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    Firbolg in the Playground
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    Default Chrysalids [3.5 race, PEACH]

    Chrysalids are an alien people. They live thier lives in towers of amber resin that tower over the dense canopies of the remote jungles they call home. Hundreds or even thousands of drones populate a hive, with dozens of warrior upper class above them, all serving a single, powerful queen with unquestioning devotion. Hives of chrysalids are fiercely territorrial and battle between hives is common. In such times of battle, most of the drones are force-metamorphosed into warriors. Each drone being able to serve one of three roles on the battlefield allows for incredible adaptability to deal with threats.

    Chrysalid life cycle is strange. They are born as drones, which are all infertile females. Then, either when they reach a certain age or consume a quantity of royal jelly, they metamorphose into one of the three warrior forms, all of which are male. Finally, when they reach their maximum age, a warrior creates one final chrysalis, emerging as a female queen to begin their own hive. Very rarely do warriors reach this stage, either falling on the battlefield, or having their downfall engineered by the queen to ensure no competition arises.

    Chrysalid culture is harshly divided. The drones serve the warrirors, and all serve the queen. The life of a warrior is generally carefree and relaxed. Their every need is taken care of by the drones, except for hunting, which they must handle themselves. A drone toils day in and day out for the pleasure of the warriors and the queen.

    Drone:
    Drones stand about three feet tall. They have broad chests to contrast reatively thin, wiry limbs. Their bodies are covered completely with chitinous plates, interlocking at joints for a surprising amount of maneuverability. They have two large arms, and two small, weak arms beneath them that aren't suitible for any amount of lifting. The seciondary arms have orifices on their palms that secrete amber-like resin, which can be shaped into everything from the walls of their hives to weapons.

    Drones are generally quiet and demure. They rarely aspire to anything more than serving the hive however they can. They almost never see battle as drones, instead performing tasks as one would expect of a slave or second-class citizen, then returnign to their underground living spaces. They build and repair the towers, prepare food, dig passages underground, service the warrior castes and tend to the queen's needs.

    Drone Racial Traits:
    +2 Constitution, -2 charisma
    Monstrous Humanoid: Drones are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    Small: As a Small creature, a drone gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
    Speed: 20 feet, burrow 20, and leaves a usable tunnel. A drone can burrow at half speed to make a tunnle large enough for a medium creature, or one-quarter to make room for a large.
    +2 natural armor bonus to AC
    1d4 bite
    Scent: Its antennae give a drone the scent ability. A drone can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a drone detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The drone can take a move action to note the direction of the scent. Whenever the drone comes within 5 feet of the source, the drone pinpoints the source’s location.
    Resin: A drone can secrete up to five pounds of amber-like resin each day. Over the course of an hour, a drone can secrete and shape this resin into any tool, weapon, or armor that could be made out of wood, stone, or metal, though appropriate craft checks are required. The resin is inflexible, so one could not create a bow, rope, or chain out of resin. Resin has hardness 8 and 15 HP/inch of thickness.
    Chrysalis: When a drone reaches 10HD, their body is fully ready to undergo a transformation. A drone can choose to put off this transformation indefinitely, though this is rarely done. Also, this transformation can be stimulated earlier, but only by consuming a quantity of royal jelly produced only by chrysalid queens. A drone must choose Buzzer, Ripper, or Pounder before beginning the transformation.
    Creating a chrysalis is a process that takes three days, physically taxing process. A drone loses 5000 XP at the end of the third day, when the chrysalis is complete. If this would make them lose a level, they lose a level. If the drone is put beneath 10 HD by this level loss, the transformation can still continue as normal.
    The chrysalis formed is of small size for a buzzer transformation. It has 75 HP, and hardness 5. The chrysalis is shaped like a full sleeping bag, and a ghostly white color with crawling veins of yellow throughout. The chrysalis for a ripper transformation is a medium sized ball, colored a rust-red and laced with orange, with 100 HP and hardness 8. The chrysalis for a pounder transformation is a large-sized black oblong lump, with 150 HP and hardness 10. If a chrysalis is broken, the character inside dies. The XP used to create the chrysalis is not refunded, and the character still loses a level if brought back to life as normal.
    A drone must remain in a chrysalis for a week. At the end of the week, the chrysalid emerges, transformed. The chrysalid loses a level as though raised from the dead as it's mind and body struggle to get used to one another. The XP/level loss cannot be removed, by any means, even by wish or miracle.
    Automatic languages: Chrysalid Bonus languages: Common, gnome, dwarven, Terran, Auran
    Favored class: Any (chosen at creation)

    Buzzer:
    Buzzers stand about two and a half feet tall. Their bodies are small, thin, and light wieight. The chitinous carapaces are milky-white, and a long, whiplike tail tipped in a venomous barb extends out their spines. Their secondary arms as a drone moved backwards to their shoulder blades, and formed the basis of their glittering, gossamer wings. What were whiple antenna on a drone are now broad and feathered.

    Buzzers are energetic. They rarely stay still for any length of time, constantly figeting or flitting from one place to another. On the battlefield, they're airborne scouts and light artillery. At the hive, they while away their time flitting from platform to platform in the upper reaches of the amber towers. Their favorite form of entertainment is airborne races of agility, where challengers must fly through networks of silken cord as fast as they can, avoiding getting stuck to the strands. These race courses are torn down, consumed, and re-spun in new arrangements whenever the buzzers of a hive start getting used to them.


    Buzzer Racial Traits:
    +6 dex, +2 cha -2 str, -2 con
    Monstrous Humanoid: Buzzers are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    Small: As a Small creature, a buzzer gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
    Speed: 20 feet, fly 50 ft.
    +2 natural armor bonus to AC
    1d6 sting+ poison (DC15+con, primary damage paralysis for 1 minute, secondary damage paralysis for 1d4 minutes)
    Scent: Its antennae give a buzzer the scent ability. A buzzer can detect opponents by scent within 60 feet. If the opponent is upwind, the range increases to 120 feet; if downwind, it drops to 30 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a buzzer detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The buzzer can take a move action to note the direction of the scent. Whenever the buzzer comes within 5 feet of the source, the drone pinpoints the source’s location.
    Orbs: A buzzer can produce up to six fist-sized balls of resin and chemicals per day. These orbs are extruded through an orifice near the base of their wings. An orb remains potent as long as it is unbroken, and many buzzers will stockpile their orbs for times of battle. An orb is a thrown weapon with a range increment of 30 ft. On a sucessful ranged touch attack, an ob shatters, releasing a bright green cloud of clinging, acrid acid. An orb does 1d6 acid damage to it's target and 1 acid damage to all targets within five freet of the target. All creatures taking damage from an orb take 1d4 acid damage every round as the clinging droplets burn their way deeper into flesh, for a number of rounds equal to 1+buzzers con mod. (Minimum 1). Creatures can take a standard action to wipe off the clinging droplets, but this provokes attacks of opportunity.
    Silk: Buzzers can secrete sticky threads of silk from their mouths. they can produce up to 100 ft. of silk/day. The silk has 4 HP, and can be burst with a DC 24 strength check. The first creature to come in contact with a strand must make a DC 15 reflex save or be stuck to the strand. A Buzzer cannot get stuck to it's own threads, and can dissove it's own strands with a touch.
    Chrysalis: When a chrysalid reaches 20HD, their body is fully ready to undergo a transformation. A chrysalid can choose to put off this transformation indefinitely, though this is rarely done.
    Creating a chrysalis is a process that takes three days. The chrysalis formed is of meduim size. It has 200 HP, and hardness 15. The chrysalis is shaped like a brilliant purple egg that glimmers constantly from within. If a chrysalis is broken, the character inside dies. The character still loses a level if brought back to life as normal, and cannot undergo the transformation until they have 20 HD again.
    A chrysalid must remain in a chrysalis for a week. At the end of the week, the chrysalid emerges, transformed into a queen. The chrysalid loses a level as though raised from the dead as it's mind and body struggle to get used to one another. The level loss cannot be removed, by any means, even by wish or miracle.
    Automatic languages: Chrysalid Bonus languages: Common, gnome, dwarven, Terran, Auran
    Favored class: Ranger

    Ripper:
    Rippers stand about 6 feet tall, covered head to toe with a spiny, wine-red carapace. What were secondary arms on a drone have now become mantis-like claws. Their fingers now bear wicked claws, as well as talon-like blades on their feet. Their legs have grown a new segment, making their stride longer and adding a significant bounce to their gait.

    Rippers are the forward assault line of a chrysalid army. They bound forward across the battlefield, easily outpacing the pounders, leap into enemy formations, and tear savagely at their foes. At the hive, they inhabit the middle reached of the towers, their section crisscrossed with narrow walkways and suspended platforms. Most often a ripper is either sparring with other rippers, a rather dangerous hobby when there are no less than seven deadly weapons attached to an average ripper.

    Ripper Racial Traits:
    +4 str +4 dex, +4 con -4 int, -6 cha
    Monstrous Humanoid: Rippers are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    Medium: As a medium creature, as ripper has no special bonuses or penalties due to size
    Speed: 40 feet
    +5 natural armor bonus to AC
    1d6 bite, four 1d4 claws, two 1d4 rakes
    bounding assault: A ripper can make a full attack on a charge,including two rake attacks, provided he jumps at least the last twenty feet of the charge
    Rip: A ripper that hits with two claw attacks or both rake attacks deals an extra 1d4+1 1/2 str damage as it tears at the flesh iof it's victim. If it hits with four claw attacks, or two claws and both rakes, it deals double this damage. If it hits with all four claws and both rakes, it deals quadruple this damage.
    Chrysalis: When a chrysalid reaches 20HD, their body is fully ready to undergo a transformation. A chrysalid can choose to put off this transformation indefinitely, though this is rarely done.
    Creating a chrysalis is a process that takes three days. The chrysalis formed is of meduim size. It has 200 HP, and hardness 15. The chrysalis is shaped like a brilliant purple egg that glimmers constantly from within. If a chrysalis is broken, the character inside dies. The character still loses a level if brought back to life as normal, and cannot undergo the transformation until they have 20 HD again.
    A chrysalid must remain in a chrysalis for a week. At the end of the week, the chrysalid emerges, transformed into a queen. The chrysalid loses a level as though raised from the dead as it's mind and body struggle to get used to one another. The level loss cannot be removed, by any means, even by wish or miracle.
    Automatic languages: Chrysalid Bonus languages: Common, gnome, dwarven, Terran, Auran
    Favored class: Barbarian

    Pounder:
    Pounders resemble insectoid centaurs, with their bottom half comprising of a massive, four-legged beetle. They're covered with thick, dark plates of glittering carapace. Their forearms and three-fingered fists are disproportionately large, a trait that helps the pummel down enemy fortifications. What were secondary arms as a drone migrated down, forming the forward pair of legs to their lower body.

    Pounders are slow and powerful engines of war and destruction. They work mostly defensively during battle, being much slower than rippers, but their immense strength is often required at the frontlines, when the forward lines encounter a line they cannot break or fortification they cannot overcome. Off the battlefield, pounders dwell in the ground levels of the towers, rarely stirring from their individual dwellings, either sleeping or eating. Their size and overlarge hands make them clumsy and slow. Most often, a pounder will rest leisurely in a sling-chair while a half-dozen drones serve them hand and foot.

    Pounder Racial Traits:
    +8 str +6 con -4 dex, -4 wis -4 cha
    Monstrous Humanoid: Rippers are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    Large: As a large creature, a pounder has a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, a -4 size penalty on Hide checks, and a +4 size bonus ion grapple checks, but it uses larger weapons than humans use, and its lifting and carrying limits are double those of a Medium character.
    Space/reach: 10/5
    Speed: 20 feet
    +8 natural armor bonus to AC
    1d8 bite, two 1d6 slams
    Improved Grapple: A pounder that hits with it's slam attack can automatically initiate a grapple, without provoking an attack of opportunity.
    Smash: A pounder can choose at the beginning of a round to forego it's second slam attack to increase it's slam's damage die by one size category, and add 1+1/2str damage istead of the usual. A Pounders slams all deal double damage to objects.
    Chrysalis: When a chrysalid reaches 20HD, their body is fully ready to undergo a transformation. A chrysalid can choose to put off this transformation indefinitely, though this is rarely done.
    Creating a chrysalis is a process that takes three days. The chrysalis formed is of meduim size. It has 200 HP, and hardness 15. The chrysalis is shaped like a brilliant purple egg that glimmers constantly from within. If a chrysalis is broken, the character inside dies. The character still loses a level if brought back to life as normal, and cannot undergo the transformation until they have 20 HD again.
    A chrysalid must remain in a chrysalis for a week. At the end of the week, the chrysalid emerges, transformed into a queen. The chrysalid loses a level as though raised from the dead as it's mind and body struggle to get used to one another. The level loss cannot be removed, by any means, even by wish or miracle.
    Automatic languages: Chrysalid Bonus languages: Common, gnome, dwarven, Terran, Auran
    Favored class: Fighter

    Queen:
    Queens are about 7 feet tall, with an iridescent green carapace. She stands upright, with four arms, and a mair of massive, majestic butterfly wings srouting from her back. the colors and patterns of the wings seem to shift and swirl, and the air around her constantly smells of honey and flowers.

    Queens have no place on the battlefield, but they are everything to a hive. they control and govern every aspect of life in the hive towers and below in the drone layers. The queen usually rules from a massive chamber underneath the main tower, fortified with layers of amber and filled with brood-jelly.

    Queen Racial Traits:
    +4 str +4 dex +4 con +6 int, +6 wis +8 cha
    Monstrous Humanoid: Queens are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    Medium: As a medium creature, a queen has no special bonuses or penalties due to size.
    Speed: 30 feet, fly 30 ft
    +6 natural armor bonus to AC
    1d6 bite, four 1d4 claws
    Jelly: A queen can produce a variety of chemical jellies that affect her brood. Brood jelly is the first, she produces a constant flow of this, and it carpets her chamber a foot deep. She lays her fertilized eggs into this, where they grow and hatch into drones over the course of a week. She also produces royal jelly, which is capable of making any drone, no matter their HD, capable of transforming into one of the warrior caste.
    Glitter: A queen's wings and body constantly give off a gentle glow that sheds light like a lantern. As a move action at will, a queen can make this glow shift and brighten in places to a hypnotic effect. All creatures viewing it must suceed on a DC (20+cha) will save or be affected as though by a suggestion spell.
    Pheremones: A queen's body produces a consitent, gently mind-affecting scent constantly. All chrysalids of her hive within 1000 feet obey her spoken or telepathic word without question, as though under the effects of a dominate spell, and all non-chrysalids or chrysalids not of her hive within range must make a DC (20+con) fortitude save or take a -10 penalty on will saves as long as they remain within range, and be affected as though by charm monster. Any action that would break the charm does not eliminate the -10 to will saves as well. Creatures who fail their saves are not aware that they are under her infulence. Creatures who make their saves also fail to recognize the effects they avoided, though they may notice their allies' odd behavior. Creatures that make this save cannot be affected by the pheremones of the same queen for 24 hours. Chrysalids of the queen's hive who have been out of range of the queen's pheromones for a full month are entitled to make their own saves, at a -5 penalty, to resist the domination effect.
    Telepathy:A queen can communicate with all creatures within 100 feet that have a language, and can send one-way messages to all chrysalids of her hive within one mile.
    Automatic languages: Chrysalid Bonus languages: Common, gnome, dwarven, Terran, Auran
    Favored class: Sorceror
    Last edited by Admiral Squish; 2009-08-30 at 05:46 PM.
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  2. - Top - End - #2
    Firbolg in the Playground
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    Default Re: Chrysalids [3.5 race, PEACH]

    I know I don't have any fluff yet, yes, I'm working on it, but nobody even wants to comment on balance? I'm still trying to figure out if I'm even in the right area power-wise.
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    Default Re: Chrysalids [3.5 race, PEACH]

    I'm no expert on balance, but I think it would be better to have the Drone as an LA 0, and to pay a (very hefty) XP cost to transform. You could then have slightly different XP choices for different options (since, for example, the Pounder seems a tad more powerful than the Ripper, but I rather doubt you'd want to tone it down).

    Also, I'd like to point out a tiny typo: under "small", in the drone listing, you should have "drone" rather than "dromite".

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    Firbolg in the Playground
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    Default Re: Chrysalids [3.5 race, PEACH]

    Quote Originally Posted by paddyfool View Post
    I'm no expert on balance, but I think it would be better to have the Drone as an LA 0, and to pay a (very hefty) XP cost to transform. You could then have slightly different XP choices for different options (since, for example, the Pounder seems a tad more powerful than the Ripper, but I rather doubt you'd want to tone it down).

    Also, I'd like to point out a tiny typo: under "small", in the drone listing, you should have "drone" rather than "dromite".
    I was actually considering that, but I'm not sure what would be reasonable for a cost.

    As for buzzer/ripper/pounder, I'm not sure what to do for balance. They each need their own 'niche' and I'm worried that if I try to make them all evenly balanced, they'll start to step on each other's toes.
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    Firbolg in the Playground
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    Default Re: Chrysalids [3.5 race, PEACH]

    Yes, there will be stats for a queen forthcoming, I'm still working on the exact mechanics.
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    Default Re: Chrysalids [3.5 race, PEACH]

    I see you've rather rebalanced the pounder with the ripper now. However, the big problem remains that that LA will be a big handicap prior to ECL 10. This makes more sense as an XP cost (even if it's sufficiently drastic as to set the player back a level or two, which you could fluff as "learning to use the new body"), or perhaps as some kind of bloodline mechanic, than as an LA; this mechanic means that the poor little bugs are unplayable below ECL 3, and effectively level 1 at ECL 3, in return for a little natural armour and a burrow speed. It doesn't add up.

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    Default Re: Chrysalids [3.5 race, PEACH]

    Wow. This looks really, really cool. I'd play it.
    However, I honestly think that it's a bit off-balanced. The base creature should be LA+1, and then I'd advise working up a sort of savage species progression for the other guys. Also, the ripper seems to be a bit weaker than the pounder; they're both obviously fight-y types, and a pounder is a far better fight-y type than the ripper. Give the ripper a nice, hefty dex boost, maybe some other nifty stuff to have it fill a more fast-fighter/skirmisher niche. The buzzer seems to be a more of a spellcaster/maybe skillmonkey, but for +2 LA it wouldn't be too great at either- not much above a halfling for skillmonkeying, and far below almost any race for spellcasting. I'd advise at least a bonus to intelligence, maybe remove the penalty to constitution.
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    Firbolg in the Playground
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    Default Re: Chrysalids [3.5 race, PEACH]

    Hmmm. Maybe I could work the level-loss the same way they did it with the necropolitan? Except two levels instead of one. Savage species seems like it wouldn't work too well to me, because I'm only looking to suck out a level or two. The idea is partially that having to spend up to ECL 10 as the drone partially pays for the awesome of the warrior forms.

    I don't think any of them really fit the 'caster' niche, and I'm debating wether or not I should include alternate forms. Like a stealth form, or a caster, or maybe some kind of ranged form.
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    Default Re: Chrysalids [3.5 race, PEACH]

    Honestly, I'd just make the other things a template; the base race is a LA +0, the other two are LA +2 templates that require the whole process to take.

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    Default Re: Chrysalids [3.5 race, PEACH]

    All I can say is, I'm disappointed that these aren't lightning fast xenomorph types with gigantic grins.
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    Firbolg in the Playground
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    Default Re: Chrysalids [3.5 race, PEACH]

    Quote Originally Posted by chiasaur11 View Post
    All I can say is, I'm disappointed that these aren't lightning fast xenomorph types with gigantic grins.
    I think the rippers kinda fit that MO.
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    Default Re: Chrysalids [3.5 race, PEACH]

    Quote Originally Posted by Milskidasith View Post
    Honestly, I'd just make the other things a template; the base race is a LA +0, the other two are LA +2 templates that require the whole process to take.
    I thought of that first, actually. But it's not really a template thing. A template would be modifying the base creature. This is a complete subsumation of the base creature's abilities and powers, completely replacing them with a new set. A Butterfly has very little to do with a caterpillar, and a grub has almost nothing to do with a beetle.
    Last edited by Admiral Squish; 2009-08-29 at 07:53 PM.
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    Default Re: Chrysalids [3.5 race, PEACH]

    Okay, despite my comuter's attempt to devour all the warrior forms and half of the drone entry, I re-wrote the buzzers with a ranged weapon, albeit a small one, gave the ripper even more shreddy goodness, And miodified the pounders a bit to more fit their role. I also added a chrysalis entry for the warriors to enter queen form, installed an XP cost for the tranformation instead of a flat LA, and generally typed my fingers to the bone. How'm I doing so far?

    I'm almost done with the queen concept, too, so you can look forward to that within the day, most likely.
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    Default Re: Chrysalids [3.5 race, PEACH]

    Yeah, this thread is going straight into my favorites, I think I might use them in one of my future campaigns.

    I really think you did a good job, the exp costs seem fair, and the three warrior castes look like they're pretty balanced without stepping over each-other.
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    Quote Originally Posted by Kemper Boyd View Post
    Duergar are immune to poisons.
    So, a Duergar monk who fights naked and lathers himself with contact poisons beforehand.
    Quote Originally Posted by Smeggedoff View Post
    I think the enemy would fear a naked dwarven grappler WAAAAAY before they even realised he was poisoned


    Quote Originally Posted by Korivan View Post
    Fly, haste, enlarge person, iron body.....fall on people.

  15. - Top - End - #15
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male2Female

    Default Re: Chrysalids [3.5 race, PEACH]

    Thanks! Just the kind of thing I like to hear.

    Oh, and the queen is up.
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

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  16. - Top - End - #16
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male2Female

    Default Re: Chrysalids [3.5 race, PEACH]

    There. Finished off the queen details and edited her pheremones a bit. I'd really like to hear some feedback on her, I don't know if this is balanced, imbalanced, or just plain awkward.
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

    Epic Avatar and Sigitar by AlterForm
    Spoiler
    Show

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