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TheLogman
2008-02-16, 08:39 PM
I've been doing some foundational work for what I am currently calling "The 4th Brother" to the three environmental books Sandstorm, Frostburn, and Stormwrack. It would be based on the swamps, and would contain pretty much everything the books did, but of course on a smaller scale, I am talking spells, feats, classes, monsters, rules for the environments, the works. This is rather large, and I am really busy these days, but I will work on it a little at a time, and eventually I will have everything I planned on in it.

Evidently, people are interested, so I will begin to post my stuff, starting right now with the Environment of the Swamp. This is just the beginning of what is to come.

Environmental Effects

Sulphur Gas- Many an adventurer has made an intrepid trip into the bogs or swamps of the world unprepared, and has tasted defeat at the hands of a simple gas, Sulphur Gas. Although it simply smells bad in small intervals, it smells sickeningly terrible when in large quantities. A character in Sulphur gas must make Constitution saves every 10 rounds or be Nauseated. The DC for those checks is 10+the number of saves succeeded so far.

Mucky Ground- Most swamps have ground that is half water and half dirt, resulting in a sticky, sloshy ground that is difficult to move in. As a result, characters traveling in Mucky Ground must move at half speed and make DC 10 Balance checks every 60 Ft. If a character fails that check, they fall prone and get mucky. Alternatively, a Character may attempt to move at standard speed through the ground, but must make a DC 15 check every 60 ft. A Character that is Running or Charging through Murky ground must make DC 20 Balance checks every 30 ft, making it nigh-impossible to move quickly on the Mucky Ground

Limited Visibility- As a result of the various gasses present in the swamp, as well as the humid air, it is extremely difficult to see in some areas. In areas of Limited Visibility, all sight types are limited to 20 ft, with illumination showing as bright lights up to 60 ft. away. In addition, Spot and Search checks take a -2 Penalty within the area's of the character's sight.

Flammable Gasses- Some gasses, like Methane (Fire-Gas) are produced in Swamps. In areas with Methane or other Flammable gasses, having a fire lit is a bad idea. When a fire is taken within 10 ft. of an area with Flammable Gasses, the flame starts to flicker, which requires a DC 10 Spot check to notice. Uncovered Fires, even those produced by magic, like the spell Fireball, but not Continual Flame, run a 100% chance of lighting the Methane, which causes a minor explosion, dealing 2d6 Fire damage to everything in the area where the Methane was. Covered Sources, like Lanterns, run a 25% chance of lighting the Methane every round spent in the area.

Acid Bog:
Acid bog has a faint green hue, making it difficult to notice except in good light. Spotting an acid bog bog before entering it requires a DC 20 Survival
check. If the moving creature succeeds on a DC 10 Survival check but not a DC 20 check, he notices that the square is with bog but does not identify it as acid bog.

Acid bog deals 1d6 points of acid damage per round of exposure, or 6d6 points of acid damage with total immersion. Most acid slush is about 1 foot in depth. It costs 2 squares of movement to move into a square with acid bog, and the DC of Balance and Tumble checks in such a square increase by 2. Acid bog imposes a –4 penalty on Move Silently checks.

It's likely that this would expose the person to disease as the acid burns through the skin pathogens enter unfettered.-Soxa

Haunted Wetlands - The foliage surrounding the swamp looks strangely hostile. Haunted wetlands feed on the fear of trespassers. Non-native creatures must make a Will save each round they are in the swamp (DC 5 + 1 per previous save). A failed save causes the entire swamp to be affected by an entangle spell, but only against that creature. All fey native to the swamp become aware when a creature fails its save, and they generally take the opportunity to attack.

The caster level of the spell is equal to 20 - the number of additional saves it took to fail. If the creature makes 21 saves in a row or fails a save, he can not be affected again for 24 hours. These are all fear effects.-flyingpoo22

Black Lagoon - The air is thick with fog and fumes, draining physical strength, making it hard to think straight, and causing breathing to be strained. Creatures in a black lagoon must make a Fortitude save every minute (DC 10 + 1 per previous save) or suffer 1 point of damage to all ability scores. In addition, save DCs made to avoid suffocation increase by +2 per previous save instead of +1. Most swamp creatures are immune to the effects of a black lagoon.-flyingpoo22



Feats

Noxious Spell [Metamagic]

Requirements: You must have spent at least one week in a Swamp, Fort Save +3,

Benefit: You can make your Evocation spells that require saves exceptionally smelly, imbibing them with the spirit of the Swamp. All Creatures that fail their save on the spell must make another save, this time Fortitude, at DC Caster Level+5 or be Nauseated for the number of rounds they failed their save. A Smelly Spell uses up a spell slot 1 higher then the normal spell.

Steady Stomach

Requirements: Great Fortitude

Benefit: You receive a +1 on all Fortitude Saves, as well as a +5 on Saves vs. Nauseation

Swampy Stomach

Requirements: 13 Constitution, Steady Stomach

Benefit: Your Bonus on Fortitude Saves from Steady Stomach increases to +3, and you gain immunity to Nauseation.

Swamp Traveler

Requirements: 13 Dexterity, 5 or more Ranks in Balance

Benefit: When traveling on Mucky Ground, you can move at Half-Speed without making Balance Checks, move at Full Speed by making DC 5 Balance checks every 60 ft., and you may Run or Charge by making DC 10 Balance Checks every 60 ft.

Normal: You must make Balance checks at more difficult DC's when traveling in Murky Ground (See above)

Swamp Eyes

Requirements: 15 Wisdom, 8 or more Ranks in Spot

Benefit: When in a Swamp, you can see out to 60 ft. clearly, and you can see Lights out to 120 ft. You can also distinguish Will-'o-wisps from normal light sources, and automatically notice the flickering fire when near Methane or other Flammable gasses.

Swamp-Fighting Feats by Caracol (http://www.giantitp.com/forums/showpost.php?p=3980217&postcount=148)


Monsters


List of Swamp-Dwelling Monsters (http://www.giantitp.com/forums/showpost.php?p=3967565&postcount=78)



Bog-Born Template and Bog-Born Young Black Dragon (http://www.giantitp.com/forums/showpost.php?p=3961035&postcount=54)-Thelogman
The Lurkin (http://www.giantitp.com/forums/showpost.php?p=3955192&postcount=20)-Caracol
Miresprite (http://www.giantitp.com/forums/showpost.php?p=3955942&postcount=23)-Sanzh
Monsterous Crawfish (http://www.giantitp.com/forums/showpost.php?p=3958272&postcount=39)-rtg0922
Eurypterid (http://www.giantitp.com/forums/showpost.php?p=3959539&postcount=41)-Caracol
Red Predator (http://www.giantitp.com/forums/showpost.php?p=3960057&postcount=44)-Caracol
Swamp Nymph (http://www.giantitp.com/forums/showpost.php?p=3962943&postcount=60)-Caracol
Crawling Disease (http://www.giantitp.com/forums/showpost.php?p=3964339&postcount=67)-Caracol
Mosquito Swarm (http://www.giantitp.com/forums/showpost.php?p=3965094&postcount=69)-rtg0922
Swamp Dryad, Weeping Trent, Trent Tears
(http://www.giantitp.com/forums/showpost.php?p=3966097&postcount=72)-Sir Shadow
Rot Slug, Rotten Infected, Rotten Reverent (http://www.giantitp.com/forums/showpost.php?p=3974575&postcount=119)-Caracol
Neurotoad (http://www.giantitp.com/forums/showpost.php?p=3977957&postcount=140)-rtg0922
Marshmind (http://www.giantitp.com/forums/showpost.php?p=3964376&postcount=68)-Icewalker
Swamp Giant (http://www.giantitp.com/forums/showpost.php?p=3970266&postcount=98)-Szilard
Vined Mouth (http://www.giantitp.com/forums/showpost.php?p=3979322&postcount=144)-Szilard
Swamp Donkey (http://www.giantitp.com/forums/showpost.php?p=3986927&postcount=189)-rtg0922
Stymphalian Bird (http://www.giantitp.com/forums/showpost.php?p=3991161&postcount=204)-Kellus
Murk Golem (http://www.giantitp.com/forums/showpost.php?p=4000440&postcount=216)-Icewalker
Mustakrakish-Caracol
Sloth Pits (http://www.giantitp.com/forums/showpost.php?p=4009930&postcount=230)-Szilard
Rot Golem (http://www.giantitp.com/forums/showpost.php?p=4038366&postcount=243)-Icewalker
Parchplant (http://www.giantitp.com/forums/showpost.php?p=4038366&postcount=243)-Icewalker
Bandytwine (http://forums.gleemax.com/wotc_archive/index.php/t-409462)-VT
Burl Tortoise (http://www.giantitp.com/forums/archive/index.php/t-16448%20%3C/t-41279.html)-VT
Dampstrider (Half-way down page)
(http://www.giantitp.com/forums/archive/index.php/t-16448%20%3C/t-41279.html)-VT
Damu Chura (http://forums.gleemax.com/wotc_archive/index.php/t-669336)-VT
Danket (http://forums.gleemax.com/wotc_archive/index.php/t-455054)-VT
Dire-Duck Billed Platypus (http://forums.gleemax.com/showthread.php?t=895212)-VT
Dripping Delugia
(http://forums.gleemax.com/wotc_archive/index.php/t-648630)-VT
GeyserBelly (http://forums.gleemax.com/wotc_archive/index.php/t-681453)-VT
Myconid, Deathcap (http://forums.gleemax.com/wotc_archive/index.php/t-778189)-VT
Necrospede (http://forums.gleemax.com/wotc_archive/index.php/t-424198)-VT
Torcrab
(http://forums.gleemax.com/wotc_archive/index.php/t-315441)-VT
Disporgin (http://www.giantitp.com/forums/showpost.php?p=4093287&postcount=266)-rtg0922
Mud Worm (http://www.giantitp.com/forums/showpost.php?p=4105185&postcount=269)-Icewalker
Magic Eater Termites (http://www.giantitp.com/forums/showpost.php?p=4118970&postcount=275)-Caracol
Assimilator Flies (http://www.giantitp.com/forums/showpost.php?p=4128191&postcount=277)-DarkShard




Items


Lantern Cover
Cost: 5GP
Craft: 15
This round sheet of guass can be placed over the flame of any lantern. The lamp or lantern works normally however when exposed to flammable gas the flame will be subsumed by the guass. Causing the lamp to flicker (making the presence of gas immediately obvious) without causing an explosion.-Bisected8

Alchemical Cloth
Cost: 5sp
Craft: 5
This sheet of cloth may be wrapped around the face to act as a mask. When dampened the wearer may ignore the effects of sulfur gas for one hour as long as the cloth remains damp.-Bisected8

Swamp population have learned to use the sturdy platens of Eurypterids exoskeletron to make armors. A Eurypterid Armor is an exotic light armor made with the plates. It offers a good protection and is lighter than a normal armor.
An Eurypterid Armor suit can be crafted using at least 6 Small, 3 MEdium or 1 Large Eurypterid's bodies, not heavy damaged. You have to make a Craft (armor) check with a DC of 25 and spend 15 gold pieces of additional material components.

Eurypterid Armor (exotic light armor)
Cost: 150 gp
Armor Bonus: +4
Maximum Dex Bonus: +4
Armor Check Penality: -1
Arcane Spell Failure: 15%
Speed: 30 ft (M), 20 ft (S)
Weight: 20 lb-Caracol

Disinfectant Cream: This bottle of thick, odorous cream can be smeared in a light layer over a single medium creature's body. This process takes 3 minutes, and the disinfectant lasts for one hour. If submerged in water, the remaining time is cut in half. While smeared with Disinfectant Cream, the creature gains +3 on Fortitude saves vs. diseases contracted through injury, contact, or exposure.-Icewalker

Stamina Powder: This small capsule of powder can be ingested to affect one medium size creature. For one hour afterwards, the consumer of the powder gains a +3 bonus on Fortitude saves vs. diseases contracted through ingesting and inhaling.-Icewalker

For both Disinfectant Cream and Stamina Powder, it takes a 3x normal dose to cover a large creature. Not positive about other sizes, actually.

Disease Kit: This first aid box contains all that is needed to treat diseases. It has 3 bottles of Disinfectant Cream, 3 Stamina Powder capsules, and various herbal remedies, pure water, and bandages. Use of this kit allows a +2 circumstance bonus on Heal checks made to combat disease.-Icewalker

Cleanser
A single flask of this bright liquid is capable of clearing up to 30 liters of dark or torbid water, making it so limpid to make possible seeing ithrough it. Any bonus to Hide checks of creature or penality to Spot checks due to the dark water are to be considered no more. The water is just cleared, not purified: if it's not potable or infected remains in this state.
Cost: 120 gp. DC to Craft: 20.-Caracol

Drysalt
This crystaline substance is one of the most water-drying salts existing. A single flask is capable to absorb up to 10 liters of water. Every living creature in contanct to it must make a Fort Save DC 12 for every round of exposition or be dehydrated. Any plant exposed to it must make a Fort Save DC 15 or lose an HD for every round exposed. It takes a single flask to a Medium or smaller creature, 2 for a Large, 4 for a Huge creature, and so on.
Cost: 200 gp. DC to Craft: 25.-Caracol

Hive Bracers (http://www.giantitp.com/forums/showpost.php?p=3975489&postcount=123)-Goats_o_Mjolnir

Weapons (http://www.giantitp.com/forums/showpost.php?p=3978665&postcount=142)-Caracol
Compressed Swamp Gas (http://www.giantitp.com/forums/showpost.php?p=3990444&postcount=202)-Shades of Gray
The Fungal Tome (http://www.giantitp.com/forums/showpost.php?p=4017334&postcount=234)-Artifact-Caracol
Equipment of the Bog, Marshwood, Immune Supressing (http://www.giantitp.com/forums/showpost.php?p=4109767&postcount=272)-rtg0922



Magic Weapon Abilities



Races

Merkolth (http://www.giantitp.com/forums/showpost.php?p=3957567&postcount=36)-Nonanonymous
Races of the Bog (http://www.giantitp.com/forums/showpost.php?p=3996767&postcount=212)-rtg0922
Frogfolk (http://www.giantitp.com/forums/showpost.php?p=4109640&postcount=270)-rtg0922
Stenthos (http://www.giantitp.com/forums/showpost.php?p=3986278&postcount=183)-Kellus


Diseases

Bog Rot: This usually appears on the feet, when travelers do not thoroughly dry off for long periods of time after initial exposure to the fetid waters of the swamp.

It reduces a creatures speed by 10 feet on every failed save. Once a creature's speed reaches 0 it begins doing 1d8 Con damage as the rot becomes gangrenous and septic. It takes 3 successful saves to shake off Bog Rot

Infection: Exposure
Incubation: 2d4 days
Save DC: 18
Damage: Special


The Flux: Spread through fouled water. This disease prevents the body from retaining water. Characters immediately begin to suffer from dehydration no matter how much water they drink. They can only recover from the dehydration once they completely shake the disease off.

Infection: Ingestion
Incubation: 1d4 days
Save DC: 17
Damage: 1d8 Str + 1d4 Con + Special



Lung Spore (aka Witch's Breath): Caused by fungal spores that enter the lungs, this fearsome disease rots a creature out from it's core until only a gruesome fungal bloom remains, churning out more toxic spores. Whenever a creature takes 4 or more constitution damage from the disease they immediately begin choking and can do nothing but hack and cough. A character must begin making Fort Saves DC 10+1 for each previous save. After making 3 successful saves in a row they can breath as normal again. On a natural 1 on one of these saves they begin suffocating.


Infection: Inhalation
Incubation: 3d6 hours
Save DC: 15
Damage: 1d4 Con + Special

Those may need some tooling...

Special Template to apply to diseases: Resistant.
The swamps and bogs are breeding grounds for new plagues and more fearsome versions of the old ones. With the selective pressure of healing magic, many diseases have evolved magic resistance.
To magically cure a resistant disease a character must make a caster level check vs. 10+the diseases save DC.
Hardier strains can have 15+the diseases save DC or more, while some of the most feared have a complete immunity to magic.
-Diseases by Sxoa

Classes


Base Classes:

Bog Substitution Levels for Barbarians, Bards, and Rogues (http://www.giantitp.com/forums/showpost.php?p=4030291&postcount=238)-Thelogman
Marsh Ranger (http://www.giantitp.com/forums/showpost.php?p=4139480&postcount=285)-Rizban

Prestige Classes:
Swampscale Paragon (http://www.giantitp.com/forums/showpost.php?p=4111980&postcount=273)-rtg0922

Gnoll Champion (http://www.giantitp.com/forums/showpost.php?p=4079364&postcount=261)-dyslexicfaser
Hermit (http://www.giantitp.com/forums/showpost.php?p=3972418&postcount=110)-TheLogman
[/URL]-Sxoa
[URL="http://www.giantitp.com/forums/showpost.php?p=3972631&postcount=113"]Concocter (http://www.giantitp.com/forums/showpost.php?p=3967565&postcount=78)-Icewalker
Voodoo Practitioner (http://www.giantitp.com/forums/showpost.php?p=3981528&postcount=161)-rtg0922
Swamp Traveler (http://www.giantitp.com/forums/showpost.php?p=3986137&postcount=181)


Spells

Spells By IceWalker (http://www.giantitp.com/forums/showpost.php?p=3986605&postcount=185)
More spells by Icewalker (http://www.giantitp.com/forums/showpost.php?p=4000440&postcount=216)
Swamp of Souls (Epic) (http://www.giantitp.com/forums/showpost.php?p=3991603&postcount=211)-Kellus

More Spells (http://www.giantitp.com/forums/showpost.php?p=4105124&postcount=268)-Icewalker


Psionics

Powers by Kellus (http://www.giantitp.com/forums/showpost.php?p=3986863&postcount=188)
Miscellaneous

Swamp Traps (http://www.giantitp.com/forums/showpost.php?p=3975886&postcount=125)-Caracol
Craft (Folk Magic) (http://www.giantitp.com/forums/showpost.php?p=3981485&postcount=157)-rtg0922
Classes in The Bog (http://www.giantitp.com/forums/showpost.php?p=3989579&postcount=194)
Swamp Dieties (http://www.giantitp.com/forums/showpost.php?p=4000672&postcount=217)
Swamp Domains (http://www.giantitp.com/forums/showpost.php?p=4056833&postcount=257)-rtg0922

Gwyn chan 'r Gwyll
2008-02-16, 09:13 PM
Eeeenteresting.

I like it. I see a section on Lizardfolk, with 2 PrC's, and specialized weapons.

I would like to help a bit with this project.

TheLogman
2008-02-17, 05:13 PM
I actually wasn't planning on doing anything at all with Lizardfolk, but if you want to add some, I would appreciate it much.

However, as of right now, doesn't seem like anyone's very interested. This may go on the Backburner then.

Inhuman Bot
2008-02-17, 05:22 PM
If you do something with lizardfolk, I would be intresed in it.

StickMan
2008-02-17, 05:27 PM
I love swamps I'm in. I think we need a PRC dedicated to alligators or crocodiles, they both live in swamps right? Also on the silly side perhaps we should make a race of Manatees.

Also when doing swamps you have to do Lizardfolks its in the rules.

Goats_o_Mjolnir
2008-02-17, 06:07 PM
Count me in as well, Im gunna focus on races and mjnsters, gunna post ideas later

too brainstorming!

Sanzh
2008-02-17, 06:51 PM
I'm not that good at homebrewing, but this sounds interesting and I'm willing to help.

Szilard
2008-02-17, 07:02 PM
Sounds like fun, never heard of or read the books though.

dyslexicfaser
2008-02-17, 07:10 PM
My favorite bit of homebrew, K's Corpselight Whisperer, is a swamp-based druid. I wouldn't mind trying to come up with something to contribute.

Lizardfolk never really did it for me. Gnolls are also a swamp-based race... but what could you do with them that Goliaths didn't do better?

Goats_o_Mjolnir
2008-02-17, 07:19 PM
OK here are some thoughts


Playable Mushroom person race(no LA)

A frog catching/swamp boater prc

Playable Toad people race

just a littke to wet the palette, gunaa chalk them up tonight

Szilard
2008-02-17, 07:29 PM
What is the gist of this project?:smallconfused: Just DnD but in the Swamp? I'm thinking of making Medusas a playable race, And make some other snakey races up.

Shades of Gray
2008-02-17, 07:39 PM
@^^

They already have toad people, kuo-toa.

Goats_o_Mjolnir
2008-02-17, 07:52 PM
Szilard-yeah, basically expanding DnD for marsh and swamp areas including relevent skills, feats, classes, races, PrC , monsters etc. Check out Sandstorm and the others to get a good idea

TheLogman
2008-02-17, 09:52 PM
Actually, originally, it was just seeing if anyone else was interested in my personal project, but I guess it really evolved into something else entirely.

Also, ya, just basically D&D in the Swamp.

RTGoodman
2008-02-17, 10:08 PM
I'd be interested in helping out if you do anything - I haven't done too much homebrew stuff, but that's mostly from not ever having good ideas to try to do.

I think one thing that could be used to make swamps unique from other environments are the various environmental hazards. Diseases and such could be more common, and you could come up with some new swamp-based diseases. Also, one of the big dangers with wetlands in some places (Vietnam, for instance) are the changing water levels. Perhaps there could be stats for various versions of wetlands, some with static water levels, some with changing depths that threaten to flood campsites and the like.

I've got a swamp-based race written up, but as it is it's basically just a d20 version of the Argonian race from Elder Scroll: Morrowind. I could definitely see a set of orc and half-orc sub-races that have adapted to life in the swamps, complete with disease resistance and stuff like that.

Not sure about PrCs or feats, but certainly someone could come up with them. I think a shaman-like class or PrC could be in order, and there are definitely some new gods you could come up with.

I think I'm gonna have to go dig up the "Survivorman" episode where he stayed in the swamps of Louisiana for a couple of days...


EDIT: Also, my inner Cajun demands that I or someone else stat out a Dire Crawdad.

Darkkwalker
2008-02-17, 10:59 PM
Needs Croc/Gator people. That is all. And Oozes and molds. Possibley the sentient ones on this board. I espcially like the Goomi. But they have hardcore LA if I recall correctly.

Kellus
2008-02-17, 11:53 PM
This sounds really cool, and I'm definitely interested. I've got a couple cool ideas for prestige classes in the swamp, so I'll see what I can come up with. :smallsmile:

GryffonDurime
2008-02-18, 12:06 AM
Oh dandy potatos yes! I love swamps, I am totally in.

I think I'm going to have to contribute some items, prestige classes, feats, and races based on my favorite of all monsters: the Hags. The green hag is the iconic swamp queen...:smallsmile:

Szilard
2008-02-18, 11:03 AM
I'm not sure what to homebrew, A humanoid with snake features, or a snake with humanoid features? or a snake centaur? I realize the Yaun- ti are already part snake, maybe I could expand a swamp subtype? What should I homebrew?

Caracol
2008-02-18, 11:37 AM
I SO WANNA PARTECIPATE TO THIS.

I really love the Enviromental Books, too bad they are not even published here in Italy. An homebrew project like this would be awesome. I already have a moster I made some time ago that would be good. Maybe something similar already exists, but I made it specifically for swamps encounters.

Translation in progress.... and here it is:


Lurkin
(open to name suggestions)

http://fc02.deviantart.com/fs9/i/2006/010/c/9/licker_by_splinepusher.jpg
original art by splinepusher (http://splinepusher.deviantart.com/)

Medium Aberration (Acquatic)
Hit Dice: 8d8+8 (44 hp)
Initiative: +8
Speed: 30 ft. (6 squares), swim 50 ft (10 squares)
Armor Class: 16 (+4 Dex, +2 natural) touch 14, flat-footed 12
BaB/Grapple: +6/+8
Attack: 2 claws +8 melee, (2d4 +2/x2) or bite +6 melee (1d6+1/x2)
Full Arrack: 2 claws +8 melee (2d4 +2/x2) and bite +6 melee (1d6+1/x2)
Space/Reach:5 ft./5 ft.
Special Attacks: Paralizing Bite, Shrilling Claws
Special Qualities: Amphibian, Blind-Seeing, Darkvision 60 ft, Disease, Telluric Perception 60 ft.
Saves: For +5, Ref +8, Will +5
Abilities: Str 14, Dex 18, Con 12 , Int 12, Wis 16, Cha 2
Skills: Escape Artist +10, Hide +16*, Listen +13, Move Silently +13, Swim + 17
Feats: Improved Initiative, Multiattack
Enviroment: Any swamp
Organization: Solitary o group (2-6)
Challenge Rating: 4
Treasure: None
Alignment:Always Neutral Evil
Advancement: 9-15 HD (Medium), 16-20 HD (Large)
Level Adjustment: -

A dirty and purulent figure emengers from the mud. It has big claws, a eyeless face and a mouth bristled with jaws and full of a black fluid.

Lurkins are probably the result of a mutation of an humanoid race, due to the un-breathable air of the Choran's swamps. They are amphibious creatures, with no eyes, but they perceive very well their sorroundings thanks to an developed sense of hearing. Their shape resembles the one of an humanoid, although corrupted by aberrant physiognomy. They live in groups, in the putrid waters of the swamp, constantly seeking for creature to assault, or a refuge from predators bigger than them.
Lurkins don't speak or understand any lenguage.

COMBAT
Good swimmers, the lurkins relie on surprise attacks, emerging from blackwater and attacking their opponents from multiple directions, or hammering isolate targets. Their claws and their paralizing bite make them fair melee combatants, but they don't hesitate to flee from a fight if weakened or outnumbered.
Amphibian (Ex): Lurkins are amphibous creatures and can breathe underwater for an indefinite time.
Disease(Ex): Lurkins live in putrid and infected waters and can carry a disease. Whoever has been hurted by a lurkin has a chance of 50% to have contract an one of the following illnesses: Blinding Sickness, Filth Fever, Mindfire, Red Ache. See the description of these diseases on the Dungeon Master's Guide.
Paralizing Bite (Ex): A lurkin's bite can have the additional effect of paralizing the opponent: (Fortitude negates DC 15, the DC is Con based).
Shrilling Claws (Ex): Lurkins have big claw for their size, and use them as their primary weapon. A successfull claw attack lets a lurkin start a grapple check as a free action, to penetrate their opponent's flesh with their claws. This action causes an attack of opportunity with a malus of -4. If the grapple check is successfull, the lurkin is firmly clunged to his opponent and from the following turn he can inflict damage without making an attack roll. With a grapple check with a -4 penality or with a Escape Artist check with a CD of 15 you can free yourself from the lurkin's grasp.

Skills:*Lurkins gain a circumstance bonus of +4 to their Hide check when in swamp terrains.
Lurkins are good swimmers and can take 10 to their Swim check in every circumstance when in swamp terrains.



What do you guys think? Fits with the thread concept? Needs tweaking or improvement?

Szilard
2008-02-18, 12:05 PM
I skimed through it, that looks awesome, especially the mouth.

TheLogman
2008-02-18, 02:25 PM
What I will be doing is as other people submit things, I will add to the sections in the first post, linked to the post itself. As for my own stuff, I have some time today, so I might put up a Template or a Monster, maybe a Prc.

Sanzh
2008-02-18, 03:04 PM
Alright, I made something. This is the first monster I really finished. I was kinda inspired by the Bog Imp from Heroes of Horror.

Miresprite
Size/Type: Small Fey (Aquatic)
Hit Dice: 3d6 (11 hp)
Initiative: +6
Speed: 20 ft. (4 squares) swim 30 ft.
Armor Class: 19, touch 15, flat-footed 15 (+1 size, +4 Dex, +4 natural)
Base Attack/Grapple: +1/-1
Attack: Claw +6 melee (1d3+2)
Full Attack: Claw +6 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fury of the swamp
Special Qualities: Amphibious, slime, DR 5/cold iron
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 15, Dex 18, Con 10, Int 14, Wis 15, Cha 20
Skills: Bluff +10, Escape Artist +20, Handle Animal +11, Hide +10, Listen +8, Spot +8, Survival +8, Swim +18*
Feats: Weapon Finesse, Improved Initiative
Environment: Temperate marshes
Organization: Solitary, pair, family (3-7)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class (Favored Class: Druid)
Level Adjustment: +4

The creature emerging from the swamp seems to be a small elf. However, it seems to be composed of a mixture of reeds, sticks, and mud. Where its eyes should be are two glowing yellow-green spheres.
Miresprites are fey who have adapted to and live in swamps or marshes. They consider it their duty to protect them from “despoilers” and will attack ferociously. They have the height and weight of a small elf or a large halfling, and speak Aquan and Sylvan.

Combat
Miresprites usually plan ambushes, hiding underwater. They use their claws as a last resort if they can’t hide or swim away. Occasionally, they’ll use other creatures to aid them, such as alligators or toads.
Amphibious (Ex): Although miresprites are aquatic, they can survive indefinitely on land.
Fury of the Swamp (Su): A miresprites can, as a standard action, take a clump of mud (whether from the ground or from her own body), charge it with mystical energy, and hurl it at an opponent within 60 feet as a ranged touch attack. If it hits, the opponent takes 3d4 points of damage and must make a DC 15 Fortitude save or be nauseated for 1d4 rounds. The save DC is Charisma based.
Slime (Ex): A miresprite is always covered in a thin layer of slippery mud, providing an effect similar to a grease spell.
Skills: A miresprite 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.

Lord Iames Osari
2008-02-18, 04:02 PM
Why aren't the limited visibility rules more like the rules for fog (http://www.d20srd.org/srd/weather.htm#fog)?

Szilard
2008-02-18, 04:54 PM
Right now I am homebrewing the Swamp/marsh giant and will post it when I am satisfied with it and open it to critisism.

Sir Shadow
2008-02-18, 05:25 PM
I really like those three books, and I'd love to add to this.

BisectedBrioche
2008-02-18, 05:26 PM
Maybe there should be some swamp specific items. Like safety lamps or (enchanted?) masks to protect you from the sulphur fumes?

Ekeralos
2008-02-18, 05:35 PM
Swamps are such awesome adventure settings. I've always wanted to make a playable "gorgon-esque" race. I'll try making one that's LA +0

BisectedBrioche
2008-02-18, 05:56 PM
Swamp related gear;

Lanturn Cover
Cost: 5GP
Craft: 15
This round sheet of guass can be placed over the flame of any lanturn. The lamp or lanturn works normally however when exposed to flammable gas the flame will be subsumed by the guass. Causing the lamp to flicker (making the presence of gas immediatly obvious) without causeing an explosion.

Alchemical Cloth
Cost: 5sp
Craft: 5
This sheet of cloth may be wrapped around the face to act as a mask. When dampened the wearer may ignore the effects of sulphur gas for one hour as long as the cloth remains damp.

Szilard
2008-02-18, 06:09 PM
For the Cloth, it could be 5 sp to make it sound cheaper.

BisectedBrioche
2008-02-18, 06:18 PM
For the Cloth, it could be 5 sp to make it sound cheaper.

Good point. I always forget that the currency system's tri-decimal and not tri-cental

Szilard
2008-02-18, 06:40 PM
For my Swamp Giant, I want to make it immune to the sulpher gas and mucky ground and stuff, how should I go about doing that, I'm thinking that they don't have to make the saves for that, or should I have some of the feats automatic feats for the monster? I'll decide later but will listen to advice.

TheLogman
2008-02-18, 06:48 PM
You could give it the Swampy Feats as Bonus feats, or you could just give it a special quality like (Swamp-liver) that makes it immune to all the effects you want it to ignore.

Stycotl
2008-02-18, 07:43 PM
the grippli were always a cool part of d&d swamps.

i think that the lizardmen would be an awesome way to focus the project. they were always the epitome of a swamp environment throughout my campaigns.

wizards had some swamp-related spells and magic items a few years ago, though i can't recall them now. there was one in particular that allowed a druid to either summon, or become an enormous croc. it has fled my mind though.

Sxoa
2008-02-18, 07:52 PM
I'm interested in contributing. What needs the most work or humble project leader?

I'd also call it noxious spell, as opposed to smelly spell. While smelly has the alliteration, noxious just sounds less cutesy.

Some pictures I stole off the Internet for inspiration:
This one is...weird.http://www.bpib.com/illustrat/wolver7.jpg

I really like this one...
http://www.frostaskjol.is/img/articlepics/101/swamp_monster2.jpg

This one is cute. I can just see a band of adventurers going aaaaw
http://img.photobucket.com/albums/v13/Ragnarok27/d2cc118c.jpg

Spider swamp people...things
http://img.photobucket.com/albums/v13/Ragnarok27/df9b1ab2.jpg

Nonanonymous
2008-02-18, 08:50 PM
One recommendation would be to change the name to Ignes Fatui, the more proper term for Will-o'-the-wisps. Also, Stormwrack provides rules for a Tidal Marsh, you might want to look at those for a few more references.

And while I'm at it, here's two old homebrew races I made for a campaign setting I'm working on. With a bit of tweaking, they'd be perfect for a swamp based setting.

Merkolth

The merkolth are a race of planetouched altered from what once was a fey'ri to a bizarre combination of elf and styx dragon.
Physical Description: Merkolth resemble an elf at the right distance, however when one gets closer they notice that the skin is covered with slimy, rusty red scales, the presence of a pair of wings small enough to be useless for flight but that assist it in moving through water, a tail that splits into two long, bladed whips, hair that is a murky combination of blue and purple, and eyes that glow with a lurid yellow light.
Personality: As befits their heritage, merkolth are commonly suspicious, manipulative, selfish, and cruel. Many simply become hired swords for the simple pleasures of wealth and murder, while the more ambitious may become crime lords or attempt to usurp or found a kingdom or noble house. Much akin to styx dragons, they consider fiendish and/or rotting carrion to be a delicacy, and can often be found cannibalizing their own dead.
Relations: Merkolth can generally feign courteous relations with other races, though most of them are quite thorough xenophobes, knowing that their own kind are the least likely to stab them in the back, at least in the middle of the streets.
Alignment: Merkolth are usually evil, and tend toward neutrality. Some may develop a tendency toward good and manage to escape before they are struck down for their weakness, and still others may have been a youth when a war party of elves or their allies raided the town to imprison the rouge elf-breeds. These are, of course, extremely rare instances, given the nature of the species in general.
Merkolth lands: Merkolth tend to thrive wherever there is fetid water, or just a horribly corrupt community. Due to the highly feudal nature of their society, their establishments don't often survive long enough to evade destruction from within or without.
Religion: Merkolth worship whatever vile god or fiend promises them the most convincing rewards for the smallest requisite loyalty, or, alternatively, whichever being elicits the most fear from them.


Abilities and racial features
Merkolth have the following racial traits:


+2 Dex, +2 Int, -2 Wis. Merkolth are graceful and intelligent, but most seem rather mad even in comparison to their Fey'ri brethren.
Medium Size
Outsider: Merkolth are native outsiders.
Aquatic: Merkolth are aquatic humanoids, and have the accompanying sub-types.
Amphibious (Ex): Merkolth can breathe water or air equally well, without limitation.
Merkolth base land speed is 20 feet; their tails and webbed feet are not quite suited to use on land
Merkolth base swim speed is 40 feet. A merkolth has a +8 racial bonus on any swim check to perform some special action or avoid a hazard. A merkolth can always choose to take 10 on a swim check, even if distracted or endangered. A merkolth can use the run action while swimming, provided she swims in a straight line.
Natural attack: A merkolth has a natural bite attack that deals 1d6 damage, a five foot high, five foot wide, 60 ft long line of acid breath attack that deals 2d4 damage for 1 round +1 round/three levels (Usable once per day), and a tail attack that deals 1d6 slashing damage. On a successful tail attack, a free grapple check may be made. On a successful bite attack, the bitten creature must succeed on a fortitude save or contract Stygian Rot, sustaining 1d3 damage to both Con and Cha.
Darkvision up to 60 feet
Low-light vision: Merkolth can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Immunity to disease and poison
+2 racial bonus on Bluff, Hide, Listen, Search, and Spot checks
Elf Blood: For all special abilities and effects, a merkolth is considered an elf. Merkolth, for example, can use or create elven
weapons and magic items with racially specific elven powers as if they were elves.
Automatic Languages: Common, Elven, and Abyssal
Bonus Languages: Infernal, Undercommon, Dwarven, Celestial, Draconic, Aquan, Orc, Goblin, Giant, Gnome. Merkolth are familiar with their hereditary languages, as well as the languages of their enemies, business partners, and slaves.
Favored class: A merkolth's favored class is Sorcerer.
Level Adjustment +2


Might make a good basis for the crocodilian race, eh? The next race was a race of fey intended to be based on the Death's-head Hawkmoth, though they're sufficiently creepy to fit in with a swamp setting pretty well. In fact, you might even be able to adapt them into some horrific sentient mosquito species if you decided on it. The fluff I've written really dissatisfies me when compared to the generally disturbing nature of the crunchier bits, I think it may have just been a cop out when I wrote, so feel free to change it in anyway that you can. I still plan to use the Inaal in my campaign, and this whole swamp project might be a good way to get them up to par.

Inaal

Inaal are a race of nocturnal, moth-like fey that many sages speculate have some sort of connection to halflings. Most agree that they have strong connections to the Plane of Shadow and anywhere else that illusion spells draw on, due to their spell-like abilities.
Personality: Inaal are almost entirely the same as halflings in regards to personality, however inaal aren't quite as nomadic as halflings, making most of their homes in forests as befits their fey nature. In addition, they have less of a tendency to spend wealth than halflings do, rather they prefer to either purchase practical items or use their wealth to decorate their homes. Unlike most fey, inaal are just as comfortable in urban areas as they are in the wild, though they find living there unpleasant.
Physical Description: Inaal usually stand between 3' to 4' tall, and weigh about 30 to 40 lbs. Their skin is pale, their hair dark and coarse. They have large, solid black eyes which reflect red when exposed to light. Two small antennae sprout from their head, moving in accordance with their actions and mood. They posses short, sharp proboscises-like tongues which are strong enough to pierce flesh. Their most striking feature is a pair of large, moth-like wings with seemingly random and individually unique patterns of the darker fall colors. They generally favor comfortable, practical, and rather simple clothing, but they can't stand for it to be totally without decoration, and most tend to have a pendant of some sort they wear at all times, usually becoming their sort of signature. They reach adulthood at the age of 20 and generally live indefinitely discounting death in battle or due to disease.
Relations: Due to their similarities, inaal get along rather famously with halflings, elves and gnomes respect them as fey creatures, while dwarves and humans tend to find them quite disturbing. Still, they try to get along with everyone, but find lawful societies unpleasantly restricting, and they are frequent crusaders against evil and oppression.
Alignment: Inaal tend toward neutrality in the same fashion as a halfling, and are much more often good than evil.
Inaal Lands: Inaal have no definitive nations, instead living in loosely associated groups on the fringes of civilization, or traveling across the world in caravans as halflings do.
Religion: Most inaal worship either Obad-Hai, a neutral or good shadow or night deity if it exists in the campaign, or Ehlonna, and at least respect Stronmaus (Storm giant deity from Defenders of the Faith) and Olidammara. A sizable number worship those two as well, and generally all inaal pray to Fharlanghn while traveling.
Language: Inaal speak Sylvan and/or Umbral, possibly in a Nadsat-esque slang that is a combination of the two, and most write very little other than elders and spellcasters. Most myths are relayed by word of mouth, with written copies mainly distributed by the other races.
Names: Inaal choose their own names not long after they learn to speak as children, often basing their names on some facet of the natural world that particularly appeals to them. They don’t attach much more significance to their names, and it’s not unusual for an inaal to change names numerous times throughout his lifetime, as he encounters new manifestations of nature that appeal to him.
Adventures: An adventuring inaal most likely is on some sort of mission to bolster a cause they support, such as to protect the balance of nature, or to try to add credence to a political system. Many may simply be looking for excitement or glory, but wealth is generally considered a means to an end by most. Sometimes, it may be a sort of pilgrimage in the eyes of the inaal, and the most religious among them tend to leave on their own rather than travel with their family in a caravan.

Inaal Racial Traits


+2 Dex, -2 Str, +2 Cha. Inaal are quick, agile, good with ranged weapons, enchanting like most fey, but smaller and weaker than the other races.
Small: As a small creature, an inaal gains a +1 size bonus to Armor Class, a +1 size bonus on attack roles, and a +4 size bonus on hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a medium character.
Inaal base land speed is 20 feet, and their fly speed is 40 feet with good maneuvarability.
+2 racial bonus on Listen, Search, Spot, and Move Silently checks: Inaal are alert and stealthy.
+2 racial bonus on saving throws against illusions: Inaal are intimately familiar with illusions of all kinds
Add +2 to the Difficulty Class for all saving throws against illusion spells cast by inaal. Their innate attunement to the planes from which these spells originate from make their illusion more difficult to see through. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
Automatic languages: Common, Umbral(Or any other 'Common' for the Plane of Shadow.) and Sylvan. Bonus Languages: Draconic, Elven, Giant, Gnome, Halfling, Goblin, Auran, Terran, Aquan, Ignan, Celestial.
Blood Drain (Ex): An inaal can suck blood from a living victim with her tongue by making a successful grapple check. If she pins the foe, she drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, an inaal gains 5 temporary hit points that last for up to 1 hour.
Spell-Like Abilities: 1/day -- Dancing Lights, Sound Burst, Darkness, Disguise Self, Web, and Fear. In addition, an inaal with a Cha of 18 or higher has the following spell-like abilities: Light of Lunia (PlH), Charm Person, Summon Swarm, Claws of Darkness (FRCS), Moon Blade(FRCS), Darkfire(MaF), Shadow Spray(FRCS). Her caster level is equal to her character level, save DC 10+Cha modifier+spell level.
Favored Class: Shadowcaster
Level Adjustment +2

Sxoa
2008-02-18, 09:24 PM
Based on the Acid Slush terrain from Frostburn minus a few cold related stuff and flavor text:

Acid Bog:
Acid bog has a faint green hue, making it difficult to notice except in good light. Spotting an acid bog bog before entering it requires a DC 20 Survival
check. If the moving creature succeeds on a DC 10 Survival check but not a DC 20 check, he notices that the square is with bog but does not identify it as acid bog.

Acid bog deals 1d6 points of acid damage per round of exposure, or 6d6 points of acid damage with total immersion. Most acid slush is about 1 foot in depth. It costs 2 squares of movement to move into a square with acid bog, and the DC of Balance and Tumble checks in such a square increase by 2. Acid bog imposes a –4 penalty on Move Silently checks.

It's likely that this would expose the person to disease as the acid burns through the skin pathogens enter unfettered.

EDIT: PS. I haven't claimed "dibs" on the pictures I posted before. If anyone wants to to create a creature for them, well that's what I found them for!

Szilard
2008-02-18, 10:32 PM
I'm pinning down the stat block for the swampgiant and might post it tomarrow.

RTGoodman
2008-02-18, 11:12 PM
Okay, here's the Monstrous Crawfish, bane of Cajun connoisseurs everywhere. It's tweakable if anyone has any suggestions.

_______________________________

Monstrous Crawfish

http://img.photobucket.com/albums/v689/LHSMasterP/Crawdad.png
Medium Vermin (Aquatic)
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 20 ft. (4 squares); swim 30 ft.
Armor Class: 17 (+1 Dex, +6 natural); touch 11; flat-footed 16
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d6+2)
Full-Attack: 2 Claws +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict, improved grab
Special Qualities: Amphibious, darkvision 60 ft., vermin traits
Saves: Fort +6 Ref +2 Will +1
Abilities: Str 15, Dex 12, Con 17, Int –, Wis 10, Cha 6
Skills: –
Feats: –
Environment: Swamps, wetlands
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: –

This dark red creature stands about two-and-a-half feet tall and is about four feet long. Some sort of large crustacean, its limbs are tipped with large, powerful claws. The sun glints off its hard carapace as it sidles closer to the water, its pincers clicking menacingly.

A monstrous crawfish (also known as a crawdad or crayfish) is a huge, deadly version of a common freshwater crustacean found in rivers, swamps, bayous, and other wetlands. Normally a scavenger, a monstrous crawfish is not above attack still-living creatures if appear to promise a quick meal.

A monstrous crawfish, if pressed into fighting, attacks with its claws, hoping to gain a constricting grip on smaller prey. If the opponent puts up too much of a fight, the crawfish attempts to grab whatever it can and escape to the deeper waters where it’s much more mobile.

Combat

Constrict (Ex): With a successful grapple check, a monstrous crawfish can crush a grabbed opponent, dealing 1d6+4 points of bludgeoning damage.

Improved Grab (Ex): If a monstrous crawfish hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it also constricts on the same round.

Vermin Traits: A monstrous crawfish is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).
_______________________________


Also, I can't do it tonight, but I've been planning on going through the SRD and maybe some other sources and compiling a list of common swamp creatures, both already published and posted here. I guess I could actually just make charts for random encounters (like pg. 199-224 of Frostburn, but nowhere near as detailed), but it'll take a while.

Goats_o_Mjolnir
2008-02-18, 11:41 PM
Working on a Prc, The Frog Jigger (or swamp jigger, debating) will be up tomorrow

Caracol
2008-02-19, 08:41 AM
Another little one, good for low-level encounters. I hope is not too similar to the Monstrous Crawfish, but I decided to make it before seeing rtg0922's monster. I took inspiration from the actual eurypterid (http://en.wikipedia.org/wiki/Sea_scorpion) (I study Natural Sciences so I'm so fond in prehstoric beasts)


Eurypterid


http://roadrunnerspress.com/bilder/havsskorpion.jpg

Small Vermin (Acquatic)
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 50 ft (10 squares)
Armor Class: 17 (+2 Dex, +1 size, +4 natural) touch 12, flat-footed 15
BaB/Grapple: +1/+1
Attack: Claws +2 melee, (1d3 +1/x2) or bite +2 melee (1d4+1/x2)
Full Arrack: 2 claws +2 melee (1d3 +1/x2) or bite +2 melee (1d4+1/x2)
Space/Reach:5 ft./5 ft.
Special Attacks: -
Special Qualities: Amphibian, Darkvision 60 ft, Scent, Vermin traits
Saves: For +5, Ref +2, Will +3
Abilities: Str 12, Dex 15, Con 14 , Int -, Wis 16, Cha 3
Skills: Hide +8*
Feats: -
Enviroment: Any swamp and freshwater
Organization: Solitary, group (2-6) or swarm (6-20)
Challenge Rating: 1
Treasure: Exoskeletron (see below)
Alignment:Always Neutral
Advancement: 3-5 HD (Small), 6-10 (Medium), 11-20 HD (Large)
Level Adjustment: -

A strange animal approaches from the water. It resembles a big scorpion, and goes directly for you ankles. Its claws look sharp, and its mouth moves costantly.

Eurypterids dwelled the seas and the freshwaters of the ancient world. They were fierce predators, the most dangerous of the ancestral waters. They eventually disappeared, but some of them refuged in the in-land, beginning to inhabit in the swamps and feeding of small fish and other creatures. They pass most of their existance under the sand or the mud, hunting expecially at night. They are usually about 3 feet long, but some of them arrive even to 9 ft.

COMBAT
Eurypterids attack anything appetizing to them, and they rush from everywere everytime they perceive a scent of blood in the water. They attack aiming for the nearest part of their pray, usually the ankles. They usually come in groups, but the largest ones hunts alone.
Amphibian (Ex): Eurypterids can stay outside the water up to 30 minutes.
Scent (Ex): Eurypterids have an exceptional sense of scent and can perceive the presence even of few drops of blood in a range of 40ft. When the blood quantity is high, their range of perception can increase up to 90 ft. Eurypterids are able to detect their opponents in a range of 10 ft. grounding only on their blood scent.

Skills:*Although Eurypterids don't have a Int score, they have a racial use of the Hide Skill and +4 to their Hide check when in swamp or sand terrains.


And in addition,

Eurypterid Armor

Swamp population have learned to use the sturdy platens of Eurypterids exoskeletron to make armors. A Eurypterid Armor is an exotic light armor made with the plates. It offers a good protection and is lighter than a normal armor.
An Eurypterid Armor suit can be crafted using at least 6 Small, 3 MEdium or 1 Large Eurypterid's bodies, not heavy damaged. You have to make a Craft (armor) check with a DC of 25 and spend 15 gold pieces of additional material components.

Eurypterid Armor (exotic light armor)
Cost: 150 gp
Armor Bonus: +4
Maximum Dex Bonus: +4
Armor Check Penality: -1
Arcane Spell Failure: 15%
Speed: 30 ft (M), 20 ft (S)
Weight: 20 lb

Szilard
2008-02-19, 10:24 AM
I am not fully done with the monster Im making but here is what I have so far.

The creation of a monster:

Concept:Large humanoid, dark green,walk through pool/bog w/out penalty. Green and slimy, acid use. lives in swamp and territorial. Relies on strength and speed to get food. Giant gone wild.
Type: Giant
-----------------
Target CR: 8ish, maybe 9.
Type:Giant
Size:Large Min CR:2 str 26 dex11 con 20 Min HD:2 Max HD:--- Slam/tentacle:1d6 Bite:1d8 claw/sting:1d6 Gore/tail:1d8
Subtype:---
HD: 8-24 prob. 12
Abilities:Int:8 Wis:10 Cha:11
Initiative:0
Speed:40 ft
AC:20=10+-1size+9 natural Armor+2 bonus on Natural Armor.
Atk: -melee weapon (club) -ranged weapon(rocks) -slam Atk bonus: +16 melee +8 range Damage:Slam 1d6+8, club 1d8+8, rocks:2d6+8 or 0? (str or Dex mod?)
Full atk:need help on this
Special attacks:rock throwing
Special qualities:none yet
Saves:(Don't know base saves)Fort +8, Ref +0, Will +0
Skill points:15 listen +4, spot +4, survival +4, swim +11
Feats: Great Fortitud: Improved Natural Armor (x2), steady stomach, Swampy stomach
Space/reach:10ft/10ft
Environment:Temperate Marshes
Treasure:standard
Alignment:Usually CE
Advancement:by character class
CR:target 8, need to playtest.

As you might see, I need some help with this, got any tips?

Sxoa
2008-02-19, 11:52 AM
Disease:
Bog Rot: This usually appears on the feet, when travelers do not thoroughly dry off for long periods of time after initial exposure to the fetid waters of the swamp.

It reduces a creatures speed by 10 feet on every failed save. Once a creature's speed reaches 0 it begins doing 1d8 Con damage as the rot becomes gangrenous and septic. It takes 3 successful saves to shake off Bog Rot

Infection: Exposure
Incubation: 2d4 days
Save DC: 18
Damage: Special


The Flux: Spread through fouled water. This disease prevents the body from retaining water. Characters immediately begin to suffer from dehydration no matter how much water they drink. They can only recover from the dehydration once they completely shake the disease off.

Infection: Ingestion
Incubation: 1d4 days
Save DC: 17
Damage: 1d8 Str + 1d4 Con + Special



Lung Spore (aka Witch's Breath): Caused by fungal spores that enter the lungs, this fearsome disease rots a creature out from it's core until only a gruesome fungal bloom remains, churning out more toxic spores. Whenever a creature takes 4 or more constitution damage from the disease they immediately begin choking and can do nothing but hack and cough. A character must begin making Fort Saves DC 10+1 for each previous save. After making 3 successful saves in a row they can breath as normal again. On a natural 1 on one of these saves they begin suffocating.


Infection: Inhalation
Incubation: 3d6 hours
Save DC: 15
Damage: 1d4 Con + Special

Those may need some tooling...

Special Template to apply to diseases: Resistant.
The swamps and bogs are breeding grounds for new plagues and more fearsome versions of the old ones. With the selective pressure of healing magic, many diseases have evolved magic resistance.
To magically cure a resistant disease a character must make a caster level check vs. 10+the diseases save DC.
Hardier strains can hhave 15+the diseases save DC or more, while some of the most feared have a complete immunity to magic.

Caracol
2008-02-19, 01:23 PM
I made this one too some time ago, for my own setting. My continent had some dangerous swamp lands in the middle, so I homebrewd some monsters good for swamps encounter.


Red Predator


http://img511.imageshack.us/img511/6646/muerterojayd4.jpg
I have no source for the original image this time, sorry.

Large Aberration
Hit Dice: 15d8+15 (82 hp)
Initiative: +8
Speed: 40 ft. (12 squares), climb 20 ft (6 squares)
Armor Class: 20 (+4 Dex, -1 size, +7 natural) touch 13, flat-footed 16
BaB/Grapple: +10/+15
Attack: Claw +14 melee (1d6 +4/19-20)
Full Arrack: 2 claws +14 melee (1d6 +4/19-20)
Space/Reach:10 ft./10 ft.
Special Attacks: Constrict, Improved Grab
Special Qualities: Darkvision 60 ft, Telluric Perception 120 ft, Regeneration 5, Spell-like abilities
Saves: For +8, Ref +9, Will +12
Abilities: Str 20, Dex 18, Con 12 , Int 16, Wis 14, Cha 6
Skills: Climb + 15*, Concentration +15, Hide +10, Listen +12, Move Silently +14, Search +13, Spellcraft +13,Spot + 12, Survival + 12
Feats: Combat Casting, Improved Critical (claws), Improved Initiative, Power Attack, Spell Penetration
Enviroment: Any swamp, cave and underground
Organization: Solitary
Challenge Rating: 11
Treasure: Triple Standard
Alignment:Always Neutral Evil
Advancement: 16-20 HD (Large), 21-25 HD (Huge)
Level Adjustment: -

You shake your head, and suddenly what seemed to be a comfortable forest becomes a dark and dirty cave full of bones. A tall and terrible figure stands in the middle, crimson and menacing.

Little is known about the Red Predator's origins, but sure they become infamous among the travellers of the swamps. They are tall creatures, with a red and spongy body and almost no facial features. They feed mostly of the blood of any creature they can kill, so their unusual body structure absorbs the color from their victims. Although they would seem mindless, they are really smart and cunning predators. They dwell in caves, that soon become full of the rests of their meals, in were they feel well protected. They perceive the presence of the creatures from far, and they create complex illusions to make their caves entrance's appealing for their preys. They usually expect them to be in the cave before dissolving the illusion and attack.
Red Predators attack any prey, but recently they becomed more interested in adventurer's parties, expecially in the spellcasters. They feed on them and collect all their gear, storing it in their caves, and are interested especially in the wizard's books, which they study to increase their spell-casting capability.
Red Predators understand almost evey language and writing, but don't speak.

COMBAT
Red Predators usually attract their preys thanks to their spell like abilities, creating appealing illusion to make them approach their caves. Once there, they relie on their magic or on their great strenght. If attacked from multiple direction, they usually cast repulsion and try to eliminate their opponent at distance, usually concentrating on the spellcasters. They flee rarely, since they are really attached to their hideout.
Constrict (Ex): A Red Predator that keeps an opponent in a grapple can automatically deal 2d6 +4 additional bludgeoing damage.
Improved Grab (Ex): After a successfull attack, a Red Predator can do a Grapple check as a free action against opponents at least a Size category smaller than him. This action provokes an attack of opportunity with a -4 penality.
Regenaration (Ex): The spongy body of a Red Predator gives him a regeneration of 5.
Spell-like abilities (Su): As a 11° level Wizard. The DC are Int based.Tipical prepared spells (4/5/5/5/3/2/1, DC 13 + spell level) 0° - dancing lights (2), mage hand, resistance; 1st - alarm, mage armor, magic missile, shocking grasp, silent image; 2nd - blur, invisibility, Melf's acid arrow, scorching ray, shatter; 3rd - fireball, gaseous form, major image, slow, vampiric touch; 4th - geas (lesser), shout, shadow conjuration; 5th - mirage arcana, passwall; 6th - repulsion.

Skills:* Red Predators are good climber and can take 10 to their Climb check in any circumstance.


Here it is, I hope you like it. I'm aslo working on a Swamp Nymph, expect her soon.
I found this thread on the ConceptArt site, there are a lot of pictures and creature to use as inspiration in my opinion. Take a look at it!!!
http://www.conceptart.org/forums/showthread.php?t=56176

RTGoodman
2008-02-19, 02:25 PM
Alright, I've started compiling a list of swamp creatures from published sources (as well as what's been posted here so far), but I don't have that many monster type books at the moment. I've covered the Monster Manual/SRD stuff, Monster Manual III (which has several good things), as well as some other sources (Expanded Psionics, Races series, Frostburn, etc.). I hope to look through the other Monster Manuals at some point this week, as well as the Fiend Folio once I get it back from one of my buddies. After that I'm not sure where to go.

Also, does anyone have the Manual of the Planes? I've discovered that it has Paraelementals (sort of like hybrids of two types), and it'd be great if someone could tell me Ooze Paraelemental (hybrid of Earth and Water, I assume) is something that I should include.


For people homebrewing critters, you might want to shoot for higher CRs. There are a ton of low-CR critters (the "hot-spot" seems to be around CR 3-5), whereas there's basically nothing (so far) from CR 12-20 (except the various black dragons).

Nonanonymous
2008-02-19, 06:10 PM
I am not fully done with the monster Im making but here is what I have so far.

The creation of a monster:

Concept:Large humanoid, dark green,walk through pool/bog w/out penalty. Green and slimy, acid use. lives in swamp and territorial. Relies on strength and speed to get food. Giant gone wild.
Type: Giant
-----------------
Target CR: 8ish, maybe 9.
Type:Giant
Size:Large Min CR:2 str 26 dex11 con 20 Min HD:2 Max HD:--- Slam/tentacle:1d6 Bite:1d8 claw/sting:1d6 Gore/tail:1d8
Subtype:---
HD: 8-24 prob. 12
Abilities:Int:8 Wis:10 Cha:11
Initiative:0
Speed:40 ft
AC:20=10+-1size+9 natural Armor+2 bonus on Natural Armor.
Atk: -melee weapon (club) -ranged weapon(rocks) -slam Atk bonus: +16 melee +8 range Damage:Slam 1d6+8, club 1d8+8, rocks:2d6+8 or 0? (str or Dex mod?)
Full atk:need help on this
Special attacks:rock throwing
Special qualities:none yet
Saves:(Don't know base saves)Fort +8, Ref +0, Will +0
Skill points:15 listen +4, spot +4, survival +4, swim +11
Feats: Great Fortitud: Improved Natural Armor (x2), steady stomach, Swampy stomach
Space/reach:10ft/10ft
Environment:Temperate Marshes
Treasure:standard
Alignment:Usually CE
Advancement:by character class
CR:target 8, need to playtest.

As you might see, I need some help with this, got any tips?

The 3.0 Fiend Folio already has a bog giant, but with all of those crazy attachments, I think you're pushing for aberration or plant rather than giant.

Nonanonymous
2008-02-19, 07:13 PM
Alright, I've started compiling a list of swamp creatures from published sources (as well as what's been posted here so far), but I don't have that many monster type books at the moment. I've covered the Monster Manual/SRD stuff, Monster Manual III (which has several good things), as well as some other sources (Expanded Psionics, Races series, Frostburn, etc.). I hope to look through the other Monster Manuals at some point this week, as well as the Fiend Folio once I get it back from one of my buddies. After that I'm not sure where to go.

Also, does anyone have the Manual of the Planes? I've discovered that it has Paraelementals (sort of like hybrids of two types), and it'd be great if someone could tell me Ooze Paraelemental (hybrid of Earth and Water, I assume) is something that I should include.


For people homebrewing critters, you might want to shoot for higher CRs. There are a ton of low-CR critters (the "hot-spot" seems to be around CR 3-5), whereas there's basically nothing (so far) from CR 12-20 (except the various black dragons).

The Fiend Folio's got a lot of great stuff for swamp encounters.
Ahuizotl
everything from the aquatic ooze heading
bhut
the century worm and crawling head might work
dark ones could easily be made into a swamp dwelling race
darkweaves
demodands
blood fiends, klurichirs, maurezhi, myrmyxicus, skulvyn, and wastrilith demons all could find a home in the swamp.
the two devils described in the book (the Paeliryon would make a good swamp witch to surprise players expecting to find a green hag)
Kaorti, to lead horrid rituals around "a great granite monolith some eight feet in height; on top of which, incongruous in its diminutiveness, rested a noxious carven statuette"
kelpies
lucent worms
megatherium (I think they resided in the dryer parts of swamps, but I can't quite remember)
octopus trees
quth-marren
skulks
mud slaadi
slasrath
spore bats
ti-kana deinonychus
ulgurstasta
vine horror
yellow musk creeper and yellow musk zombies
yuan-ti anathema
piscoloth


And yes, the ooze elemental from Manual of the Planes works.

Szilard
2008-02-19, 07:53 PM
When I was working on my creature I forgot most of the concepts, so the Swamp giant is basicly a tall guy that lives in a swamp with all of the giants traits. It doesn't seem like an aberation to me, more like a really tall humanoid.
Definatly not a plant.

Sxoa
2008-02-19, 08:07 PM
At Caracol: What overcomes the regeneration? Acid? Fire?

crystalkeep.com has a list of creatures by environment. It includes a variety of temperatures of marshes. Its still worth it to check up on the original source books, because while I greatly appreciate Chet's work he can sometimes be sloppy and miss/misquote things.

Szilard
2008-02-19, 08:33 PM
While working on my giant, I found this creature that I might homebrew, but it seems more of an underground enviornment than swamp, what to you guys think?

[edit] Asphinxes
Asphinxes are actually demons who were banished to the Forbidding along with their demonic brethren. Only one was left in the Four Lands, kept to guard the black elfstone. They have the form of snakes, upon striking their victims they turn to stone, while their poison slowly and painfully turns their victim into stone as well. Walker Boh was bitten by the asphinx while attempting to retrieve the black elfstone in The Scions of Shannara, but he managed to escape by breaking off his own arm. In the world of Jarka Ruus (the Forbidding), Grianne and Weka Dart stumble upon the nesting grounds of the asphinxes. Weka Dart lures the demon wolves of Tael Riverine into the nest area keeping himself and Grianne from harm.

From the series: The Heritage of Shannara.

Nonanonymous
2008-02-19, 08:55 PM
When I was working on my creature I forgot most of the concepts, so the Swamp giant is basicly a tall guy that lives in a swamp with all of the giants traits. It doesn't seem like an aberation to me, more like a really tall humanoid.
Definatly not a plant.

But, you gave them tentacles. It might not be a written one, but I think that a general rule is that only aberrations, plants, magical beasts based on octopi, vermin, and evil extraplanar creatures have tentacles. Tentacles are, after all, one of the things that almost every Great Old One has in common with the others.

Szilard
2008-02-19, 09:06 PM
I didn't give them tentacles,I was using the damage values given in the making monsters chapter in the MM. It gave the damage given by many natural attacks, and the only natural attack I actually used is Slam.

Sir Shadow
2008-02-19, 10:35 PM
right, he was just putting the stats of the attacks for reference, those aren't the attacks he actually gave the giant

TheLogman
2008-02-19, 10:37 PM
I am going to be starting to post my own stuff now, but like I said earlier, my life is really hectic right now, so I have little time. Luckily, Homebrewing is very relaxing for me, so I can get this one out as a last mental exercise before bed.

Bog-Born [Template]

The swamps change things, from the fetid waters to the noxious gases, the swamps are an environment all their own. Some creatures are warped by the stranger swamps and become a strange combination of creature, plant, and Bog, a Bog-Born.

The Bog-Born template can be applied to any living creature with the following subtypes: Animal, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Vermin.

A Bog-Born receives the following changes:

-Change their HD to Plant unless their previous HD is better, and gain the Plant Subtype in addition to their other Subtypes.
-Can traverse any terrain in a swamp or similar area without hindrance
-Can see normally in Swamps
-Gain Acid Resistance 15
-Immunity to disease
-If the Base Creature had 10 HD or more, they gain a Noxious Gas Breath Weapon (See Below).
-Gain a swim speed at its land speed (Unless it's previous Swim speed was better)
-Gains a +10 bonus to Hide when hiding in Swampy areas, and a +10 bonus to Swim checks when in Swampy Areas.
-+2 Constitution
-+2 Bonus to Natural Armor
-LA +3

Noxious Breath-This Cone-shaped breath weapon forces all creatures within its area to undergo a Fort Save against 1d4 rounds of Nauseation. The DC is equal to the user's HD+Constitution Modifier.

Sample Monster:

Bog-Born Young Black Dragon
Size/Type: Medium Dragon (Dragon, Plant)
Hit Dice: 10d12+30 (95)
Initiative: +4
Speed: 60 ft., fly 150 ft. (poor), swim 60 ft.
Armor Class: 21 (+11 natural), touch 10, flat-footed 21
Base Attack/Grapple: +10/+13
Attack: Bite +13 1d8+3, or 2 Claws +8 1d6+1, or 2 Wings +8 1d4+1
Full Attack: Bite +13 1d8+3, 2 Claws +8 1d6+1, 2 Wings +8 1d4+1
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath Weapon, Noxious Breath
Special Qualities: Bog-Born Qualities (See Above), Immunity to Sleep and Paralysis, Blindsense out to 60 ft. Darkvision 120 ft., Acid Immunity, Plant Qualities, Plant Immunities, Water-Breathing
Saves: Fort +10, Ref +7, Will +7
Abilities: Str 15, Dex 10, Con 17, Int 10, Wis 11, Cha 10
Skills: Concentration +16, Diplomacy +6, Intimidate +13, Listen +13, Search +13, Sense Motive +7, Spot +13, +10 Hide (In Swamps), +10 Swim (In Swamps)
Feats: Improved Initiative, Blind-Fight, Cleave, Improved Sunder, Fly-By Attack
Environment: Swamp
Organization: Solitary
Challenge Rating: 8
Treasure: Triple Standard, No Paper
Alignment: Always chaotic evil
Advancement: Wyrmling 5-6 HD; very young 8-9 HD; young 11-12 HD; juvenile 14-15 HD; young adult 17-18 HD; adult 20-21 HD; mature adult 23-24 HD; old 26-27 HD; very old 29-30 HD; ancient 32-33 HD; wyrm 35-36 HD; great wyrm 38+ HD
Level Adjustment: -

Combat

The Bog-Born Black Dragon acts slightly differently from a regular Dragon. Firstly, it will hide in the Swamps, waiting for its prey to come near. Then, it will use its Noxious Breath to Nauseate weaker enemies, followed by its other Breath weapon. At that point, it will close in, and use its attacks until it can use its breath weapon again. If it seems like loss is inevitable, the Bog-Born Black Dragon may attempt to escape back into its swampy home to fight another day.

Breath Weapon: Line of Acid, 6d4 Acid damage, DC 19, based on Constitution.

Noxious Breath Weapon: This 60 ft. Cone-shaped breath weapon forces all creatures within its area to undergo a Fort Save against 1d4 rounds of Nauseation. The DC is 14, Fortitude Save.

Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

RTGoodman
2008-02-20, 12:50 AM
Swamp Orcs and Half-Orcs can now be found in the compiled Races of the Bog post later in the thread. Sorry for the inconvenience.

Races of the Bog (http://www.giantitp.com/forums/showpost.php?p=3996767&postcount=212)

Icewalker
2008-02-20, 01:10 AM
Ooooh...I'm interested.

I'm a fan of Frostburn, and just got Sandstorm and Stormwrack for my birthday today. So...I'll help. Semi-avid homebrewer.

Szilard
2008-02-20, 10:07 AM
Happy birthday.
@logman: for all the terrain features, couldn't you just follow the ones from the marsh (aka swamp) terrain described on page 88-89 of the DMG? Then you could add fog and the methane and all that.

For the Swamp Giant, I may need help for the following parts:
-Damage modifier for rocks; does it use strenth or dexterity?
-Full attack;How should I go about doing this?
-Special qualitys; thinking of adding woodland stride from the druid class discription, and wether or not I should add anything else?
-Saves; I do not know the base saves for a HD 12 giant.
-CR; I do not need much help on this, but I might need help playtesting this.
Thats about it for now.

Caracol
2008-02-20, 10:22 AM
For the Swamp Giant, I may need help for the following parts:
-Damage modifier for rocks; does it use strenth or dexterity?
-Full attack;How should I go about doing this?
-Special qualitys; thinking of adding woodland stride from the druid class discription, and wether or not I should add anything else?
-Saves; I do not know the base saves for a HD 12 giant.
-CR; I do not need much help on this, but I might need help playtesting this.
Thats about it for now.

- Damage modifier for throwing weapons is Str x 0.5.
- Base attack is 3/4 of the HD.
- Base saves for giants are good for For, low for Ref and Will. For 12 HD, they should be +8/+4/+4.
- CR: post the whole monster first, or tell us from what CR are you starting.

Hope I gave some help.

Szilard
2008-02-20, 10:32 AM
-Thanks
-Already knew that but thanks.
-Knew that, so I add all modifiers to those?
-I will post the whole monster eventually, then I might go to the pbp games and start a playtesting thread, maybe.

Caracol
2008-02-20, 11:28 AM
Swamp Nymph


http://fc01.deviantart.com/fs5/i/2005/010/9/c/Of_Swamps_And_Fairies_by_OchreJelly.jpg
original art by OchreJelly (http://ochrejelly.deviantart.com/)

Medium Fey
Hit Dice: 6d6+12 (33 hp)
Initiative: +3
Speed: 30 ft. (9 squares), swim 20 ft (6 squares)
Armor Class: 17 (+3 Dex, +1 natural, +3 deviation) touch 16, flat-footed 14
BaB/Grapple: +3/+3
Attack: Shortspear +3 melee (1d6/x2), or longbow +6 ranged (1d8/x3)
Full Arrack: Shortspear +3 melee (1d6 /x2), or longbow +6 ranged (1d8/x3)
Space/Reach:5 ft./5 ft.
Special Attacks: Nauseating Glance, Spells, Spell-like abilities
Special Qualities: Lowlight vision, Wild Empathy
Saves: For +5, Ref +7, Will +7
Abilities: Str 10, Dex 16, Con 14 , Int 14, Wis 16, Cha 17
Skills: Bluff + 7, Concentration +11, Escape Artist +5, Handle Animal +10, Heal +5, Hide +10, Listen +8, Move Silenty +10, Sense Motive +6, Spot +8, Survival +10, Swim* + 13, Use Rope + 5
Feats: Augment Summoning, Great Fortitude, Spell Focus (conjuration)
Enviroment: Any swamp
Organization: Solitary, group (2-5)
Challenge Rating: 6
Treasure: Standard
Alignment:Usually Chaotic Evil
Advancement: 7-10 HD (Medium)
Level Adjustment: -

An enchanting creature observers you, and her gaze is unspeakable. She waits for you to be near, and then her smile turns into a grin, as you feel your belly crushing and swarms of insects sorrounding you.

Slightly less beatyful than their forest fellow creatures, Swamp Nymphs are more, more evil than them. They dwell the swamp forest, hiding and attracting unwary adventurers. They hunt and kill without mercy, using their spells or dominated creatures or animals. They not protect them, they only use them for their purposes.
Swamp Nymphs look like elven maidens, but with green skin and plant-like hairs. They tend to avoid the zones full of swamp gas.
Swamp Nymphs talk Sylvan and Undercommon.

COMBAT
Swamp Nymphs usually stay calm if not disturbed, but start to hunt and to attack every time they sense a presence around there. They lurk and wait for the unaware opponents, revealing and charming them. If their trap fails, they use their nauseating glance ability before starting summoning and casting at their opponents. Once they kill them, they suddenly lose interests and simply leave the corpses there.
Nauseating Glance (Su): As a standard action, a Swamp Nymph can nauseate a creature within 30 feet with a look. The target creature must succeed on a DC 16 Fortitude save or be nauseated for 2d4 rounds. The save DC is Charisma-based. A character that succesfully saves against this effect is immune from that Nymph's Nauseating Glance for the rest of the day.
Spell-like abilities (Su): suggestion 3/day, caster level 6th, DC is Cha based.
Spells (Su): Swamp Nymphs cast spells as a 5th level Druid. The DC is Wis based. Tipical prepare spells (5/4/3/2, DC 12 + spell level): 0 - detect magic, flare, guidance, know direction, resistance; 1st - entangle, fearie fire, magic fang, obscuring myst; 2nd - animal trance, chill metal, summon swarm; 3rd - spike growth, summon Nature's ally III.

Wild Empathy (Ex): As the Druid's class ability, but with a +4 racial bonus to the check against swamp creatures.

Skills:A Swamp Nymph has a +6 racial bonus on any Swim check performed in swamp terrains. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.

Sir Shadow
2008-02-20, 11:35 AM
@Szilard
Fax Celes or Vorpal Tribble's Homebrew guides would probably help. I believe Fax's is stickied in the homebrew thread with a link to Vorpal's.

@Caracol
looks good so far. Maybe give it higher Con, I mean they live in a swamp... Can't wait to see the abilities and spells.

Baron Corm
2008-02-20, 11:45 AM
Needs varied swamp extremes/weathers like in Frostburn.

Acrid Bog - The swamp water glows faintly. Anything touching the water takes 1d4 acid damage. Anything totally or mostly submerged in the water takes 10d4 acid damage per round. There is a 5% chance for each move action taken in the boggy earth around the swamp that you will push out enough water to take 1 acid damage.

Haunted Wetlands - The foliage surrounding the swamp looks strangely hostile. Haunted wetlands feed on the fear of trespassers. Non-native creatures must make a Will save each round they are in the swamp (DC 5 + 1 per previous save). A failed save causes the entire swamp to be affected by an entangle spell, but only against that creature. All fey native to the swamp become aware when a creature fails its save, and they generally take the opportunity to attack.

The caster level of the spell is equal to 20 - the number of additional saves it took to fail. If the creature makes 21 saves in a row or fails a save, he can not be affected again for 24 hours. These are all fear effects.

Black Lagoon - The air is thick with fog and fumes, draining physical strength, making it hard to think straight, and causing breathing to be strained. Creatures in a black lagoon must make a Fortitude save every minute (DC 10 + 1 per previous save) or suffer 1 point of damage to all ability scores. In addition, save DCs made to avoid suffocation increase by +2 per previous save instead of +1. Most swamp creatures are immune to the effects of a black lagoon.

Goats_o_Mjolnir
2008-02-20, 01:10 PM
My PRc def needs some tweaking, so Im holding off, but heres an item I hope you guys can help me out with

Hive Bracers

These bracers are a muddy green color and appear to be made of Chiton, specked on the bracers are numerous black beads that seem to sparkle in the right light. With the correct command words, the bracers can produce three effects.

Summon Swarm-Summon a swarm of locusts that obey simple mental commands.

Lightning Bug Light-summons a mass of lightning bugs that give illumination just like a lantern.

Deafening Chirp-your bracers emit a sonic scream that nauseates all in a 15 foot radius

Im not very good at item creation, but I thought this was too good to pass up, any thoughts on price?

Sir Shadow
2008-02-20, 01:31 PM
@ GoM
How many times per day can the effects be cast?
and I'm trying to think of what would be needed in the creation and the price...

Goats_o_Mjolnir
2008-02-20, 01:34 PM
I was thinking it as a mid-high level item, each can be cast twice per day, in terms of creation, I was thinking it would be craft wonderous item, plus a summon swarm spell(but summon swarm doesnt cover locust swarms so idk) and an XP investment, like I said Im not great with homebrewing items:smallwink:

RTGoodman
2008-02-20, 04:12 PM
I was thinking it as a mid-high level item, each can be cast twice per day, in terms of creation, I was thinking it would be craft wonderous item, plus a summon swarm spell(but summon swarm doesnt cover locust swarms so idk) and an XP investment, like I said Im not great with homebrewing items:smallwink:

I think summon swarm is probably good enough to use a prerequisite for crafting, since sometimes wondrous items creation results in an effect that doesn't exactly mimic the original spell (I think, anyway). Of course, you could just use the spell insect plague, which does summon a locust swarm. Maybe also add in light (for the lightening bug light) and ghost sound or poison for the nauseating part.

Caracol
2008-02-20, 05:18 PM
Swamp Nymph edited, now for something new and more hazardous!!


Crawling Disease (Template)

The swamp enviroment is one of the most infected and rotten places. These filth lands are so full or disease-carrying beasts that is easy to think that the diseases themselves would eventually become stronger, growing and pulsating, until they finally take conscience of themselves and become an aware menace. And that's what, unluckly, happened.
Crawling disease are wandering, bigger version of the common and swamp diseases. They move towards the bog lands and infect everything that found on their path: entire villages and forests have been destroyed by a single one of them. Their infectivity is so high that their disease's effects develop almost istantly.

CREATING A CRAWLING DISEASE:
The base for creating a Crawling Disease is to determine his disease level. Its base disease level is equal to its DC to avoid its infection -10. Example: the disease level of the Filth Fever is 2, since its DC to be avoided is 12.
This template can be applied to every disease.
Size and Type: A Crawling Disease Size depends on its disease level: 1-2 Small, 3-5 Medium, 5-8 Large, 9+ Huge. Its type is Ooze.
Hit Dice: Equal to its disease level. Its HD are d10s.
Speed: Depends on the Size: Small 20 ft, Medium 30 ft, Large 40 ft, Huge 60 ft. Crawling Diseases gain a fly speed (perfect) equal to their base speed if the original disease had the Inhaled factor to be infected with.
Armor Class: A Crawling Disease gains a natural armor bonus to their AC equal to their disease level.
Attack: A Crawling Disease gains a slam attack that can be used once per round. The slam attacks deals the damage based on the Crawling Disease Size: Small 1d4, Medium 1d6, Large 2d4, Huge 2d6, Gargantuan 2d8, Colossal 2d10. They add half of their Str bonus and their disease level to the attack and to the damage rolls. Also, every successfull attack infects the target (see Special Attacks).
Special Attacks: A Crawling Disease gains two special attacks.
Rapid Infection: A creature hitten by a Crawling Disease's slam attack needs to perform a Fortitude saving throw to avoid being infected by the base disease effect, regardless the normal method of infection. The effects of the disease have a smaller time to manifest: the incubation times is equal, in turns, to the normal incubation time in days or hours. Example: a Crawling Devil Chills effects manifest in 1d4 turns istead than in 1d4 days. Diseases with one day of incubations manifest their effect after one turn.
A character hitten multiple times that doesn't passes the saving throws gains the cumulative ability damage as if he's infected more times. These additional ability damages can be restored with a Heal check of 15+ the disease level.
A character hitten that passes the saving throw against a Rapid Infection needs to perform the saving throws after the normal time of incubation anyway, as if it was exposed to the normal disease.
Suffucate: After a successfull grapple check, a Crawling Disease can make a Trip attempt and start to wrap around its opponent. After 1d6 turns, a wrapped opponent must start to perform a Fortitude Check with a CD equal to 10+ the disease level to avoid to start suffucating. A successfull grapple check agaist the Crawling Disease let the creature to release himself from the hold and start to breath again. This special attack causes attacks of opportunity from the wrapped opponent for all the duration of the grapple with a -4 to the check, and can be performed only against opponents at least a Size category smaller than the Crawling Disease Size.
Special Qualities: All Crawling disease have the ooze type and the immunity from ability damage or drain. They also have a damage reduction of their disease level/magic.
Saves: The Crawling Diseases have the base saves of an ooze (no good saves), and they gain a bonus to all saves equal to their disease level.
Abilities: Crawling disease have Str and Con scores equal to 10 + their disease level. They have a Dex and Wis score equal to 7 + their disease level. They have a Cha score equal to their disease level. They don't have a Int score.
Skills and Feats: None.
Enviroment: Any Swamp. Usually they dwell the most remote and hazardous one.
Organization: Solitary
Challenge Rating: Equal to 1,5 x their disease level.
Treasure: None.
Allignment: Always Neutral.
Advancement: -
Level Adjustment: -



Crawling Diseases Examples


Witch's Fumes
Large Ooze
Hit Dice: 5d10 +10 (37 hp)
Speed: 40 ft, fly (perfect) 40 ft.
Armor Class: 15 (+1 Dex, -1 size, +5 natural), touch 10, flat-footed 14
BaB/Grapple: +3/+8
Attack: Slam + 9 melee (2d4 + 6/x2)
Full Attack: Slam + 9 melee (2d4 + 6/x2)
Space/ Reach: 10ft./10ft.
Special Attacks: Rapid Infection, Suffucate
Special Qualities: Ooze traits, Immunity to ability drain and damage, Damage reduction 5/magic.
Saves: Fort +8, Ref +7, Will +7
Abilities: Str 15, Dex 12, Con 15, Int -, Wis 12, Cha 5
Skills: -
Feats: -
Enviroment: Any Swamp.
Organization: Solitary
Challenge Rating: 7
Treasure: None.
Allignment: Always Neutral.
Advancement: -
Level Adjustment: -

A moving fog bank approaches you. Its grey with yellow fumes, and they air around you starts to be unbreathable.

Witch's Fumes are the crawling and moving version of the Lung Spore disease, also knew as Witch's Breath. The small fungal spores developed the ability to pass through the skin and to travel to the lungs of helpless adventurers.
COMBAT
Witch's Fumes travel unnoticed as a fog, only to approach every living being that can carry the Lung Spore disease.
Rapid Infection (Ex): A creature hitten by a Witch's Fumes is exposed to the Lung Spore disease (Fortitude save DC 15, incubation 3d6 turns.) The effects of the lung spore are described in TheLogman's opening thread (http://www.giantitp.com/forums/showthread.php?t=72683).
A character hitten multiple times that doesn't passes the saving throws gains the cumulative ability damage as if he's infected more times. These additional ability damages can be restored with a Heal check of 20.
A character hitten that passes the saving throw against a Rapid Infection needs to perform the saving throws after the normal time of incubation anyway, as if it was exposed to the normal disease.
Suffucate (Ex): With a successful grapple check, a Witch's Fumes gains a Trip attempt and can start to wrap around an opponent. After 1d6 turns, a wrapped opponent must start to perform a Fortitude Check with a CD 15 to avoid to start suffucating. A successfull grapple check agaist the Witch's Fumes let the creature to release himself from the hold and start to breath again. This special attack causes attacks of opportunity from the wrapped opponent for all the duration of the grapple with a -4 to the check, and can be performed only against opponents at least a Size category smaller than the Witch's Fumes.





Eastern Plague
Huge Ooze
Hit Dice: 10d10 +50 (105 hp)
Speed: 60 ft.
Armor Class: 21 (+3 Dex, -2 size, +10 natural), touch 11, flat-footed 18
BaB/Grapple: +5/+18
Attack: Slam + 17 melee (2d6 + 12/x2)
Full Attack: Slam + 17 melee (2d6 + 12/x2)
Space/ Reach: 15ft./15ft.
Special Attacks: Rapid Infection, Suffucate
Special Qualities: Ooze traits, Immunity to ability drain and damage, Damage reduction 10/magic.
Saves: Fort +18, Ref +16, Will +16
Abilities: Str 20, Dex 17, Con 20, Int -, Wis 17, Cha 10
Skills: -
Feats: -
Enviroment: Any Swamp.
Organization: Solitary
Challenge Rating: 15
Treasure: None.
Allignment: Always Neutral.
Advancement: -
Level Adjustment: -

A strange and huge mass moves towards the land. It seems to be made by white sand, and it swhirls changes as it approaches. Wherever it passes, every small plant seems to instantly parch and die.

Eastern Plague is the crawling and moving version of the Mummy Rot disease. Carried from far countries, the disease seems to have gained strength in the unhealty enviroment of the swamp.
COMBAT
Eastern Plague moves as a bank of sand, covering and hitting everything that can infect.
Rapid Infection (Ex): A creature hitten by a Eastern Plague is exposed to the Mummy Rot disease (Fortitude save DC 20, incubation 1 turn.) The effects of the Mummy Rot are described in the Dungeon Master's Guide.
A character hitten multiple times that doesn't passes the saving throws gains the cumulative ability damage as if he's infected more times. These additional ability damages can be restored with a Heal check of 25.
A character hitten that passes the saving throw against a Rapid Infection needs to perform the saving throws after the normal time of incubation anyway, as if it was exposed to the normal disease.
Suffucate (Ex): With a successful grapple check, a Mummy Rot gains a Trip attempt and can start to wrap around an opponent. After 1d6 turns, a wrapped opponent must start to perform a Fortitude Check with a CD 20 to avoid to start suffucating. A successfull grapple check agaist the Eastern Plague let the creature to release himself from the hold and start to breath again. This special attack causes attacks of opportunity from the wrapped opponent for all the duration of the grapple with a -4 to the check, and can be performed only against opponents at least a Size category smaller than the Eastern Plague.

Icewalker
2008-02-20, 05:26 PM
Hmm, got an inspiration for a pretty high CR psionic creature. It pretends to be a small swamp itself. Marshmind.

Well, psi-like abilities.

Marshmind
Gargantuan Elemental (Aquatic, Earth, Extraplanar, Psionic)
HD 12d8+60 (114)
Speed 10 ft. (2 squares); Burrow 10 ft.
Init: +0
AC 6; touch 6; flat-footed 6
(Size -4)
BAB +9; Grp +25
Attack: Vine +13 (1d4-1)
Full Attack: 6 Vines +13/+13/+13/+13/+13/+8 (1d4-1)
Space 30 ft.; Reach 0 ft.
Special Attacks Psi-Like Abilities, Elemental Traits
Special Qualities DR 15/-, SR 21, Immunity to sonic, Immunity to acid
Saves Fort +13 Ref +4 Will +13
Abilities Str 18, Dex 10, Con 20, Int 20, Wis 20, Cha 18
Skills
Feats Multi-Attack, Improved Multi-Attack
Environment Swamps
Organization Only single
Challenge Rating X
Treasure X gold; X gems; X art; X magical items
Alignment Always Chaotic Evil.
Advancement by TYPE;


Hrm...I don't know much (read: anything) about psionics. Or how constrict usually works, although that I can probably figure out. Can anyone help me out picking and writing out psionic spell-like abilities for this? I want to aim for neutralizing enemies so it can consume them with crazy constrict grappling.

I'm also going to add a disease, Brain Blight, which Marshminds infect people with through injury after slashing little cuts in them with its vines.

Hmm...I'm not sure if I'm using Multi-Attack/Improved right.

[hr]
Got another addition. They've got something like this in all of the books, so I thought I'd give my own.

Disinfectant Cream: This bottle of thick, odorous cream can be smeared in a light layer over a single medium creature's body. This process takes 3 minutes, and the disinfectant lasts for one hour. If submerged in water, the remaining time is cut in half. While smeared with Disinfectant Cream, the creature gains +3 on Fortitude saves vs. diseases contracted through injury, contact, or exposure.

Stamina Powder: This small capsule of powder can be ingested to affect one medium size creature. For one hour afterwards, the consumer of the powder gains a +3 bonus on Fortitude saves vs. diseases contracted through ingesting and inhaling.

For both Disinfectant Cream and Stamina Powder, it takes a 3x normal dose to cover a large creature. Not positive about other sizes, actually.

Disease Kit: This first aid box contains all that is needed to treat diseases. It has 3 bottles of Disinfectant Cream, 3 Stamina Powder capsules, and various herbal remedies, pure water, and bandages. Use of this kit allows a +2 circumstance bonus on Heal checks made to combat disease.

I have no idea what prices should be for these.

[hr]
Lastly, I have an idea for a PrC. The Concocter. Probably a 5 level PrC that crafts it's own diseases with alchemy.

RTGoodman
2008-02-20, 08:38 PM
Swamp Mosquito Swarm

Fine Vermin (Swarm)
Hit Dice: 6d8-6 (21 hp)
Initiative: +3
Speed: 10 feet (2 squares); fly 40 ft. (perfect)
Armor Class: 21 (+3 Dex, +8 size), touch 21, flat-footed 18
Base Attack/Grapple: +4/—
Attack: Swarm (1d6 plus disease)
Full Attack: Swarm (1d6 plus disease)
Space/Reach: 10 ft./0 ft.
Special Attacks: Disease, distraction
Special Qualities: Blood drain, darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits, weak
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 1, Dex 17, Con 9, Int —, Wis 10, Cha 2
Skills: —
Feats: —
Environment: Temperate swamps and marshes
Organization: Solitary, cloud (2-7 swarms), or plague (11-20 swarms)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Fine)
Level Adjustment: —

The loud buzzing sound you’ve heard for the past hours seems to get loud directly ahead. As you stare into the misty, swampy air, you see a swarm of tiny insects coalesce into a nearly solid mass and fly in your direction. As the outer insects land on your skin, you notice their long mouthparts gouging into your skin.

Combat
A swamp mosquito swarm seeks to surround one or more living (and preferably stationary or sleeping) victims in order to drain their blood. A swarm disperses once it has dealt Constitution damage equal to two times its HD.

Blood Drain (Ex): Like other mosquitoes, the swamp mosquito lives off the blood of living creatures. Any creature that takes damage from a single swamp mosquito swarm’s swarm attack in two or more consecutive rounds also takes one point of Constitution damage per round after the first. The swarm gains no mechanical benefit from dealing this damage.

Disease (Ex): Creatures assaulted by a swamp mosquito swarm risk exposure to diseases for which the swarm’s component mosquitoes are carriers. Any creature damaged by a swamp mosquito swarm’s swarm attack or risk exposure to the Shakes (DC 13; incubation 1 day; 1d8 Dex). Other swarms may also carry Filth Fever or the Flux, though these are less common; on rare occasions, a swarm may carry a more deadly disease.

Distraction (Ex): Any living creature that begins its turn with a swamp mosquito swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Weak (Ex): Due to the brittle and weak nature of its constituent insects, a swamp mosquito swarm does less damage than a normal swarm of its HD. A swamp mosquito swarm is treated as a swarm of one-half its HD for the purpose of determining the damage from its swarm special attack.

Swarm Traits: A swarm is not subject to critical hits, flanking, tripping, grappling, and bull rushing, and cannot initiate grapples. Swarms of Fine creatures are immune to weapon damage and any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate); however, it takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. A swarm is never staggered or dying, but it disperses if dropped to 0 hit points. A swarm of Fine creatures is affected by high winds (such as by a gust of wind spell) as if it were a creature of the size of its constituent creatures.

Vermin Traits: A swamp mosquito swarm is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).

___________________________________

For anyone: I don't really have a group or time to playtest a lot of these creatures, so I'm sort of eyeballing the CR for this. For the swarm here, CR 5 seems good (a single fireball probably won't take it out, the diseases and blood drain aren't completely deadly, but it's still challenging), but if anyone thinks it should be higher or lower I can change it.

@Caracol: You're now my hero, if only because of this: "Eastern Plague is the crawling and moving version of the Mummy Rot disease." I don't know why no one has done a living disease yet, but it's awesome and living mummy rot is even more so. Also, that swamp nymph = hot. :smallbiggrin:

@Icewalker: I don't know much about psionics, and I know your creature isn't done, but I think it needs the psionic subtype. I can't remember for sure, but I think the Psionic subtype applies to anything with power points or psi-like abilities. (If I recall correctly, I don't think the subtype actually changes anything, but instead just signals what creatures are specifically psionic for the purposes of things that go after or hurt psionic creatures.)

Baron Corm
2008-02-20, 09:11 PM
Caracol, your moving disease things have an attack bonus way too low for their CR. They're not going to hit. And what's a disease level?

Icewalker
2008-02-20, 09:45 PM
@rtg: ah, thanks. Should've seen that.

@^: erm...did you read the whole thing? It describes setting and using disease levels. It's just a method of determining things like size and HD.

Sir Shadow
2008-02-21, 01:01 AM
OK, finally got some stuff...

Swamp Dryad

Swamp Dryad

Size/Type: Medium Fey
Hit Dice: 4d6 (14 hp)
Initiative: +4
Speed: 30 ft. (6 squares), 10 ft. fly (perfect)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +2/+2
Attack: Vine (Tentacle) +6 melee (1d4, +3 Acid)
Full Attack: 6 Vines (Tentacles) +6 melee (1d4, +3 Acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, Nauseating Touch
Special Qualities: Damage reduction 5/cold iron, Acid Resistance 10, tree dependent, wild empathy
Saves: Fort +3, Ref 10, Will +6
Abilities: Str 12, Dex 18, Con 14, Int 14, Wis 15, Cha 18
Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Ride +7, Spot +9, Survival +11,
Feats: Great Fortitude, Weapon Finesse,
Environment: Any Swamp
Organization: Rarely solitary, usually in groves (4-9)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic nuetral
Advancement: By character class
Level Adjustment: -

The past few days in these swamps have made you wary, so you round the tree, sword drawn. However, instead of attacking you, the four creatures you see sit in mid air staring. A few awkward moments pass before you realize these aren’t another group of nasty swamp creatures ready to strangle the life out of you. Finally tiring of your presence, the four swamp dryads slowly float down into the roots of several large trees and disappear. You don’t argue with their rude behavior; you’re just happy they’re not hostile!

Swamp Dryads have soft green skin very much like that of vines. Their hair is thin and full of leaves, usually long. Often, they are mistaken for nymphs. But one major thing distinct them from their water sisters, flight. Although they lack any appendages used for flight, Swamp Dryads are capable of gently floating through the air by will alone, wafting like leaves caught in a breeze. Leafy vines wrap around them, giving them a hint of modesty as well as potent natural weapons.

Swamp Dryads speak Common, Orcish, and Sylvan.

Combat
Unlike their forest dwelling sisters, Swamp Dryads are very often found in the high boughs of Cyprus trees giggling and having a good time. Living in the swamps away from outside influence has caused them to drop their guard, and outsiders are rarely seen. But this should not lead you to think they are to be taken lightly. Where there is one, there are often many, and what they lack in pure power, they easily make up for in numbers. If threatened, or in need of an ally, a dryad uses charm person or suggestion, attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the dryad into a frenzied defense using the vines around them as flailing weapons.

Nauseating Touch
As a standard action, a Swamp Dryad may make a touch attack to nauseate a creature within 30 feet with a look. If the touch attack hits, the target creature must succeed on a DC 18 Fortitude save or be nauseated for 2d4 rounds. The save DC is Charisma-based. A character that succesfully saves against this effect is immune from that Swamp Dryad's Nauseating Touch for the rest of the day.

Spell-Like Abilities
At will—entangle (DC 13), speak with plants, tree shape; 3/day— charm person (DC 13), deep slumber (DC 15), swamp stride (tree stride); 1/day—suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.

Tree Dependent (Su)
Each dryad is mystically bound to a single, enormous Cyprus tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s cyprus does not radiate magic.

Wild Empathy (Ex)
This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.

Fey Traits:


Low-light vision.
Proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor.
Fey eat, sleep, and breathe.




Weeping Treant

Weeping Treant

Size/Type: Huge Plant
Hit Dice: 7d8+35 (66 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: +5/+22
Attack: Slam +13 melee (2d6+10)
Full Attack: 2 slams +13 melee (2d6+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Animate trees, control ooze, double damage against objects, trample 2d6+13
Special Qualities: Damage reduction 10/slashing, weeping wound, low-light vision, plant traits, acid resistance 20
Saves: Fort +10, Ref +1, Will +7
Abilities: Str 30, Dex 8, Con 21, Int 8, Wis 16, Cha 16
Skills: Diplomacy +5, Hide -9*, Intimidate +8, Knowledge (nature) +4, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)
Feats: Improved Sunder, Iron Will, Power Attack
Environment: Swamps and Marshes
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually Nuetral Evil
Advancement: 8-16 HD (Huge); 17-21 HD (Gargantuan)
Level Adjustment: +8

A Weeping Treant is a sad representation of its species. To all appearances it is the burnt husk of a willow tree. Deep veins of yellow or brown run across its trunk.

A Weeping Treant is about 30 feet tall, with a "trunk" about 2 feet in diameter. It weighs about 4,500 pounds.

Weeping Treants speak their own language, plus Common, Undercommon, and Sylvan.

Combat
Weeping Treants prefer to watch potential foes carefully before attacking. They often summon nearby oozes to attack potential meals before charging suddenly from cover to trample their prey. If sorely pressed, they animate trees as reinforcements.

Animate Trees (Sp)
A Weeping Treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a Weeping Treant in all respects. Animated trees lose their ability to move if the Weeping Treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same resistance to acid as the Weeping Treant.

Control Ooze (Sp)
A Weeping Treant can control all creatures with the ooze type or subtype within 100 ft. at will. An ooze must have an intelligence score less than 3 for the Weeping Treant to control them.

Double Damage against Objects (Ex)
A Weeping Treant or animated tree that makes a full attack against an object or structure deals double damage.

Trample (Ex)
Reflex DC 22 half. The save DC is Strength-based.

Weeping Wound (Ex)
Each time a Weeping Treant is damaged by a slashing weapon, one Treant Tear seeps from the wound. The ooze has 2-4 HD (randomly rolled) and begins with only 1/3 of its full hit points. A Weeping Treant with 10 hp or lower cannot spawn more oozes until it returns to half its full hit points.

Skills: *Weeping Treants have a +16 racial bonus on Hide checks made in forested areas.

Plant Traits


Low-light vision.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits.
Proficient with its natural weapons only.
Proficient with no armor.
Plants breathe and eat, but do not sleep.




Treant Tears

Treant Tear

Size/Type: Medium Ooze
Hit Dice: 3d10+15 (31 hp)
Initiative: -5
Speed: 10 ft. (2 squares) 20 ft. swim (2 squares)
Armor Class: 5 (-5 Dex), touch 5, flat-footed 5
Base Attack/Grapple: +2/+3
Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
Full Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, constrict 1d6+1 plus 1d6 acid, improved grab
Special Qualities: Blindsight 60 ft., immunity to cold and fire, split, ooze traits, transparent
Saves: Fort +6, Ref -4, Will -4
Abilities: Str 12, Dex 1, Con 21, Int Ø, Wis 1, Cha 1
Skills: +9 Climb, +7 Swim
Feats: —
Environment: Swamps and marshes (wherever a Weeping Treant would inhabit)
Organization: Small Groups (3-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -

A Treant Tear can grow to a diameter of up to 10 feet and a thickness of about 6 inches, although there have been occassions of ones seen twice that size.. A typical specimen weighs about 700 pounds. They are often found in groups around the tree that spawned them.

Combat

A Treant Tear strikes like a snake, slamming opponents with its body. Treant tears usually stay around the tree that spawned them. They will usually lie in wait in the boughs of their tree until prey approaches, then they will drop down on their unsuspecting targets.

Acid (Ex)
A Treant Tear secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a Treant Tear also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.

The ooze’s acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex)
A Treant Tear deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.

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

Split (Ex)
Slashing and piercing weapons deal no damage to a Treat Tear. Instead the creature splits into two identical oozes, each with half of the original’s current hit points (round down). An ooze with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Transparent (Ex)
Due to its coloration, a Treant Tear is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a Treant Tear and walk into it are automatically hit with a melee attack for slam and acid damage.

Skills
A Treant Tear has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A Treant Tear has a +6 racial bonus on Swimb checks and can always choose to take 10 on a Swim check, even if threatened.

Ooze Traits


Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + ½ ooze’s HD + ooze’s Con modifier per full round of contact.
Not subject to critical hits or flanking.
Proficient with its natural weapons only.
Proficient with no armor.
Oozes eat and breathe, but do not sleep.

Icewalker
2008-02-21, 01:17 AM
I'm not sure that the Weeping Treant (which, by the way, is awesome) warrants a CR 10. Seems like a 10th level party could probably shred it with no trouble. If you combine it with tears it might make it, but CR is assumed as alone, so only the tears that it secretes should be taken into account.

Sir Shadow
2008-02-21, 01:30 AM
so you think it should be 9? A normal Treant is CR 8, and that has fire vulnerability...

Icewalker
2008-02-21, 01:33 AM
Of course, I'm not one to talk about CR*...so...just seems high. I suggest getting a second opinion.

*I have played very few 3.5 games, none of them over about 4th level. I don't really know how to measure CR particularly well.

Just seems that a wizard could toss down a fireball for 10d6 if it is a 10th level party, which would take down, on average, half it's hp. Follow it up with attacks from the other 5 people...

Baron Corm
2008-02-21, 02:07 AM
@^: erm...did you read the whole thing? It describes setting and using disease levels. It's just a method of determining things like size and HD.

Haha nah I didn't. He snuck it in the wall of text in a template before the special abilities that I usually skim over. Whoops. I need to improve my forum-post-skimming-fu.

Caracol
2008-02-21, 03:41 AM
@Caracol: You're now my hero, if only because of this: "Eastern Plague is the crawling and moving version of the Mummy Rot disease." I don't know why no one has done a living disease yet, but it's awesome and living mummy rot is even more so. Also, that swamp nymph = hot. :smallbiggrin:


Thanks!!! I took a lot of inspiration from the Living Spell Template (MMIII). Nice job with the mosquitos.


Caracol, your moving disease things have an attack bonus way too low for their CR. They're not going to hit. And what's a disease level?
Fixed the slam attack bonus, now should be better. But remember that these crawling disease prefers to suffucate rather that slamming, and their bonuses to this are high.
I underlined what's a disease level, now it should not be missed.

To SirShadow: the Weeping Treat is good, someone had to make it.

To Icewalker: Not really an expert about psionics, sorry but I can't give an hand.

RTGoodman
2008-02-21, 12:39 PM
Monsters of the Swamp


http://img.photobucket.com/albums/v689/LHSMasterP/Swamp.jpg

CR 5 or Lower

{table=head]Creature | Type| CR | Source
Lizard | Animal | 1/6 | MM
Marsh Donkey | Animal | 1/3 | SG
Rotten Infected Dog | Animal (Augmented) | 1/3 | SG
Snake (Tiny Viper) | Animal | 1/3| MM
Goblin, Forestkith | Humanoid (Goblin) | 1/2 | MM3
Rot Slug | Vermin | 1/2 | SG
Snake (Small Viper) | Animal | 1/2 | MM
Stirge | Magical Beast | 1/2 | MM
Bogun | Construct | 1 | MM2
Bullywug | Humanoid (Aquatic) | 1 | MoF
Deathcap Myconid, Scavenger (http://forums.gleemax.com/wotc_archive/index.php/t-778189) | Plant | 1 | VT
Eurypterid | Vermin (Aquatic) | 1 | SG
Lizardfolk | Humanoid (Reptilian) | 1 | MM
Lizardfolk, Fogbank | Humanoid (Reptilian) | 1 | MoF
Lizardfolk, Poison Dusk | Humanoid (Reptilian) | 1 | MM3
Ooze Paraelemental, Small | Elemental (Earth, Water) | 1 | MP
Orc, Swamp | Humanoid (Orc) | 1 | SG
Siv | Humanoid (Aquatic) | 1 | MoF
Snake (Medium Viper) | Animal | 1 | MM
Crawfish, Monstrous | Vermin (Aquatic) | 2 | SG
Crocodile | Animal | 2 | MM
Deathcap Myconid, Raider (http://forums.gleemax.com/wotc_archive/index.php/t-778189) | Plant | 2 | VT
Monitor Lizard | Animal | 2 | MM
Necrospede (http://forums.gleemax.com/wotc_archive/index.php/t-424198) | Vermin | 2 | VT
Nibbleduck Swarm (http://www.giantitp.com/forums/showthread.php?p=4011911) | Animal (Swarm) | 2 | VT
Ophidian | Humanoid (Reptilian) | 2 | FF
Shocker Lizard | Magical Beast | 2 | MM
Snake, Constrictor | Animal | 2 | MM
Snake (Large Viper) | Animal | 2 | MM
Assassin Vine | Plant | 3 | MM
Black Dragon (Wyrmling) | Dragon (Water) | 3 | MM
Deathcap Myconid, Greater Raider (http://forums.gleemax.com/wotc_archive/index.php/t-778189) | Plant | 3 | VT
Dire Duck-Billed Platypus (http://forums.gleemax.com/showthread.php?t=895212) | Animal | 3 | VT
Dire Nutria | Animal | 3 | SG
Dracotaur | Dragon | 3 | MM3
Geyserbelly (http://forums.gleemax.com/wotc_archive/index.php/t-681453) | Vermin | 3 | VT
Miresprite | Fey (Aquatic) | 3 | SG
Ooze Mephit | Outsider (Extraplanar, Water) | 3 | MM
Ooze Paraelemental, Medium | Elemental (Earth, Water) | 3 | MP
Runehound | Aberration | 3 | MM3
Snake (Huge Viper) | Animal | 3 | MM
Toxdra (http://www.giantitp.com/forums/archive/index.php/t-58097.html) | Fey | 3 | VT
Wortling | Plant | 3 | MM2
Bandytwine (http://forums.gleemax.com/wotc_archive/index.php/t-409462) | Plant | 4 | VT
Black Dragon (Very Young) | Dragon (Water) | 4 | MM
Burl Tortoise (http://www.giantitp.com/forums/archive/index.php/t-16448%20%3C/t-41279.html) | Animal | 4 | VT
Deathcap Myconid, Stalker (http://forums.gleemax.com/wotc_archive/index.php/t-778189) | Plant | 4 | VT
Giant Crocodile | Animal | 4 | MM
Green Warder | Plant | 4 | MoF
Grey Ooze | Ooze | 4 | MM
Harpy | Monstrous Humanoid | 4 | MM
Hydra, Five-Headed | Magical Beast | 4 | MM
Lurkin | Aberration (Aquatic) | 4 | SG
Meazel | Monstrous Humanoid | 4 | MoF
Spectral Panther | Magical Beast (Incorporeal) | 4 | MoF
Swamp Dryad | Fey | 4 | SG
Treant Tear | Ooze | 4 | SG
Vine Horror | Plant (Aquatic) | 4 | FF
Woodling | Plant | 4 | MM3
Yellow Musk Creeper | Plant | 4 | FF
Black Dragon (Young) | Dragon (Water) | 5 | MM
Danket (http://forums.gleemax.com/wotc_archive/index.php/t-455054) | Fey | 5 | VT
Green Hag | Monstrous Humanoid | 5 | MM
Hydra, Six-Headed | Magical Beast | 5 | MM
Manticore | Magical Beast | 5 | MM
Nyth | Aberration | 5 | MoF
Ochre Jelly | Ooze | 5 | MM
Ooze Paraelemental, Large | Elemental (Earth, Water) | 5 | MP
Snake, Giant Constrictor | Animal | 5 | MM
Swamp Mosquito Swarm | Vermin (Swarm) | 5 | SG
Swamp Strider Swarm | Vermin (Swarm) | 5 | MM3
Troll | Giant | 5 | MM
Udoroot | Plant (Psionic) | 5 | XPH
Vined Mouth | Plant | 5 | SG
[/table]


CR 6-10

{table=head]Creature | Type| CR | Source
Ahuizotl | Aberration (Aquatic) | 6 | FF
Annis | Monstrous Humanoid | 6 | MM
Bog Giant | Giant (Aquatic) | 6 | FF
Catoblepas | Aberration | 6 | MM2
Deathcap Myconid, Wicked (http://forums.gleemax.com/wotc_archive/index.php/t-778189) | Plant | 6 | VT
Glaistig | Fey | 6 | MM3
Hydra, Seven-Headed | Magical Beast | 6 | MM
Kopru | Monstrous Humanoid (Aquatic) | 6 | MM2
Nymph, Swamp | Fey | 6 | SG
Parchplant | Plant | 6 | SG
Shambling Mound | Plant | 6 | MM
Slaad, Mud | Outsider (Chaotic Extraplanar) | 6 | FF
Will O’Wisp | Aberration (Air) | 6 | MM
Tendriculos | Plant | 6 | MM
Assimilator Flies | Magical Beast (Swarm) | 7 | SG
Black Dragon (Juvenile) | Dragon (Water) | 7 | MM
Chuul | Aberration (Aquatic) | 7 | MM
Damp Strider (http://forums.gleemax.com/wotc_archive/index.php/t-499743) | Magical Beast (Water) | 7 | VT
Dark Tree | Plant | 7 | MoF
Darktentacles | Aberration | 7 | MM2
Deathcap Myconid, Shaded Queen (http://forums.gleemax.com/wotc_archive/index.php/t-778189) | Plant | 7 | VT
Hydra, Eight-Headed | Magical Beast | 7 | MM
Medusa | Monstrous Humanoid | 7 | MM
Mudmaw | Magical Beast | 7 | MM2
Ooze Paraelemental, Huge | Elemental (Earth, Water) | 7 | MP
Swamplight Lynx | Magical Beast | 7 | MM2
Web Golem | Construct | 7 | MM3
Witch’s Fumes (Crawling Disease) | Ooze | 7 | SG
Damu Chura (http://forums.gleemax.com/wotc_archive/index.php/t-669336) | Monstrous Humanoid (Aquatic) | 8 | VT
Drowned | Undead | 8 | MM3
Grey Render | Magical Beast | 8 | MM
Hydra, Nine-Headed | Magical Beast | 8 | MM
Magic-Eater Termites | Magical Beast (Swarm) | 8 | SG
Neurotoad | Magical Beast (Aquatic, Psionic) | 8 | SG
Rot Golem | Construct | 8 | SG
Spirit Naga | Aberration | 8 | MM
Swamp Giant | Giant | 8 | SG
Bog-Born Young Black Dragon | Plant (Augmented Dragon, Water) | 8 | SG
Black Dragon (Young Adult) | Dragon (Water) | 9 | MM
Kelp Angler | Plant (Aquatic) | 9 | FF
Hydra, Ten-Headed | Magical Beast | 9 | MM
Ooze Paraelemental, Greater | Elemental (Earth, Water) | 9 | MP
Vaporighu | Outsider (Evil) | 9 | MM2
Weeping Treant | Plant | 9 | SG
Greenvise | Plant | 10 | MM2
Hydra, Eleven-Headed | Magical Beast | 10 | MM
Kelpie | Fey (Aquatic) | 10 | FF
Leechwalker | Vermin | 10 | MM2
Rakshasa | Outsider (Native) | 10 | MM
Ssvaklor | Dragon | 10 | MM3[/table]


CR 11+

{table=head]Creature | Type| CR | Source
Black Dragon (Adult) | Dragon (Water) | 11 | MM
Crimson Death | Undead (Incorporeal) | 11 | MM2
Disporgin | Monstrous Humanoid | 11 | SG
Hydra, Twelve-Headed | Magical Beast | 11 | MM
Mud Golem | Construct | 11 | MM3
Ooze Paraelemental, Elder | Elemental (Earth, Water) | 11 | MP
Rakshasa, Naztharune | Outsider (Native) | 11 | MM3
Red Predator | Aberration | 11 | SG
Stymphalian Bird | Magical Beast | 11 | SG
Dripping Delugia (http://forums.gleemax.com/wotc_archive/index.php/t-648630) | Plant (Water) | 12 | VT
Golguthydra | Aberration | 12 | MoF
Night Twist | Plant | 12 | MM3
Ironmaw | Plant | 13 | FF
Black Dragon (Mature Adult) | Dragon (Water) | 14 | MM
Rotten Revenant Troglodyte | Undead (Augmented Humanoid, Reptilian) | 14 | SG
Eastern Plague (Crawling Disease) | Ooze | 15 | SG
Torcrab (http://forums.gleemax.com/wotc_archive/index.php/t-315441) | Vermin (Aquatic) | 15 | VT
Black Dragon (Old) | Dragon (Water) | 16 | MM
Black Dragon (Very Old) | Dragon (Water) | 18 | MM
Black Dragon (Ancient) | Dragon (Water) | 19 | MM
Black Dragon (Wyrm) | Dragon (Water) | 20 | MM
Mustakrakish | Colossal Giant | 20 | SG
Night Twist, Ancient | Plant | 20 | MM3
Orcwort | Plant | 20 | MM2
Swamp Landwyrm | Dragon (Aquatic) | 20 | Dr
Black Dragon (Great Wyrm) | Dragon (Water) | 22 | MM
Spirit of the Land | Fey | 23 | MM2[/table]


Sources:
Dr: Draconomicon
FF: Fiend Folio
MM: Monster Manual (or SRD)
MM2: Monster Manual II
MM3: Monster Manual III
MoF: Monster of Faerun
MP: Manual of the Planes
SG: Swampgas (i.e., this thread)
VT: Vorpal Tribble's creations
XPH: Expanded Psionics Handbook
________________________________


The way it's set up, you can click the column headings and sort by name (alphabetically), Type, CR (which is the default), or Source.

Sxoa
2008-02-21, 06:57 PM
Great Monsters. I'm a huge fan of the crawling disease thing. As is, for most diseases their rapid infection ability is unlikely to come into play during combat (which only lasts a few rounds usually) but will become active immediately afterwards. That's fine but something you should be aware of. You could have it affect them like a contagion spell to make it happen in combat.

Living Spells also have pretty terrible BAB for their challenge ratings, but they have the Engulf special ability which doesn't require an attack role. I think the Crawling Diseases would benefit both thematically and mechanically from having it too.

In the spirit of diseases, a PrC I made a while back.

DISEASE LORD
I can slay more in a week than you can kill in a life time
-Kamayan the Fallen
Disease Lords, also sometimes called Plague Lords, are masters of pestilence. Some are neutral, knowing that disease is a natural part of life, while most are evil and revel in the indiscriminate killing.

Hit Die: d6
Requirements
To qualify to become a Disease Lord (DsL), a character must fulfill all the following criteria.
Alignment: Any nongood.
Skills: Heal 8; Knowledge (Religion) 8 or, Knowledge (Nature) 8
Feats: Great Fortitude
Spells: Able to cast contagion as a spell of spell like ability (optionally the DM can substitute another disease causing ability for this requirement)
Special: Must be immune to disease either through natural means or a magical item.


Class Skills: The disease lord's class skills are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)
Skill Points at Each Level: 4 + Intelligence modifier.
{table=head]Level |BAB|Fort | Ref| Will | Abilities | Spells per day/Spells Known
1. | +0 | +2 | +0 | +2 | Immunity | +1 level of existing class
2. | +1 | +3 | +0 | +3 | Contagious Touch |
3. | +2 | +3 | +1 | +3 | Total Immunity, Virulence |+1 level of existing class
4. | +3 | +4 | +1 | +4 | Plague Wind |
5. | +3 | +4 | +1 | +4 | Resistant Strain |+1 level of existing class
6. | +4 | +5 | +2 | +5 | Fungus, Plague Bottle |
7. | +5 | +5 | +2 | +5 | Enhanced Strain |+1 level of existing class
8. | +6 | +6 | +2 | +6 | Wound |
9. | +6 | +6 | +3 | +6 | Epidemic |+1 level of existing class
10. | +7 | +7 | +3 | +7 | Mastery of Disease |

[/table]

Weapons and Armor Proficiency: Disease lords gain no proficiency with any armor. They become proficient with whips, scourges, sickles, and scythes if they were not already.

Spell Casting: Every odd level a Disease lord gains new spells per day as if he had also gained a level in the spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a disease lord, he must decide to which class he adds the new level for purposes of determining spells per day.

Immunity(Ex): The Disease lord gains a permanent non magical immunity to natural diseases. At 3rd level the disease lord is totally immune to all diseases, magical or not. At third level they are also immune to all invasive growths such as green slime, a Vrock’s spore ability, or another disease lord’s fungus. The disease lord can still transmit the diseases, but he no longer suffers any effects.

Contagious Touch(Sp): Starting at second level the disease lord may use contagion as a spell like ability once per day per class level with a caster level equal to twice their class levels. The save is constitution based.

Virulence: Beginning at 3rd level The disease lord’s abilities can affect living creatures immune to disease, such as paladins, creatures naturally immune to disease, or bearers of a Periapt of Health. To affect a person with an immunity to disease the Disease Lord and the victim make opposed constitution checks. If the character is using a Periapt of Health or similar magic item they may use their own constitution or use the caster level of the item as their own constitution score if it is better. The disease lord adds 1/2 their class level to their role.

Plague Wind: At 4th level the Disease Lord can spread the disease demonbreath twice per day per 3 class levels. As a standard action the Disease Lord can release a cloud of demonbreath spores forcing everyone within ten feet of him to make a fortitude save. Persons breathing in demonbreath spores will contract the disease if they fail their first Fortitude save against it (DC 10+Class levels+Con Modifier). Demonbreath is not transmittable from one person to another. These symptoms usually appear 1d6 days after exposure. Demonbreath causes lesions on the lungs, which result in respiratory congestion leading to death (1d6 Con damage, DC 21).There is no medicinal cure for demonbreath and infected creatures can not recover on their own with Fortitude checks - a successful Fortitude check only prevents the damage from the disease for that day. Only magic can save a character infected with demonbreath. The range of this ability increases by ten feet every 3 levels after 4th (7th, 10th, ect.). Victims only notice the spores if they make a spot check (DC 15+Disease lord level+Con modifier). They only realize what the spores are if they make a Knowledge (Nature) check (DC 20) or a heal check (DC 25).

Resistant Strain: Diseases created by the disease lord gain spell resistance (10+disease lord's level+CON modifier). To cure any disease created by a disease lord with magic the caster must overcome the disease's resistance. For example if a cleric was casting cure disease on someone infected by a 5th level disease lord's contagious touch ability they would have to make a caster level check vs. 15 plus the disease lords constitution modifier.

Fungus(Su): Any living creature struck by the disease lord in melee must make a fortitude saving throw (DC 10+class level+con modifier) or become infested with a fecund fungus. Infestation requires 1 round for small or smaller creatures, or 1d4 for a medium creature. Each size category above medium adds an extra 1d4 rounds to the infestation time. An infected creature can rid itself of the fungus before the infestation is complete with either a remove disease spell or by taking 10 points of fire or cold damage. Once infestation is complete, the fibrous white filaments begin to seethe and twist in the host’s body, actively trying to resist any actions the host attempts. Because of this the host incurs a -2 penalty on attack rolls, dexterity-based skill checks, and reflex saves. The fungus continues to grow dealing 1 point of Charisma drain per day. A host whose charisma reaches 0 becomes comatose, and within 1 hour their body transforms into an immobile heap of fungus that lives for 3d6 weeks before perishing. Any creature that comes into contact with the fungus must make a Fortitude save (DC 20) or become infested as if it had been struck. Remove Disease cast after infestation destroys the fungus but does not restore lost charisma. The disease lord may use this a number of times per day equal to their constitution modifier plus their class levels.

Plague Bottle: By expending one of his daily uses of Plague Wind the Disease Lord can exhale a concentrated stream of Demonbreath Spores into a bottle and seal it. So prepared, the Plague Bottle becomes a grenadelike weapon that remains potent for a number of days equal to the Disease Lord's class level. Plague Bottles have a range increment of 10 ft, only affect the target that they're thrown at,increase the save DC to resist the Demonbreath disease by 2, and have an incubation time of only 1d4 rounds. If the Disease Lord has the Resistant or Enhanced Strain abilities, they apply to Plague Bottles as well.

Enhanced Strain:A disease lord adds ½ his class level to the DC for all diseases caused by him. Also add one point of the same type to all damage dealt by his diseases. Diseases that do damage to multiple stats have one added to both roles, and diseases that have a chance of doing 1 or more permanent damage add one to the amount that becomes permanent. (i.e. slimy doom normally does 1d4 Con damage, for the disease master it does 1d4+1 Con damage and the character must make another saving throw or 2 rather than only one point of the temporary damage is permanent.

Wound(Su):The damage a disease lord deals with his attacks doesn't heal naturally. Hit points heal at a rate of 1/day of rest or 0/day if any strenuous activities are undertaken. If remove disease is cast the wound heals normally. Only magical healing spells of 6th level or higher can affect it, and they must overcome the Disease Lord's Resistant Strain ability. The disease lord’s pestilence creeps to his melee weapons as well.

Epidemic(Sp): A disease lord may use epidemic as a spell like ability once per day per three class levels with a caster level equal to twice the Disease Lord's character level. The save is constitution based.
Epidemic is a spell from Masters of the Wild

Mastery of Disease: With any of his spells or spell-like abilities that infect a subject with a disease the disease lord may use any disease he has encountered, not only the ones given in the spell or ability's list.

Notes on Creation: The rules of demonbreath are based on the anthrax rules from Ambient's book, Thee Compleat Librum Ov Gar'Udok's Necromantic Artes(thats spelled as it was found). The Fungus ability is from that Rukarazyll in Monstrous Manual II. The name demonbreath was thought of by gavagai. Plague Bottle was thought of and written by Asi the red from the wizards.com forums many a year ago.

Szilard
2008-02-21, 07:06 PM
A while back, someone said:
- Base saves for giants are good for For, low for Ref and Will. For 12 HD, they should be +8/+4/+4.

So I add modifers to that? because that's what I'm doing.

Caracol
2008-02-21, 07:29 PM
Great Monsters. I'm a huge fan of the crawling disease thing. As is, for most diseases their rapid infection ability is unlikely to come into play during combat (which only lasts a few rounds usually) but will become active immediately afterwards. That's fine but something you should be aware of. You could have it affect them like a contagion spell to make it happen in combat.

Living Spells also have pretty terrible BAB for their challenge ratings, but they have the Engulf special ability which doesn't require an attack role. I think the Crawling Diseases would benefit both thematically and mechanically from having it too.


Thanks. Remember that some diseases acts istantly (Crawling Mummy Rot, in this case, deals 1d6 ability damage to Con in just 1 turn.).
The attack bonuses of the living spells sure are low, but I remade the calculations and now the crawling diseases have an attack bonus almost like their CR, which is normal for big sized monsters. The damage dealt is also average.
The crawling diseases don't have engulf, but have suffucation, that uses the grapple bonus , which is high for them. It's a good way to incapacitate a character almost totally, just think of a arcane spellcaster with low Fort save and a gigantic Concentration DC to reach.

I'm taking a look at your PrC right now, I'll post my toughts on that later.


So I add modifers to that? because that's what I'm doing.

Yes, they're the base saves. Add the modifiers and eventually feats or magical enanchments bonuses.

Szilard
2008-02-21, 07:31 PM
Thanks, just double checking.

Sxoa
2008-02-21, 09:23 PM
Thanks. Remember that some diseases acts istantly (Crawling Mummy Rot, in this case, deals 1d6 ability damage to Con in just 1 turn.).
[...]
The crawling diseases don't have engulf, but have suffucation, that uses the grapple bonus , which is high for them. It's a good way to incapacitate a character almost totally, just think of a arcane spellcaster with low Fort save and a gigantic Concentration DC to reach.
Warp Touch too, but most don't, which is fine, it was just something I wanted everyone to be aware of.

I was curious why you chose to have them use a trip attack to initiate instead of grapple?

TheLogman
2008-02-21, 09:37 PM
I will probably have enough time over the next few days to get something done, what would you guys like to see most next:

-The Hermit, a Magic-casting Prestige Class that prefers his privacy and will fight for it

-The Bog Rogue- a Rogue that sneaks stealthily through the boggy mire

-Some spells

-The Clouder, a Base Class that loves to de-buff with swamp flavoring (Ewww)

Also, please don't steal these ideas, I'd like to get them all done eventually, but what do you guys wanna see next?

Gwyn chan 'r Gwyll
2008-02-21, 09:39 PM
I have finished Project Warlock, so will now write a bit about lizardmen. I will do at least 2 PrC's, and a bunch of fluffy stuffs. And some cool weapons.

Sxoa
2008-02-21, 09:47 PM
I'd say the Hermit but do whatever you want

Icewalker
2008-02-21, 10:09 PM
Hermit sounds interesting, yeah. I'm going to start work on this 5-level PrC based around crafting diseases, The Concocter.

I'm also going to think on the class variations. They have these in each of the other environment books, so I figured Swampgas'll need them too. Rangers can get some form of bog tracking or bog survival...rogues could get a muck camouflage deal...to anyone else, feel free to come up with stuff for these.

Also, I have an interesting suggestion. That we seriously do this, instead of just making it a forum project. We write up the entire book, not just the stuff in it, in a style following the other environment books, then offer it to Victorious Press to publish. Should talk to them first, someone ought to PM Fax Celestis.

TheLogman
2008-02-21, 10:14 PM
Hermit sounds cool, and ya, that would be awesome as a real book, but we have a lot of stuff ahead of us.

Also, it's funny how this thread evolved from a personal project, to a checking interest thread, to a "Forum Project", and now it's a possible book, this is a little overwhelming, considering this "project"'s humble beginnings, but hey, if we can get enough stuff, it would be really cool.

Goats_o_Mjolnir
2008-02-21, 10:32 PM
Very tired, but tomorrow I will post the following

-The Swamp Gigger, an animal companion Prc, def needs critique though

-Hive Bracers fully specced

-The Bog Hoppers-race

Disporagin-swamp animal

also, that would be so awesome If we got this published

Gwyn chan 'r Gwyll
2008-02-21, 10:36 PM
I'm all for getting this published, as long as they sell to a certain Bakka-Phoenix bookstore in toronto, so i could buy it :)

RTGoodman
2008-02-21, 11:01 PM
You know, sitting around listening to a lecture about women in the early American whaling industry (or rather, trying not to listen to said lecture), I had that same idea. Even if it's not printed, the e-book option is really popular for 3rd-party stuff. I know I've got several 3rd-party supplements published by people that only do it that way. Print is much cooler though. :smalltongue:

As I've said before, I'm not so good at the whole coming up with concepts part, but if I get an idea I can usually do the actual homebrewing. If I think of anything, I'll certainly write it up, but in the meantime I can just make stuff if people suggest a broad idea (you know, "big plant that's psionic" or "tentacled aberration that hides in mud" or something).

I've been trying to come up with some pop culture descriptions of swamps to get some inspiration from, but haven't found too much yet.

One thing I think would cool is some sort of Voodoo class (though Logman, I suppose your Clouder debuff guy could work), but I don't want to offend anyone or anything like that.

Icewalker
2008-02-21, 11:23 PM
Well, I've got a simple enough idea which I'm offering up to another to stat:

Dire Goliath Frog.

Goliath Frogs are the largest known species of frog. Here is an impressive picture. These things will eat rats whole...imagine a dire one. :smallbiggrin:

http://allaboutfrogs.org/gallery/photos/images/giant.jpg

Yeah, that's about the size of a baby deer.

Sir Shadow
2008-02-21, 11:28 PM
hrm... here's some stuff I'm working on

--spells

--trying to come up with a base class, probably involving some sort of canoe

--a plant-controlling PrC

--a humanoid insect race

Sxoa
2008-02-21, 11:29 PM
rtg0922: Go for the voodoo thing. That's a great idea.

Icewalker: They found some prehistoric frogs with teeth and armor plating the size of bowling balls. I think CNN had something online. If I can find the article I'll post it.

Icewalker
2008-02-21, 11:49 PM
They found some prehistoric frogs with teeth and armor plating the size of bowling balls. I think CNN had something online. If I can find the article I'll post it.

Now that sounds worth homebrewing...awesome.

Sxoa
2008-02-21, 11:55 PM
Beelzebufo, or Devil Toad (http://www.cnn.com/2008/TECH/science/02/18/frog.fossil.ap/index.html)

Icewalker
2008-02-22, 12:00 AM
Interesting...

Doesn't seem too different from the Goliath Frog, but I like the name Beelzebufo. One could give it psionic powers...like thrall...all glory to the hypnotoad...

Szilard
2008-02-22, 12:00 AM
Swamp Giant (Yah, I finally finished it, still need help on the Full attack though)
Large Giant
Hit Dice: 12d8+60 (104 HD)
Initiative:+0
Speed:40 ft (8 squares)
Armor class:20 (-1 size, +11 natural armor), touch 9, flat-footed 20
Base Attack/Grapple:+9/+21
Attack:Slam +16 melee (1d6+8), club +16 melee (1d8+8), rocks +8 ranged (2d6+4)
Full attack:...
Space/Reach:10ft/10ft
Special Attacks:Rock throwing
Special Qualitys:-
Saves:Fort +20, Ref +8, Will +8
Abilities:Str 26, Dex 11, Con 20, Int 8, Wis 10, Cha 11
Skills:Listen +4, Spot +4, Surival +4, Swim +11
Feats:Great Fortitude, Improved Natural Armor (x2), Steady Stomach, Swampy Stomach
Enviornment:Temperate Marshes
Organization:Solitary, gang (2-5)
Challange Rating:8
Treasure:Standard
Alignment:Usually Chaotic Neutral
Advancement:By character class
Level Adjustment:-
This giant, twice as tall as a human, is a green monsrosity with dark dreadlocks and ears sticking out the side of its head.
Swamp giants are wild and ruthless scavangers of the swamp.
Skin color ranges from pale to dark green with hair that is usually brown. They dress in rags and carry a bag on a belt.
Swamp giants are ten feet tall and weigh over half a ton. Swamp giants can live about two centurys.
A swamp giant's bag contains 1d6-1 throwing rocks, 2d4 mundane items, and the giant's personal wealth. Everything in the bag is wet and sometimes slimy.
Combat
A swamp giant usually starts combat bythrowing rocks from a distance and hitting its opponents with its slam and club attacks untill the opponent is dead.
Rock Throwing(Ex):The range increment is 120 feet for a swamp giants thrown rocks.

Sxoa
2008-02-22, 12:18 AM
Interesting...

Doesn't seem too different from the Goliath Frog, but I like the name Beelzebufo. One could give it psionic powers...like thrall...all glory to the hypnotoad...
LOL

Yeah its only a little bigger than the Goliath Frog, but it has armor plating and teeth which is already similar to many dire animals.

Icewalker
2008-02-22, 12:35 AM
Range increment 120 ft. on the rocks? That's wrong. Needs to be quite a bit lower. Longbow is 100 ft...so this should be like 30 probably at most. The Glot, an efficient skipping sphere from Frostburn, has a range increment of 20 ft.

RTGoodman
2008-02-22, 01:05 AM
Interesting...

Doesn't seem too different from the Goliath Frog, but I like the name Beelzebufo. One could give it psionic powers...like thrall...all glory to the hypnotoad...

You know, now that I think about it, a Hypnotoad would be a pretty great idea. I mean, it can be a malevolent magical beast (psionic) with some thrall, charm, and suggestion type abilities. I may stat it up at some point tomorrow if I get a chance (I've gotta get to sleep soon, and I've got class for about 4 hours in the morning, or else I'd do it now). Maybe stat out the goliath frog or beelzebufo as a lesser non-psionic version, or maybe as just a cool frog critter (with armor and fangs!).


@Sxoa: I like the idea of a voodoo-based class (or maybe PrC?), but I don't really know what all that would entail. I'll look into it and figure something out.

@TheLogman: I just took some time to look over your Bog-Born template, and I've got a suggestion. The whole type/subtype thing, the way you have it, is just weird. I'd suggest just saying "The base creature's type changes to Plant, and it gains the Augmented subtype." I don't think that screws anything up. Or else, maybe just make up a separate subtype that has the traits you want but allows the creature to keep it's original type.

Icewalker
2008-02-22, 02:11 AM
I'm working on the Concocter now and basically am writing a system for creating your own disease, as that is what they do. I'm figuring out what the craft DC for it is, and cannot decide how to increase/decrease it due to Incubation. Would a low incubation time be preferable? A high one? Can the Concocter not choose it, and it is determined based on damage?

Also, I need a better name than Special Features for the extra little things that a disease can do, such as oozing pustules that will spread the disease, and the like. Usually these will be necessary, as there wouldn't be many other methods of spreading.

Caracol
2008-02-22, 03:16 AM
Ok guys, good job to everybody, this is going to be neat.
If we want to make the project look like the enviromental books, and eventually publish it, we need to follow the enviromental book's content to make the project complete.
So, what's to do next (in my opinion)

1- Make more enviromental descriptions, add perils, traps, dungeon features, supernatural effects related to swamps

2- Make swamp variants of the base races, and add some more: rtg0922 orc variants are good, we need to make variants for the other races.

3- Add more feats, for fighting, casting and adapting to the enviroment.

4- Make more PrC, with wide specialization, good for all the base classes out there, and some variation of the core classes.

5- Gear: weapons, armor, special and magical equipments.

6- New lists of swamp-flavoured spells.

7- Monsters!!!

8- Make swamp adventure site, magical or supernatural places, with adventure hooks.

My suggestions:

1 - We need a lot of work here. Swamps should be full of perils and unusual game mechanics. The new enviromental effects and diseases posted are good, let's just work in that direction. We need to characterize dungeons and traps in swamp, and of course, the whole setting: example, how cities works or how are built, how crops are cultivated... this stuff. A lot of adventure's hooks can spurt from here.

2 - As I said, rtg0922's variants, are good, we need to make swamp variants of all the races, or make a swamp template to apply to the race.

3- The Swamp feats posted are good, I suggest that from now on we should post a feat related to the monster/class/equipment we make, if possible.

4- PrCs need to be good for all the classes or races: caster type are ok, just don't forgets fighters and specialistis.

5-About the gear, follow the suggestion for the feats: add some more to the stuff you make. If you make a weapon user monster, why don't you make a new armor or weapon? If you make a PrC, what's the swamp-flavoured tools he can use?

6 - About the spells, how about swamp version of the old one? Think about and entangle swamp version, for example. Also, we need spells good to contrast the monsters or the enviromental effects.

7 - The monster we already made are good, now let's try to widen the spectrum, making undeads, outsiders, constructs.... I know that aberrations, feys and oozes are the most fittest, but don't forget the other types.
Also, the "psionic" factor seems to be appreciated, so why don't make it a recurring theme of the swamp monsters? It would be a good characterization (all hail hypnotoad). I'm not good in psionics, but you guys seems good at it.

8- Just be creative here. If you have in mind or have already made a setting or a particular dungeon or a supernatural site, rework it thinking of swamps.
How about a psionic site? Some enviromental setting with a mind?

I think that the best method, for now, is to make a small work division: one of us can think of the PrC, the other would make some gear....
Here's the stuff I will probably make:

enviroment: dungeon and traps features for swamps.
gear: a bunch of weapon and armor, plus some adventuring non-magical tool.
feats: fighting feats for swamp warriors.
PrC: one with warrior orientation.
setting: I'm thinking about a big giant hole in the ground with magical energy coming from it. Plus, the hole is alive.

here we go. just say what you think and give suggestion. Also, call dibs on the stuff you will be working on from now.

TheLogman
2008-02-22, 06:27 AM
Wewt!!! School is closed today, everyone get ready for some serious homebrewing today.

Szilard
2008-02-22, 10:58 AM
I think I have two more monsters in me, one of which I could probably make a whole adventure site out of. We could also make randome villans, I know there were some in cityscape.

Szilard
2008-02-22, 11:07 AM
The forum ate my post: I have two more monsters to make and possibly a adventure site around one of them.

Gwyn chan 'r Gwyll
2008-02-22, 04:51 PM
The forum didn't eat your post :smallconfused: I can see it.

I'm doing a fighter class based on lizards, using a specialized weapon. Because weapon-based fighters are awesome.

Sanzh
2008-02-22, 06:29 PM
Quick question. Is there already some sort of swamp elf?
Because I'm pretty sure most of the environment books had elf sub-races, so there needs to be one for this. :smalltongue:

Icewalker
2008-02-22, 06:46 PM
Excellent list Caracol. I was going to make the first part of it over the weekend, but in more detail. I think I still will.

I'm going to list it off down to almost the individual stuff, then add (by colorcoding) whether we already have it, have some/in progress, or still need it. Then people can just refer to the list and grab something, or add to one which is partially/acceptably completed.

I'd like to put that up as post 121: the first post on page 5, for easy access by people.

TheLogman
2008-02-22, 06:59 PM
Hermit

Hit Die
d8.

Requirements

To qualify to become a Hermit, a character must fulfill all the following criteria.

Spells:
Ability to cast Speak with Plants and Plant Growth

Skills:
Knowledge (Nature): 8 Ranks
Knowledge (Geography): 4 Ranks
Survival: 8 Ranks

Special:
Wild Empathy Class Feature

Class Skills
The Hermit's class skills are: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), 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 Each Level: 4 + Int modifier

{table] Level | Base Attack Bonus | Reflex Save | Fortitude Save | Will Save | Special | Spellcasting
1 | +0 | +0 | +2 | +2 | Hermit Lands 1 Mile, Chosen Area | -
2 | +1 | +0 | +3 | +3 | Comfort in Familiar, Hermit Lands 2 Miles | +1 Spellcasting Level
3 | +2 | +1 | +3 | +3 | Theme-Shape, Hermit Lands 3 Miles | +1 Spellcasting Level
4 | +3 | +1 | +4 | +4 | Hermit Lands 4 Miles, Friends of the Forest | +1 Spellcasting Level
5 | +3 | +1 | +4 | +4 | Thou Shalt Not Pass, Hermit Lands 5 Miles | +1 Spellcasting Level
6 | +4 | +2 | +5 | +5 | Theme-Shape 2/Day, Stay the Path, Hermit Lands 6 Miles | +1 Spellcasting Level
7 | +5 | +2 | +5 | +5 | Hermit Lands 7 Miles, Obscure Residence |+1 Spellcasting Level
8 | +6 | +2 | +6 | +6 | Land-Master, Hermit Lands 8 Miles | +1 Spellcasting Level
9 | +6 | +3 | +6 | +6 | Theme-Shape 3/Day, Hermit Lands 9 Miles | +1 Spellcasting Level
10 | +7 | +3 | +7 | +7 | Hermit Lands 10 Miles, Lord of his Lands |+1 Spellcasting Level [/table]

Class Features
All of the following are Class Features of the Hermit prestige class.

Weapon and Armor Proficiency

Hermits gain proficiencies with any Natural Attacks their Theme-shapes have.

Hermit Lands: When a Hermit become a Hermit, they retreat to the furthest corners of the world, far from Civilization, far from other species. As soon as they start this prestige class, the Hermit chooses an area of land that is at least 15 Miles away from any area in which 5 or more intelligent species have permanent residence. This becomes the Hermit's "Hermit Lands". As a Hermit advances in the Hermit class, their lands become larger. A Hermit's abilities only function when they are within their Hermit Lands.

Chosen Area: Depending on where they have chosen to take up hermitage, the Hermit may have different types of abilities, and a different style of living. A Hermit must chose to live in a location that is devoid of human life. Typical hermits live in one of the following areas:
-On a coast
-In a swamp
-On a mountain
-In the desert
-In the woods
-In the freezing cold

Comfort in the Familiar: At second level, the Hermit has grown use to and comfortable in his Hermit Lands. The Hermit gains a +5 bonus to Survival, Hide, Search, and Spot checks when in his Hermit Lands

Theme-Shape: The Hermit grows close to the animals that live in his lands, and learns how to become like them. At 3th level, a Hermit gains the ability to turn themself into any Small or Medium Animal, Plant, or Vermin and back again once per day. Their options for new forms include all creatures with the Animal, Plant, or Vermin types that would be commonly found in the Hermit's Lands, or in areas similar to the Hermit's Lands (Dm gets the final word). This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Hermit level, or until they changes back. Changing form (to Theme-Form or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use Theme-shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the Hermit melds into the new form and becomes nonfunctional. When the Hermit reverts to their true form, any objects previously melded into the new form reappear in the same location on their body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Hermit's feet.

The form chosen must be that of an Animal, Plant, or Vermin the Hermit is familiar with.

A Hermit loses their ability to speak while in animal form because they are limited to the sounds that a normal, untrained Animal, Plant, or Vermin can make, but they can communicate normally with other Animals, Plants, or Vermin of the same general grouping as their new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A Hermit can use this ability more times per day at levels 6 and 9. Large Creature at 7th level.

The new form’s Hit Dice can’t exceed the character’s Hermit level.

Friends of the Forest: At 4th level, the Hermit has developed a bond with the Animals, Plant Creatures, and Vermin of their lands. The Hermit may make Wild Empathy checks with Animals, Plant Creatures, and Vermin, that reside in their lands, and the Hermit levels stack with previous classes that granted Wild Empathy.

Thou Shalt Not Pass: At 5th level, the Hermit has learned how to protect his property and lands to a certain extent. Firstly, anyone approaching the Hermit's Lands without knowing they belong to him must make a DC 10+Hermit level against a Suggestion spell to avoid the area. People who know the Hermit lives in the area get a +5 bonus to the ability.

Stay the Path: The Hermit truly understands his lands by now. He can ignore slowed movement due to weather or difficult terrain while in his Lands. In addition, he can ignore obscured vision due to inclement weather while in his Lands.

Obscure Residence: The Hermit has learned to make the most of his environment, and so has developed means to obscure his residence. Firstly, any Divination spell focused on the Hermit's residence (Not his Lands, just his house/cave/hole), or made with the intent or possibility of finding the Hermit's residence, must make Caster Level check against DC 10+Hermit Level. If the Caster fails, he just finds nothing, or something else he was looking for, but does find the residence of the Hermit. A Caster Level check made inside the Hermit's Lands takes a -5 penalty to Divining the Hermit's Residence. In addition to this, the Hermit's house requires a Search or Spot check of DC 20 to find non-magically.

Land-master: The Hermit now knows almost everything there is to know about his lands. The Hermit's bonuses from Comfort in Familiar increase to +10 (In Spot, Search, Survival, and Hide checks).

Lord of his Lands: The Hermit has established his domain, and reaps a number of abilities.

-Firstly, no creature of permanent residence inside his Lands will attack the Hermit inside his Lands without provocation.

-Secondly, the Hermit can speak with all creatures of the Animal, Plant or Vermin type without assistance as long as they have taken permanent residence in his Lands.

-Thirdly, the Hermit gains an Extraordinary knowledge of whenever any intelligent creature enters his Lands.

-Fourthly, ANY spell of the Divination descriptor cast by someone other than the Hermit within his lands must succeed a caster level check of DC 20+Hermit's Wisdom Modifier or not find anything.

Collin152
2008-02-22, 07:13 PM
Aah, swamps! The neglected enviroment.
I feel like contributing, but I got nothing at the moment but goodwill and support.
Nice job, guys!

Szilard
2008-02-22, 07:14 PM
You accidentally said a druid could use the theme shape ability more than once a day at levels 6 and 9.

My internet was slow so it looked like the forum ate my post and it was chaotic as I was trying to post it for an hour.

Icewalker
2008-02-22, 07:43 PM
Woo! Finished my Concocter PrC. It feels like a terrible PC class, as it actually has no combat abilities: everything it does centers around disease alchemy...

Lowered it to 3 levels.

[hr]

Concocter
Concocter’s have the following game statistics:
Abilities:
Alignment: Any non-Good.
Hit dice: d6

Prerequisites:
Craft (Alchemy) 10 ranks.
Knowledge (Disease) 10 ranks.
Heal 6 ranks
Has to have contracted at least 4 dangerous diseases over the course of their life.

Class Skills: Balance, Bluff, Concentration, Craft, Diplomacy, Gather Information, Heal, Intimidate, Knowledge (Disease), Knowledge (Nature), Knowledge (local), Profession, Sleight of Hand, Spellcraft, Survival.

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+2|
+0|
+2|Exposure, Distill Sample, Enhance Disease|+1 level of existing spellcasting class

2nd|
+1|
+3|
+0|
+3|Concoct Disease, Replicate Disease, Recognize Disease|+1 level of existing spellcasting class

3rd|
+1|
+3|
+1|
+3|Rapid Distillation|+1 level of existing spellcasting class[/table]

Class Features
Weapon and Armor Proficiencies: Concocters gain no weapon or armor proficiencies.

Exposure: Due to his exposure and repeated experimenting with diseases, the Concocter gains an exposure bonus to Fortitude Saves, Knowledge (Disease), and Craft (Alchemy) checks for the purpose of creating or enhancing a disease equal to twice his level.

Distill Sample: All Concocter’s understand the process of distilling a sample of a disease. The process is relatively simple, requiring only a DC 10 Heal check, and one full day with the proper tools (a box set of concocter’s tools is sufficient). However the Concocter also needs a source to distill the disease from. This is generally some portion of a victim, at least 1 pound of flesh, which is less than 1 day dead. If the portion used is taken from a victim more than 1 day dead, the Concocter can still attempt to distill a sample, but the DC increases by 5 per day above 1 dead, up to a maximum of 5 days after which no sample can be distilled. If carefully preserved, the maximum age of portion the Concocter can use, as well as the increment for the DC increase, are doubled, becoming a 10 day limit and a 2 days / +5 DC respectively.

Enhance Disease: This ability allows the Concocter to enhance a sample of a disease beyond its normal potency. The Concocter makes a Craft (Alchemy) check, and depending on the score the following results are possible.
Under 15: the sample is ruined, and no longer harmful.
16-20: No improvement, but the sample remains intact. This counts as tampering with the disease.
21-30: +2 to the save DC, and increase the damage by one die step (see chart in concoct disease. If already d10, make it 1d10+1d3, then 1d10 + 1d4, etc)
31-40: +5 to the save DC, and increase the damage by two dice steps (see chart in concoct disease. If already d10, make it 1d10+1d3, then 1d10 + 1d4, etc).
41-50: +8 to the save DC, and increase the damage by three dice steps.
51+: +10 to the save DC, increase the damage by four dice steps.

A disease that has been tampered with (one already enhanced or one originally concocted by the Concoct Disease ability) cannot be enhanced.

Recognize Disease: A Concocter, through his extensive research, can immediately identify the disease a victim is suffering from, alive or dead less than 10 days. Given a sample of a disease, with a DC 10 Craft: Alchemy check and one minute, the Concocter can recognize the disease.

Concoct Disease: This ability is the cornerstone of the Concocter’s life, gained at 2nd level. It is the ability to create horrific diseases using various alchemical substances. Concocter’s create unique diseases, making a craft check to create samples.

This process is relatively simple. First, the concoctor decides what they are trying to make. They decide a base DC, Infection, Incubation, Damage, and special features. First, you determine the knowledge (Disease) DC to figure out how to create the disease. This is determined using the following methods.

DC: The base DC of the Knowledge (Disease) check is equal to the save DC of the disease. After doing this, add modifiers based on the other categories as follows.

Infection: Add the modifier based on the chosen infection type.
Contact: +6
Inhaled: +4
Injury: +2
Ingested: +1

Incubation:

Damage: The damage is slightly harder to determine. If it deals damage to only one ability score, add as follows:
1d10: +10
1d8: +8
1d6: +6
1d4: +4
1d3: +3

If damage is dealt to multiple ability scores, add each one as above, then add the total number of types to the DC. For example, if a disease did 1d3 con and 1d4 str damage, it would be +3 from the con damage, +4 from the str damage, and +2 because there are multiple damage types: 2 of them.

Special Features: Add special features and their requisite cost at the end as you wish. Some special features have specific requirements

Coughing: +3
Requirements: The disease deals constitution damage.
This feature makes it so that the victims of the disease are racked by fits of coughing. This sprays the disease into the air, and any who are very close to the cougher has a 50% chance of having to save against contracting the disease, if the method of infection is applicable. (For example: If the nearby person doesn’t have any open wounds, and the disease is spread by injury, they cannot contract it.) Every round the victim must make a DC 10 fortitude save or have a fit of coughing. This does not interfere with actions.

Ooze pustules: +5
Requirements: The disease does at least 1d4 ability damage to an ability score other than wisdom or intelligence.
This feature causes victims of the disease to get disgusting pustules all over their body, which ooze liquid. Any victim who has been suffering damage from the disease for longer than 1 day begins to grow pustules. These leave residue on the victims clothing, items, and anything touched by them. This residue, if it comes into contact with another in a way applicable with the method of infection, the person touching it has to save against contracting the disease.

Spasms: +5
Requirements: The disease does at least 1d4 ability damage to dexterity, strength, or intelligence, DC of at least 15.
This feature causes victims of the disease to be wracked with terrible spasms for extended periods of time. Every day that a victim fails their save against disease damage, every round that the victim attempts to perform strenuous action (as defined by Disabled. This means any standard action, or anything else the DM deems as strenuous, including some free actions such as casting a quickened spell) they are instead be wracked with spasms and unable to act unless they succeed on a Fortitude save DC equal to that of the disease -5.

Hardy Disease: +5
Requirements: The disease has a total craft DC of at least 30.
This feature makes it so that the disease requires three saves in a row to be resisted by the victims immune system, instead of two.

Exuding Infection: +7
Requirement: None.
This makes it so that the victim can transfer the disease merely by coming into contact with another. This functions the same as oozing pustules, except that it is not visible to the eye.

Infecting Odor: +4
Requirement: Infection by inhalation, Exuding Infection taken as a special feature.
This feature makes it so that the disease spreads out through the air around the victim. In a 5 ft. radius centered on the victim, lingering for one round after the victim leaves the space, any others breathing in the space must save against contracting the disease.

Lingering Infection: +3
Requirement: The disease has a total craft DC of at least 25.
This feature makes it so that the victim still has traces of the disease on their body after recovering. This makes it so that any other method of disease transfer granted on a special feature remains in effect for 1d3 weeks after the victim is no longer suffering from the disease. These lingering effects cannot affect the carrier of the Lingering Infection.


Add together all of the increases to DC and add them to your base DC, which is equal to the save DC of the disease. This final result is the DC of the Knowledge (Disease) check required to understand how to make the disease, as well as the DC of the Craft (Alchemy) check required to create it.

It takes 1 day per point of craft DC to craft a sample of the disease, which is a small vial containing enough disease to infect one person. The materials for the disease cost 25 gp per point of the DC. If the Craft check is failed by 5 or more, the materials and wealth are lost.

Replicate Disease: Given a sample of the disease, one day of time, 10 gp of materials, and a DC 15 Craft (Alchemy) check the Concocter can create a second sample of any non-magical disease.

Given a sample of the disease, two days of time, 50 gp of materials, and a DC 20 Craft (Alchemy) check, a Concocter can create a second sample of any magical disease, other than concocted ones.

Given a sample of a concocted disease, one week of time, 100 gp of materials, and a Craft (Alchemy) check with a DC equal to 10 less than the original Craft DC of the concocted disease, a Concocter can create a second sample of any concocted disease.

Rapid Distillation: At third level, the Concocter can distill diseases from a portion with ease, requiring only a DC 20 Heal check and one full round. The sample must be fresh, as defined in the Distill Sample ability.


Special disease materials
These materials can be used while concocting or enhancing a disease. The DC of the Craft (Alchemy) check increases by the given amount when added.

Marshmind Extract: +2
This substance is obtained from the half-liquid brain of the Marshmind, found deep within it's marsh body. When added to a disease it makes it so that the disease also deals 1d3 intelligence damage.

Demon Essence: +2
This substance is made from the essence of materials taken from the Abyss. It makes a disease far more dangerous and potent. The save DC of the disease increases by 4.

[hr]
It could always use more Special Features, which needs to be renamed, by the way. Also, I'm not sure about where they get stuff, it feels a little off-balanced but I'm not sure where to put each ability.

Could bump the level up to 5 and spread out the abilities...

I set up their class skills for use with interacting with people also, basically set up for them to be able to talk into a city, slip a disease onto somebody, then keep track of how it is progressing.

Also not sure about prices on the special materials. Also, don't have enough of them, so feel free to contribute to those.

[hr]
New alchemy item: Disease Catalyst (flask).

You can throw a flask of disease catalyst as a ranged weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit subjects the target to the Disease Catalyst. If the target has any diseases, then the catalyst forces an immediate saves vs. the disease damage for each. If the target currently has any diseases in the incubation stage they must make the first save immediately, and from that point the disease continues as if the incubation stage had expired. If the target succeeds on the save, it does not count towards the two consecutive saves required to recover from the disease.

Cost: 10 gp.
Craft (Alchemy) DC: 15
Weight: 1 lb.

[hr]
New tools: Concocter's Kit

This box is somewhat large, but still certainly portable, usually about 1 ft x 1/2 ft x 1/2 ft. It contains the vials, knives, tools, and herbs needed for a concocter to create, enhance, and distill diseases, as well as functioning as a masterwork tool (+2) to Craft (Alchemy) checks regarding disease. This includes creating Disease Catalyst.

Cost: 50 gp.
Weight: 2 lb.

Sxoa
2008-02-22, 10:08 PM
I like the Concocter. Agreed on limited usage as a PC class (except in some strange campaigns). To give it more utility as that you could give it sneak attack damage (like cancer mages have) or give it spellcasting increases to previously possessed levels.

How many skill points does it get per level?
I would also give them disguise.

Another possible name for Special Features might be Disease Side Effects.

It might be a good idea to make it harder to add extra types of damage, maybe add double or squared the number of extra damage types to DC?

Other Side Effects or Diseases Extras or whatever:
Blindness
Persistance (like Mummy Rot) though that would need a HUGE addition to the DC.
Permanent Damage (part ability drain)
Resistance to Cure Disease and like spells and effects
Ability to penetrate normal immunity to disease

Goats_o_Mjolnir
2008-02-22, 10:40 PM
O man, my Swamp Gigger is Eerily similiar to the Hermit PrC Logman, but you def did it better, nice job :smallbiggrin:

things I will focus on

--gear

--spells

--adventure sites

TheLogman
2008-02-22, 11:01 PM
Awesome, and thanks Goats.

The next thing I will be doing is applying the Bog-Born template to at least another creature, doing some spells, mostly having to do with stink and methane, and finally, I will be working on the Clouder Base Class. Expect to see the Bog-Born Orc and maybe Rat or something tomorrow, and the spells and Clouder sometime next week. Also, I have been updating the first post with the stuff so far, if I miss anything, be sure to tell me, I may have missed you by accident.

Szilard
2008-02-22, 11:21 PM
During dinner, I thought of making a Yoda creature, which could make another plot hook in itself. I am still working on a plant creature right now, so I might make it later.

RTGoodman
2008-02-23, 03:17 AM
Someone earlier mentioned doing environmental variants for the other races (besides the orc and half-orc I already did), and I think that's a good idea. One thing to think about is how to make the variants different enough to warrant the variant. Otherwise, we might as well just do a fluff description of how the race survives in the swamp while still maintaining standard traits.

So, anyone have any ideas of what sorts of changes we should try? With the Orcs, I tried to make them less destructive and evil, leaning probably closer to neutrality than chaos or evil. I was thinking for Orcs that we sort of go along with Magic: The Gathering's Elves from the Lorwyn block - their more primal, and their extremely racist and perfectionist, probably to the point of being considered evil (or close to it). I think that could work, but I don't want to just do it without seeing if others like it.

I'm sort of at a loss for Dwarves - I'd almost just say that there aren't really any Dwarves in the swamp, but that seems like a cop-out. Gnomes seem easier to do (especially if the variant is closer to the Forest Gnome), and with Halflings we could follow the 4E idea of boatmen and their river-based society. Humans I guess are fine as they are, just with a little fluff about their life in the swamp (along with some interesting items to show their ingenuity).


The Voodoo Practitioner PrC (temporary name) is underway, but I'm still trying to come up with some other abilities. I've also started on a psionic telepathy/mind-control toad creature (but I need a name other than Hypnotoad, since that's probably copyrighted), but haven't finished writing it up yet.

Here's a question - if something has psi-like abilities, how do you determine what the effective caster level for them should be? I've seen most have that their Manifester Level is 1/2 their HD, but what if that ML isn't high enough to normally manifest the power? For instance, a creature has an effective manifester level of 5 (1/2 of 10 HD), but has psionic dominate as a PsLA (a 4th level power, so it normally needs a 7th level manifester). Is that okay?

Caracol
2008-02-23, 08:38 AM
Nice job to everybody. All the PrC are really good so far.
I know I said I was making gears and such, but another monster concept came into my mind and I really need to make it. Just this one. After that, I will make the stuff I promised. I swear :smallredface: !!


Rot Slug


http://upload.wikimedia.org/wikipedia/commons/c/cb/Laevecaulis-2.jpg

Fine Vermin
Hit Dice: 1d8 -4 (1 hp)
Initiative: -4
Speed: 1/2 ft.
Armor Class: 14 (-4 Dex, +8 size), touch 14, flat-footed 14
BaB/Grapple: +0/-20
Attack: Bite +4 melee plus poison
Full Attack: Bite +4 melee plus poison
Space/ Reach: 0ft./0ft.
Special Attacks: Parasitism, Poison
Special Qualities: Darkvision 60 ft. Vermin Traits
Saves: Fort -2, Ref -4, Will +0
Abilities: Str 3, Dex 3, Con 3, Int -, Wis 10, Cha 3
Skills*: Hide + 12
Feats: -
Enviroment: Any Swamp.
Organization: Solitary or swarm (4-50)
Challenge Rating: 1/2
Treasure: None.
Allignment: Always Neutral.
Advancement: 2-5 HD (Fine)
Level Adjustment: -

A little creature moves slowly. It's just a small, harmless slug. Maybe.

Rot slugs are probably one of the most dangerous encounter an adventurer can make. Not because they are magical, good in combat or such, but because if they caught you in sleep, your pretty much doomed. Rot slugs were studied for the first time by a wizard, an expert in swamp creatures. He picked up one of these slugs and bringed it to his laboratory. That night, the slug disappeared, but the wizard did not care much about it. In the following days, he became more aggressive, pale, and easy-angered. Soon, he stopped to eat or sleep, trying desperatily to concentrate on his study and becoming mad about his state. He eventually murdered one of his friends in an anger raptus. Was arrested and processed. The day of his execution, the guards that went to pick him up found him dead. After a while, he just raised up an began chasing for the guards. He killed two of them before he was stopped forever. After his death, his belly bursted open wide and an hundred of slugs went out of his body.
COMBAT
Rot Slugs don't combat. They just chase for every sleeping living being that is near them. After that, they bite him with their modified radula and poison him, just to be sure he stays asleep when they enter his body.
Paratisism (Ex): A Rot Slug that bites an unaware creature and enter his body becomes an internal parasite of the creature. The creature must succeed a Fortitude save with a CD of 18 or becomes a Rotten Infected in 1d4 hours. The effects of this are described in the Rotten Infected Template.
Poison (Ex): A Rot Slug's poison is conveyed with a bite of the slug. The character must succeed a Fortitude save with a CD of 18 or fall asleep in 1d4 turns. If a character is already asleep, his sleep state becomes deep and can't be awaken for 1d4 hours. Anything that damages the character gives him the possibilty to make a Con check with a CD of 18 to notice the effect and awake.
Skills: Although Rot Slug are mindless, they have a racial use of the Hide skill. Also, they can't be heard when moving as if they take 20 to their Move Sliently check.


Seems harmless, uh? Well, take a look at this:


Rotten Infected (Template)

Rotten Infected is the first stadium of the life cicle of the parasite Rot Slugs. The Slug feeds and reproduces inside the host body. The subustances made by the growing slugs changes the body and the behaviour of the host, leading him to violent actions and to a slow death. The Rot Slug are not perceived by the host, and he eventually sto feel any kind of pain until he dies.
A creature that succeeds the first saving throw avoids infection: the slug dies and his rejected by the creature's body after a while.
If the creature does not succeed, is infected and must make a Fort Save every day with a DC of 20. If he fails these Fort saves, the effects happen as follows:
1 Failed: The creature is infected and gains the Rotten Infected Template.
3 Failed: The creature becomes Chaotic. If it's already Chaotic, skip to the following effect.
5 Failed: The creature ceases sleep and has to force himself to eat. It suffers of the penality of these conditions.
7 Failed: The creature becoms Evil. If it's alreasy Evil, it attacks the first creature it sees.
10 Failed: The creature dies and gains the Rotten Revenant Template (described below).
Succeding in a Fort save does not heal the creature, only slows the infection. Recognize the infection is possible with and Heal check with a DC of 20. Removing the slug is the only way to eliminate the infection and needs an Heal Check with a CD of 20 +2 for every 2 saves the creature has failed. Removing a Slug causes 2 permanent damage to Con.

CREATING A ROTTEN INFECTED:
This template can be applied to every living creature. Its stats change as follows:
Type: The base creature gains the Augmented Subtype.
Special Qualities: The base creature becomes immune to poison and gains a +4 bonus against mind influencing effects.
Saves: The base creature gains a +4 to Will.
Abilities: The base creature gains a bonus of +2 to Str and Dex, and a penality of -2 to Con and Wis and -4 to Int and Cha. The scores are reduced to a minimun of 1.
Challenge Rating: Equal to the base creature.
Allignment: Varies (see above)
Level Adjustment: +0

The other stats remain the same as the base creature ones.

Example of a Rotten Infected Creature

Argus, Rotten Infected Dog

Argus is a dog infected by the Rot Slug. He already failed 10 Fort saves, but he's aggressive and ferocious in the small time he has before death.

Small Animal (Augmented)
Initiative: +4
Hit Dice: 1d8 +1 (5 hp)
Speed: 40 ft. (8 squares)
Armor Class: 16 (+4 Dex, +1 size, +1 natural), touch 15, flat-footed 14
BaB/Grapple: +0/+4
Attack: Bite +3 melee (1d4+2/x2)
Full Attack: Bite +3 melee (1d4+2/x2)
Space/ Reach: 5ft./5ft.
Special Attacks: -
Special Qualities: Low light vision, Immunity to poison, +4 against mind influencing effects
Saves: Fort +3, Ref -6, Will +5
Abilities: Str 15, Dex 19, Con 13, Int 1, Wis 10, Cha 2
Skills*: Jump +8, Listen +4, Spot +4, Survival +0*
Feats: Alertness, Track
Enviroment: Any Swamp.
Organization: Solitary or pack (5-12)
Challenge Rating: 1/3
Treasure: None.
Allignment: Chaotic Evil
Advancement: -
Level Adjustment: -

Skills:
Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.



Rotten Revenant (Template)

Rotten Revenant is the last stadium of the life cicle of the parasite Rot Slugs. The creature is eventually died, but the substance made by the slugs are capable of bringing him back to life. The Rotten Revenants kill and feed from everything they can, feeding the growing slugs inside them to let them reproduce. When it dies, his abdomen opens liberating the slugs inside.

CREATING A ROTTEN REVENANT:
This template can be applied to every Rotten Infected creature. Its stats changes as follows:
Type: The base creature gains the Undead type.
Hit Dice: Equal to the base creature. Its HD are d12s.
Armor Class: A Rotten Revenant gains a +6 natural armor bonus to his AC.
Attack: A Rotten Revenant gains a bite and a slam attack appropriate to his size. He keeps the attacks of the base creature too.
Special Attacks: A Rotten Revenant bite can convey the sleep poison of the Rot Slugs (see above) with a DC of 18 + 1/4 his HD. Plus, he gains the Belly Burst attack.
Belly Burst: If Rotten Revenant is reduced to 0 or less hp, is abdomen opens wide liberating 10d10 Rot Slugs in the following turn.
Special Qualities: Same as the base creature, plus the undead type ones. He loses all the class feature abilities, if any.
Saves: The Rotten Revenant gains a bonus of +4 to Fort and Will.
Abilities: The base creature gains a bonus of +4 to Str and Dex, and a penality of -4 Cha. The scores are reduced to a minimun of 1. He also has no Int and Con scores.
Skills and Feats: None.
Organization: Solitary or pack (2-10)
Challenge Rating: Same as the base creature +3.
Allignment: Chaotic Evil
Advancement: -
Level Adjustment: -

Example of a Rotten Revenat Creature

Seyliss, Rotten Revenat Troglodyte

Seyliss was an incautious Troglodyte 9th level barbarian, and now is just a slug-carring undead.

Medium Undead (Reptilian)
Initiative: +3
Hit Dice: 11d12 (71 hp)
Speed: 30 ft. (8 squares)
Armor Class: 25 (+3 Dex, +12 natural), touch 13, flat-footed 22
BaB/Grapple: +10/+17
Attack: Bite +17 melee (1d6+7/x2) plus poison, or claw +17 (1d4 +7/x2) melee, or waraxe +21 melee (1d12 +11/x3)
Full Attack: Bite +17 melee (1d6+7/x2) plus poison, or claw +17 (1d4 +7/x2) melee, or waraxe +21 melee (1d12 +11/x3)
Space/ Reach: 5ft./5ft.
Special Attacks: Belly Burst, Poison (CD 21), Stench
Special Qualities: Darkvision 90 ft, Undead traits
Saves: Fort +9, Ref +6, Will +9
Abilities: Str 24, Dex 16, Con -, Int -, Wis 14, Cha 5
Skills: -
Feats: -
Enviroment: Any Swamp.
Organization: Solitary or pack (5-12)
Challenge Rating: 14
Treasure: Standard
Allignment: Chaotic Evil
Advancement: -
Level Adjustment: -

Stench (Ex):
When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 15 Fortitude save or be sickened for 10 rounds. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Icewalker
2008-02-23, 11:32 AM
Disgusting. They shouldn't suffer the problems of not eating after save 5, or they may starve to death before the disease finishes them...thats a minimum 5 days after all.

Icewalker
2008-02-23, 11:33 AM
Sorry for the double post, but I needed this specific post number to be top of page 5.

KEY
UNFINISHED
FINISHED
Fully Finished Section


The list of Done and Not Done: Mechanics

Chapter One: The ____

Natural ____ Hazards
-TAB-Sulphur Gas
-TAB-Mucky Ground
-TAB-Limited Visibility
-TAB-Flammable Gasses
-TAB-Diseases (More to come will count this as multiple)
ESTIMATE... 8+ Suggested (FB 11, SS 11)

Supernatural Perils of ____
-TAB-Acid Bog
-TAB-Haunted Wetlands
-TAB-Black Lagoon
-TAB-Boilbog
Some overlap in these, 11+ Suggested (FB 22 , SS 22) (This includes Poison)

____ Traps
-TAB-Count: 18
Suggested 45+ (FB 55, SS -) (Many of these are just old traps with new poisons, spells, etc)


Chapter Two: Races, Classes, and Feats

Races of the ____
-TAB-Humans
-TAB-Dwarves
-TAB-Elves
-TAB-Gnomes
-TAB-Orc/Half-Orcs
-TAB-Halflings
-TAB-Merkolth
-TAB-Inaal
-TAB-Sthenos
-TAB-Frogfolk

New Feats/Metamagic
Count: 14/1
20+/1+ Suggested (FB 30/1, SS 24/2)


Chapter Three: Prestige Classes


Prestige Classes
-TAB-The Hermit
-TAB-Concocter
-TAB-Voodoo Practitioner
-TAB-The Master of the Marsh
-TAB-The Gnoll Champion
-TAB-Swampscale Paragon
-TAB-Marsh Ranger

5+ suggested (FB 10, SS 6)


Chapter Four: Equipment

Weapons
Count: 9
8+ suggested (FB 11, SS 17)

Gear
-TAB-Worn gear/Adventuring Gear
-TAB-Count: 9
7+ suggested. (FB 8, SS 9)

-TAB-Alchemical Items
-TAB-Count: 9
8+ suggested (FB 8, SS 11)

New Exotic Materials: 0+ suggested (FB 1, SS 1)
-TAB-Count: 1

Mounts/Vehicles: 0+/4+ suggested (FB 0/8, SS 5/6)
-TAB-Count: 1/1


Chapter Five: Magic of the ____

New Spells
Count
Spells: 11
Psionic Powers: 3
Epic Spells: 1
Domains: 3

Spells: 65+ Suggested (estimated FF 114, SS 72)
Psionic Powers: 4+ Suggested (FB 5, SS 2)
Epic Spells: 3+ Suggested (FB 5, SS 4)
Domains: 3+ Suggested (FB 2, SS 6)

Magic Items
Armor/Weapon special abilities: 2+ Suggested (FB 0, SS 6)
Count: 1

Items: 15+ Suggested (FB 17, SS 40)
Count: 8


Chapter Six: Monsters

40+ Suggested (FB 51, SS 73)
Count: 45


Chapter Seven: Adventure Sites
1+ Suggested (FB 2, SS 3)
Count: 0





http://www.giantitp.com/forums/images/icons/icon14.gif = PICTURE:

The list of Done and Not Done: Fluff

Introduction

Chapter One: The ____

____ Environments http://www.giantitp.com/forums/images/icons/icon14.gif
Dungeons and ???
____ Planes
____ Wilderness Terrain
____ Dungeon Terrain


Chapter Two: Races, Classes, and Feats

[SIZE="3"]Life in the ____

Races of the ____
-TAB-Humans
-TAB-Dwarves
-TAB-Elves
-TAB-Gnomes
-TAB-Orc/Half-Orcs
-TAB-Halflings
-TAB-Merkolth
-TAB-Sthenos
-TAB-Frogfolk

Character Classes in the ____
-TAB-Barbarian
-TAB-Bard
-TAB-Cleric
-TAB-Druid
-TAB-Fighter
-TAB-Monk
-TAB-Paladin
-TAB-Ranger
-TAB-Rogue
-TAB-Sorcerer
-TAB-Wizard

Deities of the ____
Count: 9
6+ suggested. (FB 9, SS huge)


Clhapter Three: Prestige Casses

Picking a Prestige Class

Prestige Classes
-TAB-The Hermit, Sample
-TAB-Concocter, Sample
-TAB-Voodoo Practitioner, Sample
-TAB-The Master of the Marsh, Sample
-TAB-The Gnoll Champion, Sample
-TAB-Swampscale Paragon, Sample
-TAB-Marsh Ranger, Sample


Chapter Seven: Adventure Sites
1+ Suggested (FB 2, SS 3)
Count: 0


Whew...that's all. I'm going to update this by colorcoding it to what we have finished, are working on, and have yet to do.

Then, eventually, I'll get into it and add (with links) all the things completed so far.

By the way, where it says "#+ Suggested (FB #, SS #)"
FB # is the number of them there are in Frostburn.
SS # is the number of them there are in Sandstorm.
#+ Suggested is about how many I think we ought to have, but that is subjective. I kept them a little lower than how many Frostburn and Sandstorm have.

Caracol
2008-02-23, 12:28 PM
Disgusting. They shouldn't suffer the problems of not eating after save 5, or they may starve to death before the disease finishes them...thats a minimum 5 days after all.

Good point. I'll make some little modifications.

Goats_o_Mjolnir
2008-02-23, 01:16 PM
Okay, here is my attempt at finalized Hive Bracers


Hive Bracers

Craft:20

Prive:4500gp

These bracers are a muddy green color and appear to be made of chiton, specked on the bracers are numerous black beads that seem to sparkle in the right light. With the correct command words, the bracers can produce three effects.

Summon Swarm-Summon a swarm of locusts that obey simple mental commands for 1d6 rounds.

Lightning Bug Light-summons a mass of lightning bugs that give illumination just like a lantern, can be dispelled as a standard action.

Deafening Chirp-your bracers emit a sonic scream that nauseates all in a 15 foot radius for 1d4+1 rounds. The weilder is immune to this affect.

Caster Level 5th, Craft Wonderous Item, Summon Swarm, Light, and Ghost Sound, 796gp+250xp.

Szilard
2008-02-23, 02:27 PM
^ Interesting.

Caracol
2008-02-23, 03:23 PM
The Rot Slug took me a lot of work, but now it's time to make the other stuff I promised. I'll made a bit of this and that, so expect some small posts.

Swamp Traps:
Swamps are the perfect enviroments to hide hazardous traps: poison and disease infective, catching nets, nets and magical effects that blocks the character: everthing could be there, in the small layer of dark water...


SWAMP TRAPS FEATURES
Common traps in swamps include the following devices and snares. Most of them are pressure triggered.
Catching Nets: Large nets hided in the soft terrain that catches the uncautios adventures.
Creature Cages: Most traps in the swamp are hided cages with beast trapped inside that only expect to be released and to kill.
Dark water hideout: Traps hided in the muddy or dark waters are harder to be found.
Drywater: Entire portions of dark and muddy water that instanty dries becoming hard as rock: many adventurers were blocked there forever just passing over it.
Infective Traps: Devices that set free the infective agents of the diseases.
Leeching Lichenes: Common in caverns, these plants are capable of gluing a creature and sucking the internal liquids.
Poison Mines: Hided in the water, these traps are loaded with poison.
Quicksand: One of the most common and most dangerous kind of trap, quicksands slowly took the life of many.
Swallowing Pits: Old-fashioned traps are good too, expecially in swamps enviroments.
Swampgas: The enviromental damaging effects of swamps are used to create traps too.

SAMPLE TRAPS
The following traps are common in most location of the swamp enviroments. Most of the pressure traps can be found hided in the water layer in the wilderness, near defended sites, but are also in many citadels and fortress.

CR 1 Traps
Hunting Net: CR 1, mechanical, location trigger, no reset, blocks a single creature (max Large size), DC 16 Reflex save avoids, Search DC 18, Disable Device DC 20. Market Price: 10 gold.
Poison Needle Mine: CR 1, mechanical, location trigger, no reset, Attack +10 melee, poison (bloodrot , DC 12 Fortitude save resist 0/1d4 Con +1d3 Wis) Search DC 20, Disable Device DC 15. Market Price: 200 gold.

CR 2 Traps
Eurypterid Cage: CR 2, mechanical, location trigger, manual reset, frees three small Eurypterids, Search DC 20, Disable Device DC 20. Market Price: 1000 gold.
Infected Blade: CR 2, mechanical, touch trigger, automatic reset, Attack +7 melee (1d4/x3, small blade) plus disease (Mindfire, DC 12 Fortitude save resist, 1d4 Int, incubation 1d3 days) Search DC 20, Disable Device DC 20. Market Price: 1600 gold.

CR 3 Traps
Swamp Pit: CR 3, mechanical, location trigger, no reset, multiple targets (all targets in a 10ft square), 40 ft. fall (4d6), DC 20 Reflex save avoids, Search DC 20, Disable Device DC 20. Market Price: 600 gold.
Yellow Lichene Smeared Door: CR 3, mechanical, touch trigger, repair reset, blocks creature (DC 20 Reflex Save avoids, DC 20 Str check frees) plus leeching lichene (1d6 damage for every turn blocked), Search DC 16, Disable Device DC 20. Market Price: 800 gold.

CR 4 Traps
Gassed Mushroom: CR 4, mechanical, proximity trigger, repair reset, never miss, onset delay 3 rounds, sulphur gas (DC 10+1 every 10 rounds Con check resist or nauseated) Search DC 25, Disable Device DC 20. Market Price: 3900 gold.
Darkwater Needle Mine: CR 4, mechanical, location trigger, no reset, Attack +10 melee, poison (niharit, DC 13 Fortitude save resist 0/3d6 Con) Search DC 25, Disable Device DC 15. Market Price: 1650gold.

CR 5 Traps
Razored Hunting Net: CR 5, mechanical, location trigger, no reset, blocks multiple targets (all targets in a square of 15 ft.), damages blocked targets (1d8 for every turn blocked) DC 20 Reflex save avoids, Search DC 20, Disable Device DC 20. Market Price: 1300 gold.
Crocodile Cage: CR 5, mechanical, location trigger, manual reset, lock, frees two Giant Crocodiles, Search DC 20, Disable Device DC 20. Market Price: 1700 gold.

CR 6 Traps
Red Lichene Smeared Door: CR 6, mechanical, touch trigger, repair reset, blocks creature (DC 20 Reflex Save avoids, DC 20 Str check frees) plus leeching lichene (1 Con damage for every turn blocked), Search DC 18, Disable Device DC 20. Market Price: 2000 gold.
Ingnite Room: CR 6, mechanical, proximity trigger, autoreset, never miss, onset delay 3 rounds, flammable gasses (DC 10 to spot, 2d6 fire damage to all the target in the room if a flame is ignite) Search DC 25, Disable Device DC 25. Market Price: 5200 gold.

CR 7 Traps
Drywater pool: CR 7, magical, alarm trigger, no reset, never miss, liquid blocks multiple targets (transmute rock to mud, 13th level Druid.), permanent effect, Search DC 30, Disable Device DC 25. Cost: 4250 gold, 260 XP.
Darkwater Infected Spear Rack: CR 7, mechanical, location trigger, automatic reset, multiple targets (all targets in 15 adjacent ft.), Attack +15 melee (1d8/x2, spears) plus disease (Bog Rot, DC 18 Fortitude save resist, -10 ft to speed until 0, then 1d8 Con, incubation 2d4 days) Search DC 25, Disable Device DC 25. Market Price: 4000 gold.

CR 8 Traps
Speared Swamp Pit: CR 8, mechanical, location trigger, manual reset, multiple targets (all targets in a 20ft square), 60 ft. fall (6d6), Attack +15 melee (1d8/x3 spears) DC 25 Reflex save avoids, Search DC 25, Disable Device DC 20. Market Price: 2300 gold.
Black Lichene Smeared Door: CR 8, mechanical, touch trigger, repair reset, blocks creature (DC 20 Reflex Save avoids, DC 20 Str check frees) plus leeching lichene (1d6 Con damage for every turn blocked) plus poison (blue whinnis, DC 15 Fortitude save resist 1Con/Unconsciousness) Search DC 25, Disable Device DC 25. Market Price: 3620 gold.

CR 9 Traps
Autocombusting Room: CR 9, magical, alarm trigger, autoreset, never miss, onset delay 3 rounds, flammable gasses (DC 10 to spot, 2d6 fire damage if ignited), plus delayed blast fireball (13th level wizard, 3 turn delayed) Search DC 30, Disable Device DC 30. Cost: 44500 gold, 3640 XP.

CR 10 Traps
Darkwater Acid with Infected Spear Swamp Pit: CR 10, mechanical, location trigger, repair reset, multiple targets (all targets in a 20ft square), 50 ft. fall (5d6), Attack +15 melee (1d8/x3 spears) plus infection (Demon fever DC 18 Fortitute save avoids, 1d6 permanent Con damage, incubation 1 day) plus acid bog damage (6d6, total immersion) DC 25 Reflex save avoids, Search DC 30, Disable Device DC 30. Market Price: 8900 gold.

Szilard
2008-02-23, 03:27 PM
You should, or maybe I should, or someone else, make a box trap for capturing creatures to sell on the black market, see SoD for an example.

Collin152
2008-02-23, 03:58 PM
(but I need a name other than Hypnotoad, since that's probably copyrighted)

Guilefrog?
If it were a snake I'd call it the addling adder...

Sxoa
2008-02-23, 06:19 PM
Pschofrog
Narcotoad

I think you're probably ok using Hypnotoad. If you still want to call it something else you should have a "sometimes referred to as hypnotoads" reference. You know for good ol' times sake.

Another bog trap that was used in Vietnam during that war was bamboo spikes just under the surface of the water. This is a really nasty trap in a bog as the wound is likely to get infected

Goats_o_Mjolnir
2008-02-23, 07:35 PM
^ Interesting.

Thanks Szilard, more gear to come, that is if life doesnt sneak up on me :smallbiggrin:

Icewalker
2008-02-23, 07:53 PM
Alright, I just hit a really big problem making the Done List.

What are we calling these environments? In Frostburn they are the Frostfell, in Sandstorm they are the Waste...we need our own name.

Also, I have a new supernatural environmental danger, the Boilbog. I'll put together the numbers later, but it is basically a bog which starts bubbling with huge heat every minute (on a 6-round timer).

Goats_o_Mjolnir
2008-02-23, 08:01 PM
here are some enviroment name brainstorms

-Dark Marsh

-Mudpit

-The Murk

-The Soup

-Sludgelands

Collin152
2008-02-23, 08:05 PM
I like Murk.
Mire is also good.

Icewalker
2008-02-23, 08:14 PM
Yeah, Murk is good...

Murk Environment...In the Murk...

Maybe something on the beginning of it. Like Blackmurk or some such, except not that.

TheLogman
2008-02-23, 08:30 PM
Personally, I like Muck, but it needs to have a dangerous sounding first part. Something that suggests ewww, danger, and scary stuff.

Dark-Mire could work, The Bogs has a short and simple effect, Black Swamp may work.

Personally, I like The Bogs.

Gwyn chan 'r Gwyll
2008-02-23, 08:31 PM
Murkmire? Best of both worlds!

Collin152
2008-02-23, 08:32 PM
The Dire Mire!

Sxoa
2008-02-23, 08:55 PM
For caster level you can pretty much set it at whatever you want. It's commonly 1/2 HD or full HD, but I think I've seen at higher before as well.

Szilard
2008-02-23, 09:47 PM
Deatbog, @logman, last I checked, my swap giant wasn't added to the monsters list.
I am currently working on one of my monsters right now, I'll have it done tonight or tomarrow morning.

Sir Shadow
2008-02-23, 09:56 PM
In the first post, you have Swamp Nymph instead of Swamp Dryad for one of the things I made...

RTGoodman
2008-02-24, 12:45 AM
Neurotoad
http://img.photobucket.com/albums/v689/LHSMasterP/GitPHT2-1.png
Small Magical Beast (Aquatic, Psionic)
Hit Dice: 10d10 + 20 (79 hp)
Initiative: +2
Speed: 20 feet (4 squares); swim 30 ft.
Armor Class: 17 (+2 Dex, +4 natural, +1 size), touch 13, flat-footed 15
Base Attack/Grapple: +10/+5 (+9 with tongue)
Attack: Bite +13 (1d3-1)
Full Attack: Bite +13 (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved tongue grab, manifesting, psi-like abilities, swallow whole, tongue lashing
Special Qualities: Amphibious, darkvision 60 ft., low-light vision, telepathy 100 ft.
Saves: Fort +9, Ref +9, Will +7
Abilities: Str 9, Dex 14, Con 15, Int 19, Wis 12, Cha 18
Skills: Autohypnosis +14, Concentration +18, Hide +19, Knowledge (Psionics) +16, Move Silently +9, Psicraft +16, Survival +7, Swim +7
Feats: Psionic Body, Psionic Endowment, Iron Will, Skill Focus (Concentration), Weapon Finesse(B)
Environment: Any
Organization: Solitary or thrall-herd (one plus 1d3 dominated creatures)
Challenge Rating: 8
Treasure: None
Alignment: Usually Neutral Evil
Advancement: 11-15 HD (Small); 16-20 HD (Medium); or by class
Level Adjustment: --

As you come around a large mangrove, you spot a large amphibian sitting on a stump. Green and light brown, this frog-like creature, nearly two-and-a-half feet long, turns its head towards you, almost as if it sensed your presence. Suddenly, its eyes ripple red and yellow and you feel as if someone or something is trying to pry in to your mind.

Neurotoads, sometimes called mindfrogs or hypnotoads, are amphibian magical beasts that specialize in mind control. Inherently psionic, they possess both normal psionic powers and psi-like abilities, both of which they use to incapacitate or dominate their enemies. Often, neurotoads prefer to attack from hiding, attempting to dominate a weak-willed individual to add to his thrall-herd. If drawn into combat, a neurotoad prefers to use its offensive psionic powers, though against Fine or smaller creatures it simply attempts to swallow the enemy.


Combat

Improved Tongue Grab (Ex): To use this ability, a neurotoad must hit with its tongue lashing ability. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the creature is dragged to the neurotoad’s mouth, automatically taking bite damage and possibly swallowing the creature whole (if the creature is Fine or smaller). It has a +4 racial bonus on grapple checks using its tongue.

Manifesting: A Neurotoad manifests powers as a Wilder of 1/2 its hit dice. A neurotoad usually chooses power that can be used offensively or those that compliment its natural mind control abilities, as well as occasional offensive powers in case of being thrown into combat.

Psi-Like Abilities: At will: id insinuation (DC 20), psionic charm* (DC 20), read thoughts (DC 20), psionic suggestion (DC 20). 3/day: psionic dominate* (DC 20). The save DCs are (10 + 1/2 HD + Charisma modifier).

*Considered augmented so as to affect any creature of any of the following types: aberration, animal, dragon, elemental, fey, giant, humanoid, magical beast, monstrous humanoid, or outsider.

Swallow Whole (Ex): A neurotoad can try to swallow a tongue-grabbed opponent of Tiny or smaller size by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of crushing damage plus 1d6+4 points of acid damage per round from the neurotoad’s digestive juices. A swallowed creature can cut its way out by dealing 15 points of damage to the neurotoad's digestive tract (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Tongue Lashing (Ex): As a standard action, a neurotoad may rapidly extend its tongue to damage iand try to trip up its opponent. The neurotoad may make a touch attack against any one creature within 20 feet; if the attack is successful, the opponent takes 1d6 damaging (bludgeoning; critical x3) and the neurotoad may use its improved tongue grab ability.

_____________________

Alright, the Monsters of the Swamp compiled list (http://www.giantitp.com/forums/showpost.php?p=3967565&postcount=78) has been updated with the rest of the creatures from this thread (except Icewalker's Marshmind - it isn't finished, so I didn't put it in yet). If I missed another, just PM me or post here or something.

Icewalker
2008-02-24, 02:34 AM
The swallowed victim can escape by attacking the tarrasque's stomach? Gotta be hard to reach from inside the frog. :smallwink:

Caracol
2008-02-24, 07:17 AM
It's weapon time!!!!


Swamp Weapons


Here's a list of common weapons in swamp enviroment. Read the weapon description for their special abilities.

Bladed Bow: A signature weapon of many swamp archers, the blased bow is a short composite bow with blades on his fore part. This weapon can be used to fire arrows and to attack in melee with the blades. The base damage is 1d6 (M) in both ranged and melee attack. The blades's disegn give his wielder a bonus of +2 to Disarm an opponent. You can apply the Weapon Finesse feat to this weapon to use it in melee.

Bog Root Whip: A Bog Root Whip is a bigger version of a normal whip, derived from swamp lianas and roots hardned and tied together. It has multiple tips in its forepart. A Bog Root Whip deals nonlethal damage. It deals a natural armor bonus of +6 or higher. The whip is treated as a melee weapon with 20 ft. reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Using a Bor Root Whip provokes an attack of opportunity, just as if you had used a ranged weapon.
You can make trip attacks with this weapon with a +4 to the check. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
In addition, a tripped opponent becomes entangled, due to the multiple tips of the whip. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.
An entangled creature can escape with a DC 15 Escape Artist check (a full-round action). The Bog Root Whip has 10 hit points and can be burst with a DC 20 Strength check (also a full-round action).
When using a Bog Root Whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can't apply the Weapon Finesse feat to this weapon.
A Bog Root Whip can be crafted with a least 3 Medium or 1 Large plant parts, not damaged. The DC to craft is 25, and you must spend 20 gold of additional materials.

Corrosive Mace: A Corrosive Mace looks like an heavy one handed mace, but it has small holes on the surface of his iron head, and a bigger one in the upper point. You can put an acid flask in this hole, that will break with a successfull attack against an opponent, dealing the additional acid damage of the flask. The mace itself is immune to the acid damage, and you don't take damage from the splash effect. A Corrosive Mace works as a normal mace if not loaded.
You can also load the mace with a holy water flask if you want. See the PH for the description of both these alchemic components.

Dragonbreath: A Dragonbreath is a heavy apparatus that gives you the possibility to throw continual flames at 15 ft. of distance. It's usually a long metal tube with an ignition system at its tip, linked to a backpack. The backpack is fire-proof and it's filled with flammable gas. The gas can be released and ignited with a standard action. A Dragobreath usually uses swamp flammable gas charges (2d6 fire damage, line of 15 ft., cost 50 gp) or alchemist fire flasks (1d6 fire damage, cone of 15 ft., cost 30 gp) . It has a maximum of load for 6 round of using, each charge requires a standard action to be reloaded.

Fish Catcher: A Fish Catcher is a long staff with a hook at is tip. Originally tought as a hunting weapon, it's also usable in combat. A Fish Catcher has a reach of 10 ft, you can't attack adjacent foes.
With a Fish Catcher you can also try to hook the opponet, during a successfull attack. Hooking gives you the possibility to pull your opponent towards you with a successfull Strength check against him. You can release the weapon to avoid to be pulled as well. An hooked opponent is pulled at 5ft from you and does not gain an attack of opportunity against you. He can remove the hook by himself with a successfull Str check against you (this action causes attacks of opportunity from adjactent opponents. You can benefit of this attack of opportunity, but not using the Fish Catcher).
Hooking an opponent deals the base damage of the Fish Catcher (without the Str bonus) for every round the opponent is pulled. When hooked, an opponent is not able to defend himself well and has a penality of -2 to his AC.
Hooking an opponent is a standard action that causes an attack of opportunity from adiacent opponents. Unlocking an opponent is a standard action. You can't attack with an Fish Catcher unless is unlocked.
Once you hook and opponent, you can decide to carry it around istead of pulling it near to you. An opponent hooked in this way is pulled towards you for a distance equal to your movement for all the time he remains hooked. If he's pulled, he is forced to use his movement action during his turn to follow the wielder of the Fish Catcher. If is movement or base speed is not enough to reach you, he is forced to use all his action needed. If he still doesn't have enough movement, he falls to the ground. If the opponent refuses to move and tries to hold himself to something, he takes the regular damage of the weapon, Str bonus included.

Machete: A Machete is a short curved blade, common in swamp eviroments. Many adventurers use it as a reserve weapon and to cut plants that block their path. When used, a Machete gives a bonus of +4 to the Escape Artist check to avoid being entangled by nets, plants, tentacles, spells or similar effects. You can apply the Weapon Finesse feat to this weapon.

Net Crossbow: This heavy crossbow does not fire darts but is capable of throwing folded nets to 40 ft. distance. See the Net description in the PH. Recharging a Net Crossbow requires a full-round action or a standard action with the Rapid Reload feat. A fired net can be used again if not damaged.

Pincer Gautlet: Derived form monstrous crustaceans that dwells the swamps, this unusual gauntlet gives the ability to start a free grapple action after a successful attack, as if its wielder possesses the Improved Grapple feat.
A Pincer Gauntlet can be crafted using a pincer of any Medium or Large creature, not damaged. The DC to craft is 20, and you must spend 10 gold of additional materials.

Sharkthoot Sword: A long and heavy sword, with a jagged edge made of swamp sharks' theet, this weapon is mostly used by the strongest warriors among the swamp savage tribes. The jagged edge gives its wielder a bonus of +2 to Disarm attempt.
A Sharkthoot Sword can be crafted using at least 25 skark theet of any size, not damaged. The DC to craft is 15, and you must spend 30 gold of additional materials.



Swamp Weapons
{table="head"]Exotic Weapons|Cost|DMG (S)|DMG (M)|Critical|Range|Weight|Type

One handed weapons||||||
Corrosive Mace|120 gp|1d6*|1d8*|x2|-|8 lb.|Bludgeoning
Machete|15 gp|1d4|1d6|18-20/x2|-|3 lb.|Slashing
Pincer Gauntlet|35 gp|1d4|1d6|x2|-|6 lb.|Piercing and Slashing
Two handed weapons||||||
Bog Root Whip*|50 gp|1d4*|1d6*|x2|-|6 lb.|Slashing
Fish Catcher*|20 gp|1d6|1d8|x2|-|7 lb.| Piercing
Sharkthoot Sword|65 gp|1d10|2d6|x3|-|12 lb.|Piercing and Slashing
Ranged weapons||||||
Bladed Bow|150 gp|1d4*|1d6*|x3|70ft.|3lb.|Piercing
Dragonbreath|1000 gp|Special*|Special*|-|15ft.|16 lb.|Special*
Net Crossbow|250 gp|-|-|-|40ft.|10 lb.|Special*

*Read the weapon description.||||||
[/table]



Armors coming up!!!

RTGoodman
2008-02-24, 11:28 AM
The swallowed victim can escape by attacking the tarrasque's stomach? Gotta be hard to reach from inside the frog. :smallwink:

Of course - that's what makes the Neurotoad so dangerous!


Actually, that's just what I get for copy-pasting the ability from another monster and not proof-reading well enough. :smallredface:

Szilard
2008-02-24, 11:54 AM
Finished with another monster.
Vined Mouth
Medium Plant
Initiative:+0
Speed:0 feet
Armor Class:10, touch 10, flat-footed 10
Base Attack/Grapple:+7/+10
Attack:Tentacle +10 melee (1d4+3)
Full Attack:8 tentacles +10 melee (1d4+3)
Space/Reach:5ft/5ft
Special Attacks:Improved grab, swallow whole
Special Qualities:Immunity to acid, plant traits
Saves:Fort +11, Ref +7, Will +3
Abilities:Str 16, Dex -, Con 19, Int -, Wis 2, Cha 1
Skills:-
Feats:Iorn will, lightning reflexes
Enviornment:Temperate Marshes
Organization:Solitary, cluster (3-5), or gathering (6-11)
Challange Rating:5
Treasure:Standard, but only gems and acid resistant materials
Alignment:Always Neutral
Advancement:11-15(Medium)
Level Adjustment:-
The five feet pool in front of you suddenly launches a tentacle at you with seven more following.
The vined mouth is a sixty pound organic sack with tentacles. It roots itself into the ground pretending to be a pool or bog five feet in diameter. When a creature walks nearby, the vined mouth attacks with its tentacles and tries to eat the creature. The sack part of the body is primarally the stomach full of acid. When a vined mouth dies, some of its tentacles die and start growing more vined mouths in adjacent spaces.
Combat
A vined mouth's only goal is to grab creatures adjacent to it and eat it.
Improved Grab(Ex):To use this ability a vined mouth must hit a medium or smaller creature with its tentacle 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 the tentacle attaches to the creatures body. If a vined mouth begins its turn with at least one tentacle attached to an opponent, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a successful grapple check or an escape ortist check, but the vined mouth gets a +2 bonus for every tentacle that was attached at the begining of the opponent's turn.
Swallow whole(Ex):If all eight of its tentacles are attached to an opponent and the vined mouth makes a successful grapple check, the vined mouth can swallow that creature if it is medium or smaller. The opponent, once inside, takes 10d6 acid damage per round as if submerged in acid. A swallowed creature can cut its way out using a light slashing or peircing weapon to deal 15 points of damage ot the interior of the vined mouth (AC10). Once the creature exits the tentacles grow back and can start attacking again in one round. If a creature doesn't die of the acid and doesn't cut its way out, it drowns in the acid. A medium vined sack can only swallow one creature at a time of a medium or smaller size.
Immunity to acid(Ex):A vined mouth is invulnerable to all attacks that deal acid damage because it is already full of acid.

Caracol
2008-02-24, 01:18 PM
I hope you like the weapons. Now it's armor turn.


Swamp Armors


Here's a list of common armors and shields used in swamp enviroment. Read the armors' description for their special abilities.

Crocodile Skull Shield: This tower shield is obtained from a skull of a giant crocodile. It's not as heavy and protective as a tower shield, but his bone structure gives you a good protection. In most situations, it provides the indicated shield bonus to your AC. However, you can instead use it as cover, gaining +4 to the AC from ranged and melee attacks, though you must give up your attacks to do so. The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You can bash with a Crocodile Skull Shield with a -4 to the attack roll due to his encumberance
When employing a Crocodile Skull Shield in combat, you take a -1 penalty on attack rolls because of the shield’s encumbrance.
A Crocodile Skull Shield can be crafted using at least 1 Giant Crocodile's skull, not heavy damaged. You have to make a Craft (armor) check with a DC of 20 and spend 15 gold pieces of additional material components.

Eurypterid's Armor: Swamp population have learned to use the sturdy platens of Eurypterids exoskeletron to make armors. A Eurypterid Armor is an exotic light armor made with the plates. It offers a good protection and is lighter than a normal armor.
An Eurypterid Armor suit can be crafted using at least 6 Small, 3 Medium or 1 Large Eurypterid's bodies, not heavy damaged. You have to make a Craft (armor) check with a DC of 25 and spend 15 gold pieces of additional material components.

Lichene Smeared: This liquid leechin lichenes can be put on the outer armor surface. Every time an opponent grapples you, the lichenes produce a gluing substance that keeps the opponent attached, and start leeching his internal liquids, dealing 1d6 damage for every turn he remains attached. He can avoid being attached with a Reflex Save DC 20 or freeing himself with a Str or Escape Artist check DC 20. The lichenes don't do damage to constructs or undeads.
The lichenes can be dangerous if touched by the armor wielder himself: you can wear an armor treated with the lichenes only being careful. You take double the normal time to put the armor on and you cant wear it hastly or sleeping in it.
Stronger versions of leeching lichenes can't be used due to their more invasive growth.

Mimetic Leather Armor: This light leather suit is well suited to move unnoticed in swamp enviroments: his wielder gains a bonus of +4 to his Hide check when on swamp terrains.

Reptile Scale Mail: Many swamp hunters use the hard skin of reptile populations and creatures to make good armors. A Reptile Scale Mail is an exotic medium armor made with reptile scales tied together.
A Reptile Scale Mail can be crafted using at least 6 Small, 3 Medium or 1 Large body of a reptile animal or any creature with the Reptilian subtype with at least a bonus of +5 to his natural armor, not heavy damaged. You have to make a Craft (armor) check with a DC of 30 and spend 75 gold pieces of additional material components.

Scaphandre Armor: A Scaphandre Armor is an extremely heavy and bulky armor. Originally used as a diving suit in deep waters, this version is reforced on all the body surface and comes with greaves, renforced boots and gauntlets. This armor is too heavy to try to swim wearing it, but you can use it to walk on the bottom of the water layer. It has a small air tank with the air necessary for 10 turns. It can also be connected to a tube that goes outside the water for breathing purposes.

Turtle Shield: This light shield derives from a turtle carapace. Althoug is really sturdy, is actually lighter than a normal shield. You can bash an opponent with a Turtle Shield.
A Turtle Shield can be crafted using 1 Medium Turtle's carapace, not heavy damaged. You have to make a Craft (armor) check with a DC of 15 and spend 5 gold pieces of additional material components.


Exotic Armors
{table="head"]Armor/Shield|Cost|Bonus|Max Dex |Check Pen|Arcane Failure|Speed (30ft.)|Speed(20ft.)|Weight

Light Armors|||||||
Mimetic Leather Armor*|230 gp|+2|+6|-|-|30ft.|20ft.| 15 lb.
Eurypterid's Armor|150 gp|+4|+4|-1|15%|30ft.|20 ft.| 20 lb.
Medium Armors|||||||
Reptile Scale Mail|250 gp|+5|+3|-5|30%|20ft.|15ft.|30 lb.
Heavy Armors|||||||
Scaphandre Armor*|1000 gp|+9|+0|-9|40%|15ft.|10 ft.|65 lb.
Shields|||||||
Turtle Shield|10 gp|+2|-|-1|10%|-|-|7 lb.
Crocodile Skull Shield|35 gp|+3|+3|-8|40%|-|-|30 lb.
Extras|||||||
Lichene Smeared*|+100 gp|-|-|-|-|-|-|-
||||||||
*See Armor description.
[/table]



I will post a bunch of feats later (maybe)

Goats_o_Mjolnir
2008-02-24, 02:31 PM
Im currently working on a swamp artifact, yuan-ti fluffy goodness.

Speaking of Yuan-Ti, is thier a monster class table for them? they fit the swamp so well but have really high ECL's, also working on a few spells and gear, should be up soon.

Icewalker
2008-02-24, 02:42 PM
Caracol, your weapons and armor gave me the idea for another Prestige Class. One which focuses around getting its own armor and weapons out of the swamp. Automatically proficient using anything they made, bonuses, perhaps at higher levels they can use their own items like they are magic...stuff like that.

Boilbog
These boggy areas of water are found in swamps. They are an extremely strange phenomenon which nobody fully understands. Once every minute, for six seconds, the water boils and bubbles suddenly and rapidly, searing anything within it. This deals 1d6 damage if in contact, or 10d6 if immersed. In the 5 rounds in the Boilbog's six round cycle that it is not boiling, it appears as normal water, and is at a normal temperature. When a Boilbog is encountered, roll 1d6 to determine which phase the Boilbog is currently in:
1: Just finished boiling.
2: 4 Rounds to boiling
3: 3 Rounds to boiling
4: 2 Rounds to boiling
5: Begins boiling next round
6: Boiling
If the Boilbog is not boiling, it requires a DC 25 survival check to notice that it is missing insect life and the like. If inspected, the DC is only 15. If boiling it is noticeable to any who understand what a Boilbog is.

Caracol
2008-02-24, 03:44 PM
Caracol, your weapons and armor gave me the idea for another Prestige Class. One which focuses around getting its own armor and weapons out of the swamp. Automatically proficient using anything they made, bonuses, perhaps at higher levels they can use their own items like they are magic...stuff like that.


Good idea, I really like the concept. I'll add a craft DC also for some weapons.
The Boilbog is strange but really nice: it makes a lot of sense in an enviroment like a swamp. Maybe you should make a DC to notice the heat that sorrounds the area, since this seems to be an hydrotermal phenomenon.

Anyway, here's some feats for non-spellcasters.

Drowning Wrestler
Prerequisite: Str 15, Improved Grapple, Improved Unarmed Strike
Benefit: After a successful grapple check, you can try to drown your opponent in shallow waters terrain. Your opponent can hold his breath just a number of time equal to half his Constitution score. Also, the DC to avoid drowning increases by 2 istead of 1 every turn. See the PH for the rules of drowning. You must keep your opponent in the grapple every turn.

Greater Hook
Prerequisite: Str 15, Int 13, Combat Expertise, Improved Hook, base attack bonus + 4, proficency in hooking weapons
Benefit: You are a master in hooking opponents. You can pull an opponet in a way that is not more able to defend himself correctly. An hooked opponent loses his Dex bonus to AC and to Reflexes saving throw as long as he's hooked. Plus, you can add your Str bonus to the damage dealt when hooking.
Normal: An hooked opponent does not lose is Dex bonus but only has a -2 to the AC. When hooking an opponent, you don't add your Str bonus to the damage dealt.
Special: A Fighter can select Greater Hook as a Bonus Feat.

Improved Hook
Prerequisite: Int 13, Combat Expertise, proficency in hooking weapons
Benefit: You can use an hooking weapon at its best. You do not provoke an attack of opportunity when hooking an opponet, and gain a +4 to Str checks when pulling an opponent.
Normal: Hooking provokes an attack of opportunity.
Special: A Fighter can select Greater Hook as a Bonus Feat.

Neglecting Critical
Prerequisite: base attack bonus +8, Improved Critical or Favored Enemy Class feature
Benefit: When you roll a natural 20 on your attack roll, you can double the damage dealt against creature immune to critical like plants, oozes and undeads. If you have the Favored Enemy class feature, you can benefit of this feat only when attacking creature in your favored enemy list.
Normal: Creture that are immune to critical does not suffer from critical hits.
Special: A Fighter can select Neglecting Critical as a Bonus Feat.

Serpent's Hideout
Prerequisite: Dex 15, Int 13, Combat Expertise, Combat Reflexes or Improved Feint, Improved Initiative, Weapon Focus (any whip or chain-like weapon)
Benefit: With a standard action, you can hide a chain or a whip in any kind of soft terrain (sand, grass, water). You get a bonus of +4 to the Hide check. If an opponent fails his Spot or Sense Motive check and attacks you entering the area you threat, you can raise the weapon fast and get an attack of opportunity that negates the opponent dexterity with an additional 1d6 to the damage.
Special: A Fighter can select Serpent's Hideout as a Bonus Feat.

Skillfull Warrior (Fighter)
Prerequisite: 4 ranks in a cross-class skill
Benefit: A cross-class skill in where you have at least 4 ranks becomes a class skill. This feat is applicable to a single skill. You can select this feat multiple times, you have to apply it to a different skill every time.
Normal: You have to put twice the ranks in a cross-class skill.
Special: A Fighter can select Skillfull Warrior as a Bonus Feat.

Swamp Splasher
Prerequisite: Dex 13, Int 13, Balance 5 ranks, Combat Expertise, Swamp Traveler
Benefit: With a standard action, you can move your melee weapon in shallow water terrains attempting to blind your opponent. You can hurl a spray of water in a 5 ft. radius (10 ft. radius with reach weapons): every opponent in the area must make a Fort Save (DC 10+Str mod+1/2 your HD) or be blinded for 1 round.

Icewalker
2008-02-24, 04:44 PM
Very nice. I don't think Serpent's Hideout should give a mechanical bonus, just that when you attack them they aren't expecting it so you get a surprise round. Maybe there could be a second feat that makes it so you can get some other bonus, or perhaps by swinging it off the ground you smack them in the face with swamp muck, as with Swamp Splasher, which could be a prereq.

Sxoa
2008-02-24, 08:08 PM
From thesaurus.com:
synonyms for swamp:
bog, bottoms, everglade, fen, glade, holm, marsh, marshland, mire, moor, morass, mud, muskeg, ooze, peat bog, polder, quag, quagmire, slough, swale, swampland, trembling prairie

Szilard
2008-02-24, 08:21 PM
In the DMG, we know that the enviornment is called the marshes, so we might get away with a name that has swamp in it.

Icewalker
2008-02-24, 08:28 PM
Murkfen environments?

Szilard
2008-02-24, 08:44 PM
Deadly Quagmire?

Collin152
2008-02-24, 08:50 PM
Sorry, I can't take the word Quagmire seriously.
The Dread Murk.

Icewalker
2008-02-24, 08:52 PM
No, we need something like Waste environments and Frostfell Environments. The anything doesn't fit the same mold...

Hmm...Quagmire sounds like a creature. Some kind of fungal construct perhaps.

Szilard
2008-02-24, 08:55 PM
Savage moor?

RTGoodman
2008-02-24, 09:03 PM
Alright, I've never done any sort of skill homebrewing before, but I think this seems good. I'm open for suggestions of new items that can be crafted with the skill, as well as a better name if anyone can come up with one that captures the essence of the skill without sounding stupid. This goes along with my Voodoo Practitioner class, which will be posted below, but it can be used by anyone.
___________________________

Craft (Folk Magic)

The Craft skill usually requires a character to focus on making specific items (armorsmithing, basketweaving, etc.) or specific classes of items (weaponsmithing, fletching, etc.). Craft (Folk Magic), however, is slightly different – this skill is a catch-all that covers the ability to make amulets, charms, and all sort of other apotropaeic items. Adepts, Druids, and Experts are the most likely characters to make use of the skill, but some (like Voodoo Practitioners) are even more focused on creating these sorts of items.

Items created using Craft (Folk Magic) are mostly made of non-magical substances, and in general use of the skill requires absolutely no magical power, though most Folk Magicians have spellcasting abilities. In general, the items provide psychosomatic benefits (that is, the user need only believe in the benefit for it to work)

Examples of items, along with prices and the Craft DC to create them, are listed on the table below. The cost to craft the item is determined as normal (1/3 the final price), as are the time required to craft the items.

Unlike many mundane items crafted by uses of the Craft skill, items created by Craft (Folk Magic) are affected by the life force of their creator (or, specifically, the crafter's experience convinces buyers that their items will work longer or better). This is shown by the various effects that are determined by the Hit Dice of the creator.


{table=head]Item | Craft DC | Price
Cursebreaker | 15 | 50gp
Love Potion | 25 | 150gp
Luck Talisman | 20 | 200gp[/table]

Cursebreaker: This periapt is worn around the head and occupies the Headband magic item slot. A small bag filled with various herbs, coins, and other items, the cursebreaker gives the wearer a +1 morale bonus on Will saves against spells and effects from the Enchantment or Necromancy schools for as long as it is worn. Additionally, the wearer can also choose to use up the magic in the cursebreaker as an immediate action, essentially destroying the item but providing a +4 bonus on a single Will save against a spell from or ability that mimics a spell from the Enchantment or Necromancy schools. The "luck" in the cursebreaker is not permanent, however, and after a number of weeks equal to the creator’s HD, the effects end. The effect, though seemingly supernatural, is completely non-magical.

Love Potion: A common item created by Folk Magicians, a love potion is only a potion in the loosest sense of the word. In reality, it works more like a poison. Upon ingestion, the subject must make a Will save; if he fails, the subject takes 1d4 points of temporary Wisdom damage. One minute later, he must make another save, and if he fails he permanently treats the next person he sees as Helpful (see the description of the Diplomacy skill for more information) and falls helplessly in love with that person. The save DCs are (10 + 1/2 creator’s HD + creator’s Intelligence modifier). These effects are non-magical.

The charm ends if the subject is subject to a break enchantment, remove curse, limited wish, wish, or miracle spell, though he most likely doesn’t realize that he needs such a cure – to him, his love and devotion are natural, so he probably doesn’t realize that he needs to be cured.. The false love of this potion, though, is not perfect – the effect ends after a number of months equal to the creator’s HD (minimum 1 month).

Luck Talisman: Created from the same sort of materials as a cursebreaker (coins, herbs, stones, etc.), a luck talisman is a small bag worn around the neck and provides the wearer with exceptional luck for a short time. A luck talisman functions for a number of days equal to its creator’s HD and provides the wearer with a +1 morale bonus on attack rolls and saves against fear (as if under a bless effect) for a number of days equal to the creator’s HD. The effect is non-magical.

Icewalker
2008-02-24, 09:03 PM
Savage Moor environment? We want more of an adjective.

Collin152
2008-02-24, 09:05 PM
The bayou. The sludge. The fester. The Louisiana. The Panama Canal. The malaria. The fatality. The name. The list of attributes. The municipality.

Szilard
2008-02-24, 09:09 PM
The swamped.:smallsigh: this name thinking is getting boring fast.

RTGoodman
2008-02-24, 09:12 PM
Voodoo Practitioner

"Ah, yes, come in, my dearies. Ol’ Maria knows just whatcha be needin’. How about some nice protection amulets? No? Well, perhaps ya be wantin’ something . . . else. Come into de back room here and we’ll getcha all set up." – Maria de Leveaux, Voodoo Practitioner

The voodoo practitioner mixes real spellcasting abilities with folk rituals and outright deception to further her own reasons. Throwing around curses, creating trinkets and potions, and performing various secretive rites, she can kill, incapacitate, or even just make a living.

Hit Die: d6

Becoming a Voodoo Practitioner
Spellcasters of all sorts can become voodoo practitioners, but Sorcerers, with their innate arcane talent and chaotic bent, are the most common practitioners. Bards can also qualify and enjoy the focus on enchantment, but many abilities of the voodoo practitioners don’t mesh well with their other abilities. Druids sometimes become voodoo practitioners, but few Wizards and fewer Clerics choose the path of the practitioner. Most voodoo practitioners are Chaotic, Evil, or Neutral. Few are Good, and perhaps even fewer are Lawful.

Entry Requirements
To qualify to become a Voodoo Practitioner, a character must fulfill the following criteria:

Skills: Knowledge (Religion) 4 ranks, Craft (Folk Magic) 4 ranks
Feats: Craft Wondrous Item, Spell Focus (Enchantment or Necromancy)
Spellcasting: Able to cast 3rd level spells.
Special: Must study for at least 2 weeks under another Voodoo Practitioner.


Class Skills:
A Voodoo Practitioner’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 [Arcana, Geography, Local, Nature, Religion] (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
Skill points at each level: 4 + Intelligence modifier

Table: The Voodoo Practitioner
{table=head]Level | BAB | Fort | Ref | Will | Special | Spellcasting

1 | +0 | +0 | +0 | +2 | Curse Doll; Folk Crafting Mastery | +1 level of existing spellcasting class

2 | +1 | +0 | +0 | +3 | Protection from Voodoo; Voodoo Health | --

3 | +1 | +1 | +1 | +3 | Evil Eye (Shaken) | +1 level of existing spellcasting class

4 | +2 | +1 | +1 | +4 | Voodoo Warding | --

5 | +2 | +1 | +1 | +4 | Evil Eye (Kill); Greater Curse Doll | +1 level of existing spellcasting class[/table]


Class Features:

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

Curse Doll (Su): Beginning at 1st level, a Voodoo Practitioner can craft a small doll or effigy of a single target in order to curse that target. The target must be a single living creature with an Intelligence score of 3 or higher. The Voodoo Practitioner doesn’t necessarily need to see the target, but it must know the target, have guidance from someone who does know the target, or use a scrying spell to investigate the target. Crafting the doll requires the expenditure of 10 gp and 5 XP per HD of the creature to be affected, and one day per 100 gp spent. At the end of the construction, the Practitioner (and the person who knows the target, if that is the method used to choose the target) must undertake a ritual that takes 10 minutes.

At the conclusion of the ritual, the target must make a Will save with a DC equal to (10 + the Voodoo Practitioner’s class level + his Charisma modifier). If the Voodoo Practitioner has an item from the target (a ring, etc.), the DC increases by +2; if the Voodoo Practitioner has a part of the target itself (hair, nail clippings, blood, etc.), the DC increases by +4. If the target fails, it is affected as if by the bestow curse spell; the Voodoo Practitioner chooses the specific manifestation curse. If the target succeeds, the doll is not destroyed, but the Voodoo Practitioner cannot attempt to target the subject with this ability again for one week. As normal, the curse bestowed by this spell is permanent and cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. The destruction of the curse doll also ends the effect.

At 1st level, the Voodoo Practitioner can create as many curse dolls as he chooses, but only one curse may be active at a time. If the finalizing ritual is performed on another curse doll, the effect on the target of the first fades after 1d4 hours and the effect on the new target begins immediately.

At 5th level, a Voodoo Practitioner can have up to three curse dolls active at one time. Also, the target is also affected as if by the greater bestow curse spell (SpC) instead of the standard bestow curse spell. As before, only a break enchantment, limited wish, miracle, remove curse, or wish spell, or the destruction of the curse doll, can remove the effects of the curse.

Folk Crafting Mastery (Ex): A Voodoo Practitioner may add his class level as a bonus to Craft (Folk Magic) checks. Additionally, for items created with that skill, each level of Voodoo Practitioner counts twice for the purpose of effects determined by HD (so the Folk Magic luck talismans created by a Human Sorcerer 10/Voodoo Practitioner 5 act as if the creator has 20 HD, and therefore last for 20 days).

Spells per Day/Spells Known: At every odd Voodoo Practitioner level, a character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (addition wild shape options, metamagic or item creation feats, familiar advancement, and so on). If the character had more than one spellcasting class in which he could cast 3rd level spells before he became a Voodoo Practitioner, he must decided to which class he adds each level of Voodoo Practitioner for the purpose of determining spells per day and spells known.

Protection from Voodoo (Su): As a Voodoo Practitioner advances in his studies, he is more resistant to the voodoo of others. Beginning at 2nd level, he cannot be effected by curse dolls of other Voodoo Practitioners.

Voodoo Health (Ex): At 2nd level, a Voodoo Practitioner gains immunity to all diseases, including supernatural and magical diseases.

Evil Eye (Su): Starting at 3rd level, the Voodoo Practitioner may unleash the power of the Evil Eye. Once per encounter, as a swift action, he may glare at his opponents, forcing all enemies with an Intelligence of 3 or higher that can see him to make a Will save with a DC equal to (10 + class level + Charisma modifier). Those who fail are rendered shaken until the end of the encounter; if a target rolls a natural 1 on the Will save, it is instead frightened for 1d6 rounds, and then shaken for the remainder of the encounter. Whether it succeeds on the save or not, the target cannot be affected by the same Voodoo Practitioner's evil eye more than once per day.

At 5th level, a Voodoo Practitioner's Evil Eye becomes more powerful. Once per week, he may make use his Evil Eye as normal, except it may only target one creature and instead of rendering the target shaken, it places a death curse upon the target. The target is aware of the curse and can attempt to have it removed via limited wish, remove curse, wish, or miracle, but if this does not occur, the target wastes away and dies of fright in 1d10 days.

Both uses of the Evil Eye are considered fear effects. Creatures immune to fear are not subject to them, and any bonuses to saves against fear can be applied to saves against the Evil Eye.

If a target has ranks in the appropriate skill and can make a DC 20 Knowledge (History or Local) check (or a DC 20 Bardic Knowledge or similar check), he may be able to use the appropriate hand gestures and signs to fend off the effect of the evil eye. If the subject succeeds on the check, he automatically succeeds on the Will save and allows allies to make a second save the next round in order to throw off the effect, with +4 bonus to the new save.

Voodoo Warding (Su): As he grows in strength, a Voodoo Practitioner can protect others from effects of voodoo magic. The Voodoo Practitioner may engage in a one hour ritual with an individual or an item associated with the individual such as a possession or a lock of hair. The ritual requires chanting and burning of special incense worth about 5 gp. At the conclusion of the ritual, the Voodoo Practitioner must make a DC 20 Spellcraft check. If successful, the target gets a +2 bonus on all saves against voodoo curse dolls and the Evil Eye for the next 1 month. This bonus does not apply to the abilities of the Voodoo Practitioner who performs the Voodoo Warding ritual.


Playing a Voodoo Practitioner
You prefer to keep to yourself, orchestrating things from behind the scenes and, if forced into the open, combating your opponents by controlling them rather than destroying them. Even if you aren’t particularly talkative, you can get people to listen, and if not you can force them to. As part of a group, you tend to hang back and control things, while others to the "heavy lifting."


Combat
Voodoo Practitioners prefer not to become involved in combat unless absolutely necessary. If drawn into combat, a voodoo practitioner uses her enchantment spells to control opponents or uses spells of any school to debuff enemies.

Advancement
After spending time learning the art of voodoo, you have probably spent time infiltrating a community’s power structure, taking control of a mark (either powerful or mundane), or simply selling your services (both helpful and hurtful) to those who seek them. Often, especially in rural settlements of the Bog, you may be called on to perform your folk magic to heal the sick, and most likely you’ll need to pull of some clever thinking to do such a thing. When in doubt, you know you can always fall back on blackmail and extortion, using your spells and potent curse dolls to get what you want.

With your focus on certain spells and schools, selecting more Spell Focus feats would perhaps be a good idea, and metamagic is never a bad choice. You’ll need to keep your Craft (Folk Magic) skill at a reasonable level, and you should be sure to keep ranks in Concentration, various Knowledge skills, Heal, and Spellcraft. Skills that make you better at influencing (or deceiving) others are also a good thing to have.

Resources
Apart from your mentor or mentors, you seldom work with or even near other voodoo practitioners. Their wares compete with yours, and though you are probably resistant to their magic, their powers of blackmail and intrigue are as dangerous to you as yours are to them. Indeed, in many instances you probably avoid all relationships, preferring to keep your secrets (and profits) to yourself.


Voodoo Practitioners in the World

"Hey, look at this – that freak from out in the woods must have been a real scrapper. She took out a big clump of my hair! I’ll teach her a lesson next time I see her wandering around. Hey... wait a minute. I don't... feel... so good..." – Victim of a Voodoo Practitioner

Voodoo practitioners may be common in any world that contains many rural areas, and are rarely found in urban areas or areas controlled by a particular religions (especially mainstream religions). A voodoo practitioner may simply be a spellcaster focusing on curses, or perhaps a particular group of practitioners of the dark arts.

Organization
There is no organization for voodoo practitioners, though you may maintain contact with the person who taught you your craft. Few others are willing to work with you if they know your secrets, though some openly welcome your deceit and your powerful curses. Rural cults may sometimes employ voodoo practitioners, but often these are lopsided relationships benefiting the voodoo practitioner more than anyone else.

NPC Reactions
To many, you’re just a simple seller of wares and trinkets, and perhaps a healer or miracle worker. Those that know your secrets may work with you, but in general are probably loathe to actually trust you. Common folk often seek out your advice and aid, but those in the upper echelons of society prefer to avoid your strange or frightening talents.


Voodoo Practitioner Lore
Characters with ranks in Craft (Folk Magic), Knowledge (Arcana), or Knowledge (Religion) can research voodoo practitioners 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 voodoo practitioner focuses on folk magic, making talismans and other good-luck charms.
DC 15: A voodoo practitioner is a master of cursing those who oppose her.
DC 20: A voodoo practitioner can make various trinkets, but can also construct dolls that curse specific opponents and use her evil eye to frighten or kill them!
DC 30: Characters who achieve this level of success can learn important details about specific voodoo practitioners in your campaign, including a notable individual, the area in which she operates, and the kinds of services she commonly offers to public and private customers.

Finding a voodoo practitioner is difficult in many areas, but in backwater towns and villages one may serve as the local healer or magic items merchant. Few peasants can tell you about a voodoo practitioner, but could lead you to the crone who makes luck talismans or the shady old man who sold him a love potion.


Voodoo Practitioners in the Game
Becoming a voodoo practitioner may be attractive to a player who enjoys controlling others, using less wholesome techniques to get what she wants, or who simply likes to play not-quite-Good characters. For those interested in the crafting aspect of the class, many abilities allow them to create more powerful curse dolls and Folk Magic items, and for other the increased spellcasting and Evil Eye abilities give potent in-combat debuffing abilities.


Sample Encounter
The PCs may have learned that the mayor of a small swamp town has been suffering greatly, much to the dismay of his doctors – no one knows what the real problem is. At some point, they discover the town is also home to a “folk healer” – secretly a voodoo practitioner angered that the mayor intends to expand the town wall and force her to relocate.

EL 9: Maria de Leveaux is thoroughly embedded in the power structure of her town, and not in the traditional way – she has blackmailed most of the richer merchants and reaps the benefits of being the “healer” of the settlement. Her true goals, however, are to gain complete control and kill off those who oppose her uncommon ways.

Maria De Leveaux
NE Female Human Sorcerer 6/Voodoo Practitioner 3
Medium Humanoid (Human)
HD: 6d4 + 3d6 + 18 (47 hp)
Initiative: +2
Speed: 30 feet (6 squares)
AC: 18 (+4 mage armor, +2 Dex, +1 natural, +1 deflection); touch 13; flatfooted 16
Base Attack/Grapple: +4/+4
Attack: Masterwork dagger +5 melee (1d4)
Full Attack: Masterwork dagger +5 (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse doll, evil eye (shaken)
Special Qualities: Familiar (Raven); immunity to all diseases and others’ curse dolls
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 10, Dex 14, Con 14, Int 10, Wis 8, Cha 18
Skills: Appraise +3, Concentration +9, Craft (Folk Magic) +16, Heal +4, Knowledge (Religion) +4, Spellcraft +7.
Feats: Craft Rod, Craft Wondrous Item, Skill Focus (Craft [Folk Magic]), Spell Focus (Enchantment), Spell Focus (Necromancy)
Sorcerer Spells Known (CL 8):

4th (4/day) – bestow curse (DC 19)
3rd (6/day) – clairaudience/clairvoyance, suggestion (DC 18)
2nd (7/day) – blindness/deafness (DC 17), hideous laughter (DC 17), scare (DC 17)
1st (7/day) – animate rope, charm person (DC 16), expeditious retreat, identify, mage armor
0 (6/day) – arcane mark, dancing lights, detect magic, light, mage hand, read magic, resistance, touch of fatigue
Gear: Combat gear, plus cloak of charisma +2, ring of protection +1, amulet of natural armor +1, lesser metamagic rod (extend), candle of truth, 2 scrolls of hypnotism, hat of disguise, bracers of defenselessness (for sale), feather token (swan boat), one curse doll (10 HD, in progress)

Collin152
2008-02-24, 09:14 PM
The wet. Wet Enviroments, wet hazzards, spells of teh wet, etc.

TheLogman
2008-02-24, 10:01 PM
I like Bayou, although I still like The Bogs the best.

RTGoodman
2008-02-24, 10:20 PM
I like the word "Fen," but I can't really think of a specific name for this type of environment. "Duskfen" or "Darkfen," maybe? Or, "gloom" works well if the second part doesn't start with M - "Gloomfen" or maybe "Gloombog"?


Icewalker: For your boilbog, it's supposed to boil once per minute, right? Because a minute is ten rounds - you've only got it set up for a six-round cycle. Of course, every six rounds works, but you said somewhere that it boils once per minute.

Collin152
2008-02-24, 10:34 PM
Fen is a god word. Fennish. Gloomfen. Nah, it doesn't compund well, but n it's own...

Icewalker
2008-02-24, 11:50 PM
Woops, guess I screwed that up. Just won't make it once per minute.

I suggest Murkfen. Murkfen environments, Murkfen traps, Murkfen dangers...

Collin152
2008-02-25, 12:12 AM
It sounds... acceptable. If we can't get anything better, that could work.
What about Disease-Ridden? Disease-Ridden spells, Disease-Ridden encounters, etc.

RTGoodman
2008-02-25, 12:25 AM
What about Disease-Ridden? Disease-Ridden spells, Disease-Ridden encounters, etc.

But that doesn't really say anything overarching about the area. Frostfell tells use that it's both cold ("Frost") and dangerous ("Fell"), and the Wastes (or whatever it's called in Sandstorm) has a connotation of both barrenness and danger. Disease-ridden only encompasses one aspect of the swamp, and doesn't take into account the whole ecosystem.

I guess Murkfen works, but it just doesn't have that certain ring to it. Maybe we should go simple, and just go with Swampland? Swampland encounters, Swampland spells?


Regarding some monsters: I've got one planned but not statted out (the Swampass, a donkey bred to live and work among the dangers of the swamp), and one other possible. I was driving back to college from my weekend at home, listening to some Southern Rock and happened to hear Mississippi Queen" by Mountain. I like the idea of a sensual river monster, but I don't want to be too similar to the Swamp Nymph or Swamp Dryad. I came up with two cool names (Belle-o'-the-Bog and Swamp Siren), and I planned on modeling it on the Sirens, but I can't seem to find them in D&D form. I'm sure I've seen a Siren creature somewhere, but I don't remember where. Anyone know anything about finding them? I mostly just wanted to know the mechanic for their song and whether they're Fey or Monstrous Humanoids.

Caracol
2008-02-25, 03:52 AM
To TheLogman: I vote for the Bogs too. The link to the armor seems to miss in the first post.

To Icewalker: can you update your to do list? Report what has been done and how many entry we have or how many are needed to reach the suggested number.

To everybody: I'm going to be offline for 3-4 days. I'll return with some more ideas, good work to everyone meanwhile.

Before I go, a couple of quick alchemic stuff:

Cleanser
A single flask of this bright liquid is capable of clearing up to 30 liters of dark or torbid water, making it so limpid to make possible seeing ithrough it. Any bonus to Hide checks of creature or penality to Spot checks due to the dark water are to be considered no more. The water is just cleared, not purified: if it's not potable or infected remains in this state.
Cost: 120 gp. DC to Craft: 20.

Drysalt
This crystaline substance is one of the most water-drying salts existing. A single flask is capable to absorb up to 10 liters of water. Every living creature in contanct to it must make a Fort Save DC 12 for every round of exposition or be dehydrated. Any plant exposed to it must make a Fort Save DC 15 or lose an HD for every round exposed. It takes a single flask to a Medium or smaller creature, 2 for a Large, 4 for a Huge creature, and so on.
Cost: 200 gp. DC to Craft: 25.

See you!!!

Sxoa
2008-02-25, 09:55 AM
I think swamp is fine. Or swampland. We don't need to come up with anything too fancy I think.

On the folk magic charms, I suggest making the bonuses typed (like morale or something), rather than unnamed bonuses. I'm curious as to reasoning behind why they're not magical as well.

RTGoodman
2008-02-25, 03:00 PM
On the folk magic charms, I suggest making the bonuses typed (like morale or something), rather than unnamed bonuses. I'm curious as to reasoning behind why they're not magical as well.

I actually meant for them to be typed, but I forgot to add it in. I'll do it in a bit. I mostly forgot about it because I had to look for a list of bonus types to see one that fit with the answer to your second question, which also explains why they're non-magical.

The way I meant for them to work is more psychosomatic - they have a visible effect, but you can't attribute it to the item itself. Rather, the mind or body's belief in the item brings about the bonus itself, rather than the bonus arising from a magical source. It seems sort of weird, but I imagined them being made not necessarily by just spellcasters, but mainly by charlatans and hedge wizards who make "magic items" that have an effect, but an effect that goes away soon. (The Voodoo Practitioner, who's a spellcaster as well as a folk charm maker, can add in some of their real power, but the item is still inherently non-magical). Snake-oil salesmen (reminder to self - need to make a snake oil item) are pretty common in American pop culture, especially that of the Old West, but I think it fits well here in the swamp with its removal from society at large.

I mean, after all, surely not every voodoo priestess in down in New Orleans selling voodoo dolls, talismans, magic crystals, and the like is actually working magic, but some people claim that they do get real results from them. And how many of you have special necklaces/coins/t-shirts/underwear that you consider "lucky"? Is that really some property of your favorite item, or do you just project that idea onto the item?

I guess I was a little unclear before, trying to fuse the fluff (that they're sort of sold as phonies) with the crunch (they're non-magical). I guess I could clarify that when I get a chance to update stuff again.

SilverClawShift
2008-02-25, 03:16 PM
I suggest Murkfen. Murkfen environments, Murkfen traps, Murkfen dangers...

Just as a passer-by

How about "The Bale-Glades"? Or The Grief-mire?

Szilard
2008-02-25, 07:01 PM
The current monster I'm makeing is going to be based on the Sarlacc from Star Wars (A giant hole in the ground with a beak and tentacles) and I have decided to make it like a dragon in the fact that it can grow older and bigger.
I will post the egg/seed/spore and the baby version tonight or tomarrow.

Icewalker
2008-02-25, 07:27 PM
They kind of already have Drysalt in Sandstorm. Thirsty Sand, it sucks up water and can be released later with a command word. Slightly different.


Yeah, I've been planning to start updating the list. I've just been busy. Is your first post updated with all of the stuff so far? I'm going to copy all of it into the Done list in the appropriate places and start colorcoding by amount finished.

Also, I think we should go somewhat simple with the name. I like bogs, but I think just Murk might be better. The Murk, Murk Environments, Murk Magic.

The Bogs, Bogs Environments...yeah, I think bogs works. I just like the sound of Murk a little more.


By the way, the reason for the low suggested for the supernatural hazards is that they both include a large number of weather-based things. And Frostburn doubles up each of the ground based problems like razor ice with a weather one like razor ice storm.

Collin152
2008-02-25, 07:40 PM
Brackish?
Nah, I'll cast my vote for Murk too.

Icewalker
2008-02-25, 08:24 PM
Alright...whew

Done updating the Done and Not Done list for the first time. It has names for the bigger stuff (PrCs, environmental hazards, etc) and just counts for the smaller in large numbers (Weapons, spells, etc).

Color coded it to done, not done, and section complete. Only complete section is Weapons, good job Caracol.

Interesting that we actually have no magic done yet. Just one magic item. We need to start pumping out spells.

(Just an ease of use thing for me to more easily keep track of)
UPDATED

Szilard
2008-02-25, 08:29 PM
Thanks for the list, now I know what to make afer my Sarlacc like monster (any ideas on a name?). I still might make a dungeon with a sarlac as an execution pit in a fortress controlled my Medusas, how does that sound?

Collin152
2008-02-25, 08:36 PM
Ooh, Medusas running a dungeon.
With a wierd monster in a pit?
That's Mire Devourer-licious!

Szilard
2008-02-25, 08:46 PM
I'm also thinking of making a vehicle or mount.

Icewalker
2008-02-25, 09:16 PM
(By the way, anybody else can feel free to stat up pretty much any idea I've mentioned if they want)

One vehicle which is simple and rather required is a nice light canoe.

Kellus
2008-02-25, 09:53 PM
The Master of the Marsh

The master of the marsh is that most canny swamp traveler, who bonds intimately, some might say almost supernaturally, with the nature of the swamp itself. Not only can these sly devils ruthlessly exploit swampy terrain to their tactical advantage, they bring the swamp itself with them wherever they go. Masters of the marsh eventually gain great control over the environment and bring swampish fear with them wherever they travel. The most powerful of the masters literally become the swamp as they transform into a guardian of nature dedicated to the marsh.

Prerequisites:

To become a master of the marsh, a character must meet all of the following requirements:

Base Attack Bonus: +5
Class Feature: Sneak Attack +4d6 or Skirmish +2d6/+2 AC
Feat: Great Fortitude, Swamp Traveler
Skills: Balance 10 ranks, Swim 5 ranks
Special: Must have spent at least one week continuously in a swampy environment.

Hit Die: d6.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Skills: The master of the marsh's class skills (and the key ability modifier for each skill) are: Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Table: The Master of the Marsh
{table="head"]Level|BAB|Fort|Ref|Will|Special

1st|+0|+2|+2|+0|Obedient swamp (sulphur gas), swamp step

2nd|+1|+3|+3|+0|Swamp attack +1d6

3rd|+2|+3|+3|+1|Obedient swamp (mucky ground)

4th|+3|+4|+4|+1|Swamp attack +2d6

5th|+3|+4|+4|+1|Obedient swamp (acid bog)

6th|+4|+5|+5|+2|Swamp attack +3d6

7th|+5|+5|+5|+2|Obedient swamp (haunted wetlands)

8th|+6|+6|+6|+2|Swamp attack +4d6

9th|+6|+6|+6|+3|Obedient swamp (black lagoon)

10th|+7|+7|+7|+3|Master of the marsh, swamp attack +5d6

[/table]

All of the following are class features of the master of the marsh prestige class.

Weapon and Armour Proficiencies: The master of the marsh gains proficiency with one swamp armour and one swamp weapon of his choice.

Obedient Swamp (Su): When the master leaves the marsh, the marsh follows the master. As a swift action, a master of the marsh may project a swamp aura around himself. This aura has a radius of 20ft./class level, and alters the terrain around him. As the master of the marsh moves, this obedient swamp follows him until it is dispelled. As the master of the marsh gains experience, he can project different aspects of the swamp. Activating, dispelling, or changing an obedient swamp is a swift action.

An obedient swamp has a caster level equivalent to the master of the marsh’s character level, and can be dispelled with effects such as dispel magic (although the master of the marsh can always activate it again).

• At 1st level, the master of the marsh may project sulphur gases into the area affected by his aura. Unlike normal gases, this obedient gas cannot be blown away by strong winds or a gust of wind spell.

• At 3rd level, the master of the marsh may alter the terrain of the obedient swamp into mucky ground.

• At 5th level, the master of the marsh may alter the terrain of the obedient swamp into an acid bog.

• At 7th level, the master of the marsh may alter the obedient swamp into haunted wetlands.

• At 9th level, the master of the marsh may alter the obedient swamp into a black lagoon.

The master of the marsh and his allies are vulnerable to the effects of the obedient swamp as normal. A master of the marsh may only have one obedient swamp effect active at a time.

Swamp Step (Su): The master of the marsh receives a bonus equal to his caster level on skill checks and saving throws made against swamp environmental effects.

Swamp Attack (Ex): The master of the marsh is capable of using swampy terrain to an advantages over his enemies. He deals 1d6 additional damage with a successful melee attack against an opponent suffering any from any of the following effects:

• Nauseation
• Being prone
• Taking acid damage from exposure to an acid bog
• Entangled
• Taking ability damage from a black lagoon
• Suffocation

The additional damage dealt from this ability increases by 1d6 every two levels. In order to deal this additonal damage, both the master of the marsh and the opponent must be in a swampy environment. Swamp attack damage is precision-based, and is ineffective against anything without a discernable anatomy, such as undead, oozes, constructs, or plants.

Master of the Marsh (Su): At 10th level, the master of the marsh becomes truly one with the swamp. His type changes to fey, he gains damage reduction 10/cold iron, and he becomes immune to any swamp environmental effect. In additon, at this point, all allies within the area of his obedient swamp gain the effects of his swamp step class feature.

Goats_o_Mjolnir
2008-02-25, 10:13 PM
I enjoy The Bogs, but Im also kinda partial towards Darkmire

Kellus
2008-02-25, 10:21 PM
Here's a race I made a while ago which seems to fit the swamp theme, updated slightly. More fluff needed, obviously, but it seems to work as a reasonable LA+0 medusoid race.

The Sthenos

The sthenos are a swamp-dwelling race descended from the medusas. These frightening individuals dwell in bogs and marshes, shunning contact and living off the land. Sthenos have innate magical talent thanks to their supernatural bloodline, and the most powerful of them can even channel their ancestors' petrifying gaze. The defining characteristic of a stheno is the mass of snakes on its head instead of hair.

Racial Ability Adjustments: +2 Con, -2 Dex, -2 Int. Sthenos are exceptionally hardy to be able to live in the swamp, but not especially nimble or clever.
Size: Medium. As Medium creatures, sthenos have no special bonuses or penalties due to their size.
Speed: Stheno base land speed is 30ft.
Skills: A stheno has a +4 racial bonus to Intimidate checks due to their imposing nature. It takes a -4 penalty all other Charisma-based checks.
Head of Snakes (Ex): A stheno’s head is a writhing mass of snakes due to their medusoid ancestry. When a stheno takes a full attack action, her head snakes may also make a melee attack at a -5 penalty. This attack deals 1d4 piercing damage, and may be used to channel poison (see below). In addition, a stheno gains a +4 bonus to resist suffocation or drowning because of her headsnakes which can help her draw air.
Snakesense (Ex): The stheno’s headsnakes grant her blindsense to 5ft. Once a stheno reaches 6 hit dice, her headsnakes have developed enough to grant her the Scent special ability.
Poison (Ex): A stheno’s headsnakes can deliver poison through her headsnakes' bite once per day. This poison has a save DC equal to 10 + 1/2 the stheno’s hit dice + her Con modifier, and causes 1d4 Str damage on a failed save. As secondary damage, it deals another 1d4 Str damage.
Flesh to Mud (Sp): Once a stheno reaches 12 hit dice, it has matured sufficiently to call upon some of the powers of the medusa in its history. It may at this point use flesh to mud as a spell-like ability once per day. The save DC for this ability is Cha-based. The caster level for this ability is equal to the stheno's character level.
Favored Class: Sorcerer
Level Adjustment: +0

Collin152
2008-02-25, 11:13 PM
It looks... balanced-ish. Don't often see things that get abilities at certain hit dice, so it's hard to judge... Hmmm...
I like it, if that counts toward anything.

Icewalker
2008-02-25, 11:29 PM
Well, it's certainly very cool and we need LA+0 races. I don't know if it is balanced or not. (That's not to say 'I'm not sure, it may be bad' but 'I'm bad at measuring these things and can't figure it out')

Also: Painfully named new spell!

Boggle
Enchantment [Mind-Affecting]
Level: Any suggestions?
Components: V, S, M
Casting Time: 1 Full round
Range: Close: 25 ft. + 5 ft./2 levels
Target: One creature
Duration: 1 minute / level
Saving Throw: Will negates
Spell Resistance: Yes

Boggle is a spell which wipes clean the target's mind for a short period of time, leaving it easily imprintable. The target stands completely stunned for one round after the casting of the spell, with complete amnesia. Anything said to him during this round he will believe, as long as it is possible. This includes things like who he is, or who his friends are, or what his goal is. You could not, for example, convince a person that he is a newt (they retain knowledge, but not personal memory).

After this first round, the subject acts based on their now limited information about who they are. Anybody who tries to convince them of something finds it easy to do so, requiring only a DC 10 Diplomacy check to explain to them who they are. If two different groups are both attempting to convince the target of something, they must make opposed Diplomacy checks.

When the duration of the spell expires, all of the target's memory returns, and they forget everything that happened during the duration of the spell.

Material Component: A small bottle or vial of fumes from a swamp.



Oooh, I've also got a new spell for any marsh Medusa.

Flesh to Mud
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

The subject, along with all its carried gear, turns into a mindless inert sculpture of wet mud. Generally this will immediately fall into several pieces that will spread slightly on the ground. If the sculpture resulting from this spell falls apart or is damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this spell.

Material Component: A pinch of earth and drop of water, separate.


Mud to Flesh
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature turned to mud or total volume 75 cubic feet (if the second option is chosen, the area must fit within a 10 ft. x 10 ft. x 10 ft. cube)
Duration: Instantaneous
Saving Throw: Fortitude negates (object) see text
Spell Resistance: Yes

This spell restores a creature turned to mud to its normal state restoring life and goods. The creature must make a DC 15 fortitude save to survive the process. Any mud creature, regardless of size, can be restored.

The spell also can convert a mass of mud into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. You can affect an object that fits with a 10 ft. by 10 ft. by 10 ft. cube that does not exceed a volume of 75 cubic ft. and is a single mass.

Material Component: A dollop of mud and a drop of blood



And lastly, to bring the ____ to ____ spells to a new extreme:

Mud to Acid
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: A volume of mud that does not exceed 75 cubic feet, that would fit within a 10 ft. by 10 ft. by 10 ft cube.
Duration: Instantaneous
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes

This spell converts a patch of mud into acid. The amount of mud converted must be less than or equal to 75 cubic feet (three 5 ft. cubes) and must fit within a 10 ft. by 10 ft. by 10 ft. cube, as well as being a single mass. If touched, acid deals 1d6 damage. If immersed in, acid deals 10d6 damage.

Often acid converted by this spell inside a Murk environment will seep throughout the area and create acid bogs in the surrounding area.

Material Component: A emerald worth at least 1000 gp.




(Looked at from an economic point of view, Mud to Acid is broken, as 75 cubic feet is about 4500 flasks of acid, which is 45000 gp. Of course, it would quickly pour away into other parts of a bog if used on the ground, but if attempted with mud in a acid-ready reservoir, it could be abused. But every book has a few abusable things in it.)

Kellus
2008-02-25, 11:56 PM
As far as measurement for balance goes, I used a race feature point system to determine it. Level Adjustment +0 should be 10 to 14 points:

{table=head]Feature|Cost
Con +2|+4
Dex -2|-4
Int -2|-4
Blindsense 5ft.|+6
Head Snake Weapon|1 + 1 + 4 = +6
Intimidate +4|+2
Cha skills -4|-4
Poison 1/day|+2
Scent (6th level)|6 x (2/3)^3 = +2
Flesh to Stone (12th level)|21 x (2/3)^6 = +2[/table]

For a total of 10 points, making it on the low end of a balanced LA +0. I could maybe add +2 Cha to bring it up to a solid 14, but I'm fairly happy with it the way it is. Anyway, mental ability bonuses are pretty controversial, even if they aren't that unbalanced.

Seem reasonable? :smallsmile:

EDIT: Oooh, nice spells! Mind if I grab that Flesh to Mud and exchange the stheno's SLA for it? It would fit great with the theme and help differentiate them from 'mini-medusa'.

Icewalker
2008-02-26, 12:06 AM
Yeah, I was thinking it might. Seems almost more powerful, as they fall apart immediately, but it would also be far easier to fix once broken, because you can scoop up the mud and get it resculpted and dried then fixed, while you can't do so with stone.

Thought they were fun spells.

Kellus
2008-02-26, 12:38 AM
Some psionic stuff. :smallsmile:

Swamp Breath
Psychoportation
Level: Psion/wilder 6
Display: Mental
Manifesting Time: 1 standard action
Range: Touch
Target: One breathing creature
Duration: Instantaneous, 1 round/level; see text
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 11

Reaching into the swamp with your mind, you move a portion of the mud into your target’s lungs.

You teleport mud into the target’s lungs. If the target fails a Fortitude save, it begins suffocating and becomes unconcious (0 hp). On the following round, it must make another Fortitude save or die. If it succeeds on the initial save, it becomes nauseated for 1 round/manifester level.

Augment: For every 2 additional power points you spend manifesting this power, the save DC increases by 1.



Mind to Mud
Psychometabolism
Level: Psion/wilder 7
Display: Olfactory, visual
Manifesting Time: 1 standard action
Range: Close (25ft. + 5ft./level)
Target: One intelligent creature
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates, Reflex partial; see text
Power Resistance: Yes
Power Points: 13

As you stare at the target, a wet trickle seems to flow down his cheeks. He touches them tentatively, only to discover a mud-like substance running from his ears, covering his body.

You cause a creature’s brain to transform into mud, which runs down their bodies, hindering their motion. If the creature fails a Will saving throw, it takes 1d4 Wisdom and 1d4 Intelligence damage. In addition, it must make a Reflex saving throw or become entangled. Every round, so long as you concentrate, the target must make a new Will saving throw or take another 1d4 Wisdom and 1d4 Intelligence damage. A successful Will saving throw ends the Intelligence and Wisdom damage, but he must still succeed on a Reflex saving throw as a full-round action to escape entanglement.

Augment: For every 2 additional power points you spend manifesting this power, the save DC increases by 1.



Swampsense
Clairsentience
Level: Psion/wilder 1
Display: Mental
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 1

You reach your mind through the bog, sensing as the mud senses, feeling intruders and potential attackers.

You instantly know the number, size, and exact location of all creatures who are touching the same body of water or mud that you are when you manifest this power. This sense extends to a maximum of 200ft.

Augment: For every additional power point you spend manifesting this power, the range of the sensing extends by 200ft.

RTGoodman
2008-02-26, 01:01 AM
Here's a mount for ya. It's stronger than a normal donkey, but really, what isn't? Maybe this'll convince Druids to take a donkey rather than a wolf or badger or whatever as an animal companion. Well, probably not, but I can dream.
_______________________

Marsh Donkey


Medium Animal
Hit Dice: 2d8+6 (15 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d2+1)
Full Attack: Bite +2 melee (1d2) and hoof -3 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, surefooted
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 12, Dex 14, Con 16, Int 2, Wis 13, Cha 4
Skills: Balance +6*, Listen +4, Spot +3
Feats: Endurance
Environment: Temperate deserts
Organization: Solitary
Challenge Rating: 1/3
Advancement: —
Level Adjustment: —

This equine creature appears like a normal pack animal, but its hide is thicker and its shorter legs are stronger and thicker. As it moves across the mucky ground, its wide hooves seem to spread wider, preventing it from sinking deep into the mud like you would expect.

Sometimes called a swamp ass, these horse-like creatures are even more surefooted and sturdy than their normal donkey brethren. Bred for travel in swamps and bogs, marsh donkeys have adapted to the environment rather well and function as mounts and pack animals in many dangerous environments.

Carrying Capacity: A light load for a marsh donkey is up to 129 pounds; a medium load, 129–258 pounds; and a heavy load, 259–390 pounds. A donkey can drag 1950 pounds.

Combat

A marsh donkey, unlike many animals, is less easy to spook, though it obviously prefers not to fight if possible. If forced into melee, though, it can bite and strike with its hooves.

Surefooted (Ex): A swamp donkey is able to survive better in the bog than most other creatures. A swamp donkey can function normally in murky ground and takes no movement penalties in such an area. It also gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Furthermore, it is treated as a creature one size category larger than normal for the purposes of determining carrying capacity.

*Skills: Donkeys have a +4 racial bonus on Balance checks.

Marsh Donkey Animal Companions
Druids of 1st level can select a marsh donkey as an animal companion at no penalty.

Icewalker
2008-02-26, 01:38 AM
Is Swamp Breath overpowered as a 4th level save or screwed? I'm not sure, I've never really used psionics.


I like the Swamp Ass, and can really see a 1st or 2nd level druid who runs with a caravan that passes through a swamp have one as a companion. I may use that.


Rtg made a mosquito swarm...I'm going to take it a step up with a Dire Mosquito. :smallbiggrin:

Probably tiny size, mosquito about as big as your cat...

RTGoodman
2008-02-26, 08:12 AM
Swamp breath does seem way too good to be a 4th level power. I mean, the lowest level death effect spell or power I can find is slay living, which is a touch attack with a Fortitude save to negate the death part; this is lower level, does something really good on even a failed save, can be augmented in two really good ways (who doesn't want to blow all their power points to just kill the BBEG and his top minion with one power?), has a bigger range, and whatnot. All in all, it's better than a lot of other spells and powers like it that are higher level (psionic disintegrate is level 6, decerebrate is 7, and recall death is a whopping level 8 power). I'd peg it as around 6th level or so. I don't know much about psionics, , though, so I could be missing something.

@Icewalker: A tiny Dire Mosquito? You mean the Stirge (http://systemreferencedocuments.org/35/sovelior_sage/monstersS.html#stirge)? :smalltongue: If your dire mosquito would be different that's cool, but I just wanted to point that out.

Kellus
2008-02-26, 09:37 AM
Changed Swamp Breath's level to 6 and range to touch. Not quite sure what I was thinking last night. :smallconfused:

Icewalker
2008-02-26, 12:41 PM
Damn! Basically a stirge but not magical/demon-looking. Just a normal mosquito a couple sizes up. :smallamused:

I'll see if I can come up with some differences before I make it.

RTGoodman
2008-02-26, 05:29 PM
Character Classes in the Murk


Barbarian
Of all the standard classes, perhaps none adapts better to the Murk than the barbarian. Naturally in tune with their environments, barbarians also have the toughness and fortitude to overcome the deadly effects in the Murk and the strength to fend for themselves against other creatures of the swamplands. Humans, orcs, half-orcs, elves, lizardfolk, and nearly every other sentient race native to the Murk have their share of barbarian warriors. Many Murk barbarians prefer sharktooth swords or other large two-handed weapons, though others carry faster, more mobile weapons; almost all carry machetes or some other tool for clearing undergrowth. Many Murk barbarians take advantage of the Totem Barbarian variant (http://systemreferencedocuments.org/35/sovelior_sage/unearthedCoreClass.html#totem-barbarian), though the totem animal is often different from the standard name.

Bard
Bards, with their reliance on civilization and refinement, are seldom seen in the Murk. Those that do, however, are mostly found around the larger villages and settlements, usually performing local folk music on the banjo or other simple instruments. However, in some places Savage Bards (http://systemreferencedocuments.org/35/sovelior_sage/unearthedCoreClass.html#savage-bard) serve as leaders of barbarian tribes, mixing magic and might in order to fight off the dangers of their homes.

Cleric
Clerics of the Murk are few and far between. Few gods are known for their innate connection to the Murk, and few folks find the dedication necessary to draw divine power from the Murk itself. However, those that do choose domains that reflect life in their swampy home, such as Animal, Community, Destruction, Disease, Fume, Pestilence, Plant, Swamp, Trickery, and Water.

Druid
Unlike clerics, druids are completely at home in the Murk. The main source of healing and divine magic in general for residents of these areas, druids often live hermetic lives in remote reaches of swamps and fens, ministering to lost travelers and whoever else should find them. Good druids tend to care for the people and the animals of the Murk, fighting off the more unnatural creatures that inhabit the area; evil druids of the Murk often use their control of divine power to dominate communities and ecosystems. Murk druids usually choose marsh donkeys, snakes, or crocodiles as their companions.

Fighter
Trained fighters are rare in the Murk, a place where warrior are far more likely to be barbarians or rangers. However, in some isolation communities, militia captains and former soldiers train themselves and their pupils to fight with more skill than the savage barbarians. Fighters from the Murk often put cross-class ranks into Survival and Knowledge (Nature) in order to better survive, and many prefer lighter armors in order to remain mobile and avoid the environmental hazards of the Murk.

Monk
Initially, the idea of a monk hailing from the Murk may seem absurd; however, in some places monks train in isolated Murk monasteries far removed from the draw of civilization. These monks put aside worldly materials and worries and focus on bettering themselves through harsh swamp living.

Paladin
As much as the idea of a monk from the Murk seems absurd, a Paladin seems even more so. A defender of the pure, a noble warrior – why would a paladin be in such a dismal place? Many paladins, however, do venture through the Murk, hoping to rid the world of some dark evil or liberate a community from under the thrall of a sinister Voodoo queen. Most paladins in the Murk don’t come from the area, but many adapt to the environment, choosing monstrous spiders, giant lizards, or other more suitable mounts.

Ranger
Rangers, like barbarians and druids, are at home in the Murk. Their natural abilities (from combat skills to survival abilities and animal companions) all come into play in the Bog, and any group of outsiders would be foolish not to bring a ranger as a guide for their treks through the Bog. Like druids, rangers prefer reptilian companions or other native swamp creatures as companions, and many wield two machetes in exploration and combat.

Rogue
Masters of skill, rogues can easily survive in the Murk on skill and luck alone. Many serve as scouts, relying on stealth rather than brute force to avoid environmental hazards, man-made traps, and dangerous creatures found the Bog. Many rogues in the Murk utilize the Wilderness Rogue (http://systemreferencedocuments.org/35/sovelior_sage/unearthedCoreClass.html#wilderness-rogue) class variant.

Sorcerer
Of the arcane spellcasting classes, sorcerers are by far the most common in the Murk. Natural talent, both arcane and psionic, is prevalent, and many sorcerers rise to leadership positions (or, at least, sage positions) in various Bog social groups. Most Murk sorcerers claim descent not from dragons but from the fey so commonly found in swamps and fens.

Wizard
Few wizards live in the Murk, so far removed from the other wizard colleges and libraries that they prefer. Those who do are either solitary loners slowly losing contact with reality, magical experimenters preferring to release any unsuccessful experiments onto the swamps rather than in a city, tribal wizards (relying on alternative spellbooks, as detailed in the Complete Arcane supplement), or, of course, adventurers seeking fame or fortune in the Murk. Many Murk wizards are necromancers or conjurers who focus on summoning local creatures to fight for them.

Other Classes
Archivists are often found in the Murk, looking for lost pieces of divine lore and learning of the various aberrations and other mysterious creatures that inhabit the swamps. Factotums, with their skill and adaptability, are able to thrive in the environment. Scouts, like rangers, are natural guides and function remarkably well in the Murk. Spirit Shamans also thrive, and in many cases outnumber clerics as divine spellcasters.

Psionic abilities develop among swamp-dwellers more often than in normal areas, perhaps because of the innate danger of the Murk. While psions, ardents, and divine minds are only infrequently found, wilders, psychic warriors, and lurks are more common in (though not necessarily accepted readily into) the sometimes-superstitious Murk settlements.

Beguilers, duskblades, healers, knights, marshals, ninja, samurai, spellthieves, and swashbucklers often prefer more cosmopolitan (or at least civilized) areas and are rarely found in the Murk.

Icewalker
2008-02-26, 07:00 PM
An addition open to others: usually the 'classes in the ___' section contains some class variants.

Some ideas I offer to others to stat up if they feel like it:

Bog Dragon, or some variant thereof

Domains: Mud, Murk (or some variant thereof), and perhaps Fume.


Also, sharktooth sword can't be 2d8...it's overpowered. The only other weapon that does 2d8 is the Sugliin from Frostburn, and it makes it so you can't take a full-round attack for multiple attacks with it, regardless of BAB (Unless you take a feat)

Szilard
2008-02-26, 07:04 PM
I think someone suggested a trap with spikes at the bottom of a bog in WWII or something, I think I might make this.

RTGoodman
2008-02-26, 07:48 PM
Also, sharktooth sword can't be 2d8...it's overpowered. The only other weapon that does 2d8 is the Sugliin from Frostburn, and it makes it so you can't take a full-round attack for multiple attacks with it, regardless of BAB (Unless you take a feat)

Yeah, I didn't notice that when I originally looked at it. I thought it was 1d10 for Medium creatures, not small. I'd suggest, as an exotic weapon, 2d6 damage (M), but 19-20/x3 (so it's worth the feat and different from a normal greatsword) or something like that. Maybe a bonus to Disarm attempts.


I'm planning on doing some other racial variants soon, to go along with my Orcs and Half-Orcs from earlier. I don't think every race needs them (I mean, how many gnomes can possible live in the swamp?), but I know I'll at least have them for Elves and Halflings (maybe as tribal head-hunter Halflings?).

Also, I was thinking earlier that we should have a frog-folk race that isn't inherently evil. Basically I just want to make a +0 LA Kermit race, but I want to make it serious enough for actual use.*


*Though, they may have a racial bonus to Perform (Banjo) checks. :smallbiggrin:

Szilard
2008-02-26, 08:02 PM
I have the concept for a trap I just don't know how to put it in a stat block format.
Sometimes there are spikes at the bottom of the bog. When walking through the bog that has spikes on the bottom (similar to caltrops) they make a attack roll (+0 Attak Bonus) and deal one point of damage. The spikes hurt the foot and cut a creaturs speed by half. The penalty waers of after 24 hours or a succesful DC 15 heal check. Stepping on a spike counts as a touch attack with a +2 armor class if the creature is wearing shoes or boots. If the attack succeds, there is a 20% chance the subject will contract a disease with a +5% chance for every round spent in the bog.

Icewalker
2008-02-26, 08:06 PM
Not sure on the trap.

About the races, it isn't a problem if we are missing a few. Both books are missing a couple variations. Actually, there are no variant half-elves in them. Humans are assumed to have taken the relevant environment endurance feat as their bonus feat.

RTGoodman
2008-02-26, 08:18 PM
I noticed we needed some weapon and armor special abilities, so I came up with a simple one. It seemed sort of weak with just the save penalty, so I added in the extra damage. 10 rounds seems like a long time, but the elemental enhancements (+1d6 energy damage), for instance, do an average of +3.5 damage per round. And really, combat won't last 10 round usually anyway, and it'll really keep PCs on their toes since they won't know how long they'll be bleeding out. There's probably a better name for this, but I couldn't think of it.
____________________

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 one 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 a each immune-suppressing weapon, but the extra damage continues for 10 rounds after the most recent attack that dealt damage).

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

Icewalker
2008-02-26, 08:23 PM
I like it. I can see some rogue with Immune-Supressing throwing knives, so they all catch diseases, then following with some Disease Catalyst.

Hmm, I may have forgotten to include something else involving Disease Catalyst: if the disease is still in incubation, you immediately make the first save for it.

Shades of Gray
2008-02-26, 08:24 PM
Alchemical Item Inspired by the Swamp.

Compressed Swamp Gas.
Cost: 50 gp
Effect: When the small vial is thrown it explodes as a splash weapon because of the compressed gas. The vial deals 1d3 slashing damage from the broken glass. The target of the explosion must make a DC X or be sickened for 1d4 rounds due to the swamp gas.

Crafting DC: 20
Crafting Cost: Same as alchemists fire.

RTGoodman
2008-02-26, 09:55 PM
For the compressed swamp gas, mind if I make a suggestion? If it's for a low-level item (which most basic alchemical items are), I'd suggest maybe changing it from nauseated to sickened. Nauseated is a pretty harsh condition (can't do anything but take a single move action per turn), and I'm not sure a guy throwing a splash weapon should be able to do that for cheap.

Sickened, on the other hand, gives a -2 penalty on a lot of stuff (attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks), which is bad but not as powerful as nauseated.

If you reduce it to sickened, I'd say the craft DC should be like either alchemist's fire or (more likely) a tanglefoot bag, which are 20 and 25, respectively. Cost should be around 50 gold, which is the same as a tanglefoot bag.

Kellus
2008-02-26, 10:26 PM
Stymphalian Bird
Huge Magical Beast
HD: 10d10+60 (115)
Speed: 40ft. (8 squares); fly 80ft. (16 squares) (good maneuverability)
Init:: +7
AC: 25 (+7 Dex, -2 size, +5 armour, +5 natural armour)
BAB: +7/+2; Grp: +24
Attack: Bite +16 melee (1d8+9 plus poison)
Full-Attack: Bite +16 melee (1d8+9 plus poison) and 2 talons +14 melee (1d6+4 plus poison)
Space: 15ft.; Reach: 15ft.
Special Attacks: Brass barrage, improved grab, poison, regeneration 5, spell-like abilities, swallow whole
Special Qualities: Perfect vision, sensitive hearing
Saves: Fort +12 Ref +14 Will +7
Abilities: Str 28, Dex 25, Con 20, Int 3, Wis 19, Cha 14
Skills: Listen +15, Spot +15, Survival +7
Feats: Fly-by Attack, Improved Toughness, Mutiattack, Snatch
Environment: Swamps
Organization: Solitary, pair, or clutch (2-8)
Challenge Rating: 11
Treasure: Standard
Alignment: Always neutral evil
Advancement: Huge (10-14 HD); Gargantuan (15-26 HD); Colossal (27+ HD)
Level Adjustment: –

Stymphalian birds are nightmarish avians that lurk in the deepest swamps. Covered in metal feathers and cloaked in darkness, these winged terrors take what prey they want as masters of the murk. Stymphalian birds are very difficult to truly kill; they are vulnerable only to loud noises, which some heros have exploited in the past to hunt them.

Combat

Brass Barrage (Ex): A stymphalian bird is clothed in brass feathers. Although it normally uses the metal plumage to turn away attacks, it can also launch the feathers as deadly projectiles. As a standard action that does not provoke attacks of opportunity, a stymphalian bird can launch feathers in a cone. To use this attack, a stymphalian bird sacrifices some or all of its armour bonus to AC; in order to use this ability, it must have at least a +1 armour bonus to AC. The power of this attack is based off the number of points of armour bonus it chooses to give up.

The cone has a size equal to 25ft. x the bonus sacrificed. It deals 5d6 damage per point of armour bonus sacrificed; half of this is piercing damage, and half of it is slashing damage. A Reflex saving throw (DC 22 + 2 per point sacrificed) halves this damage. The saving throw is Reflex-based.

Sacrificed points of armour bonus return at a rate of +1 per minute, to a maximum of +5. A stymphalian bird may choose how many points to sacrifice when it activates this ability.

Improved Grab (Ex): If a stymphalian bird succeeds on a bite or talon attack, it may make a grapple attempt as a free action without provoking attacks of opportunity.

Perfect Vision (Ex): A stymphalian bird can see perfectly through darkness of any kind, and cannot be blinded or otherwise have its vision hampered.

Poison (Ex): Injury, Fortitude DC 20, initial damage 1d6 Dex, secondary damage 2d6 Dex. The saving throw is Constitution-based.

Regeneration (Ex): Sonic attacks deal lethal damage to a stymphalian bird.

Sensitive Hearing (Ex): A stymphalian bird may make a Listen check as a free action every round. However, it is very sensitive to loud noises, and as such is vulnerable (receives 1.5x damage) to sonic-based attacks.

Skills: A stymphalian bird receives a +8 racial bonus on Spot and Listen checks.

Spell-Like Ability: At will– deeper darkness

Swallow Whole (Ex): A stymphalian bird can try to swallow a grabbed opponent of Medium or smaller size by making a successful grapple check. Once inside, the opponent takes 1d8+4 points of crushing damage plus 1d8+2 points of acid damage per round from the bird’s digestive juices. A swallowed creature can cut its way out by dealing 20 points of damage to the bird’s digestive tract (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A stymphalian bird’s gullet can hold 2 Medium, 8 Small, or 32 Tiny or smaller creatures.

Collin152
2008-02-26, 10:49 PM
That was one of the labors of Heracles, right?

Szilard
2008-02-26, 11:13 PM
I knew it seemed familliar.

Icewalker
2008-02-26, 11:38 PM
I thought they weren't that big, although I know almost nothing about it, so I really can't comment.

Awesome creature though. Does CR 11 warrant the possible starting threat of a 125 ft. cone that deals 25d6 damage though?

Collin152
2008-02-26, 11:44 PM
I'd have put them at Large size myself.

Kellus
2008-02-26, 11:49 PM
It ended up calculating the CR somewhere between 11 and 12; I pegged it at 11, but I could go either way. In any case, 25d6 with Reflex for half isn't unbeatable at that point. I mean, a disintegrate spell cast by an 11th level wizard or sorcerer deals 22d6 with Fortitude partial, and that's untyped damage, as opposed to slashing and piercing, which are often taken out by damage reduction. Add in that it drops the bird's AC by 5 and takes out all of its long-range offense for at least a minute, and I think it's fairly reasonable.

As for the size, I saw a few different pictures of sizes for it, and decided to go with the size that could swallow a guy whole. :smallamused:

EDIT: @ Icewalker: For ideas for powers for the marshmind, how about decelerate, brain lock, and grip of iron?

Icewalker
2008-02-27, 12:18 AM
Those all sound about right, but I honestly know nothing about how psionics work, or psi-like abilities. I tried to read the SRD entry on it but it got into augmenting and lost me a bit. So...anybody else can feel free to finish that, it was mainly an idea. I don't even fully know how to plug those into a stat block now that you've given them to me.

Kellus
2008-02-27, 12:35 AM
I'll see what I can do. It's a pretty cool idea. :smallsmile:

Also: an epic spell!

Swamp of Souls
Transmutation
Spellcraft DC: 117
Components: V, S, XP
Casting Time: 1 minute
Range: 3,000ft.
Area: 500ft. radius burst
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: 1,053,000 gp; 22 days; 42,120 XP. Seed: transform (DC 21). Factors: area effect (+10 DC), change to burst (+2 DC), increase area by 2,500% (+100 DC), increase range by 1,000% (+20 DC), black lagoon effect (+15 ad hoc DC). Mitigating factor: burn 5,000 XP (-50 DC).

This spell transforms the ground, all living creatures, and any terrain features in a 500ft. radius burst into a black lagoon. Any creature that successfully saves against this effect is unaffected, but is in the black lagoon when it forms.

RTGoodman
2008-02-28, 01:31 AM
Races of the Murk



Humans
Like their relatives elsewhere, humans have adapted to live in the harshest areas of the Murk, and in general have flourished. Though not as civilized as others, humans in these areas are often the only race to build large settlements in the swamps, and these act as trading centers, scout outposts, and simply places of refuge from a cruel environment. Humans in the Murk are more likely to be Barbarians, Druids, and Sorcerers that Fighters, Clerics, or Wizards, but an eclectic assortment of humans from all walks of life can be found in many of the largest settlements. Most humans in the Murk tend toward the worship of nature deities, particularly Maas and Toloth, though some prefer Kodes for her connection to civilization.

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Swamp Elves
Whereas swamp orcs and half-orcs are often less violent than their standard cousins, swamp elves are often extremely xenophobic and prone to violence. Preferring to keep their territory for themselves, swamp elves often attack, or at least imprison, all trespassers in their section of the Murk. Swamp elves often have a wild, unkempt, or animalistic appearance, often wear the skin and scales of swamp creatures as clothing, and braid beads, fangs, and twigs into their dark hair. Leaders of swamp elf tribes are often druids or barbarians.

Swamp Elf Racial Traits
• +2 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma. Stronger and tougher than normal elves, swamp elves also suffer from a lack of formal education. Furthermore, their dislike of others and harsh attitudes often put them at odds with those of other races.
• Medium: As Medium creatures, swamp elves have no special bonuses or penalties due to their size.
• Swamp elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Like normal elves, swamp elves go into a trance rather than actually sleeping, and are resistant to effects that attempt to control them.
• Low-Light Vision: A swamp elf 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.
• +2 racial bonus on Listen, Spot, and Survival checks. While not as adept at finding secret doors as their brethren, swamp elves have keen senses and instincts that aid their survival in the Bog.
• Swamp Acclimated: A swamp elf may take the Swamp Traveler feat without meeting the requirements for the feat.
• Favored Class: Barbarian. A multiclass swamp elf’s barbarian class does not count when determining whether she takes an experience point penalty for multiclassing.

______________________

Mangrove Dwarves
No one is quite sure how the scattered bands of mangrove dwarves first appeared – did they branch off from mountain dwarves who left their stony halls, or did the other subraces of dwarves begin as the more primitive mangrove dwarves and then move to the hills and mountains in which they’re usually found? Regardless, mangrove dwarves are rarely seen outside their swampy homes, in which they are usually found building home in the boughs and trees and, in some cases, inside the trees themselves. Mangrove dwarves, unlike their mountain and hill dwarf cousins, often exhibit natural psionic abilities, and many adventurous mangrove dwarves are wilders or soulknives.

Mangrove Dwarf Racial Traits
• -2 Strength, +2 Constitution. Mangrove dwarves are physically weaker than their normal dwarf cousins, but just as tough and considerably less gruff.
• Small: As a Small creature, a mangrove dwarf 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.
• Mangrove dwarf base land speed is 20 feet.
• Low-Light Vision: A mangrove dwarf 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.
• Woodcunning: This ability grants a mangrove dwarf a +2 racial bonus on Search checks to notice unusual woodwork, such as sliding walls, wood-based traps, new construction (even when built to match the old), unsafe wooden surfaces, shaky wooden floors, and the like. Something that isn’t wooden but that is disguised as stone also counts as unusual woodwork. A mangrove dwarf who merely comes within 10 feet of unusual woodwork can make a Search check as if he were actively searching, and a mangrove dwarf can use the Search skill to find woodwork traps as a rogue can.
• Naturally Psionic: Mangrove dwarves gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Psi-like Abilities: 1/day – float. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
• +4 racial bonus on Fortitude saves against disease and poison.
• +2 racial bonus on Appraise and Craft checks related to wooden items.
• +2 racial bonus on Swim checks. Unlike other dwarves, mangrove dwarves grow up and live around water and are able swimmers.
• Automatic Languages: Common and Dwarven. Bonus languages: Aquan, Elf, Gnome, Goblin, Orc, Sylvan, Terran.
• Favored Class: Wilder.

______________________

Bog Gnomes
Bog gnomes are a rarely seen breed, highly shy and elusive, who are adept at folk magic and stealth. Smaller than gnomes, bog gnomes are semi-nomadic, creating temporary villages when they can find dry land to grow meager crops, then packing up and moving elsewhere if things get tough. Adept at hiding in the Murk, bog gnomes are often ruddy brown with brown or greenish hair. Despite their separation from other gnomes, though, bog gnomes still hold illusion magic in high regard, using it as another tool of survival.

Bog gnomes have the same traits as normal gnomes, with the following exceptions:

• +2 racial bonus on Craft (Folk Magic) checks. This replaces the standard gnome’s racial bonus on Craft (Alchemy) checks.
• +1 racial bonus on attack rolls against fey, plant creatures, and reptilian humanoids. This replaces the standard gnome’s attack bonus against kobolds and goblinoids.
• +4 bonus on Hide checks in swampy areas. This stacks with the bog gnomes +4 size bonus to Hide checks, for a total +8 bonus on Hide checks in swampy areas.
• Speak with Swamp Creature: Once per day, a bog gnome may use speak with animals as a spell-like ability, though he can only communicate with a Bog animal (alligators, snakes, etc.). This replaces the normal gnome’s speak with burrowing mammal ability.
• Swampwalk: A combination of light weight and innate magic helps bog gnomes traverse the swamps with ease. A bog gnome may walk across the top of mud, quicksand, and mucky ground with no penalty to movement. This cannot be used to walk on water, normal or swampy.
• Weapon Familiarity: A bog gnome may treat the fish catcher and pincher gauntlet as martial weapons rather than exotic weapons. This replaces the standard gnome’s weapon familiarity with the gnome hooked hammer.
• Bonus Languages: Add Sylvan to the bonus languages available to a bog gnome.
• Favored Class: Ranger. A multiclass bog gnome’s ranger class does not count when determining whether he takes an experience point penalty for multiclassing. Often on the move, rangers embody the bog gnome ideal – they are both masters of stealth and consummate defenders. This replaces the normal gnome's favored class.

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Mire Halflings
Far removed from many of the other halfling subraces, mire halflings are a sinister and dangerous force in the Murk. Usually found with faces painted like skulls and bearing shrunken heads, mire halflings are most often encountered as small groups of head-hunters. Though they live in seclusion, mire halflings are not unintelligent and excel at setting traps and ambushing their targets. Mire halflings are most often rogues, though they prefer to specialize in trapmaking and survival skills (Survival, Use Rope, etc) rather than social skills.

Mire halflings have the same traits as normal halflings, with the following exceptions.

• No racial bonus on all saving throws.
• +2 racial bonus on Fortitude saves versus disease and poison. Like other creatures in the Bog, mire halflings have an innate resistance to the natural hazards of their home.
• +2 racial bonus on Craft (Trapmaking). Mire halflings delight in setting deadly traps, especially those that poison or slow their prey.

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Swamp Orc
Orcs always seem to live in areas others consider inhospitable or otherwise uninhabitable, and the Murk is no different. In the remote reaches of large wetlands and swamps, some orc tribes have adapted to life in such conditions.

Swamp orcs have the same traits as normal orcs, with the following exceptions.

• +2 Strength, +2 Constitution, -2 Intelligence, +2 Wisdom, -4 Charisma. Swamp orcs don’t have the brute strength of their normal cousins, but they’re tougher and more in tune with their environment.
• No darkvision
• Low-light vision: A swamp orc 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.
• +4 racial bonus on Fortitude saves against disease.
• Swamp Traveler: Swamp orcs gain the Swamp Traveler feat as a bonus feat.
• Favored Class: Druid. A multiclass swamp orc’s druid class does not count when determining whether he takes an experience point penalty for multiclassing. Swamp orcs live much closer to the natural world and are more peaceful than normal orcs, though they are not afraid to fight back as nature itself does. This replaces the normal orc’s favored class.

______________________

Swamp Half-Orc
In some cases, swamp orcs run into tribes of the wild humans who live in the swamps. Not as prone to violence as their normal cousins, these interactions sometimes result in the birth of a swamp half-orc.

Swamp half-orcs have the same traits as normal half-orcs, with the following exceptions:

• +2 Consitution, -2 Intelligence, -2 Charisma. Swamps half-orcs are only as strong as a human, but are tougher due to their orcish ancestry.
• No darkvision.
• Low-light vision: A swamp half-orc 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.
• +2 racial bonus on Fortitude saves against disease.
• +2 racial bonus on Heal and Survival checks. A swamp half-orc is accustomed to self-sufficiency and is naturally good at hunting and navigating through difficult and deadly terrain.
• Swamp Acclimated: A swamp half-orc who takes the Swamp Traveler feat may ignore any requirements for that feat.
• Orc Blood: For all effects related to race, a swamp half-orc is considered an orc.
• Favored Class: Any. When determining whether a multiclass swamp half-orc takes an experience point penalty, his highest-level class does not count. Swamp half-orcs are like their human parents and gains some of their flexible nature. This replaces the normal half-orc’s favored class.

JoshuaZ
2008-02-28, 12:51 PM
Voodoo Practitioner


Table: The Voodoo Practitioner
{table=head]Level | BAB | Fort | Ref | Will | Special | Spellcasting
1 | +0 | +0 | +0 | +2 | Curse Doll; Folk Crafting Mastery | --
2 | +1 | +0 | +0 | +3 | Voodoo Health | +1 level of existing spellcasting class
3 | +1 | +1 | +1 | +3 | Evil Eye | --
4 | +2 | +1 | +1 | +4 | | +1 level of existing spellcasting class
5 | +2 | +1 | +1 | +4 | Greater Curse Doll | --[/table]


I see two problems with this class. This loses way too many caster levels; no wizard or even sorceror would want to take this losing three levels. I suggest adding +1 level of existing spellcasting class at level 3 and probably level 5 as well. Second, the conditions for entering the class are too strict. Voodoo magic is something that a very low-level caster should be able to do; it shouldn't be up to the point where you can already throw lightning bolts and fireballs. I'd suggest reducing the spellcasting requirement to being able to cast 2nd level spells.



Curse Doll (Su):[/B] Beginning at 1st level, a Voodoo Practitioner can craft a small doll or effigy of a single target in order to curse that target. The target must be a single living creature with an Intelligence score of 3 or higher. The Voodoo Practitioner doesn’t necessarily need to see the target, but it must know the target, have guidance from someone who does know the target, or use a scrying spell to investigate the target. Crafting the doll requires the expenditure of 10 gp and 5 XP per HD of the creature to be affected, and one day per 100 gp spent. At the end of the construction, the Practitioner (and the person who knows the target, if that is the method used to choose the target) must undertake a ritual that takes 10 minutes.

At the conclusion of the ritual, the target must make a Will save with a DC equal to (10 + the Voodoo Practitioner’s class level + his Charisma modifier). If the target fails, it is affected as if by the bestow curse spell; the Voodoo Practitioner chooses the specific manifestation curse. If the target succeeds, the doll is not destroyed, but the Voodoo Practitioner cannot attempt to target the subject with this ability again for one week. As normal, the curse bestowed by this spell is permanent and cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. The destruction of the curse doll also ends the effect.

At 1st level, the Voodoo Practitioner can create as many curse dolls as he chooses, but only one curse may be active at a time. If the finalizing ritual is performed on another curse doll, the effect on the target of the first fades after 1d4 hours and the effect on the new target begins immediately.

At 5th level, a Voodoo Practitioner can have up to three curse dolls active at one time. Also, the target is also affected as if by the greater bestow curse spell (SpC) instead of the standard bestow curse spell. As before, only a break enchantment, limited wish, miracle, remove curse, or wish spell, or the destruction of the curse doll, can remove the effects of the curse.


I like this a lot. Very flavorful. A minor point- generally this sort of sympathetic magic is believed to work better if one has something that was associated with the person in question. I'd make the will save be increased by +2 if while making the doll one has access to some possession of the person and make it +4 if one has access to part of the person (say a lock of hair).





Evil Eye (Su): Starting at 3rd level, the Voodoo Practitioner may unleash the power of the Evil Eye. Once per encounter, as a swift action, he may glare at his opponents, forcing all enemies with an Intelligence of 3 or higher that can see him to make a Will save with a DC equal to (10 + class level + Charisma modifier). Those who fail are rendered shaken until the end of the encounter; if a target rolls a natural 1 on the Will save, it is instead frightened for 1d6 rounds, and then shaken for the remainder of the encounter. Whether it succeeds on the save or not, the target cannot be affected by the same Voodoo Practitioner's evil eye more than once per day.

If a target has ranks in the appropriate skill and can make a DC 20 Knowledge (History or Local) check (or a DC 20 Bardic Knowledge or similar check), he may be able to use the appropriate hand gestures and signs to fend off the effect of the evil eye. If the subject succeeds on the check, he automatically succeeds on the Will save and allows allies to make a second save the next round in order to throw off the effect, with +4 bonus to the new save.

Two comments; first isn't this a bit weak for a capstone ability? I mean the classic evil eye doesn't just leave people frightened... it can kill. Maybe once a month a voodoo practitioner can use this ability to try to kill? Something like:

Once a month, the voodoo practitioner may try to use its evil eye to kill a being. The will save is the same but then the being knows that it is destined to die from the eye. If it is not subject to remove curse or some similar spell it dies in 3d6 days. This effect occurs in addition to the normal effects of the evil eye.

One other suggestion: another classic form of voodoo is protection from other forms of voodoo and magic. I'd suggest therefore adding the following (the names may need better flavor):

At 2nd level:
Protection from Voodoo A voodoo practitioner is not harmed by the voodoo of less skilled practitioners. They automatically succeed on their will saves against voodoo dolls.

At 4th level:
Protect others from Voodoo A voodoo practitioner can now protect others from voodoo. The voodoo practitioner may engage in a one hour ritual with an individual or an item associated with the individual such as a possession or a lock of hair. The ritual requires a chanting and burning of special incense worth about 5 gp. The practitioner makes a spellcraft check with DC 20. If successful, the target gets a +2 bonus on all saves against voodoo of any type for the next 1 month.

RTGoodman
2008-02-28, 01:37 PM
I see two problems with this class. This loses way too many caster levels; no wizard or even sorceror would want to take this losing three levels. I suggest adding +1 level of existing spellcasting class at level 3 and probably level 5 as well.

I originally was going to only have them lose two caster levels, but I changed it to three later. I guess changing it back is okay, since the class didn't turn out as powerful as I thought. Also, I sort of saw it as more for NPCs that PCs, so losing a couple doesn't matter.


Second, the conditions for entering the class are too strict. Voodoo magic is something that a very low-level caster should be able to do; it shouldn't be up to the point where you can already throw lightning bolts and fireballs. I'd suggest reducing the spellcasting requirement to being able to cast 2nd level spells.

Part of that is following conventions of PrCs - requiring 3rd level spells prevents entry before 6th level. I could have done it with minimum skill requirements, but some casters (sorcerers especially) would be loathe to give those up since they still need them for Concentration, Spellcraft, Knowledge (Arcana), and communication skills.


I'd make the will save be increased by +2 if while making the doll one has access to some possession of the person and make it +4 if one has access to part of the person (say a lock of hair).

I have this on the version I save on my computer. I guess I just missed copying and pasting it here to the forums.



Two comments; first isn't this a bit weak for a capstone ability? I mean the classic evil eye doesn't just leave people frightened... it can kill. Maybe once a month a voodoo practitioner can use this ability to try to kill?

Well, I didn't really write it as a capstone ability. I just thought about some other folk-magic type things, and that's what I came up with. I can go back and work on it, I suppose. Actually, maybe leave the version I wrote as Evil Eye (Frighten), and for 5th level add in Evil Eye (Kill).



One other suggestion: another classic form of voodoo is protection from other forms of voodoo and magic.

I didn't even think of that. Consider those stolen commandeered.



Thanks for the input! Feel free to comment on anything else you see here - we can take it!

Caracol
2008-02-28, 03:38 PM
aaaaaaaand I'm back. These days was wonderful, but now it's time to do my part again.

My to-do list, updated. If any of the stuff I made need tweaking, just tell me.

Traps: I know they are not as in SS and FB, but they're enough in my opinion: addiotional traps would be only variations of them, but If anybody wants to add some more, no problem: the rules of trapmaking are in the d20 SRD. Expect some dungeon features soon, although I reputee the swamps more a wild enviroment than a dungeon enviroment.

Gear: I've fixed the sharkthoot sword, now is less powerful but is worth a feat anyway.
I'll make some other adventuring tool, a vehicle and a magical item.

I knew I said I was going to make a PrC, but right now I can't come up with a good concept. Maybe I'll delay this.

Adventure sites: needs work and probably I will leave this for later.

Meanwhile, I think I'll concentrate on monsters again. I'm afraid I can't really help with magic, I'm no expert (maybe I can give some ideas, but I leave to you the spell stats).

Icewalker
2008-02-28, 07:25 PM
Two new spells I thought of! I have no idea what to use for the name for the first one, so suggestions are welcome.

Vine Trip of some sort?
Transmutation
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No

This spell causes a vine to rise up out of the surroundings and yank itself over the target's ankles, causing them to fall to the ground. Unless the target succeeds on a reflex save, a vine rises from the mud beneath them, or extends from a nearby plant, or something similar (if this is not possible, the spell fails) and trips them, knocking them prone.

Smothering Vines
Transmutation
Level: Class Level
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 2 rounds/level or until escaped
Saving Throw: Reflex partial
Spell Resistance: No

This spell causes a mass of vines to rise from the mud beneath the target's feet and wrap around them, pulling them down and yanking them into the muddy ground. This spell will only function when in a ____ environment. If the target makes their Reflex save, they become entangled until the duration of the spell expires. On a failed save, the target is wrapped in vines and dragged into the mud, beginning to suffocate in 1d4 rounds. Escaping the vines requires a DC 20 escape artist check, or a DC 20 strength check.

[hr]
Also, I have the idea for a third spell, but don't know what to do with it, as it would end up rather complex. Animate Mud, to be modeled after Animate Rope. There would be a series of choices (make a mound around that guy's legs, move with me so you don't impede my movement) but there would be some things it can do which are more advanced, and would have to require a check or a level or some such. Things like making a mud golem climb out of the mud and fight for you.

Speaking of which, someone should write up a mud golem. I'll do it, I suppose. DONE! Not sure on the CR though. I tried to use VT's and with the construct immunities it came out around 8.5, which is definitely off.

Mud Golem
Large Construct
HD 8d10+30 (74)
Speed 20 ft. (4 squares);
Init: +1
AC 20; touch 10; flat-footed 19
(-1 size, +1 dex, +10 natural)
BAB +6; Grp +20
Attack Slam +12 (2d8+6)
Full-Attack 2 Slams +12/+7 (2d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks Engulf
Special Qualities Construct Traits, darkvision 60 ft, low-light vision, immunity to magic, Mud Glide, DR 10/Magic
Saves Fort +2 Ref +3 Will +2
Abilities Str 22, Dex 13, Con -, Int -, Wis 11, Cha 1
Skills -
Feats -
Environment Murk
Organization Solitary
Challenge Rating X
Treasure Normal
Alignment Always Neutral
Advancement 9-16 HD (Large) 17-25 HD (Huge)


Engulf: A Mud Golem may engulf a target in its body, in an attempt to suffocate it with mud. This strategy is usually used when facing a lone opponent. The Mud Golem initiates a grapple check. If it succeeds, it pulls the creature into itself. The engulfed creature begins to choke on the mud of the Mud Golem. Every round it has to make a DC 25 fortitude save. If it succeeds, it can attempt an escape artist check against the Mud Golem's grapple check to break free. If a creature is trapped within a Mud Golem for an amount of time longer than it can hold it’s breath, it suffocates.

Mud Glide: A Mud Golem can glide through mud as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Mud Golem flings it back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 fortitude save.

Immunity to Magic: A Mud golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold damage slows a Mud golem (as the slow spell) for 2d6 rounds.

A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.

An earthquake spell cast directly at a Mud golem stops it from moving on its next turn and deals 3d10 points of damage. The golem gets no saving throw against any of these effects.

Caracol
2008-02-28, 08:09 PM
Ok. I know, I know. I said I was gonna do something and now I'm doing something else. My bad. But the ideas came and I could't let them go.
Here's some


Swamp Deities


The Swamp Deities reflect the savage and multiform nature of the swamps: some of them are cruel, some others are just indifferent of the fate of their own worshippers. Here's the most common deities in swamp enviroments.

Braksha
The Mud Horror
Braksha is the lord of aberrations and evils that dwells the swamp. Is the one who wants to spread disease and desperation among lands. It appears as a continuously changing mass of mud and corpse parts: no one knows his true form, and is most likely that he doesn't have any. His worshippers are creatures wedded to destruction and evil. His cult is secret in cities and civilizated lands.

Eddard
He Who Walks With Winds
Eddard is the blesser of all the swamp travellers. He appears as a young man with blonde hair, wearing a single glove and a single boot. He walks fast, moving towards the marshes quickly and stopping to help adventurers in trouble sometime. He has a passion for poetry and music and many bards worship him, together with good rangers, rogues and sorcerors. His worshippers and cult is dedicated to travel continuously: stable temples of Eddard do not exist.

Eleiomon
The Last Lover
Eleiomon is the gooddes of all the swamp nymphs, dryads and feys. She appears as an incredibly beautyful woman with a green skin and hair made of algas. Although she is not evil and protects nature and animals, she is capable of evil acts: she often release her anger without reason, of attracts men with her stunning beauty just to drive them to madness. Her cult is common among feys, wilderness tribes, druids and sorcerors. Female worshippers are more common.

Kodes
The Fire Purifier
Kodes is the goddes of purification, hunt and order. She is an huntress that dedicates her life to eliminate the perils and the aberration of the swamp. She appears as a beatyful but harsh lady dressed in red and gold, wielding a long spear and using gold arrows. Her worshippers are common among rulers, leaders, good rangers, paladins and other law-oriented character. Her cult is concentrated almost only in the most civilizied cities, the places that mantain the order against the savagery of the swamp.

Maas
Lord of Unnoticed Events
Maas is the father of all the swamp plants, from the high oak to the little clovers. He appears as a enormous grey willow tree. His purpose is to protect life and renawal and to stop the disease and the undeath to infect the lifeforms. He does not have a humanoid appearence and doesn't communicate with his worshippers directly, although gives them signs in the plants shape and position. His cult is mostly present into the wilderness, and is one of the most favouite deity of druid and rangers.

Margan
The Three Eyed Greed
Margan is the god of avarice and trickery. He appears as an multiform humanoid form with a mask with three eyes, but many says that his true form is reptile. He travels from city to city, moving through the sewers, tricking and tempting merchants and nobles to obtain what he wants. He does never show himself during the nightime. His personal treasure is legendary. Margan is whorshipped by greedy merchants, thiefs, wizards and anyone with a lust for gold.

Nyami
Lord of Fangs and Tails
Nyami is the snake god that dwells the lakes and the rivers of the swamp, lord of all animals of the marshes. Little is know about him: he appears as a mastodontic serpent with fish fins, he does not seem to care much about the humanoid creatures and his wrath is unstoppable when someone damages his proteges without a reason. Many savage tribes, and especially barbarians among them, worship him due to his strength and power.

Ràn
Drowned's Bride
Ràn is the lady of the swamp death. She appears as a woman dressed is white veils that dredges up the black waters with his net, costantly searching for dead creatures. She is the goodess of obscure knowledge and necromancy. The costant contact with the death gives her an enormous knowledge about living and nonliving things. Many wizards worship her due to her wisdom, although some fear her neverending desire for death beings.

Toloth
The Glowing Night
Toloth is the god of swamp nights. He appears as a green glowing figure, a branch or plant-like creature with an humanoid resemblance. He is an expert of all the substance magic propreties and a protector of his domains. He does not allow disobedience or deference from anyone. Worshipped mostly by rangers, druids, wizards and sorcerors, he does never show himself in daylight. His purpose is to protect and convey his secrets to the worthy ones.


{table="head"]Deity|Alignment|Domains|Simbol|Favored Weapon
Braksha|CE|Chaos, Destruction, Evil|Rotten Hearth|Sabre
Eddard|CG|Air, Luck, Travel|Single Glove and Boot|Dagger
Eleiomon|CN|Chaos, Magic, Trickery|Red Leaf|Whip
Kodes|LG|Fire, Law, War|Golden Arrow|Spear or Longbow
Maas|NG|Good, Plant, Protection|Grey Tree|Mace
Margan|NE|Evil, Sun, Trickery|Three-eyed Mask|Trident
Nyami|NN|Animal, Strength, Water|Snake with Fish Fins|Any Natural
Ràn|LE|Death, Knowledge, Water|Eye with Skull Iris|Net
Toloth|LN|Earth, Healing, Magic|Branch-like Hand|Axe

[/table]

Icewalker
2008-02-28, 08:18 PM
Awesome. You'll be able to mess with those domains once we get some murk domains finished. Also, I think Braksha should probably be in a bit of a war with Kodes. Awesome stuff, inspired other homebrew ideas in me to work up...

Definitely going to write up Nyami Snakes as a magical beast which the god models himself after (or created himself in his image...either works.)

TheLogman
2008-02-28, 08:41 PM
Mud Golem can be found in the MM 3.

Also, looking great everyone, sorry I don't have time for homebrewing, but I might get something done next week.

Icewalker
2008-02-28, 10:32 PM
Crap!

I'll rename/style it into muck golem or some such, make it a little more liquid/rotting plants/mud.

Caracol
2008-02-29, 08:59 AM
Currently working on the Fungal Tome: new monsters, fungus lore, modified spells and domains coming up.

Goats_o_Mjolnir
2008-02-29, 09:43 AM
Almost finished with my swamp artifact, trying to work on spells and gear

Caracol
2008-02-29, 03:42 PM
Did I said I was gonna make a fungal tome? Yes!! Am I keeping my word? Of course not!!!
Sorry, another monster. This one has to be done. The reference is obvious, but if someone does not know it just go here (http://www.adultswim.com/video/?episodeID=01590a9ad0359002ffb958301201e02c). (Can't be seen outside US, so even I can't see it, but I know what it is.)
I was a bit undecided about making it or not, but then I remember that we already have the Hypnotoad, so....


Mustakrakish


http://img259.imageshack.us/img259/9616/immaginerq8.png

Colossal Giant
Hit Dice: 40d8 +520 (700 hp)
Initiative: +6
Speed:60 ft. (12 squares), swim 60 ft. (12 squares)
Armor Class: 31 (+2 Dex, -8 size, +27 natural), touch 4, flat-footed 29
BaB/Grapple: +30/+61
Attack: Claw +47 melee (2d8+19/18-20/x3)
Full Attack: 2 Claws +47 melee (2d8+19/18-20/x3) plus Bite +35 melee (4d6+7/x2) plus 2 Horns +35 melee (4d6+7/x2)
Space/ Reach: 30ft./30ft.
Special Attacks: Augmented Critical, Frightful Presence, Improved Grab, Swallow Whole, Telluric Stomp
Special Qualities: Darkvision 60 ft., Damage Reduction 15/epic, Immunity to fire, earth, disease, poison, ability damage and death effect, Regeneration 30, Scent, Sleep lullaby, Sound Suicide, Spell Resistance 32
Saves: Fort +37, Ref +14, Will +18
Abilities: Str 40, Dex 14, Con 36, Int 6, Wis 22, Cha 16
Skills*: Listen+14, Search+4, Spot+14, Survival+15, Swim+27
Feats: Awesome Blow, Blind-Fight, Cleave, Greater Weapon Focus (Claw), Greater Weapon Specialization (Claw), Improved Bull Rush, Improved Critical (Claw), Improved Intiative, Multiattack, Power Attack, Snatch, Weapon Focus (Claw), Weapon Specialization (Claw)
Enviroment: Any Swamp
Organization: Solitary
Challenge Rating: 20
Treasure: None
Allignment: Always Chaotic Evil
Advancement: 40+ HD (Colossal)
Level Adjustment: -


Awaken, awaken, awaken, awaken,
Take the land, that must be taken.
Awaken, awaken, awaken, awaken,
Devour worlds, smite forsaken

Rise up from your thousand year-old sleep,
Break forth from your grave eternally.

I command you to rise, rise, rise, rise,
rise, rise, rise, rise.

Mustakrakish is an unstoppable beast incarnation of distruction, the colossal red troll that sleeps in the deepest lakes in the swamp, until is awaken and unleash his wrath on everything.
Mustakrakish sleeps the largest lakes, and anything in the world, not even the most powerful spell, can ever awake him from his deep sleep, except for a spell in a forgotten swamp necronomicon. Only a copy of this book exists but no one knows where is it or if the book is undestructabe or not. The spell itself can't even be dispelled: once Mustakrakish is awake, other methods must be used to put it to sleep again.
Many legends talk about Mustakrakish and how he can be destructivem, very few talk about how can be defeated istead. His origins are unknow: many says that he always existed, and was discovered by a powerful and evil summoner. Many years have passed since the last time he woke up, and no one has clues of where is the lake in which he sleeps or where is the book that can raise him.
Mustakrakish is 60 ft. tall, and weights about 100 pd. He does not speak any language. He does not need to eat or breath while sleeping.

COMBAT
Mustakrakish attacks with his claws, teeth, horns, and his Telluric Stomp ability.
Mustakrakish’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.
Augmented Critical (Ex): Mustakrakish’s claw threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
Frightful Presence (Su): Mustakrakish can inspire terror by simply being seen. Affected creatures must succeed on a DC 33 Will save or become shaken, remaining in that condition as long as they remain with 120 feet of him. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, Mustakrakish 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 and can try to swallow the foe the following round. Also, if he grabs a creature after a claw attack he always uses his Snatch (see Snatch feat.)
Regeneration (Ex): Mustakrakish heals 30 points of damage per turn to himself. No form of attack deals lethal damage to Mustakrakish. He regenerates even if he fails a saving throw against a disintegrate spell or a death effect. If he fails his save against a spell or effect that would kill him instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10. Mustakrakish is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability. The only exception of this Regeneration is if he commits a Sound Suicide (see below).
Mustakrakish can be slain only by raising his nonlethal damage total to its full normal hit points. He does not die however, but he rushes to the nearest lake large enough to contain him and starts to regenerate in the water. He is immune from any form of damage during this time, using a wish or miracle spell after maximum 10 rounds from when he starts regenerating make him sleep again istead of regenerating.
If Mustakrakish loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
Sleep Lullaby (Su): Trying to slain Mustakrakish is not the only way to defeating him. Some forgotten legends are right: he can be put back to sleep with a lullaby song. To make Mustakrakish sleep, he must be in a lake large enogh to contain him and 5 or more people must make a Perform check with a DC of 25 alltogether for at least 5 turns. This action fails if one of more of the performers fails his check. Mustakrakish must be aware of the presence of the performers and he attacks them if they fail the check.
If the first of the Perform checks is successfull, Mustakrakish calms down and listen to the lullaby until the check fails. If all the checks are successful, Mustakrakish goes to sleep immediatly. He can be again awaken by the proper spell only.
This method of defeating him should be kept secret, see Lore (below).
Sound Suicide (Ex): Mustakrakish is influenced by sound sources. Any magical sound or instrument sound coming from inside his body leads him to ignore everything else and tearing his own bowels apart to make the sound stop. The sound source needs to be a physical object: ghost sound does not work. Mustakrakish deals to himself damage for all the turn necessary to make 100 hp to himself in order to reach and eliminate the sound source. Once he open himself and eliminates the source, his muscular contractions close the wound: a new one must be opened to eliminate another sound source.
His Regeneration ability does not count when he do this. If he dies performing this action, he dies defenately and cannot regenerate, resurrect or be summoned again.
This method of defeating him should be kept secret, see Lore (below).
Swallow Whole (Ex): Mustakrakish can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from his digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to his digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Mustakrakish's stomach can hold 1 Huge, 4 Large, 16 Medium, 32 Small, or 128 Tiny or smaller creatures.
Any swallowed creature that can produces a sound source that is derived from a spell or a musical instrument can lead Mustakrakish to commit a Sound Suicide (see above).
Telluric Stomp (Ex): With a full round action, Mustakrakish can start stomping on the ground with his feet to generate an telluric shock. This shock has the same effects of an earthquake spell casted at 20th caster level, with the exception that Mustakrakish does not have limited day uses of this ability.



Skills: Being a lake troll, Mustakrakish has a swim speed and can always take 10 to his Swim check if he wants.

LORE
{table="head"] DC|Lore
20|Mustakrakish is the swamp lake troll. He is an unstoppable beast almost impossible to kill.
25|Mustakrakish can be awake only by a spell of a particular necronomicon.
30|Mustakrakish is hard to kill, but seems to be influenced by sounds.
35|Mustakrakish can be put back to sleep by a lullaby performed by a group of skilled musician.
40|Mustakrakish has an irrational fear if some sound comes from his body: he can even kill himself trying to make these sounds stop.
[/table]

Goats_o_Mjolnir
2008-02-29, 10:23 PM
YES! Awaken Awaken Awaken Awaken , take the land that must be taken!

Collin152
2008-02-29, 11:41 PM
That troll scares me.
Only music soothes the savage beast.
Or leads him to suicide. Either way, really.

Icewalker
2008-03-01, 02:52 AM
Couldn't it be killed by repeated use of ghost sound to make it rip itself apart?

Caracol
2008-03-01, 03:29 AM
Couldn't it be killed by repeated use of ghost sound to make it rip itself apart?

mmmm, you're right. Fixing it: now it has to be an actual source of sound, that exists phisically.

Icewalker
2008-03-01, 03:33 AM
:smallbiggrin:

I'm going to write something for the monster competition which will also apply here. I'm not sure what it is yet though.

Szilard
2008-03-01, 12:13 PM
Im pretty much finished with the first of the sarlaccs, now dubbed Sloth pits after Lucas's origonal name idea, and in my next post I will have the actual monster and a picture for the adventure I'm going to write.

Szilard
2008-03-01, 08:29 PM
The all powerful Sarlacc! I mean sloth pit.
http://i227.photobucket.com/albums/dd233/SzilardG/Medusasandslothpit.png
That is a picture for the adventure I will write.

Now to put up the creatures.
Sloth Pit
Newborn:

Tiny Plant
Hit dice:3d8+6 (19 hp)
Initiative:+1
Speed:0ft
Armor class:15 (+2size, +1 dex, +2 natural armor), touch 13, flat-footed 14
Base Attack/grapple:+2/-9
Attack:Bite +1 melee (1d3-3) or tentacle +1 melee (1-3)
Full attack:Bite +1 melee (1d3-5) and 2 tentacles -1 melee (1-2)
Space/reach:2-1/2ft/0ft
Special Attacks: Improved grab, swallow whole.
Special qualities:Plant traits, telepathy inside body, tremorsense.
Saves:Fort +2, Ref +1, Will +1
Abilities:Str 5, Dex 12, Con 14, Int 5, Wis 12, Cha 4
Skills:hide +14
Feats:Improvced natural armor, multiattack
Enviornment:Marsh (Any)
Organization:Solitary
CR:1
Treasure:none
Alignment:Usually neutral
Advancement:by age
Level adjustment:-
What appears to be a tiny hole is actually a mouth with tentacles coming out of it. The mouth is lined with teeth.
Sloth pits, sometimes called sarlacci by the locals, are intellagent plants, almost creatures, that can and will digest anything slowly for up to a millenium. A new born is tiny so it can only prey on fine creatures and are newborns for a thousand years. A newborn does not have any secondary stomachs or a tongue. They are sometimes used as execution pits when they are older, if they survive.
Combat
A sloth pit usually waits for a creature to come by before ensnaring it with its tentacles and eating it.
Improved grap(Ex): To use this ability, a sloth pit must hit a fine creature with its tentacle or bite attack. It can then attampt to start a grapple as a free action without provoking an attack of oppurtunity. If it wins the grapple check, it holds the opponent in a tentacle or a mouth. If a sloth pit is holding a opponent in a tentacle, it can make a single successful grapple check to place it in its mouth. The opponent can escape with a single successful grapple check or an escape artist check. The sloth pits attempts to swallow the opponent in the round after establishing a hold.
Swallow whole(Ex):The sloth pit can try to swallow a grappled opponent of Fine size by makeing a successful Grapple check. Once inside, the opponent takes 1d6 acid damage every 2d6 hours. The type of acid keeps the opponent alive for 1d10x100+1d10x10+1d10 years, slowly digesting and killing the victim. An opponent who reaches 0 hp remains stable because of the nature of the acids. A swallowed creature can cut its way out of the sloth pit by dealing 22 points damage to the sloth pits stomach (AC 11) with a light slashing or peircing weapon. Once the creature exits, it has to go through the mouth where it can be bitten or swalowed again. Alternatively, an opponent can make one successful grapple check to get back to the mouth where it can be bitten or swallowed again. A sloth pit's stomach can hold two fine creatures.
Telepathy(Su):A sloth pit can communicate telepathically with any creature in its body that has a language.
Tremorsense(Ex):AA sloth pit can automatically pinpoint a creature touching the ground within 20 feet of it.


Some more:

Fully grown:

RTGoodman
2008-03-01, 11:45 PM
Sorry I've not done more on the race variant stuff in a few days - the whole middle of the semester thing tends to bring with it midterms and papers and assignments galore. :smallannoyed: I'll try to get the rest typed up in a few days, or by next weekend at the latest.

Another thing I've been thinking about (though it's on the backburner) is an 'adventure site.' Really, it's just a town, but there are a bunch of reasons for adventure there, and I'd try to include as many NPCs with our homebrewed classes/PrCs and some other monsters and stuff. Like I said, still on the backburner, though.


@Icewalker: I notice you still have the challenge rating for your Mud Golem is still listed as X. I ran it through VT's method for determining CR (it's somewhere in the Guide to Homebrewing sticky), and it came out to around CR 7. Seems good to me, if a little low because of the save-or-die potential.

@Caracol: I like the deities. If you have time, you might want to come up with a couple for the races I'm putting on here. The swamp elves seem like they'd have their own xenophobic swamp elf goddess, and the (forthcoming) dwarf and halfling variants might also.

Caracol
2008-03-02, 07:26 PM
Okaaaaaiiii, I was kinda busy on something else (a board/roleplaying game based on Norse Mythology, if you're interested PM me), so I didn't have too much time to make the Fungal Tome.

So, I decided to post the summary of the book, which I think is going to be an artifact in the end. So, tell me if I need to change something or if you have suggestion in advance.

The Fungal Tome:

- Use and Powers of the Book (Summons a total HD of Fungus creatures equal to caster level basically)
- A couple of alchemical items
- Fungus Lore (Bonus to knowledge regarding fungus) and 2 new fungus monsters (CR 7 - CR 11)
- Guide to how to make a Fungus Golem (already statted in a Dungeon Magazine, will repost the stats)
- 9 new spells, 1 for each spell level:
1 Fungus Armor
2 Spore Cloud (grants cover and can confuse the enemies)
3 Lichene (the ones I put on traps)
4 Fungus Growth (applicabile on creatures too)
5 Wall of Fungus
6 Allucination Spores
7 Animate Fungus
8 Spore Explosion
9 Fungus Infestation
- New Domain (Fungus), with spells described above and domain power (as the one of Plant domain, slightly modificated).

I will need some help about the spells, since I'm not so expert.

Ok, some other stuff I was thinking about:
- I noticed that we lack on new playable races. I took a look at nonanonymous ones and they are pretty good, but I think that would work better as creatures (due to the LA), so maybe we need to stat them out.
Maybe this exists out there, but I was thinking about a rat-like race with LA+0. Think about a crossover between a were-rat in hybrid form and the skavens from Warhammer. I will probably stat them after I finish the Fungal Tome (although I won't if someone says that this stuff already exists.)
- I will make some other equipment (exploring tools for wilderness travels)
- A prestige class for barbarian-fighter oriented characters.
- About the deities: I'm glad you liked them. Some comments about references and ideas I had:
Kodes is basically a female version of Hieronyous, even in a swamp enviroment we need a deity for paladins.
About Braksha, I think that there was something similar in the Drow Pantheon. Or it was Vile Darkeness? Maybe the Fiend Folio? Anyway, a mud evil deity was necessary. And yes, of course is in war with Kodes.
Nyami Nyami is a serpent beast/god in an African religion, while Ran is a figure in nordic mythology, and is exactly as I described it.
Maas resembles Yggdrasil, and Eleoiomon was based on greek nymphs that have a similar name and role.
About the other ones: they were "original", with no particular references whatsoever (although nothing original really exists, I can't say I had something in particular when I came up with these).
I will probably re-do the domains and add a couple more, the "xenophobic" ones maybe, even if I don't like the idea of deity specific for races.
- The medusa adventure site is good. I would like to make an adventure site too, but by now there's else to do. Maybe I will make a Kodes cult fortress if I have some spare time.

Icewalker
2008-03-02, 08:51 PM
I'll make that PrC. The Barbarian one. Something along the lines of Diseased Rager. Or Murkrager, or something like that.

Caracol
2008-03-03, 05:58 PM
Ok, if I don't start to make it (even if not completed) I will never do the whole thing. So, here's the


Fungal Tome

fixed the grammar (thanks JoshuaZ!), more edits will follow
http://www.bethelux.it/images/libro1.jpg

Background
Little is known about the Fungal Tome itself, even its powers are secrets to many. A common legend says that was the god Maas himself to make the tome to bestow some of his knowledge and powers to his mortal followers. That, however, contrasts with Maas normal behaviour, which is giving signs to interpret, not books to study. Also, the nature of some of the knowledge contained in the Tome recalls a darker and more obscure author. Some people think that Toloth would be the best prospect to be the one who made the Fungal Tome. But another legend, not so well-acquained as the former ones, says that this misterious book wasn't even made by a deity.
A wizard, many years ago, became fascinated by the power of a nature enchanter. This powerful caster was young, but wise and an expert in plants and spells, expecially in mushroom magic. His powers were unique, and because of that he made a promise to his circle to never reveal the secrets of his powers to anyone but the circle itself. But the wizard was as eager as he was tricky and powerful: he shifted his appearance, and transformed himself into one of the most beautiful creatures, taking the form of a graceful nymph. The enchanter fell into the wizard's trap: he fell in love with the nymph, and day by day he taught her how to control the latent powers of mushrooms. After the wizard thought he had learned enough, and before the druid started to suspect anything, he lured him in a far and isolated swamp and then showed him his true form. The druid, confused and betrayed, didn't have time to regret his mistake: the wizard unleashed his new knowledge on the naive man. He turned him and all the ground around in mushrooms, and then went away. The location where the druid is supposed to be is unknown, although some loudmouth claims to know where is it.
Could this legend be true? Could the wizard of this story be the one who wrote the Fungal Tome? We only know for sure that the book exists, and its power are really strong.


Fungus Powers
Few copies of the Fungal Tome exists, but only the original one is capable of controlling fungus creatures. The carrier of this book is capable of summoning, once per day, a total HD of fungus creatures equal to his caster level. He can choose whatever creature he wants, but it must be a mushroom related one with the Plant subtype. The creatures follow every order of the carrier.


Fungus Alchemy

The Fungal Tome reports uses and application of rare and powerful alchemical fungus substances. Using the Fungal Tome as a reference when crafting these items, you have a competence bonus of +5 to your Craft (alchemy) check.

Colorion Venom
Colorion mushrooms are very rare, delicate and extremely poisonous fungus. They are uncommon in swamp terrains, and almost nowhere to be found outside swamps. They have a blue/violet large caps with white spots and a characteristic odour of bad meat. Must be boiled, dryed and then powderized to make the poison effects work.
Type: Ingested CD 20
Initial Damage: 3d6 hp
Secondary Damage: 1d4 Str + 1d4 Dex + 1d4 Con + 1d4 Int
Cost: 1650 gp
DC to Craft: 28

Leeching Lichenes
Leeching lichenes are small fungus capable of spurting a glue like substance when touched, and to start sucking the internal liquids of the victims. The gluing substance requires a Str Check to be broken, and the lichenes deals damage and drain abilities for every turn the creature stays glued. Although they can grow naturally, they are often used in traps. They come in different versions. The DC and cost indicated are enough for a total measure of lichenes sufficient to smear an area of 5ft. square. Once used, unlessi is completely destroyed, it grows back in 2d3 days, becoming effective again.

Yellow Lichene
Release: Str DC 14, Escape Artist DC 20
Damage per turn: 1d6 hp
Cost: 350 gp
DC to Craft: 16


Red Lichene
Release: Str DC 16, Escape Artist DC 22
Damage per turn: 1 Con
Cost: 860 gp
DC to Craft: 20

Black Lichene
Release: Str DC 18, Escape Artist DC 24
Damage per turn: 1d6 Con
Cost: 2000 gp
DC to Craft: 24

Tivermelin Bomb
A strange trumpet shaped mushroom is capable of releasing mind-influencing spores: Tivermelin fungus is a common fungus in swamp enviroments. Its spores, extracted and prepared, are put inside small metal spheres, used as thrown weapons. They explode upon impact, releasing the spores in an area of 10 ft. square: every creature in the area must succeed a Fort saving throw DC 14 or become confused for 1d6 rounds. See the DMG for the confused condition.
Cost: 75 gp
Weight: 1/2 lb.
DC to Craft: 20

Fungus Golem
The Fungal Tome also gives guidelines on how to create a Fungus Golem, giving the competence bonus to this check too.


FUNGUS GOLEM (originally appeared on Dragon Magazine #341)
http://img225.imageshack.us/img225/2557/lolmn8.png

Medium Construct
Hit Dice: 6d10 +20 (53 hp)
Initiative: -1
Speed:20 ft. (4 squares), can't run
Armor Class: 16 (-1 Dex, +7 natural), touch 9, flat-footed 16
BaB/Grapple: +4/+8
Attack: Slam +8 melee (1d10+4/x2)
Full Attack: 2 Slams +8 melee (1d10+4/x2)
Space/ Reach: 5ft./5ft.
Special Attacks: Breath Weapon, Infectious touch
Special Qualities: Construct traits, Damage Reduction 5/slashing, low-light vision, Magic immunity
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 18, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Enviroment: Any Land
Organization: Solitary, pair or gang (3-4)
Challenge Rating: 4
Treasure: None
Allignment: Always Neutral
Advancement: 7-10 HD (Medium), 11-18 HD (Large)
Level Adjustment: -

The creature is a shambling, roughly humanoid mass of mold, spore sacks, toadstools, and fibrous growths fused together in a single form. Its head is devoid of any facial features and its arms are composed of a knotted, rubbery clumps of rot.

Fungus golems stand around 6 feet tall, weigh approximately 250 pounds and despite their smaller size are often mistaked by shambling mounds. Druids who favor damp swamps for their homes and require ever whatchful guardians often craft these constructs. The magic involved in the construction of such golems hardens the layers of plant matter that compose the body of a fungus golem, turning soft fungi in a surface not unlike hardened rubber.

COMBAT
While fungus golems have excellent strength and resilience, their real power comes from the toxins and spores hidden throughout their bodies.
Breath Weapon (Ex): 15-foot cone, cloud of poisonous gas lasting 1 round, free action once 1d4+1 rounds, initial and secondary damage 1d4 Con. Fortitude DC 13 negates. The save DC is Con based.
Infectious Touch (Ex): Any wound inflicted by a fungus golem becomes infected with spores and begin to fester. Any hit point lost for a fungus golem's slam attack does not heal naturally. A remove disease spell ends this effect and allows natural healing to occur.
Magic Immunity (Ex): A fungus golem is immune from every spell and spell like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature as described below.
Antiplant shell functions normally against fungus golems, remove disease renders the golem's infectious touch nonfunctional for 1d4 rounds, and neutralize poison prevents the golem from using its breath weapon for 1d6 rounds.

CONSTRUCTION
The creation of a fungus golem is a painstaking process and involving the collection and assembly of a large variety of exotic mushrooms (costing at least 1000 gp). Once enough components have been gathered, the fungi must be fused together and crafted into an appropriate form. This requires either a DC 20 Craft (alchemy) check or a DC 20 Profession (herbalism) check.
CL 7th; Craft Construct, command plants, plants growth, , caster must be at least 7th level; Price 7000 gp, Cost 4000 gp + 240 XP.



Fungus Lore

The Fungal Tome contains a lot of specific informations about the mushrooms, giving a competence bonus of +5 to all Spellcraft, Knowledge and Profession (herbalism) checks regarding fungus monsters, mushrooms and magic. Other than being an useful handy guide for recognizing specific fungus in the wilderness, it describes some particular swamp fungus creatures unknow to many.

Deamon Daedalop

http://fc02.deviantart.com/fs12/i/2006/268/a/e/fungus__by_sb51075.jpgoriginal art by sb51075 (http://sb51075.deviantart.com/)

Large Plant
Hit Dice: 13d8 +39 (97 hp)
Initiative: +4
Speed:0 ft.
Armor Class: 21 (+4 Dex, -1 size, +8 natural), touch 13, flat-footed 17
BaB/Grapple: +9/+18
Attack: Slam +14 melee (1d6+5/x2), or touch +14
Full Attack: 2 Slams +14/+9 melee (1d6+5/x2), or touch +14
Space/ Reach: 10ft./15ft.
Special Attacks: Discomforting Gaze, Improved Grab, Touch of Misfortune
Special Qualities: Plant traits, Damage Reduction 10/slashing, darkvision 120 ft., true seeing
Saves: Fort +11, Ref +10, Will +6
Abilities: Str 20, Dex 18, Con 16, Int 3, Wis 14, Cha 6
Skills*: Hide+18, Spot+10, Listen+7
Feats: Alertness, Combat Reflexes, Lighting Reflexes, Skill Focus (Hide), Track
Enviroment: Any Swamp
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Allignment: Always Neutral
Advancement: 14-18 HD (Large), 18-22 HD (Huge)
Level Adjustment: -

A shudder shakes the ground, and suddenly a rotten log cracks open and a grey and overshadowing figure emerges. It has multiple orange eyes and 6 tentacles that glow a faded light. Its strong and long arms moves fast, smashing and grappling whatever comes near enough.

Extremely misterious and elusive, Daemon Daedalops are solitary and dangerous fungus with magical proprieties. They usually hide in soft moss and fungus infested terrains, prepared to emerge and attack uncautious adventurers. They are tall and thin, with an hard grey fungus skin. Little is know about the origin of these creatures, but the fact that they prefer to dwell closer to supernatural location is maybe related to their origin.

COMBAT
Daemon Daedalops hide underneat the ground surface, but always leave one of their tentacles outside, since these tentacles could also function as an eye. Once they spot something that they could eat, they wait and emerge as soon as their pray is in reach. They don't concentrate on a target in particular, but try to wound with their claws or touch with their tentacles as many enemies as possible, and to weaken the others with their gaze attack.
They can't move from their emerging position, but when in danger or attacked by ranged weapon or spells they start to dig and they quickly disappear undeground again. They emerge later on a different position, but if they are badly wounded they simply abandon the hunt for that day. It's rather common for them to hunt the same group of creatures for days, until they kill or are defeated.
Discomforting Gaze (Su): The glowing eyes of the Daemon Daedalop can make a creature feel confused and worried: every creature that sees the Daedalop directly into his eyes must succeed a Will save DC 21 or become frightened for 1d6 rounds. He can attempt to retry this saving throw at every turn with an increase of +2 to the DC for every failed throw. If he succeeds this saving throw must make another Will saving throw DC 15 or becomes shaken for 1d6 rounds. He can attempt to retry this saving throw at every turn with an increase of +2 to the DC for every failed throw. A character that succedes both these saves is immune to that Daemon Daedalop gaze attack for 24 hours. The DC is Wis based.
Improved Grab (Ex): To use this ability, an Daemon Daedalops must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Touch of Misfortune (Su): A Daemon Daedalop has 6 glowing tentacles with magical propeties, each with a reach of 10 ft. Any creature touched by one of these tentacles can be affected by different spells. Roll a d100 to determine wich spell is activated.

{table="head"] d100 |Spell
1-12| touch of fatigue
13-25| touch of idiocy
26-38| ghoul touch
39-50| vampiric touch
51-62| rustling grasp
63-75| inflict critical wounds
76-88| bestow curse
89-100| baleful polymorph
[/table]

The save DC for these spells is 12+spell level, and is Wis based. The caster level is 12th.
A Daemon Daedlop can touch different creatures with all his tentacles with no penalities, or hit the same creature with all the tentacles he can.
true seeing (Sp):Daedlop's eyes can perceive and epure all the magic effects, and he can see as he's using a true vision spell constantly active.

*Skills: A Daemon Daedalop has a racial bonus of +5 to his Hide check when in swamp terrains.
The many eyes of a Daemon Daedalop give him a racial bonus of +3 to his Spot check.




Fungus Magic

TheLogman
2008-03-05, 06:38 AM
Hah! Everything is updated, and I will make something soon, for reals this time.

Also, it is nice to have Internet again.

Caracol
2008-03-05, 09:56 AM
Woha, welcome back TheLogman, I was starting to be preoccupied by the recent lack of replies. I mean, this project is wonderful, we have more than 3000 views, we can't just let it die.

I updated the alchemy of the fungal tome, I'm waiting for comments and suggestions, and of course for your other homebrews.

Szilard
2008-03-05, 08:03 PM
Im still here working on the sloth pit, the fungal tome looks cool but I'll have to look thoroghly through it to come up with a comment.

TheLogman
2008-03-06, 10:13 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.


Bard

Although most bards listen to the musics of the world or of their own making, Bog bards are special. They understand the bubbling and popping of the Bog as its own music. With that understanding, they can incorporate the bubbling, seething chaotic power of the Bog into their musics.

Hit Die: d6

Requirements: To take a bard Bog substitution level, a character must be about to take his 3rd or 12th level of Bard. He must also be chaotic.

Class Skills: As a Bard, Skill points as a Bard

{table]Level | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Special
3rd | +2 | +1 | +3 | +3 | Inspire Doubt
12th | +9/+4 | +4 | +8 | +8 | Song of Repression [/table]

Class Features

Inspire Doubt
A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to hamper an enemy. The enemy must be within 30 feet and able to see and hear the bard. The bard must also be able to see the enemy.

The enemy receives a -1 competence penalty on Attack and Damage rolls as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. Inspire doubt is a mind-affecting ability. The target of Inspire Doubt receives a DC Bard's level+Performance Ranks Will Save to avoid the effects.

Song of Repression: A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to Hold Monster or Mindfog (caster level equals the character’s bard level). Using this ability requires 1 round of uninterrupted concentration and music, and it functions on a single target within 30 feet. The DC against these effects is the Bard's level+10. The Save is Will Based.

Rogue

Rogues who live take the Bog substitution levels enjoy the thrill of tracking down hapless targets who are incapacitated by the Bog.

Hit Die: d6

Requirements: To take a rogue substitution level, a character must be about to take her 2nd, 10th, or 16th level of rogue.

Class Skills: A Bog rogue has the same skills and gains the same skill points as a standard rogue.

{table] Level | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Special
2nd | +1 | +0 | +3 | +0 | Tough Body
10th | +7/+2 | +3 | +7 | +3 | Gaseous Form
16th | +12/+7/+2 | +5 | +10 | +5 | Sickening Strike [/table]

Class Features

Tough Body: At 2nd level and higher, a rogue can survive even magical and unusual attacks with great fortitude. If she makes a successful Fortitude saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless rogue does not gain the benefit of Tough Body. If a rogue with this ability later takes a rogue special ability that grants them Improved Evasion, they instead gain evasion. If a rogue with this ability and Evasion takes a rogue special ability that grants them Improved Evasion, they gain Improved Evasion

Gaseous Form: Once per day as a free action, she can turn into a Gaseous Form, as the spell, for 5 rounds. This replaces the special ability gained by a standard rogue at level 10.

Sickening Strike: A rogue with this ability can sneak attack opponents with such precision that her blows sicken and weaken them. An opponent damaged by one of her sneak attacks also takes 2 points of Constitution damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Caracol
2008-03-07, 05:36 AM
I can't see the Stomach of Steel description. It's the steady stomach feat?
I really like the Bard substitutions.
Gaseous form as a spell like abilty contrasts a bit with a total-non spellcaster class. And for a rougue is incredibly useful, and they will use this like costantly, thrust me, I've done exactly like this with my old rogue.

Nice addition. Are you going to make substitution levels for the other classes too?

TheLogman
2008-03-07, 06:27 AM
Well, the Gaseous Form is only once per day, which I think makes it a little weaker. I am basing these off the Substitution levels in the Planar Handbook for the purposes of Power. The only in the Handbook gives Etherealness 1 round per day, so I figured a weaker ability Gaseous form, could be used for 5 rounds, oncer per day.

Icewalker
2008-03-07, 07:07 PM
I'm working on two new monsters, one of which doesn't specifically apply, and perhaps wouldn't be in it. First, a giant cockroach, which is mainly an entry for the monster competition, but could apply here. Then, actually made for this, I've got the Parchplant, which sucks up all the water around it and in an interesting Sandstorm crossover deals desiccation touch damage. Also has Parchseeds, an item. You throw it into the ground and a radius around you dries up, although eventually a parchplant will grow.

Caracol
2008-03-08, 12:45 PM
New creature added in the fungal tome, I need comments and suggestion. I plan to make another one or two fungal creatures before starting to create the spells.

Icewalker
2008-03-08, 10:05 PM
So I've got 2 creatures coming. Parchplant and Rot Golem. I should have them up pretty soon.

Alriiight

Parchplant
Medium Plant
HD 9d8 +27 (68 HP)
Speed: -
Init: +1
AC 16; touch 11; flat-footed 15
(+1 dex, +5 natural)
BAB +6; Grp +6
Attack +6 (touch) Parching Touch (2d6 desiccation + dehydration)
Full-Attack +6/+1 (touch) Parching Touch (2d6 desiccation + dehydration)
Space 5 ft.; Reach 5 ft.
Special Attacks Parching Touch
Special Qualities Bone-dry Surroundings, Low-light vision, Plant Traits
Saves Fort +9 Ref +4 Will +5
Abilities Str 10, Dex 12, Con 16, Int -, Wis 14, Cha 10
Skills
Feats
Environment Wet areas
Organization solitary, Grove (2-12)
CR: 6
Treasure Normal +2d10 Parchseeds
Alignment Always Neutral
Advancement 10-15 (Medium) 16-21 (Large)

Before you is an unusual plant. Its immediate surroundings are completely waterless, despite being in a particularly wet locale. The plant itself looks rather dry and wilted, slightly tinted brown and yellow, and listing to the side. Several small tan seeds hang on drooping vines.

The Parchplant remains unknown to those who have tried to research its mysterious nature. It completely dries up its surroundings immediately, sucking up all moisture. Nobody is sure where this moisture goes, as the plant seems perpetually underwatered regardless of how much water it is given. It will attack anything that comes nearby with unexpected movement, quite quick despite its limp appearance. The Parchseeds that dangle from it are often sold to those who plan to bushwhack into a Murk environment, as they are critically useful in certain situations.

Parching Touch: The surface of the Parchplant has the power to draw in excessive amounts of moisture into itself rapidly, and will grab any passing creature in an attempt to drain the liquids from its very body. The touch of the Parchplant deals 2d6 desiccation damage, and requires a fortitude save equal to the total desiccation damage currently suffered from or be dehydrated.

Bone-dry Surroundings: The Parchplant sucks dry it’s surroundings, leaving it in a 15 ft. radius of complete dryness. There will be no bogs or pools of water within this area, and any walking on it with uncovered feet takes 1 desiccation damage per round, or 2 if a larger body surface area is exposed to the ground.

[hr]
Parchseed: These unusual small seeds are a great boon to any traveler in the murk. When dropped into the ground, they immediately take root and begin to suck up water. After 1d4 rounds, a 10 ft. area surrounding the dropped seed will be completely dry of liquid, as if under the Bone-Dry Surroundings effect.

[hr]
Rot Golem
Large Construct
HD 12d10 +30 (96 HP)
Speed 40 ft. (8 squares)
Init: +1
AC 19; touch 11; flat-footed 18
(+1 dex, +8 natural)
BAB +9; Grp +18
Attack Slam +14 (1d10 + 6 + disease)
Full-Attack 2 Slams +14/+9 (1d10 + 6 + disease)
Space 10 ft.; Reach 10 ft.
Special Attacks Bogrot, Corpse Explosion
Special Qualities Construct Traits, darkvision 60 ft., immunity to magic, low-light vision, DR 10/magic, Nauseating Appearance
Saves Fort +4 Ref +5 Will +2
Abilities Str 20, Dex 12, Con -, Int -, Wis 6, Cha 14
Skills
Feats
Environment
Organization Solitary
CR: 8
Treasure Normal
Alignment Always Neutral
Advancement 13-19 (Large) 20-26 (Huge)

The being before you appears to have once been some kind of plant life, possibly one plant, possibly many, but you can see what it now is: a hulking collection of rotting matter, striding slowly towards you. As the large and vaguely humanoid shape approaches you can see that some of the materials within it were once living creatures and not plants, and you can feel bile rising in your throat.

Bogrot: Rot Golem’s carry the disease Bogrot within themselves. Attacks by a Rot Golem require a fortitude save to avoid contracting the disease.
Bogrot:
1d4 days incubation, DC 18, 1d6 con

Immunity to Magic:
A rot golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

If an Entangle spell is cast on a rot golem, it absorbs the vines of the plants into itself to grow, permanently gaining one hit die.

The Antiplant Shell spell functions against a Rot Golem as if it were a plant creature.

Nauseating Appearance: Rot Golems’ very appearance is one of horror and disgust, which can affect the stomach of even the hardiest traveler. Any that can perceive the Rot Golem (even if this is restricted to methods other than sight) who are within 30 ft. of it must make a DC 18 Fortitude save or become nauseated. This save is charisma based.

Corpse Explosion: When destroyed, a Rot Golem explodes in a burst of horrid diseased matter. Everybody within 30 ft. of the rot golem takes 1d4 damage/HD of the golem, and must make a save vs. Bogrot at the increased DC of 10 + 1/HD of the golem.

Collin152
2008-03-08, 10:23 PM
I'd say dessication damage per minute for uncovered feet, and per round for greater body surface area. But that's just me.

Caracol
2008-03-09, 08:17 AM
The Parchplant is a nice concept. I'm a bit confused by his AC anyway. 21, but touch 6 and flatfooted 16? Should be touch 11 and flat footed 20. Anyway, is a bit too high compared to the rest of the monster stats.
I'd say CR 6.

The Rot golem is good. You just need to add the construction description.
Id' say CR 8.

JoshuaZ
2008-03-09, 07:10 PM
Immunity to Magic:
A rot golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

If an Entangle spell is cast on a rot golem, it absorbs the vines of the plants into itself to grow, permanently gaining one hit die.

The Antiplant Shell spell functions against a Rot Golem as if it were a plant creature.

I'm a little worried about the result of an entangle spell; someone could use it to make arbitrarily large rot golems. Furthermore entangle is a level 1 spell so it isn't that hard to pump it up. I'd suggest limiting the time that the extra hit die lasts. Maybe 1 minute/caster level (which is the usual duration of entangle) or maybe fix it as 1 hour?

The Vorpal Tribble
2008-03-09, 08:13 PM
If you can find the links, here are a number of mine you can add to the list. Only problem is it takes 5 minutes for each search...

Bandytwine
Burl Tortoise
Dampstrider
Damu Chura
Danket
Dire Duck-billed Platypus
Dripping Delugia
Geyserbelly
Myconid, Deathcap
Necrospede
Nibbleduck Swarm
Torcrab
Toxdra

RTGoodman
2008-03-09, 11:38 PM
If you can find the links, here are a number of mine you can add to the list. Only problem is it takes 5 minutes for each search...

Thanks, VT! And with the wonders of modern technology, I just used Google to find them. Here's the list of links:

Bandytwine (http://boards1.wizards.com/showthread.php%3Ft%3D409462)
Burl Tortoise (http://www.giantitp.com/forums/archive/index.php/t-16448%20%3C/t-41279.html)
Dampstrider (http://boards1.wizards.com/wotc_archive/index.php/t-499743)
Damu Chura (http://forums.gleemax.com/wotc_archive/index.php/t-669336)
Danket (http://boards1.wizards.com/showthread.php%3Ft%3D455054)
Dire Duck-Billed Platypus (http://boards1.wizards.com/showthread.php%3Ft%3D895212)
Dripping Delugia (http://boards1.wizards.com/showthread.php%3Ft%3D648630)
Geyserbelly (http://boards1.wizards.com/showthread.php%3Ft%3D681453%29)
Myconid, Deathcap (http://boards1.wizards.com/showthread.php%3Ft%3D778189)
Necrospede (http://boards1.wizards.com/showthread.php%3Ft%3D424198)
Nibbleduck Swarm (http://forums.gleemax.com/showthread.php%3Fp%3D15221848%23post15221848)
Torcrab (http://boards1.wizards.com/showthread.php%3Ft%3D315441)
Toxdra (http://forums.gleemax.com/showthread.php%3Ft%3D930222)


Also, after traveling to beautiful (read: cold and windy) Spartanburg, SC, and then back home in the past three days, plus getting the flu, I'm finally around for a while. I'm probably gonna get some sleep, and then tomorrow actually get down to doing the stuff I've been meaning to do for the past two weeks.

Icewalker
2008-03-09, 11:48 PM
I'm a little worried about the result of an entangle spell; someone could use it to make arbitrarily large rot golems. Furthermore entangle is a level 1 spell so it isn't that hard to pump it up. I'd suggest limiting the time that the extra hit die lasts. Maybe 1 minute/caster level (which is the usual duration of entangle) or maybe fix it as 1 hour?

I didn't think of that, thanks.

Also, good suggestions/error removal, I'll get that Caracol.

I'm going to update the Done list on page 5 again soon. I'll incorporate VT's monsters there.

RTGoodman
2008-03-10, 06:15 PM
Alright, I've updated the Races of the Bog (http://www.giantitp.com/forums/showpost.php?p=3996767&postcount=212) entry. It now includes all the Core races except half-elf, but I'm getting to that), so that's set.

I'll update the table of creatures (the one with location and CR) at some point later today to include any I've missed, plus VT's stuff if he's cool with that.


@Logman: If you get a chance, can you just delete the link to Swamp Orcs and Half-Orcs in the first post, and then change the Swamp Elves and Bog Gnomes link to read "Races of the Bog"? I just compiled everything there for simplicity's sake.