PDA

View Full Version : Codename: Swampgas, Like Frostburn, but with Swamps



Pages : 1 [2]

Caracol
2008-03-12, 10:05 AM
I will update the Fungal Tome soon, I swear.
Meanwhile, I just resurrect the thread because this project must live.
Icewalker, can you update the to-do list? Just to remind what needs to be done.

Icewalker
2008-03-12, 10:07 AM
Yeah, I've been trying to find time for that. I can probably do it today. When I get home.

Icewalker
2008-03-12, 06:52 PM
Whew, finally UPDATED again.

Nice work Caracol on single-handedly filling out the deities section.

With VT's monsters we are up to 38 out of a suggested 40, so that is awesome.



I think we need to determine what name we are using for the environment. It seems to me there are 2 that have been going around and used by different people in particular: Murk and Bog. Bog environments, Murk environments, Something of the Bog, Something of the Murk.

I suggest a vote.

RTGoodman
2008-03-12, 10:09 PM
For the name, I've just been using Bog because it was the first that came to mind. I can change stuff around if people prefer something else.

In the compiled list of things done and not done, I posted a weapon special ability that you didn't put in there. It's sort of hidden in this post (http://www.giantitp.com/forums/showpost.php?p=3990418&postcount=200).

Icewalker, did you ever decide on a CR for the Mud/Muck Golem in this post (http://www.giantitp.com/forums/showpost.php?p=4000440&postcount=216)? I was going to add it to the compiled list of critters, but I didn't want to without the CR.

Speaking of, I've updated the big list of swamp critters (except for VT's stuff), so I'm done with the three major things I was working on (race write-ups, class write-ups, and the compiled list of critters). Well, I'm done with them for now.

So, what else needs work? There was mention of making some domains; anyone doing that yet? I could probably put together a couple of those. I still want to make a Kermit race, but haven't worked much on it. Also, Goats sent me a creature idea a while ago, but I haven't written it up yet. Expect it soon.

Caracol
2008-03-13, 06:34 AM
I'll make a Fungus Domain with the new spells of the Fugal Tome (which aren't posted already I know...) Also, may I suggest a Disease Domain (no clue about the spells though) ?
As soon as we have more domains I will update the deity list.

We also need some more playable races with LA+0 in my opinion (I'll make a rat like one soon)

Icewalker
2008-03-13, 04:56 PM
Yeah, I'm going to make a list of ideas people but don't want to/aren't skilled enough to write up for other people to do.

Will include domains, for which I suggest: Disease, Fungus, Mud, as well as perhaps Rot.

RTGoodman
2008-03-13, 08:36 PM
I came up with a couple of domain earlier this morning. Someone mentioned Fume or Gas or something like that a while ago, so I made that as well as a generic Swamp domain. I mostly tried to stick with Core spells, but if anyone makes the other domains, feel free to use new stuff. As always, these are open to critique and can be altered or changed.


Swamp Domain

Granted Power: You cast Cleric spells at a +1 caster level while in a Bog environment. Additionally, you gain the Great Fortitude feat as a bonus feat.

Domain Spells:
1 – entangle
2 – delay poison
3 – contagion
4 – hallucinatory terrain
5 – find the path*
6 – flesh to mud
7 – creeping doom
8 – mud to acid
9 – shambler
*reduced from 6th level



Fume Domain

Granted Power: You gain the Steady Stomach feat as a bonus feat. You do not have to meet any prerequisites for this feat.

Domain Spells:
1 – obscuring mist
2 – fog cloud
3 – stinking cloud
4 – solid fog
5 – cloudkill
6 – acid fog
7 – waves of exhaustion
8 – incendiary cloud
9 – storm of vengeance


Other domains related to the Bog include: Animal; Fungus; Ooze; Pestilence; Plant; Scalykind; Slime; Spider; Trickery; and Water.


EDIT: Per suggestion, here's a Disease domain. There are very few Core spells that fit it, but I think it turned out alright.

Disease Domain

Granted Power: You are immune to natural diseases. Supernatural and magical diseases, such as mummy rot, affect you as normal.

Domain Spells:
1 – ray of enfeeblement
2 – contagion*
3 – poison
4 – blight
5 – cloudkill
6 – eyebite
7 – waves of exhaustion
8 – horrid wilting
9 – energy drain
*Reduced from 3rd level

Szilard
2008-03-16, 10:41 AM
I just finished the newborn slothpit because I got off my lazy butt. Now I have to work on the next age category.

Icewalker
2008-03-16, 11:57 AM
Here, have a list of ideas that anyone can write up.

Domains:
Mud
Rot
My other ideas were just done by rtg.

Spells:
Suppress Fortitude
Bestow Fortitude (both mess with fortitude saves)
Rotting Touch

PrC:
Disease Rager (barbarian class that harnesses diseases?)
Swamp Knight (paladin/blackguard/evil cleric)
Bogbard, or Marsh Traveler?

Creatures:
Mushroom people of some kind ('sporelings'?) could be our other LA+0 race.
Giant spiders/spider swarm?

Szilard
2008-03-16, 12:04 PM
For the giant spider, maybe a Acromantula from Harry Potter series, but that may be more of a forest creature.

dyslexicfaser
2008-03-19, 11:40 PM
Figured I'd try my hand at creating a PrC. I could use some help with it, that's for sure.

Gnoll Champion
Hit Die: d8

Requirements
To qualify to become a Gnoll Champion, a character must fulfill the following criteria:
Race: Gnoll
BAB: +4
Skills: Knowledge (Survival) 4 ranks
Special: Must be picked by the swamp as it's chosen protector.


Class Skills:
A Gnoll Champion's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Knowledge [Geography, Local, Nature] (Int), Profession (Wis), Sense Motive (Wis), Survival (Wis).
Skill points at each level: 4 + Intelligence modifier

Table: Gnoll Champion
{table=head]Level | BAB | Fort | Ref | Will | Special | Spellcasting

1 | +1 | +2 | +2 | +0 | Friend of the Swamp I, Gnoll's Champion, Repel the Invader | --

2 | +2 | +3 | +3 | +0 | Power of the Swamp | +1 level of existing spellcasting class

3 | +3 | +3 | +3 | +1 | Friend of the Swamp II, Swamp's Champion | --

4 | +4 | +4 | +4 | +1 | Lord of the Swamp | +1 level of existing spellcasting class

5 | +5 | +4 | +4 | +1 | Form of the Swamp | --[/table]


Class Features:

Weapon and Armor Proficiency: Gnoll Champions gain no proficiency with weapons, armor, or shields of any type.

Friend of the Swamp I: Gnoll Champion levels stack with ranger levels for purposes of Wild Empathy, when attempting to befriend a creature of the swamp. If he has no levels in ranger, he gains the Wild Empathy ability, with his Gnoll Champion level and any levels of Gnoll Paragon in place of ranger.

Gnoll's Champion: At first level, a Gnoll Champion may add his Gnoll Champion level to any skills used when interacting with Gnolls and other humanoid denizens of his native swamp.

Repel the Invader: A Gnoll Champion is the guardian of his swamp; if he encounters a denizen of the swamp under attack, he must immediately join in against the invaders, or lose his Gnoll Champion abilities for a number of days equal to his Gnoll Champion level.

Power of the Swamp: At level 2, the power of the swamp courses through a Gnoll Champion's very veins, sustaining him where others might fall. He gains a +2 bonus to constitution and his natural armor bonus increases by +2.

Friend of the Swamp II: A Gnoll Champion's Wild Empathy ability may now target plants with an intelligence score in his home environment (the swamp, natch) at a -5 penalty.

Lord of the Swamp: At fourth level, a Gnoll Champion may summon the creatures of the swamp to his aid. He may cast Summon Nature's Ally IV as a full-round SLA a number of times equal to his Gnoll Champion level, with a Caster Level of 5th level. At the end of its summon duration, the animals summoned by a Gnoll Champion do not disappear, but rather attack a random character that is not the Gnoll Champion.

Form of the Swamp: At fifth level, a Gnoll Champion may transform into any animal or humanoid that makes their home in his swamp once per day for a number of minutes equal to his HD, as long as the creature's hit dice are no more than the Gnoll Champion's HD. He may also take the form of an air, water, earth or other swamp-based elemental (large).

RTGoodman
2008-03-20, 12:25 AM
Heh, I was coming by to give the thread a little bump, but apparently I was beaten to it with an actual entry.

One question - is there a reason you made the PrC Gnoll-specific? The abilities are pretty cool, and I can see many of the humanoids of the swamp wanting them. Particularly, I think it would fit well with the Swamp Elves and maybe Swamp Orcs. Ooh, and Lizardfolk, even though we haven't talked about them much here. I'd almost suggest just making it Swamp Champion and take away the Race requirement, but bump up the BAB/skill requirements and add in Wild Empathy (since it works with Friend of the Swamp I and II anyway, and makes it easier if you just go ahead and say it works as normal for advancing Wild Empathy). The only other ability you'd have to change is Gnoll's Champion, and you could just change it to work with all humanoids native to the swamp.

A couple of nitpicks, also. For Lord of the Swamp, you need to add in "per day." Right now, it just seems like he can do it 8 times (2 x class level, available at 4th level) and that's it. For Form of the Swamp, maybe word it so it's based off the (most recent) rules for Wild Shape just to make it simple.

For the requirements, you might want to add some other skill to it. Maybe just have Survival 8 ranks and Knowledge (Nature) 4 ranks. It's still gonna be easy for Rangers and Druids to qualify, and keeps them from doing so until normal PrC levels.

Icewalker
2008-03-20, 12:43 AM
I'm going to write up the spells I suggested earlier once I have the time. Probably tomorrow, maybe not.

dyslexicfaser
2008-03-20, 01:17 PM
One question - is there a reason you made the PrC Gnoll-specific?

Not really. I just have this odd love-affair with Gnolls. :smallsmile:

It wouldn't hurt to make the class non-race-specific, and I'll look into re-wording those powers a bit better.

Szilard
2008-03-22, 12:41 PM
Bumpybumpbumped.

RTGoodman
2008-03-23, 01:05 PM
Goats o Mjolnir asked me to write up a monster based on some ideas he had. Here's the mechanics for it. I don't know what the fluff or anything, but I'll add it in when he gets it to me.
_____________________________

Disporgin


Huge Monstrous Humanoid
Hit Dice: 14d8 + 70 (133 hp)
Initiative: +2
Speed: 40 feet (8 squares); swim 30 ft.
Armor Class: 21 (+1 Dex, -2 size, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +14/+29
Attack: Gore +21 (3d6+7; 19-20/x2); or with full Power Attack, gore +7 (3d6+21)
Full Attack: Gore +19 (3d6+7; 19-20/x2) and 2 claws +17 (1d8+4) and bite +17 (2d4+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grab, powerful charge, sporeburst, swallow whole
Special Qualities: Camouflage, scent, swamp movement
Saves: Fort +9, Ref +11, Will +10
Abilities: Str 25, Dex 14, Con 21, Int 8, Wis 13, Cha 7
Skills: Hide +2 (+14 in swampy or forested areas); Listen +6; Spot +5; Swim +15
Feats: Improved Critical (Gore), Improved Natural Attack (Gore), Multiattack, Power Attack, Track
Environment: Any marsh or forest.
Organization: Solitary or pair
Challenge Rating: 11
Treasure: Half standard
Alignment: Usually chaotic evil
Advancement: By class level
Level Adjustment: —


Description

[Information]


Combat

A disporgin is usually a docile creature, but if provoked it is incredibly deadly. Usually, it begins a battle from hiding if possible, though if a threat is imminent it charges forward using its powerful charge ability. In general, it tries to severely injure any opponent quickly and use its swallow whole ability as soon as possible.

Camouflage (Ex): A disporgin and its symbiotic fungi are colored in such a way as to provide substantial hiding benefits. A disporgin gains a +12 bonus on Hide checks in swampy or forested areas.

Improved Grab (Ex): To use this ability, a disporgin must hit a Large or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Powerful Charge (Ex): When a disporgin uses the charge action and successfully hits an opponent with its gore attack, the attack deals 6d6+14 damage.

Sporeburst (Ex): The symbiotic fungi growing on a disporgin’s body give it some special combat tactics. As a swift action once per encounter, a disporgin can release a cloud of poisonous spores into the air; the spores cover a 30 foot area burst centered on the disporgin. Creatures within the area of the sporeburst must make a DC 23 Fortitude saving throw or be nauseated for 1d6+4 rounds. In addition, the burst of yellow spores grants the disporgin concealment, giving attacks against it a 20% miss chance. A disporgin is immune to the penalties of its own sporeburst ability.

Swallow Whole (Ex): A disporgin can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 1d8+7 points of crushing damage plus 1d8+4 points of acid damage per round from the disporgin’s digestive juices. A swallowed creature can cut its way out by dealing 30 points of damage to the disporgin’s digestive tract (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The disporgin’s gullet can hold one Large, 2 Medium, 4 Small, 16 Tiny, or 32 Diminutive or smaller creatures.

Swamp Movement (Ex): A disporgin is a natural predator of the swamps, and takes no penalty to movement due to swampy terrain (including Mucky Ground, shallow or deep bogs, or undergrowth).

Skills: A disporgin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Szilard
2008-03-25, 11:12 AM
I just made a picture for the IA contest and was wondering if anyone wanted to homebrew this creature since Im busy.
http://i227.photobucket.com/albums/dd233/SzilardG/IAplants.png

Icewalker
2008-03-26, 12:35 AM
Cmon people, lets keep moving. Don't drop out now! I was, but I have the time, so I'm writing up a few of my ideas.

UPDATED the Done list. Looks like we are quite behind on spells (11 out of a preferred 65+) Anybody got ideas?

Bestow Fortitude
Transmutation
Level: Clr 2, Drd 2
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: 1 min/level
Saving Throw: None (beneficial)
Spell Resistance: Yes

With a touch you well up the bodily resistance of your ally, giving them the fortitude to fight off disease and other maladies. This spell gives the target a bonus to fortitude saves of +1/3 caster levels.

Material Component: A small pebble.


Suppress Fortitude
Necromancy
Level: Clr 2, Drd 2, Rng 2
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: 1 min/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

With a touch you sap away the bodily resistance of your foe, submitting them to the threats of disease and other maladies. This spell gives the target a minus to fortitude saves of -1/3 caster levels.

Material Component: A speck of glass

Mud Spray
Conjuration
Level: Drd 0, Clr 1, Rng 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No

This spell sprays a small sheet of mud off the ground and into an opponents face. For this spell to function, the surroundings must be muddy. If the target fails the reflex save, it is slapped with flying mud, blinding them for 2d4 rounds or until they spend 2 full-round actions wiping it off.


Mud Spray, Greater
Conjuration
Level: Drd 3, Rng 3
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: No

This spell sprays a massive sheet of mud off the ground and over a large area. For this spell to function, the surroundings must be muddy. Any in the area must make a reflex save, or be blinded for 2d6 rounds, or until they spend 2 full rounds wiping it off. If the save is made, those affected are blinded for only 1 round.


Murkstep
Transmutation
Level: Rng 1, Drd 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell causes the target's stride to be followed by mud. If not in a muddy environment, every step the target takes leaves him in a 5x5 ft. square of muddy ground. If the target is walking over mud, or on mud created by the spell, his movement is not hampered, and he appears to leave no depression in the mud's surface unless he wishes.

[hr]
Minor artifact: Galoshes of the Bog
These big thick worn muddy boots at first appear to just be those of some old traveler. But upon magical inspection or use, they are revealed to be much more. The wearer of the Galoshes of the Bog functions as if under the effect of a Murkstep spell at all times. This can be suspended as a full round action, and restarted as a free action.

The wearer of the Galoshes of the Bog gain immediate awareness of any natural or supernatural dangers of marsh environments within 30 ft.

Lastly, the wearer can cast Find the Path on themselves 1/day out of the boots.

Icewalker
2008-03-26, 01:02 AM
Mudworm
Medium Vermin
HD 8d8+16 (52)
Speed 20 ft. (4 squares), 40 ft. burrow (8 squares)
Init: +2
AC 16; touch 16; flat-footed 14
(+2 dex, +4 mud coat)
BAB +6; Grp +8
Attack Slam +8 (1d8+2)
Full-Attack 2 Slams +8/+3 (1d8+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Mud Spray, Foul Stench
Special Qualities Darkvision 60 ft., Mud Coat, Vermin traits
Saves Fort +8 Ref +4 Will +0
Abilities Str 14, Dex 14, Con 14, Int -, Wis 7, Cha 1
Skills
Feats
Environment Murk
Organization Single, Mating Pair
Challenge Rating 5
Treasure Normal
Alignment Always Neutral
Advancement 9-14 (Medium), 15-20 (Large)

Suddenly the mud in front of you begins to move. A strange worm of mud rises up before you, and you realize that is exactly what it is: some kind of giant worm of the marshes.

Mudworms are widely agreed to be one of the most disgusting natural creatures in existence. They are massive worms that are always coated in the foul-smelling mudlike substance they secrete. Beneath this mud coat they have a sickly yellowish white ringed skin, which always looks like it is almost rotting, and quickly does once the worm is slain, although the body continues to secrete its mud for a period even after the worm dies.


Mud Spray: Mudworms can whip their tails and make a mud spray outward at their opponents, which functions as the spell of the same name. Reflex DC 16 (10 + 1/2 HD + dex bonus).

Foul Stench: Nobody is sure whether the smell of mudworms comes from the mud they are coated in, or is just released in the process, but they are always surrounded by a disgusting odor. Any creature with olfactory functions must make a Fortitude save DC 12 (10 + con bonus) or be nauseated. Those who save against a mudworms Foul Stench do not have to save again vs. any mudworms stench for 1 hour.

Mud Coat: The mud coating that mudworms are named for is their most unusual feature. It protects their body from attacks, providing a +4 armor bonus, even against touch attacks, as touching the mud is not sufficient to contact the body of the creature. If a mudworm takes fire or cold damage equal to twice its HD in a single round, the mud coat solidifies, increasing the armor bonus to +8, but not allowing the mudworm to move. On the next round, the mud crumbles away, leaving the mudworm without any armor bonus other than Dexterity. The mud coating is re-secreted 3d4 rounds after crumbling off.

RTGoodman
2008-03-26, 11:04 PM
Frogfolk


http://i90.photobucket.com/albums/k247/System-Failure/kermit_banjo.jpg

Usually found only in swamps, Frogfolk are natural inhabitants of such areas, though at first glance one wouldn’t think that such a race would be able to survive. Through ingenuity, cleverness, and sheer force of will, though, frogfolk have managed to survive in such adverse conditions and even thrive there, many looking outward into the world beyond the Murk.

Good at interacting with people, the small frogfolk lead simple lives. They fish for their food, laze around on logs and marshy territory, and participate in communal activities involving performances, group meals, and community rituals.

Frogfolk Racial Traits
-2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma
Frogfolk are Humanoids with the Aquatic subtype and the Amphibious special quality.
Small: As a Small creature, a frogfolk gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Frogfolk base land speed is 20 feet. Frogfolk also have a swim speed of 20 feet.
Low-light vision: A frogfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Leap: Frogfolk have long, muscular legs that aid them in hopping and jumping. A frogfolk has a +8 racial bonus on Jump checks.
Natural Performer: Frogfolk are brought up around performances and they retain their abilities throughout life. Perform is always treated as a class skill for a frogfolk.
A frogfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.
Frogfolk have a slightly slimy skin that makes wriggling free from bonds somewhat easier. They have a +2 racial bonus on Escape Artist checks and opposed grapple checks to avoid being held by a grappling foe and to escape a grapple.
Favored Class: Bard. Frogfolk love performing, and the Bard class is a natural fit for them.
Level Adjustment: +0

Icewalker
2008-03-26, 11:33 PM
...interesting. Nice picture. I like it, and good to have our second LA+0 race.

RTGoodman
2008-03-26, 11:54 PM
Equipment of the Murk


Gear
When journeying in a dangerous environment like the Murk, adventurers should take care to equip themselves with certain gear to protect them from the hazards, environmental or otherwise. Items common to the area are listed here.

Table: Murk Gear
{table=head]Adventuring Gear | Cost | Weight
Foldable Raft | 150 gp | 50 lbs.
Galoshes | 15 gp | 3 lbs.
Gas Mask | 15 gp | 1 lb.
Mosquito Net | 25 gp | 3 lbs.
Swamp Donkey (mount) | 12 gp | —[/table]


Foldable Raft: In an environment that can range from dry ground to deep water, carrying a full canoe or raft is somewhat inconvenient; it is for this reason that many swamp explorers and adventurers have begun to carry foldable rafts. Crafted of leather covering a wooden frame, a foldable raft can unfold into a raft ten feet per side and fold back into a package the size of large backpack. Folding or unfolding the raft takes 10 minutes of work (or half that with two or more people working)

Galoshes: These thigh-high boots are made of well-crafted leather, alligator skin, or some more exotic material, and function to protect their wearer from many environmental dangers of swampy terrain. A character wearing galoshes gains a +4 circumstance bonus on saves against disease contracted through walking in dirty water, and he also gains resistance to acid 5 against the acid damage from an Acid Bog.

Gas Mask: A mask that fits over the face and contains a canister of charcoal near the breath intake, the gas mask fortifies its wearer against inhaled toxins. While worn (occupying the Face item slot), the gas mask provides a +4 circumstance bonus against inhaled poisons and other harmful gases and fumes.

Mosquito Net: A fine mesh netting, many higher-class swamp dwellers sleep each night in a bed surrounded by a mosquito net. However, the nets aren’t limited to the rich and famous, and many adventures have been known to carry them on expeditions into the swamp. When hung over an area, it prevents normal pest as well as some weaker swarms (Swamp Mosquito Swarms, etc.) from entering and attacking those within. Each mosquito net can cover one 5 foot area, but it must hang from something within that distance from the ground.

Swamp Donkey: More than any other piece of equipment, perhaps none is more important for travel and trade in the Murk than the Swamp Donkey (http://www.giantitp.com/forums/showpost.php?p=3986927&postcount=189). A sturdy creature, the swamp donkey is the most suitable mount for the environment and indeed for many environments.


New Special Material

Marshwood: This lightweight but strong wood is crafted from the mangroves and other trees native to swampy areas. Any item constructed entirely or mostly of wood can be crafted of marshwood and weighs half as much as normal. Weapons crafted mostly of marshwood have no other benefit, but a shield crafted of marshwood has its armor check penalty reduced by 1 compared to an ordinary shield of its type. Due to its light nature, however, marshwood is structurally weaker and any item made of marshwood has its hardness reduced by one-half. A marshwood item costs an extra 50 gp over the normal price of the item.


New Magic Weapon Special Ability

Immune-suppressing*: The blade of this weapon looks slightly oily and rusty at all times, no matter how much it has been cleaned. A creature wounded by an immune-suppressing weapon suffers a -4 penalty on saves against disease and poison. This effect lasts for one day. In addition, the weapon makes wounds slightly worse; creatures take 1 point of damage every round for ten rounds after being dealt damage by the weapon. This extra damage does not stack (that is, a creature can only take 1 extra point damage per round from immune-suppressing weapons), but the extra damage continues for 10 rounds after the most recent attack that dealt damage. Any magical healing during these 10 rounds ends the extra damage.

Faint enchantment and necromancy; CL 5th; Craft Magic Arms and Armor, bane; Price +1 bonus


*I posted this sometime earlier, but I've edited it slightly and it fits better here anyway.

RTGoodman
2008-03-27, 01:53 PM
Swampscale Paragon

"I don’t know what you were thinking, but this is my swamp. My home. It protects me, I protect it. And now I kill you." - Ss’ravek Isskarnis

The swampscale paragon is one with the swamp – as he lives with it, so too does it grow within him. Using stealth, strength, and the primal rage of the Murk, the swampscale paragon protects his home from all those who seek to defile it (or perhaps even just trespass within it).


Hit Die: d10

Becoming a Swampscale Paragon

All swampscale paragons are from one of the various reptilian humanoid races native to the Murk. Lizardfolk of all breeds are the most common members of the class, though some non-traditional Kobolds (or perhaps exiled Kobolds) and Frogfolk of more feral and uncivilized clans may take up the mantle of the swampscale paragon. Rangers are most drawn to the path of the swampscale paragon, but the class also attracts some Druids, Barbarians, Fighters, or Rogues.

Swampscale paragons vary widely in alignment, though most tend toward neutrality on at least one axis of alignment. Good paragons aid those who end up in their swamps, while Evil paragons take nature’s wrath into their own hands, persecuting those who trespass on their property. Lawful paragons are more rare and probably have set traditions regarding their home, while Chaotic ones are as unpredictable as Nature itself.


Entry Requirements:
To qualify to become a Swampscale Paragon, a character must fulfill the following criteria:

Subtype: Reptilian
Base Attack Bonus: +5
Skills: Knowledge (Nature) 4 ranks, Survival 8 ranks, Swim 4 ranks
Feats: Endurance, Self-Sufficient


Class Skills
The Swampscale Paragon’s class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nature) (Int), Move Silently (Dex), Profession (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier


Table: The Swampscale Paragon
{table=head]Level | BAB | Fort | Ref | Will | Special

1 | +1 | +2 | +2 | +0 | Scaled Companion; Swamp Empathy; Thickened Scales

2 | +2 | +3 | +3 | +0 | Swamp Body; Swim

3 | +3 | +3 | +3 | +1 | Swamp Weaponry

4 | +4 | +4 | +4 | +1 | Camouflage

5 | +5 | +4 | +4 | +1 | Swamprage[/table]


Class Features:
All of the following are class features of the Swampscale Paragon.

Weapon and Armor Proficiencies: A swampscale paragon gains proficiency with light and medium armor, as well as with shields (except tower shields). He gains no additional proficiency with weapons.

Scaled Companion (Ex): A swampscale paragon spends much of his time near the creatures of the swamp and as such usually bonds with certain creatures. Beginning at 1st level, a swampscale paragon gains a snake (small or medium viper), monitor lizard, or a crocodile as an animal companion. His effective Druid level when determining special abilities is equal to his class level and he takes no penalty for having a creature from a higher level list of available companions. If a swampscale paragon already has a snake, crocodile, or monitor lizard animal companion from another class, he instead adds his full swampscale paragon class level to his effective druid level for determining that companion’s special abilities.

Swamp Empathy (Ex): After spending so much time living with and protecting the creatures of the swamp, a swampscale paragon knows how to interact with such creatures. This ability functions as the Druid’s Wild Empathy ability, but the swampscale paragon may only use it against Animal, Vermin, and Plant creatures native to the swamp. If a swampscale paragon already has the Wild Empathy ability, he instead adds his full class level to checks to influence swamp creatures and one-half his class level (rounded down) to checks to influence non-swamp creatures.

Thickened Scales (Ex): Swampscale paragons are often extremely tough and hard to injure due to their thick scales. A swampscale paragon gains an increase in natural armor equal to his class level (+1 at 1st level, +2 at 2nd level, etc.).

Swamp Body (Ex): As a swamp adventurer, a swampscale paragon is accustomed to the various natural hazards that may attack his body while in that environment. Beginning at 2nd level, he gains immunity to natural diseases and a +4 bonus on saves against poison. He is still vulnerable to supernatural or magical diseases, such as mummy rot.

Swim (Ex): A swampscale paragon is adept at swimming as he is walking. Beginning at second level, a swampscale paragon gains a swim speed equal to his base land speed if he doesn’t already have one. As a creature with a swim speed, he gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.

Swamp Weaponry (Ex): As he becomes closer to the swamp in which he lives, a swampscale paragon begins to adapt his body to the environment. His muscles grow, and his claws and teeth become sharper and more deadly. Beginning at 3rd level, a swampscale paragon’s natural weapons (if any) are treated if they were one size larger. This stacks with the increase from the Improved Natural Attack feat and with any ability that actually increases the swampscale paragon’s size.

If a swampscale paragon has no natural attacks, it instead gains 2 primary claw attacks for 1d4 damage and a secondary bite attack for 1d4 damage if he is of Medium size. If he is larger or smaller, these weapons deal different damage as determined by the “Increased Damage by Size” table found here (http://systemreferencedocuments.org/35/sovelior_sage/improvingMonsters.html).

Camouflage (Ex): Taking a clue from many predators of the Murk, a swampscale paragon knows the benefits of hiding and stalking prey. Beginning at 4th level, a swampscale paragon can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. If a swampscale paragon already has the Camouflage ability or gains it later (such as by gaining 13 levels in the Ranger class), he gains a +8 bonus on hide checks in swampy or forested terrain.

Swamprage (Ex): The embodiment of the fury of the swamp, a swampscale paragon may channel the strength of the Murk into a mighty rage. Beginning at 5th level, a swampscale paragon may enter a swamprage once per day as a swift action. When in a swamprage, a paragon gains a +2 bonus to Strength and Dexterity and a +4 bonus to Constitution, as well as a bonus on Reflex saves equal to his (newly improved) Constitution modifier and a further +2 increase in natural armor that stacks with his Thickened Scales ability. He also gains +2 hit points per hit die for his increased Constitution, but these hit points go away at the end of the swamprage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.)

A swampscale paragon using his swamprage ability cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.

A fit of rage lasts for a number of rounds equal to 3 + the paragon’s (newly improved) Constitution modifier. A swampscale paragon may prematurely end his swamprage. At the end of the swamprage he loses all benefits and restrictions of the swamprage, but suffers no other effects.

Swamprage counts as rage for the purpose of qualifying for feats or prestige classes that require either the rage or frenzy ability. If a swampscale paragon already has the rage or frenzy ability, he may use it at the same time as his swamprage. Any bonuses and penalties stack.


Playing a Swampscale Paragon

As a swampscale paragon, you are devoted to the world in which you were born and by which you were probably raise. You hate leaving the swamp, and especially despise having to spend any time in towns or larger urban centers (and when you do have to visit such places, you’re as likely to stay in the sewers as you are in the centers of town. You probably revere Nature as a divine presence (or at least think about it as your protector), though you may instead see it as just the place where you happened to live.


Combat
Coming soon...

Advancement
Coming soon...

Resources
Coming soon...


Swampscale Paragons in the World

"I swear, it weren’t no normal one o’ them lizard-people. Had a mad glare in its eyes, and came runnin’ at us like some kinda ragin’ bull or somethin’. All I know is, I ain’t going out in them fens again without some real protection. Them local guard boys didn’t stand no chance against that thing." – Josephus McCall, swamp caravan trader and victim of a swampscale paragon

Swampscale paragons are not usually common in any area, but they are probable in any setting with any sort of large swamp area.


Organization
There is no real organization of swampscale paragons. Though multiple members of the class may recognize each other as such, they usually have nothing to do with each other because of their different areas. However, Good-aligned paragons are likely to offer aid to other paragons who are on important missions or are simply down on their luck. However, no paragons of any alignment are pushovers and are willing to utilize their Swamprage and other abilities to fend off threats, fellow paragon or not.

NPC Reactions
Most NPCs don’t recognize a swampscale paragon as a member of a particular group and most likely see one as just the hermit that lives in the swamp outside of town, either raiding outlying areas or protecting them from other threats. Those who do know of a swampscale paragon’s abilities are likely to avoid his realm, wary of the dangerous protector of the swamp.


Swampscale Paragon Lore
Characters with ranks in Knowledge (Local) or Knowledge (Nature) can research swampscale paragons to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs.

DC 10: A swampscale paragon is a reptilian with a strong connection to the swamp.
DC 15: In his own environment, a swampscale paragon is a consummate predator, bearing a strengthened body and accompanied by a might swamp creature.
DC 20: A swampscale paragon is a dangerous combatant, utilizing natural weapons and funneling the fury of Nature itself in order to protect and defend his home.
DC 30: Characters who achieve this level of success can learn important details about specific swampscale paragons in your campaign, including a notable individual, the area in which he lives, and the acts for which he is usually known (either good or bad).

Finding a swampscale paragon may be difficult, but you may rest assured that if you’re in a swamp, there is probably one near you (or even watching you). Most choose not to maintain constant contact with the outside world, though in some communities with ties to Good-aligned paragons important citizens may be able to assist anyone in need of a swampscale paragon guide in finding one.


Swampscale Paragons in the Game


Sample Encounter
Coming soon...


EL 15: In his native swamp terrain, Ss’ravek is a real threat. An able user of camouflage, he also lives to fight humans and can use the terrain to his advantage (and his opponents disadvantage). If he can catch his opponents unawares, he usually opens by either activating his hive bracers or simply slinking in amongst his foes and picking off the outside members of the group first. He uses his companion, Hrissk, to trip smaller opponents into pools and other natural hazards while he concentrates on eliminating the larger targets. Due to his exceptionally thick hide, Ss’ravek is not afraid to go toe-to-toe with well-armed opponents, but because of his mobility (and his usual supply of tanglefoot bags), he can make his escape quickly and easily should things go bad for him. Ss’ravek uses his rage and swamprage abilities simultaneously only when he can either not escape or hopes to be victorious quickly.

Sample NPC:
Ss’ravek Isskarnis
N Male Fogbank Lizardfolk Barbarian 1/Ranger 4/Swampscale Paragon 5
Medium Humanoid (Reptilian)
HD: 2d8 + 1d12 + 4d8 + 5d10 + 36 (hp)
Init: +2
Speed: 40 feet (8 squares); swim 40 feet
AC: 28 (+7 armor, +2 Dex, +9 natural); touch 12, flatfooted 26
Base Attack/Grapple: +11/+15
Attack: +1 humanbane shortsword +16 (+18 vs. humans) melee (1d6+5, plus 2d6+4 vs. humans); or claw +15 melee (1d6+4, plus 2 vs. humans); or masterwork composite longbow (+4 Str) +13 ranged (1d8+4, plus 2 vs. humans)
Full Attack: +1 humanbane shortsword +14/+19/+4 (+16/+11/+6 vs. humans) melee (1d6+5, plus 2d6+4 vs. humans) and +1 immune-suppressing shortsword +14/+9 melee (1d6+3, +1 residual, plus +2 vs. humans) and +8 bite (1d8+2, plus +2 vs. humans); or 2 claws +15 melee (1d6+4, plus +2 vs. humans) and bite +10 melee (1d8+2, plus +2 vs. humans); or masterwork mighty composite longbow (+4 Str) +13/+7/+2 ranged (1d8+4, plus +2 vs. humans)
Space/Reach: 5 ft./5 ft.
Special Attacks: Combat style (two-weapon fighting); favored enemy (human); rage 1/day; swamprage 1/day
Special Qualities: Animal companion (medium viper, see below); blindsense 30 ft.; camouflage; fast movement; immune to natural diseases; wild empathy +4 (+7 vs. swamp creatures)
Saves: Fort +13 (+17 vs. poison); Reflex +11; Will +6
Abilities: Str 18, Dex 14, Con 16, Int 8, Wis 12, Cha 6
Skills: Balance +1, Heal +3, Hide +11, Knowledge (Nature) +3, Listen +5, Move Silently +7, Survival +16, Swim +10
Feats: Blind Fight(B), Endurance(B), Improved Natural Attack (Bite), Improved Two-Weapon Fighting, Iron Will, Self-Sufficient; Stealthy, Track(B), Two-Weapon Fighting(B)
Typical Ranger Spell Prepared: magic fang

Gear: Combat gear, plus standard adventurer’s kit (backpack, beltpouch, waterskin, 50 ft. of hemp rope, trail rations, flint and steel, 2 sunrods); hive bracers; foldable raft; one vial of drysalt; 2 tanglefoot bags; 1 piece of coral (100 gp value); 1 rock crystal, 1 citrine, and 1 moonstone (50 gp each); and 15 gp in gold and silver pieces.

Hrissk (Animal Companion): Medium Viper; HD 6d8+0 (29 hp); Init +4; Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC 21 (+4 Dex, +7 natural), touch 14, flat-footed 17; BAB/Grapple: +4/+4; Attack and Full Attack: bite +8 melee (1d6 plus poison); Space/Reach: 5 ft./5 ft.; SA: poison; SQ: Evasion, link, scent, share spells; Saves: Fort +5, Ref +9, Will +2 (+6 vs. enchantment); Abilities: Str 10, Dex 19, Con 11, Int 1, Wis 12, Cha 2; Skills: Balance +12, Climb +12, Hide +13, Listen +7, Spot +7, Swim +8; Feats: Ability Focus (poison), Improved Natural Attack (Bite), Weapon Finesse; Tricks: Attack, down, track

CR: 13

Icewalker
2008-03-27, 06:02 PM
You need to rephrase the galoshes with use in acid bog, to be sure it only works on the acid bog. Otherwise, someone wearing boots near one gains resistance to any acid.

Caracol
2008-03-29, 04:32 AM
I'm sorry about the my lack of contributions, but I'm a little busy for new projects I'm workin on. Icewalker suggested me to put these in Swampgas, so
here's the

Magic Eater Termites


http://www.natureking.com/images/lg/subterranean_termites.jpg

Fine Magical Beast (Swarm)
HD 9d8+9 (49 hp)
Speed 10 ft. (2 squares)
Init: -1
AC 19 (+8 size, -1 Dex, +2 natural); touch 17; flat-footed 19
BAB +6; Grp -
Attack Swarm attack 2d6
Full-Attack Swarm attack 2d6
Space 10 ft.; Reach 10 ft.
Special Attacks Consume Magic, Distraction
Special Qualities Arcane Resistance, Darkvision 60 ft., Immunity to weapon damage, Magic Tropism, Spell Absorption, Spell Liberation, Swarm Subtype, Vermin traits
Saves Fort +10 Ref +5 Will +8
Abilities Str 5 , Dex 9, Con 13, Int -, Wis 14, Cha 16
Skills-
Feats-
Environment Near magic sources
Organization Single, Mound (2-6), Cathedral Mound (7-20)
Challenge Rating 8
Treasure None
Alignment Always Neutral
Advancement 10-15 HD (Fine), 16-20 (Diminutive)
Level Adjustment -

A mass of crawling creatures emerges from a destroyed construct. They look like white termites, and they glow with different lights and emit magic auras all around.

Magic Eaters Termites are the bogeyman of every spellcaster or magic item crafter: a swarm of unstoppable insects that feed on magic power, dispelling every spell they can reach and turning every magical object in a white dust without any use. Often found near source of magic power, they can really be difficult to defeat due to their magic absorption and their spell liberation. If they are numerous, they create gigantic mounds from the dust, establishing near the sources.
Originally generated in a plane of powerful magic, the Termites spawned toward the planes, constantly seeking for more magic to devour. Countless spellcaster where damaged of all their possessions or even deprived of all their power.

COMBAT:
Magic Eater Termites constantly seek for magic to consume and eat, so they focus all they interest on the spellcasters or the magic items, trying to feed on them. They don’t kill nor follow anyone that is not magic and doesn’t have magic items with him.

Arcane Resistance (Su): Magic Eater Termites are particularly resistant to the source of magic and add their Cha bonus to their Saving Throws. When subjected at arcane spells that does not allow a spell resistance, they can roll twice for their saving throw and choose the best result.

Consume Magic (Su): Magic Eater Termites can consume any enchanted item and magic source in 1d10+spell level turns. They just munch the source of the magic until is consumed. After that, the item or source is simply devoured and any magic dispelled. Any creature capable of casting spell or with spell-like ability reduced to 0 or less hp by their swarm attack must succeed a Fortitude Save DC 22 or lose their spellcasting ability. This ability can be restored by a wish or a miracle spell. The DC is Cha based (10+HD+Cha mod)

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Magic Tropism (Su): Magic Eater Termites crawl costantly towards any magic source they detect. They have the ability of detecting magic as if they use the arcane sight spell, always active.

Spell Absorption (Su): Magic Eater Termites feed on magic, so casting a spell on them is not the better way to get rid of them… Whenever the Termites are subjected to a spell or spell like ability that allows spell resistance, they automatically succeed a spell resistance check and are cured of an amount of hp equal to the damage that the spell would have dealt. If the spell does not deal damage, they are cured by an amount of hp equal to the caster level. Magic enhanced weapons deal normal damage but also heal the Termites by a total hp equal to the enhancement bonus.
The additional hp can go beyond their starting hp, but they can’t exceed the maximum hp that they can have at their HD.

Spell Liberation (Su): Magic Eater Termites swarms usually have a lot of termites that have not processed the magic they have fed of yet. Whenever the swarm is attacked and damaged by non-magical means (see Spell Absorption), a spring of magic power erupts from the Termites’ bodies, liberating the spell they were feeding of. This can be any spell, divine or arcane, that can be casted by a spellcaster with their same HD. The spell liberated is completely random and can be chosen from any list of spell of the appropriate level. The spell effects, area, target, range and so on depends on the spell liberated and are casted at a caster level equal to their HD. The DC for this spell is Cha based.

Lore
{table=”head”] DC | Lore
15| Magic Eater Termites feed of magic sources and can destroy them in very little time.
20| Magic Eater Termites can absorb and liberate the power of the spells, so using magic is almost useless.
25| Magic Eater Termites can be defeated by non-magical means or using spells that does not allow spell resistance or saving throw.
[/table]

Plot Hooks
- A wizardry academy is being damaged by a unknown source. Items are missing, and some mages are found dead.
- Two reigns are in war, and the players are hired by one of the reigns to capture a swarm of Magic Eater Termites, in order to damage the enemy’s spellcasters.
- The players discover an old tower of a wizard. It seems abandoned and empty, and an enormous mound made of sand seems to have grown on it.

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

I will start to work on the Fungal tome again next week, I swear:smallredface: !

Collin152
2008-03-29, 02:06 PM
I like those bugs. They remind me of the destruction bugs from Naruto.
Still awesome, though. Not sure if spellcasters can't stil destroy them completely, though.

DarkShard
2008-03-31, 10:29 AM
Icewalker also asked me if these could go here, so here are my

Assimilator Flies
Diminutive Magical Beast (Swarm)
HD 10d10+20 (75 hp)
Speed Fly 20 ft (Average)
Init: +5
AC 19; touch 19; flat-footed 14
+5 Dex +4 Size
Base Attack/Grapple: +10/-
Attack Swarm attack 2d6
Full-Attack Swarm attack 2d6
Space/Reach: 10 ft./0 ft..
Special Attacks Assimilate, Distraction
Special Qualities Swarm Subtype, Hive Mind
Saves Fort +9, Ref +12, Will +6
Abilities Str 1, Dex 20, Con 14, Int 12, Wis 12, Cha 5
Skills N/A
Feats N/A
Environment Underground, caves, basements
Organization Single, Hive(2-5), Assimilator(6-9)
Challenge Rating 7
Treasure none
Alignment always neutral
Advancement by HD
Level Adjustment none

You hear a high pitched buzzing noise, and you turn aroung to see your teammate covered head to toe in giant flies. He screams as he tries to tear them off but to no avail. He grows smaller and smaller as he leaves only his equipment behind. Before they envelop you, you notice that one new fly has joined the swarm.
Combat
Assimilator Flies attack the nearest living creature they can, using their Assimilate Special attack to add to their swarm, wishing to transform everything.

Assimilate(Su): Once a foe is nauseated by the Assimilator Flies Distraction, the Swarm can cover the creature, trying to assimilate it into the swarm. The creature gets a reflex save (DC 10+ 1/2 AF’s HD) to try and get the Assimilator Flies off. A helpless creature gets no save. If it fails, they are transformed into an Assimilator Fly, leaving behind all equipment. They must then make a Will save (DC 10+ 1/2 AF’s HD) to avoid becoming consumed by the swarms hive mind. If they fail, they are consumed by the hive mind, cannot control their actions, and the swarm gains Temporary Hp equal to the creature’s remaining Hp. If they succeed, they can control their actions, but are still a fly. They also do not give the swarm extra Hp. To restore a non-consumed victim’s state, you must cast a Remove Curse spell on them. To restore a consumed victim’s state, you must first defeat the AF swarm, then you must cast Remove Curse spell on the ones that drop to the ground(the ones that drop were originally humanoid.).

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 swarm’s HD + swarm’s Con modifier; the exact DC is given in a swarm’s description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Hive Mind: A single Swarm has a Hive Mind that determines it’s actions. This means that it is vulnerable to mind affecting effects.

Immunity: Due to it’s size, Assimilator Flies are immune to weapon damage.

Rizban
2008-03-31, 11:19 AM
I don't know if anyone has brought this up yet or not, but there's a supplement called "Wilds" that was published by AEG (Alderac Entertainment Group) in 2003 that contains some good rules and things for marshes. It also covers desert, forest, jungle, mountain, and tundra.

It contains some interesting concepts that I think would contribute greatly to this project, including rules for sinkholes, which can be a fairly common occurrence in swampy areas. It actually contains fairly extensive rules covering most aspects of campaigning in swamplands. The only thing it's really lacking is the backstory, though it could be a bit more robust in areas.

Before anyone freaks out on me, I know this is a separate project. I just wanted to call the other to attention so that the people working on this one could possibly get some ideas for aspects they had not yet considered.

RTGoodman
2008-04-01, 01:17 PM
@Rizban: Huh, I've never heard of that. It's pretty old, but if I can get a copy for cheap I might have a look.

Alright, according to my precise calculation (warning: calculations may be imprecise), we've still got several things to finish here, including:

-A definite name for the environment.
-Write-ups about the environment, plus dungeons and more traps/hazards. (Also, I think it'd be neat maybe to do something about the differences between Cold, Temperate, and Tropical swamp environments, but that's not really required).
-A few new feats.
-Text/fluff on all the prestige classes, and maybe an overview on "Choosing A Prestige Class" (which I may write up soon, since we have a decent selection now).
-Maybe some gear, though my equipment section covered a lot of what was missing.
-A TON of spells.
-An adventure site or two.

Come on, guys - this whole thing was going smoothly, so don't let it die.

Szilard
2008-04-01, 07:46 PM
Right, I have to finish the rest of the Sloth pit, then maybe right an adventure site for it, I think someone else was also going to make a town or city as an adventure site.

Rizban
2008-04-01, 08:47 PM
There is a major difference between freshwater and saltwater marshes, so some variation between the two should be taken into consideration. Saltwater swamps are generally more densely overgrown, have larger predators, and almost always have tidal effects, causing the entire terrain to change greatly in the course of a few hours. There really isn't that big of a difference between swamps in tropical and temperate regions beyond the common plants and animals and level of insect activity (particularly mosquitoes); however, in cold and cold/temperate regions, "swamps" tend to be "bogs," which are exclusively rain fed, generally with mildly acidic waters as compared to other swamps. There are also differences in freshwater swamps that are permanently inundated and periodically inundated, primarily in the flora and aquatic life. Sinkholes and mires are also generally most common in permanently inundated, freshwater swamps.


The name of the environment should probably be "swamps," "swamplands," or "wetlands." Although, wetlands would imply coastal regions and lakes as well.

Icewalker
2008-04-01, 11:48 PM
Well, as to the name we are going to use something more interesting. After all, the ice environment is Frostfell, and the desert environment is Wastes, so I think we should do something interesting along those lines. Most peoples' submissions have used either Bog or Murk. I support Murk myself.

Collin152
2008-04-01, 11:59 PM
Well, as to the name we are going to use something more interesting. After all, the ice environment is Frostfell, and the desert environment is Wastes, so I think we should do something interesting along those lines. Most peoples' submissions have used either Bog or Murk. I support Murk myself.

I support Murk, Mire, or anything else begining with M.

Rizban
2008-04-02, 03:32 PM
What about The Morass? That gives it a double meaning of both "swamp/marsh" and "confusing/troublesome situation."

Rizban
2008-04-02, 06:16 PM
I've been tinkering with this swamp concept a bit and thought I'd submit a ranger variant geared towards swamps and marshes. I'm not certain about the balance yet, as I haven't done much to balance it. I was mostly trying to get the idea down and fleshed out. I'd definitely like to look at balance though.



Marsh Ranger
Marsh rangers fear little in their domain of mire, where nearly everything encountered from the moss choked treetops to the decaying muck will quickly add the unwary traveler's corpse to the murky waters below. No mere hunter, the marsh ranger must fight daily against predators and the elements to carve out a niche to survive or be swallowed and forgotten by the muddy depths.

Adventures: While a good aligned marsh ranger may accept the role of protector of those who live in or travel through the marshes, most tend to be hunters and trappers or gatherers of rare herbs to be traded for those necessities of survival. Others find the solitude and inaccessibility of the swamps to be perfect for pursuing their own, socially unacceptable interests.
Characteristics: Marsh rangers tend to be self-reliant individualists or even aggressive isolationists, scornful of others and their inability to survive in the swamplands unaided. They do maintain the ability for favored enemies, though this enemy is usually a prevalent swamp monster or, in the case of an isolationist, others of the marsh ranger's own species.
Alignment: Marsh rangers can be of any alignment, but are almost always chaotic. While good marsh rangers may protect the wetlands and those that travel through them, most are preoccupied with defending themselves and their family from the voracious predators that rise from the murk. Neutral marsh rangers are often herbalists, fur trappers, and traders, sometimes even leaving the marshes to trade for the necessities. Evil marsh rangers are almost always isolationists, using the the swamp to hide or follow their own dark interests.
Religion: Swamp folk have little time for distant gods and idle philosophical pursuits. Religion in the marshes is a thing of heat and passion, often marked with blood. The spirits flitting through the trees are usually more well regarded than any foreign god.
Background: Most marsh rangers are born in the fetid lands and become such to survive. Outsiders are rare, though there are those with nowhere else to flee.
Races: Human, Half-elf, and Half-orc swamp dwellers often become marsh rangers. Though rare, the occasional halfling or gnome will become a marsh ranger, provided they can find a place to rest where the water isn't above their heads. Elves avoid such fetid places, and dwarf marsh rangers are almost unheard of.
Classes: Marsh rangers tolerate fighters and barbarians, provided they can hold their own without sinking into the mud, and they appreciate the cunning of rogues. Paladins, monks, and clerics tend to be mistrusted as the order they represent is foreign to the bogs. Druids are feared, and rightly so in the dangerous swamplands. Wizards and sorcerers tend to be viewed with awe as they overcome many of the hardships with the ease of magic.
Role: Marsh rangers tend to fill the same role as a normal ranger would; however, their sure footing and swamp survival skills make them important both in and out of combat.

Game Rule Information
Rangers have the following game statistics.
Abilities: Marsh rangers must rely heavily on Dexterity and Strength to survive the rigors of swamp life. Wisdom is not necessary, as marsh rangers seldom use spells.
Alignment: Any, though usually chaotic.
Hit Die: d10.

Class Skills
The ranger’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (5 + Int modifier) × 4.
Skill Points at Each Additional Level: 5 + Int modifier.

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|
+2|
+2|
+0|Track, 1st favored enemy, Marsh walker

2nd|+2|
+3|
+3|
+0|Swamp Fighting

3rd|+3|
+3|
+3|
+1|Endurance

4th|+4|
+4|
+4|
+1|Swamp Traveler, Marsh walker 2

5th|+5|
+4|
+4|
+1|2nd favored enemy

6th|+6/+1|
+5|
+5|
+2|Bog Blood

7th|+7/+2|
+5|
+5|
+2|Swamp Splasher

8th|+8/+3|
+6|
+6|
+2|Swift tracker

9th|+9/+4|
+6|
+6|
+3|Evasion, Marsh walker 3

10th|+10/+5|
+7|
+7|
+3|3rd favored enemy

11th|+11/+6/+1|
+7|
+7|
+3|Bog Rot

12th|+12/+7/+2|
+8|
+8|
+4|Camouflage

13th|+13/+8/+3|
+8|
+8|
+4|The Flux

14th|+14/+9/+4|
+9|
+9|
+4|Marsh walker 4

15th|+15/+10/+5|
+9|
+9|
+5|4th favored enemy

16th|+16/+11/+6/+1|
+10|
+10|
+5|Hide in plain sight

17th|+17/+12/+7/+2|
+10|
+10|
+5|-

18th|+18/+13/+8/+3|
+11|
+11|
+6|-

19th|+19/+14/+9/+4|
+11|
+11|
+6|Marsh walker 5

20th|+20/+15/+10/+5|
+12|
+12|
+6|5th favored enemy[/table]

Class Features
All of the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Marsh Walker (Ex): At 1st level, a marsh ranger gains a +2 circumstance bonus to Balance, Climb, Craft (Folk Magic), Hide, Intuit Direction, Knowledge (nature), Move Silently, Spot, and Swim check made in marshes, swamps, or swamplike conditions. At 4th level and every 5 levels thereafter, the marsh ranger gains further bonuses.
At 4th level, a marsh ranger is adept at traversing swamps without leaving a trace. Anyone attempting to track the marsh ranger or his party through the swamps must add 5 to the DC. He may choose to leave a normal trail if he desires.
At 9th level, a marsh ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him. This works both in and out of swamps.
At 14th level, a marsh ranger gains Trackless Step through swampy areas as the mud swallows his footsteps. He may leave a trail if he desires. A marsh ranger's party can still be tracked, but the DC is increased by 10.
At 19th level, a marsh ranger gains a +2 circumstance bonus to all Initiative checks while in marshes, swamps, or swamplike conditions.

Favored Enemy (Ex): At 1st level, a marsh ranger may select a type of creature from the standard Ranger Favored Enemies, but is usually a type commonly found in swampy regions or a humanoid he is trying to protect the region from. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy (for instance, devils are both evil outsiders and lawful outsiders), the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. See the Monster Manual for more information on types of creatures.

Swamp Fighting (Ex): A 2nd level marsh ranger does not suffer penalties from fighting in mud, water, or Murky Ground.

Endurance: A marsh ranger gains Endurance as a bonus feat at 3rd level.

Swamp Traveler: At 4th level, a marsh ranger gains Swamp Traveler as a bonus feat, even if he does not have the prerequisites.

Bog Blood (Ex): Having lived so long in the swamp, a marsh ranger has built up an immunity to many of the adverse conditions common to swamp life. At 6th level, a marsh ranger permanently gains a +2 bonus to all saving throws against poison, acid, and non-supernatural disease. He can also move through Acid Bogs without suffering ill effects.

Swamp Splasher: A marsh ranger gains Swamp Eyes as a bonus feat at 7th level, even if he does not have the prerequisites.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. He also suffers no additional penalties from attempting to track in the difficult terrain of swamps.

Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Bog Rot (Ex): Having lived so long in the swamps, a marsh ranger has learned to taint his weapons with the filth of the bogs around him. Attacks made by a marsh ranger that pierce the skin infect the target with Bog Rot. A successful DC 11 Fortitude saving throw against an attack resists infection.

Camouflage (Ex): A ranger of 12th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

The Flux (Ex): At 13th level, a marsh ranger learns to taint his weapons with Flux infected waters. Attacks made by a marsh ranger that pierce the skin infect the target with The Flux. A successful DC 15 Fortitude saving throw against an attack resists infection.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 16th level or higher can use the Hide skill even while being observed.

Icewalker
2008-04-05, 01:07 AM
Looks interesting. I don't have the chance to read it currently, but definitely a good idea, a step up from replacement levels.

I've been busy, so I haven't written up any of my ideas I wrote down earlier. I still have a few, which I'll get to eventually, but I had a mini-revelation during my trip and have started up work on a set of all this other stuff...

Szilard
2008-04-20, 02:54 PM
Bump?

Right, I was supposed to be working on that Sloth pit.:smallredface:

Icewalker
2008-04-20, 05:09 PM
Arg, I'm too busy at the moment to seriously contribute! Stupid AP Chemistry (which I should be studying for right now...hrmm...3 hour final tomorrow...)

I've still got a few ideas written down in a notebook I carry around, including a couple of undead. I'll put them together when I have time.

TheLogman
2008-04-20, 05:29 PM
Alright, well, firstly, I apologize for the huge gap there in me actually paying attention to my little brain child. A short attention span, lack of internet, research paper, traveling, but mostly a short attention span had been getting the best of me, but no longer!!

So, it'll take me a while to re-link the front page, 25+ entires to log, you productive buggers you. Then, I might make something myself, I've been toying with some ideas, but I need direction. Hey Icewalker, you've got the numbers on this thing, what do we need the most of? Between school, my research paper, and other things, I should still be able to squeeze something out, what needs to be done?

EDIT!!: HA! I did it! The project index is UP TO DATE SUCKAS!!

Icewalker
2008-04-20, 06:57 PM
My list is on the top of page five, but it looks like what we desperately need is rather than a single section stats but fluff for the setting, environment, and entires. All the PrCs in the books come with a sample and an introduction which some of ours have. This particularly applies to chapter one, which is 2/3 descriptions.


____ Environments
____ Planes
____ Wilderness Terrain
____ Dungeon Terrain


Also, this will be practically impossible unless we finally decide on a name first. I want to hold a vote, open for maybe 2 weeks or a bit more, as to what environment name is wanted. Feel free to submit your own if it isn't one mentioned here, I'll tally the votes after reaching whatever time it is we decide on.

Murk
Bog
Morass
Mire

Remember: it isn't just a simple name, it runs as an adjective for things like the sections above: Murk Environments, or Bog Dungeon Terrain, or Morass Planes. Also, go for something inventive and interesting, rather than something like 'swamp' or 'marsh'. Frostburn has 'Frostfel' and Sandstorm uses 'Waste', so we're aiming for something else cool.

I suggest we close the voting on May 4th, which is in 2 weeks.

Please, for my ease of counting, put your votes in blue and bold.

My vote goes to Murk. Although I'm rather indifferent.

Szilard
2008-04-20, 07:48 PM
Morass sounds like More ass, so Murk.

TheLogman
2008-04-20, 08:08 PM
Bog. Also, I will work on some Fluff text for the Front page.

Collin152
2008-04-20, 08:09 PM
Morass sounds like More ass, so Murk.

What's wrong with more ass?

Szilard
2008-04-20, 08:14 PM
What's wrong with more ass?

Easily mockable.

Edit:
Anyway, if we're going to turn this into a book like I think we were, Wouldn't we need our own artist(s)? I think the pictures so far are from someone else.

TheLogman
2008-04-20, 09:22 PM
Sample Hermit:

Gerald High-Thorn:
Male Elf Druid 8/Hermit 2; CR 10; Medium Humanoid;
HD: 10d8+20; hp 68;
Init: +1
Speed: 30 ft.
AC: 21 (+4 Armor, +2 Ring of Protection, +4 Dodge, +1 Dex) 17 Touch, 20 Flatfooted
Base Attack: +7; Grp: +7
Ranged Atk: +10 Longbow (1d8+3)
SA: Wildshape (3/day), Wild Shape (Large)
SQ: Animal companion*, nature sense, wild empathy, Woodland stride, Trackless step, Resist nature’s lure, Chosen Area, Hermit Lands 2 Miles, Comfort in Familiar
Alignment: LN
Saves: Fort +9, Ref +4, Will +10
Abilities: Str 10, Dex 12, Con 15, Int 10, Wis 16, Cha 10
Feats: Animal Defiance (Masters of Wild), Noxious Spell, Natural Spell, Animal Control (Masters of Wild).
Skills: Knowledge (Nature) +15, Survival +18 (+2 more if Above Ground, +2 more if avoiding Hazards, +5 More if in Hermit Lands) Knowledge Geography +4, Heal +13, Swim +7, Handle Animal +8, +6 Hide (+11 if in Hermit Lands) +2 Search (+7 in Hermit Lands), +4 Spot (+9 in Hermit Lands)

*Has opted not to have an Animal Companion, prefers solitude, plus the Swamps are too dangerous.

Items: Monk Belt 13,000; Ring of Protection +2 8,000; Boots of Levitation 7,500; Cloak of Elven Kind 2,500; +2 Leather 4,260; +2 Longbow 8,275; 100 Masterwork Arrows; 500 gp.

Spells tomorrow.

batsofchaos
2008-04-20, 10:44 PM
Howdy folks.

I've read through most of what's been prepared here (skimmed, but I plan on taking the time to read all of it thoroughly), and I'm totally on board with the whole project concept. Is there anything that I can help with? I pledge my services.

I'm a decent hand at homebrewing, but it's not what I'm best at. If you have anything that needs statting I'd work on it.

I'm an artist and I'd love to do some illustrations for the project (here's a sample of my abilities; a minotaur with a homebrewed Wight template I created: http://i111.photobucket.com/albums/n155/batsofchaos/minotaurfinal.jpg)

I'm also a fair hand at HTML, if there's any interest in establishing a devoted website. Codemonkey very simple man, and would be willing to code for a Swampgas website.

Icewalker
2008-04-20, 10:52 PM
Awesome. Szilard raises a good point, we definitely need artists. That minotaur looks pretty good, different style, but good art. We should try to find some people for the pictures (we'll need quite a few...)

I have a friend who's on the board who may be able to help out.

Batsofchaos, one thing I notice in the picture is the lack of background: think you can draw a swamp?

batsofchaos
2008-04-20, 11:04 PM
I can do backgrounds. I chose not to for this particular illustration (backgrounds take longer :smalltongue: ), but I'm not squeamish. Swamps are easy.

The minotaur is digitally colored, but I also work in colored-pencil and straight black-and-white ink. Well, also paint but I don't like doing that for free. The other methods are fine, though.

Icewalker
2008-04-20, 11:05 PM
Indifferent with regard to that, we just need illustrations. Actually there are pretty abundant illustrations in those books...

Szilard
2008-04-20, 11:08 PM
Since my brother's copier isn't working, and I don't have access to a camera that I could use to upload pictures to a computer, I am trying to see if I could draw realistically on inkscape.
On paper I made a Monstrous Crawfish, Eurypterid, a Red Predator and started working on a Swamp Dryad.

Collin152
2008-04-20, 11:13 PM
My artistic ability is sporadic at best.
If something useful ever spawns from these horrible claws of mine, I'll relinquish it. Unlikely, though.

batsofchaos
2008-04-20, 11:14 PM
Well, I'm offering up my services. I certainly won't be able to draw everything (plus having multiple artists on a project like this is a must, in my opinion), but I can do several illustrations for it. Just let me know what you'd like me to draw and I'll get to work.

Szilard
2008-04-20, 11:16 PM
I'll look through the list, but first a question. What kind of things would you draw? Monsters? Specific types of Monsters? Weapons? Items? etc.

batsofchaos
2008-04-20, 11:18 PM
I'm easy. Whatever needs to be drawn can be drawn. :smallwink:

Szilard
2008-04-20, 11:23 PM
How about some adventurers traveling through the swamp, maybe running into one of the enviornmental hazards in the first post.

RTGoodman
2008-04-20, 11:35 PM
Wow! Sudden surge of posts!

I've been working pretty hard on just finishing term papers, so I haven't done anything for this in a while, but after May 10 I should be good to do all sorts of stuff. First order of business is sample NPCs and fluff/info about PrCs, and extended non-crunch info on Frogfolk and some of the other monsters I've done.

We had a lot of stuff added right before the thread kinda sank away, so once Icewalker updates the List of Done and Not Done post, we'll know exactly what's left, and it isn't too much. If I remember correctly, it's mostly just the fluff stuff, a ton of spells (since we don't have many), more hazards/traps, some feats, and a couple of sample cities/encounter areas. We're definitely done with monsters, but more can't hurt, right?

I wouldn't mind making a village, since I've got an idea already, but maybe someone else could come up with some sort of ruins or a dungeon that fits the theme?

I'm about as artistic as Collin sounds, but if someone else is good at really realistic art, I think there's potential for an awesome picture using the Mire Halflings (http://www.giantitp.com/forums/showpost.php?p=3996767&postcount=212), faces painted like skulls and bearing raiding party weapons (and maybe a few shrunken heads).

Also, we definitely need a cool picture for the flesh to mud spell.

batsofchaos
2008-04-20, 11:57 PM
Szilard: I'm on it. I'll post a pencil sketch when I'm done with it. That way, if anyone has any suggestions of changes I'll be able to make them, and a specific medium can be decided.

Szilard
2008-04-21, 12:11 AM
Sounds cool.

Icewalker
2008-04-21, 12:20 AM
I'll get the list done at an unspecified point in the future. This next week I might have a little extra time because it is STAR Testing, so some classes may give less homework. The list as is isn't too out of date. Spells are the current big one, as is environment fluff. Please vote on the name for the environment, by the way (I mentioned starting a vote on the previous page)

batsofchaos
2008-04-21, 12:38 AM
I vote for Murk.

I'll post the rough either tomorrow or Tuesday (possibly wednesday, but I doubt it).

Szilard
2008-04-21, 06:18 PM
I look forward to it.

batsofchaos
2008-04-22, 12:38 AM
Hey all,

The pencil work is about a third the way through, and I wanted to share the first finished character design of a frogfolk rogue. I've settled on digitally coloring this one, so he's light on details that will come out in inks and coloring, but the basic design and pose is finished. He'll be clinging to a tree that's been drawn seperately.


http://i111.photobucket.com/albums/n155/batsofchaos/frogfolkscout.jpg

Any thoughts?

Icewalker
2008-04-22, 12:41 AM
Damn, that's awesome. Needs a dagger on his belt by the time the drawing is done, but that's my only real comment.

Awesome...I like the tunic.

batsofchaos
2008-04-22, 12:52 AM
Thanks! I'll be sure he gets a dagger.

RTGoodman
2008-04-22, 07:46 AM
Yeah, that is awesome. A dagger in his belt (and maybe a flute or something, to reflect their music nature?) is all it needs!

Also, has anyone thought of doing racial feats for some of the races? I've got a couple I just thought of for Frogfolk, but I think that would be an easy way to get a few feats and add some cool character options. And you could use any of our homebrewed races, or any other swamp races (especially Lizardfolk, since they're awesome and basically built for this environment anyway). Either way, expect a Frogfolk Croak feat and then maybe a Frogfolk Sticky Feet feat sometime in a couple of days.

Szilard
2008-04-22, 09:21 AM
That frog is awesome, can't wait to see more.

batsofchaos
2008-04-22, 09:53 AM
I appreciate all the compliments! I'm almost done with the second character; I ended up stopping early last night (read: 2 AM. I seem to have lost the ability to sleep normally...), so it's neither finished nor scanned. But I do know what I'm going to do for the whole picture.

It's a night scene, and Frogman up there is on the side of the tree scouting. Meanwhile, a dwarf who is rather out of his element (complete with rusting armor!) has noticed that his torch is flickering madly and has no idea what importance that has. He'd probably be warned by their third companion to douse the light since he's a lizardfolk and used to those sorts of things, but the vines have risen up from the swamp, silenced him, and are threatening to drag him down to a murky grave.

Anyone object to this scene?

Collin152
2008-04-22, 05:07 PM
Awesome frog. Right hand looks alittle off, but I know firsthand how difficult hands are, so you get off free.
I like that scene idea.
Specially the Dwarf being baffled.

batsofchaos
2008-04-22, 05:27 PM
RE: the hand

Clarifying details will come out in inking. It looks a little awkward because you can't determine any weight-balance nor perspective from the straight-out pencil lines, but it'll (hopefully) be more clear when inked and colored.

And yes, I totally agree that hands suck. I practice hands more than anything else, and I try and use reference photos (or live models. That's what wives are for, right? :smallbiggrin:) for every drawing of hands I do.

Icewalker
2008-04-22, 05:44 PM
I like the sound of the scene. Seems like it'd probably be just some generic scene near the front of the book, there are quite a few of them in the first chapter.

Szilard
2008-04-22, 06:18 PM
I like the sound of the scene. Seems like it'd probably be just some generic scene near the front of the book, there are quite a few of them in the first chapter.

That is what I had in mind when I requested it.

batsofchaos
2008-04-22, 06:24 PM
And it's what I had in mind when I started planning.

Looks like we're all on the same page! :smallwink:

Szilard
2008-04-22, 06:26 PM
Yay! Let's all throw a big party!:smalltongue:

batsofchaos
2008-04-22, 10:34 PM
Update!

I altered the frog-dude a little. He has a dagger now, and I also realized that he'd probably roll up his pant cuffs to keep from getting them soaked, so I redrew that. I've also finished up the second character, the dwarf confused about his fire:


http://i111.photobucket.com/albums/n155/batsofchaos/dwarffighter.jpg

Some notes: Rusting will be added in the coloring stage, so his armor looks fairly normal for the moment. Additionally, the fire is going to be entirely digital; the quick little sketch of fire was added to make sure I'd gotten the pose right but will be removed when inking.

Any thoughts on this one?

Szilard
2008-04-23, 08:33 AM
Nice drawing, I'm looking forward to the rest.

As for the homebrewing, I think we don't have magic Items, so maybe someone could make a Staff of Marsh/Murk/Mire/Swamp/Whatever swampy name we can think of. I think I might make it myself, though I have to learn how to make one.

batsofchaos
2008-04-23, 12:40 PM
So I drew more last night and finished up the lizardfolk. I meant to post it by the boards were acting up for me. Well, here it is now:


http://i111.photobucket.com/albums/n155/batsofchaos/lizardfolk.jpg

Additionally, I made a quick mock-up of how the finished illustration will look. Ignore the crappiness of the background, it's sort of a placeholder sketch. :smallbiggrin:


http://i111.photobucket.com/albums/n155/batsofchaos/swampillusmockup.jpg

Any thoughts on either the liZardman or the layout?

RTGoodman
2008-04-23, 01:53 PM
Looks good to me, but just a couple of suggestion. I'd say maybe put the Lizardfolk guy a little closer to the others, and definitely give the poor fella some trousers of some sort.

batsofchaos
2008-04-23, 02:18 PM
Really? I kind of like him without pants. :smalltongue: I can move him closer, and I suppose if he NEEDS pants he can have some.

Collin152
2008-04-23, 02:27 PM
No pants. Keep it that way.
Maybe a belt with some gear on it, though.
Really, why would a creature with such thick hide wear clothing? They wouldn't be able to feel it.
I like the layout.
I really like the lizardfolk. It makes me want to play one.

batsofchaos
2008-04-23, 03:09 PM
We've got one vote for pants, and one vote for no pants. I'm more inclined for no pants, but I'll add some if it's requested of me. What's everyone else think about pants?

I was contemplating adding weapons, but I wasn't sure where to put them. A belt would be workable, though.

(also: pants)

RTGoodman
2008-04-23, 03:44 PM
Well, I guess he can go without pants, but he needs a belt or something. He just looks bare without anything (though, I suppose, that's sort of implied in the word "bare"...).


@Collin: Yeah, I've decided I really like Lizardfolk, too. If my RL group back home doesn't switch over to 4E, I'm probably going to try to make them (and a lot of our stuff here) part of a homebrew setting. Also, got any ideas for what sorts of things they might have for [Racial] feats? I've got stuff thought out for Frogfolk, but I couldn't really think of anything unique for the Lizardfolk.

Icewalker
2008-04-23, 04:32 PM
I vote pants, perhaps short pants or some such. He definitely needs a belt to hang a dagger off of though.

The lizardfolk doesn't really look like he is lunging forward to warn the dwarf but being stopped...I'm not really sure though.

batsofchaos
2008-04-23, 04:50 PM
The intention was for him to be struggling with the vines and too wrapped up in what was happening with him to have noticed the dwarf's problem, but that he potentially could have told him were he not so busy struggling to keep from dying.

Collin152
2008-04-23, 05:36 PM
Yeah, if I were in his scales, I'd probably be struggling for freedom more than warning.
After all, death to me for certain is worse than possible death to everyone.

Icewalker
2008-04-23, 05:55 PM
Ah, I thought the idea was "No sto-gack!"

batsofchaos
2008-04-23, 11:16 PM
So I drew pants on him and he looked like Killer Croc from batman, so no pants. To alleviate the lack-of-weapons problem, I gave him a sword that's lashed around his back. If he needs a shame-cover (which I don't think he does. He's a lizard, lizards store their man-parts on the inside), I can draw on a loin-cloth.

Collin152
2008-04-23, 11:22 PM
So I drew pants on him and he looked like Killer Croc from batman, so no pants. To alleviate the lack-of-weapons problem, I gave him a sword that's lashed around his back. If he needs a shame-cover (which I don't think he does. He's a lizard, lizards store their man-parts on the inside), I can draw on a loin-cloth.

Or a really, really big belt.

Icewalker
2008-04-24, 12:15 AM
I don't think it'd be an issue.

My friend pseudovere says he'll help draw for it, but he's still working on his art and is busy at the moment, so won't be able to really start up too much for a month or so, but we'll still be under construction at that point.

batsofchaos
2008-04-24, 01:01 AM
I can't imagine everything being done in a month's time, even with a crack team of artists. I'm doing what I can; the penciling stage is complete and I've begun inking (frog-dude's inked!). I'd imagine everything non-digital will be completed by Friday, and then the long part will start. :smallannoyed:

This specific illustration will take me until at least Monday, unless something comes up and I get a bunch of free time. I've completely screwed up my sleep schedule, so I might be up all night tonight and get a bunch more done. Not sure, playing things by ear.

Regardless, that's for one illustration. Granted, it's a complex illustration and isn't a perfect example. Still, there's a lot to illustrate, and even if the project is light on the art it's gonna take a while to get done.

Icewalker
2008-04-24, 01:06 AM
Oh yeah, it's still gonna be a long time. Fun time though.

I have two other acquaintances whom I will know better (starting a larping thing they are in) who I know are both amazing artists, and I'm going to ask them if they want to help as well. Won't know anything about that for several weeks at least.

RTGoodman
2008-04-24, 11:00 AM
Frogfolk Racial Feats



Frogfolk Croak [Racial]

Requirements: Frogfolk

Benefit: Your croaking abilities are exceptionally well-developed, and you can sometimes even produce croaks that make others cover their ears in pain. You gain a Croak special attack, usable once per day, which is an Extraordinary ability that functions as a sound burst spell but centered on you (though you are immune to its effects). At 5 HD, you may use this ability 3 times per day. At 10 HD, the Croak ability instead acts as the shout spell, though this is still an (Ex) ability. Your effective caster level for determining effects of the Croak ability is equal to one-half your HD, and the save DC is equal to [10 + one-half your HD + your Constitution modifier].

Normal: Your croaks are audible, but not loud enough to do anything fancy.


Tribe of the Dart Frog [Racial]

Requirements: Frogfolk, 1st level only

Benefit: You come from a tribe of Frogfolk whose poisonous skin and bright coloration aids you in your struggles against predators. You gain a +2 bonus on Escape Artist checks and Intimidate checks, but a -4 penalty to Hide checks. Furthermore, any time a creature hits you with a bite or swallow whole attack, it must succeed on a Fortitude save [DC 10 + one-hand your HD + your Constitution modifier] against your natural secretions (an ingested poison) or be sickened for 1d6 rounds or for as long as you are in its mouth or gullet. At 5 HD, your poison still causes creatures that bite or swallow you to become sickened, and they also take 1 point of primary and secondary Con damage. (A Fortitude save ignores the sickened condition and the first point of Con damage, but the creature must make another save one minute later, as normal for poisons, to avoid the second point of Constitution damage.) At 10 HD, creatures that swallow or bite you must succeed on the Fortitude save or instead be nauseated for 1 round, sickened for 1d6 rounds after that, and take 1d4 points of primary and secondary Con damage from your poison.

Normal: You are not poisonous, and creatures can bite or eat you with little to no trouble.


Tribe of the Tree Frog [Racial]

Requirements: Frogfolk, 1st level only

Benefit: You come from a tribe of tree-dwelling Frogfolk and have sticky pads on your feet that facilitate easy climbing. You gain a +4 racial bonus on Climb checks and the ability to climb up to your land speed as a full-round action as long as you have one hand free (though you must follow the rest of the rules for climbing, as laid out in the description of the Climb (http://www.d20srd.org/srd/skills/climb.htm) skill). You must still end your turn on a horizontal, non-ceiling surface or fall to the ground, taking falling damage as normal. At 5 HD, you gain a Climb speed equal to you land speed, including a +8 bonus on Climb checks, the ability to take 10 on Climb checks to avoid hazards, and the ability to retain your Dex bonus to AC while climbing. You may also now end your turn while on a vertical surface. At 10 HD, your Climb speed increases to twice your land speed, and you may end your turn on any vertical or horizontal surface, including the ceiling, without any risk of falling.

Normal: You have no special climbing abilities.

batsofchaos
2008-04-24, 11:07 AM
Those are awesome. They also make my frogfolk dude higher than fifth level. :smallbiggrin:

batsofchaos
2008-04-25, 09:55 AM
Update on the art:

The linework is done, scanned and ready to color. This process is going to be rather time-consuming and isn't going to have much to show for it until it's done. However, my wife's got other plans tonight so I can devote a huge chunk of time to just this and I hope to hammer out a good deal of it. I hope to finish it up this weekend, however I've got a campaign session on Sunday that might limit my time. I'll try and update with at least "percentage colored" just to let everyone know where I'm at.

Icewalker
2008-04-25, 06:32 PM
Had a sweet idea, I'll write it up when I have time.

Sandstorm gets one, why shouldn't we: SWAMP LICH!

I think an awesome name for it is Mire Gaunt, by the way.

batsofchaos
2008-04-26, 02:05 AM
Update:

Coloring is about 33% done. I'm going to have a big chunk of time tomorrow where I'll hopefully get it finished.

And that idea for the Mire Gaunt is awesome! I'm afraid that there is a distinct possibility that I must draw one. :smallwink:

Icewalker
2008-04-26, 02:22 AM
Sounds awesome. Despite coming up with the idea, I never really pictured any kind of image for it...I don't know what it looks like, except that it is awesome, and more or less a mud lich...

I'm gonna go start statting that up right now, actually...

Bhu
2008-04-26, 02:39 AM
Why havent I looked at this thread earlier??

And what can I do to help?

Icewalker
2008-04-26, 02:50 AM
Creating a Mire Gaunt
"Mire Gaunt" is an acquired template that can be added to any living creature (referred to hereafter as the base creature), provided it perform the ritual of the Mire Heart (see below).
A Mire Gaunt has all the base creature's statistics and special abilities except noted here.
Size and Type: The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Armor Class: The base creature's natural armor class bonus increases by 5.
Attack: Mire Gaunts gain a Flesh to Mud touch ability (see Special Attacks, below). If the base creature is able to use weapons or natural attacks, the Mire Gaunt retains these attacks.
Special Attacks: A Mire Gaunt retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 the Mire Gaunt's HD + Cha modifier unless otherwise specified.
Foul Aura (Su): A Mire Gaunt is surrounded by a terrible aura of corrupting forces, vilely attacking the senses of those nearby. Any creature within a 40-foot radius must succeed on a Fortitude save or be nauseated for 1d4 rounds. On a successful save the target is sickened for 1d4 rounds. A creature that successfully saves cannot be affected again by the same Mire Gaunt's foul aura for 24 hours.
Flesh to Mud: A Mire Gaunt can make a touch attack to cast Flesh to Mud on the target. The fortitude save DC is 15 + Mire Gaunt's Cha modifier.
Special Qualities: A Mire Gaunt retains all the base creature's special qualities and gains those described below.
Turn Resistance (Ex): A Mire Gaunt has +6 turn resistance.
Damage Reduction (Su): A Mire Gaunt's muddy and thin form gives it damage reduction 5/bludgeoning and magic.
Fast Healing (Ex): A Mire Gaunt recovers 4 points of damage each round as long as it is in a muddy environment. A dry environment prevents fast healing.
Immunities (Ex): Mire Gaunts have immunity to acid damage, slowing effects, polymorph (although they can use polymorph effects on themselves), and mind-affecting spells and abilities, as well as other immunities due to the new undead type.
Unholy Toughness (Ex): A Mire Gaunt gains a bonus to its hit points equal to its Charisma bonus (minimum +1) times its Hit Dice.
Abilities: Increase from the base creature as follows: Wis +4, Cha +2, Dex +2. As an undead creature, a Mire Gaunt has no constitution score.
Skills: Mire Gaunts have a +6 racial bonus on Hide, Intimidate, Listen, Move Silently, Search, Spot, and Survival checks. Otherwise same as the base creature.
Environment: Any swamps.
Organization: Solitary or Mudwalk (1 Mire Gaunt, plus 1-8 Mudbone abominations of various forms)
Challenge Rating: Same as the base creature +3.
Treasure: Standard coins, standard goods, double items.
Alignment: Any nongood.
Advancement: By character class.
Level Adjustment: Same as the base creature +5.

Ritual of the Mire Heart
To become a Mire Gaunt, a powerful individual must undergo dangerous rituals deep within a Murk. First, the prospective Mire Gaunt chooses a Mire Heart. This is a 15 ft. square of Murk, with no other restrictions. The first step of the ritual, once a Mire Heart is chosen, is for the caster to mix his own blood with the mud of the swamp. This deals a permanent 2d4 Constitution damage to the caster. The caster then must move to the middle of the chosen Mire Heart and concentrate for 24 hours, during which he will sink down to his neck in the murk, regardless of the depth of the mud below him. The final step, is for a second individual to slit the throat of the caster (coup de grace), causing a final mix of blood and swamp and a massive release of desecrated energy. Every creature within the Mire Heart, including the caster, must succeed on a DC 25 Will Save or be slain and rise up as a Mudbone abomination. If the prospective Mire Gaunt survives this energy, then he is not slain by the coup de grace, but sinks fully beneath the surface and rises up 1d6 weeks later as a Mire Gaunt. Any beings killed and turned into Mudbone abominations by the desecrated energy also rise at this time, under the control of the caster. At least one creature must be slain from the desecrated energy, or the ritual fails and the caster is left submerged to the neck in mud, bleeding violently from the neck.

If the Mire Gaunt is ever destroyed, he will reform and resurrect 1d6 weeks later, rising from the center of his Mire Heart at 1/4 full hit points.

The 15 ft square of the Mire Heart is treated as Unhallowed.

Destroying a Mire Heart
The only way to truly slay a Mire Gaunt is to destroy its Mire Heart, a complicated and dangerous process that most notably requires the Gaunt itself. The most important and first step of the process is to destroy the Mire Gaunts physical form, sending it back into the center of its Mire Heart to begin reforming. While the Mire Gaunt is reforming, the entire Heart must be soaked with holy water (this takes 10 bottles, 1 for each 5x5 square, 2 for the middle). Then a Hallow spell must be cast on the area, which only counters the unholy powers of the heart, negating the Unhallowed effect of the area.

If these steps are performed while the Mire Gaunt is not currently reforming within the Heart, the Heart is unaffected and the Mire Gaunt immediately becomes aware that someone is tampering with his Heart, as well as learning the caster level of the one who has cast Hallow.

If the Mire Gaunt is reforming inside the Mire Heart, then the casting of Hallow dispels the normal powers of the Heart. However, instead of vanishing and dispersing, they first concentrate into the Mire Gaunt. The Mire Gaunt immediately raises back to life at full hit points in the center of the Mire Heart. The Mire Gaunt gains +4 to all of its ability scores, and its Foul Aura is increased to a 60 ft. radius and the effects last for 1d6 rounds instead of 1d4. If the Mire Gaunt is slain in this form, the forces dispel and it dries and crumbles into inanimate rotting matter. The Mire Heart returns to the condition of a normal swamp.

If the Mire Gaunt is not slain in this form, it can spend 24 hours in the center of what was once its Mire Heart concentrating. At the end of this, it has sunk to the center of the Mire Heart and rises as if just resurrected, and the Mire Heart remains functioning. If the Mire Gaunt does not perform this restarting ritual, it dries and crumbles into rotting matter as above after one week.

[hr]
Stupid forum ate my edit....As least I made sure to post and then edit after finishing the numbers, so I just had to rewrite the Mire Heart ritual. Improved it from the previous version a little as well, I think.

@^: I made a list of things that have been done and have yet to be done at the top of page 5. Feel free to contribute anywhere, even adding to an already finished section if you have a good idea. The amounts are just guidelines and estimates. Or, if you can draw, we are in need of art.


Edit: AAAaaaaw, Exorcise isn't a spell in 3rd edition. I wanted to actually make that useful for once.

Awesome, I made the destruction of the Mire Heart into a kickass final boss fight for an adventure. You slay the villains material form, then go to its hearth and summon it back to the surface with the powers of light, and it rises more powerful than before for one final battle. :smallbiggrin:

RTGoodman
2008-04-26, 09:17 AM
^I like it! The idea of a mud-lich never entered my mind, and this is a very cool version. I particularly like the Foul Aura. A couple of minor nitpicks, though:


Mud to Flesh: A Mire Gaunt can make a touch attack to cast Flesh to Mud on the target. The fortitude save DC is 15 + Mire Gaunt's Cha modifier.

Need to change the name of the ability to Flesh to Mud (instead of Mud to Flesh).

Immunities (Ex): Mire Gaunts have immunity to acid damage, slowing effects, polymorph (although they can use polymorph effects on themselves), and mind-affecting spells and abilities.
You might want to add in at the end of that, "as well as other immunities based on the creature's new Undead type."

Every creature within the Mire Heart, including the caster, must succeed on a DC 25 Will Save or be slain and rise up as a Mudbone abomination.
Are these statted out somewhere, or are you going to do it later. I'm just interested in reading about them, and I don't remember seeing them before.

Icewalker
2008-04-26, 12:55 PM
Oh yeah, forgot to address that the second time I wrote my comments. That's a template I'm going to write up in the next few days. Basically, undead whose flesh/organs etc falls away, leaving just bones, but then replaced with mud. So they are mud formed beings with tips of bone sticking out at places. Finished the Destroying the Mire Heart section. It's awesome.

batsofchaos
2008-04-26, 05:03 PM
I really like the Mire Gaunt. It's awesomeness incarnate. *whistles to himself as he quietly inserts one into his campaign* :smallbiggrin:

Drawing's coming along nicely. Distinct possibility it will be finished today.

batsofchaos
2008-04-27, 03:49 AM
Update: Done!


http://i111.photobucket.com/albums/n155/batsofchaos/swampgas_finsm3.jpg

This is a smaller version to post on the board that confines with the image posting rules. This one has a slightly cropped background to get a better view of the adventurers. Here's an outside link to a bigger version:

http://i111.photobucket.com/albums/n155/batsofchaos/swampgas_finsm1.jpg

And here's the image with the full background:

http://i111.photobucket.com/albums/n155/batsofchaos/swampgas_fin.jpg

Icewalker
2008-04-27, 03:58 AM
Mudbone Abomination
The deepest swamps contain more than just plants and mud. Fel magics can raise those slain in the heart of the swamp into vile beings.
Mudbone Abominations appear as a mass of mud shaped like the original creature, although slightly smaller. Tips of bone stick out in places, the extremities in particular. Usually the head has a very thin coating of mud instead of a full one, leaving it as the muddied outline of a skull.

Creating a Mudbone Abomination
"Mudbone Abomination" is an acquired template that can be added to any living corporeal creature (referred hereafter as the base creature). A mudbone abomination uses all the base creature's statistics and special abilities except as noted here.
Size and Type: The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Change all current and future Hit Dice to d12s.
Armor Class: The base creature's natural armor bonus is lost.
Attack: A mudbone abomination retains only physical natural attacks, and gains a slam attack if it didn't already have one. If the base creature can use weapons, the mudbone abomination retains this ability. A mudbone abomination fighting without weapons uses its slam attack.
Damage: Mudbone abominations have slam attacks/ If the base creature does not have this attack form, use the appropriate damage value from the table below acording to the dustform creature's size.

{table=head]size|damage

Fine|1
Diminutive|1d2
Tiny|1d3
Small|1d4
Medium|1d6
Large|1d8
Huge|2d6
Gargantuan|2d8
Colossal|4d6[/table]

Special Attakcs: A mudbone abomination loses all the special attacks of the base creature.
Special Qualities: A mudbone abomination retains all the special qualities of the base creature and gains the following abilities:
Blindsight (Ex): Mudbone abominations are blind, but they sense all creatures within 60 ft. as a sighted creature would by detecting life forces in the area around them. Beyond that range, they treat all targets as having total concealment.
Undead Traits: Undead have Immunity to all mind-affecting effects, Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, damage to its physical ability scores, fatigue and exhaustion effects, any effect that requires a Fortitude save. They are not subject to critical hits, nonlethal damage, ability drain, or energy drain.
Damage Reduction: Mudbone abominations have damage reduction 5/bludgeoning.
Abilities: Adjust the base creature's abilities as follows: +2 str, +2 dex, -2 wis, -2 cha. As an undead, a mudbone abomination has no Constitution or Intelligence score.
Skills: Mudbone abominations have a +8 racial bonus on Hide checks made in a muddy environment. Otherwise same as the base creature.
Environment: Mudbone abominations are found exclusively in deep swamps.
Challenge Rating: +1
Treasure: None
Alignment: Always evil.
Advancement: None.
Level Adjustment: -.

Szilard
2008-04-27, 08:58 AM
Good job, both of you.
The torch doesn't really look like it's flickering to me, but eh, your picture.
I can just imagine a mudbone dragon right now.:smalltongue:

RTGoodman
2008-04-27, 10:33 AM
Yeah, both the picture and the Mudbone Abomination look good.


@Icewalker: I'd say you might want to add in that the Mudbone Abomination template can be added to any "living corporeal creature." I mean, I don't really see how an incorporeal creature could actually go through the process, what with its lack of bones and whatnot. Also, as an Undead, its HD should change to d12, not d10. I suspect that's just a typo. For the CR, I'd almost suggest +1 instead of +0, but it doesn't really get that much, so it's debatable. However, you definitely need to make it "LA -" instead of "LA +0": as a Mindless creature (you say it has no Int score), it's unplayable. Also, you might want to add in that, as a Mindless creature, it has some immunities and stuff of its own.

@Szilard: Mudbone dragon? Psh. The dragon would be the Mire Gaunt, and would have a whole slew of Mudbone Abomination Kobolds to do its bidding! :smallbiggrin:

Icewalker
2008-04-27, 02:54 PM
Oooh, thanks, missed all that. What immunities would it have? It already has immunity to all mind-affecting effects due to being undead.

Icewalker
2008-04-27, 03:03 PM
I'm working on updating the list again, and have just realized that with missed sections I have to keep adding, it is getting more and more confusing. So I am going to split it into two lists: mechanics and fluff. Most of chapter one is fluff, so thats pretty empty right now.

I need to do this because adding a little "fluff" marker after everything is just really confusing, especially when totaling it up.

It is a little confusing because the line has to be blurred in a few places: it is assumed that a finished weapon has a little fluff (it is this, from this, blah blah) so it isn't in the fluff section. In fact, chapters 4-6 aren't in it, as equipment, spells, and monsters all have built-in fluff.

ALSO: PLEASE VOTE FOR THE ENVIRONMENT NAME.

this will be practically impossible unless we finally decide on a name first. I want to hold a vote, open for maybe 2 weeks or a bit more, as to what environment name is wanted. Feel free to submit your own if it isn't one mentioned here, I'll tally the votes after reaching whatever time it is we decide on.

Murk
Bog
Morass
Mire

Remember: it isn't just a simple name, it runs as an adjective for things like the sections above: Murk Environments, or Bog Dungeon Terrain, or Morass Planes. Also, go for something inventive and interesting, rather than something like 'swamp' or 'marsh'. Frostburn has 'Frostfel' and Sandstorm uses 'Waste', so we're aiming for something else cool.

I suggest we close the voting on May 4th, which is in 2 weeks.

Please, for my ease of counting, put your votes in blue and bold.


[hr]
Ok, still updating...I split the list, and I think everything is still alright. I updated the content, but not the progress coloring.

...ok, UPDATED. Feel free to mention if I left something out, like an original picture or fluff, preferably with a link.

Szilard
2008-04-27, 04:08 PM
I just got sandstorm, so I'm reading through that right now.
Mire Gaunt Dragon and Mudbone Kobolds? *steals idea*

RTGoodman
2008-04-27, 04:31 PM
Oooh, thanks, missed all that. What immunities would it have? It already has immunity to all mind-affecting effects due to being undead.

Well, it's not that much different, but here's what the Glossary says about having no Intelligence score:


A creature with no Intelligence score is mindless, an automaton operating on simple instincts or programmed instructions. It has immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) and automatically fails Intelligence checks. Mindless creatures do not gain feats or skills, although they may have bonus feats or racial skill bonuses.

So there are no new immunities, but it loses skills and feats and fails all Int checks.

I'm supposed to be finishing a paper right now (I've only got about two pages left), but that's all I have to do (besides three exams) before graduation and the inevitable job hunt that will follow. In that time I'm gonna try to get some fluff done on the PrCs I did, and maybe elaborate some for a couple monsters. Also, I've got a rough sketch of a town/adventure site, but I'm not really good at drawing maps and such - if any of you fancy artists double as cartographers (or, at least, map-drawers), I might ask one of you to draw me up a quick one based on the sketch. I haven't written much of anything for the place, though, so I'm not in that big of a rush to get the picture up.


Also, I don't particularly care about the name, but I'm just gonna go with Bog because it's what I've been using and I think it sounds pretty cool.

Szilard
2008-04-27, 04:54 PM
I can draw a map...
I can post an example later.

Icewalker
2008-04-27, 05:41 PM
By the way, Prestige Classes have a ridiculous amount of fluff...

Quote
Quick introduction/description
Becoming a ____
(Class, mechanics, etc)
Playing a ___
Combat
Advancement
Resources
___s in the world
Organization
Reactions
___ Lore
___ In the Game
Adaptation
Encounters
Example

Szilard
2008-04-27, 06:49 PM
Map example for a game I am DMing:
http://i227.photobucket.com/albums/dd233/SzilardG/Thecontinent.png
I could probably draw a city just as well if not better.

batsofchaos
2008-04-28, 01:12 AM
So I just finished up a session where I ran a Mire Gaunt as the central enemy. The players were a little out of their league with it, but they ended up victorious with some good planning and strategy. Overall it was a good session. I used a Swamp Giant as the base creature, and it turned out great! So there's a little play-testing for you. :smallbiggrin:

Szilard
2008-04-28, 08:34 AM
I'm glad to hear that, it sounds like fun. Thanks for the playtesting.
Speaking of Swamp Giants, yesterday I had this cool picture Idea with one in it, and I'll try to make a sketch...eventually.

Icewalker
2008-05-02, 01:57 AM
Cough...

Page 2? Cmon people!

I shouldn't be talking though. I've got too many other dnd things I'm working on to get much done for Swampgas currently, especially with the AP tests over the next few weeks.

Nonetheless, I just have to make Jane Cobb into a PrC.
(Brawler. It'll be awesome)

batsofchaos
2008-05-02, 11:37 AM
I must admit I've been cooling my heals in the illustration department. I have a potential opportunity to do professional illustration that I am waiting to hear back from, and I've also had a busy week with other projects and life events.

I'll try to find time to do a Monster illustration, because those are fast and easy. Any requests?

Icewalker
2008-05-02, 04:11 PM
Anything'd be fine.

People still need to vote for the environment name...we have 4 votes...3 for Murk and one for Bog. Nobody else?

Zeta Kai
2008-05-02, 08:45 PM
I vote for Bog, for what it's worth. It's more apt to the theme.

SilentNight
2008-05-03, 11:09 AM
I just found out about this so sorry for the late start. That said, excellent job so far. I have a few things for submission I'm not particularly inclined to read 13 pages though so you may already have some of this stuff.

Fogbank Lizardfolk
Medium Humanoid (Reptilian)
Hit Dice: 2d8+2(11hp)
Initiative: +0
Speed: 30ft.
Armor Class: 14(+4 natural)
BAB/Grapple: +1/+2
Attack: Claw +2 melee(1d4+1) or Spear +2 melee(1d8+2)
Full attack: 2 Claws +2 melee(1d4+1) and bite -3(1d4) or Spear +2 melee(1d8+2)
Special attacks:-
Special Qualities: Hold Breath, Blindsense 30ft.
Space/Reach: 5ft./5ft.
Saves: Fort+1, Ref+3, Will+1
Abilities: Str 13, Dex 11 ,Con 12, Wis 13, Int 8, Cha 8
Skills: Balance +4, Listen+8, Swim+6
Feats: Rapid Assault*, Blind fight(B)
Organization: As Lizard Folk. Leaders tend to be scouts or barbarians
CR: 1
Treasure: 50% coins;50% goods;50% items
Alignment: Usually nuetral
Advancement: By character class
LA: +1
* Feat from Tome of Battle, give character an extra 1d6 damage on first round of combat.
Originally a tribe of Lizardfolk that got trapped deep within the misty bog, they adapted to their surroundings, eventually giving birth to a new race of Lizardfolk. Because of their constantly mist enshrouded surroundings, Fogbank Lizardfolk are ambush hunters, taking advantage of their blindsense ability to take foes by suprise and then melting back into the fog. They generaly eschew ranged attacks and are almost never encountered wiithout the cover of fog.

Fogbank lizardfolk appear similar to normal lizardfolk except that they have slightly muted colors, depressed crests and slightly larger heads.

Fogbank Lizardfolk live in villages of closely-packed huts. They use light sparingly but apart from that live similar to normal Lizardfolk.

Fogbank Lizardfolk traits
+2 Strength, +2 Constitution, +2 Wisdom, -2 Intelligence, -2 Charisma. FogBank Lizardfolk have better developed senses than their cousins, but due to their isolation they have poorer people skills.
Medium size
Base Lad speed 30ft.
Racial hit dice: A fogbank lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a BAB of +1, and base saving throw bonuses of Fort+0, Ref+3 and Will+0.
Racial skills:A Fogbank lizardfolk's humanoid levels give it skill points equal to 5 X (2+Int modifier, minimum 1). Its class skills are Balance, Listen and swim. They have a +4 racial bonus on balance, listen and swim.
Racial Feats:A Fogbank Lizardfolk's humanoid levels give it one feat. In addition, the gain blind fight as a bonus feat.
+4 natural armor bonus
Natural Weapons: 2 claws(1d4) and bite(1d4)
Special Qualities: Hold Breath(as lizardfolk), blindsense 30ft.
Automatic languages:Common, Draconic. Bonus Laguages:Aquan, Frog folk.
Favored class:Ranger
Level adjustment:+1

These guys may need some tweaking as they ae the first race I have done on my own(the Cronens were with EE).

SilentNight
2008-05-05, 09:09 PM
Just a few feats.

Improved Breath Capacity
You can retain your air for much longer thean a normal member of your species
Prerequisites:Con 15, swim 4 ranks
Benefit:You can hold your breath for twice the normal number of rounds. For example, a lizardfolk with this feat and a constitution of 12 could hold her breath for 96 (12 X 4 X 2) rounds before needing to make constitution checks.
Normal:A character can only hold their breath for a number of rounds equal to twice their constitution score.

Water Hold
You can rob grappled opponents of their air.
Prerequisties:Improved Unarmed Strike, Improved Grapple, Improved Breath Capacity, swim 8 ranks
Benefit:If you have pinned an opponent in at least waist deep water, you may attempt a grapple check as a standard action. If you succeed, the opponent loses their air and immediately starts drowning for as long as you maintain the pin. You must either hold your breath or breathe water while using this feat.

SilentNight
2008-05-07, 08:21 AM
A couple of magic items.

Sluggish: A weapon with this ability always appears to be covered in grime or muck and no amount of scrubbing will cleanse it. On a successful hit it deals an extra 1 point of dexterity damage as the muck enters the targets body and solidifies. In addition, if the weilder scores a critical hit, the target is exposed to filth fever. CL 10th, Craft Magic Arms and Armor contagion, Price: +2 bonus.

Swamp Stalker Tortise Shell: This large, dun colored tortise shell is worn on the back, taking up the same slot as a cloak. It grants the wearer a +2 enhancement to natural armor and a swim speed of 30ft. In addition, if the wearer is in at least waist deep water they can sink just below the surface, exposing only the shell and gaining a +10 bonus to hide checks. Moderate transmutation; CL 10th; Craft Wonderous Item, Barkskin, Polymorph, Chameleon; Price 12,000gp; Weight 20lbs.

RTGoodman
2008-05-07, 08:29 AM
Nice job, SilentNight! I like these, especially the Fogbank Lizardfolk. I may use one of them instead of a standard Lizardfolk for the sample NPC of the Swampscale Paragon.

Speaking of, my last exam is over today at around 1:30pm today. After that, the only thing I've got left to do this semester is graduate (on Friday and Saturday), so I'll start getting PrC fluff and samples up, and maybe start putting up stuff about an as-yet-unnamed settlement, soon.

And since I haven't heard back from any jobs I've applied to yet, I guess that leaves me with a lot of free time to work on stuff! :smallwink:

SilentNight
2008-05-07, 08:58 AM
Why havent I looked at this thread earlier??

And what can I do to help?

Check out page five. Icewalker made a list of the stuff still needed.


Nice job, SilentNight! I like these, especially the Fogbank Lizardfolk. I may use one of them instead of a standard Lizardfolk for the sample NPC of the Swampscale Paragon.

Speaking of, my last exam is over today at around 1:30pm today. After that, the only thing I've got left to do this semester is graduate (on Friday and Saturday), so I'll start getting PrC fluff and samples up, and maybe start putting up stuff about an as-yet-unnamed settlement, soon.

And since I haven't heard back from any jobs I've applied to yet, I guess that leaves me with a lot of free time to work on stuff!

Thanks! I'm still a relatively new homebrewer so it's good to know I have some good ideas. Congrats on graduation.:smallbiggrin:

RTGoodman
2008-05-07, 10:03 PM
Alright, I spent the last couple of hours working on a sample NPC for the Swampscale Paragon (http://www.giantitp.com/forums/showthread.php?p=4111980#post4111980), but it's finally through. Speaking of, remind me to NEVER play a two-weapon fighting character at ECL 13 or thereabouts, especially if it also has natural weapons. There's just way too much there in that "Full Attack" section of the stat block. Of course, now that I've gotten him written up, he's at least gonna be used in the sample village! :smallbiggrin:

Actual fluff forthcoming, probably by the end of the weekend.

EDIT: Oh, and as always, feel free to critique him and point out any mistakes I may have made. The higher the ECL, the more stuff there is to screw up and the more my brain hurts from figuring out skill points, attack bonuses, and stuff like that.

SilentNight
2008-05-09, 08:47 AM
I'm trying to get some spells out But seem to be hitting a brick wall. So here's one deeping with the disease theme and hopefully more to come.

Festering Fog
Level:Clr 4, Drd 4
Components:V,S,M
Duration:1 Minute/level
Save:Reflex and fortitude partial, see text.
Spell Resistance: No

This spell functions as Fog Cloud except as noted above and that the caster may lace it with a disease, forcing any creature within the area to make a fortitude save or contract the chosen disease. THis requires the casster to have access to a sample of the disease. Concocters may use a developed disease if they so choose. Creatures on the edge of the spell's area may attempt a reflex save to jump outside and negate the need for a fortitude save.
Matierial Component: A sample of the disease to be laced.

[Reserved for more]

I've never done spells before either so criticism is welcome.

Szilard
2008-05-10, 10:56 AM
I just had this awesome idea with a halfling sized construct with machetes for arms... I'm gonna homebrew it later and then get back to the Sloth pit.

RTGoodman
2008-05-15, 11:21 PM
Alright, the entry (including fluff) for the Voodoo Practitioner is now 100% done. Well, mostly - the only thing I couldn't think of is stuff for the "Adaptation" section. Anyone else got ideas for that.

Voodoo Practitioner (http://www.giantitp.com/forums/showpost.php?p=3981528&postcount=161)

Questions? Comments? Wild screams of protest?



@ Szilard: That Construct sounds awesome. In fact, it could even see use outside of swampy areas - I'm sure people in Xendrik (in the Eberron setting) would love a machete-golem to clear a path through the jungle for them!

Szilard
2008-05-15, 11:26 PM
^ That was one of my ideas, it could either be a guide or an enemy in the swamp, or any enviornment for that matter, I'll try to finish it over the weekend.

Icewalker
2008-05-16, 12:49 AM
I think adaptation is a bit optional. It's for fitting into other settings with unusual specifics. If you can think of an easy variant that might apply in an unusual setting where the normal class wouldn't work, throw together a description, but I don't think that is a necessary section really.

SilentNight
2008-05-16, 08:46 AM
Well, the enviroment series so far has been pretty adaptable. Soem prestige classes, like the sand shaper or walker in the waste, don't work outside their enviroment but our current ones seem fine.

@/\: I think that's usually covered in the "_______ in the world" section.

Icewalker
2008-05-16, 09:04 AM
Oh. Then what's the adaptation section?

Ok, I went and looked. It is basically an overall variation of fluff if you like the class but it isn't the character personality you want. Like moving a solitary ranger-type figure into a militant nature leader.

RTGoodman
2008-05-19, 12:27 AM
Alright, the Swampscale Paragon (http://www.giantitp.com/forums/showpost.php?p=4111980&postcount=273) is updated with the almost-done fluff stuff. I'll finish it tomorrow probably.

We still need spells. I've only thought of one good one (a 1st level or so spell that renders the target nauseated for 1d6 rounds or so. I mean, it sounds powerful, but it's not as strong as sleep (hello coup de grace!), so I think it's okay. If I can think of more (or if anyone has any other ideas), I'll write a few of them down in their own reply instead of scattering them all over the place.

Icewalker
2008-05-19, 03:15 PM
Swamp's Friend
Transmutation
Level: Drd 2, Rgr 2
Components: V, S, DF
Casting Time: 1 Full-round action
Range: Close (25 ft + 5 ft./2 caster levels)
Target: 5x5 square of Murk.
Duration: 1 round/caster level (maximum 10 rounds)
Saving Throw: None
Spell Resistance: No

A tentacle of mud rises up from the swamp, threating others around it. It is able to attack one enemy per round in an adjacent square at +0 to hit, dealing 1d4 bludgeoning damage. It will not attack beings designated as allies by the caster upon the casting of the spell.


Swamp's Friend, Many
Transmutation
Level: Drd 4, Rgr 4
Components: V, S, DF
Casting Time: 1 Full-round action
Range: Close (25 ft + 5 ft./2 caster levels)
Target: Three 5x5 squares of Murk.
Duration: 1 round/caster level (maximum 10 rounds)
Saving Throw: None
Spell Resistance: No

Several tentacles of mud rise up from the swamp, from each chosen square, threating others around them. They are able to attack one enemy per round in an adjacent square at +0 to hit, dealing 1d4 bludgeoning damage. The tentacles will not attack beings designated as allies by the caster upon the casting of the spell.


Swamp's Friend, Large
Transmutation
Level: Drd 3, Rgr 3
Components: V, S, DF
Casting Time: 1 Full-round action
Range: Close (25 ft + 5 ft./2 caster levels)
Target: 5x5 square of Murk.
Duration: 1 round/caster level (maximum 10 rounds)
Saving Throw: None
Spell Resistance: No


A large tentacle of mud rises up from the swamp, threating others around it. It is able to attack one enemy per round in an adjacent square at +5 to hit, dealing 1d8 bludgeoning damage. It will not attack beings designated as allies by the caster upon the casting of the spell.

[hr]
Primarily for flanking and the like, more than actual damage output. The large actually can hurt people as well.

Icewalker
2008-05-30, 12:42 AM
...cough.

I have two more spells I'll add soon, Sickening Gaze and Nauseating Visage.

SilentNight
2008-05-30, 08:32 AM
Just a little quickie,

Breath of Fresh Air
Transmutation
Level:Clr 0, Drd 0, Sor/Wiz 0, Rgr 1, Wu-jen(Water, Air) 0
Components:S
Casting time:Standard action
Range:Touch
Target:One creature currently holding their breath.
Duration:Instantaneous
Saving throw:None(harmless)
Spell Resistance:No
Upon touching the creature you recycle the air in their lungs. The creature is treated as if they just began holding their breath regardless of the time already past.

Zeta Kai
2008-05-30, 10:20 AM
Refuel (bette ideas?)

That's a great spell, especially in deep water (why wasn't this in Stormwrack?). My suggestion for a new name: Breath of Fresh Air. Simple & to the point. Also, higher level versions of this could extend the breathening power to a close range (25' + 5'/2 caster levels), or even higher.

Icewalker
2008-05-30, 09:36 PM
I think that could even be a cantrip/divine equivalent thereof.

SilentNight
2008-05-30, 10:57 PM
I think that could even be a cantrip/divine equivalent thereof.

I dunno, it seems a little powerful for a cantrip/orison... Anyone else have an opinion?

RTGoodman
2008-05-31, 01:01 AM
I like breath of fresh air as the name. Seems fine as a 1st level spell to me, since endure elements is also a 1st level spell (for various casters). Maybe also make it a Ranger 1 spell and probably a 1st level spell for that Asian-esque elemental-style caster (Wu-Jen or Shugenja, as a spell for both air or water-focused ones).

A 3rd or 4th level version as mass breath of fresh air that affects 1 target plus 1 per two levels, all within Close range (25 feet plus 5 feet per two levels), as Zeta Kai said, sounds fine.

SilentNight
2008-05-31, 09:57 AM
Well, water breathing is a third level spell so I guess I'll change breath of fresh air to a cantrip and make the mass version second level.

Breath of Fresh Air, Mass
Transmutation
Level:Clr2, Sor/Wiz2, Drd2, Rgr3, Wu Jen(Water, Air)2
Components:S
Casting time:1 Standard action
Range:Close(25ft.+5ft./2 levels)
Targets:One creature/level, no two of which can be more than 30ft. apart
Duration:Instantaneous
Saving throw:None(harmless)
Spell Resistance:No
This spell functions as Breath of Fresh Air except as noted above.

RTGoodman
2008-06-03, 11:40 PM
Glugg: The City in the Swamp


The Murk is, of course, a rather inhospitable place, and in many cases adventurers lost in the swampy morass of the environment seem to be hundreds of leagues from the nearest outpost of civilization. In most cases, they would be right. However, in some places humans and other races have managed to eke out a living in the Murk and in the rarest of these cases have actually carved out a bit of land for themselves. Glugg is one of those places. Whether through their own intentions or by the machinations of monsters, nature, or hazards of other sorts, many adventurers to the Murk often come across Glugg and use it as a place to regroup, resupply, and re-plan their adventures into the swamps.

The history of Glugg is somewhat hazy. The name supposedly comes from what an early human explorer thought the area was called, based on his mishearing of a local Frogfolk chieftain’s description of the place. Regardless, the area, with its less dense tree cover and broad, easily accessible river, was a haven for many groups, indigenous or not. Frogfolk often made their home in the area, but not near the water itself. Lizardfolk of various tribes also made their home in the area around Glugg as their martial bent was more suited to tackling problems that might arise from the river. Humans, Elves (both Swamp Elves and traveling Elves of other sorts), and Mangrove Dwarves, in later years, made the settlement a more permanent location, and to this day the location is mostly inhabited by Humans and a smattering of other Murk races.

The western edge of Glugg is the only portion of the city with a physical, man-made boundary. Due to the preponderance of attacks from that direction, the villagers erected a wooden palisade along a roughly semicircular border west of the city. The river, which flows east through the city before turning southeast on the far side, also features a man-made impediment – a row of wooden stakes anchored into the bed every foot or so and extending to about five feet below the surface prevent large creatures from entering underwater and undetected. The area inside the city walls near the palisade includes many homes of poorer citizens (especially the few Lizardfolk in the town) and the areas for the drying of fish and preparing of various other items made of swamp goods. Along the palisade to the northwest, and hidden by its own wall and line of trees, is a temple to Toloth, the Twilight God, situated so that the sun never shines directly onto the actual temple or those going about their business on its grounds.

The central area of Glugg is dominated by the twin great trees that appear to have stood since the area was dry woodland. Into each was built a major building – the town hall on the south side of the river, where the town council meets weekly and where citizens gather during emergencies, and the temple of Maas, a mostly untouched tree where Druids, civilized or not, gather for various rituals to the Lord of Unnoticed Events. Also in the central portions of the town are several large canals, dug by various townsfolk, which provide transportation for citizens and water for the temple of Maas. Also, at the end of one canal, in a smaller (but still gigantic) tree, the Newt and Possum tavern and inn serves travelers of all sort and provides a spot for outsiders and locals alike to meet for a pint.

The eastern portion of the city, like the extreme north and south reaches of the town, is bordered by thick forest and dangerous swamp. The main road to Glugg ends across the river to the southeast, and the only way into town from that direction is by ferry. The eastern edge of the city is also home to a decrepit, if not humble, home, rumored to be the residence of a Voodoo queen of some power. Locals don’t often venture that way, and many outsiders have never made to town if they first stopped to have a “look around” at the place.


Introducing Glugg into Your Campaign
Introducing Glugg to your campaign is rather easy. The city itself and other like it are rare, but in most cases adventurers have some chance to end up there if adventuring in the Murk. If your players become lost, they could end up in Glugg on accident, or could end up there as they’re driven by marauding beasts or other savage threats. If the players are elsewhere, perhaps they hear of a great treasure near a city in the swamp, or a patron of the adventurers (especially if there is a Druid in the party) may need the party to go there for trade or other mundane purposes.


Glugg at a Glance
-TAB-Glugg (Village): Conventional; AL NG; 400 gp limit; assets 9000 gp; population 450; integrated (65% human, 15% swamp orc/half-orc, 10% frogfolk, 5% lizardfolk, 5% other (bog gnome, mangrove dwarf, elf, half-elf, halfling, etc.).
-TAB-Authority Figures: Willem Carrough, town speaker and former adventurer (NG Male Human Marshal 2/Fighter 4/Aristocrat 4).
-TAB-Other Notable Figures: Ss’ravek Isskarnis, infiltrator and de facto leader of the Lizardfolk in Glugg (N Male Fogbank Lizardfolk Barbarian 1/Ranger 4/Swampscale Paragon 5); Maria De Leveaux, folk magic expert and voodoo queen (NE Female Human Sorcerer 6/Voodoo Practitioner 3); Krosh, high priest of Maas (N Male Swamp Half-Orc Druid 8); Ribinna, tavern performer and merchant (CG Female Frogfolk Wilderness Rogue 4/Savage Bard 2).

Map of Glugg
http://img.photobucket.com/albums/v689/LHSMasterP/GluggFinal.png

Locations in Glugg
A – Temple of Toloth: Perpetually in shade from the surrounding palisades and trees, the temple to the god of twilight houses two priests and a handful of acolytes.

B – Boat Shed and Supplies: Most residents of the workers’ district own at least one small boat, and most of these are stored in the boat shed. The owner, Matthias Johannsen (Human Expert 4), is an able riverman and sells various supplies. Occasionally he also builds small rafts, canoes, and collapsible boats and offers them up for sale to travelers.

C – Workers’ District: This area of town is home to most of the Lizardfolk and Frogfolk in Glugg, as well as many of the humans. Most of the residents of this district support themselves by fishing, either from boats or from the shore, and by gathering herbs and other plants from edges of the swamp.

D – The Town Hall Tree: Carved into the trunk of a great tree standing since before the area was even covered in swamp, the most defensible and impressive structure in Glugg is the town hall. The tree also contains the homes of several members of the council, though the Speaker lives in a large house behind the tree.

E – The Temple of Maas: Carved into the trunk of the other giant tree in Glugg, the Temple of Mass is less of a building and more of a tree with some buildings attached. Home to Krosh, the Swamp Half-Orc high priest of Maas, plus a handful of other clerics, druids, and other acolytes, the Temple is a center for healing and meditation.

F – Druid Grove: Many Druids who choose to worship deities other than Maas often gather in the well-maintained grove of trees just to the east of the Lord of Unnoticed Event’s temple. Rangers, Druids, and less-destructive Barbarians are often welcome to stay in the grove, as many Druid’s realize that not all are comfortable staying inside man-made dwellings while visiting civilization.

G – Merchant and Artisan District: Home to most of the gnomes and dwarves in Glugg, as well as many of the well-to-do humans, this district produces both art objects as well as weapons and other items necessary for travel in the Murk and elsewhere.

H – The Newt and Possum: The only true inn and tavern in Glugg, the Newt and Possum provides outsiders with a taste of city life… almost. Adventurers can enter the Newt and Possum at nearly any hour and find food and drink, good conversation with the locals, and probably some form of entertainment (be it a traveling minstrel, an impromptu game of some sort, or a good, old-fashioned bar brawl).

I – The Mill: With the lack of grain in the Murk, many staple crops have to be imported into Glugg. The mill, rarely used but watched over by the careful eyes of Gresk, an old Half-Orc, sits across from the new dike at what has become the narrowest portion of the river as it flows through the village.

J – Temple of Kodes: A giant, always-burning bonfire greets visitors who approach Glugg’s Temple of Kodes, the goddess of purification, order, and, in Glugg, civilization. A stone structure, the interior of the temple is full of red tapestries and gold leaf, with recurring themes of order versus savagery. The temple is home to Githa Alodia (female Human Cleric 6), and also serves as the training area for the “militia” of Glugg – the several dozen men of various races who train once a month or so in basic weapons drills and who respond to minor emergencies in the town.

K – Home of Marie de Laveaux: Threatened by the constant flow of the river, this decrepit home stands dangerously close to the water. Seemingly empty, the building is actually home to the voodoo queen Marie de Laveaux. Outsiders often avoid the house and its mysterious aura, but locals often visit Marie under dark of night for advice or perhaps for folk magic talismans. Marie seldom leaves (or so it appears), but she can sometimes be seen stalking towards the home of Willem Carrough, town speaker, probably to speak about the future condition of her home.

L – Ferry: The only way into the town of Glugg from the east, the ferry runs throughout the day, but only when necessary. Two boats cross the river, with one remaining at each side, though at dusk both are brought to the city side of river.

M – Ribinna’s Trade House: One of the most successful citizens in Glugg, Ribanna, a young Frogfolk female, has a veritable fleet of small boats constantly coming and going and trading supplies up and down river, with other swamp locations and those in the world at large.

N – New Dike: Several years ago, the flooding of the land south of the Newt and Possum because of the bend in the river become enough of a problem that the town council of the time decided to build a dike to stop the erosion and flooding of the area. Accidentally built as a convex curve, the dike has now caused a new problem – the water flowing around dike now flows directly towards the home of Marie de Laveaux. No major flooding has occurred yet, but as both Marie and the current council have recognized, it is only a matter of time before such an event occurs.

_______________________

EDIT (6 July): Updated various things and added some stuff. It's pretty much done, but if anyone can think of anything else it needs, PM me or something.

SilentNight
2008-06-04, 09:30 AM
Wow, that's all I can say, wow. Kudos to you my fine feathered friend.

batsofchaos
2008-06-04, 10:01 AM
Wow. Glugg is awesome. If I can figure out how to sink that into my campaign, I will.

Icewalker
2008-06-08, 02:26 AM
Codename: Swampgas

batsofchaos
2008-06-09, 07:00 PM
We do need to step up the pace on this, before it completely stalls. I've gone through and set up a re-cap of what work we have left to do just so we can get a solid picture.

We still need that name thing. I went through and counted the current votes, and this is where we're at:

Murk: 3
Bog: 3

We need a tie-breaker so we can just be done with it.


Chapter 1:

We need a few more Natural Hazards, several more Supernatural Hazards, and a heck of a lot of traps.

Chapter 2:

We need a few more feats.

Chapter 3:

Done.

Chapter 4:

We need a few more vehicles.

Chapter 5:

We need a boatload more spells, one or two psionic powers, and a couple epic spells. A few magic armor/weapon abilities, and twice the magic items.

Chapter Six:

Done.

Chapter Seven:

Glugg needs to be finished, but that's it.

Artwork:

So very, very much.

(note: this is based off of the header of page 5, which I believe is somewhat out of date. I tried to include new stuff that doesn't appear there, but I probably missed a couple things.)

Not a lot more, really. We need a metric ton of spells and a lot of traps, but other than that it's mostly polish work.

Oh and a crapload of pictures, which I should really work on...

Szilard
2008-06-09, 07:37 PM
Okay, I'm gonna make a list of what I'm doing...
-I'm going to finish the Machete Golem and the Sloth Pit for the monsters.
-I'm going to see If I can make a better looking map for Glugg.
-Maybe make a vehicle.
-Add a trap or two.
-Maybe make an adventure site.
-Then I might make some artwork, I already have an idea for one with a swamp giant.
I can probably work on the monsters this weekend, then work on the rest.

Danin
2008-06-09, 08:22 PM
Hey all, I've always wanted to help on a project like this and traps are somewhat of a specialty of mine so it you want some help I'd be more than willing. Besides, swamps are one of my favorite environments.

Just off the top of my head....

Crushing Vine Trap

Mechanical; Location Trigger; Manual Reset.

Description: When a wire is tripped a heavy counter weight is dropped pulling taunt a number of vines. These vines pin the target against a nearby tree and crush them should they be unable to escape.

Reflex DC13 Negates

On a failed save the target is considered pinned and will begin taking crushing damage each round it remains trapped. Each round the target takes 1d6+1 damage from the crushing force of the vines. A DC 14 strength check will prevent damage for that round while a DC 18 Strength check or Escape artist check will free the target. Alternatively, someone may make a full round action with a slashing weapon to free the target or to make the Strength check for them.

Search DC 18, Disable device DC 14.


I've no idea for the CR and I will revise it when I'm not rushing out the door.

Cheers

Szilard
2008-06-09, 08:31 PM
I'm looking up the cr right now...

If you increase the Disable device and the Reflex saves to at least 16, It should be CR 1, Or you could add a poison

RTGoodman
2008-06-09, 08:40 PM
That gave me an idea. Has any book ever had a trap that just has a trigger on the ground that, when tripped, closes a big net over the characters in the area and pulls them up into the trees? You know, like the kind you see in cartoons and stuff all the time? Someone else can homebrew it, though, if it hasn't been done, because I don't know anything about traps.

I'm gonna do some more on Glugg at some point (when I get a little more done on my 4e RHoD conversion), and I'm still trying to come up with spells.

Also, does anyone know if nutria (http://en.wikipedia.org/wiki/Nutria) or something like them have been statted up somewhere? I'd like to make a Dire version, after being inspired by an episode of "Bizarre Foods with Andrew Zimmern" where some crazy Cajun guy chased one in a boat, hit it on the head with a stick, skinned it in the boat, and then cooked it. :smalleek:

SilentNight
2008-06-10, 09:33 AM
Well, if I haven't voted already, I suggest "murkmire" for the name. I think I've got a few more spells, and maybe a power or two but I've got finals this week. Perhaps we should recruit some more slaves, I mean contributors....

Icewalker
2008-06-10, 06:05 PM
I retallied the votes (only the ones marked as I asked so I could see them) and I got 3 for murk and 2 for bog.

I've still got those 2 spells I will get around to writing eventually...

batsofchaos
2008-06-10, 06:17 PM
There was a vote for Bog that was not properly marked.

Just to get the ball rolling, I'd be perfectly willing to say that vote doesn't count, go with Murk, and be done with the whole acursed affair.

Caracol
2008-06-14, 10:53 AM
Why did I left this project? It's so awesome.

Ok, I'll start to give my contributions again. I don't like to leave the Fungal Tome unfinished, but I really need some help with the spells. Who can give me an hand?

rtg, Glugg is AMAZING. Great work.

I have another suggestion, too. Maybe it's too soon because we don't have enough material, but how about to start playing in the board using the stuff we have so far? Yeah, a play-by-post Swampgas campaing. We could playtest the stuff we had already done and figure out what needs to be added to the game.

What do you think about this?

SilentNight
2008-06-14, 11:55 AM
Sounds like a good idea, I'd be more than willing to join in. Speaking of which, I'm really scraping the bottom of the barrel with this one, fell free to hate it. I'm also going to do a psionic version once I get the book back from my friend.

Mud Mail (subject to change)
Transmutation
Level:Drd 2, Rgr 2
Component:V, S, DF, M
Casting time: 1 standard action
Range: Touch
Duration: 10 min./level
Saving Throw: None
SR: Yes (harmless)

This spell draws surrounding mud up to cover the target in a protective shell, functioning as Barkskin except that the natural armor bonus is always one higher. Also, the target's armor is treated as one step heavier. If the target is already wearing heavy armor then their speed is reduced by an additional five feet.
Material Component: Mud

RTGoodman
2008-06-14, 02:45 PM
I'm in to play depending on the specifics. I can post as much as necessary now, but that could change depending on if anyone ever gives me a job. :smallannoyed: Don't know what I'd be playing - probably a Frogfolk so I could test it out, maybe a Rogue (Wilderness Rogue?) or something like that. By the way, here's a quick spell. I based it on sleep, but it seems a bit weaker (since the creatures affected aren't helpless), but it affects more HD worth of creatures and doesn't allow SR.
_______________________


Swamp Fumes
Conjuration (Creation)
Level: Drd 1, Rng 1, Sor/Wiz 1
Components: V, S, M
Casting Time: One round
Range: Medium (100 ft. + 10 ft./level)
Area: All creatures in a 10-ft. radius burst
Duration: 1 round/level (or 1 minutes/level)
Saving Throw: Fortitude partial
Spell Resistance: No

This spells creates swamps fumes that emanate from the ground below the target area. Fumes continue to spew from the ground for one round per caster level, or one minute per level if cast in a marshy or swampy area. Creatures in the area when the spell is cast or who pass through the area as the fumes emanate in it must make a Fortitude save or be nauseated (http://www.d20srd.org/srd/conditionSummary.htm#nauseated) for 1 round per level. Creatures who succeed on the save are instead sickened (http://www.d20srd.org/srd/conditionSummary.htm#sickened) for that amount of time.

Material Component: A pinch of dried swamp mud or dried skin of a ghoul.

SilentNight
2008-06-19, 07:19 PM
So here's the psionic version of Mud Mail and another power/spell that I love the idea of but doesn't seem to have translated well to crunch form, input appreciated.

Mud Mail, Psionic
Metacreativity or Psychometabolism(I'm not sure which)
Level: Egoist or Shaper 2
Display: Visual and Matierial
Manifesting time: 1 standard action
Range:Touch
Target: Creature touched
Power Points: 3

This power functions as Mud Mail except as noted above.
Augment: For every 3 additional power points you spend, the natural armor bonus improves by one.

(Cookie if you know where the inspiration for this is from)
Tar Baby
Metacreativity (Conjuration?)
Level: Shaper 6, Bard 5
Display: Visual, Matierial and Olfactory
Manifesting/Casitng Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Duration: 1 round/level?
Saving Throw: See text
Power/Spell Resistance: No
Power Points: 7

By manifesting this power you create a duplicate of yourself from surrounding mud, peat and other such substances, called a "Tar Baby". The tar baby appears to be you and has mundane versions of all your equipment although a DC 20 spot check notices that something is "off". The tar baby is treated as an animated object with your size and mobility an 1/2 your max hp. It can attack any target you indicate with any weapons it posesses or simply stand still. Redirecting it is a standard action. The tar baby has DR 10/- and an attack bonus of your manifester or caster level plus your spellcasting ability modifier.(Intelligence for psions, charisma for bards.) In addition, whenever a creature strikes the tar baby in melee, they must make a reflex save to avoid their weapon becoming stuck in the tar baby. Stuck weapons can only be freed by ending the effect. If a creature using a natural weapon is trapped in such a matter, the creature is treated as grappled while the tar baby suffers no penalties. The tar baby's grapple bonus is equal to your manifester or caster level plus your spellcasting ability modifier plus any relevant size modifiers.
Augment: For every additional power point you spend, the tar baby either gains 5 extra hp or a +1 on grapple checks. For every additional 10hp or +2 to grapple, the tar baby's DR and the reflex save DC increase by one.

The second will need a massive re-write I'm sure there's the rough draft.

RTGoodman
2008-06-20, 01:10 AM
I wants my cookie! It's from either the old Anansi stories (which I read a year or two ago), or from a Br'er Rabbit story (which I read as a wee child)!

Anyway, here's a feat I came up with based on both some 4E stuff and the Ranger's Woodland Stride. Seems fine, but I don't know if it's balanced, overpowered, or underpowered.


Murkwalk [General]
The lizardman seemed to skim across the surface of the swampy ground, undergrowth, rubble, and other hazards doing nothing to slow him.
Prerequisites: Swamp Traveler, Survival 5 ranks
Benefit: While in a Murk environment, you may ignore penalties to movement associated with difficult terrain and other terrain features that result from natural causes. You also gain a +4 bonus on balance checks while in Murky Ground.
Normal: You take penalties to movement when in an area of difficult terrain, and Murky Ground affects you as normal.

SilentNight
2008-06-21, 01:47 PM
Congrats you get a dubious, sticky cookie.:smallbiggrin: Any nitpicks for mechanics? I like the feat, short, simple and sweet.

Icewalker
2008-06-22, 01:17 AM
Tar Baby looks really powerful...half your HP, DR 10/- and an attack bonus higher than a full BAB class of your level? I suppose it doesn't have a plus to damage and hits with whatever weapons you are carrying, but...still. Might want to raise the level.

I still need to put together those spells I came up with. I'm heading to Spain for two weeks, but I'll have my computer. Will bring PHB and try to write up a few more spells, as well as come up with ideas for more.

With regard to a pbp Swampgas campaign...sure, sounds good. I'd be happy to DM, if you want. I'll see what I can come up with. Actually, requiring the use of a lot of stuff from Swampgas will probably make it easier: it'll be located in Glugg, I already know what the main villain is...It'll probably be a rather cliched plot, as I don't plan to try very hard on that portion of it, being mostly playtesting. Probably evil villain with an evil plan whom you must stop. I usually avoid the Alignment Brick (Oh noes, bad guy, go stop him. What do you mean, what's in it for you?) in my pbp games, but I may end up using it here if I can't get anything better.

My under construction list:
Nauseating Visage
Sickening Gaze
come up with spell ideas.
work on campaign details.

SilentNight
2008-06-22, 09:31 AM
Hmmmm, your right, crap. 6th level then. I think it's still cool as a bard 5 though. As far as the campaign I'm actually looking forward to it, cliched plot be damned. I'm thinking a fogbank lizardfolk commandoish type person, utilizing the water hold feat and reaping mauler prc. Hell, maybe even the mist ninja variant from Dragon.

Icewalker
2008-06-29, 04:00 PM
Third page? Cmon guys, keep moving.

Of course, I can't say much, considering. I'll try to get those spells written up and come up with what I can. I haven't made any progress on the adventure because I've been thinking about the other one I'm working on. I'll see what I can do, I'll have a lot of time in travel in which to try to figure these out.

SilentNight
2008-07-05, 07:18 PM
Third page? Cmon guys, keep moving.


:smallconfused:what? Do you mean the publishing thing. If so I'm all for it. I think I've got one more spell that I'll do once I'm back for good.

Szilard
2008-07-05, 07:30 PM
I have to remind myself to finish those monsters... :smallsigh:

RTGoodman
2008-07-06, 09:39 PM
Alright, here's a new monster, based on this (http://en.wikipedia.org/wiki/Nutria). I'll go back through and try to finish Glugg tonight, update the big list o' critters, and make sure the environment is labeled as "the Murk" (that's what we decided on, right?). I can't think of any ideas for more spells or feats, but if anyone has any ideas for them but doesn't feel up to doing the actual homebrewing, tell me here or PM me and I'll try to get on it.
____________________________

Dire Nutria


http://i221.photobucket.com/albums/dd40/rtg0922/nutria.jpg
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +3
Speed: 30 feet (6 squares); swim 40 ft.
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +4/+11
Attack: Bite +7 (2d6+4)
Full Attack: Bite +7 (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Augmented critical, hold breath, low-light vision, scent
Saves: Fort +9, Ref +8, Will +4
Abilities: Str 17, Dex 16 Con 19, Int 2, Wis 14, Cha 8
Skills: Listen +6, Spot +6, Swim +16
Feats: Alertness, Great Fortitude(B), Improved Breath Capacity, Improved Natural Attack (Bite)
Environment: Any marsh
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large)
Level Adjustment: —


The creature before you is a gigantic rodent. Drops of water bead on its matted fur and rolls down its flanks. As it glances in your direction, it opens its maw, revealing arm-sized orange incisors that look like they could cut a man in half.

The dire nutria (or dire coypu) is a larger, more aggressive version of the nutria, a semi-aquatic rodent often found in marshes of any type. Its bright orange incisors are exceptionally large and sharp for its size and though it is usually more docile than other animals (even dire animals), a dire nutria will not hesitate to bite at any enemies that pester it. Many hunters and trappers seek out these creatures for their fur which, though dangerous to collect, is of high quality and fetches a rather high price. A typical dire nutria is 8 to 10 feet long and weighs around 800 pounds.

These statistics can be used for the dire version of any other sort of large, semi-aquatic rodent, such as muskrats.

Combat

When drawn into combat, a dire nutria bites at its opponent with its sharp teeth. If near water it attempts to enter the water to maximize its mobility and perhaps provide for a better chance at escape.

Augmented Critical (Ex): A dire nutria chews on fallen trunks and other hard materials to keep its teeth extremely sharp. A dire nutria’s bite attack threatens a critical hit on an 18-20 and deals double damage on a critical hit. It also adds one-and-a-half times its Strength modifier to damage with its bite attack.

Hold Breath (Ex): A dire nutria can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning. This already includes the benefit of the Improved Breath Capacity feat.

Skills
A dire nutria has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Dire Nutria as Animal Companions
A Druid or Ranger may select a dire nutria as his animal companion, though he takes a -6 penalty to his effective Druid level when determining when he can access the nutria companion and what abilities it has.

RTGoodman
2008-07-07, 05:16 PM
Hag Heritage Feats


Annis Lineage [Heritage]
Your hag ancestor was an annis, a larger, more vicious hag than a standard green hag.
Prerequisite: Non-lawful alignment, Hag Heritage
Benefit: You gain two claw attacks, which are primary natural attacks. The claws deal 1d6 damage if you are Medium, or 1d4 if you are small, and if you hit an opponent with both in one round you rend and tear them for extra damage equal to 2d6 plus your Strength modifier.
Special: You can either take the Green Hag Lineage feat or the Annis Lineage feat, not both.


Green Hag Lineage [Heritage]
Your ancestor was a green hag, a deadly queen of the deepest swamps.
Prerequisite: Non-lawful alignment, Hag Heritage
Benefit: You can use dancing lights and ghost sound as at-will spell-like abilities with a caster level equal to your character level. You also gain a Swim speed equal to your base land speed and all the benefits that follow from that (a +8 racial bonus to Swim checks to avoid hazards, the ability to take 10 on Swim checks even while rushed or threatened, and the ability to use the Charge or Run actions while swimming in a straight line).
Special: You can either take the Green Hag Lineage feat or the Annis Lineage feat, not both.


Hag Body [Heritage]
As you increase in power, your ancestor’s innate resistance to magic becomes your own.
Prerequisite: Non-lawful alignment, Hag Heritage, character level 12th
Benefit: You gain Spell Resistance equal to 15 + 3 per each feat you have that lists Hag Heritage as a prerequisite. For example, if you have Hag Body and Hag Legacy, you have SR 21. If you later gain the Hag Mimicry feat, your SR would improve to 24.


Hag Heritage [Heritage]
You are descended from Hags and this gives you some insight against the illusory tactics utilized by your ancestor.
Prerequisite: Non-lawful alignment
Benefit: You gain darkvision to a range of 60 feet and a +2 bonus to Will saves against Illusions.


Hag Legacy [Heritage]
Because of your heritage, your arcane abilities have expanded to include the spell-like abilities of your ancestor.
Prerequisites: Non-lawful alignment, Hag Heritage, Sorcerer level 1st
Benefit: You may add disguise self, invisibility, and water breathing to your Sorcerer list of spells known. You may not cast the spells unless you could normally cast Sorcerer spells of that level.


Hag Swamp-Cunning [Heritage]
Using the tactics of your monstrous ancestor, you can mimic the sound of many animals native to the Murk.
Prerequisite: Non-lawful alignment, Green Hag Lineage, Hag Heritage; Knowledge (Nature) or Survival 4 ranks
Benefit: You can mimic the sounds of animals, as the green hag ability. You also gain a +2 bonus to Hide and Survival checks.

Szilard
2008-07-19, 01:24 PM
Hmm... I probably should have done something in the last 8 or so days while the forum was down.

The Vorpal Tribble
2008-07-19, 05:21 PM
Here's something I made in the downtime that y'all might have of interest...

-=-=-=-=-

Lamentisk

http://tn3-2.deviantart.com/fs11/300W/i/2006/170/5/a/Lullaby_to_Die_By_by_ensoul.jpg

Huge Fey (aquatic)
Hit Dice: 12d6+36 (78 hp)
Initiative: +3
Speed: 40 ft., swim 40 ft.
Armor Class: 21 (+3 dex, +9 natural, -1 size), touch 12, flat-footed 18
Base Attack/Grapple: +6/+18
Attack: Claw +14 melee (1d8+8)
Full Attack: 2 claws +14 melee (1d8+8) plus slam +9 melee (2d6+4)
Space/Reach: 15 ft./30 ft.
Special Attacks: Constrict, cursed melody, improved grab, rake, rend, spell-like abilities
Special Qualities: Amphibious, aquatic subtype, heed not the candles, low-light vision, murksight, 'possum
Saves: Fort +6, Ref +11, Will +10
Abilities: Str 26, Dex 17, Con 14, Int 10, Wis 15, Cha 17
Skills: Bluff +18, Hide +10, Listen +17, Move Silently +18, Perform (strings) +21, Spot +17, Swim +16
Feats: Diehard, Endurance, Improved Grapple, Improved Toughness, Skill Focus (perform: strings)
Environment: Temperate or Warm Marsh
Organization: Solitary
Challenge Rating: 9
Treasure: Standard (no goods)
Alignment: Chaotic Neutral
Advancement: 13-20 HD (Huge)
Level Adjustment: +6

Lamentisks are startling creatures with lengthy bodies alike to both an eel and a vine. Twitching spines, fleshy whiskers, and short, spindly legs grow out at random from the bizarre body. A humanish torso arises from one end, with a head alike to that of a haggish elf. Great thick hair of an unpleasant grey hue spreads wildly, slim spines jutting up here and there. Long, stick thin arms, appearing more as stretched tendons than limbs, spread out from the narrow shoulders, with spidery fingers nearly a stride in length each. These fingers end in small claws and has a sharp inner edge along their length.

Lamentisks are the spirits of the dismal bog; the croak of the bullfrog, the mournful loon, the misleading lights, the rotting death. They are often to be found in the midst of desolate swamps, stretching it's whiskers out and playing them with the sharp edge of it's fingers in a horrible melody.

Lamentisks speak Sylvan and weigh over half a ton.

Combat
A lamentisk play their songs to attract those nearby and then make sport of them, leading them to and fro until they are hopelessly lost before sending them to a watery grave. If threatened themselves they become grim bringers of death, crushing and slashing and drowning, often disappearing only to return once more.

Constrict (Ex): On a successful grapple check, a lamentisk deals 2d6+8 points of damage.

Cursed Melody (Ex): Each round a lamentisk can use's it's horrible music from it's own body to create one of the following effects. The save DC is equal to the lamentisk's perform (strings) check. A lamentisk may create this melody even while in treeshape, it's fingers appearing as branches rubbing again dangling moss.

Dischord: A lamentisk can make music so horrible the ears burst. Those within 60 feet must succeed on a Fortitude save or go permanently deaf, though can still hear the music itself. Those that make their save are immune to the cursed melody for 24 hours. Whether or not they make their save they take 1d4 points of sonic damage.

Elegy: A lamentisk may produce a song of such mournful qualities that it fills those nearby with despondency. If within 20 feet they must succeed on a Will save or try to kill themselves, usually by drowning. If for some reason they are unable to find water, they attack themselves as a full-round action. The attack automatically succeeds and deals damage as a critical hit. If unarmed, they move adjacent to the nearest enemy and provoke an attack of opportunity, offering their opponent an opening, which the opponent may or may not choose to take advantage of. Those within 60 feet are affected as if by Crushing Despair. This is a mind-affecting, compulsion effect.

Misfortune: A lamentisk can play a tune that fills one with a sense of grave foreboding. He may choose one subject within 10 feet to become affected as by the Bestow Curse spell unless they succeed on a Will save. All others within 60 feet must succeed on a save as well or take a -2 penalty to all checks for 2d4 rounds. Penalties from multiple performances do not stack.

Will'o'wisp: A lamentisk can summon forth a will'o'wisp through his playing, though it has the magical beast type and Charm Monster as an at will spell-like ability (which does not affect the lamentisk). It often uses this ability to trick others into following it to their doom. A lamentisk can only have one summoned at any given time, though it may remain indefinitely.

Heed Not the Candles (Ex): A lamentisk is immune to enchantment and is continuously affected as by the True Seeing spell.

Improved Grab (Ex): To use this ability, a lamentisk must hit with it's slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. A lamentisk can grapple two beings at once without penalty.

Murksight (Ex): A lamentisk can see to the limits of its vision even in foggy or smoky conditions, including dirty water and the areas of such spells as obscuring mist and fog cloud.

'Possum (Ex): A lamentisk can appear as if slain, luring it's opponents into a false sense of security. As an immediate action after it is hit for at least 10 points of damage by a single attack, it can attempt to play dead. It drops prone and makes a Bluff check opposed by the attacker's (or any other relevant observer's) Sense Motive check. If it succeeds on this check, the observer assumes it is dead. If it subsequently rises and attack him in the same round, he loses any attack of opportunity he might have been entitled to against the lamentisk, and he loses his Dexterity bonus to AC against the first attack that it makes. It can use this ability once per encounter. Standing up after playing dead does not provoke attacks of opportunity.

Rake (Ex): Attack bonus +14 melee, damage 1d8+8. A lamentisk can attack a grappled foe with both claws at no penalty.

Rend (Ex): A lamentisk that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 4d6+12 points of damage.

Spell-like Abilities: Caster level 12th. Save DC's are Charisma-based.
At Will - Curse Water, Dancing Lights, Obscuring Mist, Tree shape
3/day - Flesh to Mud, Mud to Flesh, Solid Fog

Skills: A lamentisk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

SilentNight
2008-07-20, 09:39 AM
Kudos to VP, the Lamentisk rocks.
@rtg:I think legacy feats normally grant nine extra spells, one of each level.

Well, this seems to be my last credible submission so barring some sudden flash of inspiration, I think this may be it for me for quite a while. This spell is similar to mass suggestion except that it is far less versatile. However, it is also sight, rather than language dependent, and it has no creature cap.

Ghost Light
Enchantment (Compulsion) [Mind Affecting]
Level: Brd 5, Sor/Wiz 5
Components:V,S,M
Casting Time: 1 standard action
Range: Long (400ft. + 40ft./level)
Effect: 1 ghost light
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance:Yes

You create a glowing ball called a ghost light that gives illumination out to 60ft. and shadowy illumination out to 120ft. Any creature that sees the ghost light must make a will saving throw or be forced to move towards the light as fast as possible, regardless of the danger in doing so. Once they reach the light they will simply stand next to it and stare (treat as flat-footed) for the duration of the spell. Evil mages like to cast this spell over pools of acid and watch as their victims burn, still trying to reach the light.
Matierial Component: A bit of a Will' o' wisp's body.

Debihuman
2008-07-20, 11:39 AM
Ghostlight looks interesting. I'd peg the levels as 5th level for Bard and same for level for Sor/Wiz. The duration should probably be 10 minutes per level of caster.

Debby

SilentNight
2008-07-20, 01:55 PM
Ghostlight looks interesting. I'd peg the levels as 5th level for Bard and same for level for Sor/Wiz. The duration should probably be 10 minutes per level of caster.

Debby

Done and done, thanks.:smallbiggrin:

RTGoodman
2008-07-20, 02:29 PM
@rtg:I think legacy feats normally grant nine extra spells, one of each level.

You're referring to the ones from Complete Mage, right? I don't have that book on me (a friend borrowed it some weeks ago and hasn't returned it), so I couldn't check. Once I do, I'll look back over some of those for reference, and then I'll either expand the Hag Legacy feat above or call it something else and write up a new Hag Legacy feat that does have 9 spells.


I like the ghost light spell, but 10 minutes per level seems a little long since it targets every creature that sees it AND focuses on a save that is weak for a lot of targets. I'd say 1 minute per level is probably better - if you left it at 10 minutes, by the time you were able to cast it it'd last for something like an hour and a half, targeting every creature that saw it during that period. Just a suggestion, though.

SilentNight
2008-07-20, 02:35 PM
Hrm, you're right, I'm not to good with spells. Apart from the legacy feat though I like the feat tree. Nice job.

RTGoodman
2008-07-21, 01:28 AM
Alright, so here's an assessment of what we've done and not done, mercilessly ripped off from Icewalker's original list back on page 5. :smalltongue: I figured it might be good to put it here so everyone can check out our progress and not have to go ten pages back.

Updated List of Done and Not Done

Mechanics (Status: Near Completion)
Chapter 1: The Murk
-Natural Hazards of the Murk: 9 of 8+
-TAB-(Including Resistant disease template)
-Supernatural Perils of the Murk: 8 of 11+
-TAB-(Includes 4 poisons from “The Fungal Tome”)
-Murk Traps: 19 of 45+

Chapter 2: PC Options
-Races of the Murk
-TAB--Standard Races in the Murk
-TAB--Frogfolk
-TAB--Inaal
-TAB--Merkolth
-TAB--Sthenos
-Classes of the Murk
-TAB--Standard Classes in the Murk
-TAB--Murk Ranger
-TAB--Alternate Class Features/Murk Substitution Levels
-Skills
-TAB--Craft: Folk Magic
-Feats
-TAB--General Feats: 23 of 14+
-TAB--Metamagic Feats: 1 of 1+
-Religions
-TAB--New Deities: 9

Chapter 3: Prestige Classes of the Murk
Prestige Classes:
-TAB--Concocter (Sample NPC)
-TAB--Gnoll Champion (Sample NPC)
-TAB--Hermit (Sample NPC)
-TAB--Master of the Marsh (Sample NPC)
-TAB--Swampscale Paragon (Sample NPC)
-TAB--Voodoo Practitioner (Sample NPC)
Total: 6 of 5+ (minus NPCs)

Chapter 4: Murk Equipment
-Combat Gear:
-TAB--Weapons: 9 of 8+
-TAB--Armor: 7
-Gear:
-TAB--Worn/Adventuring Gear: 7 of 7+
-TAB--Alchemical Items: 8 of 8+ (plus 3 folk magic items)
-Exotic Materials:
-TAB-- Marshwood (1 of 0+)
-Travel Equipment:
-TAB--Mounts: 1 of 0+
-TAB--Vehicles: 1 of 4+

Chapter 5: Magic of the Murk
-New Spells and Powers
-TAB--Spells: 21 of 65+
-TAB--Epic Spells: 1 of 3+
-TAB--Powers: 5 of 4+
-TAB--Domains: 4 of 3+
-TAB--TAB-(Fungus Domain still unfinished)

-Magic Items
-TAB--Armor and Weapon Special Abilities: 2 of 2+
-TAB--Other Magic Items: 3 of 15 +
-TAB--TAB-(Fungal Tome still unfinished)

Chapter 6: Monsters of the Murk
-Swampgas Monsters: 30
-Vorpal Tribble’s Monsters: 19
Total: 49 of 40+

Chapter 7: Adventure Sites of the Murk
-Glugg: 1 of 1+


“Fluff” (Status: Lacking)

Introduction
-The Murk in Your Game
-How to use This Book (Chapter Breakdown)

Chapter 1: The Murk
-Murk Environments
-Dungeons and Swamps
-Murk Planes
-Murk Hazards (mostly crunch, but some fluff)
-TAB--Natural Hazards
-TAB--Supernatural Hazards
-TAB--Murk Traps
Murk Wilderness Terrain
-Types of Murk Environments
Murk Dungeon Terrain
-Walls, Floors, Features, etc.

Chapter 2: PC Options
-Life in the Murk
-Races of the Murk
-TAB--Standard Races
-TAB--Frogfolk
-TAB--Inaal
-TAB--Merkolth
-TAB--Sthenos
-Character Classes of the Murk
-Deities of the Murk

Chapter 3: Prestige Classes
-Picking a Prestige Class
-TAB--Prestige Classes Archetypes
-Prestige Classes
-TAB--Concocter (Sample NPC)
-TAB--Gnoll Champion (Sample NPC)
-TAB--Hermit (Sample NPC)
-TAB--Master of the Marsh (Sample NPC)
-TAB--Swampscale Paragon (Sample NPC)
-TAB--Voodoo Practitioner (Sample NPC)

Chapter 4: Murk Equipment
-Combat Equipment
-TAB--Weapon Descriptions
-TAB--Armor Descriptions
-Gear
-TAB--Gear Descriptions
-Exotic Materials
-TAB--Material Descriptions
-Travel Equipment
-TAB--Mount Descriptions
-TAB--Vehicle Descriptions

[…]

Chapter 7: Adventure Sites
-Glugg
-TAB--Locations
-TAB--Map

Same system as before, for quick reference: fully finished, finished, and unfinished.

For now, it looks like the majority of remaining "crunch" is sample NPCs for the PrCs, spells, some magic items, a couple of vehicles, and traps. For "fluff," we've got quite a bit to get done.

It also seems that PrCs in the Environment books aren't as detailed as they are in the later Complete books. Most only take up a page or two, rather than four to six pages. I'll probably go back and shorten the fluff for the two I've done, since it's easier to just write the shorter version than try to come up with that much for each PrC (especially the shorter ones).

SilentNight
2008-07-22, 08:39 AM
Is there anyway we could get a sticky for this?

Szilard
2008-07-22, 10:56 AM
If anyone has the power, couple you please remove the Sloth Pit from the monster list?
I will be finishing up the stats for the Machette Golem this week, and I'll remember this time.

Szilard
2008-07-29, 10:34 AM
Reserved for Machete Golem.

Guyr Adamantine
2008-08-01, 09:37 AM
I said rtg0322 I would submit them to your great guide, so here they are, the Gridolls!

http://i243.photobucket.com/albums/ff62/GuyrAdamantine/CCI00002-1.jpg
Image courtesy of Guyr Adamantine. Watta guy!

Gridoll

The Gridolls are a race of strange, swamp-dwelling, frog-like humanoids reputed for they huge appetites and limited wit. They live to eat and fill themselves, ever hungry for exotic tastes and games.

Personality: ''You are what you eat'' defines the life of a Gridoll. Knowledge, power and personal growth can be attained by eating and discovering new types of food. Gridolls often go out of their way to hunt a meal they previously found delicious, tracking it over the land and sea. Few of these delicious targets manage to live for more than a week after a hunt has started. They have limited attention spans and wit, somehow focusing only on subjects "that matters" in the immediate. Despite not being outright stupid, Gridolls won’t try to understand what is beyond their own limits, ignoring facts and realities that don't suit their present goal. No mortal beings can stop them in their tracks, so driven and pig-headed they are. They are grounded in reality and are not impaired by the chaos around them or dramatic events.
Physical Description: Gridolls are tall, bulky humanoids toads with a pale, milky light-green skin. Their body is covered a rubbery skin over strong muscles and healthy fat, almost featureless save for soft, darker warts around their head, wrists and feet. Their round belly makes up most of their body mass, their most powerful asset. Gridolls have bulbous heads and short, stumpy legs, which generally make them 6'5" tall. Their long, lanky arms hang to the sides of their body when left unattended. The Gridolls faces are commonly described as "a gross, frog face with a pair haunting eyes of sky-blue schleras and white irises. The skin around those form bright blue vertical lines, not unlike a clown's face painting. They have a wound-like mouth going side to side, gifted with a tongue thicker than a man's arm." On their back grows a stubby tail, a vestigial limb without any use. They favor brightly coloured clothes and leatherwork, and usually weigh about 500 pounds, 600 lbs after dinner. Gridolls are not sexually dimorphic, so no one except another Gridoll can identify one's sex, through scent.
Relations: The Gridolls are truly alien beings, uncaring about ''civilised'' peoples and their bias against cannibalism. Other races might consider them as dumb as orcs, but anyone who travels in their marshes without any bad intentions is sure to find a lifelong ally, as long as he agrees to help on their current goal in life. In return, the Gridolls will share their newfound ally's burden, loyal to a fault. Anyone else is a possible meal, especially if that person (Or thing) proves itself annoying enough. Humans and halflings are sometimes drawn to the marshes for a job or establish a trade deal with Lizardfolks, and many encountered Gridolls when they strayed too far from the road. Those few groups who managed to be helpful enough not to be eaten got help. Dwarves and gnomes have troubles understanding the Gridolls, both living way too far to even know about them directly. Beside, the Races of Stone find them either too self-centered, or are ashamed by how humor fails to touch them. Elves, as the tradition, couldn't care less.
Lizardfolk, who share the Gridoll's territories, are wary of their terrible hunger and try to keep peace with the Gridoll at all time. The Lizardfolk probably wouldn't have any problem defeating them through sheer strength of numbers, but they all share a deep fear of the "Great Mouths"..
Alignment: Gridolls are somewhat focused, loyal friends without regards to earthly laws. They are neutral to the Law/Chaos Axis but are much more inclined to help than to harm others.(Unless those are potential meals, which include some sentient beings!)
Lands: Gridolls naturally dwell in deep marshes and swamps, stinky natural traps for the unwary taveller. If far from home, they are attracted to highly humid locations, such as waterfall caves and under bridges.
Settlemments: Gridoll structures are extremely simple, rarely more elaborate than mud and wood huts. In areas richer of wood, they often build houses on stilts and small villages.
Power Groups: Gridolls lack any organised social structure, beyond the rare existing villages that grew to distinction. They consider themselves equals and brothers, so dislike one to rule among them.
Beliefs: Gridolls all pay lip-service to an obscure toad-god of feasts they call Bahk-Us. He is believed to be blessed with a tongue capable to reach any point in the multiverse, preventing him from having to hunt or track the object of his hunger. He lies in the Beastland, forever resting in an abandoned crater, his bones crushed by his own weight. All Gridolls, while awed by his gifted tongue and easy existence, actively hunt and live their lives to the fullest, believing that Bahk-Us' greatest teaching is his example of a being wasted by its own hunger.
Language: Gridolls all speak a bastardised Common, lacking any personal pronouns, as well as Aquan. Bonus Languages: Orc, Goblin, Terran.
Names: Gridolls choose their own names as they grow up. Since they always designate themselves through these there name rather than using a pronoun in conversation, they consider the selection of a name to be especially personal and important. Also, they care little for blood bonds, and consider each and every Gridoll as a brother, so they lack family names ad lineage identifications.
Male Names: Qued, Silva, Bladir, Sughlir.
Female Names: Flidi, Quina, Blithin, Velkir.
Family Names: None.
Adventurers: Gridolls live to hunt and feed, and many take up the bow and don the armor to accomplish their life-goal. Some odd souls among them consider gold or power to be just as apetising, but most expect to eat that dragon everyone's afraid of.


Gridoll Racial Traits
* +2 Strength, +2 Constitution, -2 Intelligence, -4 Charisma: Gridolls are tough beings but poor thinkers and miserable leaders.
* Monstrous Humanoids (Reptilians): Gridolls aren’t affected by Charm Monster and other Humanoid-Effective spells.
* Size: As Medium creatures, Gridolls have no special bonuses of penalties due to their size.
* Gridoll land speed is 20 feet, and they have a 10 feet swim speed. Gridolls gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. They always can choose to take 10 on a Swim check, even if distracted or endangered when swimming. A Gridoll can use the run action while swimming, provided that it swims in a straight line.
* Natural Attack (Tongue): A Gridoll has a slam attack using its tongue that deals 1d4 bludgeoning damage. It has a special 10ft reach, but does not threaten creatures. (Gridolls may not make Attacks of Opportunity with their tongues)
When the Gridoll strike in combat with his tongue, the victim must make a reflex save(DC: 10+ Damage Dealt) or get the tongue glued in the wound. The victim can only move at half-speed and cannot charge if it fails. An glued creature must make a Concentration check to cast a spell(A Gridoll’s tongue damage qualifies as ongoing damage.).
If the Gridoll stick his tongue out of his threatened area, he may make an opposed strength check against his opponent as a move action. The largest of the two contestants gain a +4 bonus on this check per size larger than the other. If he makes it, the glued creature may not move beyond the length of the reach. A Gridoll may drag an opponent by one feet per point he wins the strength check, to the closest range increment.
A glued victim may pull the tongue off it with his two hands in a full-round action which triggers attacks of opportunity and deals damage equal to the tongue's. A Gridoll may pull it without causing further damage as a free action.
A Gridoll may fight without trouble when he glued his tongue to his opponent, except that he may only move within his tongue's length unless he succeed on a strength check, as explained before.
A Gridoll's tongue can be cut off. To sever it, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a Gridoll's tongue from any position in which he could strike at the Gridoll itself or the victim glued to it. An opponent can ready an action to attempt to sunder a Gridoll's tongue when the creature slam at him. A Gridoll's tongue has hit points equal to the Gridoll's largest hit dice, maxed plus his Constitution Bonus and level. Losing his tongue deals damage to the body equal to half the tongue's full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A Gridoll can no longer attack with a severed tongue, and suffer a 25% chance to fail to cast any spell with a verbal component or to activate an object with a command word, but takes no other penalties.
* Balloon Lungs: Gridolls may hold their breath for 4 times their Constitution score and never risk being underwater by failing a Swim check by 5 or more, as they float naturally.
* Improved Grab: To use this ability, a Gridoll must hit with a tongue attack or have already glued it to a threatened foe. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
* Wide Girth: The physical stature of Gridolls let them function as if they were one size category larger when wrestling. Whenever a Gridoll is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Gridoll is treated as one size larger if doing so is advantageous to him. A Gridoll is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him, as well as wether his own special attacks can affect other creatures. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
* Gourmand’s Assets: Gridolls have the Scent and Swallow Whole special abilities. They can only swallow a pinned opponent of a smaller size. Swallowed creatures must make a Fortitude save against a contact poison (DC: 10+˝Qu’s Hit Dices+Con Bonus, damage sleep 2 hours) every round. If the swallowed creature resist the poison for a number of rounds equal to the Gridoll’s Constitution bonus, or if it manage to deal slashing/piercing damage to the stomach, the Gridoll throw it up. If the swallowed creature fails to make its save, the stomach start crushing the victim, dealing damage equal to a tongue slam every minute. The Gridoll becomes fatigued until it rests to digest its victim if it is as large as him (He can swallow creatures of his base size thanks to Wide Girth, but is fatigued if doing so). While digesting a creature, a Gridoll may not use its tongue attack.
* Limb Regeneration: When using Complete Bed Rest, a Gridoll is affected by a Regenerate (http://www.d20srd.org/srd/spells/regenerate.htm) effect taking 24 hours to complete itself. He does not gain additional hit points, but regenerate all his lost limbs back. If his sleep is interupted, he must start all over again, as the limb isn't fully formed and functional. This is an Extraordinary effect.
* Natural Armor +1: Gridolls have a thick, rubbery skin that withstand cuts and bruises.
* Strong Stomach: Gridolls +4 to saves against ingested poisons and gain nourishment from everything they eat.
* Skills: +2 Balance.
* Automatic Language: Common and Aquan. Bonus Languages: Orc, Goblin, Terran.
* Favored Class: Ranger
* Level Adjustment: +2

Age, Height and Weight.

Adulthood: 13 Years old.
Simple Classes: +1d4
Moderate Classes: +1d6
Complex Classes: +2d6

Height: 6'8'' +2d6"
Weight: 450 lbs. * (2d6+8/5 lbs.)

Middle Age: 30 Years Old.
Old: 55 Years Old.
Venerable: 80 Years Old.
Maximum Age: +2d20.

Gridoll Feats
For every two Gridoll feats your character has, your natural armor goes up by one.

Iron Gullet [Gridoll]
Every respectable Gridoll trains his stomach to withstand damage from uncompliant meals.
Prerequisites:Con 15
Benefits:You don't throw up swallowed foes if they deal you damage or resist your sleep poison, and digesting does not forbid you to use your tongue slam. To escape, a swallowed creature can cut its way out by using a light slashing or piercing weapon to deal damage equal to the Gridoll's largest hit dice, maxed plus his Constitution Bonus and level to the gizzard (AC 10 + 1/2 Natural Armor). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Heartburn [Gridoll]
Another thing to remember, students, is that a Gridoll's stomach, in reality, is extremely comfy. Beside the occasional crushing by the beast's tongue and spasms of the organs around, you should be fine for a while. Except if he has heartburns. If so I pray for your souls.
Prerequisites:Con 15, Iron Gullet, Endurance.
Benefits:You deal crushing damage to swallowed victims once per round, an deal an additional dice of acid damage plus one per size category you are over medium.
Normal:You try to stay away from mexican food, and deal crushing damage to swallowed creatures only once per minute.

Nibblon's Guts [Gridoll]
You have awakened the hidden magic of Gridolls. Your stomach has become an extradimensional space, able to accomodate meals of ridiculous size.
Prerequisites:Con 17, Gape of the Serpent (http://www.wizards.com/default.asp?x=dnd/ex/20040709a&page=5), Iron Gullet, BAB +10
Benefits:You may now swallow creatures of any size without trouble, provided you manage to make the grapple checks. You may digest any number of creatures, and they do not fatigue you no mather their size category.
Normal:There is a limit on size and quantity of creatures that can be swallowed.
Special: Your feces, from now, are little black beads of incredible weight and durability (50 HP, Hardness 30). They are no larger than a regular pearl, and disintegrates over a week.
Special: Unlike most feats, this a supernatural ability.

Rich Diet [Gridoll]
Through a week of feeding, sleeping and meditation, some Gridolls manage to grow beyond their brothers in size and might.
Prerequisites:Con 15, Gape of the Serpent (http://www.wizards.com/default.asp?x=dnd/ex/20040709a&page=5), Iron Gullet, Must have digested a 10 HD equivalent of creatures of its own size.
Benefits:You grow up one size category. Your tongue's reach grows along with your regular one. Your characteristics do not follow the regular bonuses from growth: Str +2, Dex -2, Con +2, and your natural armor grows by 1 points.
Normal: Obesity does not change your size category.
Special:This feat may be taken multiple times. Each time, the Constitution prerequisite goes up by 6 points, and you must ingest 10 more HD equivalent of creatures of its own size than the last time.

Walking Moldy Hill [Gridoll]
Gridolls share many characteristics with various reptiles. One few ever develop is discretion, a rare feat for obese frogs.
Prerequisites:Hide 8 ranks.
Benefits:By staying immobile for a full minute, your hide and clothes' colors blend into the environment, giving you a +10 racial bonus to Hide checks.
Special: Unlike most feats, this a supernatural ability.

What a Fat Gargoyle! [Gridoll]
How did you manage to miss a giant running frog-men?!
Prerequisites:Hide 13 ranks, Walking Moldy Hill.
Benefits:You may use your Walking Moldy Hill feat as a full-round action.

Keradum Lord [Gridoll]
Students, Keradum Lords are larger Gridolls that have undergone another horrible transformation, this time proving their power as an alpha individual. These terrible individuals grow a strangely flexible turtle shell, as well as an irrational hatred for plumbers and princesses.
Prerequisites:Con 15, Rich Diet.
Benefits:You grow a shell, providing you with a +8 Armor Bonus to AC, but are considered wearing medium armor for the purpose of class abilities. Your Max Dex Bonus is now +3, and suffer a -3 penalty to all skills armor penalty affect. The Keradum Lord may choose to use use Total Defense as a full-round action instead of a standard action, gaining Total Cover (http://www.d20srd.org/srd/combat/combatModifiers.htm#totalCover) in the process, but does not protect from touch spells. (The shell and body are linked, so act as an extension of the body.) While in such a position, you are prone and suffer half damage from falls.Keradum Lords may not wear armor or robes.Among their kin, they get a +2 bonus to Charisma checks and Charisma-related skills.

SilentNight
2008-08-02, 09:40 AM
Wow, wow. That is all I can say, wow. Kudos to you.:smalleek:

Guyr Adamantine
2008-08-02, 09:46 AM
Wow, wow. That is all I can say, wow. Kudos to you.:smalleek:

:smallconfused:

Its not that much, really. Many did a lot more than I, and maybe a lot better too.

Am I that awesome?:smalltongue:

SilentNight
2008-08-02, 09:49 AM
Meh, you are a more awesome homebrewer than I and that is my standard for awesomeness in most things at which I am mediocre.

Debihuman
2008-08-02, 10:34 AM
Very nicely done (needs a bit of proofreading though).

Nibblon's Guts [Gridoll]
You have awakened the hidden magic of Gridolls. Your stomach has become an extradimensional space, able to accomodate meals of ridiculous size.
Prerequisites:Con 17, Gape of the Serpent, Iron Bladder, BAB +10

Shouldn't the prerequisite be Iron Gullet and not Iron Bladder?

Debby

Guyr Adamantine
2008-08-02, 11:29 AM
Oh, thanks for that one! I changed the feats name, and forgot to edit the others' prerequisites.

EDIT:

Meh, you are a more awesome homebrewer than I and that is my standard for awesomeness in most things at which I am mediocre.

Well, I'm just an aprentice. I've only homebrewed a few feats and a race to date. (A lack of confidence in my own abilities and plain sloth, I think)

RTGoodman
2008-08-02, 01:27 PM
Well, lack of confidence or not, I like these guys and I think they make a nice foil for the happy-go-lucky, aloof Frogfolk race earlier in the thread.

If you want to do more, check up near the top of this page to see the updated list of what we have and don't have yet. Mostly we need spells, magic items, traps, and a few more hazards to finish the "crunch," and then a LOT to do on the "fluff." I'll actually get around to updating the list with the Gridolls and their related feats and such later today, probably, but otherwise it's right.

Icewalker
2008-08-03, 03:21 AM
I'm glad to see this is alive and moving still. I've been gone for a few weeks, but I'm back now, to some extent. Also, thanks for remaking the Done list, I'd have trouble figuring out where I was at this point...

I was expecting to revive the thread slightly with this, but now that we're moving again it's just an added bonus: I've figured out a pretty solid amount of the Swampgas test adventure. I have the outline of the story and action, I just need to make the actual stuff, work in as many of the creations as possible, map out a dungeon, etc.

I also need to read up on Glugg so I can set it there, still haven't gotten around to reading it yet.

The adventure should be pretty short, and I'm not sure what level it would be. I could use some help with that, picking whatever level will allow the most testing of creatures.

One last question: do we have a race of swamp-dwelling lizardfolk? I don't remember. If we don't I'll need to make them, a major part of the adventure is a war between two tribes of lizardfolk.

Guyr Adamantine
2008-08-03, 07:04 AM
Lizardfold already live in swamps.

If I'm wrong, Eberron got Lizardfolk sub-races.

SilentNight
2008-08-03, 09:51 AM
Well you've got the normal lizardfolk, the two subraces in MMIII and my fogbank lizardfolk back a page. I imagine that the higher the level, the more stuff we could test. Welcome back.:smallbiggrin:

Icewalker
2008-08-03, 02:44 PM
Alright, I think one tribe will be Fogbank and the other will be regular. Playing a Fogbank Lizardfolk as a PC may be a good idea, test out the LA a little.

SilentNight
2008-08-03, 02:46 PM
Alright, I think one tribe will be Fogbank and the other will be regular. Playing a Fogbank Lizardfolk as a PC may be a good idea, test out the LA a little.

Yeah, that's what I was planning on. Kind of a commandoish type stalker.

SilentNight
2008-08-05, 10:37 PM
Closely related to pestilence from the ELH but different enough in my opinion. Does anybody know if when the ELH says "increase area by 100%" if it means use the new value each time or stick to the original? I erred on the side of more powerful but I may be wrong. It may or may not need some other tweaking.

Anyway, without further ado.

Plague Wind
Necromancy
Spellcraft DC:65
Components:V, S, Ritual
Casting Time: 10 Minutes
Range:300ft.
Area: Haven't decided, either going to be a 10,240 by 153,600ft. bolt or a 40,960ft. cone.
Duration:Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance:Yes
To Develop: 567,000gp; 12 days; 22,480 XP. Seed: Afflict (DC 19), Energy (Weather, for wind) (DC 19). Factors:change target to cone or bolt (+12 DC), increase area (+20 DC), increase disease saving throw by +7 (+14 DC), disease effects (as contagion spell) (ad hoc +21 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), four additional casters contributing 3rd level spell slots (-20 DC).

As you cast this spell the air takes on a rank odor and a great wind suddenly sweeps from behind you in the direction of your outstretched hand.
You send a disease laden wind to scour the designated area. All creatures in the area must make a fortitude save or contract the chosen disease (as per contagion). However, the DC for subsequent saves against the disease are increased by seven. A concocter may use one of their developed diseases instead.

SilentNight
2008-08-12, 11:02 AM
CLEAR! Codename: Swampgas

SilentNight
2008-08-14, 10:46 AM
Okay, fine, this time I actually have stuff to contribute. A few magic items, maybe more later.

Swamp Pellet
This small nodule is a bout an inch across. Seemingly made of baked mud or tree bark, it pulses slightly in the user's hand. The user may throw this pellet into any square with at least an inch of water in it. It will also function if thrown into peat or a similar substance. Upon landing, the pellet grows into a swamp's friend.
Faint transmutation; CL 3rd; Craft Wondrous Item, Swamp's Friend; Price 300gp.

Amulet of the Deep Breather
This amulet is a pair of preserved lungs, normally from a small fish or similar creature, on a braided cord. As long as it is worn, the wearer gains the benefit of the Improved Breath Capacity feat.
Faint transmutation CL 4th; Craft Wondrous Item; Price 2,500gp.

Decanter of Draining
Developed by inhabitants of more urban environments to alter the murk for their purposes, this dull, steel flask is rivoted with industrial bolts. If opened and placed in water, mud, peat or similar substance, the wielder may speak a command word to make the decanter start draining water into an extradimensional space. The decanter drains water at a rate of five gallons per round. This is sufficient to turn surfaces such as mud, peat or muck into normal ground. The flask has a maximum capacity of 150 gallons. The decanter may be emptied like a Decanter of Endless Water although it can only produce as much water as it has stored.
Moderate transmutation; CL 11th; Craft Wondrous Item, control water; Price 15,000gp; 2 lb.

Okay, the decanter needs a little refining and a re-write but I'll get to that later.

Icewalker
2008-08-23, 09:20 PM
I need some help with regards to the adventure.

Specifically, I need to figure out how to best use as many creations as possible. What level do people think the party should be, so as to be able to battle the most created monsters, use the most items and spells, and try out the most prestige classes?

SilentNight
2008-08-24, 12:16 AM
I dunno, considering the number of templates we have you could go just about anywhere. Most of the creatures seem to be about mid level though so that would probably be best.

RTGoodman
2008-08-24, 12:24 AM
Hey, I knew that master list of swamp monsters would come in handy! :smallbiggrin:

As of right now, we have the following creatures that have been made in this thread, minus some posted since the server move (since I still can't edit that post, apparently).

CR <5: 13 monsters
CR 6-10: 10 monsters
CR 11+: 6 monsters

So I'd say maybe around around 4 or 5 to start (using multiples of lower CR creatures if you want to test 'em out) and then going up from there.

periscope69
2008-08-25, 09:30 PM
Just found this book and I must say, it's awesome! It's creative, has all sorts of goodies in it, and it's apparent to anyone who reads it for 2 minutes that a lot of creativity and work went into it. Thanks to you, I think I'll suggest some swamp adventures to our DM :smallbiggrin:

If your looking for some more spells or magic items, have you looked into the archive on the Wizards site? They had a "Far Corners of the World" series of articles that have some good stuff in it (some of it made need a little upgrading to 3.5). Here's a link:

http://www.wizards.com/default.asp?x=dnd/arch/fw

Icewalker
2008-08-26, 01:00 AM
I was thinking maybe higher, based on those numbers. The adventure is short, with very little opportunities to progress, level-wise. Maybe 2 at most.

So...maybe like 7th level, and we could grab the CR 6-10 stuff and try groups of the lower CR ones?

RTGoodman
2008-08-26, 01:52 AM
@periscope69: Thanks! We've been really slack the last couple of months, but I think we've got some good stuff overall.

Those Far Corners articles are pretty neat - I've never seen them in all my time surfing around the WotC site. I don't know how much of the marsh ones is that useful (since we've covered most of the things in them pretty closely), but the whole series is good to know about. They sort of seem to be the precursors to the Environment series.


So...maybe like 7th level, and we could grab the CR 6-10 stuff and try groups of the lower CR ones?

Sounds good to me. If you want to go ahead and post the specifics of character building (point-buy or rolling, wealth, etc.) I'll go ahead and make a character and post the online sheet.

Dracomortis
2008-09-15, 02:01 PM
Here's two vehicles you could use. I cannot for the life of me think of a fourth to reach the goal.

Foldable Cart
Dragging a normal cart through the mud, undergrowth, and murky waters found in swamps would be treacherous to say the least, so these carts are specially designed to fold up into a more manageable form about four feet square that can then be carried by a mount. It takes 5 minutes to fold or unfold the cart (or half that with two or more people working). A foldable cart costs 45 gp and weighs 100 pounds.

Marsh Sled
Resembling a combination of raft and sled, this lightweight vehicle is made of cured leather stretched over a wooden frame with flat, wide runners to help distribute weight more evenly and to prevent it from sinking in mud. Most typically pulled by a swamp donkey (http://www.giantitp.com/forums/showpost.php?p=3986927&postcount=189), a marsh sled can hold two Medium creatures or up to 350 pounds of goods; although capable of holding more weight, it will easily become stuck in mud if it does so. A marsh sled costs 60 gp and weighs 150 pounds, and includes the harness needed to pull it.

sigurd
2008-09-17, 07:22 PM
Hey guys.

I love your project. By way of a little gift I put most of the thread into a very basic pdf for you guys to look at.

Sometimes seeing it all in one place helps with the enthusiasm and lets you see the project more clearly.


http://www.mediafire.com/?ud5x5yfx4yy


Clicky Link:
1 MB pdf - same as above link (http://www.mediafire.com/?ud5x5yfx4yy)

If you guys have an editor PM me and I'll send you the Doc file.


Sigurd

I hope some of you guys might be interested in the project in my sig.

Icewalker
2008-09-17, 07:38 PM
Holy crap, that's fantastic...

Now I need to do more work for Swampgas...I'll do some thinking over the adventure if I have time this weekend, see if I can't put it together fully.

RTGoodman
2008-09-17, 09:35 PM
Hey, thanks! I haven't looked at it yet, but I've been doing the same kind of thing with making a .DOC file of everything. I was gonna do the PDF, but I don't have a PDF converter thingy on my new lappy yet.

I've had a bit of a block on swamp-based stuff lately (and have been doing more with 4E), but I'll be contributing soon by at least doing some editing of old stuff at some point.

Ishmayl
2008-09-18, 11:15 AM
This is a very cool thread, and I second the motion above to put this in some sort of document, pdf, doc, whatever. I would be happy to help as well, if you need any help. I am looking forward to using this.

SilentNight
2008-09-20, 12:40 AM
I think I'm about out of ideas, spent the last of them trying to keep this alive a month ago. Let me know if something new crops up.

RTGoodman
2008-09-20, 11:02 AM
I think I'm about out of ideas, spent the last of them trying to keep this alive a month ago. Let me know if something new crops up.

Yeah, I know the feeling. I've been a little 3.x'ed out anyway.

If you want to help out, I guess you could skim back through the thread and see if there are any entries that are incomplete and then either compile a post of that here or perhaps PM the people whose stuff is still unfinished.

Szilard
2008-09-23, 05:44 PM
So how is this thing going on without me? probably good.

RTGoodman
2008-09-23, 06:23 PM
So how is this thing going on without me? probably good.

We've had a bit of a slowdown on creation, but if you look back HERE (http://www.giantitp.com/forums/showpost.php?p=4568661&postcount=423) (which is PRETTY up-to-date, but not exactly) we're doing VERY well on crunch but still need fluff.

I've got a .DOC file of the whole "book" I'm putting together, so I'm adding fluff myself, but anyone else is welcome to add whatever they want. We still need sample NPCs for several PrCs, so that'd be great if anyone wants to get on that.

Once I finish the chapter I'm on (just need to add all of the feats we've done) I'll try to host the .DOC file (or maybe a PDF, since I finally got my converter working) so people can take a look at it.

Szilard
2008-09-23, 06:39 PM
Maybe I could try to make a sample NPC for one of the PrCs. Or start working on fluff. Do you guys still want me to put up that machete golem thing?

SilentNight
2008-09-23, 07:04 PM
Yeah, machete golem sounds cool, I'd be willing to do some samples or fluff as well.

Icewalker
2008-09-23, 07:21 PM
Hoo...if I ever find some free time I'll look through and add fluff to stuff I've made.

RTGoodman
2008-09-23, 11:49 PM
Cool. Good to know there are still folks around.

HERE (http://rtg0922.googlepages.com/SwampgasDraft1.pdf)'s the PDF of the cover, credits (know if I missed anyone?), table of contents, introduction, and ALL of Chapter 2: PC Options. Feel free to point out any typos or anything and I'll go back and fix 'em.

I'll probably start compiling the monsters next since they shouldn't be as hard, and then maybe PrCs afterwards. Chapter 1 is gonna be the hardest because we're less along there than anywhere else, but I'll eventually get to it, too.

Szilard
2008-09-23, 11:52 PM
pdf is awesome so far.:smallsmile:

Szilard
2008-10-05, 10:26 AM
Bump, might add stuff to this post later.

Cowboy_ninja
2008-10-15, 12:03 PM
Okay, look, finally something! Seriously!

The Bogs Substitution Levels


Substitution levels are levels of a standard class that you take to gain certain bonuses instead of the level benefits described for the next higher level of the standard class. Taking a substitution level is not multiclassing-you remain within the class for which that substitution level is targeted. You can't take a substitution level and apply it to a another class for which the substitution level is not targeted. For instance, a fighter can't take a Bog substitution level for the rogue or monk class.
In order to take a Bog substitution level, you must fulfill and one of the following criteria:

-Have 1 rank in Knowledge (Nature)
-Have a Bog-related feat (Above)
-Have visited or stayed in a Bog or Swamp-like environment for more than 2 days.

Each class has a number of Bog substitution levels, each of which you man select at a specified class level. When you take a substitution level for your class at a given level, you give up the benefits gained at that level for the standard class, and you get the Bog level benefits instead. You can't go back and gain the benefits for the level you swapped but-when you take your next level in the standard class, you gain the next higher level as it you have gained the previous level normally. For instance, if you are a 1st level rogue and you take the Bog rogue substitution level for the 2nd level, you forever lose the benefits normally provided to a standard 2nd level rogue (You gained instead the Bog substitution benefit for a 2nd level rogue). When you gain another level in rogue, you gain the 3rd level benefits of the standard rogue class.
A character need not take all the substitution levels provided for a class. For instance, a Barbarian may decide only to take the Bog substitution level for his class at 7th level, ignoring the previous substitution level.
The description of each substitution level benefit explains what occurs to the standard class ability gained, if that ability would normally increase at a specific rate.

Barbarian


Barbarians who find themselves in the Swamp often thrive quite easily. They throughly enjoy the wild and the danger, and test their skill and might against both travelers and wildlife alike.

Hit Die: d12

Requirements: To take a barbarian Bog substitution level, a character must be about to take his 1st, 7th, or 14th level of the Barbarian class.

Class Skills: Barbarian substitution levels have the class skills of a standard Barbarian plus Knowledge (Nature).

Skill Points at Each Level: 4+Int Modifier

{table] Level | Base Attack Bonus | Fort save | Ref Save | Will Save | Special
1st | +1 | +2 | +0 | +0 | Bog Movement
7th | +7/+2 | +5 | +2 | +2 | Acid Resistance
14th| +14/+9/+4 | +9 | +4 | +4 | Stomach of Steel [/table]

Class Features

Bog Movement: The Bog Barbarian trains himself in the deep and marshy ground, and is prepared to trek across difficult terrain more readily. The Bog Barbarian can ignore the first 20 ft. of difficult terrain while moving. Despite the name, the Bog Barbarian can ignore the first 20 ft. of any difficult terrain, not just that inside Bogs or swamps.

Acid Resistance: The Barbarian toughens his body against Acid. The Barbarian gains Acid Resistance 15. This ability replaces the DR 1/- gained by a standard barbarian at 7th level. From not on, whenever the barbarian gains a standard barbarian level that grants an improvement to his DR, h gains the indicated amount minus 1. (1/- at 10th level, 2/- at 13th level, and so on)

Stomach of Steel: The Barbarian gains a +4 bonus to all fortitude saves. This ability replaces the Indomitable Will ability normally gained by barbarians.




Bog Barbarian gives up rage and fast movement for the ability to move normally in a bog? kind of a step down dontcha thing? im pretty sure you meant to substitute fast movement for bog movement right?


also, i made a monster for this, but im not sure how to post things fancy with spoilers and such. so im just going to post it normally. i hope that is ok.

EDIT: here is the monster!

Bog Ooze
Huge Ooze
HP: 10d10+70 (125 hp)
Initiative: -5
Speed:0 feet
Armor Class: 13 (-2 size, -5 Dex, +10 nat), touch 3, flat-footed 13
Base Attack/Grapple:+7/+18
Attack: Slam +8 melee (2d6+4)
Full Attack: 2 Slams +8 melee (2d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: constrict 2d6+4, Improved grab, Engulf, Trip
Special Qualities: Blindsight 20 ft., ooze traits, camoflage
Saves: Fort +9, Ref -2, Will 0
Abilities: : Str 17, Dex 1, Con 22, Int Ř, Wis 1, Cha 1
Skills:-
Feats: improved toughness, iron will
Environment: Temperate Marshes, deserts, anywhere where quick sand is a natural hazard
Organization: Solitary, cluster (3-5), or gathering (6-11)
Challenge Rating:5
Treasure: Standard, but only none digestable items
Alignment: Always Neutral
Advancement:11-15(Huge)
Level Adjustment:-

As you try to maneuver your way around a common quick sand hazard you so cleverly identified...it comes to life lashing out at you trying to drag you into it!

Bog Oozes come in many shapes and sizes but always mimick a quick sand trap (as described in the DMG) common to the area. They can last for months with out food waiting for someone to fall into them or simply come near them. The ooze described above would be common to a marsh or swamp setting.

The ooze will wait for any living prey to come near it and then slam it using its trip and improved grap ability. Once grappled and pinned the ooze will try to drag the victim into it ( using the normal rules for moving in a grapple). Where they immediatly are pulled below the surface (engulfed) and start drowing once they can no longer hold their breath.

If a victim is engulfed inside a bog ooze they need to win a single grapple check (engulfed victims are not considered pinned but are considered grappled). If they do they make treat the situation as if it were a normal quick sand hazard and escape likewise ( first make a swim theck to get aove the surface, then swim to saftey). However all DC's involved are increased by a +2.

If a bog ooze dies it becomes a normal quick sand hazard.

Trip: If a bog ooze successfully slams you it may make a free trip attempt +13. This is just another way that bog oozes have learned to keep their prey from escaping since they are stationary.

Camouflage: Bog oozes are commonly mistaken for the common environmental hazard quicksand. As such a DC 10 survival check recognizes as Bog ooze to be a normal bog, a DC 20 survival check is required to recognize it as a quick sand hazard, and a DC 30 survival check to recognize it as a bog ooze.

Engulf (Ex): Engulfed creatures are considered to be grappled and trapped within the bog ooze's body. To get out one must win a grapple check.

Improved Grab (Ex): To use this ability a Bog Ooze must hit a medium or smaller creature with its slam attack. It can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check it establishes a hold and then attempts to drag the victim toward it. Bog oozes may grapple ( and engulf) with as many victims as it wants.

Constrict (Ex): A Bog ooze deals automatic slam damage with a successful grapple check.

SilentNight
2008-10-15, 05:26 PM
Yay! It's alive again!. Anyway, I like the bog ooze. Very true to the flavor and it looks incedibly well made. Kudos. As to your comment on the bog barbarian, it doesn't say that bog movement replaces rage so I'm assuming the levels simply state what you gain above the normal for a barbarian. You'll notice the other two abilities note what they replace, bog movement has no such clause.

Baron Corm
2008-10-15, 06:54 PM
I had the idea to create a unique swamp creature of legend. Sort of like the Mothra to the Tarrasque's Godzilla. I haven't flipped through the thread, so hopefully this isn't a repeat. Codenamed RBC (really big croc). Not quite finished yet, especially the names for things. Ideas on any aspects welcome.

RBC
Size/Type: Colossal Magical Beast
Hit Dice: 35d10+630 (822 hp)
Initiative: +13
Speed: 20 ft (4 squares), 160 ft swim
Armor Class: 64, touch 29, flat-footed 56 (-8 size, +9 dex, +35 natural, +18 deflection)
Base Attack/Grapple: +35/+60
Attack: Tail slap +36 (3d12+13, x4 plus mucky tail) or bite +36 (4d8+13, 18-20 plus disease)
Full Attack: Tail slap +36 (3d12+13, x4 plus mucky tail) and bite +36 (4d8+4, 18-20 plus disease)
Space/Reach: 30 ft./20 ft.
Special Attacks: Improved grab, constrict 4d8+4, swallow whole, swampy bite, mucky claws, swamp command
Special Qualities: Scintillating scales, damage reduction 20/epic, immunity to acid, cold, poison, disease, ability damage, ability drain, energy drain, and death effects, scent, regeneration 20, swamp guardian, aura of suffocation, plant traits
Saves: Fort +37, Ref +28, Will +29
Abilities: Str 28, Dex 28, Con 47, Int 15, Wis 14, Cha 15
Skills: Swim +47, Climb +47, Spot +40, Search +40
Feats: Steadfast Determination, Multiattack, Improved Multiattack, Improved Initiative, 8 more
Enviroment: Swamps
Organization: Solitary
Challange Rating: 20
Treasure: Beyond imagination
Alignment: Always neutral
Advancement: 36+ HD (Colossal)
Level Adjustment: —

The RBC is a legendary monster which spends most of its time sleeping in the deepest temples in the deepest pits of the most overgrown marshes. It is said that all of these temples are connected, allowing the RBC to journey swiftly to any swamp which is being threatened, bursting forth from the swampwater like a horrible personification of the swamp's wrath. Many swamp creatures make sacrifices to the RBC, in the form of unwary travellers. They hope to stave off one of its legendary rampages which could end up destroying much of the world (see Swamp Guardian below).

The RBC requires no food or other sustenance, and only surfaces to protect the swamp, usually sleeping for centuries at a time. However, it is sometimes sought out as its hide is covered in lost treasures which have seeped down into the muck throughout the aeons, and it resides in and guards temples with even greater treasure.

Scintillating Scales (Su)

Always active. [Add Constitution bonus as deflection bonus to AC, from Spell Compendium.]

Swampy Bite (Su)

A bite from the RBC bestows a swamp disease of the RBC's choosing. The DC is Constitution-based (45).

Breath Weapon (Su)

The RBC can breathe magic swampgas in a 90 ft cone every 2d4 rounds as a standard action, dealing 35d6 damage (Reflex DC 45 for half, Constitution-based). The damage is half acid damage, half force damage.

It can also breathe magic swampwater in a 180 ft line off a separate 2d4 round timer as a standard action, dealing 35d6 damage (Reflex DC 45 for half, Constitution-based). The damage is half cold damage, half force damage.

The breath weapons deal no damage to swamp terrain.

Mucky Tail (Su)

The tail slap of the RBC marks the target to be covered in vines and mud which prevent the target from taking any actions. The target may make a Fortitude save (DC 45, Constitution-based) to only count as entangled. This lasts until the target leaves the swamp. If it dies, the effect continues even if it is revived.

Swamp Guardian

If the RBC leaves a swamp area completely, he loses the use of all of his Supernatural abilities until he returns. If the swamp area was destroyed malevolently by an intelligent force, the RBC goes on a rampage, during which he is treated as being in underwater swamp terrain, until all parties responsible have been killed. The rampage takes him across the land randomly but avoids other swamps, meaning that a large part of the world could be destroyed unless the responsible parties offer themselves up.

Swamp Command (Su)

The RBC can command all creatures native to the swamp within a 300 foot radius to attack his chosen target as best they can. This costs a full-round action. The creatures receive a DC 45 Will save to resist, but most won't even bother because the RBC is the guardian of the swamp.

The RBC ignores all difficult terrain in swamps.

Aura of Suffocation (Su)

The RBC has an aura of suffocation in a 100 ft radius around it, making the targets feel as if they were drowning in swampwater, mud, or suffocating in swampgas or humidity. All creatures the RBC views as an enemy must make a DC 45 Will save (Constitution-based) or begin holding their breath, until they leave the aura. Creatures who make their save are subject to it again the next round.

Regeneration (Ex)

Fire damage may deal lethal damage to the RBC, but only when he is not in water.

Plant Traits (Ex)

The RBC has some traits of the swamps it guards. Any time it would be subject to a mind-affecting effect or critical hit, there is a 50% chance that it is not.

Improved Grab (Ex)

To use this ability, the RBC must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold, deals constrict damage, and can try to swallow the foe the following round.

SilentNight
2008-11-27, 01:57 AM
Is it dead Jim?

Interesting, I'm in a bit of a rush so I'll kep this short. Not much needs to be done apart from refinement. One question, does swamp guardian's bonus apply to saves and attack rolls or just skill checks? For a name I'd suggest doing what a friend of mine does (not trying to steal credit). Make a fantasy sounding anagram out of "really big croc".

RTGoodman
2008-11-27, 02:01 AM
Is it dead Jim?

I'd hope not. I'm still trying to work on going through everything and putting it in a nice, edited document for people to eventually download, but I've had grad school applications, job hunting (and job not-finding), and all sorts of other things that've gotten in the way.

Icewalker
2008-11-27, 04:16 AM
IT'S ALIIIIVE!!!

Well, it's pretty dead. I think people just ran out of swamp-based inspiration.

I have another spell which I never got around to writing up...

SilentNight
2008-11-27, 02:11 PM
Yeah, pretty much, is there anyway we could request a sticky?

Avyctes
2010-06-05, 12:27 PM
Well I hope it isn't dead, 'cus I just found this thread; great work guys.

Someone stated that some spells needed to be created; tell me what you need and I'll see what I can do. ^_-

In the mean time, would this spell be helpful? The level might need some adjusting though; opinions?

Swamp Guard
Transmutation (Creation) [Earth, Water]
Level: Sor/Wiz 5
Components: V, S, M, Environmental Component
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./ 2 levels)
Effect: One Medium earth elemental (see text)
Duration: 10 minutes/level (see text)
Saving Throw: None
Spell Resistance: No
When you cast this spell, you create a warrior out of the murky elements of the swamp that fights as you direct it. The swamp guardian created resembles a warrior of the same race as the caster for the first round of its existence, but soon looks more like a roughly humanoid blob as the mud that suffuses it pours off. The Guard uses the statistics of a Medium earth elemental (see page 97 of the Monster Manual), but gains Fast Healing 4, as well as the Improved Grab and Engulf special qualities. For the purposes of Improved Grab and Engulf, consider the Guard to be Large size category (allowing it to consume/cover creatures roughly its own size due to its amorphous form).
If the Swamp Guard moves farther away from the caster than the range of this spell, this spell ends. If the Swamp Guard or the caster exit the swamp where the Swamp Guard was created, this spell also ends. At the end of this spell (by duration or otherwise), the swamp guard crumbles into its composite parts and disappears.
Environmental Component: Swam Guard must be cast within the area of a swamp.
Material Component: A miniature clay figurine, mud from a swamp.