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Thread: Critters II!
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2011-03-19, 06:25 AM (ISO 8601)
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Re: Critters II!
have not been around for quite a while. just wanted to report that the watchers-in-the-wall will soon see action. I will tell how the encounter went later (might be tonight might be in a week) if you'd like
Need a setting for your game? a character concept? any gaming related ideas? I make far to many to eat up myself, and therefor I am willing to share them. Free ideas! Get yer fluff here! PM me.
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Originally Posted by Celesyne
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2011-03-19, 12:14 PM (ISO 8601)
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2011-03-19, 12:30 PM (ISO 8601)
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Re: Critters II!
Personally, I prefer the one stat block, several variant abilities approach.
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2011-03-19, 12:37 PM (ISO 8601)
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Re: Critters II!
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2011-03-19, 05:08 PM (ISO 8601)
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Re: Critters II!
Why not covert it into a table, like the different categories for dragons/elementals?
Have the categories "Generic" for any not otherwise covered, "pug" for pug and French bulldog, "Longhaired" for affenpinscher/brussels griffon, "wiry" for chihuahua/chinese crested/whatever, and "terrier" for those that fit that category.
That should cover most, if not all bases. Just state which categories get which abilities both in the table, and in the ability word blocks. And since there are just 5 categories, it shouldn't get as repetitive as, say, making a dragon.Demilich avatar by Smuchmuch. Thank you VERY much!
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2011-03-19, 06:37 PM (ISO 8601)
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2011-03-19, 07:45 PM (ISO 8601)
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Re: Critters II!
If you make the dire pug, it will CERTAINLY see action. I will MAKE SURE it is somehow incorporated into my next game.
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2011-03-20, 04:37 AM (ISO 8601)
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2011-03-21, 02:59 AM (ISO 8601)
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Re: Critters II!
oddly boston terriers and french bulldogs arent considered toy breeds, but due to the similarity in size i added them anyway. There are three variants, everything else will be sort of a generic dog. I know little of toy breeds so do speak up for your favorites if you believe something sets them apart.
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2011-03-21, 08:37 AM (ISO 8601)
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Re: Critters II!
I noticed the lack of a minty smelling fleshraker.
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2011-03-21, 04:21 PM (ISO 8601)
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Re: Critters II!
ok, the watchers in th wall was quite good. they menaced the party enough to make them flee in terror (just as planned)
they managed to kill one of them and take one down to half.
very pleased!Need a setting for your game? a character concept? any gaming related ideas? I make far to many to eat up myself, and therefor I am willing to share them. Free ideas! Get yer fluff here! PM me.
The friendly neighborhood gentleman perv is always ready to help!
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Originally Posted by Celesyne
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2011-03-23, 12:17 AM (ISO 8601)
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Re: Critters II!
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2011-03-23, 10:10 AM (ISO 8601)
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Re: Critters II!
Looking good so far.
Quick question:
why 40 ft.?
I'm just thinking, I've seen toy breeds run like... I dunno. Faster than humans (which have 40 ft, I believe?).
Wouldn't making them larger (as with dire) make them normally faster than before?
I may be wrong. Am probably wrong. I trust your judgment, I'm just... curious.Demilich avatar by Smuchmuch. Thank you VERY much!
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2011-03-23, 12:05 PM (ISO 8601)
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Re: Critters II!
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2011-03-23, 12:38 PM (ISO 8601)
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Re: Critters II!
whoops. teaches me to forget and assume.
And true, pugs aren't fast. chihuahuas are, though. Especially cross-breed chihuahuas, as if they provide a speed boost in their half-template greater than their own speed.Demilich avatar by Smuchmuch. Thank you VERY much!
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2011-03-23, 11:03 PM (ISO 8601)
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Re: Critters II!
quickie from elsewhere
http://www.monstropedia.org/index.ph...e=Doppelsauger
http://www.bloodylexicon.com/monster...r-dubbelsuger/
Doppelsauger
Doppelsauger is an Inherited Template that can be added to any Humanoid who has been nursed after being weaned.
Size and Type: Size does not change, Type changes to Undead (do not recalculate BAB, skills, or Saves).
Hit Dice: All current and future Hit Dice become d12's.
Speed: Unchanged.
Armor Class: The Base Creature gains a Profane Bonus to it's Armor Class equal to it's Charisma Modifier.
Attacks: Unchanged.
Damage: Unchanged.
Special Attacks: Retains all Special Attacks of the Base Creature and gains the following:
Drain (Su): The Doppelsauger can cause it's victims to lose weight and waste away. The effects vary. Against it's family members the Doppelsauger can use it at pretty much infinite range. To affect others it must make a successful Grapple Check. Family members get no Saving Throw, others get a Willpower Save (Save DC is Willpower based). In either case the victim loses 1d6+1 pounds and takes 2 points of Constitution Drain. If the Doppelsauger is killed this Drain heals at one point per day like temporary Ability damage.
Special Qualities: Retains all Special Qualities of the Base Creature and gains the following:
Sense Relatives (Su): The Doppelsauger automatically knows the location of all relatives it lived with in life so long as they are on the same Plane, regardless of distance.
Rejuvenation (Ex): Regardless of how much damage is done to a Doppelsauger it will reanimate again within 1d6 days. To permanently kill it it must be dug up, and it's head severed by being stabbed in the back of the neck with a spade.
Weaknesses (Ex): If it is known a corpse will become a Doppelsauger this can be prevented in one of several ways: a gold coin or cross can be placed in the mouth, you can place a crescent shaped board underneath the chin separating it from the chest, and you can ensure it's burial shroud or any clothing is well away from the mouth. A Doppelsauger must enter a house the same way it left it in death, so removing or boarding up that entrance (usually a window to be safe) prevents it from entering the house (but not from leaving it's grave). While the sun is up the Doppelsauger is a harmless corpse, and it will leave in plenty of time to return to it's grave (it may pass through the earth of it's burial ground as though it were incorporeal).
Saves: Unchanged.
Abilities: +2 Int, +4 Wis, +4 Cha. As an Undead creature the Doppelsauger has no Constitution score.
Skills: Doppelsaugers gain a +8 Racial Bonus to Hide, Listen, Move Silently, Search, and Spot Checks.
Feats: Unchanged.
Environment: Any
Organization: Solitary
Challenge Rating: +1
Treasure: Unchanged
Alignment: Always Neutral Evil.
Advancement: By Character Class.
Level Adjustment: +3
Example of creature using template here:
Gustaf (Commoner 4/Doppelsauger)
Medium Undead
Hit Dice: 4d12+4 (30 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 12 (-1 Dex, +3 Profane), touch 12, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: By Weapon +4 melee or Touch +1 melee touch (Drain)
Full Attack: By Weapon +4 melee or Touch +1 melee touch (Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drain
Special Qualities: Sense Relatives, Rejuvenation, Weaknesses, undead traits, Dark Vision 60'
Saves: Fort +3, Ref +0, Will +4
Abilities: Str 14, Dex 9, Con -, Int 12, Wis 16, Cha 17
Skills: Climb +4, Craft (Leatherworking, Woodworking, Stoneworking)+3, Handle Animal +4, Jump +4, Knowledge (Local, Nature) +2, Listen +5, Profession (Farmer) +5, Spot +5
Feats: Great Fortitude, Improved Toughness
Environment: Any
Organization: Any
Challenge Rating: 5
Treasure: As per class
Alignment: Neutral Evil
Advancement: By Character Class
Level Adjustment: +3Revised avatar by Trixie, New avvie by Crisis21!
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2011-03-23, 11:05 PM (ISO 8601)
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2011-03-23, 11:42 PM (ISO 8601)
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Re: Critters II!
Last edited by Bhu; 2011-03-23 at 11:43 PM.
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2011-03-26, 01:32 AM (ISO 8601)
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Re: Critters II!
Can anyone think of anything I didnt add to the Sea Dragon, if so I'm gonna CR it.
You want the others Mullet?Revised avatar by Trixie, New avvie by Crisis21!
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2011-03-28, 04:34 AM (ISO 8601)
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Re: Critters II!
SOrry for the delays I'm still job hunting.
Mullet you still out there?Revised avatar by Trixie, New avvie by Crisis21!
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2011-03-29, 01:09 AM (ISO 8601)
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Re: Critters II!
Last edited by Bhu; 2011-03-29 at 01:09 AM.
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2011-03-29, 10:01 AM (ISO 8601)
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Re: Critters II!
Yeah. Just one thing:
If these are variants, and all they do is gain stuff, isn't that incentive to take all three variants? I know it's not like stacking ACFs, but shouldn't each variant lose something, too?
Otherwise, distraction abilities are great, and improved grab reminds me of snubble/meowth, for some reason. Great!Demilich avatar by Smuchmuch. Thank you VERY much!
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2011-03-29, 03:26 PM (ISO 8601)
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Re: Critters II!
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2011-03-29, 11:26 PM (ISO 8601)
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Re: Critters II!
Thoughts on how many different medical problems I should make for the breeds?
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2011-03-30, 09:23 AM (ISO 8601)
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2011-04-01, 12:22 AM (ISO 8601)
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Re: Critters II!
Neo-Animal
This is an Inherited Template that can be applied to any Animal (or possibly any Vermin of you allow Awakened Vermin in your campaign).. Some Awakened Animals breed true somehow, and eventually generate a race of intelligent critters.
Size and Type: Type changes to Magical Beast
Hit Dice: Hit Dice become d10's. If the creature has less than 1 Hit Die, it now increases to one full Hit Die.
Speed: Unchanged.
Armor Class: Unchanged.
Attacks: Base Attack Bonus becomes equal to Hit Dice.
Damage: Unchanged
Special Attacks: Retains all Special Attacks of the Base Creature.
Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following:
Skill Limitations (Ex): Because animals have no hands they cannot make Skill Checks in the following skills:
Craft, Disable Device, Disguise, Forgery, Open Lock, Sleight of Hand, and Use Rope.
Primates with clumsy hands take a -4 Racial Penalty on these Skills instead.
Most will not be able to take ranks in Handle Animal or Ride as well. Most Aquatic animals will not be able to get ranks in Balance or Climb. Most Str or Dex based skills may be limited because of body type.
Natural Mage (Ex): Since Neo-Animals can speak they can cast spells with Verbal Components, and they can adjust spells to use Somatic Components usable by their non humanoid form. Material Components and Focuses may still give them a bit of a problem sometimes.
Dark Vision 60'
Saves: Unchanged (may need to be recalculated due to Stat changes).
Abilities: Roll 3d6 for stats like any other race. As usual for any race, to figure out Stat Bonus/Penalty for each Attribute, take the Attribute and subtract 10 (if even) or 11 (if odd) to get the Bonus/Penalty. For Charisma subtract 7 if the Attribute is 10, and 8 if the Attribute is 11 to find the Racial Modifier. Int is always a +0.
Skills: Recalculate Skills due to new Stats.
Feats: Unchanged.
Environment: Unchanged.
Organization: Unchanged.
Challenge Rating: +0. If original CR is less than 1, it becomes 1.
Treasure: Unchanged initially, but eventually becomes standard if it decides to accumulate wealth.
Alignment: Unchanged initially, but will tend to drift towards Chaos for solitary animals, or Lawful for pack or herd animals.
Advancement: By Character Class, Favored Class can be any of the Primordial Classes at the DM's option.
Level Adjustment: +0 in theory. However there will be a level adjustment due to the Animal/Vermin's racial stats abilities which will be worked out below.
Monster Manual
Deinonychus: +6
Elasmosaurus: +5
Megaraptor: +7
Triceratops: +8
Tyrranosaurus: +8
Dire Ape: +8
Dire Badger: +6
Dire Bat: +6
Dire Bear: +7
Dire Boar: +4
Dire Lion: +8
Dire Rat: +5
Dire Shark: +8
Dire Tiger: +6
Dire Weasel: +6
Dire Wolf: +5
Dire Wolverine: +6
Ape: +6
Baboon: +3
Badger: +5
Bat: +2
Bear (Black): +5
Bear (Brown): +6
Bear (Polar): +6
Bison: +4
Boar: +4
Camel: +4
Cat: +3
Cheetah: +4
Crocodile: +4
Crocodile, Giant: +4
Dog: +4
Dog, Riding: +4
Donkey: +3
Eagle: +2
Elephant: +7
Hawk: +2
Horse, Heavy: +5
Horse, Light: +5
Warhorse, Heavy: +5
Warhorse, Light: +5
Hyena: +3
Leopard: +6
Lion: +6
Lizard: +0
Lizard, Monitor: +2
Manta Ray: +2
Monkey: +0
Mule: +4
Octopus: +3
Octopus, Giant: +8
Owl: +2
Pony: +4
Pony, War: +4
Porpoise: +4
Rat: +2
Raven: +0
Rhinoceros: +3
Shark, Medium: +5
Shark, Large: +5
Shark, Huge: +6
Constrictor Snake: +8
Constrictor Snake, Giant: +9
Viper, Tiny: +4
Viper, Small: +4
Viper, Medium: +6
Viper, Large: +6
Viper, Huge: +8
Squid: +3
Squid, Giant: +11
Tiger: +6
Toad: +0
Weasel: +3
Whale, Baleen: +7
Whale, Cachalot: +7
Whale, Orca: +5
Wolf: +3
Wolverine: +7
Giant Ant, Soldier: +6
Giant Ant, Worker: +4
Giant Ant, Queen: +4
Giant Bee: +5
Giant Bombardier Beetle: +3
Giant Fire Beetle: +0
Giant Stag Beetle: +6
Giant Praying Mantis: +5
Giant Wasp: +6
Centipede: Tiny: +1
Small: +2
Medium: +4
Large: +4
Huge: +6
Gargantuan: +7
Colossal: +8
Scorpion: Tiny: +6
Small: +6
Medium: +8
Large: +9
Huge: +10
Gargantuan: +12
Colossal: +14
Spider: Tiny: +5
Small: +6
Medium: +8
Large: +9
Huge: +11
Gargantuan: +13
Colossal: +16
Monster Manual 2
Desmodu Guard Bat: +6
Desmodu Hunting Bat: +6
Desmodu War Bat: +7
Crytpoclidus: +8
Allosaurus: +12
Ankylosaurus: +10
Quetzalcoatlus: +8
Seismosaurus: +13
Spinosaurus: +14
Dire Horse: +5
Dire Elk: +7
Dire Elephant: +9
Dire Toad: +8
Dire Hawk: +5
Dire Snake: +12
Forest Sloth: +10
Grizzly Mastodon: +8
Leechwalker: +5
Legendary Eagle: +5
Legendary Ape: +6
Legendary Wolf: +6
Legendary Snake: +12
Legendary Horse: +4
Legendary Bear: +7
Legendary Tiger: +7
Legendary Shark: +9
Megalodon: +10
Megapede: +13
Monster Manual 3
Battletitan: +13
Bloodstriker: +7
Chelicera: +9
Fleshraker: +7
Mastodon: +9
Sea Tiger: +7
Swindlespitter: +7
Monster Manual 5
Siege Beetle: +23
Fiend Folio
Bonespear: +11
Century Worm: +18
Dire Rhinoceros: +10
Fhorge: +7
Indricothere: +10
Megatherium: +12
Terror Bird: +5
Frostburn
Dire Polar bear: +9
Glyptodon: +8
Megaloceros: +5
Smilodon: +6
Wooly Mammoth: +10
Zeuglodon: +9
Snow Spider (Small): +4
(Medium): +5
(Large): +5
Caribou: +3
Arctic Fox: +2
Sea Otter: +2
Penguin: +0
Seal: +2
Walrus: +3
Stormwrack
Crab: Small: +4
Medium: +6
Large: +8
Huge: +10
Gargantuan: +13
Colossal: +17
Archelon: +7
Ichthyosaur: +5
Mosasaur: +9
Plesiosaur: +9
Dire Barracuda: +5
Dire Eel: +5
Giant Leech: +3
Albatross: +2
Barracuda: +3
Eel: +3
Otter: +0
Sea Lion: +4
Seal: +3
Snapping Turtle: +2
Stingray: +1
Sandstorm
Protoceratops: +3
Diprotodon: +7
Dire Hippopotamus: +8
Dire Jackal: +4
Dire Puma: +7
Dire Tortoise: +8
Dire Vulture: +5
Giant Banded Lizard: +7
Camel: Dromedary: +4
Two Humped: +4
War: +4
Hippopotamus: +4
Horned Lizard: +0
Serval: +4
Vulture: +4
Brine Swimmer: +4
Giant Ant Lion: +8
Worker Termite: +2
Soldier Termite: +6
Queen Termite: +2
Oriental Adventures
Giant Toad: +4
Poisonous Toad: +6
Arms and Equipment Guide
Climbdog: +4
Thudhunter: +6
Axebeak: +4
Giant Dragonfly: +4
Giant Firefly: +3
Serpent Kingdoms
Ceratosaurus: +7
Pteranodon: +4
Stegosaurus: +12
Nifern: +5
Dung Snake: +6
Glacier Snake: +5
Reed Snake: +6
Sewerm: +8
Tree Python: +6
Whip Snake: +7
Miniatures Handbook
Cave Ankylosaurs: +8
Cave Triceratops: +8
Cave Tyrannosaurus: +8
Eberron Campaign Setting
Clawfoot: +5
Fastieth: +3
Glidewing: +4
Valenar Riding Horse: +3
will return to finishLast edited by Bhu; 2011-04-01 at 12:26 AM.
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2011-04-01, 12:41 AM (ISO 8601)
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Re: Critters II!
Still working on Sea Dragon, Toy Breed has some possible ideas for health problems up.
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2011-04-01, 10:19 AM (ISO 8601)
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Re: Critters II!
Spontaneous.....
Bhu, it's probably been said before, but you are a mad, mad, oh so terribly mad genius.
Some more possible health problem ideas for the Dire Toy Breed:
Crippling obesity
Sneeze-propelled DTB (Achoo -> I'm flying!)
Uncontrollable Dimension Door (Similar to Blink Dog, but Uncontrollable)
Overdeveloped Legs muscles (whenever movement made, must move an extra 10 feet in every direction moved?)
ADD+explosive diarrh... Shiny!
...yeah, just suggestions. Pick and choose, or don't take any, but the last one... I've heard tales of that combination in pugs and chihuahuas, it's not pretty what they do to the streets. They have to examine everything, and forget what their in the middle of, leaving it...... everywhere.Demilich avatar by Smuchmuch. Thank you VERY much!
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2011-04-01, 11:28 AM (ISO 8601)
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Re: Critters II!
I'm here, sorry!
I am very much tempted with a request for those rolling armadillo things from the list. Just go to town and do your thang. I reckon they would have a blast of hot, fiery grit as a breath weapon?Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
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2011-04-02, 01:36 AM (ISO 8601)
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Re: Critters II!
Toy breeds and sea dragon updated.
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