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Bhu
2010-05-09, 11:40 PM
Well it only had 4 big tentacles in the pic...

It's almost done I just feel like it needs something...

The Mentalist
2010-05-09, 11:41 PM
I think of tentacles as slimy things, maybe a slime attack, possibly a grease when you're hit.

Bhu
2010-05-10, 11:08 PM
I had an evil idea for an update to the tentacle monster...and I went for it. Hopefully it's not too offensive.

Debihuman
2010-05-11, 12:07 AM
I think your entry is fine.
I think it is safe to substitute this "Due to their reputation for consorting with human females..." for "Due to their...uh...reputation fro lack of a better word,..." in Frightful Presence. You can acknowledge this without being vulgar.

Debby

Bhu
2010-05-11, 12:09 AM
http://enchanteddoorway.tripod.com/vamp/gypsy.html



Bibi
Medium Outsider (Native)
Hit Dice: 10d8+50 (95 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 21 (+2 Dex, +7 Profane, +2 Natural), touch 19, flat-footed 19
Base Attack/Grapple: +10/+11
Attack: Slam +12 melee (1d3+1)
Full Attack: 2 Slams +12 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse, Improved Grab, Choke
Special Qualities: Dark Vision 60', Good Fortune, Removed from Nature, SR 18
Saves: Fort +12, Ref +9, Will +12
Abilities: Str 12, Dex 15, Con 20, Int 20, Wis 20, Cha 24
Skills: Bluff +20, Climb +11, Concentration +18, Diplomacy +20, Gather Information +20, Intimidate +20, Knowledge (Arcana, History, Local, Nature) +15, Listen +15, Move Silently +12, Search +16, Sense Motive +18, Spot +15
Feats: Ability Focus (Curse), Empower Spell-Like Ability (Curse), Multigrab, Weapon Finesse
Environment: Temperate Mountains and Forest
Organization: Unique, accompanied by what appear to be two children and or two lambs
Challenge Rating: 5
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 11+ HD (Medium)
Level Adjustment: ---

"Who could that be at this time of night?"

Bibi appears as a tall thin woman in a red dress who knocks at the doors of gypsies once a year in the Balkans. Usually she is accompanied by 2 small girls or lambs (I can't find anything on them or their significance). She promises good fortune to those who let her in, and curses those who don't. If she is let inside people must take care for if they have an infant she will murder it (though the infant will appear to have died of Cholera).

Curse (Su): People who refuse Bibi entry to their home receive a Bestow Curse spell. Bibi may do this as often as she wishes, but usually only curses whoever answers the door. Caster level is equal to HD.

Improved Grab (Ex): Bibi can make Grapple attempts without provoking Attacks of Opportunity. If her victim is an infant she then uses her Choke ability.

Choke (Ex): When Bibi strangles an infant the death resembles Cholera (i.e. massive diarrhea and dehydration. Bibi does 1d4 Constitution Drain with a successful Grapple Check against infants.

Good Fortune (Su): People who welcome Bibi into their home receive one of the following: Remove Blindness/Deafness, Remove Curse, Remove Disease, or Mass Lesser Vigor spell. Caster level is equal to HD.

Removed from Nature (Ex): Bibi does not eat, breath, drink, age, or sleep. She is immune to extremes of temperature as if she had the permanent effects of an Endure Elements spell, and is immune to the following: Age effects, death effects, sleep effects, fatigue/exhaustion, disease, and poison. Regardless of how Bibi is slain, she will appear again one year later.

Combat: Bibi rarely indulges in combat. She curses those who oppose her before leaving, and never initiates combat against anything other than infants.

Debihuman
2010-05-11, 01:22 AM
Awesome job with the Bibi.

Debby

Bhu
2010-05-12, 12:29 AM
think CR 9 is okay for the Pet tentacle Monster?

http://fxb.worth1000.com/entries/560477/fish-fur

Swarm Fish
Diminutive Magical Beast (Swarm, Aquatic)
Hit Dice: 6d8 (27 hp)
Initiative: +3
Speed: Fly 30 ft. (6 squares), Good, Swim 30 ft.
Armor Class: 18 (+4 Size, +3 Dex, +1 Deflection), touch 18, flat-footed 15
Base Attack/Grapple: +4/-
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Dark Vision 60', Swarm Traits, Immune to Weapon Damage, Adoption, Planar Adaptation
Saves: Fort +5, Ref +8, Will +3
Abilities: Str 1, Dex 16, Con 11, Int 3, Wis 12, Cha 4
Skills: Listen +5, Spot +5, Swim +4
Feats: Adaptable Flanker, Combat Reflexes, Vexing Flanker
Environment: Any except Desert or Cold
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"Bert that woman comin' over here is wearin' fish."

"Ayuh."

"Think she's fixin' to yell at us fer fishin'?"

"Prolly."

Swarm Fish are an alien fish species found flying between Planes. They seem to need little in the way of food, and aren't really picky about what they munch on, often satisfied with organic detritus. Many clean their adopted person of dead skin cells.

For whatever reason the fish tend to adopt humanoids who are willing and do not harm the swarms members. In exchange for defending the humanoid, they get to share it's food and living space. Most continually surround their adoptee, and from a distance look like living clothes.

Distraction (Ex): Any living creature susceptible to the swarms damage beginning it's turn in the swarms area must make a DC 13 Fortitude Save or be Nauseated for 1 round (Save DC is Constitution based).

Adoption (Ex): Swarm Fish will bond to and adopt any Humanoid who allows them to be enveloped for 24 hours by the swarm. They will keep pave with and hover about that individual giving it partial concealment, as well as sharing their +1 Deflection Bonus to AC with it. They will stay with that person as long as they are treated well and have plenty of food. Despite rumors of starving Swarm Fish eating their adoptee this has never been proven.

Planar Adaptation (Ex): Swarm Fish immediately adapt to whatever Plane they enter as if they had the effects of a permanent Avoid Planar Effects spell.

Skills: Swarm Fish gain a +8 Racial Bonus to Swim Checks, and may Always Take 10 on Swim Checks. They may use the Run Action while swimming in a straight line.

Combat: Swarm Fish will stay surrounding their Adoptee to protect it unless an opponent gets within melee range in which case they will flank it and attack.

Bhu
2010-05-14, 12:14 AM
any thoughts on feat requirements to have Swarm Fish as apet?

Bhu
2010-05-14, 10:33 PM
http://fx.worth1000.com/entries/537158/bluefish

Liberator Fish
Diminutive Magical Beast (Aquatic, Psionic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +5
Speed: Swim 20 ft. (4 squares)
Armor Class: 19 (+4 Size, +5 Dex), touch 19, flat-footed 14
Base Attack/Grapple: +1/-12
Attack: -
Full Attack: -
Space/Reach: 1 ft./0 ft.
Special Attacks: Psilike Abilities
Special Qualities: Dark Vision 60', Liberate
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 1, Dex 20, Con 12, Int 16, Wis 16, Cha 16
Skills: Autohypnosis +7, Concentrate +5, Knowledge (Psionics) +5, Listen +5, Psicraft +7, Spot +5, Swim +7
Feats: Combat Manifestation
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Always Neutral
Advancement: By Character Class (usually Psion)
Level Adjustment: ---

"Bert...I don't like the way the other fish are lookin' at that blue fish. It's like they're talkin' without sayin' words..."

"I'm a lil more worried about how they're lookin' at us now..."

Liberator fish look like large bright blue goldfish and are psionically active. They are called Liberator fishes because they tend to spontaneously awaken fish they come into contact with, and seem to be able to control them. While this doesn't make them dangerous as opponents (unless the local fish are dangerous), it can be problematic in other ways as they can deprive fishermen of their livelihoods. They are also known for ruining other industries based on rivers or lakes or seas.

Psi-like Abilities (Ps): At will: Conceal Thoughts, Mindlink, Psionic Charm
3/day: Mass Missive, Psionic Suggestion, Read Thoughts

Liberate (Su): As a Full Round Action a Liberator Fish may cast Awaken at will, but only on other fish (this includes Animals and Magical Beasts that are obviously fish with an Int of 2 or less). The Awakened fish are generally loyal to the Liberator Fish.

Combat: Liberator Fish have no real means of combating foes (at least not till they gain some levels of Psion) so they tend to let Awakened minions do the fighting for them.

Bhu
2010-05-16, 01:51 AM
while im at this if anyone has other alien wildlife they'd like to see please do chime in.

Bhu
2010-05-17, 11:50 PM
http://fxb.worth1000.com/entries/585079/cowbird

Cowbird
Diminutive Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +3
Speed: 10 ft. (2 squares), Fly 60 ft., Good
Armor Class: 18 (+4 Size, +3 Dex, +1 Natural), touch 17, flat-footed 15
Base Attack/Grapple: +1/-15
Attack: Gore +4 melee (1d2-4)
Full Attack: Gore +4 melee (1d2-4)
Space/Reach: 1 ft./0 ft.
Special Attacks: Charge, MOO!
Special Qualities: Dark Vision 60'
Saves: Fort +3, Ref +5, Will +0
Abilities: Str 3, Dex 16, Con 12, Int 2, Wis 11, Cha 6
Skills: Listen +2, Spot +2
Feats: Flyby Attack, Anklebiter (B), Weapon Finesse (B)
Environment: Temperate Forest or Plains
Organization: Solitary, Pair, or Herd (4-8)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"Y'know Bert normally I'd _____ about hunting birds but this is just so damn bizarre I'm at a loss for words."

A failed attempt at creating winged Bison as an evil minion, the Cowbirds were released by their Wizard creator. He just sort of assumed they'd die. Instead they seemed to have thrived and now the little freaks are everywhere. And to top it all off most of them are too small to be really good eating...

Charge (Ex): If the Cowbird performs a Charge Attack on a Medium or smaller opponent, the opponent must make a DC 13 (Save DC is Dex based) Fortitude Save or be Dazed 1 round.

MOO! (Ex): Cowbirds are as loud as full sized animals, and their moo unexpectedly can sometimes scare the crap out of unsuspecting people. If no one has noticed the Cowbird and it Moos as a Swift Action they must make a DC 10 Willpower Save (Save DC is Charisma based with a +2 Racial Bonus) or be Shaken for 1 round.

Combat: Cowbirds usually moo before charging en masse.

Bhu
2010-05-19, 12:30 AM
The Apes of Wrath
Tiny Magical Beast
Hit Dice: 1d8 (4 hp)
Initiative: +5
Speed: 15 ft. (3 squares), Climb 15 ft.
Armor Class: 17 (+2 Size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +1/-11
Attack: Slam +6 melee (1d2-4)
Full Attack: 2 Slams +6 melee (1d2-4) and 1 Bite +1 melee (1 point)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Improved Grab, Rend
Special Qualities: Dark Vision 60', Reincarnation, Shared Skills, Sense Target, Immunities
Saves: Fort +2, Ref +7, Will +4
Abilities: Str 3, Dex 20, Con 10, Int 18, Wis 18, Cha 8
Skills: Balance +28, Climb +27, Hide +37, Intimidate +23, Jump +20, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +29, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +19, Tumble +29, Use Magic Device +23
Feats: Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 1/3
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: (see below)
Level Adjustment: ---


The Apes of Wrath
Small Magical Beast
Hit Dice: 2d8+2 (11 hp)
Initiative: +4
Speed: 20 ft. (4 squares), Climb 20 ft.
Armor Class: 16 (+1 Size, +4 Dex, +1 Natural), touch 15, flat-footed 12
Base Attack/Grapple: +2/-1
Attack: Slam +6 melee (1d3+1)
Full Attack: 2 Slams +6 melee (1d3+1) and 1 Bite +1 melee (1d2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Rend
Special Qualities: Dark Vision 60', Reincarnation, Shared Skills, Sense Target, Immunities
Saves: Fort +4, Ref +7, Will +4
Abilities: Str 12, Dex 18, Con 12, Int 18, Wis 18, Cha 10
Skills: Balance +27, Climb +32, Hide +32, Intimidate +24, Jump +25, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +28, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +24, Tumble +28, Use Magic Device +24
Feats: Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: (see below)
Level Adjustment: ---


The Apes of Wrath
Medium Magical Beast
Hit Dice: 4d8+8 (26 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 20 ft.
Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +4/+8
Attack: Slam +9 melee (1d4+4)
Full Attack: 2 Slams +9 melee (1d4+4) and 1 Bite +3 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Rend
Special Qualities: Dark Vision 60', Reincarnation, Shared Skills, Sense Target, DR 5/Magic, SR 14, Immunities
Saves: Fort +5, Ref +6, Will +5
Abilities: Str 18, Dex 16, Con 14, Int 18, Wis 18, Cha 10
Skills: Balance +26, Climb +35, Hide +27, Intimidate +24, Jump +28, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +27, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +27, Tumble +27, Use Magic Device +24
Feats: Power Attack, Weapon Focus (Slam)
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: (see below)
Level Adjustment: ---


The Apes of Wrath
Large Magical Beast
Hit Dice: 8d8+24 (60 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Climb 20 ft.
Armor Class: 19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17
Base Attack/Grapple: +8/+19
Attack: Slam +15 melee (1d6+7)
Full Attack: 2 Slams +15 melee (1d6+7) and 1 Bite +9 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Rend
Special Qualities: Dark Vision 60', Reincarnation, Shared Skills, Sense Target, DR 10/Magic, SR 18, Fast Healing 1, Immunities
Saves: Fort +9, Ref +8, Will +6
Abilities: Str 24, Dex 14, Con 16, Int 18, Wis 18, Cha 14
Skills: Balance +25, Climb +38, Hide +22, Intimidate +26, Jump +31, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +26, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +30, Tumble +26, Use Magic Device +26
Feats: Cleave, Power Attack, Weapon Focus (Slam)
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: (see below)
Level Adjustment: ---


The Apes of Wrath
Huge Magical Beast
Hit Dice: 16d8+80 (152 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Climb 20 ft.
Armor Class: 25 (-2 Size, +2 Dex, +15 Natural), touch 10, flat-footed 23
Base Attack/Grapple: +16/+37
Attack: Slam +28 melee (1d8+13/19-20)
Full Attack: 2 Slams +28 melee (1d8+13/19-20) and 1 Bite +22 melee (1d8+6)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved Grab, Rend
Special Qualities: Dark Vision 60', Reincarnation, Shared Skills, Sense Target, DR 15/Magic, SR 26, Fast Healing 3, Energy Resistance 5 (Acid, Cold, Electricity, Fire, Sonic), Immunities
Saves: Fort +15, Ref +12, Will +9
Abilities: Str 36, Dex 14, Con 20, Int 18, Wis 18, Cha 18
Skills: Balance +25, Climb +44, Hide +18, Intimidate +28, Jump +37, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +26, Search +28, Sense Motive +24, Spot +28, Survival +28, Swim +36, Tumble +26, Use Magic Device +28
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Critical (Slam), Power Attack, Weapon Focus (Slam)
Environment: Any
Organization: Solitary
Challenge Rating: 16
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: (see below)
Level Adjustment: ---


The Apes of Wrath
Gargantuan Magical Beast
Hit Dice: 32d8+256 (400 hp)
Initiative: +1
Speed: 40 ft. (8 squares), Climb 15 ft.
Armor Class: 40 (-4 Size, +1 Dex, +33 Natural), touch 7, flat-footed 39
Base Attack/Grapple: +32/+63
Attack: Slam +48 melee (2d6+19/19-20)
Full Attack: 2 Slams +48 melee (2d6+19/19-20) and 1 Bite +42 melee (1d10+9)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved Grab, Rend
Special Qualities: Dark Vision 60', Reincarnation, Shared Skills, Sense Target, DR 25/Magic, DR 10/-, SR 42, Fast Healing 5, Energy Resistance 10 (Acid, Cold, Electricity, Fire, Sonic), Immunities
Saves: Fort +26, Ref +19, Will +14
Abilities: Str 48, Dex 12, Con 26, Int 18, Wis 18, Cha 24
Skills: Balance +24, Climb +50, Hide +13, Intimidate +31, Jump +43, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +25, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +42, Tumble +44, Use Magic Device +31
Feats: Awesome Blow, Cleave, Fling Enemy, Great Cleave, Greater Mighty Roar, Improved Bull Rush, Improved Critical (Slam), Mighty Roar, Overwhelming Critical (Slam), Power Attack, Weapon Focus (Slam)
Environment: Any
Organization: Solitary
Challenge Rating: 24
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: (see below)
Level Adjustment: ---


The Apes of Wrath
Colossal Magical Beast
Hit Dice: 64d8+832 (1120 hp)
Initiative: +1
Speed: 40 ft. (8 squares), Climb 10 ft.
Armor Class: 60 (-8 Size, +1 Dex, +53 Natural), touch 3, flat-footed 59
Base Attack/Grapple: +64/+105
Attack: Slam +81 melee (3d6+25)
Full Attack: 2 Slams +81 melee (3d6+25) and 1 Bite +76 melee (2d6+12)
Space/Reach: 30 ft./30 ft.
Special Attacks: Improved Grab, Rend
Special Qualities: Dark Vision 60', Reincarnation, Shared Skills, Sense Target, DR 35/Epic, DR 15/-, SR 74, Fast Healing 8, Energy Resistance 15 (Acid, Cold, Electricity, Fire, Sonic), Immunities
Saves: Fort +47, Ref +35, Will +25
Abilities: Str 60, Dex 12, Con 36, Int 18, Wis 18, Cha 30
Skills: Balance +24, Climb +56, Hide +9, Intimidate +34, Jump +49, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +28, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +48, Tumble +25, Use Magic Device +34
Feats: Awesome Blow, Cleave, Combat Reflexes, Defensive Sweep, Fling Enemy, Great Cleave, Greater Mighty Roar, Greater Powerful Charge, Improved Bull Rush, Improved Critical (Slam), Improved Initiative, Improved Multiattack, Mighty Roar, Multiattack, Multigrab, Overwhelming Assault, Overwhelming Critical (Slam), Power Attack, Power Critical (Slam), Powerful Charge, Shock Trooper, Weapon Focus (Slam)
Environment: Any
Organization: Solitary
Challenge Rating: 30
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: ---
Level Adjustment: ---

"Bert...Ah swear if that lil' monkey critter doesn't stop throwing things at me Ah'm gonna forget mahself and bury my axe in his backside..."

The Apes of Wrath are divine servitors the Gawds use to punish particularly enraging mortals. They begin as tiny critters and are told to meddle in their targets affairs and harass them, but not to kill. If the Ape is killed in subsequently resurrects in a larger, tougher form. With each successive reincarnation it gets tougher and has more leeway granted by the Gods in it's actions. It gets the kill command somewhere around Large size. Apes of Wrath understand all languages but do not speak any (that they've ever demonstrated).

Improved Grab (Ex): If the Ape of Wrath successfully hits an opponent it's own Size Class or smaller with it's Slam attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Rend (Ex): If the Ape hits with both Slam attacks it holds on and begins battering it's opponent for an extra amount of damage equal to double it's normal Slam attack damage.

Reincarnation (Ex): Apes of Wrath begin at Size Class Tiny. They will do their best to arrange the death of their target, but if killed they resurrect 24 hours later at the next Size Class/HD level within 100' of hte place they died. If killed at that Size Class/HD level they again resurrect 24 hours later at the next larger level until they eventually reach Colossal. If killed at Size Class Colossal their target is free of them, and the Gods assign a new punishment. Apes of Wrath cannot permanently be killed, but they can be re-assigned if killed often enough or if they Gods can be convinced to recall them.

Shared Skills (Ex): Regardless of what size or Hit Dice level the Ape of Wrath is at, it has the same skill points it would normally have at full size.

Sense Target (Su): Once the Gods make someone the target of an Ape of Wrath, the Ape knows it's exact location, even if it is on another Plane of existence.

Immunities (Ex): Apes of Wrath are immune to sleep effects, death effects, aging effects, fatigue/exhaustion, Mind-Affecting effects, poison, disease, paralysis, petrification, and polymorph. They do not require sleep or rest.

Skills: Apes of Wrath get a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

Combat: Apes of Wrath have pretty good reasoning abilities, and usually use tactics that belie their bestial appearance. most try to separate their target from potential protectors so they can confront him alone. That way it minimizes the chances he gets help, and it also minimizes the collateral damage and dead bystanders.

Bhu
2010-05-19, 10:58 PM
Whilst you all wait for me to finish working on the above, here's a few goodies for you Kaiju fans:

http://screenrant.com/monsterpocalypse-movie-tim-burto-sandy-59396/

http://twitchfilm.net/news/2010/05/is-this-how-godzilla-will-look-in-the-us-reboot.php

Bhu
2010-05-20, 11:52 PM
Some horrible monster movie trailers whilst you still wait.

http://www.youtube.com/watch?v=ubYC5h0jmq0

Debihuman
2010-05-21, 01:45 AM
Thanks for sharing those 5 Rubbish monster trailers. Somehow, the narrator's English accent made it thoroughly enjoyable.

Debby
P.S. I'm eagerly awaiting the completed Apes of Wrath....

Lord of Syntax
2010-05-22, 03:16 PM
Make a swarm of turtles.

Bhu
2010-05-22, 06:19 PM
Make a swarm of turtles.

any particular type?

Bhu
2010-05-23, 11:40 PM
Minor update to the APes.

How about a snapping turtle swarm?

Bhu
2010-05-24, 11:11 PM
Apes are updated


Mad Turtle Swarm
Tiny Magical Beast (Swarm)
Hit Dice: 12d10+24 (84 hp)
Initiative: -1
Speed: 10 ft. (2 squares), Swim 10 ft.
Armor Class: 16 (+2 Size, -1 Dex, +5 Natural), touch 11, flat-footed 16
Base Attack/Grapple: +12/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Mouth Foaming Anger
Special Qualities: Low Light Vision, Hold Breath, Swarm traits, Half damage from Slashing and Piercing, Scent
Saves: Fort +11, Ref +7, Will +7
Abilities: Str 10, Dex 8, Con 12, Int 2, Wis 12, Cha 2
Skills: Spot +8, Survival +9, Swim +8
Feats: Ability Focus (Distraction), Endurance, Great Fortitude, Improved Toughness, Iron Will
Environment: Temperate Marsh or Forest
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"Bert that turtle pond looks...suspicious..."

Turtle Swarms are magically bred turtles used as somewhat kind of competent guard animals. They're difficult to hit and okay in water, but they're darn slow.


Mouth Foaming Anger (Ex): Whenever the swarm takes damage it begins foaming at the mouth in fury, and it's swarm attacks do +1d6 damage for the rest of the encounter.

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn with a Swarm in it's square must make a DC 19 Fortitude Save (Save DC is Constitution based) or be Nauseated 1 round. Spellcasting or concentrating on spells in this area requires a Concentration Check (DC is 20 plus spell level). Using skills requiring Concentration or patience requires a DC 20 Concentration check.

Hold Breath (Ex): Turtle Swarms may hold their breath for (8 times Con Modifier) rounds before it risks drownings.

Skills: Turtle Swarms gain a +8 Racial Bonus to Swim Checks, and may Always Take 10 on a Swim Check.

Combat: Turtle Swarms tend to charge oooooh so slowly. Many wonder why they were created.

Bhu
2010-05-25, 10:29 PM
Minor updates to the new critters:

Also we must get this shirt:

http://www.splitreason.com/product/520

Bhu
2010-05-25, 10:33 PM
http://www.bloodylexicon.com/monsters/bruxsa/

http://www.vampirestate.net/portugal-myth.html

http://www.ghostsandstories.com/heila-batista-the-bruxsa-part-2.html

http://books.google.com/books?id=H1axCZifXdwC&pg=PA58&lpg=PA58&dq=bruxsa+vampire&source=bl&ots=UQ4wd_mQCk&sig=u7OSpQYPVF1ZTYc5brQiWrvubc8&hl=en&ei=oOfoS-7DO4OB8gbyk4XaDA&sa=X&oi=book_result&ct=result&resnum=10&ved=0CDoQ6AEwCQ#v=onepage&q=bruxsa%20vampire&f=false

Bruxsa
Medium Outsider (Native)
Hit Dice: 10d8+10 (50 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 Dex, +8 Deflection, +1 Natural), touch 19, flat-footed 19
Base Attack/Grapple: +10/+11
Attack: Slam +11 melee (1d3+1)
Full Attack: 2 Slams +11 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Blood Drain, Carnal Beauty
Special Qualities: Dark Vision 60', Alternate Form, Weaknesses, Near Invulnerability
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 13, Dex 13, Con 13, Int 18, Wis 12, Cha 26
Skills: Bluff +21, Concentration +14, Diplomacy +21, Hide +14, Intimidate +21, Knowledge (Arcane, Local, Religion) +17, Listen +14, Move Silently +14, Spellcraft +17, Spot +14
Feats: Combat Casting, Greater Spell Penetration, Maximize Spell, Spell Penetration
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class (usually Sorceror)
Level Adjustment: ---

Bruxsa are witches who have somehow ascended to demonic immortality through their magics. The usually waylay travelers for blood, appearing as beautiful women or birds, but they prefer the blood of children. They are well known for seducing virile men so as to become pregnant to be able to devour their own offspring. Sadly they don't seem to be killable by any means known to mortal men, though there are ways to avoid them.

Spells: Bruxsa may cast Spells as a Sorceror of their level, and their Racial Hit Dice stack with Sorceror Levels for purposes of determining Caster Level.

Blood Drain (Ex): The Bruxsa can Drain 1d4 Constitution per round if it Pins it's opponent in a Grapple.

Carnal Beauty (Su): The Bruxsa carries the illusion of sexual perfection regardless of her true appearance (and after years of bloodlust the appearance of many becomes increasingly inhuman). This is an Illusion (Glamer) effect, and is considered to be a 6th level spell for purposes of being dispelled by things such as Dispel magic. While a Bruxsa maintains her Carnal Beauty she may always Take 10 on any Charisma related skill (Except Iaijutsu Focus and Use Magic Device).

Alternate Form (Su): Bruxsa can turn into a Bird after dark at will as a Swift Action. The only difference in stats is that the Bruxsa shrinks to Small Size, and gains a Fly Move of 80' (Good). Turning back is a Swift Action as well.

Weaknesses (Ex): Bruxsa cannot approach within 10' of garlic, holy water, or magical warding charms made by Gypsies.

Near Invulnerability (Ex): The Bruxsa cannot normally be killed by ordinary means. No matter how much damage is done the Bruxsa will resurrect within 24 hours. To kill one it must be brought to -10 hp, the killing blow must be done with a Holy Weapon or a spell with the Good Descriptor, and then a Limited Wish, Wish, or Miracle spell must be cast.

Combat: Bruxsa generally use their spells to cause confusion to single off and seduce a virile male. After she becomes pregnant the man and his companions are considered food and she will use her spells to kill them off.

Bhu
2010-05-27, 09:41 PM
Apes of Wrath just need CR.

And now for a spooky request...

Rainbow Butt Monkey
Medium Magical Beast
Hit Dice: 5d8+10 (32 hp)
Initiative: +3
Speed: 40 ft. (8 squares), Climb 20 ft.
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+5
Attack: Slam +6 melee (1d4+2)
Full Attack: 2 Slams +6 melee (1d4+2) and 1 Bite +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rainbows, Improved Grab
Special Qualities: Dark Vision 60', Immunities
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 15, Dex 16, Con 14, Int 3, Wis 14, Cha 12
Skills: Balance +7, Climb +10, Listen +4, Spot +4
Feats: Ability Focus (Rainbows), Weapon Finesse
Environment: Warm Plains
Organization: Solitary, Pair, or Troupe (4-8)
Challenge Rating: 5
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: ---

"Bert...am I imagining things...or are there lights shining from that monkeys nether regions?"

"Best we not think too much about it and just keep moving Abner..."

Rainbow Butt Monkeys appear to be normal Mandrills, however their nether regions are a reflective mother of pearl color. At will they can cause htem to sparkle with all the colors of the rainbow, fascinating potential victims while their brother monkeys sneak up on them from behind. No one's sure if the effect is magical or people just tend to stare thinking "wtf?".

Rainbows (Su): The Rainbow Butt Monkeys can cast Color Spray at will and Rainbow Pattern 3 times a day as Supernatural Abilities.

Improved Grab (Ex): Rainbow Butt Monkeys can make Grapple Checks without provoking Attacks of Opportunity.

Immunities: Rainbow Butt Monkeys are immune to being Dazed, Stunned, Confused, or Mind-Affecting Effects. They also receive a +4 Racial Bonus on Saving Throws against all spells from the Enchantment or Illusion schools.

Skills: Rainbow Butt Monkeys get a +8 Racial Bonus on Climb Checks, and may Always Take 10 on a Climb Check.

Combat: Rainbow Butt Monkeys tend to have one or two of their number distract prey with their radiant cheeks while the rest ambush them after they become blinded or fascinated.

Eikonos
2010-05-28, 12:03 AM
Rainbow butt monkey ... ... yesterday, at the ACDC concert, Angus displayed his butt, with ACDC underwear... ... there was no rainbow there, but it was scary enough :smallamused:

Dragon queen
2010-05-28, 11:50 AM
Can you make a swarm of banana muffins?

Bhu
2010-05-28, 02:52 PM
Can you make a swarm of banana muffins?

Ummm...how would they damage people?

Dragon queen
2010-05-28, 05:53 PM
Ummm...how would they damage people?

Ummm....living bombs of poison? Or maybe they can drive people insane?

Bhu
2010-05-30, 12:42 AM
i can work with that

Bhu
2010-05-30, 11:01 PM
2 more quick requests I've gotten

Banana Muffin Swarm
Diminutive Construct (Swarm)
Hit Dice: 12d10 (66 hp)
Initiative: +0
Speed: 0 ft. (0 squares)
Armor Class: 15 (+4 Size, +1 Natural), touch 14, flat-footed 15
Base Attack/Grapple: +8/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 1 ft./0 ft.
Special Attacks: Distraction, Psilike Abilities
Special Qualities: Construct Traits, Blindsight 60', Swarm traits, Immune to Weapon damage, Blind Teleport, Telepathy 100'
Saves: Fort +4, Ref +4, Will +6
Abilities: Str 1, Dex 10, Con -, Int 16, Wis 16, Cha 16
Skills: Concentration +15, Hide +27, Knowledge (Psionics) +18, Listen +18, Psicraft +18
Feats: Combat Manifestation, Greater Psionic Endowment, Narrow Mind, Psionic Endowment, Psionic Meditation
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"Bert...the muffins are following us..."

"How much shine you had today?"

No one knows who or what came up with Banana Muffin Swarms. Fiendishly insidious they simply set in plain sight, teleporting about when people aren't looking or when something attempts to eat them. Conspiracy theories about their origins and intents abound, but no one has ever caught them to interrogate them. Banana Muffins understand common and 3 other languages.

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC xx Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level). Using skills that require patience or concentration requires a DC 20 Concentration check.

Psilike Abilities (Ps): At will: Choose any 3 first level powers from the Psion list. 3/day: Choose two powers each from the 2nd and 3rd level powers on the Psion list. 1/day: Insanity. Manifester level is equal to Hit Dice.

Blind Teleport (Su): At will as a Move Action Muffin Swarms may teleport up to 30' in any direction.

Combat: Combat tactics for the Muffins vary widely depending on their individual powers. Most involve stealth or mind control somehow though.





Pirhanakeet Swarm
Diminutive Magical Beast (Swarm)
Hit Dice: 12d10 (66 hp)
Initiative: +5
Speed: 10 ft. (2 squares), Fly 60 ft., Good
Armor Class: 19 (+4 Size, +5 Dex), touch 19, flat-footed 14
Base Attack/Grapple: +12/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 1 ft./0 ft.
Special Attacks: Distraction, Bloody Wounds
Special Qualities: Dark Vision 60', Swarm traits, Immune to weapon damage, Scent
Saves: Fort +8, Ref +13, Will +6
Abilities: Str 1, Dex 20, Con 10, Int 1, Wis 14, Cha 4
Skills: Listen +9, Spot +10
Feats: Dodge, Flyby Attack, Hover, Improved Flyby Attack, Mobility
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"GOD______ I HATE BIRDS!"

"Abner you really need to learn not to take bird attacks personally. It's the curse man."

Pirhanakeets are Parakeets crossed with some form of predatory monstrosity.
They seemingly do nothing but eat despite their tiny size. They also make more of their kind. Profusely. There are small forests stripped clean because of them. They appear to be normal Parakeets, but their beaks are preternaturally sharp and can cut through even hardened leather with ease.

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 16 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level). Using skills that require patience or concentration requires a DC 20 Concentration check.

Bloody Wounds (Ex): Any opponent that is damaged by a Pirhanakeets Swarm attack loses an additional 3 hit points per round for 1d6 rounds due to blood loss. Multiple hits can extend duration, but do not do additional damage.

Combat: Pirhanakeets do the usual swarm tactics: envelop and chew profusely.

Bhu
2010-06-01, 10:26 AM
http://faculty.ucr.edu/~chappell/INW/polar%20regions/lemming.jpg

Voracious Lemming
Tiny Magical Beast
Hit Dice: 1/2d10 (2 hp)
Initiative: +2
Speed: 20 ft (4 squares), Climb 20 ft.
Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-11
Attack: Nibble +3 melee (1d2-4)
Full Attack: Nibble +3 melee (1d2-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Munching
Special Qualities: Low Light Vision, Dark Vision 60', Scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 3, Dex 15, Con 11, Int 2, Wis 12, Cha 4
Skills: Climb +4, Hide +10, Listen +3, Move Silently +6, Spot +3
Feats: Alertness, Weapon Finesse (B)
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

”BERT!!! DON'T FEED THA LIL' MOUSE CRITTERS!”

Voracious Lemmings appear for all intents and purposes to be normal Lemmings. In other words, small furry rodent beasts. This should be your first clue to start smashing them. Seriously. Especially before they get to the grain supplies. Or any other food supplies for that matter. Magical Beasts, the Voracious Lemmings can eat any amount of food and never seem to not be hungry. In fact the more they eat, the bigger they get. They aren't encountered very often, which has led to the belief that they are a bizarre magical mutation cause by unknown circumstances, or a vengeful madman who is beyond the understanding of other people. After all if you wanted revenge this seems to be an odd and roundabout way...

Even worse the Lemmings seem to gain intelligence with size, and the bigger they get the more they seem to understand basic tactics. Meaning the bigger they get, the harder it is to trap them. The best idea really is to kill them before they get too big. Eventually they can understand Common but not speak it.

Munching (Ex): The Voracious Lemming weighs one pound, and can eat approximately a half pound of food per round. It converts half of that food to body mass, and upon reaching 9 pounds it becomes a Small Voracious Lemming. It can eat virtually any organic matter without harm, and receives a +8 Racial Bonus against ingested poisons and disease.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

Combat: Voracious Lemmings generally avoid too much fighting until they get their Swallow Whole ability, which they will try to use at their earliest opportunity. At larger sizes they will rely on intimidation and their large size. At their biggest they even have a sense of rudimentary tactics.


-=-=-=-=-=-=-

Voracious Lemming
Small Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +2
Speed: 25 ft (5 squares), Climb 25 ft.
Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +1/-4
Attack: Nibble +3 melee (1d3-1)
Full Attack: Nibble +3 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Munching
Special Qualities: Low Light Vision, Dark Vision 60', Scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 8, Dex 15, Con 12, Int 2, Wis 12, Cha 6
Skills: Climb +7, Hide +6, Listen +3, Move Silently +6, Spot +3
Feats: Alertness, Weapon Finesse (B)
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----


Munching (Ex): The Voracious Lemming weighs 9 pounds, and can eat approximately a pound of food per round. It converts half of that food to body mass, and upon reaching 30 pounds it gains another Hit Die, and when it reaches 61 pounds it becomes a Medium Voracious Lemming. It can eat virtually any organic matter without harm, and receives a +8 Racial Bonus against ingested poisons and disease.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

-=-=-=-=-=-=-

Voracious Lemming
Medium Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +1
Speed: 30 ft (6 squares), Climb 30 ft.
Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+4
Attack: Nibble +4 melee (1d4+1)
Full Attack: Nibble +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Munching, Improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60', Scent
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 12, Dex 13, Con 14, Int 2, Wis 14, Cha 8
Skills: Climb +9, Hide +4, Listen +4, Move Silently +4, Spot +4
Feats: Alertness, Endurance
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 61 pounds, and can eat approximately 4 pounds of food per round. It converts half of that food to body mass, and upon reaching 207 pounds it gains another Hit Die, at 353 pounds it gains a second Hit Die, and when it reaches 501 pounds it becomes a Large Voracious Lemming. It can eat virtually any organic matter without harm, and receives a +8 Racial Bonus against ingested poisons and disease.

Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them. The swallowed creature takes 1d6+1 damage and 1 point of acid damage per round it remains in the Lemmings stomach. It may cut it's way out with a Light slashing or piercing weapon by doing 10 damage to the Lemmings stomach (AC 11). Once the creature exits muscular action closes the hole and other victims must cut their own way out. A Lemmings stomach may hold 2 Tiny, 4 Diminutive, or 8 Fine opponents.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

-=-=-=-=-=-=-

Voracious Lemming
Large Magical Beast
Hit Dice: 6d10+30 (63 hp)
Initiative: +1
Speed: 40 ft (8 squares), Climb 30 ft.
Armor Class: 15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 14
Base Attack/Grapple: +6/+15
Attack: Nibble +10 melee (1d6+7)
Full Attack: Nibble +10 melee (1d6+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Munching, Improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60', Scent, DR 5/Magic
Saves: Fort +10, Ref +6, Will +4
Abilities: Str 20, Dex 13, Con 20, Int 3, Wis 14, Cha 10
Skills: Climb +13, Hide +2, Listen +4, Move Silently +5, Spot +4
Feats: Alertness, Diehard, Endurance
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 501 pounds, and can eat approximately 16 pounds of food per round. It converts half of that food to body mass gaining an extra Hit Die roughly every extra 584 pounds, and when it reaches 4001 pounds it becomes a Huge Voracious Lemming. It can eat virtually any organic matter without harm, and receives a +8 Racial Bonus against ingested poisons and disease.

Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them. The swallowed creature takes 2d4+5 damage and 5 points of acid damage per round it remains in the Lemmings stomach. It may cut it's way out with a Light slashing or piercing weapon by doing 15 damage to the Lemmings stomach (AC 12). Once the creature exits muscular action closes the hole and other victims must cut their own way out. A Lemmings stomach may hold 2 Small, 4 Tiny, 8 Diminutive, or 32 Fine opponents.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

-=-=-=-=-=-=-

Voracious Lemming
Huge Magical Beast
Hit Dice: 12d10+120 (186 hp)
Initiative: +5
Speed: 40 ft (8 squares), Climb 20 ft.
Armor Class: 19 (-2 Size, +1 Dex, +10 Natural), touch 9, flat-footed 18
Base Attack/Grapple: +12/+30
Attack: Nibble +20 melee (2d4+15/19-20)
Full Attack: Nibble +20 melee (2d4+15/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Munching, Improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60', Scent, DR 10/Magic, SR 18
Saves: Fort +18, Ref +9, Will +7
Abilities: Str 30, Dex 13, Con 30, Int 5, Wis 16, Cha 12
Skills: Climb +18, Hide +1, Listen +5, Move Silently +8, Spot +5
Feats: Alertness, Diehard, Endurance, Improved Critical (Bite), Improved Initiative
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 4001 pounds, and can eat approximately 64 pounds of food per round. It converts half of that food to body mass gaining an extra Hit Die roughly every extra 2,333 pounds, and when it reaches 32,001 pounds it becomes a Gargantuan Voracious Lemming. It can eat virtually any organic matter without harm, and receives a +8 Racial Bonus against ingested poisons and disease.

Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them. The swallowed creature takes 2d6+10 damage and 10 points of acid damage per round it remains in the Lemmings stomach. It may cut it's way out with a Light slashing or piercing weapon by doing 25 damage to the Lemmings stomach (AC 15). Once the creature exits muscular action closes the hole and other victims must cut their own way out. A Lemmings stomach may hold 2 Medium, 4 Small, 8 Tiny, or 32 Diminutive or smaller opponents.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

-=-=-=-=-=-=-

Voracious Lemming
Gargantuan Magical Beast
Hit Dice: 24d10+360 (462 hp)
Initiative: +4
Speed: 40 ft (8 squares), Climb 10 ft.
Armor Class: 24 (-4 Size, +18 Natural), touch 6, flat-footed 24
Base Attack/Grapple: +24/+51
Attack: Nibble +36 melee (2d6+22/19-20)
Full Attack: Nibble +36 melee (2d6+22/19-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: Munching, Improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60', Scent, DR 15/Magic, SR 25
Saves: Fort +29, Ref +8, Will +11
Abilities: Str 40, Dex 10, Con 40, Int 6, Wis 16, Cha 16
Skills: Climb +23, Hide +3, Listen +5, Move Silently +12, Spot +5
Feats: Alertness, Cleave, Diehard, Endurance, Great Cleave, Improved Critical (Bite), Improved Initiative, Power Attack, Weapon Focus (Bite)
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 15
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 32,001 pounds, and can eat approximately 256 pounds of food per round. It converts half of that food to body mass gaining an extra Hit Die roughly every extra 9,083 pounds, and when it reaches 250,001 pounds it becomes a Colossal Voracious Lemming. It can eat virtually any organic matter without harm, and is now immune to poison and disease.

Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them. The swallowed creature takes 2d8+15 damage and 15 points of acid damage per round it remains in the Lemmings stomach. It may cut it's way out with a Light slashing or piercing weapon by doing 35 damage to the Lemmings stomach (AC 19). Once the creature exits muscular action closes the hole and other victims must cut their own way out. A Lemmings stomach may hold 2 Large, 4 Medium, 8 Small, or 32 Tiny or smaller opponents.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

-=-=-=-=-=-=-

Voracious Lemming
Colossal Magical Beast
Hit Dice: 48d10+1008 (1272 hp)
Initiative: +4
Speed: 40 ft (8 squares)
Armor Class: 40 (-8 Size, +38 Natural), touch 2, flat-footed 40
Base Attack/Grapple: +48/+84
Attack: Nibble +61 melee (2d8+30/19-20)
Full Attack: Nibble +61 melee (2d8+30/19-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: Munching, Improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60', Scent, DR 20/Epic, SR 30
Saves: Fort +46, Ref +26, Will +19
Abilities: Str 50, Dex 10, Con 50, Int 8, Wis 16, Cha 20
Skills: Climb +20, Hide +5, Listen +10, Move Silently +20, Spot +10
Feats: Alertness, Awesome Blow, Cleave, Devastating Critical (Bite), Diehard, Endurance, Great Cleave, Greater Mighty Roar, Improved Critical (Bite), Improved Bull Rush, Improved Initiative, Improved Toughness, Mighty Roar, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Weapon Focus (Bite)
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 21
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 250,001 pounds, and can eat approximately 1024 pounds of food per round. It converts half of that food to body mass gaining an extra Hit Die roughly every extra 36,458 pounds, and when it reaches 2,000,001 pounds it becomes a Super Extra Deluxe Biggie Size Voracious Lemming. It can eat virtually any organic matter without harm, and is now immune to poison and disease.

Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them. The swallowed creature takes 4d6+20 damage and 20 points of acid damage per round it remains in the Lemmings stomach. It may cut it's way out with a Light slashing or piercing weapon by doing 50 damage to the Lemmings stomach (AC 29). Once the creature exits muscular action closes the hole and other victims must cut their own way out. A Lemmings stomach may hold 2 Huge, 4 Large, 8 Medium, or 32 Small or smaller opponents.

-=-=-=-=-=-=-

Voracious Lemming
Super Extra Deluxe Biggie Size Magical Beast
Hit Dice: 96d10+2496 (3024 hp)
Initiative: +8
Speed: 50 ft (10 squares)
Armor Class: 52 (-16 Size, +58 Natural), touch 0, flat-footed 52
Base Attack/Grapple: +96/+141
Attack: Nibble +106 melee (4d6+37/19-20)
Full Attack: Nibble +106 melee (4d6+37/19-20)
Space/Reach: 40 ft./30 ft.
Special Attacks: Munching, improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60', Scent, DR 30/Epic, DR 10/-, SR 30, Fast Healing 10
Saves: Fort +81, Ref +50, Will +63
Abilities: Str 60, Dex 10, Con 60, Int 10, Wis 20, Cha 24
Skills: Climb +25, Hide -20, Listen +7, Move Silently +0, Spot +7
Feats: Alertness, Awesome Blow, Cleave, Defensive Sweep, Devastating Critical (Bite), Diehard, Endurance, Epic Endurance, Epic Fortitude, Epic Will, Gape of the Serpent, Great Cleave, Greater Mighty Roar, Greater Powerful Charge, Great Fortitude, Improved Critical (Bite), Improved Bull Rush, Improved Initiative, Improved Toughness, Indomitable Soul, Iron Will, Mighty Roar, Overwhelming Assault, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Powerful Charge, Shock Trooper, Steadfast Determination, Superior Initiative, Weapon Focus (Bite)
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 33
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 2,000,001 pounds, and can eat approximately 4096 pounds of food per round. It converts half of that food to body mass gaining an extra Hit Die roughly every extra 145,832 pounds. It can eat virtually any organic matter without harm, and is now immune to poison and disease.

Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them. The swallowed creature takes 4d8+25 damage and 25 points of acid damage per round it remains in the Lemmings stomach. It may cut it's way out with a Light slashing or piercing weapon by doing 65 damage to the Lemmings stomach (AC 39). Once the creature exits muscular action closes the hole and other victims must cut their own way out. A Lemmings stomach may hold 2 Gargantuan, 4 Huge, 8 Large, or 32 Medium or smaller opponents.

-=-=-=-=-=-=-


Lore
Characters with ranks in Knowledge (Nature) may have heard of Voracious Lemmings. When the character makes a skill check, the following lore is revealed, including the information from lower DC's.

{table]DC|Lore
10| Voracious Lemmings resemble normal Lemmings except they can be found anywhere and have bottomless pits for stomachs.
15| The more Voracious Lemmings eat the bigger they get.
20| As Voracious Lemmings get bigger they get more intelligent and increase in power.[/table]

Plot Hook
The PC's are hired to find out who has stolen the grain stores of a local village. Bad news is it was Lemmings. The PC's need to find a way to get the villagers food, or get them moved out to somewhere that can help them before winter sets in.
The PC's are hired to contact a missing merchant, and find a deserted village with one really big rodent. You can pretty much guess whats happened.
The Monarch of Florida has given a pet fluffy to the PC's to deliver to the King of El Grande as a present and peace offering. The PC's are a little concerned when it always seems hungry, particularly when it starts getting bigger. It's possible they've been had...
A rogue artifact has transformed the local Lemming population into Voracious Lemmings, and it's a race against time for the PC's to wipe them out before they get too powerful.

Bhu
2010-06-02, 12:35 AM
I finally got a chance to try and update my threads today. I was only able to do a lil bit on the three requests im working on here, but with luck theyll be done tomorrow.

Bhu
2010-06-03, 10:46 PM
Butt Monkey is done, other two are almost done.

Bhu
2010-06-04, 11:28 PM
and the swarms are done
shall i do more mutant fish?

Debihuman
2010-06-05, 04:15 AM
Looks like the DC is missing from Pirhanakeet Swarm's Distraction special ability. It looks like it should be 16 not xx.

Debby

DracoDei
2010-06-05, 07:24 AM
A bit more physical description of the piranhakeets might be nice... do they have fangs? If so, are they always visible, or only when they open their beaks?

LordShotGun
2010-06-05, 03:06 PM
How about some kind of hypnotic construct that uses flashing lights to confuse, distract, and eventually turn it's "viewers" into its slaves or even steal souls.


Bonus points if some kind of demon/devil uses this construct to gain underlings and some branchs of hell have slave wars by trying to boost the power of these constructs or by changing the hypnotic patterns.

Like T.V. :smallbiggrin:

Bhu
2010-06-07, 11:40 PM
I fixed the Pirhanakeet

Demonic televisions? hmm...

Idiot Box
Small Construct
Hit Dice: 6d12 (49 hp)
Initiative: +0
Speed: 0 ft. (0 squares)
Armor Class: 17 (+1 Size, +6 Natural), touch 11, flat-footed 17
Base Attack/Grapple: +4/+4
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: OBEY ME!, Fascinate Viewers
Special Qualities: Dark Vision 60', Construct traits
Saves: Fort +2, Ref +2, Will +7
Abilities: Str -, Dex -, Con -, Int 16, Wis 16, Cha 24
Skills: Bluff +13, Diplomacy +13, Gather Information +13, Intimidate +12, Knowledge (Local) +9, Listen +8, Sense Motive +9, Spot +9
Feats: Ability Focus (OBEY ME!, Fascinate Viewers), Iron Will
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: 7-12 HD (Medium)
Level Adjustment: ---

"Bert...why the hell is everyone staring at that box?"

"Ah dunno...but it creeps me out."

Idiot Boxes are metal cubes with glass screens on one or more sides. They project various odd scenes onto the glass to attract the attention of nearby victims. Once they have their attention they slowly creep into their minds leaving them ever more Fascinated. Eventually they become enslaved to the box, and it begins issuing them commands. The Devils use it to gain slaves for the Blood Wars, and of course a few souls along the way. Idiot Boxes speak Common, Infernal, and two other languages.

OBEY ME!(Su): Once per minute the Idiot Box can force any one being that has failed a Saving Throw against it's Fascinate ability to make a DC 22 Willpower Save (Save DC is Charisma based) or be affected as if by a Dominate Person spell (Caster Level is equal to double Hit Dice).

Fascinate Viewers (Su): Any being within 60' that can see the Idiot Box must make a DC 22 Willpower Save (Save DC is Charisma based) or be Fascinated until they make a successful Will Save (they get another Save each minute) or they take damage or have a spell/power/ability successfully used on them.

Combat Idiot Boxes rarely fight. They just kind of sit there fascinating people and mind controlling them. Usually they have a few demonic servants to ensure they aren't attacked.

Bhu
2010-06-08, 11:36 PM
any other TV themed powers besides fascination and mind control you'd like to se for the idiot box?

Bhu
2010-06-11, 12:03 AM
Sorry for the delays. been out job hunting. The Idiot Box is almost done.

Bhu
2010-06-14, 11:03 PM
think the Idiot Box CR is fair?

Sorry for the delays been having rl problems

Mimic Sheep
Medium Magical Beast (Shapeshifter)
Hit Dice: 5d10+5 (32 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +5/+5
Attack: Butt +6 melee (1d6)
Full Attack: Butt +6 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shapeshift
Special Qualities: Dark Vision 60'
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 10, Dex 12, Con 12, Int 16, Wis 14, Cha 18
Skills: Bluff +9, Hide +6, Knowledge (Geography, Local) +8, Listen +7, Move Silently +6, Search +8, Spot +7
Feats: Iron Will, Weapon Finesse
Environment: Any
Organization: Solitary, Pair, or Gang (3-6)
Challenge Rating: 5
Treasure: Standard, double magic items
Alignment: Usually Neutral or Chaotic Evil
Advancement: By Character Class, usually Sorcerer
Level Adjustment: ---

"Bert whut the hell you doin'?"

"I say Abner old boy, I'm giving this wench the ravishing she jolly well deserves."

"..."

"I got that wrong didn't I?"

"Yup...you don't spose you wanna explain where Burt is before I bury this axe in yer forehead?"

Mimic Sheep are the evil pranksters of nature. Appearing to be normal sheep, they're ability to change shape into nearly anything gives them the opportunity to wreak endless havoc. If they had focus they could probably rule the world but they're satisfied with being utter bastards. They are known for endless pranks like dating famous individuals and spontaneously shifting gender in public so their significant other is accused of having a sexuality outside the mainstream, filling pit traps full of giant leeches, hypnotizing giant ticks and placing them on the faces of sleeping victims, and committing robbery, rape and other ghastly crimes while impersonating others. They also like to shapeshift into bird form and poop on townsfolk, because birds can get away with this. Mimic Sheep speak Common and up to 3 other languages.

Shapeshift (Su): Mimic Sheep may cast Shapechange as a Supernatural Ability a number of times per day equal to their Charisma Modifier. Caster Level is equal to Hit Dice.

Combat: Mimic Sheep are never straightforward combatants. They always prefer deception and trouble making to open brawling, and if faced with serious violence will flee to enrage that same victim another day. Some of them have devoted their lives to screwing over the same people. They also tend to learn magic and acquire as many items as they can to help them in their schemes.

Bhu
2010-06-16, 11:26 PM
Any objections to CR 5 for the Mimic Sheep? Shapechange gives them a lil oomph

Bhu
2010-06-17, 08:53 PM
THE GUPPY FOLK

Picture URL if you have one

"Don't tell fish stories where the people know you; but particularly, don't tell them where they know the fish."

The Guppy Folk are multi colored bipedal fish people with large eyes. Colors and fin size vary widely.

GUPPY FOLK RACIAL TRAITS
· +2 Dex, +2 Wis, +2 Cha, -6 Str (minimum 3)
· Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
· Monstrous Humanoid with the Aquatic and Amphibious Subtypes, giving you Darkvision 60'.
· Base Land speed 10'
· Base Swim speed 30'
· Blindsense (Ex): Guppies can sense other corporeal creatures within 60' when underwater as if they had Blindsight.
· Guppies have a +8 Racial Bonus to Listen and Swim Checks, and can always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.
· Automatic Languages: Common and Guppy. Bonus Languages: Bonus languages generally depend on who or what lives nearby.
· Level Adjustment: +0
· Favored Class: Druid

STARTING AGE
Adulthood: 14
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 30
Old: 45
Venerable: 60
Maximum Age: +2d10 years

HEIGHT AND WEIGHT
Base Height: Male: 7" Female: 6"
Height Modifier: +1d4"
Base Weight: Male: 8 lbs. Female: 7 lbs.
Weight Modifier: x1 lb.

GUPPY CHARACTERS
Guppies are good for those of you who want an aquatic themed caster of some sort. Their size and stats make them pretty decent Divine casters.
Adventuring Race: Guppies tend to go on adventures for idealistic reasons more than glory or gold. They want to change the world as oppose to rule it or steal it's stuff.
Character Development: Given their stats, you're probably better off going for a Divine caster. You have the perfect set up for it with your stats. You should probably do something about your Size disadvantage though.
Character Names: Guppy names tend to be descriptive of either physical attributes (Bigeyes, Redfins, Black Tail) or deeds (Basskiller) or something the Guppy is noted for. Surnames are generally unhearable by most races.

ROLEPLAYING A GUPPY
As a Guppy your brightly colored, exotic, and tend to attract attention. This can be both good and bad, and you need to learn to use this to your advantage before others use it to your disadvantage.
Personality: Male Guppies can be a tad aggressive during breeding season, and are well known for their obsession with mating at this time. Well that, and being increasingly territorial and likely to bully outsiders. Otherwise they tend to be champions of Nature, doing their best to ensure the waterways remain clean. By force if they have to.
Behaviors: Beings who throw trash in the rivers are fair game. Everyone else gets respect, but polluters can be gigged at will. Keep the weirdos of the other races away from your women. God knows what they'll do with them if they get the chance.
Language: Guppy is a fairly high pitched language understandable only to Guppies. Many of it's tones are outside the human range of hearing. It has no written form.

GUPPY SOCIETY
Guppies are an odd society with males and females not really associating with one another outside of the breeding season. Most males tend towards jobs that protect or interact with the environment (hunters, Druids, priests) while the women tend to stick to home with their masses of children. THis does not mean they are dumb housewives, as most scholarly work done by Guppies is accomplished by the women.
Alignment : Guppies have strong tendencies towards pure neutrality. If no one bothers them, they don't bother them back. Pollute their streams and homes, and then you discover the teeny fish people aren't exactly pacifistic. And they have lots of truly weird magic items thy find o nthe bottom.
Lands : Guppies prefer Warm waters to live in, usually near islands or jungles.
Settlements : When they settle they prefer aquatic areas far from land dwelling civilizations. That way they avoid pollution in their homes.
Beliefs : Guppies prefer Variel the Fish God or the Nature Pantheon. Many are also Druidic.
Relations: Guppies aren't fond of land dwellers as they tend to accidentally hook the kids while fishing, or pee in the water. They do make exceptions for those environmentally friendly races who don't pollute the water ways though.

GUPPY ADVENTURES
· Something upstream has been polluting the river. Your team is being asked to find out how.
· The local fishermen have gotten ticked that you have been scaring off their catch since you moved into the lake, and have decided to try catching your children instead. Needless to say this will end in blood, recriminations, and a lot of summoned monsters.
· The local Orcs have decided your people are tasty. You have decided the Orcs are right bastards and need taught a lesson. Therefore your team has been chosen to activate a Relic near their village that will cause the sky to rain zombified buffalo.



GUPPY RACIAL SUBSTITUTION LEVELS


DRUID
Level 2: Replace Woodland Stride with Fast Swimmer
Fast Swimmer (Ex): Your Base Swim Speed increases by +20'
Level 3: Replace Trackless Step with Scentless
Scentless (Ex): You have no Scent and cannot be tracked or detected via the Scent ability.

CLERIC
Level 1: Replace Spontaneous Casting with Spontaneous Casting: Summon
Spontaneous Casting: Summon: You now have Summon Nature's Ally I-IX on your spell list but may only summon animals with the Aquatic trait or Water Elementals. You spontaneously cast these spells instead of Cure or Inflict spells.
Level 1: Replace Turn/Rebuke Undead with Rebuke Sea Life
Rebuke Sea Life (Su): Instead of Rebuking Undead you may Rebuke any opponent with the Aquatic Subtype or the Amphibious ability.

Favored Soul
Level 17: Replace Wings with Speed
Speed (Ex): Your Base Swim Speed increases to 80'





GUPPY FEATS


Summon Fishbowl
You can summon a magical globe of force filled with water to protect you or other aquatic creatures on land.
Prerequisites: Guppy, Must know the Water Breathing Spell, and any 3rd level spell form the Abjuration school
Benefits:

Improved Summon Fishbowl
You can now summon Fishbowls for a small group.
Prerequisites: Guppy, Summon Fishbowl
Benefits:

Greater Summon Fishbowl
Your personal Fishbowl gains some options.
Prerequisites: Guppy, Improved Summon Fishbowl
Benefits:

Epic Summon Fishbowl
You can summon a truly Epic Fishbowl.
Prerequisites: Guppy, Greater Summon Fishbowl
Benefits:

Curse of the Guppy Folk
Your curse causes land dwellers to gain the Aquatic Subtype, meaning they can't breathe air.
Prerequisites: Guppy, Must be able to cast Bestow Curse
Benefits: When you cast Bestow Curse you can choose instead to give your opponent the Aquatic Subtype. Which can be bad if you do it when there's no water around. This curse can be removed in the usual manner and is otherwise identical to the Bestow Curse spell.

Curse of the Guppy Eyes
Your curse causes your opponent to gain huge round eyes.
Prerequisites: Guppy, Curse of the Guppy Folk
Benefits: When you cast Bestow Curse you can choose instead to curse your opponent so that he automatically fails all Saving Throws against Gaze Attacks. This curse can be removed in the usual manner and is otherwise identical to the Bestow Curse spell.

Curse of the Goldfish Bowl
Your opponent is imprisoned in a Fishbowl.
Prerequisites: Guppy, Summon Fishbowl, must be able to cast Bestow Curse
Benefits:

Curse of Fin Rot
Your curse causes your opponent to have difficulties in the water.
Prerequisites: Guppy, Curse of the Guppy Folk
Benefits: When you cast Bestow Curse instead of the usual effect you can curse your opponent to automatically Fail all Swim Checks. This curse can be removed in the usual manner and is otherwise identical to the Bestow Curse spell.

Bhu
2010-06-20, 10:04 PM
Think LA +0 is fair?

Bhu
2010-06-22, 11:18 PM
Anyone still out there reading?

Bhu
2010-06-24, 06:34 PM
Guess thats a no. Well whilst I finish the Guppy critters lemme know if theres requests.

Debihuman
2010-06-24, 06:41 PM
I'm still reading. I'm just not good with PC races.

Debby

Mulletmanalive
2010-06-24, 06:48 PM
I too read but only in chunks. I like reading the finished products, I find it hard to see where you're going with any given thing while you're working.

I liked the Pihrannakeets and the Idiot Box.

I'm utterly in love with your Witch template and i've been trying to figure out a Dragon Disciple type class that would allow you to gain it over a bunch of levels. As a +4 template, it's a bit of a glass cannon that has to be used incredibly carefully too...

Shademan
2010-06-25, 04:58 PM
I'm also still around. remember that if you ever want a pic of a race, you can ask me! 8D

Bhu
2010-06-25, 08:19 PM
I'm also still around. remember that if you ever want a pic of a race, you can ask me! 8D

A GUppy Folk would be most awesome :smallcool:

Shademan
2010-06-26, 08:21 AM
fish people are awlays funny.
but are they humanoid fish? or fishanoid humans?

also: don't think I've forgotten my promise to draw Bert and Abner!

Bhu
2010-06-26, 12:34 PM
THink guppies with ams and legs

DracoDei
2010-06-26, 12:50 PM
I am much more distracted these days and by the time something is complete enough for me to comment on, it is a page back or something. I click your threads to go to new posts... but there is rarely anything to say on the NEWEST stuff. Maybe if when you gave status update messages ("Slugfolk special abilities now roughed out." etc) you gave a link? I dunno...

Bhu
2010-06-26, 06:17 PM
Everything should have a page number listed to it's name on the front page list. I'll go back through it again to make sure it's all there. Guppies are done cept Racial Feats. Trying to decide on whats next. Prolly gonna go for a few mutant human races.

Debihuman
2010-06-26, 06:47 PM
I dunno about racial feats for guppy folk necessarily. I'd like some feats to be usable by other fish-like creatures like kuo-toa or sahuagin. (Yes, I know the kuo-toa aren't open content but they're still cool).

Debby

Shademan
2010-06-27, 01:53 PM
THink guppies with ams and legs

just googled it. didnt know it was a fish actually called Guppie

Bhu
2010-06-28, 09:35 PM
Whilst I finish the Guppy Feats...


DANUBANS (aka The Fat Bastards)

Picture URL if you have one

"What did you call me?"

The Danubans are enormously fat humans. The males tend to be bearded with dark hair and eyes, and the hair/eye color of women varies (though brunettes and blonds are common).

DANUBAN RACIAL TRAITS
· Males: +2 Int, +4 Wis, -2 Dex, -2 Con, -2 Cha Females: +2 Str, +2 Wis, -2 Dex, -2 Con
· Medium
· Humanoid (Human)
· Base Land speed 20'
· Thick Boned: The Danubans Constitution is considered 4 points higher for purposes of determining hit points only.
· Biggie Sized: The Danubans are considered to be Large for purposes of Opposed Combat Checks (Grapple, Bull Rush, etc), but take a -1 Penalty to Dexterity Based skills due to awkwardness.
· Damage Reduction 2/-. This stacks with similar DR gained from Class abilities such as Barbarian.
· Automatic Languages: Common. Bonus Languages: Bonus languages generally depend on who or what lives nearby.
· Level Adjustment:
· Favored Class: Any Class with Full BAB if female, or any casting class based off of Int if male.

STARTING AGE
Adulthood: 14
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 30
Old: 45
Venerable: 60
Maximum Age: +2d10 years

HEIGHT AND WEIGHT
Base Height: Male: 4'10" Female: 4'5"
Height Modifier: +2d10"
Base Weight: Male: 200 lbs. Female: 150 lbs.
Weight Modifier: (x2d6) lbs.

DANUBAN CHARACTERS
If you'd like an arcane caster a little more durable than usual, a male Danuban works. And if you want a big ole fighting tank their women are slow but tuff.
Adventuring Race: For the Danubans it's generally about pride, glory, greed, or the need for revenge. They aren't nicknamed the Fat Bastards for nothing.
Character Development: Remember you are somewhat slower than other Medium races and to take that into account in builds. Also keep in mind your penalties to Dex based skills when designing your PC.
Character Names: Use Austrian or German names for Danubans.

ROLEPLAYING A DANUBAN
Your race has a reputation for being petty, snide, sarcastic, and generally antisocial. And that's because you are. It's ingrained in your races psyche. You don't mean it as personally as some people think (well, some of you don't) but most people take it that way. Possibly because they haven't grown up in a culture as competitive and aggressive as your own.
Personality: Danubans believe in personal success and social reputation strongly (some would say above all else). So they tend to take personal attacks quite strongly, and they have a strong vengeful streak. Stealing from one or denying them an opportunity is generally not advised as they will devote their lives to destroying you.
Behaviors: Danubans spend much of their time either working to get ahead, or networking in their time off. Every moment is an opportunity for something. Either a way to gain favor, or allies, or wealth, or power. Not taking that opportunity is considered a possible sign of mental deficiency amongst them.
Language: Danubans generally speak Common.

DANUBAN SOCIETY
Danubans are highly competitive. They always want to be seen as first among others, either the richest, or the most powerful, or the strongest in some way. They do not rest until they have proved themselves to be better than those around them. Their take no prisoners attitude doesn't exactly make them friends in many places.
Alignment : Danubans are largely Lawful, as a system of rules in place gives them a system to exploit for their own gain (meaning they also have some tendencies towards Evil, though not as strongly as some may believe).
Lands : Most Danubans live in Danubus (at least in my campaign).
Settlements : Often being merchants or in other professions where serious money is to be made, Danubans tend to settle along major trade routes.
Beliefs : The Danubans tend to worship the Professional Pantheon, and whatever other Gods are popular locally in order to get more business.
Relations: Danubans look upon other races with equal measures of disdain, and thoughts of opportunity. On the one hand they're annoying and get in the way. On the other hand they can mean money and power.

DANUBAN ADVENTURES
· The leader of your Guild has announced a contest for promotion. Whichever of you can bring the most money in by whatever means gets it. And you just happen to know where a large repository of cash is being guarded. Now if only you had 3 or more larcenous minded friends to help you liberate it...
· You were going to be made partner in a local Merchants collective, until someone black balled you. They must be made to pay. And the collective as well. Hell you may as well burn the city while you're at this.
· A relative wants you to field test some of his latest inventions. You think the lightweight Plate Mail will be nice, but the Monkey Launcher makes you nervous...




DANUBAN RACIAL SUBSTITUTION LEVELS


BARBARIAN
Level 1: Replace Fast Movement and Illiteracy with Immovable.
Immovable (Ex): You gain a +4 Circumstance Bonus to resist Bull Rush, Grapple, Overrun, and Trip Checks.
Levels 3, 6, 9, 12, and 15: Replace Trap Sense with Heavy Armor Optimization
Heavy Armor Optimization (Ex): You gain proficiency with Heavy Armor at Level 3. At levels 6, 9, 12, and 15 the Armor Check Penalty you suffer when wearing Heavy Armor is lessened by 1.

Wizard
Level 1: Replace Summon Familiar with Arrogant Prick
Arrogant Prick (Su): Being quite full of yourself you have an absolute certainty your spells will work. Once per encounter if your opponent successfully Saves against a spell you cast you can make him re roll that Save, but must stick with the new result.

CLERIC
Level 1: Replace Turn or Rebuke Undead with
Ability (Ex):





DANUBAN FEATS


Unstoppable Force
des
Prerequisites: Danuban
Benefits:

Immovable Object
des
Prerequisites: Danuban
Benefits:

Throwing Your Weight Around
des
Prerequisites: Danuban
Benefits:

Weighty Words
des
Prerequisites: Danuban
Benefits:

Weighty Matters
des
Prerequisites: Danuban
Benefits:

Weighty Secrets
des
Prerequisites: Danuban
Benefits:

Weighty Decision
des
Prerequisites: Danuban
Benefits:

Weighty Tomes
des
Prerequisites: Danuban
Benefits:

Bhu
2010-06-30, 06:22 PM
I got a surprise offer for work this week. It' short term stuff, and it'll prolly interfer with my posting, but I still have wekends to catch up.

Shademan
2010-07-01, 04:12 PM
I'll have the guppie pic by monday

speaking of turnipses, Is there any monster/race the people reading this stuff wanna see?
lemme hear it

scanner dead. this might take some time....

Bhu
2010-07-02, 10:01 PM
Posting will be twitchy a few weeks. The temp job i took expanded to 10 hour days, and the place is an hours drive away, which leaves me a 4 hour window or less to post each night, and do my online job.

LordShotGun
2010-07-03, 12:25 PM
Well anyone who has read about dragon will proably know that they have several cat like characteristics so.... how about some kinda of dragonic cat?

Maybe with a few different power levels because I'd love to have both a familiar dragon/cat and maybe a dragon/cat mount.

Hell, cats are pretty intelligent so maybe it could even be a PC race with racial levels.

Lyndworm
2010-07-03, 12:30 PM
I know of at least two preexisting dragon/cat hybrids in D&D.

The first is the Dragonne, the second is the Phynxkin.

LordShotGun
2010-07-03, 06:35 PM
Are either one of them something you may find on the shoulder of a wizard? If not, then thats something I request please.

Edit: BTW what books are thoose two in?

Bhu
2010-07-04, 08:41 PM
Dragonne is big, and its in the MM. The Phynxkin can be a companion, and its in the Draconomicon.

Bhu
2010-07-04, 08:54 PM
Danuban updated, and I also need to get a head start on a request for cs

http://i9.photobucket.com/albums/a78/Cyanide_Soul/wtf.jpg

Psychic Parasite
Tiny Aberration (Psionic)
Hit Dice: 1d8+2 (6 hp)
Initiative: +2
Speed: 15 ft. (3 squares), Climb 15 ft.Swim 15 ft.
Armor Class: 15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-12
Attack: Feed +4 melee touch (Feed)
Full Attack: Feed +4 melee touch (Feed)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Feed, Psi-like Abilities
Special Qualities: Dark Vision 60'
Saves: Fort +2, Ref +2, Will +6
Abilities: Str 3, Dex 14, Con 14, Int 2, Wis 18, Cha 2
Skills: Climb +10, Concentration +4, Hide +10, Listen +4, Move Silently +4, Spot +4, Swim +10
Feats: Weapon Finesse
Environment: The Far Realms
Organization: Solitary or Swarm (10-20)
Challenge Rating: 1
Treasure: None
Alignment: Usually Neutral
Advancement: ---
Level Adjustment: ---


"Bert...wake up Bert..."

Sighs "Whut Abner?"

"What the hell is that on Bob's head?"

"HOLY (beeeeep)! BOB! WAKE UP BOB! YOU GOT A BRAIN SQUID!"

Psychic Parasites are pests of the Far Realms who feed on the energy of psionically aware individuals (and sometimes on the mental energy of not so aware individuals). Even worse the more they feed the smarter they get temporarily, so they can be quite annoying to get rid of once they've infested an area. Fortunately they rarely escape the Far Realms, but they're a major pain if they do.

Feed (Su): With a successful melee touch attack a Psychic Parasite can feed on it's victims mental energy. If it's opponent is Psionic and fails a DC 14 Willpower Save (Save DC is Wisdom based) he loses 1d6 power points, and the Save DC of the feed ability increases by 1 for the next hour (multiple successful Feed attempts result in cumulative bonuses to the Save DC. For every 5 power points the Parasite drains it gains 1 Int or 1 Wisdom (it's choice) for 1 hour. If the opponent is not Psionic, 2 successful Feed attempts drain 1 point of Intelligence, and the Parasite gains that point for 1 hour.

Psi-Like Abilities (Ps): The Psychic Parasite may use the following powers as Psilike abilities (Manifester Level is 3rd):

At will: Detect Psionics, Psionic Daze
3/day: Energy Emanation

Skills: Psychic Parasites get a +8 to Climb and Swim Checks, and may Always Take 10 on Climb or Swim Checks. They may also use their Dex Modifier instead of their Str Modifier for these skills.

Combat: Psychic Parasites initially target Psionic individuals. If there are none they prefer easy prey (i.e. no magical abilities or tough defenses), and they take a quick snack before fleeing. Against Psionics they tend to wait for them to sleep before sneaking in to feed.

Shademan
2010-07-05, 05:19 PM
Bhu! how would you like to stat out a god for me?

Bhu
2010-07-05, 05:28 PM
WHat did ou have in mind?

Shademan
2010-07-05, 05:43 PM
hoh boy it is WAY to late in the evening to write up everything I got on the netherking. I'll give it to ya in the morning.
but if you INSIST, I guess I can reveal this: chaotic evil. domains should be: magic, warlocks, undeath, monsters,evil etc
yeah I know those are not all domains but ... you know...keywords
I'll get a description, some story and anything else you need tomorrow.
VERY tired now. its past midnight, sleep yes. spelling...fail...

Shademan
2010-07-06, 04:51 AM
Ok lets see, where to start.
In the campaign world I have created every country have a different set of gods (the country where I plan to put the players have the PHB gods) but every religion on the planet share the same mythic villain... The Netherking. enemy of all natural life and of the gods themselves.
After a long war between the gods(yes, every single god fought against him) and the netherking they managed to seal him away in his own realm, bound to his throne by the chains of life. after centuries of imprisonment, the netherking have withered. now, hhis form is that of a skeleton covered with his old skin. He have four long horns jutting from his fanged face. He bears a crown of barbed wire and a long, ragged, dirty brown robe.
Though his imprisonment is not eternal... his worshippers are gathering the seven keys needed to free him...

In this world, the gods alignment is not set in stone. All the gods in the PHB is benefical to mankind (to various degrees) even nerull serves as a more traditional god of death. This offcourse, does not apply to the netherking who is so chaotic evil that... well... he's bad...

Since this is a E6 world, the Netherking does not need to be very powerful. LV20 would prolly do it.

also: the cosmology is different. heres a crappy paint pic to show it
http://img.photobucket.com/albums/v396/judgerdead/realms.jpg
the dwarves came to midgard from the land of night right after the imprisonment of the netherking. The elves never quite settled in midgard, preffering to live some time in midgard and some in the land of twilight. this is why elves can not touch iron (and thats why they prefer spears and arrows. mithril on another hand is fine 8D).
From the Nether-realm crawls all ,manner of foul and iredeemly evil monsters. (devils and demons does not exist.)

BUT I'M RAMBLING!
the netherking uses no weapons but his touch attacks and his claws and his magic! And warlocks are always evil servants of the netherking. and by always, I mean that there is like three or so warlocks that isnt. And now I must go eat!

edit: is PAIN a domain? can you...MAKE it a domain?

also: gods tend not to be bigger than MEDIUM, here. the netherking should be large, though. only because he's friggin tall

Bhu
2010-07-06, 05:38 PM
I think theres a Pain domain, if not I can make ne.

E6 world?

Shademan
2010-07-07, 04:19 AM
E6 means that you don't advance beyond lv6. you keep gaining feats but thats it. just google it 8D

http://forum.rpg.net/showthread.php?t=352719
like so

Bhu
2010-07-07, 05:55 PM
What level are the other gods?

Shademan
2010-07-07, 06:09 PM
they tend to be 20.
dragons and other creatures that reach 19-20 in CR are a challenge. even to the gods.

I like having my gods abit... human. as the old norse gods. :smallsmile:

EDIT: guppie pic is done. might upload a preview later. scanner aint workin yet so...
also: started on a pic of the dryads! fun times ahead

My little brother asked me if there are such things as marijuana dryads. :smallbiggrin:
ahem. so, dryads and guppies. anything more you want drawn?

Bhu
2010-07-08, 07:46 PM
I can always use more drawings.

I...don't think the GitP mods would allow a Marijuana Dryad. I could prolly post elsewhere though if you want one.

Shademan
2010-07-09, 03:47 AM
prudes.:smalltongue:

but nah, no stress you prolly got alot of other things you need done 8D
like...making a short list of anything you want drawn. :smallbiggrin: that way I can start with the next pic as soon as I finish one

FFFF-YEAH! the FIRST dryad pic is DONE! all I need to do is get it scanned...which might take some days... and coloured... hmf... BUT! I will send you a UNEDITED preview!
taken with a camera...

Bhu
2010-07-09, 10:24 PM
Minor updates to teh Danuban and Psychic parasite. Its been a bad day and i need some sleep.

Shademan
2010-07-12, 06:55 AM
http://fc04.deviantart.net/fs71/i/2010/193/a/9/Guppyfolk_by_dragonsdale.jpg

guppy druid.
I have not cleaned it or coloured it yet, but this is kinda what it will look like

Bhu
2010-07-12, 01:14 PM
WTF is that thing on the left! :smalleek:

Shademan
2010-07-12, 01:24 PM
our left or the guppy's left?
a cyclopean. undead, spleenmocker. being killed by a tree.
or on the guppy's: animal companion 8D

Bhu
2010-07-12, 08:10 PM
Spleenmocker is a horrifying name :smalleek:

it must be used fr a critter :smallcool:

Shademan
2010-07-13, 04:33 AM
yeah. I totally made that up.
hahaha! have fffun

Serpentine
2010-07-14, 06:12 AM
Purely for fun (and the Homebrew Request Thread looks too much like Sirius Biznus), I'd quite like to see the following statted up:

I had an idea for pseudo-paraelementals, embodying 3 elements each and being the personification of the seasons. I would prefer, if possible, for them to be approximately equal in strength, but like I said, this is just for fun so whatever.

Here are the elementals, and the fluff for each (copy-pasted straight from my D-Tart):

Summer
Summer is big, fat and heavy. It is a blinding glow, and swarms of insects. It suffocates, crushes the air out of lungs and smothers the breath.
Fire, Water, Earth.
http://fc00.deviantart.net/fs71/f/2010/038/e/0/Summer_Elemental_by_Serpentine16.jpg

Autumn
Autumn is transience, wind and decay. It is the movement before settlement, and falling apart. It pulls at hair and tosses everything this way and that.
Air, Fire, Earth.
http://fc05.deviantart.net/fs71/f/2010/038/d/a/Autumn_Elemental_by_Serpentine16.jpg

Winter
Winter is sharp, black and far-reaching. It is searching and inevitable. It creeps under cracks and explores the gaps in scarves.
Water, Earth, Air.
http://fc06.deviantart.net/fs71/f/2010/038/3/4/Winter_Elemental_by_Serpentine16.jpg

Spring
Spring is light, bounding and irrepressible. It is quickness and greenery. It emerges anywhere it can, tears stone apart in its determination for life.
Fire, Water, Air.
http://fc06.deviantart.net/fs70/f/2010/038/b/9/Spring_Elemental_by_Serpentine16.jpg
I notice you're looking for illustrations. This'll save you in that regard, at least :smallcool:

edit: Crap, I've duplicated an element set. Better fix that.
edit mk. 2: There, fixed.

Bhu
2010-07-14, 07:28 PM
Okay the recent bad days are explained. Apparently I had a minor heart attack and didnt know about it. I find out more soon, but since I have time off prolly shortly and I'll need to occupy myself I'll be doing some work here. The Guppies, Danubans, and Psychic Parasite have had minor updates, the Nether King and elementals begin soon.

Serpentine
2010-07-14, 11:39 PM
...
Riiiiiiiiiiight. Do you know what caused it, and are you okay now?

Shademan
2010-07-15, 06:24 AM
holy heart-attack, batman! a heart attack!? you ok dude?:smalleek:

DracoDei
2010-07-15, 07:23 AM
Okay the recent bad days are explained. Apparently I had a minor heart attack and didnt know about it. I find out more soon


:smalleek:
How did they figure it out so far after the fact?
Take care of yourself.
Keep us posted.

Bhu
2010-07-15, 03:34 PM
see here

http://www.giantitp.com/forums/showpost.php?p=8930257&postcount=32

TurtleKing
2010-07-15, 09:10 PM
Ouch on that bill; you should get some health insurance. I do still check this thread. I have just been checking out the roleplay forum.

Could I use your homebrew for my cosmology that I need to start on soon. When I find the time considering I go to a 24/7 365 school called Full Sail University. I plan on using my cosmology has a way to organize all of my ideas plus other peoples homebrew for future use. That future use could be in a movie and/or a video game. I am taking Game Art so it could be as soon as about five years from now. PM me if you want to be recognized for if and when that happens.:smallredface:

Edit: The cosmology would also be where the homebrew could be tested so as to determine what would best be put into a movie and/or video game.

Bhu
2010-07-16, 11:01 PM
A PM has been sent :smallsmile:

Guppy Folk, Psychic Parasites and Danubans have been updated. I start teh Nether King with my next posting.

Serpentine: DId you want the seasonal elementals in multiple sizes?

Serpentine
2010-07-17, 12:42 AM
Optional. I had a vague idea that they'd all be one creature, that changes with the seasons argh I've gotten blood on my keyboard but that's probably silly. So, whatever you like. It's just for fun.

al'raith
2010-07-17, 04:04 AM
hello bhu I'm fairly new to these forums and I just wanted to say I love these creatures especially the half-ghost and the Kaiju's (REALLY love those:smallbiggrin:) so I was wondering what domains do you grant for when I become a cleric of bhu to preach of your excellence

Shademan
2010-07-17, 07:04 AM
no heart attacks then? :smallsmile:

Bhu
2010-07-17, 01:03 PM
no heart attacks then? :smallsmile:

Don't know yet. Get a stress test this Wednesday to see if I have any problems, but the Cardiologist is fairly certain ive had no heart attack

Bhu
2010-07-17, 01:05 PM
Optional. I had a vague idea that they'd all be one creature, that changes with the seasons argh I've gotten blood on my keyboard but that's probably silly. So, whatever you like. It's just for fun.

One critter it is then.

Blood on your keyboard?

Bhu
2010-07-17, 01:06 PM
hello bhu I'm fairly new to these forums and I just wanted to say I love these creatures especially the half-ghost and the Kaiju's (REALLY love those:smallbiggrin:) so I was wondering what domains do you grant for when I become a cleric of bhu to preach of your excellence

Cat
Kaiju
Whoopin'
OMG is that a Tentacle?
:smallbiggrin:

Shademan
2010-07-17, 02:52 PM
can never have to many tentacles 8D

Sure hope your heart is ok, dude.

Bhu
2010-07-17, 05:45 PM
The Nether King
Greater God
Symbol: A horned, fanged skull with a barbed-wire crown.
Home Plane: Nether-Realms
Alignment: Chaotic Evil
Portfolio: Magic, warlocks, undeath, monsters,evil etc
Worshipers: Warlocks
Cleric Alignments: CE, NE
Domains: Chaos, Evil, Magic, Pain, Undeath
Favored Weapon: Short Sword

The Nether King is the natural enemy of all life, and was imprisoned by the other Gods as they could not fully destroy him, but couldn't allow him to run free either. After long centuries he has withered away little more than skin over bones and a crown of barbed wire fit around his four great horns the only company he has other than his chains. The Gods have the seven keys needed to free him, and his worshipers are ever watchful for signs of their possible appearance.

Dogma
Worshipers of the Nether King are required to do whatever is within their means to undermine and bring down the other Gods. Various forms of atrocity are encouraged.

Clergy and Temples
Being a member of the Nether Kings priesthood requires one to eliminate any morals or qualms one may have. Nothing is impossible or to be rejected if it furthers his aims. No act is too vile or unthinkable. In short, he's willing to overlook your little personal quirks like murder, forcible rape, cannibalism, and possible mental disability. Temples are therefore quite secret unless they are the defiled shrine of an enemy God, and the corpses of sacrificial victims are on prominent display. His original temple is said to be hidden somewhere in Nightcloud mountain and is the nightly scene of horrific events replayed over and over by the shades of the participants.

The Nether King
Warlock 20
Large Outsider (Chaotic, Evil)
Divine Rank: 20
Hit Dice: 20d6+200 (320 hp)
Initiative: +14
Speed: 80 ft. (16 squares)
Armor Class: 84 (-1 Size, +10 Dex, +33 Natural, +20 Divine, +12 Deflection), touch 51, flat-footed 74
Base Attack/Grapple: +15/+49
Attack: Claw +44 melee (1d8+30) or spell +44 melee/ranged touch
Full Attack: 2 Claws +44 melee (1d8+30) or spell +44 melee/ranged touch
Space/Reach: 10 ft./10 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Eldritch Blast 9d6
Special Qualities: Divine Immunities, DR 30/Epic, Fire Resistance 25, Spell Resistance 52, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (20 miles, DC 42), DR 5/Cold Iron, Energy Resistance 30 (Acid, Cold), Energy Resistance 20 (Electricity, Sonic), Fiendish Resilience 5, Detect Magic, Deceive Item, Imbue Item
Saves: Fort +36, Ref +36, Will +42
Abilities: Str 30, Dex 30, Con 30, Int 30, Wis 30, Cha 35
Skills: Bluff +55, Concentration +53, Intimidate +55, Knowledge (Arcana, Planes, Religion) +53, Listen +41, Search +41, Sense Motive +43, Spellcraft +53, Spot +41, Use Magic Device +55
Feats: Ability Focus (Eldritch Blast), Eldritch Claws (see Dragon 358), Flyby Attack, Improved Initiative, Improved Precise Shot, Point Blank Shot, Precise Shot, Extra Turning (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Battlesense, Divine Blast, Divine Inspiration, Divine Warlock, Energy Burst, Energy Storm, Extra Domains (Pain, Undeath), Hand of Death, Increased Energy Resistance (Acid, Cold, Electricity, Sonic), Know Death, Lay Curse, Life and Death, Mass Divine Blast, Mass Life and Death, Undead Qualities, Wave of Chaos
Domain Powers: Spells with the Chaos or Evil descriptor are cast at +1 Caster Level, May use "spell completion" or "spell trigger" items as a 10th level Wizard,
Spell-Like Abilities: The Nether King can cast the following spells at will as Spell-Like abilities: Animate Dead, Animate Object, Antimagic Field, Blasphemy, Chaos Hammer, Cloak of Chaos, Control Undead, Create Greater Undead, Create Undead, Death Ward, Desecrate, Detect Undead, Dispel Good/Law, Dispel Magic, Energy Drain, Identify, Imbue with Spell Ability, Magic Circle Against Good/Law, Mass Inflict Light Wounds, Mordenkainen's Disjunction, Nystul's Magic Aura, Protection from Good/Law, Protection from Spells, Shatter, Spell Resistance, Spell Turning, Summon Monster IX (Chaos and Evil only), Unholy Aura, Unholy Blight, Word of Chaos. Save DC is 42 plus the Spell Level. Caster Level is 30.
Invocations Known: Least: Eldritch Glave, Eldritch Spear, See the Unseen
Lesser: Curse of Despair, Deteriorating Blast, Fell Flight
Greater: Noxious Blast, Repelling Blast, Vitriolic Blast
Dark: Path of Shadow, Retributive Invisibility, Utterdark Blast
Possessions:
Create Magic Items: The Nether King can create any magic item dealing with his portfolio.


Other Divine Powers
As a Greater deity, The Nether King automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and Saves). He is immortal.
Senses: The Nether King can see, hear, touch, and smell at a distance of 20 miles. As a Standard Action he can perceive anything within 20 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend her senses to up to 20 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 20 hours.
Portfolio Powers: The Nether King sense any act involving his portfolio up to 20 weeks before it occurs, and will retain the knowledge up to 20 weeks after it happens.
Automatic Actions: The Nether King can use xxxxx as a Free Action if the DC for the task is 30 or lower. He can perform up to 20 Free Actions each round.




Pain Domain
Granted Power:
1: Inflict Light Wounds
2: Wracking Touch *
3: Inflict Serious Wounds
4: Inflict Critical Wounds
5: Wrack *
6: Fleshshiver *
7: Avasculate *
8: Wrathful Castigation *
9: Mass Pain **

*Can be found in Spell Compendium
** New spell


Mass Pain
Necromancy (Evil)
Level: 9
Components: V, S, M
Casting Time: 1 Round
Range: Medium (100 ft. +10 ft./Level)
Area: 60' Radius
Duration: 1 Minute per Caster Level
Saving Throw: Fortitude Negates
Spell Resistance: Yes

All creatures within the spells Area of Effect must make a Fortitude Save or take a -8 Penalty on Attack rolls, Skill Checks, and Ability Checks for the duration of the spell.

Material component is the heart of a sentient being you have killed.

Bhu
2010-07-17, 05:51 PM
The Seasons

Autumn
Huge Elemental (Air, Earth, Fire)
Hit Dice: 24d8+120 (228 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 20 (-2 Size, +2 Dex, +10 Natural), touch 10, flat-footed 18
Base Attack/Grapple: +18/+33
Attack: Slam +23 melee (2d10+10)
Full Attack: Slam +23 melee (2d10+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Decay, Winds of Destruction, Blight, Scattering Wind
Special Qualities: DR 10/-, Dark Vision 60', Elemental traits, Fast Healing 3, Exit
Saves (Autumn): Fort +13, Ref +16, Will +10
Abilities: Str 24, Dex 14, Con 20, Int 14, Wis 14, Cha 20
Skills: Hide +20, Knowledge (Nature) +22, Listen +22, Move Silently +24, Spot +22
Feats: Ability Focus (Winds of Destruction), Defensive Sweep, Greater Powerful Charge, Improved Bull Rush, Improved Initiative, Power Attack, Powerful Charge, Reckless Charge, Shock Trooper
Environment: Any
Organization: Unique
Challenge Rating: 12
Treasure: Standard
Alignment: Neutral
Advancement: 25+ HD (Huge)
Level Adjustment: ---

Decay (Su): All spells of the Necromancy school cast within 120' of Autumn are at +2 Caster level, and +2 to their Save DC. Spells of the Healing subschool are cast at -2 Caster level. It is more difficult to heal, and rot sets in very quickly.

Winds of Destruction (Su): Autumn may cast Whirlwind 3/day as a Supernatural ability (Caster Level is equal to HD).

Blight (Su): Autumn is permanently surrounded by an Unhallow spell. In addition plants within this area of effect die, rot, and decompose within 3 rounds if it stands in one place.

Scattering Wind (Su): Autumn may use Control Winds at Will (Caster Level is equal to HD). Autumn itself is immune to the Winds it or anyone else creates.

Exit (Su): At will Autumn may turn into a huge swirl of dead leaves and blow away. This is identical to the Gaseous Form spell except that Autumn is not subject to the wind, and has a Fly Speed of 40'.

Combat: Autumn usually arrives in a burst of wind and dead leaves, scattering opponents with it's various wind related abilities before picking them off one by one with it's physical attacks.



Spring
Huge Elemental (Air, Fire, Water)
Hit Dice: 24d8+120 (272 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 22 (-2 Size, +4 Dex, +10 Natural), touch 12, flat-footed 18
Base Attack/Grapple: +18/+35
Attack: Tendril +25 melee (2d8+9)
Full Attack: 4 Tendrils +25 melee (2d8+9)
Space/Reach: 15 ft./15 ft. (30 ft. with Tendrils)
Special Attacks: Chaos, Constrict, Improved Grab, Shattering, Long Reach
Special Qualities: DR 10/-, Dark Vision 60', Elemental traits, Fast Healing 10, Exit
Saves: Fort +15, Ref +18, Will +8
Abilities: Str 28, Dex 18, Con 24, Int 10, Wis 10, Cha 16
Skills: Knowledge (Nature) +13, Listen +14, Spot +13, Tumble +18
Feats: Cleave, Earth's Embrace, Great Cleave, Greater Multigrab, Improved Bull Rush, Improved Initiative, Multigrab, Power Attack, Rending Constriction
Environment: Any
Organization: Unique
Challenge Rating: 12
Treasure: Standard
Alignment: Neutral
Advancement: 25+ HD (Huge)
Level Adjustment: ---

Chaos (Su): All spells of the Healing or Summoning subschools cast within 120' of Spring are at +2 Caster level, and +2 to their Save DC. Spells of the Necromancy school are cast at -2 Caster level. It is difficult to suppress life in Spring.

Constrict (Ex): Spring does 4d8+18 with a successful Grapple Check.

Improved Grab (Ex): If Spring successfully hits with it's Tendril attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Constrict.

Shattering (Su): If Spring successfully strikes an Object it can ignore the Objects Hardness, and does double damage as the subject of it's wrath is broken apart by new plant growth. Spring does not provoke Attacks of Opportunity when making Sunder Attacks.

Long Reach (Ex): Spring has a Reach of 30' with his Tendrils.

Exit (Su): At will Spring may turn into a huge cloud of windborn seeds and blow away. This is identical to the Gaseous Form spell except that Spring is not subject to the wind, and has a Fly Speed of 40'.

Combat: Spring also tends to arrive on the winds as a shower of seeds, and spores, and flower petals. It usually charges and goes straight into a Grapple with one or more opponents or depriving them of their weapons.



Summer
Huge Elemental (Earth, Fire, Water)
Hit Dice: 24d8+120 (272 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple: +18/+39
Attack: Slam +27 melee (2d10+16 plus 2d6 fire)
Full Attack: Slam +27 melee (2d10+16 plus 2d6 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Blinding Glow, Burning Touch, Buzzing Insects, Suffocation
Special Qualities: DR 10/-, Dark Vision 60', Elemental traits, Fast Healing 5, Exit
Saves: Fort +21, Ref +8, Will +8
Abilities: Str 32, Dex 10, Con 24, Int 10, Wis 10, Cha 20
Skills: Intimidate +19, Knowledge (Nature) +13, Listen +13, Spot +14
Feats: Ability Focus (Blinding Glow, Burning Touch), Awesome Blow, Cleave, Cometary Collision, Great Cleave, Improved Bull Rush, Power Attack, Shock Trooper
Environment: Any
Organization: Unique
Challenge Rating: 12 plus Swarm
Treasure: Standard
Alignment: Neutral
Advancement: 25+ HD (Huge)
Level Adjustment: ---

Blinding Glow (Ex): Anyone looking directly at Summer that is within 30' must make a DC 27 Fortitude Save or be Blinded for the duration of the encounter.

Burning Touch (Su): Anyone attacking the Summer with a natural weapon, or grapple takes 2d6 fire damage as long as they remain within contact with it. Melee weapons that successfully strike it are affected as if by a Heat Metal spell (Caster Level is equal to HD). Summers Slam attack and Grapples do +2d6 fire damage.

Buzzing Insects (Su): The air surrounding Summer for 60' is thick with biting flies. This is basically a Locust Swarm (See MM) with an Area of 60'.

Suffocation (Su): The air surrounding summer for 100' is thick and heavy, and difficult to breath. All living beings that need to breath in this area have a -2 Penalty on all Fortitude Saves or Constitution Checks.

Exit (Su): At will Summer may turn into a huge swarm of black flies and fly away. This is identical to the Gaseous Form spell except that Summer is not subject to the wind, and has a Fly Speed of 40'.

Combat: Summer tends to arrive in a burst of black flies and heat, moving in close to grapple so its deadly heat can put an end to opponents. The biting flies and suffocation don't help much either.



Winter
Huge Elemental (Air, Cold, Earth, Water)
Hit Dice: 24d8+120 (228 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 22 (-2 Size, +4 Dex, +10 Natural), touch 12, flat-footed 18
Base Attack/Grapple: +18/+33
Attack: Claw +24 melee (2d8+7/19-20 plus 2d6 cold)
Full Attack: 2 Claws +24 melee (2d8+7/19-20 plus 2d6 cold)
Space/Reach: 15 ft./15 ft. (20 ft. with Claws)
Special Attacks: Cold Wind, Darkness, Freezing Touch, Inevitability, Long Reach
Special Qualities: DR 10/-, Dark Vision 60', Elemental traits, Fast Healing 3, Exit
Saves: Fort +19, Ref +12, Will +10
Abilities: Str 24, Dex 18, Con 20, Int 14, Wis 14, Cha 16
Skills: Hide +20, Knowledge (Nature) +22, Listen +22, Move Silently +24, Spot +22
Feats: Ability Focus (Cold Wind, Freezing Touch), Cleave, Devastating Critical (Claw), Great Cleave, Improved Critical (Claw), Overwhelming Critical (Claw), Power Attack, Weapon Focus (Claw)
Environment: Any
Organization: Unique
Challenge Rating: 12
Treasure: Standard
Alignment: Neutral
Advancement: 25+ HD (Huge)
Level Adjustment: ---

Cold Wind (Su): Once every d4 turns Winter may blow a cold wind as a 60' Cone. All opponents within this wind are affected as if by a Gust of Wind spell (Caster Level=HD), and must make a DC 25 Fortitude Save or be infected by Pneumonia. Contact, Incubation 1-4 weeks, Damage is Sickened and Fatigued. If the opponent fails the Save by more than 5, he is Nauseated and Exhausted instead. If he fails by 10 or more is limited to a single Move or Attack Action each turn. They can move and attack if they make a Charge, but cannot make a Full Attack. If the opponent fails by 15 or more or rolls a natural 1 on the Save they are unconscious.

Darkness (Su): Winter is permanently surrounded by a 40' Darkness spell.

Freezing Touch (Su): Anyone attacking the Winter with a natural weapon, or grapple takes 2d6 cold damage as long as they remain within contact with it. Melee weapons that successfully strike it are affected as if by a Chill Metal spell (Caster Level is equal to HD). Winters Claw attack and Grapples do +2d6 cold damage.

Long Reach (Ex): Winter has a Reach of 20' with it's Claws.

Inevitability (Su): All living beings within 100' of Winter receive a -2 Penalty to any Saves against Energy or Ability Drain or Death Effects. Death comes quickly in Winter.

Exit (Su): At will Winter may turn into a huge cloud of cold mist and drift away. This is identical to the Gaseous Form spell except that Winter is not subject to the wind, and has a Fly Speed of 40'.

Combat: Winter's arrival is heralded by it's Freezing Wind ability, and then it closes in relying on it's darkness and freezing cold to finish off opponents.



"Something wicked this way comes."

The Seasons are a pseudo elemental being. While it is believed they are four separate entities they are in fact one, whose nature changes with the seasons. To date few have made any attempts at communication, and it has never responded to those that were made. No one as yet has any idea what the beings motives or desires are, but it's generally considered a bad omen to have seen the thing. While not explicitly evil it seems to have little compunction about simply running over everything that gets in the way like any other mindless force of nature.

Serpentine
2010-07-18, 12:16 AM
Hm. Are you sure it wouldn't be better/easier to do them all separately and have the "one creature" bit as fluff? They are all quite different...

Bhu
2010-07-19, 10:17 PM
Hm. Are you sure it wouldn't be better/easier to do them all separately and have the "one creature" bit as fluff? They are all quite different...

Lemme try pulling it off this way. If you no likee, I can do it differently :smallbiggrin:

Bhu
2010-07-19, 10:56 PM
Okay the Psychic parasite is all done except CR (I await reviews).

Theres an update to teh Seasons and Netherking.

Shademan, what do you want teh Nehterkings levels to come from? Outsider dice or PC levels?

Serpentine
2010-07-20, 01:43 AM
Eh, entirely up to you. Like I said, 'tis just for fun :smalltongue:

Shademan
2010-07-21, 06:16 AM
hey, I know I promised to have some o' them pics done and coloured but I'm having a breakdown.
I might get around working on them in a couple of days or a week... unless I get VERY motivated.

The netherking is startin' to look good. tho' with 40 levels he is way more powerful than the other gods, who tend to be lv20 or a little above.
y'know, just to be a nitpicking bastard :smallbiggrin:

Bhu
2010-07-21, 12:06 PM
So what should his 20 levels be? Outsider dice or class levels?

Shademan
2010-07-21, 06:34 PM
deeerp... anything that fits? undeadoutsidergod?

Bhu
2010-07-21, 07:30 PM
warlock or dread necro?

Shademan
2010-07-22, 05:20 AM
well he is the god of warlocks so warlock .I guess. and with a god-template. if that exists.

Bhu
2010-07-23, 12:36 AM
Okay the GUppies have some of their feats done, teh danubans have most of their racial sub levels, the psychic parasite is done, the Netherking is updated, and I reformatted the Seasons to be easier to read.

Shademan what do you want for Home plane, symbol, favored weapon ,and invocations

Serpentine: Am I doing okay so far or would you like me to redo some stuff?

Shademan
2010-07-23, 01:21 AM
home plane: Nether-realms.
Favoured weapon: claws or shortswords methinks...
Symbol: a horned, fanged skull with a barbed-wire crown.
ivoncations: the most horrible and destructive/evil you can find

Serpentine
2010-07-23, 05:01 AM
Looks pretty good to me, so far :smallcool:

Shademan
2010-07-24, 09:19 AM
netherking is coming along nicely.
I hope I'll get the dryads coloured (and draw the rest) soon. and by soon I mean weeks. I'll soon go for a short vacation so I'll be gone.
and by vacation, I mean run naked trough sweden.
and by naked, I mean clothed. possibly headbutting things

ShriekingDrake
2010-07-24, 06:52 PM
Flying Fish



http://www.webmastergrade.com/wp-content/uploads/2009/09/Beautiful-flying-Fish.jpg

Flying Fish
Diminutive Animal (Aquatic)
Hit Dice: 1/4d8 (1 hp)
Initiative: +10 (+4 Improved Initiative and +6 Dex)
Speed: Swim 80 ft. (16 squares); Glide (poor) 90 ft. (18 squares)
Armor Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14
Base Attack/Grapple: +0/-5
Attack: -
Full Attack: -
Space/Reach: 1 ft./1 ft.
Special Attacks: -
Special Qualities: Blindsight (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) 120 ft. (underwater); Glide; Hide in Plain Sight; Low-light Vision (http://www.d20srd.org/srd/specialAbilities.htm#lowLightVision)
Saves: Fort +0, Ref +6, Will +0
Abilities: Str 4, Dex 22, Con 10, Int 1, Wis 11, Cha 10
Skills: Escape Artist +10, Hide +21, Listen +5, Spot +5, Swim +8
Feats: Improved Initiative (http://www.d20srd.org/srd/feats.htm#improvedInitiative)
Environment: Any aquatic
Organization: Solitary, pair, or school (4–80)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1-2 HD (Tiny); 3-4 HD (Small)
Level Adjustment: -

This diminutive, quick, torpedo-shaped fish has unusually large pectoral fins, which enable it to escape and hide from predators by leaping out of the water to glide rapidly through the air above the surface.

Flying fish come in a variety of colors (usually blending with the water they inhabit), are typically between 6 and 12 inches long, and weigh up to 1.5 lbs. They are found in salt and fresh water and in all climates, though they are more abundant in tropical and sub-tropical waters. They are edible and use their Blindsight, Hide in Plain Sight, Glide, Improved Initiative, and low-light vision abilites to avoid becoming a meal.

Glide: Flying fish can exit the water to soar up to a height of 20 ft. above the water's surface, though they typically glide within 5 ft. of the surface, occasionally prolonging their glides by thumping their powerful, reciprocating tails on the water's surface. Their glides typically range from 10 ft. to 1300 ft. Flying fish have been known to land on water-going vessels and--using their tails--to launch themselves back into the water. Schools of flying fish have, on occasion, surprised unwary sailors by knocking them into the water or rewarded fortunate sailors by becoming an easy meal after landing on deck.


http://www.webmastergrade.com/wp-content/uploads/2009/09/Flying-Fish-on-Sea.jpg

Hide in Plain Sight: Flying fish can use the Hide skill even while being observed, as long as they are within 10 feet (above or below) of the surface of the water. Using this ability, flying fish can hide themselves from view in the open without having anything to actually hide behind.

Blindsight (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense): A line of pores along the sides of the flying fish contains sensory organs that detect low frequency vibrations, movements of water, and pressure changes. These organs enable the flying fish to have blindsight out to 120 ft while in the water.

Skills: Flying fish are difficult to spot, catch, and control, receiving a +3 racial bonus on Hide and a +4 racial bonus on Escape Artist checks. Flying fish have a +8 racial bonus to any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use a run action while swimming or gliding, provided they are traveling in a straight line. Flying fish have a +3 racial bonus on Spot and Listen checks when they are in the water.


http://animals.nationalgeographic.com/staticfiles/NGS/Shared/StaticFiles/animals/images/primary/flying-fish.jpg



I'd welcome you to P.E.A.C.H. --ShriekingDrake

Bhu
2010-07-25, 02:40 AM
I like it. Adding to the front page list as we speak :smallsmile:

ShriekingDrake
2010-07-25, 08:19 AM
Thanks. In other places I've had some push-back on the speed. Here's how I came to my numbers. Flying fish have been clocked at over 40 mph both above and below water. In trying to translate that into game terms I found the following. There are 5280 feet in a mile, so at 40 mph, a flying fish should travel 3520 ft. per minute, which means 352 feet per round. Assuming that this is at a running pace, I d1vided this by 4 and got 88 feet per round. I rounded down and got 80 ft. per round. Because air is less resistant than water, I bumped it to 90 during a glide.

Bhu
2010-07-25, 01:11 PM
THose are some fast critters...

Bhu
2010-07-26, 12:29 AM
Shademan: Are you okay with the Salient Divine abilites as is?

Serpentine: Are you okay with their current skill selection and number of attacks? I was basing their basic attacks on appearance

Shademan
2010-07-26, 09:19 AM
Shademan: Are you okay with the Salient Divine abilites as is?

Serpentine: Are you okay with their current skill selection and number of attacks? I was basing their basic attacks on appearance

yeah. they are fitting. thankyou Bhu! I'd give you a stick-like fish, but they seem to be nonexistant.
oh, only ONE last nitpick, regarding cleric alignment. I know divine stuff love to focus on chaos and law but no cleric of the netherking can be CN. simply because of what he demands from his clerics (lets just say it invovles torture of innoccent things) LE would work tho'. not by core maybe, but core is a poo-poo head sometimes.

well, Now I'll go to sweden. good luck, and... AVANTI!

Bhu
2010-07-27, 09:28 PM
Seasons and Nether King updated and awaiting perusal. With luck ill come close to finishing them tomorrow night.

and one more for Cyanidesoul

http://i308.photobucket.com/albums/kk344/reikon_taberuhito/Creatures/parasites_2.jpg

Spinal Parasite
Tiny Aberration (Psionic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +4
Speed: 20 ft. (4 squares), Climb 20 ft.
Armor Class: 17 (+2 Size, +4 Dex, +1 Natural), touch 16, flat-footed 13
Base Attack/Grapple: +0/-12 (+0 Attached)
Attack: Probe +4 melee touch (Attach)
Full Attack: Probe +4 melee touch (Attach)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Attach, Probe, Crush Mind
Special Qualities: Blindsight 20', Blind
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 3, Dex 18, Con 12, Int 6, Wis 16, Cha 10
Skills: Climb +12, Hide +12, Jump +12, Move Silently +8
Feats: Weapon Finesse
Environment: The Far Realms
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually Neutral
Advancement: 2 HD (Small)
Level Adjustment: ----

"Burt...whut the hell is that thing on the freaky bald guys neck?"

Spinal parasites are foul three legged parasites with what appear to be an exposed brain and a proboscis they use to feed on their preys spinal fluids. Common in the Far Realm borders with other worlds, they can be very dangerous to unsuspecting travelers.

Attach (Ex): If the Spinal Parasite successfully hits with a melee touch attack it attaches itself, and is effectively Grappling it's prey. It loses it's Dex Bonus to AC, but has a +12 to Grapple Checks to maintain the Hold. It can be struck with a weapon, or the opponent can Pin it in a Grapple to remove it.

Probe (Su): Spinal Parasites do 1d3 Int Drain with a successful Grapple Check. If the opponent is Psionic he also drains 1d3 power points.

Crush Mind (Ps): The Spinal Parasite can use the Mind Thrust power at will (Manifester Level 1), however it has no power points and must use it's Probe ability first. It may use Mind Thrust once for each power point drained.

Blind (Ex): Spinal Parasites have no eyes and are immune to attacks that Blind them by means of darkness, flashes of light, sand to the face, etc.

Skills: Spinal Parasites gain a +8 Bonus to Climb and Jump Checks, and may use their Dex Modifier instead of Str for these Checks. They may always take 10 on a Climb Check.

Combat: Spinal Parasites try to Attach to unaware prey, and use their Probe ability. It then uses it's Mind Thrust if able to cover it's retreat.

Serpentine
2010-07-27, 10:36 PM
Hmm... I'm not sure about the "firey death" ability of the Autumn Elemental. Willing to see what you do with it, though. One of the main things I envisaged was a whirlwind of leaves, but you might be doing that with the last ability.
Elsewise, not much to complain about so far. Make sure there's a fair bit of piercing for Winter.

Shademan
2010-07-28, 02:51 AM
I'm not Shademan. he left for sweden two hours ago. I am his evil twin, and here is the link to the suffering domain: http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_Sufferingdomain&alpha=
thought you might find it interesting

Bhu
2010-07-28, 10:28 PM
Would you prefer the Suffering DOmain or shall I still make the Pain Domain?

It'll be vile

Pwomise

Bhu
2010-07-31, 01:15 AM
Spinal parasite updated.

Serp I put up the Fiery Death ability for perusal.

Shademan I have most of the Pain Domain written up. I dont really like using the Inflict spells, but nothing else was available so I may make something up.

Serpentine
2010-07-31, 01:36 AM
Hmm... I think we might have a bit of a regional clash, here. Dunno about there, but here summer is definitely bushfire season, not autumn (also, I notice you said August :smalltongue:). I think maybe you're looking to the subtypes for your ideas. Try sticking with more season-based attributes?

Bhu
2010-07-31, 02:20 AM
Actually August does sorta look to be on fire in the pic...

Serpentine
2010-07-31, 03:28 AM
Oh. That's meant to be leaves. Like, it's made out of leaves that are constantly going from green to yellow to orange to red to brown* and sloughing off as though it's pushed by a heavy wind. Fire doesn't really go with Autumn (August? :smallconfused:), but it went even less with Winter, so it's more Fire in the sense that sometimes you have heat waves in Autumn, it's not as cold as winter, and orange trees kinda look like they're on fire.
That make more sense?

edit: To structure it a bit better and hopefully describe what I was aiming for (but apparently didn't achieve very well :smallfrown:):
A creature skulks out of the mist, leaning slightly as though struggling against a strong wind. It is like a humanoid formed by a constant growth of green leaves that turn yellow then orange then red and finally are torn away brown and dry by that same imaginary wind. A tree branch skeleton occasionally peaks out from under the stream of leaves.


*Yeah, I know I got the order wrong in my picture...

Bhu
2010-08-02, 12:58 AM
D'oh! sorry about that I've been a little out of it lately...

Shademan
2010-08-03, 05:19 AM
I'm back you guys! one car crash survived, and many mosqitoes fed.
the netherking is looking good. I like this new domain, and spells. they sound mean 8D

Bhu
2010-08-03, 03:55 PM
Car crash? You okay?

Shademan
2010-08-04, 03:44 AM
no I died, but I got better.
Yeah, it was a really low speed crash, and me and my firend was sitting in a large, heavy monster of a toypota. naturally we were much more concerned about the others. no one was hurt and we need to pay 8000 crowns in insurance somethingsomething.
we also nearly hit a reindeer that jumped into the road but we evaded it. haha, it looked SO scared.

Bhu
2010-08-05, 01:37 AM
Spinal Parasite is updated

Netherking just needs fluff (temples/clergy/dogma/possessions) and Domain finished

Serp I have at least one each of the abilities for the Seasons up for review. Did you want mroe fluff too?

Serpentine
2010-08-05, 02:34 AM
Everything you've got so far looks pretty good to me.

Bhu
2010-08-05, 10:57 PM
seasons are updated

spinal parasite is done, and a new one for cyanidesoul

http://i308.photobucket.com/albums/kk344/reikon_taberuhito/Creatures/parasites_2.jpg

Wormfish
Tiny Aberration
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: Swim 20' ft. (4 squares)
Armor Class: 15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-12
Attack: Bore +2 melee touch (1d3-3)
Full Attack: Bore +2 melee touch (1d3-3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Bore
Special Qualities: Blindsight 20', Blind, Mindless
Saves: Fort +1, Ref +2, Will +2
Abilities: Str 3, Dex 15, Con 13, Int -, Wis 14, Cha 1
Skills: Hide +14, Move Silently +6, Swim +4
Feats: Weapon Finesse
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Usually Neutral
Advancement: 2 HD (Small)
Level Adjustment: ---

"Hey Burt! You wanna go fishin'?"

"Have you looked in the local Lake Abner?"

Womfish are hideous parasites from the Far Realms that proved adaptable enough to live in the waters of other worlds. They are a plague wherever the Far Realm touches another Plane of existence. The Wormfish breed quickly, and can wipe out entire species.

Bore (Ex): With a successful Bore attack the Wormfish does normal damage plus 1 point of temporary Constitution damage (it is full at 3 Con). The danger is that during the breeding season it also deposits possibly dozens of eggs. Remove Disease will destroy the eggs, but otherwise treat it like a disease:

Bore-Fortitude DC 12 (Save DC is Con based), incubation period 1d3 days, damage is 1d3 Str. Save DC is Constitution based. After 3 days whether the symptoms (i.e. the Str loss) clear up or not, dozens of Wormfish bore through the wound doing 2d6 points of damage.


Blind (Ex): Wormfish have no eyes and are immune to attacks that Blind them by means of darkness, flashes of light, sand to the face, etc.

Skills: Wormfish have a +8 Racial Bonus to Swim Checks, and may Always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line. They also gain a +4 Racial Bonus to Hide and Move Silently Checks.

Combat: Wormfish usually make hit and run attacks until they are full. A few aren't a problem, it's when there's lots of them or it's mating season that they're dangerous.

Serpentine
2010-08-05, 11:38 PM
I dunno... Winter and Summer are looking pretty good, but I'm still a bit iffy about Spring and especially Autumn, though I'm looking forward to seeing what else you have planned. Some thoughts:
I think Spring should have some sort of regenerative property. It's all about growth and life and the like. I think I like the Shattering thing to represent plants cracking stones and the like, but maybe it could use a bit of fluff to that effect.
Autumn... I don't think you want to go overboard on the decay side of it. It's more about air and wind and flurries and the like. I knew Autumn would be tricky, though. It's so hard to pin anything down... Maybe if you keep the suppression of healing for Autumn, consider a bonus for Spring.
As a general suggestion, consider emphasising (but not exclusively) a major element for each - Fire for Summer and Cold for Winter are obvious and I think you've pretty much already got it, and Air for Autumn and Earth for Spring.
If this is being too much of a pain, don't worry about it - just for fun!

Bhu
2010-08-06, 11:58 AM
Requests are never a pain, I just ask frequent questions so I make sure you're getting close to what you want :smallbiggrin:

Shademan
2010-08-07, 05:02 PM
you want fluff for the netherking? any specific?

Bhu
2010-08-08, 09:31 PM
temples: what/where are they?

clergy: what kind of priests does he have

dogma: does he force any beliefs on his clergy

does he have any possessions

Shademan
2010-08-09, 04:18 AM
temples: The temples dedicated to The Netherking tends to be either hidden away in scret, or out in the open to taunt, in which case they are often defiled temples of other gods or other beneficial institutions. The only old temple that survived the imprisonment of the Netherking is located deep within the Nightcloud mountain. according to legends, one can see spectral visions of the great acts of evil comitted in this cavernous shrine, a certain great hero broke down crying at the sight of the attrocities, urging his friends not to focus on the specters. The temple have been abandoned for some time...

The Temples are dark, eerie and often horrible beyond description. The dead (or sometimes still living!) bodies of tortured men, women and children are nailed to the walls, skulls adorn the doorways, giant horned and fanged skulls are painted in blood (or paint, if they can find it) on the outside walls and the altars are dark reddish brown with stagnated blood. You can quite literally smell the evil in the air, and no animal will get within 30 feet of the structure(not even vermin or carrion eaters), and even that is pushing it.

clergy: Only the sickest, most morbid and evil people will follow The Netherking. He promises power over others, endless destruction and bloodshed and things so horrible they are best not spoken of. Any sick and twisted desire in your mind he can give you, all he asks in return is a little dedication, a little loyalty and blood. and pain. Minds broken by torture and abuse...
in short, his clerics are the heralds of evil, they wear ragged brown robes over heavy armour often bearing the NetherKings sign, the higher ranking clerics wear barbed crowns of iron or wire. They fight almost exclusively with the long sacreficial blades favored by their dark master.

dogma:
The clerics of the netherking are as irredeemebly evil as himself. Little needs to be forced upon them as they are allready so depraved, twisted and seething with evil. The netherking preferes to nudge, rather than force. If you are a evil person and join his side, he just needs to nudge you towards greater evils, until there is NOTHING you will not do for him. Often this happens all on its own.
If there are any rules to follow they are unwritten but strict. Do all in your power to overthrow the gods, everyone will suffer YOU will MAKE them suffer. No attrocoty is to horrible, in fact, you should try to make it worse! Conquer in the name of The Netherking! etc.

does he have any possessions:
The netherking is very low on items, as opposed to the Gods, like Kord and his greatsword, heroneus and his lightning-sword, erythnul and his Mountain-mace etc etc. He is wearing a long, ragged brown robe and a crown of barbed wire. If these have any magical properties they are unknown, and should never be explored. no really! if you get your hands on them, destroy them!

tho'... there are some items... the keys. No one know what the keys are or how to use them, but they are items that can be used to set the Netherking free from his prison.

Alltough not possessions, I'll include some followers:
nearly all inheritly evil creatures(orcs, goblins and hobgoblins forexample are not INHERENTLY evil. nature vs nurture you know. some creatures that tend to be evil often are from another realm such as the land of eternal twilight or land of eternal night, but they dont belong to the netherking), and every creature from the lands of no light.
The mightiest of these are the GIGANTS, which are split into three groups.
Jotuns: Trollish giants well versed in dark arts of magic.
Gargantuans: giant beasts. The pure rage of a mad predators mixed with the evils of the Netherking. These creatures are even capable of hurting the gods.
Titans: How can a humanoid the size of a mountain manage to hide so well? Titans are often just seen (and heard! the sound of their steps are more deep than loud... eerie!) as two giant, glowing lights (the eyes) in mountains of rolling fog. Titans are a challenge even to the gods, capable of hurting and even killing them. Not that they have ever succeeded with that...

Shademan
2010-08-09, 02:04 PM
outsider methinks

Bhu
2010-08-11, 01:47 AM
Okay the Nether King should be done except the Doamin i need to finish

Serp, I tweaked Autumn and Spring let me know if you like or I'll rework it

Wormfish has minor update.

Shademan
2010-08-11, 05:28 AM
I like the way you, how you say, revised the fluff a little ^^

Bhu
2010-08-11, 04:07 PM
I tried not to plagiarize you ^_^

Bhu
2010-08-12, 01:04 AM
Hey Serp. I got all the abilities up cept one for Winter. Any thoughts?

Shademan
2010-08-12, 04:25 AM
yeah.. you're trying to UPSTAGE ME! :smallfurious:














:smalltongue:




heh, I was making a unique monster and was gonna ask you if itworked etc etc and cr and whatnot. but the players can only defeat it by artifact fiat only, so there's no point. really.

Bhu
2010-08-15, 02:07 AM
Wormfish updated

Nether King has it's 9th level spell, please let me know if you think it's balanced.


Serp you still out there? (Purrs enticingly)

Serpentine
2010-08-15, 02:08 AM
Can't talk, feeding cat his own tail.

edit: Okay, lets see. I think I've figured out something that can fix the "decay" angle of Autumn for me: it should be soggy, not dry. Think a pile of leaves, rained on every second day, gradually reducing to a cold earthy mush. So make Blight cause things to rot and moosh, rather than dry out. Not sure about the Unhallow - this is meant to be a Neutral force of nature, and there's too much Evilly stuff. If you're gonna alignment it up, I think you should do it with all of them (as, for example, Chaos with Spring).
So far, I think I'm liking Summer the most.

Shademan
2010-08-15, 04:58 AM
no. its gonna make anything the players try completely useless. I LOVE IT!
since it is E6 the fighter if he have +4 to strenght at level 6 will have a BaB of 10. ohyeah!
then again, no cleric will be high enough level to cast that spell....
unless.....

Bhu
2010-08-17, 03:40 AM
Well in this case your God would be able to wouldn't he???

I'll have yours worked on soon Serp, I got a new jobbie. It's temporary as usual but It'll do for now.

Shademan
2010-08-17, 06:21 AM
seems I need to downpower the jotun, theyre supposed to just be giants with sorcerer levels. Gargantuans which are huge beasts I figure I'll just find huge cr10 beasts and up their HD.

but yeah, the Netherking and maybe his head cleric (which will be unaturally high level) would be able to cast it

Bhu
2010-08-19, 12:51 AM
The wormfish are done, the Seasons have been tweaked a little. Hoepfully I can finish them soon, and then its a new aberration for Cyanidesoul, and a new Spleenmocker for Shademan.

Shademan
2010-08-19, 03:30 AM
Oh Bhu, you really spoil us

Bhu
2010-08-20, 01:04 AM
http://i308.photobucket.com/albums/kk344/reikon_taberuhito/Creatures/parasites_2.jpg

Sting
Diminutive Aberration (Aquatic)
Hit Dice: 1/2d8+1 (3 hp)
Initiative: +3
Speed: Swim 10 ft. (2 squares)
Armor Class: 17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +0/-17
Attack: Sting +3 melee (1d3-5 plus Infection)
Full Attack: Sting +3 melee (1d3-5 plus Infection)
Space/Reach: 1 ft./0 ft.
Special Attacks: Infection
Special Qualities: Dark Vision 60', Fast Healing 1, Hibernation
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 1, Dex 16, Con 12, Int 1, Wis 16, Cha 1
Skills: Hide + 12, Listen +3, Spot +3, Swim +3
Feats: Weapon Finesse
Environment: Warm Aquatic
Organization: Solitary, Pair, of Swarm (5-10)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---


"Fishing is not allowed this time of year sir, nor swimming. The Lake is not safe this time of year."

Stings are horrifying green Aberrations that look something like a cross between a caterpillar and a scorpion with two tentacles up front. Their sting infects victims with a biological agent that renders them into a soup easily digestible by the stings. In other words it dissolves you from the inside out.

Infection (Ex): Opponents the Sting successfully attacks with it's Sting must make a DC 13 Fortitude Save or be infected with Slimy Doom (See DMG page 292). Save DC is Con based with a +2 Racial Bonus.

Hibernation (Ex): Stings can survive a number of months instead of days without food before making Fortitude Saves for starvation.

Skills: Stings get a +8 Racial Bonus to Swim Checks and may always Take 10 on a Swim Check.

Combat: Stings generally sting once and flee waiting for their digestive enzymes to do their work. They usually wait until prey has wondered far from shore to attack.

Shademan
2010-08-20, 02:25 AM
http://scrapetv.com/News/News%20Pages/Science/Images/sting-in-dune.jpg ?

Serpentine
2010-08-20, 02:37 AM
Hmm... Not sure about Control Weather. Other than that it all looks pretty good.

Bhu
2010-08-21, 01:48 AM
Any ideas what you'd like me to replace it with?

Serpentine
2010-08-21, 01:53 AM
Hmm... Maybe an ability to cause pneumonia? Or something to do with being sharp and stabby? And/or a way to put people to sleep?

Bhu
2010-08-22, 12:04 AM
Does anyone know if there are 3.5 stats for pneumonia?

Serpentine
2010-08-22, 01:10 AM
Hmmm...
There is! (http://www.dandwiki.com/wiki/Pneumonia_(3.5e_Disease)) :smallbiggrin: Dunno if it's any good, though.

Shademan
2010-08-23, 10:45 AM
just want your opinion on something...
I'm homebrewing the races a little and would like to hear, since youre good with this kinda stuff, if its good or what?

Humans as usual
Dwarves does not get racial bonus vs goblins and giants
Half-orcs does not have -2 to charisma (making cleric and sorcerer possible classes)
Half elves have +2 to cha and -2 to wis
Gnomes does not get racial bonuses vs kobolds or giants
Elves as usual except: elves can not touch iron without serious discomfort. Weapon familiarity is with spears, bows, javelins and guisarmes instead of usual
Halflings as usual
Half-dwarf, don't know yet
goblins, as usual apart from these additions: +2 wis(they carefully weigh their actions and are always on high alert) +2 to fort vs poison, +2 to ride,animal empathy or diplomacy when used on wolves, worgs, winter wolves or werewolves.
Hobgoblin, oh boy this one is tricky... how to get them down to cr0?
Orcs, as usual, however, I see little reason to dazzle them in sunlight, since they are not subterran and not nocturnal creatures

copypasted from a word document. any nudges or hints as to how to improve this?

Bhu
2010-08-24, 02:33 AM
Hi Serp, I got Winter changed lemme know what you think




just want your opinion on something...

Humans as usual
Dwarves does not get racial bonus vs goblins and giants
Half-orcs does not have -2 to charisma (making cleric and sorcerer possible classes)
Half elves have +2 to cha and -2 to wis
Gnomes does not get racial bonuses vs kobolds or giants
Elves as usual except: elves can not touch iron without serious discomfort. Weapon familiarity is with spears, bows, javelins and guisarmes instead of usual
Halflings as usual
Half-dwarf, don't know yet
goblins, as usual apart from these additions: +2 wis(they carefully weigh their actions and are always on high alert) +2 to fort vs poison, +2 to ride,animal empathy or diplomacy when used on wolves, worgs, winter wolves or werewolves.
Hobgoblin, oh boy this one is tricky... how to get them down to cr0?
Orcs, as usual, however, I see little reason to dazzle them in sunlight, since they are not subterran and not nocturnal creatures


Is the change to Dwarves and Gnomes motivated by campaign changes to the races (i.e. fluff)?

Why weaken Elves any more?

Shademan
2010-08-24, 03:33 AM
yeah it is fluff. I wouldnt say I weakened elves much. if you play a elf you're prolly just gonna play a caster or maybe a ranger or rogue, both of which are must likely to wear light armour.
or mithril, which is not iron :smallamused: elves never completely immigrated to the human's world like the dwarves and hobgoblins/goblins etc etc fluff fluff

Serpentine
2010-08-24, 03:52 AM
I love the new Winter ability.

Bhu
2010-08-25, 01:34 AM
I love the new Winter ability.

Should any of them be able to fly?

Serpentine
2010-08-25, 04:25 AM
Hmmm... How about all of them, but in specific ways? Probably basically windwalk, except Summer turns into a cloud of bugs, Autumn into a flurry of leaves, Winter into a bank of fog or a mass of sleet, and Spring as... a cloud of butterflies, or windborne seeds, perhaps.

Bhu
2010-08-26, 02:37 AM
Okay check out the exit abilitiy I added to each one

Shademan
2010-08-26, 09:39 AM
I hate making requests so frequently... but I need some 1/2 CR mooks working for the netherking. I mean, sure I use bugbears but having more than two buggies for lv1 players can be...difficult

any ideas?

I asked a friend and he said:
Really base creatures
[16:39:38] Adam-'And God it woot' says:
Like... made of slime and dirt and twigs or something
[16:40:10] Adam-'And God it woot' says:
Like a god sneezed on the earth and a few things mixed together
[16:41:33] a little flame CAN dive into the sea says:
hm... i like that idea
[16:43:43] Adam-'And God it woot' says:
Imagine of creatures of sticky slime
[16:44:00] Adam-'And God it woot' says:
Rolled around the ground of the forest.
[16:44:05] Adam-'And God it woot' says:
picking up all the crap
[16:44:35] a little flame CAN dive into the sea says:
yeah
[16:44:55] a little flame CAN dive into the sea says:
and the bad guys could have like...barrels of goo
[16:45:05] a little flame CAN dive into the sea says:
and they will pour it out when thei need more mooks
[16:45:24] a little flame CAN dive into the sea says:
and just kick it around, add some bones and let the dark will of the netherking give life to them
-------------------------------------- talking about sieges and pouring hot oil on people:
[16:51:56] Adam-'And God it woot' says:
Well anyway, they could pour the slime [normal temperature] over the intruders who would be all 'Huh?' as the slime covering them forms into the mooks with weigh them down and destroy them.
[16:52:09] Adam-'And God it woot' says:
mooks which*
[16:53:07] a little flame CAN dive into the sea says:
....HOLY****! GEENIUUUS!

Naturally, it would be more like the netherking sneezing but what the hey! :smallbiggrin:

which I kinda like... but I want to be more...creature like..and less...constructy

Bhu
2010-08-27, 01:59 AM
So you want weird little freaks made of twigs and dirt and slime?

Shademan
2010-08-27, 02:05 AM
twigs...dirt...bones...small rocks...whatever you pour the slime over, yes.
small composite creatures

Bhu
2010-08-27, 02:15 AM
Think up a name and I'll start them and the Spleenmockers tomorrow.

Shademan
2010-08-27, 03:50 AM
OK!
uhm...uhm....uuuhhmmm....
slimebeast? nah, too simple...
Sludger? nah sounds like a pokemon
...hmmmm...
Gorr

Bhu
2010-08-28, 01:12 AM
Gorr
Small Construct (Chaotic, Evil, Extraplanar)
Hit Dice: 1/2d10 (3 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 Size, +1 Dex, +2 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +0/-4
Attack: Claw +0 melee (1d3)
Full Attack: Claw +0 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak Attack +1d6
Special Qualities: Dark Vision 60', Construct traits, Low Light Vision
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 10, Dex 12, Con -, Int 3, Wis 11, Cha 2
Skills: Hide +7, Listen +2, Move Silently +3, SPot +2
Feats: Alertness
Environment: Any
Organization: Solitary, Pair, or Sputum (3-6)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: ---
Level Adjustment: ---

"PTOOEY!

The Gorrs are bundles of earth, twigs, and other debris glued together by the Nether Kings spittle. Say it with us kids, "Eeeeeeeeewwwwww..." They serve as token mooks in his army, errand boys, servitors, etc. Gorrs aren't smart enough for much else.

Sneak Attack (Ex): Identical to the Rogue ability on page 50 of the PHB.

Combat: Gorrs attack as they are told. If there's no one there to give them orders, they generally prefer Sneak Attacks, and hit and runs.




Spleenmocker
Medium Undead
Hit Dice: 6d12 (39 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +2 Deflection, +3 Natural), touch 14, flat-footed 15
Base Attack/Grapple: +3/+5
Attack: Stone Axe +6 melee (1d8+3) or Bite +5 melee (1d6+3)
Full Attack: Stone Axe +6 melee (1d8+3) or Bite +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burning Eye
Special Qualities: Dark Vision 60', Undead traits, Sigil of Protection, DR 5/Magic
Saves: Fort +6, Ref +6, Will +9
Abilities: Str 14, Dex 14, Con -, Int 8, Wis 14, Cha 14
Skills: Climb +11, Intimidate +11, Jump +11
Feats: Great Fortitude
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: 7-12 HD (Large)
Level Adjustment: ---

"That...is not the usual skeleton guardian..."

Spleenmockers are hideously deformed undead skeletons with mismatching parts fused together in unholy rituals to act as guardians. A protective sigil on their chests burns with a fiery light as do their eyes. They are usually assigned to guard a place or person, and rarely deviate from their orders. The origin of their name is hotly debated. Common folklore has it they earned their name by mocking the companions of their victims by showing them the spleens of their loved ones.

Burning Eye: 3 times per day as a Supernatural Ability the Spleenmocker can unleash a burst of flame from it's eyes identical to the effects of an Orb of Fire.

Stone Axe: The Spleenmockers carry cursed Stone Axes. These are +1 Battle Axes, and opponents hit with them must make a DC 15 Willpower Save or they gain a -2 Penalty to AC and Saving Throws until the wounds from the axe heal. This ability only works when the Axe is wielded by a Spleenmocker.

Sigil of Protection: The glowing Rune of Awakening on the Spleenmockers chest gives it a Deflection Bonus to AC and a Profane Bonus to all Saving Throws equal to it's Charisma Modifier.

Combat: Spleemockers tend to open up with Orbs of Fire to scatter opponents before wading in with their cursed axes. They do not retreat or surrender.

work in progress

Bhu
2010-08-30, 01:01 AM
Hey Serp, I have the combat info up for the seasons, was there anything else you think they need other than me to finish up their Feats or maybe add more fluff?

Serpentine
2010-09-01, 04:27 AM
Loooks great :smallbiggrin: Although, for winter, is that Freezing Wind meant to be Cold Wind or something?

Shademan
2010-09-01, 06:08 AM
just did my exam resit and handed in essay today. feels good man.

I like what I see so far 8D

Bhu
2010-09-03, 01:32 AM
Sting is done

Still trying to think of Feats for the Seasons,

Updated Gorrs and Spleenmockers

heres a new one for Cyanidesoul

http://i308.photobucket.com/albums/kk344/reikon_taberuhito/Creatures/1246615495081.jpg

Elder Terror, Divine Rank 0
Huge Outsider (Aquatic)
Hit Dice: 50d8+400 (800 hp)
Initiative: +1
Speed: 100 ft. (20 squares), Swim 100 ft.
Armor Class: 50 (-2 Size, +1 Dex, +8 Deflection, +23 Natural, +8 Profane), touch 25, flat-footed 49
Base Attack/Grapple: +50/+68
Attack: Bite +58 melee (2d6+10 plus Corruption)
Full Attack: 7 Bites +58 melee (2d6+10 plus Corruption)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved Grab, Soul Leech, Spells, Aura of Terror, Corruption
Special Qualities: Dark Vision 60', Amphibious, Regeneration 10, SR 35, Damage Reduction 10/-, Damage Reduction 30/Epic, Energy Resistance 25 (Acid, Cold, Electricity, Fire, Sonic), Blindsight 240', Immunities
Saves: Fort +35, Ref +28, Will +35
Abilities: Str 30, Dex 12, Con 26, Int 26, Wis 26, Cha 26
Skills: Bluff +58, Concentration +61, Diplomacy +20, Gather Information +58, Hide +46, Knowledge (Arcana, Geography, History, Local, Nature, The Planes, Religion) +61, Listen +61, Search +58, Sense Motive +58, Spellcraft +61, Spot +61, Swim +18
Feats: Augment Summoning, Defensive Sweep, Empower Spell, Extend Spell, Heighten Spell, Large and in Charge, Multigrab, Spell Focus (Conjuration), Spell Penetration, Greater Spell Focus (Conjuration), Greater Spell Penetration, any 6 Metamagic or Spellcasting Feats
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 56
Treasure: Triple Standard
Alignment: Always Chaotic Evil
Advancement: 51-100 HD (Gargantuan) 101-200 HD (Colossal)
Level Adjustment: ---

"There are mistakes buried by the Gods that shouldn't be unearthed again. Abandon your quest, for it will doom us all. The trenches of the Black Sea are avoided for a reason."

The Elder Terrors are (according to legend) imprisoned by the Gods. Whether for disobeying them, or opposing them, or for being creations that turned out to be failures is unclear. None of these seems truly likely as even though they are powerful, the Terrors aren't on the level of Deities, and given their nature it doesn't seem likely the Gods would have made them either. Nor do they seem to have the disposition of servants, willing or otherwise.

Which leaves the older rumors saying they came from a world before this one. But if that's true, why didn't the Gods eliminate them? Why imprison a danger such as the Terrors, making their release an inevitable possibility?

Improved Grab(Ex): If an Elder Terror successfully hits with it's Bite attack, it may immediately make a Grapple Check as a Free Action without making an Attack of Opportunity. If successful it may use it's Soul Leech ability.

Soul Leech(Ex): The Elder Terror does 1d4 Wisdom Drain with a successful Grapple Check. If it's opponent is ever reduced to 0 the Elder Terror has the option to immediately use it's Corruption ability (the opponent gets no Save) or the opponent can be killed and cannot be Resurrected. The opponent does not get a Saving Throw against this effect.

Spells: An Elder Terror may cast spells as a Wizard whose caster level is equal to it's Hit Dice.

Aura of Terror(Ex): Anything within 120' of the Elder Terror when it Charges or casts a Spell must make a DC 43 Willpower Save or be Frightened for 2d6 rounds. Any opponent making the Save is immune to this Elder Terrors Aura for 24 hours. Opponents who do not have Divine Rank are not immune to this effect, even if they are normally immune to Fear.

Corruption(Ex): The Elder Terrors corrupt and change everything within their vicinity. The land and water for 100' around them becomes unsustaining for normal life after about a month. This effect spreads at 100' per month until it covers a mile in radius. The plants eventually become bizarre and freakish, and anything eating them or drinking the water must make a Fortitude Save or be poisoned. Ingestion, DC 18, Initial and Secondary Damage is 2d6 hit points and Corruption. Corruption begins as mental, with the subject becoming progressively insane. If three Saves against the poison are failed, the victim becomes Chaotic Evil. After this the changes become physical resulting in hideous mutations. After three more Saves the victim gains the Half-Farspawn Template. Should an opponent actually physically attack an Elder Terror with an Unarmed Strike, Grapple, or Natural Weapon (or be attacked by it's Bite attack) it must make a DC 43 Fortitude Save or immediately gain the Half-Farspawn Template and altered Alignment. Opponents who do not have Divine Rank cannot be immune to this effect, even if normally immune to magical poisons. If an opponent succumbs to the mental effects of Corruption it immediately falls under the control of the Elder Terror.

Regeneration (Ex): The Elder Terrors Regeneration doesn't work against untyped damage.

Immunities (Ex): Elder Terrors are immune to polymorph, petrification, or any power/effect that would alter their form that isn't voluntary. They are also immune to Energy Drain, Ability Drain/Damage, and Mind-Affecting Effects. They are Immortal, and do not require food, water, or sleep, and do not age.

Combat: Elder Terrors generally rely on lots of spellcasting, using their Improved Grab and Soul Leech on anything insane enough to try to get within melee reach of them.

Bhu
2010-09-05, 01:59 AM
all 4 requests I am currently working on are updated.

An thoughts Serp and Shademan?

Serpentine
2010-09-05, 02:28 AM
Hm. I think I like it. At the very least, I can't think of anything better :smalltongue: Well done!

Bhu
2010-09-05, 02:46 AM
So any last modifications before I do CR?

Serpentine
2010-09-05, 02:49 AM
The only one that leaps to mind is that Spring and to a lesser extent Winter should perhaps have longer reach than Summer and to a lesser extent Autumn.
Also, if possible, it would be nice if they're all about the same CR.

Shademan
2010-09-05, 08:57 AM
love it so far. keep it up

Bhu
2010-09-06, 01:24 AM
Added reach to Spring and Winter, will CR soon (they'll prolly need adjusting to all be the same CR)

Gorrs are done

SPleenmockers just need CR

Elder Terrors are updated.

Shademan
2010-09-06, 03:48 AM
beautiful work my firend!
I just love how you took random stuff from the pic and made it...well...rules!

Bhu
2010-09-09, 12:34 AM
SPleenmockers got CR 4, front page list is updated

Does CR 12 seem okay for the Seasons? (12+Swarm for Summer)

Serpentine
2010-09-09, 06:23 AM
Works for me!

Bhu
2010-09-11, 02:02 AM
Phew! Now all I need to do is the Aberrations I promised Cyanide, and finish he feats for those two races I did a few pages back.

Unless there are more requests...

Shademan
2010-09-12, 04:37 AM
are you asking for one?





:smalltongue:

AtlanteanTroll
2010-09-12, 07:53 AM
If it isn't too much trouble, could you make a Dire Leech (I know their isn't a regular leech, but still)? It would be greatly appreciated. I think it should probably be the size smaller than Small.

Bhu
2010-09-13, 01:30 AM
are you asking for one?





:smalltongue:

Maybe :smalltongue:


If it isn't too much trouble, could you make a Dire Leech (I know their isn't a regular leech, but still)? It would be greatly appreciated. I think it should probably be the size smaller than Small.


That would make it about the size of a housecat. Any special abilities or just plain old leeches?

Bhu
2010-09-14, 01:17 AM
Leech, Biggie Sized
Tiny Vermin (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: -1
Speed: 10 ft. (2 squares), Swim 15 ft.
Armor Class: 12 (+2 Size, -1 Dex, +1 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +0/-12 (+12 when Attached)
Attack: Attach -1 melee (Attach)
Full Attack: Attach -1 melee (Attach)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Attach, Anesthetic Bite, Blood Drain, Disease
Special Qualities: Blind, Amphibious, Tremorsense 30'
Saves: Fort +3, Ref -1, Will +1
Abilities: Str 3, Dex 8, Con 12, Int -, Wis 12, Cha 1
Skills: Hide +11, Swim +4
Feats: Weapon Finesse (B)
Environment: Warm Aquatic, Marsh, or Forest
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 2 HD (Small)
Level Adjustment: ---

"Bert...this job sucked before the Leeches...now Ah just have a powerful need to do bad things..."

Giant Leeches are the best for ruining an adventurers day. Especially if they're sleeping. Hehehehehehe...

Attach (Ex): A Leech can Attach itself with a successful Melee Touch Attack, effectively Grappling it's opponent. While Attached it loses it's Dexterity Bonus to AC (not that it has one), but gains a +12 Racial Bonus to Grappling Checks. It can be attacked with a weapon, or removed if it's opponent can successfully Pin it in a Grapple.

Anesthetic Bite (Ex): If potential victims do not make a successful Spot vs Hide Check, they do not notice the Leech make an Attach attempt. They may make another Spot vs Hide Check each round with a cumulative +2 Bonus to notice the Leech has attached itself.

Blood Drain (Ex): Leeches do 1d4 temporary Constitution damage each round they remain attached, falling off when they've eaten at least 4 Con.

Disease (Ex): Any opponent the Leech successfully Attaches itself to must make a DC 13 (Save DC is Con based with a +2 Racial Bonus) or be infected with Red Ache (see page 292 of the DMG).

Blind (Ex): Leeches are Blind, and therefore immune to any attack or effect relying on sight.

Skills: Leeches get a +8 Racial Bonus on Hide and Swim Checks, and may always Take 10 on a Swim Check.

Combat: Leeches hide in ambush, and make an Attach attempt whether their opponent notices them or not.





PEGATAUR

http://Picture URL if you have one

"Are you implying because of my Elven heritage that I can't hold my liquor?"

Pegataurs are similar to Centaurs except that being a mix of humans and horses they are a mix of Elves and Pegasus.

PEGATAUR RACIAL TRAITS
· +8 Str, +4 Dex, +4 Con
· Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 5'.
· Type: Monstrous Humanoid, giving them 60 ft. Darkvision
· Base land speed 50 ft.
· Fly speed 90 ft. (Average)
· +3 Natural Armor Bonus
· Pegataurs have a Primary Natural Hoof Attack doing 1d6 plus Strength Modifier. They get two Hoof Attacks when making a Full Attack.
· A Pegataur has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +4 base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Listen, Move Silently, Spot, Survival. It also gets 2 Feats.
. Non Humanoid Form: The Pegataurs are non humanoid in form. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts. Armor you buy is 4 times the normal cost and twice the normal weight.
· Automatic and Bonus Languages: Pegataurs automatically speak Common, Elven, and Sylvan. Bonus languages: Auran.
· Level Adjustment: +3
· Favored Class: Barbarian, Druid, or Spirit Shaman

STARTING AGE
Adulthood: 30
Barbarian, Rogue, Sorcerer: +2d6
Bard, Fighter, Paladin, Ranger: +4d6
Cleric, Druid, Monk, Wizard: +6d6

AGING EFFECTS
Middle Age: 75
Old: 112
Venerable: 150
Maximum Age: +3d% years

HEIGHT AND WEIGHT
Base Height: Male: 6'5" Female: 6'2"
Height Modifier: + 2d6"
Base Weight: Male: 2050 lbs. Female: 1900 lbs.
Weight Modifier: x (4d6) lbs.

PEGATAUR CHARACTERS
If you want a character that's big, physically tough, can fly, and yet still looks perversely Elven, the Pegataur is a decent choice. They also tend to be great if you like playing loud drunks.
Adventuring Race: Pegataurs often go on adventure as rites of passage, to gain glory or win the hand of a member of the opposite sex, to help the tribe, or just to earn money as mercenaries.
Character Development: If you go the martial route, make sure to get the most out of your ability to fly (especially if you decide to be a charger). While many Pegataurs have an inclination towards the Shamanistic or Druidic paths, without a Bonus to Wis/Cha they will need to put a high stat in that slot(s). Not optimal.
Character Names: Pegataurs usually use Elven names.

ROLEPLAYING A PEGATAUR
As a Pegataur you tend to be quite exotic, but standoffish (which will ironically only make the land critters more attracted to you). You're also good in a fight, so people also want to make sure you get involved on their side anytime there is one. Typical, really.
Personality: Pegataurs don't like people they don't know, and things they don't understand. Even to some of their lifelong friends of other races can rarely say "I knew him well". On the good side they're no less eager to help when bad things go down, and can always be counted on to keep their word (unless they think you've betrayed them).
Behaviors: Pegataurs seem like normal loud, boisterous Barbarians among their own. They need a sense of humor and community to get by in the harsh climes in which they live. But among others they tend to clam up, and keep to themselves.
Language: Pegataurs use the Elven and Sylvan tongues.

PEGATAUR SOCIETY
Pegataurs are a Clan based society with individual tribes being lead by members of the Clans family, and a council of Druids, Shamans, and elders. The punishment for severe infractions of the law is exile (it usually leads to death).
Alignment : Pegataurs have a strong tendency towards Neutrality and Good, with a substantial minority attracted to Chaos as well.
Lands : Pegataurs normally live in high mountain ranges to keep the bad guys away.
Settlements : If forced to settle elsewhere or to leave their lands the Pegataurs generally prefer other mountains, or at least hilly plateaus. Somewhere that's easily defensible against land dwellers.
Beliefs : In my Campaign the Pegataurs worship the Nature Pantheon. In other worlds they will tend towards Fey or wilderness deities.
Relations: Pegataurs are pretty aloof due to leading pretty severe lives of subsistence hunting. They like the Pegasus and the Elves, and some of the Fey, but they are distant even among them feeling the other Sylvan races don't understand them.

PEGATAUR ADVENTURES
· The woman you love, Flower, insists she will marry no man who hasn't proved himself as a warrior on his own outside the tribe. So now you find yourself with these other three vagabonds of varying race and skill trekking along a dirt road to save a village of potato farmers a horrifying dragon that will probably turn out to be a rather large lizard. Love sucks.
· The tribe's crops are having problems, and you aren't sure why. The village has dispatched you to find outside help, and quite frankly you have no idea where to start.
· A flock of Roc's has taken up residence in your mountains and every available male (as well as outside help) is required to fight them. Today is the first day you regret being born without bosoms...



PEGATAUR FEATS


Feat
des
Prerequisites: Pegataur,
Benefits:

Feat
des
Prerequisites: Pegataur,
Benefits:

Feat
des
Prerequisites: Pegataur,
Benefits:

Feat
des
Prerequisites: Pegataur,
Benefits:

Feat
des
Prerequisites: Pegataur,
Benefits:

Feat
des
Prerequisites: Pegataur,
Benefits:

Feat
des
Prerequisites: Pegataur,
Benefits:

Feat
des
Prerequisites: Pegataur,
Benefits:

Shademan
2010-09-15, 05:30 AM
will the pegataurs be as frisky and boozed up as normal centaurs*?

*) or rather, as greek mythology centaurs



also: I just invented some guardians for the Netherking temple in the nightcloud mountain, they may need some stats, if you're bored

Bhu
2010-09-16, 02:41 AM
Wait till the weekend if you can. I need to meet a deadline on my online job, cause I need the money to fix my car (the ball joints are going bad)

Serpentine
2010-09-17, 09:45 AM
One eyed, one horned, flying purple people-eater.

You need to make one.

Starbuck_II
2010-09-17, 10:40 AM
One eyed, one horned, flying purple people-eater.

You need to make one.

I don't know it would sure look weird to me. :smallbiggrin:

Bhu
2010-09-18, 02:06 AM
As soon as I finish the three critters I'm on now, you shall have your people eater!

Anyone have a good idea what to have he Elder Terrors regen not work against?

Serpentine
2010-09-18, 03:24 AM
Hey, is this a place to submit one's own works and have it critiqued? Cuz I'd quite like an assessment of my Dire Raven:

Dire Raven
Medium Animal
Hit Dice: 4d8+4 (34 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Claws +4 melee (1d4+1) or Bite +4 melee (1d6+1)
Full Attack: Claws +4 melee (1d4+1) and Bite -2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, resistance to disease
Saves: Fort +8, Ref +5, Will +6
Abilities: Str 12, Dex 13, Con 19, Int 2, Wis 14, Cha 10
Skills: Listen +8, Spot +8
Feats: (any two of: Alertness, Extra Tricks, Flyby Attack, Improved Natural Armour, Improved Natural Attack, Vicious Claws)
Environment: Temperate Mountains
Organization: Solitary or unkindness (4–20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5–7 HD (Medium), 8-10 HD (Large)
Level Adjustment: —
Dire Ravens are birds of prey that feed on carrion. They are resistant to food poisoning—a necessity, considering their diet.
A typical dire raven is 5 to 6 feet long and has a wingspan of 12 feet or more. Dire ravens occasionally learn to imitate speech and other sounds.
Combat
Dire ravens are usually merely carrion birds, preferring meat already dead. However, sometimes they gang together into large aggressive flocks, which form a terrifying black cloud that devours all in their path. They combine both claws into a single attack.
Resistance to Disease (Ex): A dire raven has a cast-iron stomach. It has a +2 bonus on Fortitude saves to resist normal diseases, but not supernatural or magical diseases such as mummy rot.
Skills: A dire raven has a +4 racial bonus on Spot and Listen checks.

It's specifically for use as a mount, but generally as well. I'm undecided on Medium, or if I should make it Large, instead...

Bhu
2010-09-18, 03:26 PM
You can post stuff yes, but I'm not sure how many people read the thread anymore so I dunno how much feedback you will get

Debihuman
2010-09-18, 05:29 PM
I still read the posts here but haven't been posting much lately.

Dire raven looks good. They probably make okay mounts for Small characters but would need an exotic saddle. BTW, a flock of ravens would be an unkindness of ravens (like a group of crows is called a "murder".)

Debby

LordShotGun
2010-09-18, 05:44 PM
Could call it a giant dire raven if you wanted a large raven. NEVER MORE!!!

(sorry, had to be said)

Serpentine
2010-09-19, 01:59 AM
BTW, a flock of ravens would be an unkindness of ravens (like a group of crows is called a "murder".)I based it on the vulture, or I probably would've thought to change that :smalltongue: Unkindness, eh?

Bhu
2010-09-19, 03:46 AM
OMG Debby is back! *waves*

Debihuman
2010-09-19, 08:21 AM
I based it on the vulture, or I probably would've thought to change that :smalltongue: Unkindness, eh?


Birds have such cool names for groups of them: parliament of owls, a peep of chickens, a gaggle of geese, etc. There's a lot of them. [Calling everything a "swarm" is just so gosh-darn boring].

Ranger Mattos
2010-09-19, 08:18 PM
Arrr, the Dire Raven be lookin' good t' me.

The diff'rent names fer groups o' birds be seemin' weird t' me. Why in Davey Jones' Locker be a group o' ravens be called a' unkindness?

Also, why are ye land lubbers not be talkin' in pirate! It be International Talk Like A Pirate Day, me hearties!

Debihuman
2010-09-19, 11:11 PM
Most of these names come from the Middle Ages where the upper class invented hunting terminology, "the terms of venery." Some are descriptive and some are poetic.

This article explains quite a bit. http://www.catalystmagazine.net/component/content/article/8/396-animals-animals-a-murder-of-crows

Debby

Serpentine
2010-09-20, 12:47 AM
Two mountain tortoises, intended as a mount, made because it turns out the dire tortoise is Huge sized.

My version:
Mountain Tortoise
Large Animal
Hit Dice: 10d8+66 (106)
Initiative: -2
Speed: 20 ft/10ft Burrow
Armor Class: 22 (-2 Dex, +15 natural, -1 size), touch 7, flat-footed 22
Base Attack/Grapple: +7/+17
Attack: Bite +12 (1d8+9)
Full Attack: Bite +12 (1d8+9)
Space/Reach: 10ft/10ft
Special Attacks: Lightning Strike, Withdraw
Special Qualities: Low-light vision
Saves: Fort +13, Ref +1, Will +7
Abilities: Str 24, Dex 6, Con 22, Int 2, Wis 10, Cha 6
Skills: Listen +4, Spot +4, Hide +3*
Feats: Alertness, Endurance, Toughness (2)
Environment: Temperate Mountains
Organization: Solitary or Pair
Challenge Rating: (Not sure)
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: —
Mountain tortoises are large herbivores that live around the rocky mountainous lakes that dot the area, eating the tough plants that flourish there. They have slightly longer legs than their flat-land counterparts, and can pick up decent speed when they get going. Normally gentle creatures they can lash out nastily at predators.
A mountain tortoise is 10 feet long and can weigh 8000 pounds or more.
Combat
Mountain tortoises rely on their camouflage and their shells to protect them from attack. When disturbed they will strike suddenly with their large beak like mouths. An occasional escape trick is to run at a scree of loose rubble on a steep slope, withdraw into its shell and go tumbling along with the resultant avalanche to safety.
Lightning Strike (Ex): A mountain tortoise can lash out very rapidly. On the first round of combat, it gets a surprised round regardless of whether it’s been noticed. A creature that notices the mountain tortoise is still treated as being flat footed during this round.
Withdraw (Ex): As a move action, the tortoise can withdraw into its shell. It cannot move, but it may have a single attack each round. It does not take any damage unless its shell is breached first, or an enemy deliberately pokes into the holes with a piercing weapon, which provokes an attack of opportunity. The shell has hardness 7 and 30HP for each 2ftsq. panel. Destroying a panel deals 1d6 damage to the tortoise, and renders it vulnerable in that spot (AC12)
Skills: *A Mountain Tortoise gets a +10 bonus to hide in rocky areas.

The one upon which I based it, by the player who wants it:
Mountain Tortoise
Large Animal
Hit Dice: 10d8+66 (106)
Initiative: -2
Speed: 20 ft/20ft Burrow
Armor Class: 22 (-2 Dex, +15 natural, -1 size), touch 7, flat-footed 22
Base Attack/Grapple: +7/+17
Attack: Bite +12 (1d8+9)
Full Attack: Bite +12 (1d8+9)
Space/Reach: 10ft/10ft
Special Attacks: Lightning Strike, Trample (2d8)
Special Qualities: Low-light vision
Saves: Fort +13, Ref +1, Will +7
Abilities: Str 24, Dex 6, Con 22, Int 2, Wis 10, Cha 6
Skills: Listen +4, Spot +4, Hide +3*
Feats: Alertness, Endurance, Toughness (2)
Environment: Temperate Mountains
Organization: Solitary or Pair
Challenge Rating: (Not sure)
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: —
Mountain tortoises are large herbivores that live around the rocky mountainous lakes that dot the area, eating the many plants that flourish there. Normally gentle creatures they can be roused to anger by predators.
A mountain tortoise is 10 feet long and can weigh 8000 pounds or more.
Combat
Mountain tortoises rely on their camouflage and their shells to protect them from attack. When roused to anger they will strike suddenly with their large beak like mouths.
Lightning Strike (Ex): A mountain tortoise can lash out very rapidly. On the first round of combat, it gets a surprised round regardless of whether it’s been noticed. A creature that notices the mountain tortoise is still treated as being flat footed during this round.
Trample (Ex): Reflex half DC 23. The save DC is strength based.
Skills: *A Mountain Tortoise gets a +10 bonus to hide in rocky areas.

Bhu
2010-09-20, 02:27 AM
Does everyone feel the stats for the Leeches are okay on pg 48?

Also, were getting close to 50 pages. When that happens I need to restart the thread and link back to this one. Since I need to copy/past some stuff, please dont push the page over 50 till I get home if that happens.

Bhu
2010-09-21, 01:46 AM
All three current critters updated, OEOHFPPP coming soon.

Shademan
2010-09-21, 09:27 AM
I'll not send any requests until I get back to Aberystwyth where I have a working scanner.
sooo...in about four to five days...

Bhu
2010-09-23, 02:24 AM
Elder Terrors mostly done, Biggie Leech just needs CR, Pegataurs are about halfway there.

Is there an official height/weight chart for centaurs?

Serpentine
2010-09-23, 02:32 AM
Not sure about a chart, but I'd imagine Races of the Wild would have something about it.

Bhu
2010-09-24, 01:18 AM
Alas it does not. The MM says they are about 7'tall, and weigh around 2100 pounds so I guess that gives me something to go on...

Serpentine
2010-09-24, 04:12 AM
Really? :smallconfused: That's weird. I remember being surprised at how big they are - something about the human-part being significantly bigger than an actual human - but I'm not sure.

LordShotGun
2010-09-25, 02:57 PM
Do you by perchance take requests? Also looks like this will need a new thread pretty soon. Thats really good that you can get 2 different 50 page threads going.

Bhu
2010-09-25, 03:48 PM
Do you by perchance take requests? Also looks like this will need a new thread pretty soon. Thats really good that you can get 2 different 50 page threads going.

Yes I do. I'm working on two requests and one of my own, and starting another shortly.

What didja have in mind :smallsmile:

Bhu
2010-09-26, 04:36 AM
Leech is done

Elder Terrors just need the last ability and CR tweaked

Pegataur is almost done (is LA +3 fair?)

will begin LordShotguns and Serpentines requests shortly.

LordShotGun
2010-09-26, 05:00 AM
Uh actually....Nevermind it was a silly idea.

Serpentine
2010-09-26, 05:08 AM
Mine is the one-eyed one-horned flying purple people eater.

How silly can yours be?

LordShotGun
2010-09-26, 07:26 AM
Silly as in, its already been done, just not in a manner I like. Its the Phynxkin, a kinda half dragon half wolf/big cat pack hunter. I had asked before about a half cat/half dragon and I was pointed at the Phynxkin (It was in dragon magic and was not Familiar capable unless dracomicon did a revamp).

http://www.giantitp.com/forums/showthread.php?p=8842667#post8842667

I wanted something more like housecat that breaths fire. Something that a derranged wizard or a normal sorcorer:smallwink: would have as a pet.

Its not urgent or anything, the campagin I wanted this for concluded some time ago. I just went with a cat familiar with Scorching Ray (at my CL) as an SLA for my mini dragon kitten which surprizingly became exellent at hit and run tactics. "Fire Breath" (aka Scorching Ray) a target, then do a hide check and if that fails then Benign Transposition the cat with the party meatshield or a summoned creature.

Serpentine
2010-09-26, 07:37 AM
Well... If you didn't want it done from scratch, I'd probably just refluff (literally) the pseudodragon, or apply the half-dragon template to a cat. But a whole new species would be neat too :smallsmile:

unosarta
2010-09-26, 10:05 AM
Has anyone in this thread ever statted up a yak? My character in a RL campaign has one, although it isn't really a 3.5 game (it is more like a weird mish-mash of 1st and 2nd edition), but I was wondering in case I wanted to play that character in an online campaign.

LordShotGun
2010-09-26, 05:58 PM
Well... If you didn't want it done from scratch, I'd probably just refluff (literally) the pseudodragon, or apply the half-dragon template to a cat. But a whole new species would be neat too :smallsmile:

Preferably the latter since the OP also has an entire thread devoted to alternative cat based ideas so this could fit in there more so then here.

Bhu
2010-09-28, 02:16 AM
One Eyed One Horned Flying Purple People Eater
Large Aberration
Hit Dice: 8d8
Initiative:
Speed: 30 ft. (6 squares), Fly 80 ft. (Good)
Armor Class: <#> (-1 Size, ), touch <#>, flat-footed <#>
Base Attack/Grapple: <#>/<#>
Attack: Claw +x melee (1d6+)
Full Attack: 2 Claws +x melee (1d6+) and 1 Bite +x melee (2d4+)
Space/Reach: 10 ft./10 ft.
Special Attacks:
Special Qualities: Dark Vision 60',
Saves: Fort <#>, Ref <#>, Will <#>
Abilities: Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills: Perform (Horn)
Feats:
Environment: Any
Organization: Solitary
Challenge Rating:
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By Character Class (usually Bard)
Level Adjustment: ---




YAK!
Large Animal
Hit Dice: 6d8
Initiative:
Speed: 40 ft. (8 squares)
Armor Class: <#> (-1 Size, ), touch <#>, flat-footed <#>
Base Attack/Grapple: <#>/<#>
Attack: Gore +x melee (1d10+)
Full Attack: Gore +x melee (1d10+)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Low Light Vision, Scent
Saves: Fort <#>, Ref <#>, Will <#>
Abilities: Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills: Listen, Spot
Feats:
Environment: Cole or Temperate Hills or Mountains
Organization: Domesticated
Challenge Rating:
Treasure: None
Alignment: Always Neutral
Advancement:
Level Adjustment: ---




Firecat
Tiny Magical Beast
Hit Dice: 1d10
Initiative:
Speed: 30 ft. (6 squares)
Armor Class: <#> (+2 Size, ), touch <#>, flat-footed <#>
Base Attack/Grapple: +1/<#>
Attack: Claw +x Melee ()
Full Attack: 2 Claws +x Melee () and 1 Bite +x melee ()
Space/Reach: 2 1/2 ft./o ft.
Special Attacks: We'll charitably call this a Hairball problem
Special Qualities: Dark Vision 60', Scent
Saves: Fort <#>, Ref <#>, Will <#>
Abilities: Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills: Balance, Climb, Hide, Jump, Listen, Move Silently, Spot
Feats:
Environment: Temperate Plains
Organization: Solitary, Pair, or Family (4-12)
Challenge Rating:
Treasure: None
Alignment: Usually Neutral
Advancement: 2 HD (Small)
Level Adjustment: ---

Serpentine
2010-09-28, 10:04 AM
If it helps, Bhu, here's the lyrics:

Well I saw the thing coming out of the sky
It had one long horn and one big eye
I commenced to shakin' and I said oo-wee
It looks like a purple people eater to me
It was a one-eyed one-horned flying purple people eater
Sure looks good to me

Well, he came down to earth and he lit in a tree
I said mr Purple People Eater don't eat me
I heard him say in a voice so gruff
I wouldn't eat you 'cos you're too tough
It was a one-eyed one-horned flying purple people eater
It sure looks strange to me

I said mr Purple People Eater what's your line
He said eating purple people and it sure is fine
But that's not the reason that I came to land
I wanna get a job in a rock 'n roll band
Well, bless my soul rock 'n roll flying' purple people eater
Pigeon-toed under-growed flyin' purple people eater
one-eyed one-horned it was a people eater
What a sight to see

Well, he swung from the tree and he lit on the ground
he started to rock really rockin' around
It was a crazy ditty with a swinging tune
Wop bop a lula wop bam boom
one-eyes one-horned flying people eater
Ooh, it sure looks strange to me

Well he went on his way and then what do you know
I saw him last night on a TV show
He was a blowin' it out and really knockin' them dead
Playing rock 'n roll music through the horn in his head

Bhu
2010-09-29, 02:34 AM
Elder Terror is done, unless you guys think the CR or wording of abilities needs work

Bhu
2010-09-30, 12:52 AM
Elder Terror redone as I'm told it needed tweaking elsewhere

Pegataur done cept Racial Feats

Now I can concentrate on the 3 newest critters!


But it looks like they will have to go in a new thread :(


New beginning may be found here:

http://www.giantitp.com/forums/showthread.php?t=170253

The Glyphstone
2010-10-02, 06:42 PM
Great Modthulhu: And locked. Continuing thread can be found at the link above.