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2008-02-25, 09:53 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
The Master of the Marsh
The master of the marsh is that most canny swamp traveler, who bonds intimately, some might say almost supernaturally, with the nature of the swamp itself. Not only can these sly devils ruthlessly exploit swampy terrain to their tactical advantage, they bring the swamp itself with them wherever they go. Masters of the marsh eventually gain great control over the environment and bring swampish fear with them wherever they travel. The most powerful of the masters literally become the swamp as they transform into a guardian of nature dedicated to the marsh.
Prerequisites:
To become a master of the marsh, a character must meet all of the following requirements:
Base Attack Bonus: +5
Class Feature: Sneak Attack +4d6 or Skirmish +2d6/+2 AC
Feat: Great Fortitude, Swamp Traveler
Skills: Balance 10 ranks, Swim 5 ranks
Special: Must have spent at least one week continuously in a swampy environment.
Hit Die: d6.
Skill Points at Each Additional Level: 6 + Int modifier.
Class Skills: The master of the marsh's class skills (and the key ability modifier for each skill) are: Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Table: The Master of the Marsh
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+2|+0|Obedient swamp (sulphur gas), swamp step
2nd|+1|+3|+3|+0|Swamp attack +1d6
3rd|+2|+3|+3|+1|Obedient swamp (mucky ground)
4th|+3|+4|+4|+1|Swamp attack +2d6
5th|+3|+4|+4|+1|Obedient swamp (acid bog)
6th|+4|+5|+5|+2|Swamp attack +3d6
7th|+5|+5|+5|+2|Obedient swamp (haunted wetlands)
8th|+6|+6|+6|+2|Swamp attack +4d6
9th|+6|+6|+6|+3|Obedient swamp (black lagoon)
10th|+7|+7|+7|+3|Master of the marsh, swamp attack +5d6
[/table]
All of the following are class features of the master of the marsh prestige class.
Weapon and Armour Proficiencies: The master of the marsh gains proficiency with one swamp armour and one swamp weapon of his choice.
Obedient Swamp (Su): When the master leaves the marsh, the marsh follows the master. As a swift action, a master of the marsh may project a swamp aura around himself. This aura has a radius of 20ft./class level, and alters the terrain around him. As the master of the marsh moves, this obedient swamp follows him until it is dispelled. As the master of the marsh gains experience, he can project different aspects of the swamp. Activating, dispelling, or changing an obedient swamp is a swift action.
An obedient swamp has a caster level equivalent to the master of the marsh’s character level, and can be dispelled with effects such as dispel magic (although the master of the marsh can always activate it again).
• At 1st level, the master of the marsh may project sulphur gases into the area affected by his aura. Unlike normal gases, this obedient gas cannot be blown away by strong winds or a gust of wind spell.
• At 3rd level, the master of the marsh may alter the terrain of the obedient swamp into mucky ground.
• At 5th level, the master of the marsh may alter the terrain of the obedient swamp into an acid bog.
• At 7th level, the master of the marsh may alter the obedient swamp into haunted wetlands.
• At 9th level, the master of the marsh may alter the obedient swamp into a black lagoon.
The master of the marsh and his allies are vulnerable to the effects of the obedient swamp as normal. A master of the marsh may only have one obedient swamp effect active at a time.
Swamp Step (Su): The master of the marsh receives a bonus equal to his caster level on skill checks and saving throws made against swamp environmental effects.
Swamp Attack (Ex): The master of the marsh is capable of using swampy terrain to an advantages over his enemies. He deals 1d6 additional damage with a successful melee attack against an opponent suffering any from any of the following effects:
• Nauseation
• Being prone
• Taking acid damage from exposure to an acid bog
• Entangled
• Taking ability damage from a black lagoon
• Suffocation
The additional damage dealt from this ability increases by 1d6 every two levels. In order to deal this additonal damage, both the master of the marsh and the opponent must be in a swampy environment. Swamp attack damage is precision-based, and is ineffective against anything without a discernable anatomy, such as undead, oozes, constructs, or plants.
Master of the Marsh (Su): At 10th level, the master of the marsh becomes truly one with the swamp. His type changes to fey, he gains damage reduction 10/cold iron, and he becomes immune to any swamp environmental effect. In additon, at this point, all allies within the area of his obedient swamp gain the effects of his swamp step class feature.Last edited by Kellus; 2008-02-25 at 09:57 PM. Reason: Skills. Durr...
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2008-02-25, 10:13 PM (ISO 8601)
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2008-02-25, 10:21 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
SpoilerHere's a race I made a while ago which seems to fit the swamp theme, updated slightly. More fluff needed, obviously, but it seems to work as a reasonable LA+0 medusoid race.
The Sthenos
The sthenos are a swamp-dwelling race descended from the medusas. These frightening individuals dwell in bogs and marshes, shunning contact and living off the land. Sthenos have innate magical talent thanks to their supernatural bloodline, and the most powerful of them can even channel their ancestors' petrifying gaze. The defining characteristic of a stheno is the mass of snakes on its head instead of hair.
Racial Ability Adjustments: +2 Con, -2 Dex, -2 Int. Sthenos are exceptionally hardy to be able to live in the swamp, but not especially nimble or clever.
Size: Medium. As Medium creatures, sthenos have no special bonuses or penalties due to their size.
Speed: Stheno base land speed is 30ft.
Skills: A stheno has a +4 racial bonus to Intimidate checks due to their imposing nature. It takes a -4 penalty all other Charisma-based checks.
Head of Snakes (Ex): A stheno’s head is a writhing mass of snakes due to their medusoid ancestry. When a stheno takes a full attack action, her head snakes may also make a melee attack at a -5 penalty. This attack deals 1d4 piercing damage, and may be used to channel poison (see below). In addition, a stheno gains a +4 bonus to resist suffocation or drowning because of her headsnakes which can help her draw air.
Snakesense (Ex): The stheno’s headsnakes grant her blindsense to 5ft. Once a stheno reaches 6 hit dice, her headsnakes have developed enough to grant her the Scent special ability.
Poison (Ex): A stheno’s headsnakes can deliver poison through her headsnakes' bite once per day. This poison has a save DC equal to 10 + 1/2 the stheno’s hit dice + her Con modifier, and causes 1d4 Str damage on a failed save. As secondary damage, it deals another 1d4 Str damage.
Flesh to Mud (Sp): Once a stheno reaches 12 hit dice, it has matured sufficiently to call upon some of the powers of the medusa in its history. It may at this point use flesh to mud as a spell-like ability once per day. The save DC for this ability is Cha-based. The caster level for this ability is equal to the stheno's character level.
Favored Class: Sorcerer
Level Adjustment: +0Last edited by Kellus; 2008-02-26 at 12:08 AM. Reason: Flesh to Stone to Flesh to Mud!
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2008-02-25, 11:13 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
It looks... balanced-ish. Don't often see things that get abilities at certain hit dice, so it's hard to judge... Hmmm...
I like it, if that counts toward anything.
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2008-02-25, 11:29 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
Well, it's certainly very cool and we need LA+0 races. I don't know if it is balanced or not. (That's not to say 'I'm not sure, it may be bad' but 'I'm bad at measuring these things and can't figure it out')
Also: Painfully named new spell!
Boggle
Enchantment [Mind-Affecting]
Level: Any suggestions?
Components: V, S, M
Casting Time: 1 Full round
Range: Close: 25 ft. + 5 ft./2 levels
Target: One creature
Duration: 1 minute / level
Saving Throw: Will negates
Spell Resistance: Yes
Boggle is a spell which wipes clean the target's mind for a short period of time, leaving it easily imprintable. The target stands completely stunned for one round after the casting of the spell, with complete amnesia. Anything said to him during this round he will believe, as long as it is possible. This includes things like who he is, or who his friends are, or what his goal is. You could not, for example, convince a person that he is a newt (they retain knowledge, but not personal memory).
After this first round, the subject acts based on their now limited information about who they are. Anybody who tries to convince them of something finds it easy to do so, requiring only a DC 10 Diplomacy check to explain to them who they are. If two different groups are both attempting to convince the target of something, they must make opposed Diplomacy checks.
When the duration of the spell expires, all of the target's memory returns, and they forget everything that happened during the duration of the spell.
Material Component: A small bottle or vial of fumes from a swamp.
Oooh, I've also got a new spell for any marsh Medusa.
Flesh to Mud
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject, along with all its carried gear, turns into a mindless inert sculpture of wet mud. Generally this will immediately fall into several pieces that will spread slightly on the ground. If the sculpture resulting from this spell falls apart or is damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this spell.
Material Component: A pinch of earth and drop of water, separate.
Mud to Flesh
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature turned to mud or total volume 75 cubic feet (if the second option is chosen, the area must fit within a 10 ft. x 10 ft. x 10 ft. cube)
Duration: Instantaneous
Saving Throw: Fortitude negates (object) see text
Spell Resistance: Yes
This spell restores a creature turned to mud to its normal state restoring life and goods. The creature must make a DC 15 fortitude save to survive the process. Any mud creature, regardless of size, can be restored.
The spell also can convert a mass of mud into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. You can affect an object that fits with a 10 ft. by 10 ft. by 10 ft. cube that does not exceed a volume of 75 cubic ft. and is a single mass.
Material Component: A dollop of mud and a drop of blood
And lastly, to bring the ____ to ____ spells to a new extreme:
Mud to Acid
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: A volume of mud that does not exceed 75 cubic feet, that would fit within a 10 ft. by 10 ft. by 10 ft cube.
Duration: Instantaneous
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes
This spell converts a patch of mud into acid. The amount of mud converted must be less than or equal to 75 cubic feet (three 5 ft. cubes) and must fit within a 10 ft. by 10 ft. by 10 ft. cube, as well as being a single mass. If touched, acid deals 1d6 damage. If immersed in, acid deals 10d6 damage.
Often acid converted by this spell inside a Murk environment will seep throughout the area and create acid bogs in the surrounding area.
Material Component: A emerald worth at least 1000 gp.
(Looked at from an economic point of view, Mud to Acid is broken, as 75 cubic feet is about 4500 flasks of acid, which is 45000 gp. Of course, it would quickly pour away into other parts of a bog if used on the ground, but if attempted with mud in a acid-ready reservoir, it could be abused. But every book has a few abusable things in it.)Last edited by Icewalker; 2008-02-26 at 12:00 AM.
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2008-02-25, 11:56 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
As far as measurement for balance goes, I used a race feature point system to determine it. Level Adjustment +0 should be 10 to 14 points:
{table=head]Feature|Cost
Con +2|+4
Dex -2|-4
Int -2|-4
Blindsense 5ft.|+6
Head Snake Weapon|1 + 1 + 4 = +6
Intimidate +4|+2
Cha skills -4|-4
Poison 1/day|+2
Scent (6th level)|6 x (2/3)^3 = +2
Flesh to Stone (12th level)|21 x (2/3)^6 = +2[/table]
For a total of 10 points, making it on the low end of a balanced LA +0. I could maybe add +2 Cha to bring it up to a solid 14, but I'm fairly happy with it the way it is. Anyway, mental ability bonuses are pretty controversial, even if they aren't that unbalanced.
Seem reasonable?
EDIT: Oooh, nice spells! Mind if I grab that Flesh to Mud and exchange the stheno's SLA for it? It would fit great with the theme and help differentiate them from 'mini-medusa'.Last edited by Kellus; 2008-02-25 at 11:57 PM.
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2008-02-26, 12:06 AM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
Yeah, I was thinking it might. Seems almost more powerful, as they fall apart immediately, but it would also be far easier to fix once broken, because you can scoop up the mud and get it resculpted and dried then fixed, while you can't do so with stone.
Thought they were fun spells.
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2008-02-26, 12:38 AM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
Some psionic stuff.
Swamp Breath
Psychoportation
Level: Psion/wilder 6
Display: Mental
Manifesting Time: 1 standard action
Range: Touch
Target: One breathing creature
Duration: Instantaneous, 1 round/level; see text
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 11
Reaching into the swamp with your mind, you move a portion of the mud into your target’s lungs.
You teleport mud into the target’s lungs. If the target fails a Fortitude save, it begins suffocating and becomes unconcious (0 hp). On the following round, it must make another Fortitude save or die. If it succeeds on the initial save, it becomes nauseated for 1 round/manifester level.
Augment: For every 2 additional power points you spend manifesting this power, the save DC increases by 1.
Mind to Mud
Psychometabolism
Level: Psion/wilder 7
Display: Olfactory, visual
Manifesting Time: 1 standard action
Range: Close (25ft. + 5ft./level)
Target: One intelligent creature
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates, Reflex partial; see text
Power Resistance: Yes
Power Points: 13
As you stare at the target, a wet trickle seems to flow down his cheeks. He touches them tentatively, only to discover a mud-like substance running from his ears, covering his body.
You cause a creature’s brain to transform into mud, which runs down their bodies, hindering their motion. If the creature fails a Will saving throw, it takes 1d4 Wisdom and 1d4 Intelligence damage. In addition, it must make a Reflex saving throw or become entangled. Every round, so long as you concentrate, the target must make a new Will saving throw or take another 1d4 Wisdom and 1d4 Intelligence damage. A successful Will saving throw ends the Intelligence and Wisdom damage, but he must still succeed on a Reflex saving throw as a full-round action to escape entanglement.
Augment: For every 2 additional power points you spend manifesting this power, the save DC increases by 1.
Swampsense
Clairsentience
Level: Psion/wilder 1
Display: Mental
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 1
You reach your mind through the bog, sensing as the mud senses, feeling intruders and potential attackers.
You instantly know the number, size, and exact location of all creatures who are touching the same body of water or mud that you are when you manifest this power. This sense extends to a maximum of 200ft.
Augment: For every additional power point you spend manifesting this power, the range of the sensing extends by 200ft.Last edited by Kellus; 2008-02-26 at 11:53 PM. Reason: Swamp Breath Level/Range
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2008-02-26, 01:01 AM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
Here's a mount for ya. It's stronger than a normal donkey, but really, what isn't? Maybe this'll convince Druids to take a donkey rather than a wolf or badger or whatever as an animal companion. Well, probably not, but I can dream.
_______________________
Marsh Donkey
Medium Animal
Hit Dice: 2d8+6 (15 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d2+1)
Full Attack: Bite +2 melee (1d2) and hoof -3 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, surefooted
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 12, Dex 14, Con 16, Int 2, Wis 13, Cha 4
Skills: Balance +6*, Listen +4, Spot +3
Feats: Endurance
Environment: Temperate deserts
Organization: Solitary
Challenge Rating: 1/3
Advancement: —
Level Adjustment: —
This equine creature appears like a normal pack animal, but its hide is thicker and its shorter legs are stronger and thicker. As it moves across the mucky ground, its wide hooves seem to spread wider, preventing it from sinking deep into the mud like you would expect.
Sometimes called a swamp ass, these horse-like creatures are even more surefooted and sturdy than their normal donkey brethren. Bred for travel in swamps and bogs, marsh donkeys have adapted to the environment rather well and function as mounts and pack animals in many dangerous environments.
Carrying Capacity: A light load for a marsh donkey is up to 129 pounds; a medium load, 129–258 pounds; and a heavy load, 259–390 pounds. A donkey can drag 1950 pounds.
Combat
A marsh donkey, unlike many animals, is less easy to spook, though it obviously prefers not to fight if possible. If forced into melee, though, it can bite and strike with its hooves.
Surefooted (Ex): A swamp donkey is able to survive better in the bog than most other creatures. A swamp donkey can function normally in murky ground and takes no movement penalties in such an area. It also gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Furthermore, it is treated as a creature one size category larger than normal for the purposes of determining carrying capacity.
*Skills: Donkeys have a +4 racial bonus on Balance checks.
Marsh Donkey Animal Companions
Druids of 1st level can select a marsh donkey as an animal companion at no penalty.Last edited by RTGoodman; 2008-02-26 at 01:06 AM.
The Playgrounder Formerly Known as rtg0922
Homebrew:
• "Themes of Ansalon" - A 4E Dragonlance Supplement
• Homebrew Compendium
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2008-02-26, 01:38 AM (ISO 8601)
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- In the Playground
Re: Codename: Swampgas, Like Frostburn, but with Swamps
Is Swamp Breath overpowered as a 4th level save or screwed? I'm not sure, I've never really used psionics.
I like the Swamp Ass, and can really see a 1st or 2nd level druid who runs with a caravan that passes through a swamp have one as a companion. I may use that.
Rtg made a mosquito swarm...I'm going to take it a step up with a Dire Mosquito.
Probably tiny size, mosquito about as big as your cat...Last edited by Icewalker; 2008-02-26 at 01:56 AM.
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2008-02-26, 08:12 AM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
Swamp breath does seem way too good to be a 4th level power. I mean, the lowest level death effect spell or power I can find is slay living, which is a touch attack with a Fortitude save to negate the death part; this is lower level, does something really good on even a failed save, can be augmented in two really good ways (who doesn't want to blow all their power points to just kill the BBEG and his top minion with one power?), has a bigger range, and whatnot. All in all, it's better than a lot of other spells and powers like it that are higher level (psionic disintegrate is level 6, decerebrate is 7, and recall death is a whopping level 8 power). I'd peg it as around 6th level or so. I don't know much about psionics, , though, so I could be missing something.
@Icewalker: A tiny Dire Mosquito? You mean the Stirge?If your dire mosquito would be different that's cool, but I just wanted to point that out.
The Playgrounder Formerly Known as rtg0922
Homebrew:
• "Themes of Ansalon" - A 4E Dragonlance Supplement
• Homebrew Compendium
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2008-02-26, 09:37 AM (ISO 8601)
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- Feb 2007
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
Changed Swamp Breath's level to 6 and range to touch. Not quite sure what I was thinking last night.
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2008-02-26, 12:41 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
Damn! Basically a stirge but not magical/demon-looking. Just a normal mosquito a couple sizes up.
I'll see if I can come up with some differences before I make it.
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2008-02-26, 05:29 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
Character Classes in the Murk
Barbarian
Of all the standard classes, perhaps none adapts better to the Murk than the barbarian. Naturally in tune with their environments, barbarians also have the toughness and fortitude to overcome the deadly effects in the Murk and the strength to fend for themselves against other creatures of the swamplands. Humans, orcs, half-orcs, elves, lizardfolk, and nearly every other sentient race native to the Murk have their share of barbarian warriors. Many Murk barbarians prefer sharktooth swords or other large two-handed weapons, though others carry faster, more mobile weapons; almost all carry machetes or some other tool for clearing undergrowth. Many Murk barbarians take advantage of the Totem Barbarian variant, though the totem animal is often different from the standard name.
Bard
Bards, with their reliance on civilization and refinement, are seldom seen in the Murk. Those that do, however, are mostly found around the larger villages and settlements, usually performing local folk music on the banjo or other simple instruments. However, in some places Savage Bards serve as leaders of barbarian tribes, mixing magic and might in order to fight off the dangers of their homes.
Cleric
Clerics of the Murk are few and far between. Few gods are known for their innate connection to the Murk, and few folks find the dedication necessary to draw divine power from the Murk itself. However, those that do choose domains that reflect life in their swampy home, such as Animal, Community, Destruction, Disease, Fume, Pestilence, Plant, Swamp, Trickery, and Water.
Druid
Unlike clerics, druids are completely at home in the Murk. The main source of healing and divine magic in general for residents of these areas, druids often live hermetic lives in remote reaches of swamps and fens, ministering to lost travelers and whoever else should find them. Good druids tend to care for the people and the animals of the Murk, fighting off the more unnatural creatures that inhabit the area; evil druids of the Murk often use their control of divine power to dominate communities and ecosystems. Murk druids usually choose marsh donkeys, snakes, or crocodiles as their companions.
Fighter
Trained fighters are rare in the Murk, a place where warrior are far more likely to be barbarians or rangers. However, in some isolation communities, militia captains and former soldiers train themselves and their pupils to fight with more skill than the savage barbarians. Fighters from the Murk often put cross-class ranks into Survival and Knowledge (Nature) in order to better survive, and many prefer lighter armors in order to remain mobile and avoid the environmental hazards of the Murk.
Monk
Initially, the idea of a monk hailing from the Murk may seem absurd; however, in some places monks train in isolated Murk monasteries far removed from the draw of civilization. These monks put aside worldly materials and worries and focus on bettering themselves through harsh swamp living.
Paladin
As much as the idea of a monk from the Murk seems absurd, a Paladin seems even more so. A defender of the pure, a noble warrior – why would a paladin be in such a dismal place? Many paladins, however, do venture through the Murk, hoping to rid the world of some dark evil or liberate a community from under the thrall of a sinister Voodoo queen. Most paladins in the Murk don’t come from the area, but many adapt to the environment, choosing monstrous spiders, giant lizards, or other more suitable mounts.
Ranger
Rangers, like barbarians and druids, are at home in the Murk. Their natural abilities (from combat skills to survival abilities and animal companions) all come into play in the Bog, and any group of outsiders would be foolish not to bring a ranger as a guide for their treks through the Bog. Like druids, rangers prefer reptilian companions or other native swamp creatures as companions, and many wield two machetes in exploration and combat.
Rogue
Masters of skill, rogues can easily survive in the Murk on skill and luck alone. Many serve as scouts, relying on stealth rather than brute force to avoid environmental hazards, man-made traps, and dangerous creatures found the Bog. Many rogues in the Murk utilize the Wilderness Rogue class variant.
Sorcerer
Of the arcane spellcasting classes, sorcerers are by far the most common in the Murk. Natural talent, both arcane and psionic, is prevalent, and many sorcerers rise to leadership positions (or, at least, sage positions) in various Bog social groups. Most Murk sorcerers claim descent not from dragons but from the fey so commonly found in swamps and fens.
Wizard
Few wizards live in the Murk, so far removed from the other wizard colleges and libraries that they prefer. Those who do are either solitary loners slowly losing contact with reality, magical experimenters preferring to release any unsuccessful experiments onto the swamps rather than in a city, tribal wizards (relying on alternative spellbooks, as detailed in the Complete Arcane supplement), or, of course, adventurers seeking fame or fortune in the Murk. Many Murk wizards are necromancers or conjurers who focus on summoning local creatures to fight for them.
Other Classes
Archivists are often found in the Murk, looking for lost pieces of divine lore and learning of the various aberrations and other mysterious creatures that inhabit the swamps. Factotums, with their skill and adaptability, are able to thrive in the environment. Scouts, like rangers, are natural guides and function remarkably well in the Murk. Spirit Shamans also thrive, and in many cases outnumber clerics as divine spellcasters.
Psionic abilities develop among swamp-dwellers more often than in normal areas, perhaps because of the innate danger of the Murk. While psions, ardents, and divine minds are only infrequently found, wilders, psychic warriors, and lurks are more common in (though not necessarily accepted readily into) the sometimes-superstitious Murk settlements.
Beguilers, duskblades, healers, knights, marshals, ninja, samurai, spellthieves, and swashbucklers often prefer more cosmopolitan (or at least civilized) areas and are rarely found in the Murk.Last edited by RTGoodman; 2008-07-06 at 11:00 PM.
The Playgrounder Formerly Known as rtg0922
Homebrew:
• "Themes of Ansalon" - A 4E Dragonlance Supplement
• Homebrew Compendium
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2008-02-26, 07:00 PM (ISO 8601)
- Join Date
- Dec 2006
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- In the Playground
Re: Codename: Swampgas, Like Frostburn, but with Swamps
An addition open to others: usually the 'classes in the ___' section contains some class variants.
Some ideas I offer to others to stat up if they feel like it:
Bog Dragon, or some variant thereof
Domains: Mud, Murk (or some variant thereof), and perhaps Fume.
Also, sharktooth sword can't be 2d8...it's overpowered. The only other weapon that does 2d8 is the Sugliin from Frostburn, and it makes it so you can't take a full-round attack for multiple attacks with it, regardless of BAB (Unless you take a feat)Last edited by Icewalker; 2008-02-26 at 07:01 PM.
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2008-02-26, 07:04 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
I think someone suggested a trap with spikes at the bottom of a bog in WWII or something, I think I might make this.
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2008-02-26, 07:48 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
Yeah, I didn't notice that when I originally looked at it. I thought it was 1d10 for Medium creatures, not small. I'd suggest, as an exotic weapon, 2d6 damage (M), but 19-20/x3 (so it's worth the feat and different from a normal greatsword) or something like that. Maybe a bonus to Disarm attempts.
I'm planning on doing some other racial variants soon, to go along with my Orcs and Half-Orcs from earlier. I don't think every race needs them (I mean, how many gnomes can possible live in the swamp?), but I know I'll at least have them for Elves and Halflings (maybe as tribal head-hunter Halflings?).
Also, I was thinking earlier that we should have a frog-folk race that isn't inherently evil. Basically I just want to make a +0 LA Kermit race, but I want to make it serious enough for actual use.*
*Though, they may have a racial bonus to Perform (Banjo) checks.The Playgrounder Formerly Known as rtg0922
Homebrew:
• "Themes of Ansalon" - A 4E Dragonlance Supplement
• Homebrew Compendium
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2008-02-26, 08:02 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
I have the concept for a trap I just don't know how to put it in a stat block format.
Sometimes there are spikes at the bottom of the bog. When walking through the bog that has spikes on the bottom (similar to caltrops) they make a attack roll (+0 Attak Bonus) and deal one point of damage. The spikes hurt the foot and cut a creaturs speed by half. The penalty waers of after 24 hours or a succesful DC 15 heal check. Stepping on a spike counts as a touch attack with a +2 armor class if the creature is wearing shoes or boots. If the attack succeds, there is a 20% chance the subject will contract a disease with a +5% chance for every round spent in the bog.Want an avatar? Shoot me a PM.
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2008-02-26, 08:06 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
Not sure on the trap.
About the races, it isn't a problem if we are missing a few. Both books are missing a couple variations. Actually, there are no variant half-elves in them. Humans are assumed to have taken the relevant environment endurance feat as their bonus feat.
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2008-02-26, 08:18 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
I noticed we needed some weapon and armor special abilities, so I came up with a simple one. It seemed sort of weak with just the save penalty, so I added in the extra damage. 10 rounds seems like a long time, but the elemental enhancements (+1d6 energy damage), for instance, do an average of +3.5 damage per round. And really, combat won't last 10 round usually anyway, and it'll really keep PCs on their toes since they won't know how long they'll be bleeding out. There's probably a better name for this, but I couldn't think of it.
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Immune-suppressing: The blade of this weapon looks slightly oily and rusty at all times, no matter how much it has been cleaned. A creature wounded by an immune-suppressing weapon suffers a -4 penalty on saves against disease and poison. This effect lasts for one day. In addition, the weapon makes wounds slightly worse; creatures take one point of damage every round for ten rounds after being dealt damage by the weapon. This extra damage does not stack (that is, a creature can only take 1 extra point damage per round from a each immune-suppressing weapon, but the extra damage continues for 10 rounds after the most recent attack that dealt damage).
Faint enchantment and necromancy; CL 5th; Craft Magic Arms and Armor, bane; Price +1 bonusThe Playgrounder Formerly Known as rtg0922
Homebrew:
• "Themes of Ansalon" - A 4E Dragonlance Supplement
• Homebrew Compendium
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2008-02-26, 08:23 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
I like it. I can see some rogue with Immune-Supressing throwing knives, so they all catch diseases, then following with some Disease Catalyst.
Hmm, I may have forgotten to include something else involving Disease Catalyst: if the disease is still in incubation, you immediately make the first save for it.
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2008-02-26, 08:24 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
Alchemical Item Inspired by the Swamp.
Compressed Swamp Gas.
Cost: 50 gp
Effect: When the small vial is thrown it explodes as a splash weapon because of the compressed gas. The vial deals 1d3 slashing damage from the broken glass. The target of the explosion must make a DC X or be sickened for 1d4 rounds due to the swamp gas.
Crafting DC: 20
Crafting Cost: Same as alchemists fire.Last edited by Shades of Gray; 2008-02-26 at 10:30 PM.
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2008-02-26, 09:55 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
For the compressed swamp gas, mind if I make a suggestion? If it's for a low-level item (which most basic alchemical items are), I'd suggest maybe changing it from nauseated to sickened. Nauseated is a pretty harsh condition (can't do anything but take a single move action per turn), and I'm not sure a guy throwing a splash weapon should be able to do that for cheap.
Sickened, on the other hand, gives a -2 penalty on a lot of stuff (attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks), which is bad but not as powerful as nauseated.
If you reduce it to sickened, I'd say the craft DC should be like either alchemist's fire or (more likely) a tanglefoot bag, which are 20 and 25, respectively. Cost should be around 50 gold, which is the same as a tanglefoot bag.The Playgrounder Formerly Known as rtg0922
Homebrew:
• "Themes of Ansalon" - A 4E Dragonlance Supplement
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2008-02-26, 10:26 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
Stymphalian Bird
Huge Magical Beast
HD: 10d10+60 (115)
Speed: 40ft. (8 squares); fly 80ft. (16 squares) (good maneuverability)
Init:: +7
AC: 25 (+7 Dex, -2 size, +5 armour, +5 natural armour)
BAB: +7/+2; Grp: +24
Attack: Bite +16 melee (1d8+9 plus poison)
Full-Attack: Bite +16 melee (1d8+9 plus poison) and 2 talons +14 melee (1d6+4 plus poison)
Space: 15ft.; Reach: 15ft.
Special Attacks: Brass barrage, improved grab, poison, regeneration 5, spell-like abilities, swallow whole
Special Qualities: Perfect vision, sensitive hearing
Saves: Fort +12 Ref +14 Will +7
Abilities: Str 28, Dex 25, Con 20, Int 3, Wis 19, Cha 14
Skills: Listen +15, Spot +15, Survival +7
Feats: Fly-by Attack, Improved Toughness, Mutiattack, Snatch
Environment: Swamps
Organization: Solitary, pair, or clutch (2-8)
Challenge Rating: 11
Treasure: Standard
Alignment: Always neutral evil
Advancement: Huge (10-14 HD); Gargantuan (15-26 HD); Colossal (27+ HD)
Level Adjustment: –
Stymphalian birds are nightmarish avians that lurk in the deepest swamps. Covered in metal feathers and cloaked in darkness, these winged terrors take what prey they want as masters of the murk. Stymphalian birds are very difficult to truly kill; they are vulnerable only to loud noises, which some heros have exploited in the past to hunt them.
Combat
Brass Barrage (Ex): A stymphalian bird is clothed in brass feathers. Although it normally uses the metal plumage to turn away attacks, it can also launch the feathers as deadly projectiles. As a standard action that does not provoke attacks of opportunity, a stymphalian bird can launch feathers in a cone. To use this attack, a stymphalian bird sacrifices some or all of its armour bonus to AC; in order to use this ability, it must have at least a +1 armour bonus to AC. The power of this attack is based off the number of points of armour bonus it chooses to give up.
The cone has a size equal to 25ft. x the bonus sacrificed. It deals 5d6 damage per point of armour bonus sacrificed; half of this is piercing damage, and half of it is slashing damage. A Reflex saving throw (DC 22 + 2 per point sacrificed) halves this damage. The saving throw is Reflex-based.
Sacrificed points of armour bonus return at a rate of +1 per minute, to a maximum of +5. A stymphalian bird may choose how many points to sacrifice when it activates this ability.
Improved Grab (Ex): If a stymphalian bird succeeds on a bite or talon attack, it may make a grapple attempt as a free action without provoking attacks of opportunity.
Perfect Vision (Ex): A stymphalian bird can see perfectly through darkness of any kind, and cannot be blinded or otherwise have its vision hampered.
Poison (Ex): Injury, Fortitude DC 20, initial damage 1d6 Dex, secondary damage 2d6 Dex. The saving throw is Constitution-based.
Regeneration (Ex): Sonic attacks deal lethal damage to a stymphalian bird.
Sensitive Hearing (Ex): A stymphalian bird may make a Listen check as a free action every round. However, it is very sensitive to loud noises, and as such is vulnerable (receives 1.5x damage) to sonic-based attacks.
Skills: A stymphalian bird receives a +8 racial bonus on Spot and Listen checks.
Spell-Like Ability: At will– deeper darkness
Swallow Whole (Ex): A stymphalian bird can try to swallow a grabbed opponent of Medium or smaller size by making a successful grapple check. Once inside, the opponent takes 1d8+4 points of crushing damage plus 1d8+2 points of acid damage per round from the bird’s digestive juices. A swallowed creature can cut its way out by dealing 20 points of damage to the bird’s digestive tract (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A stymphalian bird’s gullet can hold 2 Medium, 8 Small, or 32 Tiny or smaller creatures.
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2008-02-26, 10:49 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
That was one of the labors of Heracles, right?
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2008-02-26, 11:13 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
I knew it seemed familliar.
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2008-02-26, 11:38 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
I thought they weren't that big, although I know almost nothing about it, so I really can't comment.
Awesome creature though. Does CR 11 warrant the possible starting threat of a 125 ft. cone that deals 25d6 damage though?
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2008-02-26, 11:44 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
I'd have put them at Large size myself.
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2008-02-26, 11:49 PM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
It ended up calculating the CR somewhere between 11 and 12; I pegged it at 11, but I could go either way. In any case, 25d6 with Reflex for half isn't unbeatable at that point. I mean, a disintegrate spell cast by an 11th level wizard or sorcerer deals 22d6 with Fortitude partial, and that's untyped damage, as opposed to slashing and piercing, which are often taken out by damage reduction. Add in that it drops the bird's AC by 5 and takes out all of its long-range offense for at least a minute, and I think it's fairly reasonable.
As for the size, I saw a few different pictures of sizes for it, and decided to go with the size that could swallow a guy whole.
EDIT: @ Icewalker: For ideas for powers for the marshmind, how about decelerate, brain lock, and grip of iron?Last edited by Kellus; 2008-02-27 at 12:03 AM.
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2008-02-27, 12:18 AM (ISO 8601)
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Re: Codename: Swampgas, Like Frostburn, but with Swamps
Those all sound about right, but I honestly know nothing about how psionics work, or psi-like abilities. I tried to read the SRD entry on it but it got into augmenting and lost me a bit. So...anybody else can feel free to finish that, it was mainly an idea. I don't even fully know how to plug those into a stat block now that you've given them to me.