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  1. - Top - End - #91
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    Mulletmanalive's Avatar

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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Goblins, Common:
    Goblin literally means "spirit" or something similar, though the term is usually used to mean a malicious entity. The common Goblin is the least of its brethren but also amongst the most dangerous through sheer weight of maliciousness. Goblins get their jollies by moving into houses and making life miserable for the people around them. They arrange accidents for the house owners by pushing things off shelves, arranging trips and releasing cattle. Should they ever successfully drive off the family living in the house, they move on as well, being parasites by nature and unwilling to make anything for themselves.

    When visible, goblins are little creatures of no more than three feet in height, with bulbous noses, pointed ears and beady little eyes that seem to actually try to cut into their victim.

    D&D Version:
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    Small Fey [Fae]
    Hit Dice: 1d6-1 (2 hp)
    Initiative: +5
    Speed: 30ft (6 squares)
    Armor Class: 16 (+5 Dex, +1 Size), touch 16, flat-footed 10
    Base Attack/Grapple: +0/-5
    Attack/Full Attack: Trinket +7 Ranged (1 damage, x2, Range 10ft) OR Pinch +7 Melee (1 damage, no crits, Trip)
    Space/Reach: 5ft/5ft
    Special Attacks: Spell-like abilities, Trip
    Special Qualities: Dissolve, DR 1/Cold Iron, Invisibility, Tweening
    Saves: Fort -1, Ref +5, Will +3
    Abilities: Str: 8/-1 Dex: 20/+5 Con: 8/-1 Int: 10 Wis: 12/+1 Cha: 10
    Skills: Climb +3, Escape Artist +9 Listen +5, Move Silently +9, Sleight of Hand +9, Spot +5
    Feats: Weapon Finesse
    Environment: Hills
    Organization: Solitary, Blight (2-15), Unseelie Holding (2-20 + 1-2 Dunters + 1 Redcap + 3-4 Hobs + 1 Boggan)
    Challenge Rating: 1
    Treasure: Normally none
    Alignment: Neutral Evil (Chaotic tendencies)
    Advancement: by character class (Witch)

    Goblins are ugly little devils that are usually solitary in behaviour and mindset. They are parasites and annoying, though generally only dangerous in the fact that they ruin your livelihood and occasionally push people down stairs. This might sound terrible but compared to getting rent limb from limb by a redcap, tormented by a Fear Derrig or infected by the Nuckelavee, folks count themselves lucky...

    When goblins are found in numbers, it is generally at the beckon call of an Unseelie noble who has some design or other. They get on surprisingly well with Redcaps, who can't find them to stab them while their hats are on, and appreciate the fact that their victims are prone and thus easier to kill.

    Combat
    Goblins avoid combat if they can. They prefer to set it up so that you must save or fall down the stairs because of the marbles there, or to crush you with frightened cattle. If absolutely need be, they, make a point of letting their Infestation get to weapons, trip those who look dangerous and skedaddle.

    Dissolve: When slain, goblins break apart into dust, shadows and a coughing sound.
    Invisibility [Su]: as a Swift action the Goblin may become invisible until end of its next turn. This is dispelled when they attack, as normal.
    Spell-like abilities [Sp]: Goblins, like all fey, have some magical abilities. They can use the following abilities at will, at a CL equal to their HD: Ghost Sound, Prestidigitation
    Infestation [Su]: Common Goblins bring along a small hoard of cockroach-like beings that swarm into machines, fouling them and get into food stores and consume as much as they can. Machines that remain within 30ft of the Goblin for more than a minute have a 50% [11+ on d20] chance of fouling, preventing them from functioning until repaired or cleared. A natural 20 on this roll means that device has fouled so spectacularly that it cannot be repaired in the field.

    Food left in range lost about ¼ of its mass every half an hour. Goblins usually help themselves and move off after a while, meaning that this rarely does a huge amount of damage.
    Trip [Ex]: When it makes a successful melee attack against a flanked target or one denied his dexterity bonus to AC, the Goblin knocks the target prone automatically.
    Tweening: Goblins are amongst the absolute least of the fey and can only enter the Hedge during Dusk and Dawn.

    MV Version:
    Spoiler
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    Small Fæ Thing 1 CP 2
    Init: + 6 , Senses: Listen + 1 , Spot +1
    Languages: Gaelic
    3
    Defence: 13 Flatfooted: 12 +5 as Swift action
    Hardness: DR 1/Natural
    HD: 1d6 - 1 + 8 Hp: 10
    Massive Damage: 8
    Thresholds: Green, [ 5 ] Yellow, [ 2 ] Orange, [ 1 ] Red
    Resist: Evasion
    Fort: -1 Reflex: + 6 Will: + 3 Psyche: 13
    3
    Speed: 30ft Space: 5 ft Reach: 5 ft
    Ranged: +7 Trinket (1 damage, x2, Range 10ft)

    Melee: +7 Pinch (1 damage, no crits, Trip)

    BAB: + 0 Grapple: -9
    Special Actions: Invisibility [Swift action; become invisible until end of next turn],
    Ghost Sound [Standard action; create sound up to 4 humans within 30ft]
    Prestidigitation [Standard action; create one magical effect, up to 1lb telekinesis, alter one quality of an object or spoil something]
    Trip [On a successful attack on a Flatfooted or Flanked target, the target is knocked prone automatically]
    3
    Abilities: Str: 8/-1 Dex: 20/+5 Con: 8/-1 Int: 10 Wis: 12/+1 Cha: 10
    SQ: Agile, Evasion, Infravision 60ft, Scent

    Feats: Weapon Finesse

    Skills: Bluff +4, Climb +3, Disable Device +4, Hide +17, Move Silently +9. Open Locks +9, Sleight of Hand +9, Tumble +9
    3
    Special Abilities:
    Dissolve: When slain, goblins break apart into dust, shadows and a coughing sound.
    Infestation [Su]: Common Goblins bring along a small hoard of cockroach-like beings that swarm into machines, fouling them and get into food stores and consume as much as they can. Machines that remain within 30ft of the Goblin for more than a minute have a 50% [11+ on d20] chance of fouling, preventing them from functioning until repaired or cleared. A natural 20 on this roll means that device has fouled so spectacularly that it cannot be repaired in the field.

    Food left in range lost about ¼ of its mass every half an hour. Goblins usually help themselves and move off after a while, meaning that this rarely does a huge amount of damage.
    Tweening: Goblins are amongst the absolute least of the fey and can only enter the Hedge during Dusk and Dawn.


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

    Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License. All other text and game materials are free to use under the terms of the OGL and are designated Open Content.
    Last edited by Mulletmanalive; 2011-11-09 at 06:36 PM.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
    Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!

  2. - Top - End - #92
    Ogre in the Playground
     
    Mulletmanalive's Avatar

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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    At the moment, only the MV version. Too lazy to make the conversion right at this second, though folks can probably foresee what it will look like anyway

    Goblin, Hearth/Hob-:

    Hobbs are an evolved form of goblin, basically a more powerful and benign form of the common goblin. Each hob is around twelve to eighteen inches tall, spindly and so hideously ugly that reality has trouble keeping track of them. No two reports seem to match, but homely is about as polite as one could possibly get about the appearance of a Hob.

    Hobs move into homes and make their welcome. Note that the term "home" is used and not "house;" hobs can only live in places with a threshold, indeed, they draw power from them. Because their intentions, if not their eventual actions, are always benevolent, they are not held at bay by the bans of hospitality (the rule that fæ may not enter a home uninvited). Once inside, a hob does chores and keeps the house nice. In payment, it hopes for some nice cakes or fresh bread with honey each day. If not paid, the result varies wildly; some hobs simply take what they want and leave the leftovers of their baking for their hosts, while others become petulant and worse than a goblin.

    Some hobs wear clothes, though they will never accept a gift. It must be made clear that their food is a returned gift for their own contribution of the chores. They are strictly bound by the bans of hospitality in exchange for their freedom of entry, and thus cannot allow themselves to enter into the debt of another.

    D&D Version:
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    Tiny Fey [Fae]
    Hit Dice: 3d6-3 (7 hp)
    Initiative: +6
    Speed: 30ft (6 squares)
    Armor Class: 19 (+6 Dex, +2 Size, +1 Natural), touch 18, flat-footed 13
    Base Attack/Grapple: +1/-8
    Attack: +9 Touch
    Space/Reach: 2.5 ft / 0 ft
    Special Attacks: Affect Health [Standard, touch; Bestow a +/-2 adjustment to one of the target's stats, stacks to a maximum of +/-8. Duration 1 day, Fort DC 17 Neg],
    Helper Trip [Standard; direct helper aura to move something in front of the feet of a target. Ref DC 14 or Prone.]
    Invisibility [Swift; Hob becomes invisible until its next turn]
    Special Qualities: Aura of Cleaning and Sweeping, Dissolve, Disturbing DC 16, Homesense, Tweening
    Saves: Fort +0, Ref +7, Will +5
    Abilities: Str: 8/-1 Dex: 22/+6 Con: 8/-1 Int: 16/+3 Wis: 14/+2 Cha: 16/+3
    Skills: Bluff +10, Craft [Cooking] +9, Diplomacy +10, Heal +8, Listen +8, Move Silently +13, Profession [Cleaner] +9, Search +9, Sense Motive +9
    Feats: Ability Focus (Affect Health),
    Environment: Smallholdings in Border region
    Organization: usually Solitary
    Challenge Rating: 2
    Treasure: half Standard
    Alignment: Neutral
    Advancement: by Class

    Hobs are impossibly ugly, small humanoids, though surprisingly good natured with it.

    Combat
    Hobs avoid combat like the plague. One of their primary methods of dealing with threats is the "Helper Trip," where they use their aura to move an object into the path of a target. They use their Minor Quickness to remain invisible most of the time.

    Aura of Sweeping and Tidying [Su]: As a Swift action, the Hob may radiate an aura of helpfulness that creates 6 [HD + Cha] invisible servants of force. These things are under his subconscious control and perform tasks that require them to move up to 40lb of material and have a skill check DC no greater than 10. They move, polish, shovel, dust, clean grates and even milk cows at the Hob's behest. This aura radiates out to 20ft, which is easily enough to allow the Hob to care for the type of small, cosy house that they like to frequent.

    Dissolve: Hobs break apart into household dust, cobwebs and sticky stains if killed.

    Disturbing: Hobs are sooo horribly ugly and yet still comprehensibly human looking that they cause a great dissonance for the viewer. Those who see a Hob may take no real action towards it unless it attacks, though a DC 16 Will save will allow them to act against the Hob, if they wish.

    Homesense: Hobs have a unique perceptive ability that allows them to perceive a great deal in the home they adopt. They count as having Blindsense, Blindsight and Tremorsense that applies out to the limits of their family's threshold. They gain none of these benefits outside their home.

    Minor Quickness [Ex]: Hobs are mercurial beings, even when not bulked out by reputation, and gain an additional Swift action each round. They often use this idly maintaining their Invisibility power from round to round.

    Perfect Little Handyman [Su]: All Hobs have a great deal of skill about the house: they can perform more or less any task, simple ones with their Aura and more complex ones by personal skill, in the form of this magical trick of theirs. For every Full action spent on this action, the Hob can change one pound of matter; he can reshape matter into any form he wishes, as a polymorph effect. Hobs use this to repair items, spin straw into gold or make a hearty stew from the ashes of a starving family's fire. Hobs do not, however, take requests…

    Tweening [Su]: A Hob can enter the hedge through doorways and the space beneath. They have little or no ability to use even the most basic of liminals, dusk and dawn, nor boundaries between terrains. They're just too house trained.

    MV Version:
    Spoiler
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    Tiny Fæ Thing 3 CP 3
    Init: + 9 , Senses: Listen + 2 , Spot + 2 Homesense, Low Light Vision
    Languages: Gaulic, English, Bad English
    3
    Defence: 15 Flatfooted: 12 Swift; Agile +6, Usually Invisible
    Hardness: DR 3/Natural
    HD: 3d6 -3 + 8 Hp: 15
    Massive Damage: 8
    Thresholds: Green, [ 7 ] Yellow, [ 3 ] Orange, [ 1 ] Red
    Resist:
    Fort: + 0 Reflex: + 9 Will: + 5 Psyche: 23
    3
    Speed: 30ft Space: 2-½ ft Reach: 0 ft

    Melee: +9 Touch

    BAB: + 1 Grapple: -8
    Special Actions:
    Affect Health [Standard, touch; Bestow a +/-2 adjustment to one of the target's stats, stacks to a maximum of +/-8. Duration 1 day, Fort DC 17 Neg],
    Helper Trip [Standard; direct helper aura to move something in front of the feet of a target. Ref DC 14 or Prone.]
    Invisibility [Swift; Hob becomes invisible until its next turn]
    3
    Abilities: Str: 8/-1 Dex: 22/+6 Con: 8/-1 Int: 16/+3 Wis: 14/+2 Cha: 16/+3
    SQ: Dissolve, Disturbing DC 16, Homesense, Tweening

    Feats: Ability Focus (Affect Health), Corpse-man [Heal 2d4+3 damage with a DC 15 Heal check.]

    Skills: Bluff +10, Craft [Cooking] +9, Diplomacy +10, Heal +8, Move Silently +13, Profession [Cleaner] +9, Search +9, Sense Motive +9
    3
    Special Abilities:
    Aura of Sweeping and Tidying [Su]: As a Swift action, the Hob may radiate an aura of helpfulness that creates 6 [HD + Cha] invisible servants of force. These things are under his subconscious control and perform tasks that require them to move up to 40lb of material and have a skill check DC no greater than 10. They move, polish, shovel, dust, clean grates and even milk cows at the Hob's behest. This aura radiates out to 20ft, which is easily enough to allow the Hob to care for the type of small, cosy house that they like to frequent.

    Dissolve: Hobs break apart into household dust, cobwebs and sticky stains if killed.

    Disturbing: Hobs are sooo horribly ugly and yet still comprehensibly human looking that they cause a great dissonance for the viewer. Those who see a Hob may take no real action towards it unless it attacks, though a DC 16 Will save will allow them to act against the Hob, if they wish.

    Homesense: Hobs have a unique perceptive ability that allows them to perceive a great deal in the home they adopt. They count as having Blindsense, Blindsight and Tremorsense that applies out to the limits of their family's threshold. They gain none of these benefits outside their home.

    Minor Quickness [Ex]:
    Hobs are mercurial beings, even when not bulked out by reputation, and gain an additional Swift action each round. They often use this idly maintaining their Invisibility power from round to round.

    Perfect Little Handyman [Su]: All Hobs have a great deal of skill about the house: they can perform more or less any task, simple ones with their Aura and more complex ones by personal skill, in the form of this magical trick of theirs. For every Full action spent on this action, the Hob can change one pound of matter; he can reshape matter into any form he wishes, as a polymorph effect. Hobs use this to repair items, spin straw into gold or make a hearty stew from the ashes of a starving family's fire. Hobs do not, however, take requests…

    Tweening [Su]: A Hob can enter the hedge through doorways and the space beneath. They have little or no ability to use even the most basic of liminals, dusk and dawn, nor boundaries between terrains. They're just too house trained.

    New Quirk:

    Minor Quickness: Creature gains an additional Swift action each round.


    Hobhole Hob:
    Hobhole Hob is a particularly skilled hobgoblin from the border regions, near Hartlepool. He was a particularly skilled operator of sympathetic healing, able to take diseases, especially whooping cough from the young and transplant them into himself; the sad thing is, however, that Hobhole Hob wasn't so much beneficent as guilty. One of his first sympathetic curses had gone horribly out of control as he began his crude attempts to traffic with the unseelie orders of the region (in an attempt to avoid the displeasure of a particularly nasty Dunter warlord) and he has spent the last seven centuries trying to gather together the resultant curse to undo it.
    Hobhole Hob remains in his lab under the Hobhole, working on ways of avoiding further conflict with the unseelie lord in the area. When a mother whose baby has whooping cough comes, she speaks a well known rhyme to attract his attention. While this is going on, he sneaks out invisibly and takes hair from the babe so he can use a Poppet to Take It Back. He is immune to the curse after many hundreds of years of doing so, though he purges himself once a month to prevent himself being infectious.
    If actually engaged in conversation, he turns out to be more than a little paranoid but kind and good natured in a lonely kind of way.

    D&D Version:
    I'll get to this when i can figure out how to do it. Hobhole's MV version uses a class that's far too alien to conventional D&D for me to use this easily. I'll have an experiment with the Witch class from the Wizards boards in the next few days perhaps...

    MV Version:
    Spoiler
    Show
    Tiny Fæ Thing 3, Witch 3 CP 6
    Init: + 9 , Senses: Listen + 2 , Spot + 2 Homesense, Low Light Vision
    Languages: Gaelic, English, Bad English
    3
    Defence: 17 Flatfooted: 12 Swift; Agile +6, Usually Invisible
    Hardness: DR 6/Natural
    HD: 6d6 -6 + 8 Hp: 23
    Massive Damage: 8
    Thresholds: Green, [ 11 ] Yellow, [ 5 ] Orange, [ 2 ] Red
    Fort: + 1 Reflex: + 10 Will: + 9 Psyche: 26
    3
    Speed: 30ft Space: 2-½ ft Reach: 0 ft

    Melee: +11 Touch

    BAB: + 3 Grapple: -6
    Special Actions:
    • Affect Health [Standard, touch; Bestow a +/-2 adjustment to one of the target's stats, stacks to a maximum of +/-8. Duration 1 day, Fort DC 17 Neg],
    • Disease [10 minutes; use Poppet to inflict a disease on target with DC of up to 13]
    • Helper Trip [Standard; direct helper aura to move something in front of the feet of a target. Ref DC 16 or Prone.]
    • Invisibility [Swift; Hob becomes invisible until its next turn]
    • Poppet: [Move; create poppet using part of target. Requires Know (Religion) and Witchcraft vs Psyche. Allows use of curses at any range.]
    • Take It Back [As long as he has a Poppet of the target, Hob can take a spell or curse effect off the target by inflicting it on himself.]


    Possessions: 2 x Potion of Cure Light Wounds [22hp], Potion of Gaseous Form
    3
    Abilities: Str: 8/-1 Dex: 22/+6 Con: 8/-1 Int: 15/+2 Wis: 16/+3 Cha: 16/+3
    SQ: Dissolve, Disturbing DC 16, Homesense, Minor Quickness [Extra Swift action each round], Tweening

    Feats: Ability Focus (Affect Health), Corpse-man [Heal 2d4+3 damage with a DC 15 Heal check.], CultistB, Disease Immunity (Whooping Cough)B, Spell Mastery
    Flaw: Malefacareum

    Skills: Craft [Cooking] +8, Craft [Doll] +8, Heal +12, Knowledge [Nature] +11, Knowledge [Politics] +11, Move Silently +13, Profession [Cleaner] +10, Sense Motive +9, Witchcraft +12
    3
    Special Abilities:
    Aura of Sweeping and Tidying [Su]: As a Swift action, the Hob may radiate an aura of helpfulness that creates 6 [HD + Cha] invisible servants of force. These things are under his subconscious control and perform tasks that require them to move up to 40lb of material and have a skill check DC no greater than 10. They move, polish, shovel, dust, clean grates and even milk cows at the Hob's behest. This aura radiates out to 20ft, which is easily enough to allow the Hob to care for the type of small, cosy house that they like to frequent.

    Dissolve: Hobs break apart into household dust, cobwebs and sticky stains if killed.

    Disturbing: Hobs are sooo horribly ugly and yet still comprehensibly human looking that they cause a great dissonance for the viewer. Those who see a Hob may take no real action towards it unless it attacks, though a DC 16 Will save will allow them to act against the Hob, if they wish.

    Homesense: Hobs have a unique perceptive ability that allows them to perceive a great deal in the home they adopt. They count as having Blindsense, Blindsight and Tremorsense that applies out to the limits of their family's threshold. They gain none of these benefits outside their home.

    Minor Quickness [Ex]: Hobs are mercurial beings, even when not bulked out by reputation, and gain an additional Swift action each round. They often use this idly maintaining their Invisibility power from round to round.

    Perfect Little Handyman [Su]: All Hobs have a great deal of skill about the house: they can perform more or less any task, simple ones with their Aura and more complex ones by personal skill, in the form of this magical trick of theirs. For every Full action spent on this action, the Hob can change one pound of matter; he can reshape matter into any form he wishes, as a polymorph effect. Hobs use this to repair items, spin straw into gold or make a hearty stew from the ashes of a starving family's fire. Hobs do not, however, take requests…

    Spells: Hobhole Hob has access to the following spells; Spell name [Level/Casting DC/Save DC/Effect]:
    • Entangle [1 / 15 / 15 /40ft area within 200ft; targets in area must save or be Immobilised and at -2 on all Dex based checks. Those who save are still at half movement because of the difficult terrain]
    • Goodberry [2 / 20 / - /Creates 5 berries. Each cures 1 hp and provides food for one day]
    • Healthful Rest [1 / 15 / - /5 creatures within 30ft make their next gains for healing in half the time normally required and gain twice the normal number of hp]
    • Obscuring Mist [1 / 15 / - /Create 30ft cloud within 50ft; grants concealment to all within]
    • Scare [2 / 20 / 16 /targets of 6 HD must save; success = Shaken, failure = Frightened]
    • Sleep [1 / 15 / 15 /affects 4HD of targets. Save or sleep for 5 minutes/25 rounds]
    • Smell of Fear [1 / 15 / 15 /Touch; Target is attacked by animals in preference to others at +3 bonus to hit]


    Tweening [Su]: A Hob can enter the hedge through doorways and the space beneath. They have little or no ability to use even the most basic of liminals, dusk and dawn, nor boundaries between terrains. They're just too house trained.

    Witch Powers: Hobhole Hob has the Curse From Afar, Disease and Take It Back powers. These are included in his abilities above.



    This post is going to be updated soonish, though i've actually got to design a class in order to produce the advanced versions of this because Robin Goodfellow and the Pucks in general are going to be a pickler, though i think my proposed Witch class should cover it...

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

    Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License. All other text and game materials are free to use under the terms of the OGL and are designated Open Content.
    Last edited by Mulletmanalive; 2011-11-09 at 06:36 PM.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
    Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!

  3. - Top - End - #93
    Troll in the Playground
     
    PirateGirl

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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    These are really fun I am so glad that you've made more standard D&D versions of your creatures as that's what I'll be using (when I get around to it). :-) In the meantime, these are being saved for future use.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  4. - Top - End - #94
    Titan in the Playground
     
    Draconi Redfir's Avatar

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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    so are we allowed to make up storys? or do they need to be real ones? just wondering.
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  5. - Top - End - #95
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    Cealocanth's Avatar

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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Is this where we go for someone to make stats for a monster? Does it have to be fairy like/ Fae related?
    Currently RPG group playing: Endworld (D&D 5e. A Homebrewed post-apocalyptic supplement.)

    My campaign settings: Azura; 10,000 CE | The Frozen Seas | Bloodstones (Paleolithic Horror) | AEGIS - The School for Superhero Children | Iaphela (5e, Elder Scrolls)

  6. - Top - End - #96
    Ogre in the Playground
     
    Mulletmanalive's Avatar

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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Quote Originally Posted by Debihuman View Post
    These are really fun I am so glad that you've made more standard D&D versions of your creatures as that's what I'll be using (when I get around to it). :-) In the meantime, these are being saved for future use.

    Debby
    Glad you're liking them. I presume that the stat-blocks have at least ok math? Any catches would be appreciated (I don't expect you to look over the MV ones).

    Quote Originally Posted by Gicko View Post
    so are we allowed to make up storys? or do they need to be real ones? just wondering.
    Depends. If what you've come up with seems like a real-world legend, then possibly; if it's like most D&D original fey, then no. If you want a modified version of something real to act as a local hero type fae, maybe a specific hobgoblin or a unique Redcap, i can probably oblige.

    Quote Originally Posted by Cealocanth View Post
    Is this where we go for someone to make stats for a monster? Does it have to be fairy like/ Fae related?
    This is for "real world" style fae only. It's a personal project of mine. If you have something from a book that you want made, I can see what I can do, otherwise you want Request a Homebrew
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
    Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!

  7. - Top - End - #97
    Troll in the Playground
     
    PirateGirl

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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    I'll go over the statblocks when I can. Just a quick question. I get the Fae subtype you've created (it's rather world dependent), but what is "Thing?"

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  8. - Top - End - #98
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    I mentioned this earlier, though i'm not sure where without trawling through; it's just Fay by another name. I'll change all of the references to it in the D&D blocks to Fay, so we have Fay [Fae] creatures.

    Actually, that raises a point, are there non-Fae fay? or fey for that matter? Why can i never remember how Wizards spelt that?!

    The Thing creature kit in MV was originally just intended to creatue wibbly monsters from beyond space but it proved so useful for creating "wizard" type creatures that i've just kept it as one of the standards. If it would be a Fey or Aberration elsewhere, it'd be a Thing with me...

    EDIT: Worth noting: it turned out that i've been misunderstanding for 10 years that Ability Focus grants a +2 rather than the +3 i thought it did. Having used it for so long, i'll always make that mistake, i think, but i'll change them all once you've commented [the D&D ones anyway].
    Last edited by Mulletmanalive; 2010-06-27 at 01:33 PM.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    I saw the word "nuckelavee," and had to ask: Paizo has recently statted out the nuckelavee for Pathfinder. If the OP has seen it (and isn't averse to Pathfinder), I'm curious to know what your opinions are on Paizo's version.

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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Quote Originally Posted by Farseer Lolotea View Post
    I saw the word "nuckelavee," and had to ask: Paizo has recently statted out the nuckelavee for Pathfinder. If the OP has seen it (and isn't averse to Pathfinder), I'm curious to know what your opinions are on Paizo's version.
    I haven't seen it. It it's made it onto that online monster archive, linke me and i'll give an opinion.

    I rather like Pathfinder, but i still find the magic too powerful for me to be able to indulge my swashbuckling needs while mages are around...
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Quote Originally Posted by Mulletmanalive View Post
    I haven't seen it. It it's made it onto that online monster archive, linke me and i'll give an opinion.
    Not yet. IIRC, it's CR 10 and inflicts a disease that does Con damage. (I need to get my own copy of the module. )

    I rather like Pathfinder, but i still find the magic too powerful for me to be able to indulge my swashbuckling needs while mages are around...
    Hmm. Seems to me like they buffed fighters and rogues quite a bit as well. What I need to do is actually get around to running a game.
    Last edited by Farseer Lolotea; 2010-06-28 at 06:56 AM.

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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    In all honesty, it's just my nature to want to solve my problems with cunning use of the scenery and inventive plans, rather than spells that change stuff and basically become a game of M:tG between the mage players.

    Pathfinder did very little to address this because magic can still do anything it wants. That and the fact that while the fighter got more powerful, it's no more interesting than it ever was and the monster design didn't change in such a way to actually reward flexible armament and limit magic a little.

    Regardless, the disease fits, the pic is nicely done but a little squewiff in design and i thing CR 10 is too low for the creature in question. I'd make it higher if i hadn't decided that i wanted Diminished Gods like the Mither o' the Sea to be within the 17-20 CR range...
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Quote Originally Posted by Mulletmanalive View Post
    Regardless, the disease fits, the pic is nicely done but a little squewiff in design and i thing CR 10 is too low for the creature in question. I'd make it higher if i hadn't decided that i wanted Diminished Gods like the Mither o' the Sea to be within the 17-20 CR range...
    I did find a write-up for 4e that classed it as a level-15 solo monster.

    Of course, if I was running the game, and the players had the misfortune of running into a nuckelavee...I wouldn't let them off that easily. It would be a nuckelavee cleric of the god of entropy and disease, or something similarly charming.

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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    I'm starting with the Nuckelavee:

    Creatures with a Swim speed get a + 8 racial bonus to Swim (see Swim skill). You should note that in skills section.

    DC for its breath weapon is 25 not 26. 10 +7 +6 +2.

    Additionally, those within the aura have Concealment, though the Nuckelavee itself only gainst his benefit while moving.
    I'm not sure what you were trying to say there.

    More general stuff:

    Fey is a Type of Creature, Fae is your new Subtype. I recommend that you keep these consistent.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Debbi, thanks. Changes made.

    D&D version of the hobgoblin is up.

    Can't decide whether to work on the Goblin variants, the Hobgoblin variants or the Under Goblins next so I think i'll take a break from these ones and go with a request: Leanen Shee!
    Last edited by Mulletmanalive; 2010-06-28 at 02:22 PM.
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    Default Re: I need Fae, fey or fay, however you choose to spell it!

    In the Black Hound you left "Name" in where it should read "Hound of the Wild Hunt".

    There's a reason I prefer VT's statblock. It makes it a LOT easier to critique.

    Clean up the stat block. If you need to add more than does XdX damage, there should be a line below the statblock for the details.

    There should be a line for Skirmish. Is Skirmish your own design or from a book?

    AC doesn't include magical bonuses from spells. [It's up to the DM to see if has barkskin readied or not].

    If a creature only has one attack, it does 1.5 times its Str bonus in damage. Also, improved critical feat only doubles the threat range not triple it.

    Attack: Bite +25 melee (3d6+15/19-20/x2)

    BAB + Str + Size Modifier (16 +10 -2 +1 for weapon focus) = 25. A creature can't improve its critical without the Improved Critical Feat. I believe that should be one of its 6. It needs 6 feats. It has 5 (bonus feats don't count as part of the 6)

    Feats: Improved Critical, Improved Initiative, Power Attack, RunB, Snatch, TrackB, Weapon Focus [Bite],

    Powerful Charge and Trip are Special attacks. Snatch is a monster feat and should be listed in the feats section.

    Special Attacks are listed alphabetically and only include damage. If you need to explain more, put it in the comments section below the statblock.

    Special Attacks: Powerful Charge (+3d6), Skirmish (+2d6), Trip

    The DC for spell-like abilities is 10 + the level of the spell the ability resembles or duplicates + the creature’s Cha modifier. DC for Fear as a spell-like ability is 11. Perhaps it should have a fear aura for DC 15.

    As for your spell-like abilities: put obscuring mist as an "At will" and barkskin and hold animal at 3/day and airwalk 1/day. It probably won't need more than those abilities.

    Debby
    Last edited by Debihuman; 2010-06-28 at 04:49 PM. Reason: fixing my corrections....
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    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: I need Fae, fey or fay, however you choose to spell it!

    Quote Originally Posted by Debihuman View Post
    In the Black Hound you left "Name" in where it should read "Hound of the Wild Hunt".

    There's a reason I prefer VT's statblock. It makes it a LOT easier to critique.

    Clean up the stat block. If you need to add more than does XdX damage, there should be a line below the statblock for the details.
    You'd prefer NOT to have explanatory notes in the block and have to read through the combat section while running the critter? And i was just beginning to like you...

    Quote Originally Posted by Debihuman View Post
    There should be a line for Skirmish. Is Skirmish your own design or from a book?
    Complete Adventurer. Included. Originally didn't because it's not OGL, strictly, though i have a version of it in MV, based on something by Mongoose that's exactly the same.

    Quote Originally Posted by Debihuman View Post
    AC doesn't include magical bonuses from spells. [It's up to the DM to see if has barkskin readied or not].
    Why would it not have an "at will" ability active? Doesn't cost it anything. Has been left for now.

    Quote Originally Posted by Debihuman View Post
    If a creature only has one attack, it does 1.5 times its Str bonus in damage. Also, improved critical feat only doubles the threat range not triple it.

    Attack: Bite +25 melee (3d6+15/19-20/x2)

    BAB + Str + Size Modifier (16 +10 -2 +1 for weapon focus) = 25.
    Done. Copy Pasta strikes again [correct for the MV version, which is an animal].

    Quote Originally Posted by Debihuman View Post
    A creature can't improve its critical without the Improved Critical Feat. I believe that should be one of its 6. It needs 6 feats. It has 5 (bonus feats don't count as part of the 6)

    Feats: Improved Critical, Improved Initiative, Power Attack, RunB, Snatch, TrackB, Weapon Focus [Bite],
    The WotC designers disagree with you. Check out the Guulvorg in MM5 for an example of the resurrection of Augmented Critical. I never knew why they decided that all teeth were made equal in MM1...

    Quote Originally Posted by Debihuman View Post
    Powerful Charge and Trip are Special attacks. Snatch is a monster feat and should be listed in the feats section.

    Special Attacks are listed alphabetically and only include damage. If you need to explain more, put it in the comments section below the statblock.

    Special Attacks: Powerful Charge (+3d6), Skirmish (+2d6), Trip
    Done, kinda. Stat blocks are an Aide Memoire, so there's no good reason to avoid including Snatch as a reminder. Maybe i should put asterisks next to feats in those entries....

    There's nothing so annoying as digging out a monster and then not realising the damn thing has Power Attack the whole way through...

    Quote Originally Posted by Debihuman View Post
    The DC for spell-like abilities is 10 + the level of the spell the ability resembles or duplicates + the creature’s Cha modifier. DC for Fear as a spell-like ability is 11. Perhaps it should have a fear aura for DC 15.

    As for your spell-like abilities: put obscuring mist as an "At will" and barkskin and hold animal at 3/day and airwalk 1/day. It probably won't need more than those abilities.

    Debby
    Removed the Fear ability, replaced it with the Bay [su] ability. All of the others are flat "at Will" abilities now. Doesn't make them noticably more powerful in a one off encounter but allows them to escape despite a Dispell Magic. It has no real benefit from spamming these non-aggressive abilities...
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    Default Re: I need Fae, fey or fay, however you choose to spell it!

    Quote Originally Posted by Mulletmanalive View Post
    You'd prefer NOT to have explanatory notes in the block and have to read through the combat section while running the critter? And i was just beginning to like you...
    Yep. It's a matter of going through the statblock for editing and stuff. Granted for a DM it's not the preferred one, but it takes me a lot longer to count stuff if it is in several sections.

    Complete Adventurer. Included. Originally didn't because it's not OGL, strictly, though i have a version of it in MV, based on something by Mongoose that's exactly the same.
    If it's not OGC, then just state "See Complete Adventurer pg. X."

    Why would it not have an "at will" ability active? Doesn't cost it anything. Has been left for now.
    Technically it is because it is a spell and not part of the creature's standard AC. Like I said, this is something that the DM has to remember to include. It just doesn't belong in the standard creature statblock.

    The WotC designers disagree with you. Check out the Guulvorg in MM5 for an example of the resurrection of Augmented Critical. I never knew why they decided that all teeth were made equal in MM1...
    It should have Improved Critical too. WotC's statblock often have mistakes. It's a shame that they never put out the errata for the MMV. I'm sure there are a lot of mistakes in it.

    Debby
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    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: I need Fae, fey or fay, however you choose to spell it!

    Quote Originally Posted by Debihuman View Post
    Technically it is because it is a spell and not part of the creature's standard AC. Like I said, this is something that the DM has to remember to include. It just doesn't belong in the standard creature statblock.
    That...makes no sense...

    Besides, the Psionic Githzerai from EPH have Inertial Armour listed in their AC. Woo! Precident!

    Quote Originally Posted by Debihuman View Post
    It should have Improved Critical too. WotC's statblock often have mistakes. It's a shame that they never put out the errata for the MMV. I'm sure there are a lot of mistakes in it.

    Debby
    I would assume that in this particular case, the insane critical capabilities are intentional. There was an ability for this in 3.0 called Augmented Critical, and this was ignored in the 3.5 MM1 for whatever reason.

    I've put in an Augmented Critical entry into the block to cover this.
    Last edited by Mulletmanalive; 2010-06-28 at 07:27 PM.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    MA-- do you really find it necessary to find a single exception to standard rule (which are probably in error in the first place too) just to disagree with me? If so, you're not helping to standardize your own creations for 3.5. In that case, it's rather pointless of me to continue on this thread .

    Augmented Critical is a Special Ability see Tarrasque. If your creature should have it, it should be listed in the special abilities.

    Augmented Critical (Ex): The tarrasque’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
    [Edit] Inertial armor probably didn't belong in the sample creature's statblock either as it only lasts 1 hour per level. It's another thing for the DM to keep track of.

    Debby
    Last edited by Debihuman; 2010-06-29 at 01:19 PM.
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    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    So this is a creature from the Hebrew mythology. It's blurred on whether it's a fae-like being or a demon. If you've seen the movie The Unborn then you've got a good idea on this creature.

    It's called a Dybbuk.

    There are two very different stories about them. The first is a creature that lives in an attic, often knocking things over at night to wake the children and tempt them up into the attack, where it would then kill them and force their way into their body, wearing the child's skin. It'd pretend to be the child then, witha ccess to the child's memories. It'd slowly act more violently, whicht he parents would assume were just tantrums and such. After a few days bad luck seems to surrund them. Playmates would have accidents and get injured, even killed. The Dybbuk would give other family members bad dreams and cause them to argue and fight eachother. If there are other siblings, older siblings would be affected liek teh aprents, with accidents and in fighting. But younger siblings would be untouched by this. Instead, they can tell something is wrong about their brother or sister, who acts meaner than before and who's eyes look wrong. The parents and older siblings will ignore the words of the youngest siblings, telling them their imagining things.

    This spirals downwards for a few weeks, and after a month the household is filled with hate and sorrow. The Dybbuk feeds off all this and one night simply slaughters the family, leaving only one of the siblings alive. The Dybbuk then vanishes, leaving the only survivor scarred for life. Dybbuk's have a habit of targetting families with at least 3 or more children, especially when two or more children are still 10 or younger. They are vicious, and see the pain they inflict as a game. Killign the body the Dybbuk possesses gets rid of it, though the body is that of the child and so would seem as child murder to anyone not aware of what was happening. Their reflections are sometimes off, usually their eyes the wrong size or their noses just a bit crooked when they're viewed ina mirror, but most adult minds seem to ignore this. Dibik's hate holy symbols which can repel them, and gold seems to burn their skin. Often times a Dybbuk cna be tricked into trying to take over the body of a doll representing one of the children, leaving them trapped untilt he doll is destroyed. On very rare occassions a Dybbuk can possess the body of a stillborn child and will take that child's place.


    ... So yeah, that's the old folklore version. The movie version involves a creature possessing a dead twin to try and come back into the world. Powers have included dream haunting, creating waking nightmares, possession, altering film and audio recordings, and poltergiest-like abilities, including throwing people. Hebrew prayer and powerful objects holy to the Jewish people seem to weaken and possibly defeat it.
    Last edited by Croverus; 2010-06-29 at 01:21 PM.

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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    I think you mean it lives in an "attic."
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Fixed, and fixed other spelling errors, like the name. I was trying to recall the name from memory. The main part is the old-old folklore. The bottom paragraph is based on the movie's interpretation of a dybbuk.
    Last edited by Croverus; 2010-06-29 at 01:22 PM.

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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    The dybbuk story is from Jewish folklore. This treads on some real world religion stuff so I recommend we tread very very softly here.

    Also there is an official version of the Dybbuk in the Fiendish Codex I: Hordes of the Abyss page 36.

    Debby
    Last edited by Debihuman; 2010-06-29 at 01:31 PM.
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    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Well I am Jewish, and was working on a campaign using some actual real life demonology and fae-myths to create some new creatures. And if need be replace "Jewish symbols of G-D" with religious symbols of the character's diety.
    Last edited by Croverus; 2010-06-29 at 01:29 PM.

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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Quote Originally Posted by Debihuman View Post
    MA-- do you really find it necessary to find a single exception to standard rule (which are probably in error in the first place too) just to disagree with me? If so, you're not helping to standardize your own creations for 3.5. In that case, it's rather pointless of me to continue on this thread
    Nah, i was just in a funny mood last night. Sorry.

    Croverus: I generally use the term "appropriate holy symbols" to avoid discussions. I actually have a similar game setting, so i know where you're coming from.

    Your description is basically similar to my idea of Djinn as a category, which i've been debating if MV needs another subtype to handle. They have the ability to enter the otherworld like fae but have wholly different abilities beyond that...

    I'll add that to the list, though, thanks.
    Last edited by Mulletmanalive; 2010-06-29 at 02:10 PM.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    A Personal Note: This creature is by far the most personally horrifying creature I have ever designed. It has a mechanic that causes strokes, a horrible illness that my father has suffered and will never truly recover from. While i love him dearly, i feel the loss of the wonderful man he was every day. I in no way take the condition lightly and cannot think of a worse fate for your player characters. Lucky for them, they have magic. The living do not...

    Sluagh [Slooa]:
    Scottish folklore claims that the Sluagh, or Host, are the unsanctified dead of world, gathered up into a cloud of whipped up ghosts, surging through the sky and chasing after enemies. The Sluagh surge through the sky, fighting vicious battles with each other in the sky and their blood scatters onto the rocks to become visible when the thaw comes.

    In sad fact, they are mostly right. Most of the Sluagh aren't sinners who simply became such being, however; these ghosts have the ability to damn others to their condition and they have grown both massive in numbers and greatly feared in reputation and nothing that the reformists say about them can seem to dispute their existance.

    Sluagh move in great clouds of incorporeal spirits that fly through the sky much like swallows; in great churning swarms of forms and screams. Dispite their lack of solidity, they can still touch bodies, lifting their mortal victims into the sky and carrying them with them. The Sluagh, like many ghostly spirits, are able to move into human bodies and invest them with some of their powers; the Sluagh choose those who hold vengence in their hearts and offer them the means to act upon their desires.

    These folk are battered and tortured by the flock and will have their treatment guaged so that they expire only after successfully claiming the lives of twelve humans with their newfound abilities. After their deaths, they are drawn into the host and become part of the torturing horrors that are the Sluagh.

    Those carried by the Sluagh are presented with the ability to call forth some of the most horrible fae-craft weapons in the world, weapons that produce the terrible Elf-shot magics that cause strokes in their victims. They shoot at those they are told, the arrows guided by the powers of the Sluagh, striking almost uneeringly.

    Spoiler
    Show
    This creature is more like a swarm of medium creatures. It uses a modified version of the Mob "template" from Cityscape, though don't assume anything, use this as it is written...

    Colossal Undead Mob [Fae, Incorporeal]
    Hit Dice: 30d12 + 30† [225† hp] Vindicators have 40hp, usually
    Initiative: +5
    Speed: Fly 50ft [Perfect] (10 squares)
    Armor Class: 16* (+5 Dexterity, +1* Deflection), touch16*, flat-footed 11*
    Base Attack/Grapple: +15/+31
    Attack: Swarm 5d6, Vindicator - Elf-shot +20 Ranged (1d6/20/x3 plus 1d3 Negative Levels plus Confusion)
    Full Attack: Swarm 5d6, Vindicator - Elf-shot +20 Ranged (1d6/20/x3 plus 1d3 Negative Levels plus Confusion)
    Space/Reach: 20ft/0ft
    Special Attacks: Choose Vindicator, Claim Vindicator, Elf-shot, Engulf, Pummel, Sweep Up
    Special Qualities: Incorporeal, Multiplicity, Sunlight Annihilation, Turning Vulnerability, Tweening, Undead Traits, Unholy Toughness
    Saves: Fort +11*, Ref +15, Will +18
    Abilities: Str 10, Dex 20/+5, Con -, Int 8/-1, Wis +12/+1, Cha 13/+1*
    Skills: Hide +22, Intimidate +34*, Sense Motive +34
    Feats: Frightful PresenceLM, B, Ghostly GraspLM, B, Improved Turn ResistanceLM, B
    Environment: Sky at night
    Organization: Host [One mob], Grand Host [2-12 mobs]
    Challenge Rating: 15
    Treasure: Bow + 1d8 Elf-shots.
    Alignment: Always Chaotic Evil
    Advancement: n/a

    Sluagh resemble nothing so much as a cloud of goblin ghosts, twisted by their own evils, whirling and fluttering like birds. In their midsts, you can make out a few humans and note the swish of bone shafted arrows emerging from the cloud.

    Combat
    Sluagh aren't sophisticated combatants rather than vicious. They allow their Vindicators to fire a volley of Elf-shot while closing on their targets, swoop through big groups with the plan of carrying a few off and then retaking the high ground in the amused hope that someone breaks free of the grapple. They then tend to either rinse and repeat or move off in search of more panicky targets.

    Choose Vindicator [Su]: Any mortal who willingly invites a Sluagh to grant him power becomes a Vindicator. The Sluagh effectively possesses him partially, overwriting his abilities. From this point on, the Vindicator is treated as having either 40hp or twice his original total, whichever is higher. He gains the defences of the cloud and is able to attack using an Elf-shot bow using the cloud's BAB and Dexterity. Vindicators may count Concealment for a 20% miss chance against ranged fire, thanks tot he confusing mess of the sluagh around them. Vindicators are treated as Undead in all respects except they are vulnerable to Critical Hits and Precision damage.

    Note that "willingly" can include coersion by Intimidation. A Sluagh cloud will generally carry 1d6 Vindicators when encountered.

    Note that every Vindicator is able to attack once each round, as long as the Cloud is at least 30ft off the ground. On other rounds, at most one Vindicator may fire into each arc.

    Claim Vindicator [Su]: If a Vindicator is killed after he has successfully slain a target with his bow, he is consumed by the cloud, adding to their number. Additionally, if the cloud manages to beat to death someone who was wicked in the extreme, they may also use this ability to add to their membership. Each time the Sluagh do this, they add a +2 bonus to their Cha score. Each time this occurs, all values noted with a * increase by +1, and their hit points, marked with a † as a reminder, increases by +30.

    Elfshot: The arrows fired from the bows given to the Sluagh's Vindicators are charged with horrifying energy that causes a stroke, an "elf-stroke" in the victim. When so affected, a victim suffers 1d3 Greater Negative levels and must make a Fortitude save, DC 26* [Cha based] of become Dazed. The victim may save every round in an attempt to claw their shattered mind and nerves together.

    Greater Negative Levels are identical to normal Negative Levels, save that they cannot be shrugged off normally, only by magic or some mundane therapy taking months. In this case, they represent the distressing brain damage that a stroke causes. Greater Negative Levels can be removed by any effect that can heal Ability Drain.

    Engulf [Ex]: Sluagh do not settle at arms length and attack, instead sweeping up their victims by moving over them and carrying them away. A Sluagh cloud attacks by moving through an enemy's square at their level. The target is subject to both the Pummel and Sweep Up abilities. This provokes an attack of opportunity.

    Multiplicity: There are dozens of Sluagh spirits within a given cloud, meaning that it's often rather difficult to make an impression on them. Any effect that targets a single entity but does not carry an attack roll, fails to function on the cloud, or rather, it makes so little impression that you just wouldn't notice.

    Sluagh take double damage from area of effect abilities, along with Whirlwind Attack. Characters using Cleave may roll to confirm a Critical Hit at a x2 multiplier even if no Crit is threatened [or their normal value +1x on a real crit], while Great Cleave allows a x3 crit, [normal +2].

    Pummel [Ex]: Those caught within the area of a Slaugh cloud are beaten, pinched and slapped against things as the cloud moves. They suffer 5d6 damage, like with a swarm each turn. Unlike with a swarm, they have no chance of being distracted and thus nauseated.

    Sunlight Annihilation: If Sluagh are ever touched by genuine sunlight [not magically created] then they are annihilated. Making this actually happen is nigh impossible, but can be done with ingenuity.

    Sweep Up [Ex]: Any creature inside a Sluagh cloud is doing well if he isn't getting grappled, pinned or other difficulties. The Sluagh aren't, on the other hand, good at working together. Each round, the Sluagh effectively roll a 31 [their bonus + a roll of "0"] and the target gets to resist this with either a Grapple check, Escape Artist check or Reflex save of their own.

    If the Sluagh win, they move off, carrying the poor sod with them. If moving along the ground, they can choose to deal 5d6 damage to the poor victim as they bounce him off the ground for their amusement. Obviously, breaking free in the air may be even worse.

    Turning Vulnerability: Sluagh, individually, count as having 5 HD, including their Turn Resistance. If successfully turned, they suffer the Turning damage roll as actual damage to the cloud. If they are affected by a cleric able to destroy them on that level, they take double this damage.

    Tweening: Bering really a swarm of 1HD creatures, Sluagh clouds may only tween at dusk or dawn [emerging at the former and retreating in the latter].

    Unholy Toughness: The Sluagh hold themselves together via mutual contempt and the mixed force of personality that sheer numbers brings. They may add their Cha bonus to the number of hit points rolled on each HD. This causes them to gain +30hp every time their Cha increases thanks to their Consume Vindicator ability.


    MV Version:
    Pending until i can figure out how the hell to represent it...

    I know I said the next suggested fae would be Leannan Sidhe, but i got this one worked out on the bus to work and couldn't help myself. I'll post the lore later. Now, Leannan Sidhe goes back on the pending list and I'm back to the goblins...

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

    Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License. All other text and game materials are free to use under the terms of the OGL and are designated Open Content.
    Last edited by Mulletmanalive; 2010-07-05 at 02:52 PM.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
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    Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!

  28. - Top - End - #118
    Ogre in the Playground
     
    WolfInSheepsClothing

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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Ah, Mull. I knew that one must have been hard for ye.
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    According to this test, I am a LN Half-Orc Cleric, Lvl.2.
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  29. - Top - End - #119
    Ogre in the Playground
     
    Mulletmanalive's Avatar

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    WOTC ≱ my opinion

    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Thanks, Tygre; he's still lovely most of the time, just a little exaggerated in some of his behaviour...

    We live and love, eh?

    Hope folks like the beasty!
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
    Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!

  30. - Top - End - #120
    Troll in the Playground
     
    PirateGirl

    Join Date
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    Elemental Plane of Purple
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Well, the mob rules in Cityscape are just awful. For some reason, they don't get the normal progression of feats. Yet, the game designers never bothered to address this issue. Major suckitude if you ask me. Would it have been so difficult to say that mobs only use the feats associated with the base creature? The mob of humans in the example has 30 HD and yet only has 3 feats and 2 bonus feats. Grr.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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