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  1. - Top - End - #1
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    The Vorpal Tribble's Avatar

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    Lightbulb [Template] Abandoned to the shadows...

    This was inspired by a very interestingly odd novel by Neil Gaiman...

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

    Neverwhere



    The neverwhere are beings who have fallen through the cracks of reality and into the darkness of the underside of the world. They are the forgotten and cast away who matter no more to those in the overworld.

    They take to the filthy crannies, the sewers, the lost buildings and basements and cellars of the world. The more man-like beings eek out livings by trade and barter, often setting up mass impromptu markets in the dark of night above or in the vaster locales beneath. Neverwhere beasts are found in abundance however, preying upon those of the unwholesome shadows...

    Neverwhere creatures speak Common and a dialect of Undercommon.

    -=-=-=-=-=-

    Sample Neverwhere


    Neverwhere Giant Crocodile

    Huge Magical Beast
    Hit Dice: 7d10+35 (73 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), swim 30 ft.
    Armor Class: 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
    Base Attack/Grapple: +5/+21
    Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
    Full Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Improved grab
    Special Qualities: Dark cunning, forgotten, hold breath, low-light vision, resistance to disease, scent, unveiled sight
    Saves: Fort +10, Ref +6, Will +4
    Abilities: Str 27, Dex 12, Con 21, Int 3, Wis 14, Cha 2
    Skills: Climb +10, Hide +1*, Listen +6, Spot +6, Swim +16
    Feats: Alertness, Blindfight, Endurance, Skill Focus (Hide)
    Environment: Any urban
    Organization: Solitary or colony (6–11)
    Challenge Rating: 6
    Advancement: 8–14 HD (Huge)
    Level Adjustment: —

    This appears as an absolutely enormous crocodile with leathery, albino skin the dead white of a maggot. Its pale pink eyes blaze with a feral intelligence as it rushes forward, enormous maw gaping.

    Combat
    A neverwhere crocodile hunts much as its above ground brethren do, though they often attempt to trick or surprise their victims instead of bold frontal attacks.

    Dark Cunning (Ex): A neverwhere crocodile's natural proclivity for twists and turns prevents it from ever becoming lost.

    Forgotten (Su): To creatures who live anywhere but in Underground enviroments the crocodile is considered invisible and inaudible to creatures. They cannot even detect its presence by means of blindsense, blindsight, scent, or tremorsense. They cannot pinpoint the neverwhere crocodile's location by any means short of True Seeing.

    They remain unaware of the crocodile's actions, provided the it does not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If it attacks a non-neverwhere creature the effect ends.

    If the neverwhere crocodile takes an action that creates a sustained and obvious change in the environment - for example, attacking a non-neverwhere creature or moving a large or attended object others can see - those within sight immediately notices it.

    Reguardless of the crocodile's actions, within 2d4 rounds (+1 per round of combat) of the encounter the effected forget the neverwhere being.

    A neverwhere being may be remembered with a DC 20 Autohypnosis check or the Remember the Forgotten feat.

    Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

    Improved Grab (Ex):
    To use this ability, the crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

    Resistant to Disease (Ex):
    A neverwhere crocodile gains immunity to Blinding Sickness and Filfth Fever. It also gains a +4 racial bonus to checks against all diseases.

    Unveiled Sight (Ex):
    Three times per day a neverwhere crocodile may see things as they truley are as if it had cast True Seeing. As well, a neverwhere crocodile who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if they were actively looking for it. It gains a +6 racial bonus to this check.

    Skills: A neverwhere crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

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

    Creating a Neverwhere Creature

    Neverwhere is a template that can be added to any being, hereafter referred to as the base creature. This template can be inherited or acquired. A neverwhere creature uses all the base creature’s statistics and special abilities except as noted here.

    Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.
    Hit Dice: Animal and vermin HD become d10's.
    Special Qualities: A neverwhere creature retains all qualities of the base creature plus the following qualities.
    Dark Cunning (Ex): A neverwhere being's natural proclivity for twists and turns prevents them from ever becoming lost.
    Forgotten (Su): You no longer seem to exist. To creatures who live anywhere but in Underground enviroments you are considered invisible and inaudible to the creature. They cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. They cannot pinpoint the neverwhere creature's location by any means short of True Seeing.

    They remain unaware of your actions, provided the neverwhere creature does not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack a non-neverwhere creature the effect ends.

    If the neverwhere creature takes an action that creates a sustained and obvious change in the environment - for example, attacking a non-neverwhere creature or moving a large or attended object others can see - those within sight immediately notices the neverwhere creature.

    Reguardless of your actions, within 2d4 rounds (+1 per round of combat) of the encounter the effected forget the neverwhere being. If this is an acquired template then your family, friends, any non-neverwhere creature, forgets you ever existed, your existence becoming but a vague hole in their memory.

    A neverwhere being may be remembered with a DC 20 Autohypnosis check or the Remember the Forgotten feat.

    An object built by a neverwhere creature becomes unnoticed for as long as the neverwhere creature remains within 60 feet of it and for 1d6 hours thereafter.
    Low-Light Vision (Ex): A neverwhere creature can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
    Resistant to Disease (Ex): Neverwhere creatures live in the filthiest of places. They gain immunity to any two diseases of their choice, and gain a +4 racial bonus to checks against all others.
    Unveiled Sight (Ex): Three times per day a neverwhere creature may see things as they truley are as if they had cast True Seeing. As well, a neverwhere creature who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if they were actively looking for it. They gain a +6 racial bonus to this check.

    Abilities: Increase from the base creature as follows: Con +2, Wis +2. An animal's intelligence and charisma is increased to at least 3.
    Skills: A neverwhere creature gains Climb and Knowledge (architecture/dungeoneering/local) as class skills with a +2 racial bonus to such checks.
    Feats: A neverwhere creature gains Blindfight as a bonus feat.
    Environment: Any Urban
    Challenge Rating: Same as the base creature +2
    Alignment: Often chaotic (any)
    Advancement: As base creature
    Level Adjustment: +4

    -=-=-=-=-=-

    Remember the Forgotten [General]
    You notice the Neverwhere
    Benefit: You are unaffected by the neverwhere's Forgotten ability. You also gain a +4 bonus to saves against affects that effect your memory.


    Rat Speaker [General]
    You speak with the masters of the forgotten dark.
    Prerequisite: Neverwhere Creature
    Benefit: You can speak with rats, both with and without the neverwhere template, as the Speak With Animals spell.
    Last edited by The Vorpal Tribble; 2007-03-10 at 12:17 PM.

  2. - Top - End - #2
    Firbolg in the Playground
     
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    Default Re: [Template] Abandoned to the shadows...

    Quote Originally Posted by The Vorpal Tribble View Post
    Unveiled Sight (Ex): Three times per day a neverwhere creature may see things as they truley are as if they had cast True Seeing. As well, a neverwhere creature who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if they were actively looking for it. They gain a +6 racial bonus to this check.
    Casted should be cast.

    Other than that its excellent as usual VT.

    Excellent spy. Even better then a doppelganger.

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    Halfling in the Playground
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    Default Re: [Template] Abandoned to the shadows...

    Ah, this reminds me of the bridge scene. I suppose someone is going to make a homebrew environment for this now.

    Lovely work!
    MMORPGs come and go but D&D is forever.

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    Default Re: [Template] Abandoned to the shadows...

    I think the ability to make the target forget is a big cheap. Other than that, really good.
    from,
    EE

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    Default Re: [Template] Abandoned to the shadows...

    Quote Originally Posted by Emperor Tippy View Post
    Casted should be cast.
    Adjusted.


    Excellent spy. Even better then a doppelganger.
    Better believe it. Only problem is, the neverwhere are rather unlikely to care about whats going on in the overworld, and they are perfectly viewable by other neverwheres. Then again, the DM can do whatever he likes for the game.

    I think the ability to make the target forget is a big cheap.
    Just trying to keep true to the book. The main character is a guy who gets involved with the underworld by chance and finds he becomes a part of it. No matter what he does, no one can remember him, and he's real depressed about it.

  6. - Top - End - #6
    Titan in the Playground
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    Default Re: [Template] Abandoned to the shadows...

    Ooh! Ooh! Do American Gods!

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    Default Re: [Template] Abandoned to the shadows...

    Quote Originally Posted by Fax_Celestis View Post
    Ooh! Ooh! Do American Gods!
    Haven't read that'un, though plan on going through his stuff.

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    Halfling in the Playground
     
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    Default Re: [Template] Abandoned to the shadows...

    I've never read the book (will have to now ), but this is pretty cool
    Now, I assume this would be possible, but I'll ask anyway:
    Could a PC/NPC make a Knowledge check to know of the existence of Neverwhere creatures and then pull a "Memento" and writes down the name and a description of what the Neverwhere creature was. In this way, he would be able to say 'Well, I can't remember it because it has this special ability that stops me from remembering it, but here's what we encountered, even though you may not think we did." Obviously, this would do little good beyond hoping to meet someone with the "Remember the Forgotten" feat that can help get rid of the Neverwhere if it is following the character or the character deciding to pick up the feat next time it gets the chance to.
    Or, is a knowledge check to "remember" the existence of Neverwhere creatures impossible in the first place?
    Spoiler
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    My Stuffs:

    Races and Monsters:
    Kobork | Diverion | Tori | Zodiacal Hydra | Grecklerot | [Unnamed] | Faddle | Träumen


    Feats:

    Expand Wild Shape | Psionic Void | Quick Grab


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  9. - Top - End - #9
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    The Vorpal Tribble's Avatar

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    Default Re: [Template] Abandoned to the shadows...

    I'd say the existence of Neverwhere would be a Knowledge: Dungeoneering check. Creatures who are from underground, such as dwarves, have no problem remembering them.

    Actually, in a setting that have neverwhen, the 'underworld' should be a place all but unknown and most creatures there should have this template.
    Last edited by The Vorpal Tribble; 2007-03-09 at 12:04 PM.

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    Dwarf in the Playground
     
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    Default Re: [Template] Abandoned to the shadows...

    Ooh, this is cool. How does something become a neverwhere ceature?
    "I have tasted the heat of many stars, and all of them were sweet."
    -The Hive Queen

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    Devil

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    Default Re: [Template] Abandoned to the shadows...

    Quote Originally Posted by Phoenix Talion View Post
    Ooh, this is cool. How does something become a neverwhere ceature?
    If I remember it correctly, it's never actually spelled out how one becomes drawn into it. It sort of implies though, that for some people,it just sort of...happens. It seems to happen to others when they actually notice someone who's been forgotten and act upon it in some way. Being from "the City Below" also seems to be hereditary.

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    Default Re: [Template] Abandoned to the shadows...

    Rat Lord



    Awakened Neverwhere Rat Aristrocrat 5
    Tiny Magical Beast
    Hit Dice: 2d10+2 + 5d8+10 (45 hp)
    Initiative: +2
    Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
    Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: +4/-8
    Attack: Bite +8 melee (1d3–4)
    Full Attack: Bite +8 melee (1d3–4)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks: —
    Special Qualities: Dark cunning, forgotten, low-light vision, resistance to disease, scent, unveiled sight
    Saves: Fort +5, Ref +6, Will +6
    Abilities: Str 3, Dex 15, Con 12, Int 16, Wis 14, Cha 6
    Skills: Balance +15, Climb +16, Hide +20, Knowledge (Architecture) +15, Knowledge (Dungeoneering) +15, Knowledge (Local) +15, Listen +10, Move Silently +13, Sense Motive +6, Spot +10, Survival +12, Swim +15
    Feats: Blindfight(B), Darkstalker, Quick Reconnoiter, Stealthy, Weapon FinesseB
    Environment: Any
    Challenge Rating: 5
    Alignment: True Neutral
    Advancement: By character class

    This appears much as any rat, though it extraordinarily large, and its pelt is cleaner and its eyes bright with a piercing intellect.

    Lord Rat speaks their own personal tongue.

    Combat

    Lord Rat prefers not to fight, but to stalk and spy, hiring larger neverwhere beings to do battle.

    Dark Cunning (Ex):
    A neverwhere rat's natural proclivity for twists and turns prevents it from ever becoming lost.

    Forgotten (Su)
    : To creatures who live anywhere but in Underground enviroments the rat is considered invisible and inaudible to creatures. They cannot even detect its presence by means of blindsense, blindsight, scent, or tremorsense. They cannot pinpoint the neverwhere rat's location by any means short of True Seeing.

    They remain unaware of the rat's actions, provided the it does not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If it attacks a non-neverwhere creature the effect ends.

    If the neverwhere rat takes an action that creates a sustained and obvious change in the environment - for example, attacking a non-neverwhere creature or moving a large or attended object others can see - those within sight immediately notices it.

    Reguardless of the rat's actions, within 2d4 rounds (+1 per round of combat) of the encounter the effected forget the neverwhere being.

    A neverwhere being may be remembered with a DC 20 Autohypnosis check or the Remember the Forgotten feat.

    Resistant to Disease (Ex): A neverwhere rat gains immunity to Blinding Sickness and Filfth Fever. It also gains a +4 racial bonus to checks against all diseases.

    Unveiled Sight (Ex): Three times per day a neverwhere rat may see things as they truley are as if it had cast True Seeing. As well, a neverwhere rat who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if they were actively looking for it. It gains a +6 racial bonus to this check.

    Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened.

    A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.

    A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    Last edited by The Vorpal Tribble; 2007-03-10 at 12:55 PM.

  13. - Top - End - #13
    Titan in the Playground
     
    Matthew's Avatar

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    Default Re: [Template] Abandoned to the shadows...

    Good book, that, and a nice adaption.
    It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.

    – Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)

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    Jarl's Avatar

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    Default Re: [Template] Abandoned to the shadows...

    Show was good.

    -Croup and Vandamar are so cool.

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    Default Re: [Template] Abandoned to the shadows...

    There was a show?

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    Matthew's Avatar

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    Default Re: [Template] Abandoned to the shadows...

    Yeah, Neverwhere was made into a television series.
    Last edited by Matthew; 2007-03-11 at 12:51 PM.
    It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.

    – Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)

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    Default Re: [Template] Abandoned to the shadows...

    Quote Originally Posted by Matthew View Post
    Yeah, Neverwhere was made into a television series.
    Huh... was it any good? Had already though it would make a good movie.
    Last edited by The Vorpal Tribble; 2007-03-11 at 12:53 PM.

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    Titan in the Playground
     
    Matthew's Avatar

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    Default Re: [Template] Abandoned to the shadows...

    I enjoyed it, but it was eleven years ago. No idea how it would stand up now. As I recall, it was the television series that prompted me to read the book.
    It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.

    – Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)

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    Firbolg in the Playground
     
    Closet_Skeleton's Avatar

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    Default Re: [Template] Abandoned to the shadows...

    Quote Originally Posted by The Vorpal Tribble View Post
    Had already though it would make a good movie.
    By that I assume you mean "It was good and quite cinematic"? A movie's quality is rarely dependent on the source material.

    I tend to think every book I read could be made into a movie. That's just part of how I read books.
    "that nighted, penguin-fringed abyss" - At The Mountains of Madness, H.P. Lovecraft

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    Default Re: [Template] Abandoned to the shadows...

    Oh, it was very good.
    My d20 Modern setting is heavily influenced by it, matter of fact.

    -I've heard the book is good, and wish to read it sometime.

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    Default Re: [Template] Abandoned to the shadows...

    Quote Originally Posted by Closet_Skeleton View Post
    By that I assume you mean "It was good and quite cinematic"? A movie's quality is rarely dependent on the source material.
    Aye, quoted for truth indeed...

    I tend to think every book I read could be made into a movie. That's just part of how I read books.
    Afraid I do that to, but some though REALLY would work as a movie

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    Default Re: [Template] Abandoned to the shadows...

    There was also a really good graphic novel of it.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: [Template] Abandoned to the shadows...

    now that I've fixed this, the next post won't make much sense. so be it. Let this serve as a lesson that one should never, under any circumstances, post while suffering from sleep deprivation.

    Seriously, finding that you've made a fool of yourself is never fun if you didn't intend to be foolish.

    What I should have said was: if you liked Neverwhere, you would probably like Imajica, by Clive Barker.
    Last edited by Autarch; 2007-04-15 at 09:56 PM. Reason: Greater Dispell Stupid (Sor/Wiz 8)

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    Default Re: [Template] Abandoned to the shadows...

    Imajica's by Clive Barker, not Gaiman. I'd say either the whole Sandman series or American Gods is Gaiman's best, with Good Omens coming in third.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Halfling in the Playground
     
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    Default Re: [Template] Abandoned to the shadows...

    Quote Originally Posted by The Demented One View Post
    Imajica's by Clive Barker, not Gaiman. I'd say either the whole Sandman series or American Gods is Gaiman's best, with Good Omens coming in third.
    shoot me now.

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