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  1. - Top - End - #211
    Bugbear in the Playground
     
    Kellus's Avatar

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    I'll see what I can do. It's a pretty cool idea.

    Also: an epic spell!

    Swamp of Souls
    Transmutation
    Spellcraft DC: 117
    Components: V, S, XP
    Casting Time: 1 minute
    Range: 3,000ft.
    Area: 500ft. radius burst
    Duration: Permanent
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    To Develop: 1,053,000 gp; 22 days; 42,120 XP. Seed: transform (DC 21). Factors: area effect (+10 DC), change to burst (+2 DC), increase area by 2,500% (+100 DC), increase range by 1,000% (+20 DC), black lagoon effect (+15 ad hoc DC). Mitigating factor: burn 5,000 XP (-50 DC).

    This spell transforms the ground, all living creatures, and any terrain features in a 500ft. radius burst into a black lagoon. Any creature that successfully saves against this effect is unaffected, but is in the black lagoon when it forms.

  2. - Top - End - #212
    Troll in the Playground
     
    RTGoodman's Avatar

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Races of the Murk



    Humans
    Like their relatives elsewhere, humans have adapted to live in the harshest areas of the Murk, and in general have flourished. Though not as civilized as others, humans in these areas are often the only race to build large settlements in the swamps, and these act as trading centers, scout outposts, and simply places of refuge from a cruel environment. Humans in the Murk are more likely to be Barbarians, Druids, and Sorcerers that Fighters, Clerics, or Wizards, but an eclectic assortment of humans from all walks of life can be found in many of the largest settlements. Most humans in the Murk tend toward the worship of nature deities, particularly Maas and Toloth, though some prefer Kodes for her connection to civilization.

    ______________________

    Swamp Elves
    Whereas swamp orcs and half-orcs are often less violent than their standard cousins, swamp elves are often extremely xenophobic and prone to violence. Preferring to keep their territory for themselves, swamp elves often attack, or at least imprison, all trespassers in their section of the Murk. Swamp elves often have a wild, unkempt, or animalistic appearance, often wear the skin and scales of swamp creatures as clothing, and braid beads, fangs, and twigs into their dark hair. Leaders of swamp elf tribes are often druids or barbarians.

    Swamp Elf Racial Traits
    • +2 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma. Stronger and tougher than normal elves, swamp elves also suffer from a lack of formal education. Furthermore, their dislike of others and harsh attitudes often put them at odds with those of other races.
    • Medium: As Medium creatures, swamp elves have no special bonuses or penalties due to their size.
    • Swamp elf base land speed is 30 feet.
    • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Like normal elves, swamp elves go into a trance rather than actually sleeping, and are resistant to effects that attempt to control them.
    • Low-Light Vision: A swamp elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • +2 racial bonus on Listen, Spot, and Survival checks. While not as adept at finding secret doors as their brethren, swamp elves have keen senses and instincts that aid their survival in the Bog.
    • Swamp Acclimated: A swamp elf may take the Swamp Traveler feat without meeting the requirements for the feat.
    • Favored Class: Barbarian. A multiclass swamp elf’s barbarian class does not count when determining whether she takes an experience point penalty for multiclassing.

    ______________________

    Mangrove Dwarves
    No one is quite sure how the scattered bands of mangrove dwarves first appeared – did they branch off from mountain dwarves who left their stony halls, or did the other subraces of dwarves begin as the more primitive mangrove dwarves and then move to the hills and mountains in which they’re usually found? Regardless, mangrove dwarves are rarely seen outside their swampy homes, in which they are usually found building home in the boughs and trees and, in some cases, inside the trees themselves. Mangrove dwarves, unlike their mountain and hill dwarf cousins, often exhibit natural psionic abilities, and many adventurous mangrove dwarves are wilders or soulknives.

    Mangrove Dwarf Racial Traits
    • -2 Strength, +2 Constitution. Mangrove dwarves are physically weaker than their normal dwarf cousins, but just as tough and considerably less gruff.
    • Small: As a Small creature, a mangrove dwarf gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
    • Mangrove dwarf base land speed is 20 feet.
    • Low-Light Vision: A mangrove dwarf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • Woodcunning: This ability grants a mangrove dwarf a +2 racial bonus on Search checks to notice unusual woodwork, such as sliding walls, wood-based traps, new construction (even when built to match the old), unsafe wooden surfaces, shaky wooden floors, and the like. Something that isn’t wooden but that is disguised as stone also counts as unusual woodwork. A mangrove dwarf who merely comes within 10 feet of unusual woodwork can make a Search check as if he were actively searching, and a mangrove dwarf can use the Search skill to find woodwork traps as a rogue can.
    • Naturally Psionic: Mangrove dwarves gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
    • Psi-like Abilities: 1/day – float. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
    • +4 racial bonus on Fortitude saves against disease and poison.
    • +2 racial bonus on Appraise and Craft checks related to wooden items.
    • +2 racial bonus on Swim checks. Unlike other dwarves, mangrove dwarves grow up and live around water and are able swimmers.
    • Automatic Languages: Common and Dwarven. Bonus languages: Aquan, Elf, Gnome, Goblin, Orc, Sylvan, Terran.
    • Favored Class: Wilder.

    ______________________

    Bog Gnomes
    Bog gnomes are a rarely seen breed, highly shy and elusive, who are adept at folk magic and stealth. Smaller than gnomes, bog gnomes are semi-nomadic, creating temporary villages when they can find dry land to grow meager crops, then packing up and moving elsewhere if things get tough. Adept at hiding in the Murk, bog gnomes are often ruddy brown with brown or greenish hair. Despite their separation from other gnomes, though, bog gnomes still hold illusion magic in high regard, using it as another tool of survival.

    Bog gnomes have the same traits as normal gnomes, with the following exceptions:

    • +2 racial bonus on Craft (Folk Magic) checks. This replaces the standard gnome’s racial bonus on Craft (Alchemy) checks.
    • +1 racial bonus on attack rolls against fey, plant creatures, and reptilian humanoids. This replaces the standard gnome’s attack bonus against kobolds and goblinoids.
    • +4 bonus on Hide checks in swampy areas. This stacks with the bog gnomes +4 size bonus to Hide checks, for a total +8 bonus on Hide checks in swampy areas.
    Speak with Swamp Creature: Once per day, a bog gnome may use speak with animals as a spell-like ability, though he can only communicate with a Bog animal (alligators, snakes, etc.). This replaces the normal gnome’s speak with burrowing mammal ability.
    • Swampwalk: A combination of light weight and innate magic helps bog gnomes traverse the swamps with ease. A bog gnome may walk across the top of mud, quicksand, and mucky ground with no penalty to movement. This cannot be used to walk on water, normal or swampy.
    • Weapon Familiarity: A bog gnome may treat the fish catcher and pincher gauntlet as martial weapons rather than exotic weapons. This replaces the standard gnome’s weapon familiarity with the gnome hooked hammer.
    • Bonus Languages: Add Sylvan to the bonus languages available to a bog gnome.
    • Favored Class: Ranger. A multiclass bog gnome’s ranger class does not count when determining whether he takes an experience point penalty for multiclassing. Often on the move, rangers embody the bog gnome ideal – they are both masters of stealth and consummate defenders. This replaces the normal gnome's favored class.

    ______________________

    Mire Halflings
    Far removed from many of the other halfling subraces, mire halflings are a sinister and dangerous force in the Murk. Usually found with faces painted like skulls and bearing shrunken heads, mire halflings are most often encountered as small groups of head-hunters. Though they live in seclusion, mire halflings are not unintelligent and excel at setting traps and ambushing their targets. Mire halflings are most often rogues, though they prefer to specialize in trapmaking and survival skills (Survival, Use Rope, etc) rather than social skills.

    Mire halflings have the same traits as normal halflings, with the following exceptions.

    • No racial bonus on all saving throws.
    • +2 racial bonus on Fortitude saves versus disease and poison. Like other creatures in the Bog, mire halflings have an innate resistance to the natural hazards of their home.
    • +2 racial bonus on Craft (Trapmaking). Mire halflings delight in setting deadly traps, especially those that poison or slow their prey.

    ______________________

    Swamp Orc
    Orcs always seem to live in areas others consider inhospitable or otherwise uninhabitable, and the Murk is no different. In the remote reaches of large wetlands and swamps, some orc tribes have adapted to life in such conditions.

    Swamp orcs have the same traits as normal orcs, with the following exceptions.

    • +2 Strength, +2 Constitution, -2 Intelligence, +2 Wisdom, -4 Charisma. Swamp orcs don’t have the brute strength of their normal cousins, but they’re tougher and more in tune with their environment.
    • No darkvision
    • Low-light vision: A swamp orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • +4 racial bonus on Fortitude saves against disease.
    • Swamp Traveler: Swamp orcs gain the Swamp Traveler feat as a bonus feat.
    • Favored Class: Druid. A multiclass swamp orc’s druid class does not count when determining whether he takes an experience point penalty for multiclassing. Swamp orcs live much closer to the natural world and are more peaceful than normal orcs, though they are not afraid to fight back as nature itself does. This replaces the normal orc’s favored class.

    ______________________

    Swamp Half-Orc
    In some cases, swamp orcs run into tribes of the wild humans who live in the swamps. Not as prone to violence as their normal cousins, these interactions sometimes result in the birth of a swamp half-orc.

    Swamp half-orcs have the same traits as normal half-orcs, with the following exceptions:

    • +2 Consitution, -2 Intelligence, -2 Charisma. Swamps half-orcs are only as strong as a human, but are tougher due to their orcish ancestry.
    • No darkvision.
    • Low-light vision: A swamp half-orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • +2 racial bonus on Fortitude saves against disease.
    • +2 racial bonus on Heal and Survival checks. A swamp half-orc is accustomed to self-sufficiency and is naturally good at hunting and navigating through difficult and deadly terrain.
    • Swamp Acclimated: A swamp half-orc who takes the Swamp Traveler feat may ignore any requirements for that feat.
    • Orc Blood: For all effects related to race, a swamp half-orc is considered an orc.
    • Favored Class: Any. When determining whether a multiclass swamp half-orc takes an experience point penalty, his highest-level class does not count. Swamp half-orcs are like their human parents and gains some of their flexible nature. This replaces the normal half-orc’s favored class.
    Last edited by RTGoodman; 2008-07-06 at 11:06 PM.
    The Playgrounder Formerly Known as rtg0922

    Homebrew:
    "Themes of Ansalon" - A 4E Dragonlance Supplement
    Homebrew Compendium

  3. - Top - End - #213
    Ogre in the Playground
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Quote Originally Posted by rtg0922 View Post
    Voodoo Practitioner


    Table: The Voodoo Practitioner
    {table=head]Level | BAB | Fort | Ref | Will | Special | Spellcasting
    1 | +0 | +0 | +0 | +2 | Curse Doll; Folk Crafting Mastery | --
    2 | +1 | +0 | +0 | +3 | Voodoo Health | +1 level of existing spellcasting class
    3 | +1 | +1 | +1 | +3 | Evil Eye | --
    4 | +2 | +1 | +1 | +4 | | +1 level of existing spellcasting class
    5 | +2 | +1 | +1 | +4 | Greater Curse Doll | --[/table]
    I see two problems with this class. This loses way too many caster levels; no wizard or even sorceror would want to take this losing three levels. I suggest adding +1 level of existing spellcasting class at level 3 and probably level 5 as well. Second, the conditions for entering the class are too strict. Voodoo magic is something that a very low-level caster should be able to do; it shouldn't be up to the point where you can already throw lightning bolts and fireballs. I'd suggest reducing the spellcasting requirement to being able to cast 2nd level spells.

    Curse Doll (Su):[/B] Beginning at 1st level, a Voodoo Practitioner can craft a small doll or effigy of a single target in order to curse that target. The target must be a single living creature with an Intelligence score of 3 or higher. The Voodoo Practitioner doesn’t necessarily need to see the target, but it must know the target, have guidance from someone who does know the target, or use a scrying spell to investigate the target. Crafting the doll requires the expenditure of 10 gp and 5 XP per HD of the creature to be affected, and one day per 100 gp spent. At the end of the construction, the Practitioner (and the person who knows the target, if that is the method used to choose the target) must undertake a ritual that takes 10 minutes.

    At the conclusion of the ritual, the target must make a Will save with a DC equal to (10 + the Voodoo Practitioner’s class level + his Charisma modifier). If the target fails, it is affected as if by the bestow curse spell; the Voodoo Practitioner chooses the specific manifestation curse. If the target succeeds, the doll is not destroyed, but the Voodoo Practitioner cannot attempt to target the subject with this ability again for one week. As normal, the curse bestowed by this spell is permanent and cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. The destruction of the curse doll also ends the effect.

    At 1st level, the Voodoo Practitioner can create as many curse dolls as he chooses, but only one curse may be active at a time. If the finalizing ritual is performed on another curse doll, the effect on the target of the first fades after 1d4 hours and the effect on the new target begins immediately.

    At 5th level, a Voodoo Practitioner can have up to three curse dolls active at one time. Also, the target is also affected as if by the greater bestow curse spell (SpC) instead of the standard bestow curse spell. As before, only a break enchantment, limited wish, miracle, remove curse, or wish spell, or the destruction of the curse doll, can remove the effects of the curse.
    I like this a lot. Very flavorful. A minor point- generally this sort of sympathetic magic is believed to work better if one has something that was associated with the person in question. I'd make the will save be increased by +2 if while making the doll one has access to some possession of the person and make it +4 if one has access to part of the person (say a lock of hair).



    Evil Eye (Su): Starting at 3rd level, the Voodoo Practitioner may unleash the power of the Evil Eye. Once per encounter, as a swift action, he may glare at his opponents, forcing all enemies with an Intelligence of 3 or higher that can see him to make a Will save with a DC equal to (10 + class level + Charisma modifier). Those who fail are rendered shaken until the end of the encounter; if a target rolls a natural 1 on the Will save, it is instead frightened for 1d6 rounds, and then shaken for the remainder of the encounter. Whether it succeeds on the save or not, the target cannot be affected by the same Voodoo Practitioner's evil eye more than once per day.

    If a target has ranks in the appropriate skill and can make a DC 20 Knowledge (History or Local) check (or a DC 20 Bardic Knowledge or similar check), he may be able to use the appropriate hand gestures and signs to fend off the effect of the evil eye. If the subject succeeds on the check, he automatically succeeds on the Will save and allows allies to make a second save the next round in order to throw off the effect, with +4 bonus to the new save.
    Two comments; first isn't this a bit weak for a capstone ability? I mean the classic evil eye doesn't just leave people frightened... it can kill. Maybe once a month a voodoo practitioner can use this ability to try to kill? Something like:

    Once a month, the voodoo practitioner may try to use its evil eye to kill a being. The will save is the same but then the being knows that it is destined to die from the eye. If it is not subject to remove curse or some similar spell it dies in 3d6 days. This effect occurs in addition to the normal effects of the evil eye.

    One other suggestion: another classic form of voodoo is protection from other forms of voodoo and magic. I'd suggest therefore adding the following (the names may need better flavor):

    At 2nd level:
    Protection from Voodoo A voodoo practitioner is not harmed by the voodoo of less skilled practitioners. They automatically succeed on their will saves against voodoo dolls.

    At 4th level:
    Protect others from Voodoo A voodoo practitioner can now protect others from voodoo. The voodoo practitioner may engage in a one hour ritual with an individual or an item associated with the individual such as a possession or a lock of hair. The ritual requires a chanting and burning of special incense worth about 5 gp. The practitioner makes a spellcraft check with DC 20. If successful, the target gets a +2 bonus on all saves against voodoo of any type for the next 1 month.

  4. - Top - End - #214
    Troll in the Playground
     
    RTGoodman's Avatar

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Quote Originally Posted by JoshuaZ View Post
    I see two problems with this class. This loses way too many caster levels; no wizard or even sorceror would want to take this losing three levels. I suggest adding +1 level of existing spellcasting class at level 3 and probably level 5 as well.
    I originally was going to only have them lose two caster levels, but I changed it to three later. I guess changing it back is okay, since the class didn't turn out as powerful as I thought. Also, I sort of saw it as more for NPCs that PCs, so losing a couple doesn't matter.

    Second, the conditions for entering the class are too strict. Voodoo magic is something that a very low-level caster should be able to do; it shouldn't be up to the point where you can already throw lightning bolts and fireballs. I'd suggest reducing the spellcasting requirement to being able to cast 2nd level spells.
    Part of that is following conventions of PrCs - requiring 3rd level spells prevents entry before 6th level. I could have done it with minimum skill requirements, but some casters (sorcerers especially) would be loathe to give those up since they still need them for Concentration, Spellcraft, Knowledge (Arcana), and communication skills.

    I'd make the will save be increased by +2 if while making the doll one has access to some possession of the person and make it +4 if one has access to part of the person (say a lock of hair).
    I have this on the version I save on my computer. I guess I just missed copying and pasting it here to the forums.


    Two comments; first isn't this a bit weak for a capstone ability? I mean the classic evil eye doesn't just leave people frightened... it can kill. Maybe once a month a voodoo practitioner can use this ability to try to kill?
    Well, I didn't really write it as a capstone ability. I just thought about some other folk-magic type things, and that's what I came up with. I can go back and work on it, I suppose. Actually, maybe leave the version I wrote as Evil Eye (Frighten), and for 5th level add in Evil Eye (Kill).


    One other suggestion: another classic form of voodoo is protection from other forms of voodoo and magic.
    I didn't even think of that. Consider those stolen commandeered.



    Thanks for the input! Feel free to comment on anything else you see here - we can take it!
    The Playgrounder Formerly Known as rtg0922

    Homebrew:
    "Themes of Ansalon" - A 4E Dragonlance Supplement
    Homebrew Compendium

  5. - Top - End - #215
    Barbarian in the Playground
     
    Caracol's Avatar

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    aaaaaaaand I'm back. These days was wonderful, but now it's time to do my part again.

    My to-do list, updated. If any of the stuff I made need tweaking, just tell me.

    Traps: I know they are not as in SS and FB, but they're enough in my opinion: addiotional traps would be only variations of them, but If anybody wants to add some more, no problem: the rules of trapmaking are in the d20 SRD. Expect some dungeon features soon, although I reputee the swamps more a wild enviroment than a dungeon enviroment.

    Gear: I've fixed the sharkthoot sword, now is less powerful but is worth a feat anyway.
    I'll make some other adventuring tool, a vehicle and a magical item.

    I knew I said I was going to make a PrC, but right now I can't come up with a good concept. Maybe I'll delay this.

    Adventure sites: needs work and probably I will leave this for later.

    Meanwhile, I think I'll concentrate on monsters again. I'm afraid I can't really help with magic, I'm no expert (maybe I can give some ideas, but I leave to you the spell stats).

    Characters played:
    Koros (Nation of the Dead) < - adopt this psicopatic as your avatar!!!
    Bones (Beginner's Dungeon Crawl)

    don't look here!!!
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    I warned you. Now you have to go read it.

  6. - Top - End - #216
    Ettin in the Playground
     
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Two new spells I thought of! I have no idea what to use for the name for the first one, so suggestions are welcome.

    Vine Trip of some sort?
    Transmutation
    Level: Drd 1, Rgr 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Reflex negates
    Spell Resistance: No

    This spell causes a vine to rise up out of the surroundings and yank itself over the target's ankles, causing them to fall to the ground. Unless the target succeeds on a reflex save, a vine rises from the mud beneath them, or extends from a nearby plant, or something similar (if this is not possible, the spell fails) and trips them, knocking them prone.

    Smothering Vines
    Transmutation
    Level: Class Level
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 2 rounds/level or until escaped
    Saving Throw: Reflex partial
    Spell Resistance: No

    This spell causes a mass of vines to rise from the mud beneath the target's feet and wrap around them, pulling them down and yanking them into the muddy ground. This spell will only function when in a ____ environment. If the target makes their Reflex save, they become entangled until the duration of the spell expires. On a failed save, the target is wrapped in vines and dragged into the mud, beginning to suffocate in 1d4 rounds. Escaping the vines requires a DC 20 escape artist check, or a DC 20 strength check.

    [hr]
    Also, I have the idea for a third spell, but don't know what to do with it, as it would end up rather complex. Animate Mud, to be modeled after Animate Rope. There would be a series of choices (make a mound around that guy's legs, move with me so you don't impede my movement) but there would be some things it can do which are more advanced, and would have to require a check or a level or some such. Things like making a mud golem climb out of the mud and fight for you.

    Speaking of which, someone should write up a mud golem. I'll do it, I suppose. DONE! Not sure on the CR though. I tried to use VT's and with the construct immunities it came out around 8.5, which is definitely off.

    Mud Golem
    Large Construct
    HD 8d10+30 (74)
    Speed 20 ft. (4 squares);
    Init: +1
    AC 20; touch 10; flat-footed 19
    (-1 size, +1 dex, +10 natural)
    BAB +6; Grp +20
    Attack Slam +12 (2d8+6)
    Full-Attack 2 Slams +12/+7 (2d8+6)
    Space 10 ft.; Reach 10 ft.
    Special Attacks Engulf
    Special Qualities Construct Traits, darkvision 60 ft, low-light vision, immunity to magic, Mud Glide, DR 10/Magic
    Saves Fort +2 Ref +3 Will +2
    Abilities Str 22, Dex 13, Con -, Int -, Wis 11, Cha 1
    Skills -
    Feats -
    Environment Murk
    Organization Solitary
    Challenge Rating X
    Treasure Normal
    Alignment Always Neutral
    Advancement 9-16 HD (Large) 17-25 HD (Huge)


    Engulf: A Mud Golem may engulf a target in its body, in an attempt to suffocate it with mud. This strategy is usually used when facing a lone opponent. The Mud Golem initiates a grapple check. If it succeeds, it pulls the creature into itself. The engulfed creature begins to choke on the mud of the Mud Golem. Every round it has to make a DC 25 fortitude save. If it succeeds, it can attempt an escape artist check against the Mud Golem's grapple check to break free. If a creature is trapped within a Mud Golem for an amount of time longer than it can hold it’s breath, it suffocates.

    Mud Glide: A Mud Golem can glide through mud as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Mud Golem flings it back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 fortitude save.

    Immunity to Magic: A Mud golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    A magical attack that deals cold damage slows a Mud golem (as the slow spell) for 2d6 rounds.

    A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.

    An earthquake spell cast directly at a Mud golem stops it from moving on its next turn and deals 3d10 points of damage. The golem gets no saving throw against any of these effects.
    Last edited by Icewalker; 2008-02-28 at 07:51 PM.

  7. - Top - End - #217
    Barbarian in the Playground
     
    Caracol's Avatar

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Ok. I know, I know. I said I was gonna do something and now I'm doing something else. My bad. But the ideas came and I could't let them go.
    Here's some

    Swamp Deities


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    The Swamp Deities reflect the savage and multiform nature of the swamps: some of them are cruel, some others are just indifferent of the fate of their own worshippers. Here's the most common deities in swamp enviroments.

    Braksha
    The Mud Horror
    Braksha is the lord of aberrations and evils that dwells the swamp. Is the one who wants to spread disease and desperation among lands. It appears as a continuously changing mass of mud and corpse parts: no one knows his true form, and is most likely that he doesn't have any. His worshippers are creatures wedded to destruction and evil. His cult is secret in cities and civilizated lands.

    Eddard
    He Who Walks With Winds
    Eddard is the blesser of all the swamp travellers. He appears as a young man with blonde hair, wearing a single glove and a single boot. He walks fast, moving towards the marshes quickly and stopping to help adventurers in trouble sometime. He has a passion for poetry and music and many bards worship him, together with good rangers, rogues and sorcerors. His worshippers and cult is dedicated to travel continuously: stable temples of Eddard do not exist.

    Eleiomon
    The Last Lover
    Eleiomon is the gooddes of all the swamp nymphs, dryads and feys. She appears as an incredibly beautyful woman with a green skin and hair made of algas. Although she is not evil and protects nature and animals, she is capable of evil acts: she often release her anger without reason, of attracts men with her stunning beauty just to drive them to madness. Her cult is common among feys, wilderness tribes, druids and sorcerors. Female worshippers are more common.

    Kodes
    The Fire Purifier
    Kodes is the goddes of purification, hunt and order. She is an huntress that dedicates her life to eliminate the perils and the aberration of the swamp. She appears as a beatyful but harsh lady dressed in red and gold, wielding a long spear and using gold arrows. Her worshippers are common among rulers, leaders, good rangers, paladins and other law-oriented character. Her cult is concentrated almost only in the most civilizied cities, the places that mantain the order against the savagery of the swamp.

    Maas
    Lord of Unnoticed Events
    Maas is the father of all the swamp plants, from the high oak to the little clovers. He appears as a enormous grey willow tree. His purpose is to protect life and renawal and to stop the disease and the undeath to infect the lifeforms. He does not have a humanoid appearence and doesn't communicate with his worshippers directly, although gives them signs in the plants shape and position. His cult is mostly present into the wilderness, and is one of the most favouite deity of druid and rangers.

    Margan
    The Three Eyed Greed
    Margan is the god of avarice and trickery. He appears as an multiform humanoid form with a mask with three eyes, but many says that his true form is reptile. He travels from city to city, moving through the sewers, tricking and tempting merchants and nobles to obtain what he wants. He does never show himself during the nightime. His personal treasure is legendary. Margan is whorshipped by greedy merchants, thiefs, wizards and anyone with a lust for gold.

    Nyami
    Lord of Fangs and Tails
    Nyami is the snake god that dwells the lakes and the rivers of the swamp, lord of all animals of the marshes. Little is know about him: he appears as a mastodontic serpent with fish fins, he does not seem to care much about the humanoid creatures and his wrath is unstoppable when someone damages his proteges without a reason. Many savage tribes, and especially barbarians among them, worship him due to his strength and power.

    Ràn
    Drowned's Bride
    Ràn is the lady of the swamp death. She appears as a woman dressed is white veils that dredges up the black waters with his net, costantly searching for dead creatures. She is the goodess of obscure knowledge and necromancy. The costant contact with the death gives her an enormous knowledge about living and nonliving things. Many wizards worship her due to her wisdom, although some fear her neverending desire for death beings.

    Toloth
    The Glowing Night
    Toloth is the god of swamp nights. He appears as a green glowing figure, a branch or plant-like creature with an humanoid resemblance. He is an expert of all the substance magic propreties and a protector of his domains. He does not allow disobedience or deference from anyone. Worshipped mostly by rangers, druids, wizards and sorcerors, he does never show himself in daylight. His purpose is to protect and convey his secrets to the worthy ones.


    {table="head"]Deity|Alignment|Domains|Simbol|Favored Weapon
    Braksha|CE|Chaos, Destruction, Evil|Rotten Hearth|Sabre
    Eddard|CG|Air, Luck, Travel|Single Glove and Boot|Dagger
    Eleiomon|CN|Chaos, Magic, Trickery|Red Leaf|Whip
    Kodes|LG|Fire, Law, War|Golden Arrow|Spear or Longbow
    Maas|NG|Good, Plant, Protection|Grey Tree|Mace
    Margan|NE|Evil, Sun, Trickery|Three-eyed Mask|Trident
    Nyami|NN|Animal, Strength, Water|Snake with Fish Fins|Any Natural
    Ràn|LE|Death, Knowledge, Water|Eye with Skull Iris|Net
    Toloth|LN|Earth, Healing, Magic|Branch-like Hand|Axe

    [/table]
    Last edited by Caracol; 2008-02-28 at 08:12 PM.

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    Ettin in the Playground
     
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Awesome. You'll be able to mess with those domains once we get some murk domains finished. Also, I think Braksha should probably be in a bit of a war with Kodes. Awesome stuff, inspired other homebrew ideas in me to work up...

    Definitely going to write up Nyami Snakes as a magical beast which the god models himself after (or created himself in his image...either works.)

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Mud Golem can be found in the MM 3.

    Also, looking great everyone, sorry I don't have time for homebrewing, but I might get something done next week.
    Thanks a TON to Almighty Salmon for the Amazing Log Man!

    The Legend of TheLogMan

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Crap!

    I'll rename/style it into muck golem or some such, make it a little more liquid/rotting plants/mud.
    Last edited by Icewalker; 2008-02-28 at 10:32 PM.

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Currently working on the Fungal Tome: new monsters, fungus lore, modified spells and domains coming up.

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Almost finished with my swamp artifact, trying to work on spells and gear
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Did I said I was gonna make a fungal tome? Yes!! Am I keeping my word? Of course not!!!
    Sorry, another monster. This one has to be done. The reference is obvious, but if someone does not know it just go here. (Can't be seen outside US, so even I can't see it, but I know what it is.)
    I was a bit undecided about making it or not, but then I remember that we already have the Hypnotoad, so....

    Mustakrakish

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    Colossal Giant
    Hit Dice: 40d8 +520 (700 hp)
    Initiative: +6
    Speed:60 ft. (12 squares), swim 60 ft. (12 squares)
    Armor Class: 31 (+2 Dex, -8 size, +27 natural), touch 4, flat-footed 29
    BaB/Grapple: +30/+61
    Attack: Claw +47 melee (2d8+19/18-20/x3)
    Full Attack: 2 Claws +47 melee (2d8+19/18-20/x3) plus Bite +35 melee (4d6+7/x2) plus 2 Horns +35 melee (4d6+7/x2)
    Space/ Reach: 30ft./30ft.
    Special Attacks: Augmented Critical, Frightful Presence, Improved Grab, Swallow Whole, Telluric Stomp
    Special Qualities: Darkvision 60 ft., Damage Reduction 15/epic, Immunity to fire, earth, disease, poison, ability damage and death effect, Regeneration 30, Scent, Sleep lullaby, Sound Suicide, Spell Resistance 32
    Saves: Fort +37, Ref +14, Will +18
    Abilities: Str 40, Dex 14, Con 36, Int 6, Wis 22, Cha 16
    Skills*: Listen+14, Search+4, Spot+14, Survival+15, Swim+27
    Feats: Awesome Blow, Blind-Fight, Cleave, Greater Weapon Focus (Claw), Greater Weapon Specialization (Claw), Improved Bull Rush, Improved Critical (Claw), Improved Intiative, Multiattack, Power Attack, Snatch, Weapon Focus (Claw), Weapon Specialization (Claw)
    Enviroment: Any Swamp
    Organization: Solitary
    Challenge Rating: 20
    Treasure: None
    Allignment: Always Chaotic Evil
    Advancement: 40+ HD (Colossal)
    Level Adjustment: -

    Awaken, awaken, awaken, awaken,
    Take the land, that must be taken.
    Awaken, awaken, awaken, awaken,
    Devour worlds, smite forsaken

    Rise up from your thousand year-old sleep,
    Break forth from your grave eternally.

    I command you to rise, rise, rise, rise,
    rise, rise, rise, rise.

    Mustakrakish is an unstoppable beast incarnation of distruction, the colossal red troll that sleeps in the deepest lakes in the swamp, until is awaken and unleash his wrath on everything.
    Mustakrakish sleeps the largest lakes, and anything in the world, not even the most powerful spell, can ever awake him from his deep sleep, except for a spell in a forgotten swamp necronomicon. Only a copy of this book exists but no one knows where is it or if the book is undestructabe or not. The spell itself can't even be dispelled: once Mustakrakish is awake, other methods must be used to put it to sleep again.
    Many legends talk about Mustakrakish and how he can be destructivem, very few talk about how can be defeated istead. His origins are unknow: many says that he always existed, and was discovered by a powerful and evil summoner. Many years have passed since the last time he woke up, and no one has clues of where is the lake in which he sleeps or where is the book that can raise him.
    Mustakrakish is 60 ft. tall, and weights about 100 pd. He does not speak any language. He does not need to eat or breath while sleeping.

    COMBAT
    Mustakrakish attacks with his claws, teeth, horns, and his Telluric Stomp ability.
    Mustakrakish’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.
    Augmented Critical (Ex): Mustakrakish’s claw threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
    Frightful Presence (Su): Mustakrakish can inspire terror by simply being seen. Affected creatures must succeed on a DC 33 Will save or become shaken, remaining in that condition as long as they remain with 120 feet of him. The save DC is Charisma-based.
    Improved Grab (Ex): To use this ability, Mustakrakish must hit a Huge or smaller opponent 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, it establishes a hold and can try to swallow the foe the following round. Also, if he grabs a creature after a claw attack he always uses his Snatch (see Snatch feat.)
    Regeneration (Ex): Mustakrakish heals 30 points of damage per turn to himself. No form of attack deals lethal damage to Mustakrakish. He regenerates even if he fails a saving throw against a disintegrate spell or a death effect. If he fails his save against a spell or effect that would kill him instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10. Mustakrakish is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability. The only exception of this Regeneration is if he commits a Sound Suicide (see below).
    Mustakrakish can be slain only by raising his nonlethal damage total to its full normal hit points. He does not die however, but he rushes to the nearest lake large enough to contain him and starts to regenerate in the water. He is immune from any form of damage during this time, using a wish or miracle spell after maximum 10 rounds from when he starts regenerating make him sleep again istead of regenerating.
    If Mustakrakish loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
    Sleep Lullaby (Su): Trying to slain Mustakrakish is not the only way to defeating him. Some forgotten legends are right: he can be put back to sleep with a lullaby song. To make Mustakrakish sleep, he must be in a lake large enogh to contain him and 5 or more people must make a Perform check with a DC of 25 alltogether for at least 5 turns. This action fails if one of more of the performers fails his check. Mustakrakish must be aware of the presence of the performers and he attacks them if they fail the check.
    If the first of the Perform checks is successfull, Mustakrakish calms down and listen to the lullaby until the check fails. If all the checks are successful, Mustakrakish goes to sleep immediatly. He can be again awaken by the proper spell only.
    This method of defeating him should be kept secret, see Lore (below).
    Sound Suicide (Ex): Mustakrakish is influenced by sound sources. Any magical sound or instrument sound coming from inside his body leads him to ignore everything else and tearing his own bowels apart to make the sound stop. The sound source needs to be a physical object: ghost sound does not work. Mustakrakish deals to himself damage for all the turn necessary to make 100 hp to himself in order to reach and eliminate the sound source. Once he open himself and eliminates the source, his muscular contractions close the wound: a new one must be opened to eliminate another sound source.
    His Regeneration ability does not count when he do this. If he dies performing this action, he dies defenately and cannot regenerate, resurrect or be summoned again.
    This method of defeating him should be kept secret, see Lore (below).
    Swallow Whole (Ex): Mustakrakish can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from his digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to his digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Mustakrakish's stomach can hold 1 Huge, 4 Large, 16 Medium, 32 Small, or 128 Tiny or smaller creatures.
    Any swallowed creature that can produces a sound source that is derived from a spell or a musical instrument can lead Mustakrakish to commit a Sound Suicide (see above).
    Telluric Stomp (Ex): With a full round action, Mustakrakish can start stomping on the ground with his feet to generate an telluric shock. This shock has the same effects of an earthquake spell casted at 20th caster level, with the exception that Mustakrakish does not have limited day uses of this ability.



    Skills: Being a lake troll, Mustakrakish has a swim speed and can always take 10 to his Swim check if he wants.

    LORE
    {table="head"] DC|Lore
    20|Mustakrakish is the swamp lake troll. He is an unstoppable beast almost impossible to kill.
    25|Mustakrakish can be awake only by a spell of a particular necronomicon.
    30|Mustakrakish is hard to kill, but seems to be influenced by sounds.
    35|Mustakrakish can be put back to sleep by a lullaby performed by a group of skilled musician.
    40|Mustakrakish has an irrational fear if some sound comes from his body: he can even kill himself trying to make these sounds stop.
    [/table]
    Last edited by Caracol; 2008-03-01 at 03:31 AM.

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    biggrin Re: Codename: Swampgas, Like Frostburn, but with Swamps

    YES! Awaken Awaken Awaken Awaken , take the land that must be taken!
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    That troll scares me.
    Only music soothes the savage beast.
    Or leads him to suicide. Either way, really.

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Couldn't it be killed by repeated use of ghost sound to make it rip itself apart?

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Quote Originally Posted by Icewalker View Post
    Couldn't it be killed by repeated use of ghost sound to make it rip itself apart?
    mmmm, you're right. Fixing it: now it has to be an actual source of sound, that exists phisically.

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps



    I'm going to write something for the monster competition which will also apply here. I'm not sure what it is yet though.

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Im pretty much finished with the first of the sarlaccs, now dubbed Sloth pits after Lucas's origonal name idea, and in my next post I will have the actual monster and a picture for the adventure I'm going to write.
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    The all powerful Sarlacc! I mean sloth pit.

    That is a picture for the adventure I will write.

    Now to put up the creatures.
    Sloth Pit
    Newborn:
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    Tiny Plant
    Hit dice:3d8+6 (19 hp)
    Initiative:+1
    Speed:0ft
    Armor class:15 (+2size, +1 dex, +2 natural armor), touch 13, flat-footed 14
    Base Attack/grapple:+2/-9
    Attack:Bite +1 melee (1d3-3) or tentacle +1 melee (1-3)
    Full attack:Bite +1 melee (1d3-5) and 2 tentacles -1 melee (1-2)
    Space/reach:2-1/2ft/0ft
    Special Attacks: Improved grab, swallow whole.
    Special qualities:Plant traits, telepathy inside body, tremorsense.
    Saves:Fort +2, Ref +1, Will +1
    Abilities:Str 5, Dex 12, Con 14, Int 5, Wis 12, Cha 4
    Skills:hide +14
    Feats:Improvced natural armor, multiattack
    Enviornment:Marsh (Any)
    Organization:Solitary
    CR:1
    Treasure:none
    Alignment:Usually neutral
    Advancement:by age
    Level adjustment:-
    What appears to be a tiny hole is actually a mouth with tentacles coming out of it. The mouth is lined with teeth.
    Sloth pits, sometimes called sarlacci by the locals, are intellagent plants, almost creatures, that can and will digest anything slowly for up to a millenium. A new born is tiny so it can only prey on fine creatures and are newborns for a thousand years. A newborn does not have any secondary stomachs or a tongue. They are sometimes used as execution pits when they are older, if they survive.
    Combat
    A sloth pit usually waits for a creature to come by before ensnaring it with its tentacles and eating it.
    Improved grap(Ex): To use this ability, a sloth pit must hit a fine creature with its tentacle or bite attack. It can then attampt to start a grapple as a free action without provoking an attack of oppurtunity. If it wins the grapple check, it holds the opponent in a tentacle or a mouth. If a sloth pit is holding a opponent in a tentacle, it can make a single successful grapple check to place it in its mouth. The opponent can escape with a single successful grapple check or an escape artist check. The sloth pits attempts to swallow the opponent in the round after establishing a hold.
    Swallow whole(Ex):The sloth pit can try to swallow a grappled opponent of Fine size by makeing a successful Grapple check. Once inside, the opponent takes 1d6 acid damage every 2d6 hours. The type of acid keeps the opponent alive for 1d10x100+1d10x10+1d10 years, slowly digesting and killing the victim. An opponent who reaches 0 hp remains stable because of the nature of the acids. A swallowed creature can cut its way out of the sloth pit by dealing 22 points damage to the sloth pits stomach (AC 11) with a light slashing or peircing weapon. Once the creature exits, it has to go through the mouth where it can be bitten or swalowed again. Alternatively, an opponent can make one successful grapple check to get back to the mouth where it can be bitten or swallowed again. A sloth pit's stomach can hold two fine creatures.
    Telepathy(Su):A sloth pit can communicate telepathically with any creature in its body that has a language.
    Tremorsense(Ex):AA sloth pit can automatically pinpoint a creature touching the ground within 20 feet of it.


    Some more:

    Fully grown:
    Last edited by Szilard; 2008-03-16 at 10:34 AM.
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Sorry I've not done more on the race variant stuff in a few days - the whole middle of the semester thing tends to bring with it midterms and papers and assignments galore. I'll try to get the rest typed up in a few days, or by next weekend at the latest.

    Another thing I've been thinking about (though it's on the backburner) is an 'adventure site.' Really, it's just a town, but there are a bunch of reasons for adventure there, and I'd try to include as many NPCs with our homebrewed classes/PrCs and some other monsters and stuff. Like I said, still on the backburner, though.


    @Icewalker: I notice you still have the challenge rating for your Mud Golem is still listed as X. I ran it through VT's method for determining CR (it's somewhere in the Guide to Homebrewing sticky), and it came out to around CR 7. Seems good to me, if a little low because of the save-or-die potential.

    @Caracol: I like the deities. If you have time, you might want to come up with a couple for the races I'm putting on here. The swamp elves seem like they'd have their own xenophobic swamp elf goddess, and the (forthcoming) dwarf and halfling variants might also.
    The Playgrounder Formerly Known as rtg0922

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Okaaaaaiiii, I was kinda busy on something else (a board/roleplaying game based on Norse Mythology, if you're interested PM me), so I didn't have too much time to make the Fungal Tome.

    So, I decided to post the summary of the book, which I think is going to be an artifact in the end. So, tell me if I need to change something or if you have suggestion in advance.

    The Fungal Tome:

    - Use and Powers of the Book (Summons a total HD of Fungus creatures equal to caster level basically)
    - A couple of alchemical items
    - Fungus Lore (Bonus to knowledge regarding fungus) and 2 new fungus monsters (CR 7 - CR 11)
    - Guide to how to make a Fungus Golem (already statted in a Dungeon Magazine, will repost the stats)
    - 9 new spells, 1 for each spell level:
    1 Fungus Armor
    2 Spore Cloud (grants cover and can confuse the enemies)
    3 Lichene (the ones I put on traps)
    4 Fungus Growth (applicabile on creatures too)
    5 Wall of Fungus
    6 Allucination Spores
    7 Animate Fungus
    8 Spore Explosion
    9 Fungus Infestation
    - New Domain (Fungus), with spells described above and domain power (as the one of Plant domain, slightly modificated).

    I will need some help about the spells, since I'm not so expert.

    Ok, some other stuff I was thinking about:
    - I noticed that we lack on new playable races. I took a look at nonanonymous ones and they are pretty good, but I think that would work better as creatures (due to the LA), so maybe we need to stat them out.
    Maybe this exists out there, but I was thinking about a rat-like race with LA+0. Think about a crossover between a were-rat in hybrid form and the skavens from Warhammer. I will probably stat them after I finish the Fungal Tome (although I won't if someone says that this stuff already exists.)
    - I will make some other equipment (exploring tools for wilderness travels)
    - A prestige class for barbarian-fighter oriented characters.
    - About the deities: I'm glad you liked them. Some comments about references and ideas I had:
    Kodes is basically a female version of Hieronyous, even in a swamp enviroment we need a deity for paladins.
    About Braksha, I think that there was something similar in the Drow Pantheon. Or it was Vile Darkeness? Maybe the Fiend Folio? Anyway, a mud evil deity was necessary. And yes, of course is in war with Kodes.
    Nyami Nyami is a serpent beast/god in an African religion, while Ran is a figure in nordic mythology, and is exactly as I described it.
    Maas resembles Yggdrasil, and Eleoiomon was based on greek nymphs that have a similar name and role.
    About the other ones: they were "original", with no particular references whatsoever (although nothing original really exists, I can't say I had something in particular when I came up with these).
    I will probably re-do the domains and add a couple more, the "xenophobic" ones maybe, even if I don't like the idea of deity specific for races.
    - The medusa adventure site is good. I would like to make an adventure site too, but by now there's else to do. Maybe I will make a Kodes cult fortress if I have some spare time.

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    I'll make that PrC. The Barbarian one. Something along the lines of Diseased Rager. Or Murkrager, or something like that.

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Ok, if I don't start to make it (even if not completed) I will never do the whole thing. So, here's the

    Fungal Tome

    fixed the grammar (thanks JoshuaZ!), more edits will follow

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    Little is known about the Fungal Tome itself, even its powers are secrets to many. A common legend says that was the god Maas himself to make the tome to bestow some of his knowledge and powers to his mortal followers. That, however, contrasts with Maas normal behaviour, which is giving signs to interpret, not books to study. Also, the nature of some of the knowledge contained in the Tome recalls a darker and more obscure author. Some people think that Toloth would be the best prospect to be the one who made the Fungal Tome. But another legend, not so well-acquained as the former ones, says that this misterious book wasn't even made by a deity.
    A wizard, many years ago, became fascinated by the power of a nature enchanter. This powerful caster was young, but wise and an expert in plants and spells, expecially in mushroom magic. His powers were unique, and because of that he made a promise to his circle to never reveal the secrets of his powers to anyone but the circle itself. But the wizard was as eager as he was tricky and powerful: he shifted his appearance, and transformed himself into one of the most beautiful creatures, taking the form of a graceful nymph. The enchanter fell into the wizard's trap: he fell in love with the nymph, and day by day he taught her how to control the latent powers of mushrooms. After the wizard thought he had learned enough, and before the druid started to suspect anything, he lured him in a far and isolated swamp and then showed him his true form. The druid, confused and betrayed, didn't have time to regret his mistake: the wizard unleashed his new knowledge on the naive man. He turned him and all the ground around in mushrooms, and then went away. The location where the druid is supposed to be is unknown, although some loudmouth claims to know where is it.
    Could this legend be true? Could the wizard of this story be the one who wrote the Fungal Tome? We only know for sure that the book exists, and its power are really strong.


    Fungus Powers
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    Few copies of the Fungal Tome exists, but only the original one is capable of controlling fungus creatures. The carrier of this book is capable of summoning, once per day, a total HD of fungus creatures equal to his caster level. He can choose whatever creature he wants, but it must be a mushroom related one with the Plant subtype. The creatures follow every order of the carrier.


    Fungus Alchemy
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    The Fungal Tome reports uses and application of rare and powerful alchemical fungus substances. Using the Fungal Tome as a reference when crafting these items, you have a competence bonus of +5 to your Craft (alchemy) check.

    Colorion Venom
    Colorion mushrooms are very rare, delicate and extremely poisonous fungus. They are uncommon in swamp terrains, and almost nowhere to be found outside swamps. They have a blue/violet large caps with white spots and a characteristic odour of bad meat. Must be boiled, dryed and then powderized to make the poison effects work.
    Type: Ingested CD 20
    Initial Damage: 3d6 hp
    Secondary Damage: 1d4 Str + 1d4 Dex + 1d4 Con + 1d4 Int
    Cost: 1650 gp
    DC to Craft: 28


    Leeching Lichenes
    Leeching lichenes are small fungus capable of spurting a glue like substance when touched, and to start sucking the internal liquids of the victims. The gluing substance requires a Str Check to be broken, and the lichenes deals damage and drain abilities for every turn the creature stays glued. Although they can grow naturally, they are often used in traps. They come in different versions. The DC and cost indicated are enough for a total measure of lichenes sufficient to smear an area of 5ft. square. Once used, unlessi is completely destroyed, it grows back in 2d3 days, becoming effective again.

    Yellow Lichene
    Release: Str DC 14, Escape Artist DC 20
    Damage per turn: 1d6 hp
    Cost: 350 gp
    DC to Craft: 16



    Red Lichene
    Release: Str DC 16, Escape Artist DC 22
    Damage per turn: 1 Con
    Cost: 860 gp
    DC to Craft: 20


    Black Lichene
    Release: Str DC 18, Escape Artist DC 24
    Damage per turn: 1d6 Con
    Cost: 2000 gp
    DC to Craft: 24


    Tivermelin Bomb
    A strange trumpet shaped mushroom is capable of releasing mind-influencing spores: Tivermelin fungus is a common fungus in swamp enviroments. Its spores, extracted and prepared, are put inside small metal spheres, used as thrown weapons. They explode upon impact, releasing the spores in an area of 10 ft. square: every creature in the area must succeed a Fort saving throw DC 14 or become confused for 1d6 rounds. See the DMG for the confused condition.
    Cost: 75 gp
    Weight: 1/2 lb.
    DC to Craft: 20


    Fungus Golem
    The Fungal Tome also gives guidelines on how to create a Fungus Golem, giving the competence bonus to this check too.
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    FUNGUS GOLEM (originally appeared on Dragon Magazine #341)

    Medium Construct
    Hit Dice: 6d10 +20 (53 hp)
    Initiative: -1
    Speed:20 ft. (4 squares), can't run
    Armor Class: 16 (-1 Dex, +7 natural), touch 9, flat-footed 16
    BaB/Grapple: +4/+8
    Attack: Slam +8 melee (1d10+4/x2)
    Full Attack: 2 Slams +8 melee (1d10+4/x2)
    Space/ Reach: 5ft./5ft.
    Special Attacks: Breath Weapon, Infectious touch
    Special Qualities: Construct traits, Damage Reduction 5/slashing, low-light vision, Magic immunity
    Saves: Fort +2, Ref +1, Will +2
    Abilities: Str 18, Dex 8, Con -, Int -, Wis 11, Cha 1
    Skills: -
    Feats: -
    Enviroment: Any Land
    Organization: Solitary, pair or gang (3-4)
    Challenge Rating: 4
    Treasure: None
    Allignment: Always Neutral
    Advancement: 7-10 HD (Medium), 11-18 HD (Large)
    Level Adjustment: -

    The creature is a shambling, roughly humanoid mass of mold, spore sacks, toadstools, and fibrous growths fused together in a single form. Its head is devoid of any facial features and its arms are composed of a knotted, rubbery clumps of rot.

    Fungus golems stand around 6 feet tall, weigh approximately 250 pounds and despite their smaller size are often mistaked by shambling mounds. Druids who favor damp swamps for their homes and require ever whatchful guardians often craft these constructs. The magic involved in the construction of such golems hardens the layers of plant matter that compose the body of a fungus golem, turning soft fungi in a surface not unlike hardened rubber.

    COMBAT
    While fungus golems have excellent strength and resilience, their real power comes from the toxins and spores hidden throughout their bodies.
    Breath Weapon (Ex): 15-foot cone, cloud of poisonous gas lasting 1 round, free action once 1d4+1 rounds, initial and secondary damage 1d4 Con. Fortitude DC 13 negates. The save DC is Con based.
    Infectious Touch (Ex): Any wound inflicted by a fungus golem becomes infected with spores and begin to fester. Any hit point lost for a fungus golem's slam attack does not heal naturally. A remove disease spell ends this effect and allows natural healing to occur.
    Magic Immunity (Ex): A fungus golem is immune from every spell and spell like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature as described below.
    Antiplant shell functions normally against fungus golems, remove disease renders the golem's infectious touch nonfunctional for 1d4 rounds, and neutralize poison prevents the golem from using its breath weapon for 1d6 rounds.

    CONSTRUCTION
    The creation of a fungus golem is a painstaking process and involving the collection and assembly of a large variety of exotic mushrooms (costing at least 1000 gp). Once enough components have been gathered, the fungi must be fused together and crafted into an appropriate form. This requires either a DC 20 Craft (alchemy) check or a DC 20 Profession (herbalism) check.
    CL 7th; Craft Construct, command plants, plants growth, , caster must be at least 7th level; Price 7000 gp, Cost 4000 gp + 240 XP.



    Fungus Lore
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    The Fungal Tome contains a lot of specific informations about the mushrooms, giving a competence bonus of +5 to all Spellcraft, Knowledge and Profession (herbalism) checks regarding fungus monsters, mushrooms and magic. Other than being an useful handy guide for recognizing specific fungus in the wilderness, it describes some particular swamp fungus creatures unknow to many.

    Deamon Daedalop
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    original art by sb51075

    Large Plant
    Hit Dice: 13d8 +39 (97 hp)
    Initiative: +4
    Speed:0 ft.
    Armor Class: 21 (+4 Dex, -1 size, +8 natural), touch 13, flat-footed 17
    BaB/Grapple: +9/+18
    Attack: Slam +14 melee (1d6+5/x2), or touch +14
    Full Attack: 2 Slams +14/+9 melee (1d6+5/x2), or touch +14
    Space/ Reach: 10ft./15ft.
    Special Attacks: Discomforting Gaze, Improved Grab, Touch of Misfortune
    Special Qualities: Plant traits, Damage Reduction 10/slashing, darkvision 120 ft., true seeing
    Saves: Fort +11, Ref +10, Will +6
    Abilities: Str 20, Dex 18, Con 16, Int 3, Wis 14, Cha 6
    Skills*: Hide+18, Spot+10, Listen+7
    Feats: Alertness, Combat Reflexes, Lighting Reflexes, Skill Focus (Hide), Track
    Enviroment: Any Swamp
    Organization: Solitary
    Challenge Rating: 11
    Treasure: Standard
    Allignment: Always Neutral
    Advancement: 14-18 HD (Large), 18-22 HD (Huge)
    Level Adjustment: -

    A shudder shakes the ground, and suddenly a rotten log cracks open and a grey and overshadowing figure emerges. It has multiple orange eyes and 6 tentacles that glow a faded light. Its strong and long arms moves fast, smashing and grappling whatever comes near enough.

    Extremely misterious and elusive, Daemon Daedalops are solitary and dangerous fungus with magical proprieties. They usually hide in soft moss and fungus infested terrains, prepared to emerge and attack uncautious adventurers. They are tall and thin, with an hard grey fungus skin. Little is know about the origin of these creatures, but the fact that they prefer to dwell closer to supernatural location is maybe related to their origin.

    COMBAT
    Daemon Daedalops hide underneat the ground surface, but always leave one of their tentacles outside, since these tentacles could also function as an eye. Once they spot something that they could eat, they wait and emerge as soon as their pray is in reach. They don't concentrate on a target in particular, but try to wound with their claws or touch with their tentacles as many enemies as possible, and to weaken the others with their gaze attack.
    They can't move from their emerging position, but when in danger or attacked by ranged weapon or spells they start to dig and they quickly disappear undeground again. They emerge later on a different position, but if they are badly wounded they simply abandon the hunt for that day. It's rather common for them to hunt the same group of creatures for days, until they kill or are defeated.
    Discomforting Gaze (Su): The glowing eyes of the Daemon Daedalop can make a creature feel confused and worried: every creature that sees the Daedalop directly into his eyes must succeed a Will save DC 21 or become frightened for 1d6 rounds. He can attempt to retry this saving throw at every turn with an increase of +2 to the DC for every failed throw. If he succeeds this saving throw must make another Will saving throw DC 15 or becomes shaken for 1d6 rounds. He can attempt to retry this saving throw at every turn with an increase of +2 to the DC for every failed throw. A character that succedes both these saves is immune to that Daemon Daedalop gaze attack for 24 hours. The DC is Wis based.
    Improved Grab (Ex): To use this ability, an Daemon Daedalops must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
    Touch of Misfortune (Su): A Daemon Daedalop has 6 glowing tentacles with magical propeties, each with a reach of 10 ft. Any creature touched by one of these tentacles can be affected by different spells. Roll a d100 to determine wich spell is activated.

    {table="head"] d100 |Spell
    1-12| touch of fatigue
    13-25| touch of idiocy
    26-38| ghoul touch
    39-50| vampiric touch
    51-62| rustling grasp
    63-75| inflict critical wounds
    76-88| bestow curse
    89-100| baleful polymorph
    [/table]

    The save DC for these spells is 12+spell level, and is Wis based. The caster level is 12th.
    A Daemon Daedlop can touch different creatures with all his tentacles with no penalities, or hit the same creature with all the tentacles he can.
    true seeing (Sp):Daedlop's eyes can perceive and epure all the magic effects, and he can see as he's using a true vision spell constantly active.

    *Skills: A Daemon Daedalop has a racial bonus of +5 to his Hide check when in swamp terrains.
    The many eyes of a Daemon Daedalop give him a racial bonus of +3 to his Spot check.




    Fungus Magic
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    Last edited by Caracol; 2008-03-08 at 12:39 PM.

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    I warned you. Now you have to go read it.

  25. - Top - End - #235
    Bugbear in the Playground
     
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Hah! Everything is updated, and I will make something soon, for reals this time.

    Also, it is nice to have Internet again.
    Thanks a TON to Almighty Salmon for the Amazing Log Man!

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  26. - Top - End - #236
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Woha, welcome back TheLogman, I was starting to be preoccupied by the recent lack of replies. I mean, this project is wonderful, we have more than 3000 views, we can't just let it die.

    I updated the alchemy of the fungal tome, I'm waiting for comments and suggestions, and of course for your other homebrews.

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    I warned you. Now you have to go read it.

  27. - Top - End - #237
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Im still here working on the sloth pit, the fungal tome looks cool but I'll have to look thoroghly through it to come up with a comment.
    Want an avatar? Shoot me a PM.
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    Quote Originally Posted by Supagoof View Post
    Bravo Szilard. Bravo!
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    And Szilard, great job! You make me proud!
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    Szilard is wise.
    Quote Originally Posted by Lix Lorn View Post
    In Soviet Russia, internet give you.
    (is given to Szilard. With bow. Clothes optional.)
    ABR: SDSB Archive



  28. - Top - End - #238
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Okay, look, finally something! Seriously!

    The Bogs Substitution Levels

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    Substitution levels are levels of a standard class that you take to gain certain bonuses instead of the level benefits described for the next higher level of the standard class. Taking a substitution level is not multiclassing-you remain within the class for which that substitution level is targeted. You can't take a substitution level and apply it to a another class for which the substitution level is not targeted. For instance, a fighter can't take a Bog substitution level for the rogue or monk class.
    In order to take a Bog substitution level, you must fulfill and one of the following criteria:

    -Have 1 rank in Knowledge (Nature)
    -Have a Bog-related feat (Above)
    -Have visited or stayed in a Bog or Swamp-like environment for more than 2 days.

    Each class has a number of Bog substitution levels, each of which you man select at a specified class level. When you take a substitution level for your class at a given level, you give up the benefits gained at that level for the standard class, and you get the Bog level benefits instead. You can't go back and gain the benefits for the level you swapped but-when you take your next level in the standard class, you gain the next higher level as it you have gained the previous level normally. For instance, if you are a 1st level rogue and you take the Bog rogue substitution level for the 2nd level, you forever lose the benefits normally provided to a standard 2nd level rogue (You gained instead the Bog substitution benefit for a 2nd level rogue). When you gain another level in rogue, you gain the 3rd level benefits of the standard rogue class.
    A character need not take all the substitution levels provided for a class. For instance, a Barbarian may decide only to take the Bog substitution level for his class at 7th level, ignoring the previous substitution level.
    The description of each substitution level benefit explains what occurs to the standard class ability gained, if that ability would normally increase at a specific rate.


    Barbarian
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    Barbarians who find themselves in the Swamp often thrive quite easily. They throughly enjoy the wild and the danger, and test their skill and might against both travelers and wildlife alike.

    Hit Die: d12

    Requirements:
    To take a barbarian Bog substitution level, a character must be about to take his 1st, 7th, or 14th level of the Barbarian class.

    Class Skills: Barbarian substitution levels have the class skills of a standard Barbarian plus Knowledge (Nature).

    Skill Points at Each Level: 4+Int Modifier

    {table] Level | Base Attack Bonus | Fort save | Ref Save | Will Save | Special
    1st | +1 | +2 | +0 | +0 | Bog Movement
    7th | +7/+2 | +5 | +2 | +2 | Acid Resistance
    14th| +14/+9/+4 | +9 | +4 | +4 | Stomach of Steel [/table]

    Class Features

    Bog Movement: The Bog Barbarian trains himself in the deep and marshy ground, and is prepared to trek across difficult terrain more readily. The Bog Barbarian can ignore the first 20 ft. of difficult terrain while moving. Despite the name, the Bog Barbarian can ignore the first 20 ft. of any difficult terrain, not just that inside Bogs or swamps.

    Acid Resistance: The Barbarian toughens his body against Acid. The Barbarian gains Acid Resistance 15. This ability replaces the DR 1/- gained by a standard barbarian at 7th level. From not on, whenever the barbarian gains a standard barbarian level that grants an improvement to his DR, h gains the indicated amount minus 1. (1/- at 10th level, 2/- at 13th level, and so on)

    Stomach of Steel: The Barbarian gains a +4 bonus to all fortitude saves. This ability replaces the Indomitable Will ability normally gained by barbarians.


    Bard
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    Although most bards listen to the musics of the world or of their own making, Bog bards are special. They understand the bubbling and popping of the Bog as its own music. With that understanding, they can incorporate the bubbling, seething chaotic power of the Bog into their musics.

    Hit Die: d6

    Requirements: To take a bard Bog substitution level, a character must be about to take his 3rd or 12th level of Bard. He must also be chaotic.

    Class Skills: As a Bard, Skill points as a Bard

    {table]Level | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Special
    3rd | +2 | +1 | +3 | +3 | Inspire Doubt
    12th | +9/+4 | +4 | +8 | +8 | Song of Repression [/table]

    Class Features

    Inspire Doubt
    A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to hamper an enemy. The enemy must be within 30 feet and able to see and hear the bard. The bard must also be able to see the enemy.

    The enemy receives a -1 competence penalty on Attack and Damage rolls as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. Inspire doubt is a mind-affecting ability. The target of Inspire Doubt receives a DC Bard's level+Performance Ranks Will Save to avoid the effects.

    Song of Repression: A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to Hold Monster or Mindfog (caster level equals the character’s bard level). Using this ability requires 1 round of uninterrupted concentration and music, and it functions on a single target within 30 feet. The DC against these effects is the Bard's level+10. The Save is Will Based.


    Rogue
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    Rogues who live take the Bog substitution levels enjoy the thrill of tracking down hapless targets who are incapacitated by the Bog.

    Hit Die
    : d6

    Requirements: To take a rogue substitution level, a character must be about to take her 2nd, 10th, or 16th level of rogue.

    Class Skills: A Bog rogue has the same skills and gains the same skill points as a standard rogue.

    {table] Level | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Special
    2nd | +1 | +0 | +3 | +0 | Tough Body
    10th | +7/+2 | +3 | +7 | +3 | Gaseous Form
    16th | +12/+7/+2 | +5 | +10 | +5 | Sickening Strike [/table]

    Class Features

    Tough Body: At 2nd level and higher, a rogue can survive even magical and unusual attacks with great fortitude. If she makes a successful Fortitude saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless rogue does not gain the benefit of Tough Body. If a rogue with this ability later takes a rogue special ability that grants them Improved Evasion, they instead gain evasion. If a rogue with this ability and Evasion takes a rogue special ability that grants them Improved Evasion, they gain Improved Evasion

    Gaseous Form: Once per day as a free action, she can turn into a Gaseous Form, as the spell, for 5 rounds. This replaces the special ability gained by a standard rogue at level 10.

    Sickening Strike: A rogue with this ability can sneak attack opponents with such precision that her blows sicken and weaken them. An opponent damaged by one of her sneak attacks also takes 2 points of Constitution damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
    Last edited by TheLogman; 2008-03-07 at 06:25 AM.
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  29. - Top - End - #239
    Barbarian in the Playground
     
    Caracol's Avatar

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    I can't see the Stomach of Steel description. It's the steady stomach feat?
    I really like the Bard substitutions.
    Gaseous form as a spell like abilty contrasts a bit with a total-non spellcaster class. And for a rougue is incredibly useful, and they will use this like costantly, thrust me, I've done exactly like this with my old rogue.

    Nice addition. Are you going to make substitution levels for the other classes too?

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  30. - Top - End - #240
    Bugbear in the Playground
     
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Well, the Gaseous Form is only once per day, which I think makes it a little weaker. I am basing these off the Substitution levels in the Planar Handbook for the purposes of Power. The only in the Handbook gives Etherealness 1 round per day, so I figured a weaker ability Gaseous form, could be used for 5 rounds, oncer per day.
    Thanks a TON to Almighty Salmon for the Amazing Log Man!

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