-12, 02:42 AM
Hi guys, trying to make rent. Will have updates soon.

Admiral Squish
2015-01-12, 12:13 PM
Don't worry about it, reality always takes priority, take the time you need to get things sorted out. Hope it works out!

Bhu
2015-01-31, 12:45 AM
I've made occasional tweaks to the current critters. I've been trying to focus on the three new presents I have for you, which are the three chinese monsters most likely to have snuck over to the new world successfully. Unfortunately they are huge and time consuming entries. I will likely have been working on them over a month before I post

Admiral Squish
2015-01-31, 03:56 PM
I'm really looking forward to seeing what you come up with! I am entirely confident they will be well worth the wait.

Bhu
2015-02-21, 08:55 PM
http://www.giantitp.com/forums/showsinglepost.php?p=18857869&postcount=1048
Okay I thought the first thing to do would be chinese beasties that could disguise themselves as people, or that were undead. They would make most sense to be in america.

So here's the Gui. Zhi Ren is below it, and the beginnings of the Ghost King Template below that.

Admiral Squish
2015-02-23, 07:56 PM
Alright, took me a bit to get into it, but here we go with the review.

Gui
I think you should leave the incorporeal subtype off the base creature, and just have manifestation grant it at will.

I think you have to mention gaining a flight speed under speed somewhere.

When I first glanced over this I thought I was gonna have to say something about there being way too many special abilities for one creature, but seeing the limit of Manifestation + 1 + 1/4 HD resolves the vast majority of my worries. Maybe it would be best to limit the special attacks section itself to manifestation and an ability that lets them select abilities from a separate list based on HD, so as to avoid confusion?

Animate bamboo: When used as a weapon, how is it wielded? light, one-handed, two-handed, can it be treated as a weapon for feats... I'd say treat it as a spear or shortspear. Otherwise, seems solid.

Bad Omen: The non-core SLAs will have to go, but otherwise solid.

Blood drain: Looks good. I'm not fond of the wording, but that's the game designer's fault, not yours.

Curse of revenge: seems powerful, but I suppose the limitations kinda make up for it. Though, I guess it depends on how many people the gods have turned their backs on.

Deceit: Full-on spellcasting progression doesn't really seem like it balances against the rest of the abilities thus far, even if it is limited to two schools. Maybe like X/day, they can cast any illusion/enchantment spell with a spell level of 1/2 their HD or less.

Divination: Again, full-on scaling spellcasting progression seems like it doesn't balance, even limited to one school. See deceit's suggestion.

Drain: I think the wording on the benefits for the gui is odd. I'd say it as 'Each time the gui deals ability drain, they can choose to heal 5 HP, increase the DCs of all its special attacks by 2 for 24 hours, or become immune to turning for 24 hours.

Horrific appearance: This seems really strong, especially if it only stops with a successful save.

Hungry Touch: you should insert 'each round' in there before you give the duration, it's a little confusing otherwise. Also, roll all the death-based effects together 'if this damage kills the target, their body turns into ash, and they cannot be raised or resurrected'.

Invisibility: Can you reduce it to greater invisibility, for the sake of staying in core?

Madness: Looks good but for maddening whispers.

Mischeif: Core only, please. I don't think I've ever seen an SLA with a usage of 'every 1d4 rounds'.

Parasitic rope: Now this is interesting. It seems a little long, though... How about this:
Unique to the Diao si gui, the rope used to hang themselves can be used as a whip. A parasitic rope is treated as a whip, but if it deals damage to or touches the bare skin of a humanoid creature, the victim must make a fortitude save with a DC of (10+1/2 the gui's HD+ their charisma modifier) or have the rope bind to their flesh. If the robe binds, the victim must a will save with a DC of 15+1/day the rope has been attached or suffer the curse of the noose's grip. Those suffering the curse of the noose's grip become possessed by a compulsion to hang themselves until dead. The curse is permanent until the rope is removed or the victim is treated with Remove Curse. Each day the rope remains attached, its hold grows stronger. Each morning, the victim takes 1 point of constitution drain and must make another will save to resist the noose's grip. The rope may be removed with a heal check or strength check with a DC of 20+2/day the rope has been attached, or a Remove Curse spell followed by a Heal spell. A successful check to remove the rope deals 1d6 damage to the victim, but a check that fails by 5 or less deals 2d6 points of damage to the victim, and a check that fails by more than 5 forces the victim to make a fortitude save with a DC of 20 +1/day the rope been attached or die instantly. If the rope is removed, any constitution drain it dealt becomes constitution damage. A parasitic rope can be used by creatures other than the gui, but the gui can summon it to their hand as a swift action, regardless of distance or obstacles.

Plague spreader: I'd say core only spells, please, but that only leaves you with one spell. I'll probably have to drop this.

Possessor: I think the DC should probably scale with HD like most special attacks.

Now, on to special qualities. I'll be honest, a lot of these seem to need some very significant modification, either to fit the setting or to function mechanically.

Planar travel: This refers to various afterlives as separate planes of existence, which is not the case with the spirit world, though I suppose you could say they can only appear in certain areas of the spirit world when they shift off the mortal world. It also talks about other planes, which aren't things.

Gui Limitations: What happens when they don't, can't, or are prevented from returning to their graves/the afterlife as day comes? Do they die if they're not 'put away' when day breaks, or do they have to actually be exposed to sunlight? Do they die, or just blink out of existence until the sun departs from their location?

Bound: If a family is traveling, do they have to stay within x distance of the family, or is it just a free pass to depart for parts unknown? Are they compelled to come back at some point?

Slave: It doesn't actually mention anywhere they have to obey the 'master' or stay close to them.

Alternative Movement: Being incorporeal means they automatically get a flight speed while incorporeal, I don't know if just extending that to their material form would be enough to make it worth an ability.

Reward: This seems awfully vague. Does the DM decide 'significant', does the ghost, or does the individual?

Man, these are a lot of ghost types. They all look interesting, I admit, but I don't think I have time to go check your work, so I'm just gonna trust you're on the ball there.

Overall, a very interesting, very comprehensive creation, definitely worth the wait!

Zhi Ren
What size are they? I'd assume tiny, or maybe diminutive.
You should mention, as constructs, they have no Con.
You mention 'use either the gui's base save bonus' and then don't mention an alternative.
Skills mentions the skill points of an animal of their type.

Bhu
2015-02-24, 02:08 AM
A few quick notes


Alright, took me a bit to get into it, but here we go with the review.

Gui

I think you have to mention gaining a flight speed under speed somewhere.

Fore the most part gui can't fly, some can which is why its an option under special qualities, but the vast majority are corporeal, and just as easily killed via sword as a mortal depending on their level of spiritual power



Horrific appearance: This seems really strong, especially if it only stops with a successful save. It's identical to the standard dnd ghost ability



Gui Limitations: What happens when they don't, can't, or are prevented from returning to their graves/the afterlife as day comes? Do they die if they're not 'put away' when day breaks, or do they have to actually be exposed to sunlight? Do they die, or just blink out of existence until the sun departs from their location? Leaving is not an option for them. Once dawn hits they're gone.


I've found a gentleman more knowledgeable than I so I'll be making changes once I chat with him.

Debihuman
2015-02-24, 06:32 AM
I realize that I had promised this several months ago but it kinda got away from me. BTW it looks like this was already done: see here: http://crossroadsthenewworld.tumblr.com/post/97724522191/jogah-gan-da-yah-cr-6-small-fey-hit
Since we wanted a fresh take on this, here it is. Here is a link to the Concealed Scent feat mentioned below: http://www.d20pfsrd.com/feats/general-feats/conceal-scent


Jogah, Gandayah CR 3
XP 800
NG Small Fey (Shapechanger)
Hit Dice: 6d6+6 (27 hp)
Initiative: +5
Speed: 20 ft. (4 squares), Burrow (15 ft.), fly (as owl or robin only) 30 ft. (average)
Armor Class: 15 (+1 size, +1 Dex,+ 3 leaf armor), touch 12, flat-footed 14
Base Attack: +3 CMB +3, CMD +12
Attack: Small mwk wooden greatclub +4 melee (1d8-1) or small mkw wooden dart +6 ranged (1d3-1)
Full Attack: Small mwk wooden greatclub +4 melee (1d8-1) or small mwk wooden dart + 6 ranged (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath Weapon
Special Qualities: Change Shape (bird form only), immune to plant-based poisons, low-light vision, spell-like abilities
Saves: Fort +2, Ref+6, Will +7
Abilities: Str 8, Dex 13, Con 10, Int 11, Wis 14, Cha 17
Skills: Acrobatics +10, Escape Artist +12, Fly (as robin or owl only) +10, Knowledge (nature) +9, Perception +11, Stealth+12
Feats: Improved Initiative, Stealthy, Toughness
Environment: Temperate hills and plains
Organization: Solitary, pair, or tribe (3-10)
Treasure: No coins, standard non-metal good and items
Advancement: By character class (favored class: druid)
Level Adjustment: No idea on this one.

A wiry dwarf-like little man wearing leaf armor and carrying an intricately carved wooden club tends to a small plant.

The jogah are an elusive race of little people and are divided into three groups. The gandayah guard fruit and grains, and protect their gardens and fields from blight and insects. The gandayah use their spell-like abilities to talk to plants and to help them grow. They especially love strawberries. In exchange for bottles of strawberry wine left especially for them, the gandayah keep an eye on The Big Peoples fields as well.

As long as their relations with the Big People is maintained, the gandayah use their change shape ability to appear as owls to give warning of impending danger or as robins to bestow a blessing. When relations are strained, the gandayah make their displeasure well-known by leaving tiny tubs of rotten and foul-smelling vegetable matter in public areas.

The gandayah only appear in the summer months, emerging from their underground lairs and returning when the first leaves turn to autumn.

A typical gandayah weighs 20 lbs. and stands just over 2 feet tall.

Combat

Gandayah typically avoid combat but will attack creatures that threaten their gardens. They use their breath weapon and then attack with their clubs or darts. They tend to change to bird form as soon as it is convenient and flee.

Breath Weapon (Su): Once a day as a standard action, a gandayah can spew forth a 10-foot cone of damp mulch that deals 1d8 points of bludgeoning damage. A successful Reflex save (DC 13) halves the damage. The save DC is Constitution-based.

The damp mulch has a variety of other uses. It can be gathered normally and used as gardening material, adding a +2 to any Profession (gardener) or Profession (farmer) check made with it. A creature on fire can roll in the mulch and extinguish the flames. The mulch adds a +6 bonus to the save instead of the normal +4. After rolling in mulch, creatures have their scent masked (as the Concealed Scent feat), until the mulch is cleaned off. A large quantity (at least a quart) of water washes off the dirt. Last of all, Plants and plant creatures that grow in the mulch tend to be healthier and hardier than they would normally be, gaining a +1 Circumstance bonus to saves against desiccation damage, blight, and other ill-effects that target plants. Plant creatures grown in a gandayah's mulch gain the Advanced Template. A bag of mulch covers a 10-foot square (3 inches deep). Gandayah don't sell their mulch for coins though they'll accept strawberries, strawberry wine especially.

Change Shape (Su): A gandayah may take the form of either an owl or a robin, gaining the ability to fly at a speed of 30 feet with average maneuverability.

Spell-like Abilities: At willpass without a trace (natural environments only); 3/dayblessing; 1/dayentangle, plant growth, speak with plants. CL 6

This should be the final version now.
Debby

kopout
2015-02-25, 10:25 PM
Dire Skunk CR 1
XP 400
N Small Animal
Init +3; Senses low-light vision, scent; Perception +8
____________
DEFENSES

AC 19, touch 14, flat-footed 16 (+3 Dex, +1 size, +5 natural)
HP 17 (2d8+6)
Fort +6, Ref +6, Will +3
___________
OFFENSES

Speed 40 ft
Melee Bite +5 (1d4+0) 2 Claw +5 (1d3+0)
Ranged Spray +5 touch (musk)
Space 5 ft.; Reach 5 ft.
____________
STATISTICS

Str 11 (+0), Dex 17 (+3), Con 17 (+3), Int 2 (-4), Wis 16 (+3), Cha 10 (+0)
Base Atk +1; CMB +0 ; CMD +13
Feats Weapon Finesse
Skills Perception +8
SQ musk
____________________
SPECIAL ABILITIES

Musk (Ex)
Up to four times time per day, a dire skunk can produce a noxious spray of musk. All creatures within a 15-foot cone must make a DC 16 reflex save or be struck by this spray. All creatures struck by the spray must make a DC 16 fortitude save or be nauseated for 1d4 rounds and sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds sickened. A skunk's musk lingers on a creature for up to one month, and is all but impossible to get rid of. For one month, the creature is treated as though they had an overpowering odor for the purposes of the scent ability, and cannot use the scent ability. The save DCs are constitution based and include a +2 racial bonus.
_________
ECOLOGY

Environment temperate forests
Organization solitary, pair, or surfeit (3-5)
Treasure none

A skunk the size of a pit bull trundles out the bushes and stomps the ground menacingly.

Mustelids of unusual size best known for their musk shooting abilities, dire skunks are larger tougher and meaner versions of standard skunks. Unlike most dire animals dire skunks are perfectly willing to approach humanoid settlements,rummaging through garbage an occasionally attacking poultry.

Admiral Squish
2015-03-03, 02:34 PM
Man, sorry it's taken me so long to get back to ya'all, I been weirdly busy all weekend.

Gui
All creatures with the incorporeal subtype have a fly speed, since they can't though the ground to move. As the base gui has the incorporeal type, technically, they should have a - for strength, too. I would suggest leaving them as corporeal undead and then making the manifestation thing grant the incorporeal subtype.

Man, really? Apparently I don't know **** about ghosts. I keep getting tripped up on ghost abilities.

You say 'gone', but 'gone' means a lot of different things, and 'dawn' is a squishy term. Do they just die? Is there a save or something? Do they shift to the spirit world or phase out of existence? Is 'dawn' the moment the sun peeks over the horizon? Do they actually have to be touched by sunlight to be affected? There's a lot of questions.

Jogah, Gandayah
Excellent! I'm always happy to see people being all motivated to create!
Don't worry about the format, when the time comes I'll be putting everything in proper format and everything.

Overall, it seems solid, nothing jumps out at me as out of balance or overly weird.

Math check: Looks good to me!

The breath weapon is definitely interesting and creative. Perhaps the mulch automatically extinguishes non-magical fires in the area, too? I would take out the bit about bonus to profession (gardening), since that seems overly specific, and it seems like it would have to apply to a bunch of different professions. Maybe instead say that one breath weapon produces enough mulch to cover one 10-ft square of garden or field, and plants grown in it are more productive, like with plant growth. Maybe even include a price for a bushel of the magic mulch?

If you want to add a little more offensive punch, you could throw on some other plant-related SLAs, like entangle.

You know, looking at these guy's myths, they would probably fit in the little folk race somewhere. I'll have to check it out.

Overall, a solid critter, very few, very minor complaints.

Dire Skunk
Niiiice. I like it.

Math check: Looks good!

You know, I know the musk mechanic is taken from the base skunk, but I have to say, I think we could make some changes to make it a little more realistic:
Up to four times time per day, a dire skunk can produce a noxious spray of musk. All creatures within a 15-foot cone must make a DC 16 reflex save or be struck by this spray. All creatures struck by the spray must make a DC 16 fortitude save or be nauseated for 1d4 rounds and sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds sickened. A skunk's musk lingers on a creature for up to one month, and is all but impossible to get rid of. For one month, the creature is treated as though they had an overpowering odor for the purposes of the scent ability, and cannot use the scent ability. The save DCs are constitution based and include a +2 racial bonus.

I'm vaguely tempted to try to work acid damage in there, considering it's a dire skunk.

Debihuman
2015-03-03, 05:39 PM
Jogah, Gandayah
Excellent! I'm always happy to see people being all motivated to create!
Don't worry about the format, when the time comes I'll be putting everything in proper format and everything. Glad you liked it. I still have a ways to go to learn proper formatting.

Overall, it seems solid, nothing jumps out at me as out of balance or overly weird.
Math check: Looks good to me!

Oh good. I didn't think I had any egregious errors.

The breath weapon is definitely interesting and creative. Perhaps the mulch automatically extinguishes non-magical fires in the area, too? I would take out the bit about bonus to profession (gardening), since that seems overly specific, and it seems like it would have to apply to a bunch of different professions. Maybe instead say that one breath weapon produces enough mulch to cover one 10-ft square of garden or field, and plants grown in it are more productive, like with plant growth. Maybe even include a price for a bushel of the magic mulch?

Glad you liked the breath weapon. I felt it needed some punch. Technically, you need water to extinguish a fire and while the mulch is damp, it's not wet enough to fully extinguish a fire. I would think throwing a lot of mulch on the fire would cause it to smolder rather than just extinguish, but I'm too nit-picky sometimes. I think we have a lot of NPCs and PCs who take profession skills but never get to use them. I'd rather it be kept just for that purpose. Sure it can be enough mulch for a 10-foot square but I'd rather not have it act as plant growth since that is one of their spell-like abilities. A bag of mulch covers a 10-foot square (3 inches deep). Gandayah don't sell their mulch for coins though they'll accept strawberries, strawberry wine especially. I did give plants a bonus to avoid desiccation damage and plat creatures gain the advanced template. That should be enough.


If you want to add a little more offensive punch, you could throw on some other plant-related SLAs, like entangle. Once a day entangle would work. I'll add it.


You know, looking at these guy's myths, they would probably fit in the little folk race somewhere. I'll have to check it out.
Overall, a solid critter, very few, very minor complaints.
Thanks

Debby

kopout
2015-03-03, 09:16 PM
Dire Skunk
Niiiice. I like it.

Math check: Looks good!

You know, I know the musk mechanic is taken from the base skunk, but I have to say, I think we could make some changes to make it a little more realistic:
Up to four times time per day, a dire skunk can produce a noxious spray of musk. All creatures within a 15-foot cone must make a DC 16 reflex save or be struck by this spray. All creatures struck by the spray must make a DC 16 fortitude save or be nauseated for 1d4 rounds and sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds sickened. A skunk's musk lingers on a creature for up to one month, and is all but impossible to get rid of. For one month, the creature is treated as though they had an overpowering odor for the purposes of the scent ability, and cannot use the scent ability. The save DCs are constitution based and include a +2 racial bonus.

I'm vaguely tempted to try to work acid damage in there, considering it's a dire skunk.

For the math to work it would have to be ether DC 15 on the saves or a +3 racial bonus. If we go for acid damage I would sugest something like this:



Up to four times time per day, a dire skunk can produce a noxious spray of musk. All creatures within a 15-foot cone must make a DC 16 reflex save or be struck by this spray. All creatures struck by the spray takes 1d3 points of acid damage and must make a DC 16 fortitude save or be nauseated for 1d4 rounds and sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds sickened but does not modify the acid damage. A skunk's musk lingers on a creature for up to one month, and is all but impossible to get rid of. For one month, the creature is treated as though they had an overpowering odor for the purposes of the scent ability, and cannot use the scent ability. The save DCs are constitution based and include a +3 racial bonus.

Bhu
2015-03-06, 04:29 AM
Found a better source of material. Gui is undergoing a massive rewrite. Much of what I found was due to inaccurate translating.


But yes gui cannot fly. They can hover up to 5 ft off the ground, but they are limited in odd ways. For example despite being incorporeal, they can only enter through openings they went through in life such as doors or windows (even if those openings are locked or barred shut), but walls, floors and ceilings block them. Sudden changes in direction, crossroads and walls confuse them (they take a massive int and wis penalty on dying), so putting a big screen in front of or behind your door stops them cold. Their ability to manifest depends on their spiritual power and the influence of yin and yang. In strong Yang areas (daylight, red colored rooms) they can barely manifest at all, being limited to a few cantrips (they are naturally invisible and incorporeal). In weak yang they can become visible, and in neutral they can become visible or corporeal for brief periods of time. At night they can become both. The more people they kill the more powerful they get, and the easier it is to manifest themselves or break rules (such as gaining the ability to actually fly for real).

Only powerful ghosts can planar travel, and even then they have to know the way. Ghosts on the mortal plane are stuck here unless the afterlife fetches them. So they're still around in daylight, they're just virtually powerless to do anything to anyone.

KitsuneBoxing
2015-03-06, 11:32 AM
Hey, i just realized that i still have the Kaitorak claimed.

Months ago i had it almost entirely done but i then lost my computer. I think it was quite well made, but i very much doubt that i will ever redo it. Therefore i hereby unclaim it.

Admiral Squish
2015-03-06, 04:45 PM
Gandayah
I suppose it depends on how damp the mulch is and how thoroughly it covers the area.
As to profession skills, I'm not arguing that, I just figure profession: Gardening is rather specific, when it seems like it would benefit Profession: Farming or any other sort of growing-related profession. I just suggested Plant Growth because it seemed like a solid, universal benefit that wouldn't have quite so many specifics tied to its use.
As to selling it, well, you never know. A lot of the little folk in the setting are 'coming out of the mound' as it were, having more open relations with human neighbors. I just thought it would be an interesting commodity to see around, a sort of semi-cheaply-available plant growth effect for farmers, gardeners, and the like. And who knows, maybe those they trade it to aren't so scrupulous about what they trade.

Dire Skunk
DC 16's right. 10+1(1/2HD)+3(con)+2(racial)=16.
I may have been trying a little hard to make it acid damage over time, the spray dealing initial acid damage works just fine.
I do think 1d3 is probably a little light, though. Maybe bump the CR up to 2, bump the damage to 2d4 or even 2d6, and maybe take away the daily limit in favor of a recharge like a breath weapon? I dunno, I'm kinda wingin' it here.

Gui
...Man, gui are wierd. Anyways, just drop a post when they're ready-ish and I'll give 'em another look.

Kaitorak
Aww, that's unfortunate...

And now I have to actually go update the first post...

kopout
2015-03-06, 07:39 PM
Dire Skunk
DC 16's right. 10+1(1/2HD)+3(con)+2(racial)=16.

Huh, didn't know that. This is my first monster homebrew :smallbiggrin:



I may have been trying a little hard to make it acid damage over time, the spray dealing initial acid damage works just fine.
I do think 1d3 is probably a little light, though. Maybe bump the CR up to 2, bump the damage to 2d4 or even 2d6, and maybe take away the daily limit in favor of a recharge like a breath weapon? I dunno, I'm kinda wingin' it here.

I don't think it should recharge like a breath weapon. Real skunks take about ten days to build up enough for about five shots, about a shot every two days and the Pathfinder base skunk can do it 2/day.

What if instead of acid damage we give them the ability to use a use of their musk pray to make a concentrated attack against a single foe. if they hit the foe is treated as having been caught in the spray and has to make an additional reflex save of be blinded temporarily from having it hit in/near their eyes?

Bhu
2015-03-07, 02:37 AM
Gandayah


Gui
...Man, gui are wierd. Anyways, just drop a post when they're ready-ish and I'll give 'em another look.


All chinese monsters are weird. I repeat, ALL. Their zombies for example are serial molesters who can change into wolves, are nearly invulnerable, yet can be killed by a single clap of thunder if its loud enough...

Admiral Squish
2015-03-07, 10:01 AM
Dire Skunk
The more you know... *rainbow shooting star*

True enough. I suppose we've taken enough liberties with the skunk spray.
That seems to be a bit more aim than I imagine it would have. I dunno, we could probably drop the acid altogether, turning it into a cone and adding that lingering scent seems like it's probably enough.
You know... Is the first reflex save really valid? I mean, if you're in the area, it's not like you can just 'slip between the drops' or whatever to avoid it. We could just drop it and just make it a fort save to reduce the effects.

Gui
All cultures have really, really weird myths if you really get into them, especially if you go back a ways.

Debihuman
2015-03-10, 03:19 PM
Gandayah
I suppose it depends on how damp the mulch is and how thoroughly it covers the area.
As to profession skills, I'm not arguing that, I just figure profession: Gardening is rather specific, when it seems like it would benefit Profession: Farming or any other sort of growing-related profession. I just suggested Plant Growth because it seemed like a solid, universal benefit that wouldn't have quite so many specifics tied to its use.
As to selling it, well, you never know. A lot of the little folk in the setting are 'coming out of the mound' as it were, having more open relations with human neighbors. I just thought it would be an interesting commodity to see around, a sort of semi-cheaply-available plant growth effect for farmers, gardeners, and the like. And who knows, maybe those they trade it to aren't so scrupulous about what they trade.


I added Profession (farmer) to the entry. Also, I didn't figure on the mulch being that damp but dropping and rolling in dirt is a legitimate way of putting out a fire so the mulch should give an added benefit. I may have t revise this.

See rules on catching on fire:
"A character 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 character another save with a +4 bonus." The mulch should add +2 to the +4 bonus a PC gets for rolling on the ground.


Debby

Admiral Squish
2015-03-11, 07:42 PM
I added Profession (farmer) to the entry. Also, I didn't figure on the mulch being that damp but dropping and rolling in dirt is a legitimate way of putting out a fire so the mulch should give an added benefit. I may have t revise this.

See rules on catching on fire:
"A character 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 character another save with a +4 bonus." The mulch should add +2 to the +4 bonus a PC gets for rolling on the ground.


Debby

Alright, then, I'd say it looks good to me. A very nice critter, milady.

Bhu
2015-03-21, 04:56 PM
My sources laptop has asploeded. Editing the chinese critters awaits his return :(

Admiral Squish
2015-03-22, 03:08 PM
My sources laptop has asploeded. Editing the chinese critters awaits his return :(

Man, computer asplosions seem to be going around lately. At least three of my online friends have had computers asplode in the last few weeks.

Bhu
2015-04-16, 07:00 PM
still awaiting my sources return so will do dust devils in meantime

Debihuman
2015-04-17, 09:22 PM
Can someone check this? I'm still not up to speed on Pathfinder

Jogah, Gahonga CR 3
XP 800
NG Small Fey
Hit Dice: 6d6+6 (27 hp)
Initiative: +5
Speed: 20 ft. (4 squares), Swim 20 ft.
Armor Class: 15 (+1 size, +1 Dex, + 3 natural), touch 12, flat-footed 14
Base Attack: +3, CMB +6, CMD 17
Attack: Small mwk sling w/magic stone + 7 ranged (1d6+1, 2d6+2 vs. undead)
Full Attack: Small mwk sling w/magic stone +7 ranged (1d6+1, 2d6+2 vs. undead)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood rage, rolling boulder trap, spell-like abilities
Special Qualities: Hold Breath low-light vision, rock affinity
Saves: Fort +2, Ref +6, Will +6
Abilities: Str 18, Dex 13, Con 10, Int 11, Wis 12, Cha 9
Skills: Craft (Trap) +6 (+10 for rolling boulder traps), Handle Animal +5, Perception +7, Sleight of Hand +7, Stealth +11 Swim +6,
Feats: Improved Initiative, Point Blank Shot, Quick Draw
Environment: Temperate rivers
Organization: Solitary, pair, or tribe (3-10) plus 1-3 trained beavers and 1-3 trained otters.
Treasure: Magic stones
Advancement: By character class (favored class fighter)
Level Adjustment: No idea on this one.

A burly, dwarf-like little man with skin like granite emerges from the water, swinging an impressive sling.

The jogah are an elusive race of little people and are divided into three groups. The gahongas protect the rivers and rocks.

Despite their short stature, gahongas can roll even large boulders into place for setting rolling boulder traps. They keep a cache of magic stones (as the spell) with them and sometimes hide these along river banks guarded by otters or beavers they have tamed. They have a special affinity towards beavers and otters and can teach them 6 tricks. The usual trick are: come, defend, fetch, guard, seek, and stay.

A typical gahonga weighs 40 lbs. and stands just over 2 feet tall.

Combat

Gahongas always use magic stones in their slings. They set rolling boulder traps to crush opponents that stray into their areas.

Blood Rage (Ex): When a gahonga takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a 2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.

Feat: Gahongas have the innate ability to use the Point Blank Shot feat with their slings even though the range increment is 50 feet instead of 30 feet.

Hold Breath (Ex): A gahonga can hold its breath up to six minutes before it risks drowning.

Rock Affinity (Su): Gahongas never need to make Strength checks to roll large or smaller boulders when crafting their rolling boulder traps (see below).

Spell-like Abilities (Sp): At willpass without a trace (natural environments only), ; 3/daymagic stone; 1/dayspeak with animals, water breathing. CL 6

Skills: A gahonga can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. A gahonga can use the run action while swimming, provided that it swims in a straight line. Gahongas have a +4 racial bonus to Craft (trap) checks to make rolling boulder traps.


ROLLING BOULDER TRAP CR 6
Type mechanical; Perception DC 20; Disable Device DC 15
Trigger location; Reset repair

DESCRIPTION
This simple trap is typically placed on a slope needing a clear 10 foot wide path and is set to crush those that set it off. The boulder rolls for 30 feet, crushing everyone in its path that fails the Reflex save and rolls to a stop. Moving the boulder requires 3 successful DC 25 Strength checks. Trap cost: 600 gp. Construction DC: Craft (traps) 20.

EFFECTS
Rolling boulder (4d6 damage, DC 20 Reflex negates); multiple targets (all targets in a 10-ft. x 30-ft. area)

CONSTRUCTION
Skill Craft (traps) DC 20; Cost 600 gp

Bhu
2015-05-08, 12:37 AM
http://www.giantitp.com/forums/showsinglepost.php?p=19223430&postcount=1056

Rough draft for the CHindi.

I gotta say the Navajo have a ton of taboos just related to ghosts. When I go through the full list I'm amazed they ever left their homes to do anything. :smalleek:

Bhu
2015-05-23, 05:47 PM
As no one objected to the Dust Devil being done, I shall try the Hinqumemen next. I'm thinking it should be at least Colossal. Are there any stories describing it's intelligence? Is it an Ooze or an Aberration?

Bhu
2015-06-06, 02:14 AM
Just got a copy of Arctic Giants! So will be finalizing the Inuit giants shortly!

Admiral Squish
2015-06-06, 07:53 AM
Oh, man, I can't believe how long I let this one slip off my radar...
I've got the crossroads call later today, and I'll try to swing back around afterward to review everything I've been sadly silent on.

Hey, that's great that you managed to get the book! I haven't been able to find a copy anywhere. I hope it turns out to be a valuable source.

Bhu
2015-06-08, 04:05 PM
It's oriented towards kids, but it's one of the few books collecting the mythology tales.

Will allow me to do the lesser giants, and perhaps revise the greater ones as well.

Bhu
2015-06-15, 02:14 AM
http://www.giantitp.com/forums/showsinglepost.php?p=17772285&postcount=994 edit done

Debihuman
2015-06-15, 09:19 AM
Awesome Bhu. It does have few issues.

Since this is for Pathfinder, Type should be Humanoid and subtype should be Giant. It can keep the other subtypes.

Because it has the Earth Subtype, it should have tremorsense (500 feet at least).

Its melee missing in the attack lines. I recommend just giving them rock throwing and slams. They're nasty enough without a melee weapon (and with their size it's not gonna be close combat against the PCs in any case).

"Damage from a thrown rock is generally twice the creature's base slam damage plus 1-1/2 its Strength bonus". See Universal rules. 8d8+42. Slam attack is a primary attack. It should be 1-1/2 Strength bonus as well. 66 gives you a bonus of 28 so that bonus should be 42 not 36. 4d8 seems kinda light for such an epic creature.

The other nitpick I have is that they should be able to Handle Magical Beasts without penalty. Normally, there is a -5 penalty to your Handle Animal check if you use it on a Magical Beast instead of an Animal. Just add "without penalty" to the last sentence in Handle Monster.

Obviously it is gong to need many more feats since Pathfinder gives feats at every odd level. It would have 50 feats. Make the bonus feat a normal feat and give it 14 more feats.

The DC for devastating critical is 78. To be within range of that would be CR 100 or so at least. Anything that can survive that has an extremely good chance of defeating this.

Unfortunately, I think it just has too many HD. It would have been a decent foe at 50 HD.

Debby

Bhu
2015-06-18, 01:52 AM
There's another round of edits coming.

They're 100 HD for a reason. The least of them can catch a Bowhead whale singlehanded. Bowheads are up to 20m in length, and weigh 75-100 tonnes. Bowheads are Colossal. The biggest can wade the deepest parts of the ocean with the water only coming up to their waist. They're beyond godzilla sized.


Also found in ancient times according to inuit myth, all beings could change form and speak at will, and words could change reality. In short both humans and animals could use SHapeshift and either Limited Wish or Wish virtually at will. Optionally I'd say they had the abilities of a Truenamer of their Hit Dice if the system for Truenamers wasn't so borked.

The_Doctor
2015-06-26, 12:45 PM
Bump! I can't let this go away.

Also I claim Sinterklaas. I haven't homebrewed for Pathfinder before (but I have played, don't worry; I'm not a total imbecile). I'll try to post it up before... lets say the end of July so I have time to read tons of pathfinder stuff.

Lvl 2 Expert
2015-06-26, 02:01 PM
Oooh, Sinterklaas and the Witte Wieven. I'd almost be tempted to claim the latter. Nice list.

Debihuman
2015-06-27, 09:32 AM
Final version of Jogah, Ohdowa.

Jogah, Ohdowa CR 4
XP 1,200
NG Small Fey
Hit Dice: 6d6+18 (39 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares), Burrow 20 ft.
Armor Class: 21 (+1 size, +2 Dex, + 3 natural +4 armor +1 dodge), touch 14, flat-footed 18
Base Attack: +3 CMB +4, CMD 16
Attack: Small +1 aberration-bane copper dagger +7 (+9 vs. aberrations) melee (1d3/19-20 plus 2d6 vs. aberrations)
Full Attack: Small +1 aberration-bane copper dagger +7 (+9 vs. aberration) melee (1d3/10-20 plus 2d6 vs. aberrations)
Space/Reach: 5 ft./5 ft.
Special Attacks: Channel Energy 2d6, Spell-Like Abilities
Special Qualities: Low-light vision, phobia (agoraphobia)
Saves: Fort +2, Ref +6, Will +6
Abilities: Str 15, Dex 14, Con 16, Int 14, Wis 11, Cha 17
Skills: Appraise +11, Craft (armorsmithing) +10, Craft (weaponsmithing) +10 , Knowledge (dungeoneering)+10 , Knowledge (religion)+10, Survival +9
Feats: Craft Magical Arms & Armor (B), Dodge, Improved Initiative, Power Attack
Environment: Underground
Organization: Solitary, pair, or squad (3-10)
Treasure: Double standard including small 4 +1 copper daggers and +1 white buffalo hide armor.
Advancement: By character class (favored class cleric)
Level Adjustment: No idea on this one.

Covered in dirt and grime, an ohdowa tunnels under cemeteries and battlefields looking for subterranean creatures to slay.

An ohdowas true beauty is rarely recognized under a layer dirt and ore dust that permeates their dirt-colored clothes. They even smell like dirt. When clean, an ohdowa resembles a small, strikingly handsome human with exquisite facial structure and beautiful hair. Members of Humanoid races fairly swoon over them. Naturally, they want nothing to do with such unwanted attention and so they rarely leave the underground and almost never bathe.

Ohdowas spend most of their time hunting subterranean creatures to keep them from invading the surface world. They even invade cemeteries usually from below to ensure no new undead arise.

Because of their intense dislike of the surface world, ohdowas never sell their copper weapons to surface dwellers and only trade with other jogahs on special occasions, usually trading their copper weapons and white buffalo hides.

When the night of the new moon falls on the longest day of the year, the ohdowas gather in large numbers in an secret hallowed place for a wild celebration. This is when they clean up and put on their best finery to impress members of the opposite sex. Other jogahs are frequently invited (especially if they bring food and drink). Few others witnessed this spectacle though many claimed to have heard it.

Combat

Odowahs tend to be single-minded in combat, going after subterranean creatures to the exclusion of all else.

Burrow (Ex): An ohdowa can burrow through solid stone at half its normal burrow speed.

Channel Energy (Su): Ohdowas can channel as a cleric of half its hit dice. This does not stack with any channel energy abilities from other sources.

Spell-Like Abilities (Sp): 3/daycure light wounds, hide from undead, shatter (DC 15), 1/dayconsecrate

Phobia (Agoraphobia) (Ex): An ohdowa is shaken for the first hour whenever he leaves the underground and goes to the surface, taking a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Debby

Admiral Squish
2015-06-30, 05:43 PM
Hey everybody! I've finally returned! At least in some capacity.
anyways, let's get started.

Gahonga
Oooh, man, this could actually fit really well with the water-dogs (domesticated dire otters). Perhaps they could even have been the original domesticators... I'll ponder that in the thread.
Math check: CMB and CMD are off. In PF, small size is only a -1 size mod to those. Also, CMD is a flat number, not a mod, and includes dex mod, too. It should be CMB +6, CMD 17
Also, I think the sling attack mod is supposed to be a +6 (+3 bab, +1 dex, +1 PBS, +1 enhancement) unless I'm missing something.
With a strength score like theirs, it seems like a normal sling bullet might be a better option than magic stones. (1d3+4 instead of 1d6+1)

The 'feat' entry seems odd to me. I would say roll the gist of this into the 'rock affinity' header. I could also see throwing an ability in there that would let them treat river rocks as regular sling bullets, which would allow them to drop the magic stone sla and the ammo limit it imposes.

Isn't hold breath normally expressed in multiples of the critter's con mod?

I don't see anything else that jumps out at me. Not bad at all!

Inupasugjuk
Basically echoing Debihuman here. As is, this would definitely belong in some kinda epic handbook.
I do like the notable ones, though. Inupaksuksuk's adopted son could possibly be some sort of progenitor to the Tuniit.

Ohdowa
I think all your numbers are right here.

However, I'm not sure about the 'miner' angle here. There wasn't really much, if anything, in the way of mining in the new world before Europeans arrived. They could have, I suppose, picked up the profession from europeans or european mining fey like kobolds. However, I feel like that kinda steals away some of their uniqueness as new world fey. The same issue would say those weapons and the armor/weapon forging angle don't really fit, either. No metalworking, you know?
The stories I saw seem to suggest they were more about keeping subterranean monsters, serpents, and earth spirits under control, than anything relating to undead. You know... If new world dragons are snakelike, those stories could be interpreted to indicate that the ohdowas are keeping a population of sleeping dragons in check somehow.

Debihuman
2015-06-30, 10:59 PM
Hey everybody! I've finally returned! At least in some capacity.
anyways, let's get started.

Yay! Welcome back


Gahonga
Oooh, man, this could actually fit really well with the water-dogs (domesticated dire otters). Perhaps they could even have been the original domesticators... I'll ponder that in the thread. Good that means I was on the right track.



Math check: CMB and CMD are off. In PF, small size is only a -1 size mod to those. Also, CMD is a flat number, not a mod, and includes dex mod, too. It should be CMB +6, CMD 17 Fixed

Also, I think the sling attack mod is supposed to be a +6 (+3 bab, +1 dex, +1 PBS, +1 enhancement) unless I'm missing something. +1 size bonus.



With a strength score like theirs, it seems like a normal sling bullet might be a better option than magic stones. (1d3+4 instead of 1d6+1) I debated this a lot. However, they can transmute up to three stones at a time. Don't forget the stones do 2d6+2 vs. undead.


The 'feat' entry seems odd to me. I would say roll the gist of this into the 'rock affinity' header. I could also see throwing an ability in there that would let them treat river rocks as regular sling bullets, which would allow them to drop the magic stone sla and the ammo limit it imposes. Feats fixed. I kinda want to keep the magic stones. It gives the PCs something to find (a cache of magic stones) and I wanted to give all these little folk some ties to each other.


Isn't hold breath normally expressed in multiples of the critter's con mod? Usually but the universal monster rules in Pathfinder say this: "Hold Breath (Ex) The creature can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning." Rather than base it on Con score or Con modifier I just gave them the base ability which is apparently 6 minutes. This is one of the times where the universal monster rules really doesn't make a lot of sense.


I don't see anything else that jumps out at me. Not bad at all! Whew glad it's okay then.



Ohdowa
I think all your numbers are right here.

However, I'm not sure about the 'miner' angle here. There wasn't really much, if anything, in the way of mining in the new world before Europeans arrived. They could have, I suppose, picked up the profession from europeans or european mining fey like kobolds. However, I feel like that kinda steals away some of their uniqueness as new world fey. The same issue would say those weapons and the armor/weapon forging angle don't really fit, either. No metalworking, you know? Which is why I gave them pretty basic metal working . Chain shirts are easy to make and pickaxes are fairly crude weapons.


The stories I saw seem to suggest they were more about keeping subterranean monsters, serpents, and earth spirits under control, than anything relating to undead. You know... If new world dragons are snakelike, those stories could be interpreted to indicate that the ohdowas are keeping a population of sleeping dragons in check somehow.

Will ponder this a bit more.

Debby

Bhu
2015-07-11, 03:55 PM
Revised the Giant again, and added the Adopted template. I should note for Debi and others again that I know nothing of Pathfinder, so technically all of the stuff I've done is for 3.5.

Debihuman
2015-07-19, 10:11 AM
I have revised the last Jogah to remove a lot of the mining focus and put it back on their subterranean creature hunting. Let me know what you think.

Debby

Admiral Squish
2015-07-19, 11:15 AM
Hey, this thread again! Still alive, I see. Good on ya.
I finally went back to the first post and edited it with links to new creations and The_Doctor's claim on Santa.

Right, lets get right back into it! The Ohdowa!
The numbers still look all right to me.

To be honest, I can't find all that much in the way of detailed myths about the Ohdowa, so it's hard to say what details are right and what details aren't. I'm still not fond of the miner angle, personally. What little I can find in the way of myths describes a world full of forests and plains located deep underground where there's no light. All kinds of creatures live there, from white buffalo to poisonous serpents, and it all wants to go up to the surface. But they're suppose to be content where they are, and the ohdowa are the enforcers that keep them down there, hunting down anything that tries to escape. Apparently they put a red cloud in the sky whenever they go on the hunt, to signal the surface dwellers.

Hmm... if memory serves, there was some talk in the thread about having the barriers between the mortal and spirit worlds be easier to pass through deep underground and high above it. Perhaps this underground world the myth speaks of is simply the spirit world, naturally connected to caves that go deep enough? They'd be protecting the world from spirits that try to intrude through these portals, and maybe against other slumbering subterranean creatures. Why they would sign themselves up for such a task is the question.
Again, that mention of poisonous serpents makes me think of new world dragons.

Debihuman
2015-07-19, 11:32 AM
The problem is that hunting things underground requires equipment suitable for doing so. I disagree that there was no mining: See here: https://en.wikipedia.org/wiki/Metallurgy_in_pre-Columbian_America.

Debby

Admiral Squish
2015-07-19, 12:41 PM
The problem is that hunting things underground requires equipment suitable for doing so. I disagree that there was no mining: See here: https://en.wikipedia.org/wiki/Metallurgy_in_pre-Columbian_America.

Debby

Oh, trust me, I am fully aware of the state of metallurgy in the new world at the time.
As the article you linked says, there wasn't really any contemporary evidence of digging for metal, at least not in the northeastern regions, where the Ohdowa myths come from. It does mention a lot of copper use, but the vast majority of that copper could just be found laying out, exposed. And it wasn't smelted or forged, just hammered and/or heated. I could totally see them wielding copper or even sky-iron weapons and armor, though chain might be a bit much. The problem is these little folk having inexplicably European mining techniques and equipment, including pickaxes and hammers. I'm just looking for some more native kind of themes among the native creatures.
Maybe instead of burrowing, they just use earth glide or a similar substitute? Maybe instead of pickaxe, their weapon of choice could be a war club, or a regular axe?

Debihuman
2015-07-19, 03:17 PM
Updated Jogah to remove references to mining and also swapped out armd edit the text.or and weapons. This should finish it.

Debby

Bhu
2015-09-01, 08:36 PM
This thing still going? My apologies for my lack of presence, I've had issues offline. I've started the lesser arctic giants here:


http://www.minmaxboards.com/index.php?topic=905.msg254516#msg254516

kopout
2015-12-10, 11:41 PM
Is this thing on?

Axhandle Hound CR 1
XP 400
N Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +?
____________
DEFENSES

AC 14, touch 12, flat-footed 12 ; (+2 Natural, +2 Dex)
HP 2d10+4 (15)
Fort +5, Ref +5, Will +1
___________
OFFENSES

Speed 50 ft.
Melee Bite +7 (1d6+2 plus devour wood)
Space 5 ft.; Reach 5 ft.
____________
STATISTICS

Str 15 (+2), Dex 15 (+2), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Base Atk +5; CMB +7; CMD 19 (23 vs trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent

____________________
SPECIAL ABILITIES

Devour Wood (Su)
When an axhandle hound hits a wooden or mostly wooden object with its bite attack the object takes half its hp in damage and gains the broken condition, a second hit destroys it. Objects only partualy composed of wood gain the broken condition but are never fully destroyed by this ability. Creatures made of wood (such as a Treant, Wickerman or Twigjack) take 2d6+2 damage from this ability in addition to any they took from the bite. An attended object, any magic object, or a creature made of wood can attempt a DC 15 Reflex save to negate this effect. The save DC is Constitution-based.
_________
ECOLOGY

Environment temperate or cold forests
Organization solitary, pair, or pack (312)
Treasure none

Dog-like creatures with long, low slung bodies and angular heads. They have the ability to devour wooden objects and prefer worked wood. They are said to sneak into logging camps at night and devour the handles of unattended axes.

Ofmossandmoose
2016-12-10, 10:24 AM
Suggested races... You should do a pc Hopi ant man, maybe north American and Chinese version of mantis warriors, you could, if you were to tackle slavery could import it from the bushmen mythology. I think having a south slave rebellion creating a small Nation allied with Haiti.

Also deer women.

Ofmossandmoose
2016-12-10, 10:58 AM
What about keeping the giant native ground sloth and sabre tooth tiger creatures?