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  1. - Top - End - #271
    Ettin in the Playground
     
    Planetar

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

    ...interesting. Nice picture. I like it, and good to have our second LA+0 race.

  2. - Top - End - #272
    Troll in the Playground
     
    RTGoodman's Avatar

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

    Equipment of the Murk


    Gear
    When journeying in a dangerous environment like the Murk, adventurers should take care to equip themselves with certain gear to protect them from the hazards, environmental or otherwise. Items common to the area are listed here.

    Table: Murk Gear
    {table=head]Adventuring Gear | Cost | Weight
    Foldable Raft | 150 gp | 50 lbs.
    Galoshes | 15 gp | 3 lbs.
    Gas Mask | 15 gp | 1 lb.
    Mosquito Net | 25 gp | 3 lbs.
    Swamp Donkey (mount) | 12 gp | —[/table]


    Foldable Raft: In an environment that can range from dry ground to deep water, carrying a full canoe or raft is somewhat inconvenient; it is for this reason that many swamp explorers and adventurers have begun to carry foldable rafts. Crafted of leather covering a wooden frame, a foldable raft can unfold into a raft ten feet per side and fold back into a package the size of large backpack. Folding or unfolding the raft takes 10 minutes of work (or half that with two or more people working)

    Galoshes: These thigh-high boots are made of well-crafted leather, alligator skin, or some more exotic material, and function to protect their wearer from many environmental dangers of swampy terrain. A character wearing galoshes gains a +4 circumstance bonus on saves against disease contracted through walking in dirty water, and he also gains resistance to acid 5 against the acid damage from an Acid Bog.

    Gas Mask: A mask that fits over the face and contains a canister of charcoal near the breath intake, the gas mask fortifies its wearer against inhaled toxins. While worn (occupying the Face item slot), the gas mask provides a +4 circumstance bonus against inhaled poisons and other harmful gases and fumes.

    Mosquito Net: A fine mesh netting, many higher-class swamp dwellers sleep each night in a bed surrounded by a mosquito net. However, the nets aren’t limited to the rich and famous, and many adventures have been known to carry them on expeditions into the swamp. When hung over an area, it prevents normal pest as well as some weaker swarms (Swamp Mosquito Swarms, etc.) from entering and attacking those within. Each mosquito net can cover one 5 foot area, but it must hang from something within that distance from the ground.

    Swamp Donkey: More than any other piece of equipment, perhaps none is more important for travel and trade in the Murk than the Swamp Donkey. A sturdy creature, the swamp donkey is the most suitable mount for the environment and indeed for many environments.


    New Special Material

    Marshwood: This lightweight but strong wood is crafted from the mangroves and other trees native to swampy areas. Any item constructed entirely or mostly of wood can be crafted of marshwood and weighs half as much as normal. Weapons crafted mostly of marshwood have no other benefit, but a shield crafted of marshwood has its armor check penalty reduced by 1 compared to an ordinary shield of its type. Due to its light nature, however, marshwood is structurally weaker and any item made of marshwood has its hardness reduced by one-half. A marshwood item costs an extra 50 gp over the normal price of the item.


    New Magic Weapon Special Ability

    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 1 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 immune-suppressing weapons), but the extra damage continues for 10 rounds after the most recent attack that dealt damage. Any magical healing during these 10 rounds ends the extra damage.

    Faint enchantment and necromancy; CL 5th; Craft Magic Arms and Armor, bane; Price +1 bonus


    *I posted this sometime earlier, but I've edited it slightly and it fits better here anyway.
    Last edited by RTGoodman; 2008-07-06 at 11:17 PM.
    The Playgrounder Formerly Known as rtg0922

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

  3. - Top - End - #273
    Troll in the Playground
     
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Swampscale Paragon

    "I don’t know what you were thinking, but this is my swamp. My home. It protects me, I protect it. And now I kill you." - Ss’ravek Isskarnis

    The swampscale paragon is one with the swamp – as he lives with it, so too does it grow within him. Using stealth, strength, and the primal rage of the Murk, the swampscale paragon protects his home from all those who seek to defile it (or perhaps even just trespass within it).


    Hit Die: d10

    Becoming a Swampscale Paragon

    All swampscale paragons are from one of the various reptilian humanoid races native to the Murk. Lizardfolk of all breeds are the most common members of the class, though some non-traditional Kobolds (or perhaps exiled Kobolds) and Frogfolk of more feral and uncivilized clans may take up the mantle of the swampscale paragon. Rangers are most drawn to the path of the swampscale paragon, but the class also attracts some Druids, Barbarians, Fighters, or Rogues.

    Swampscale paragons vary widely in alignment, though most tend toward neutrality on at least one axis of alignment. Good paragons aid those who end up in their swamps, while Evil paragons take nature’s wrath into their own hands, persecuting those who trespass on their property. Lawful paragons are more rare and probably have set traditions regarding their home, while Chaotic ones are as unpredictable as Nature itself.


    Entry Requirements:
    To qualify to become a Swampscale Paragon, a character must fulfill the following criteria:

    Subtype: Reptilian
    Base Attack Bonus: +5
    Skills: Knowledge (Nature) 4 ranks, Survival 8 ranks, Swim 4 ranks
    Feats: Endurance, Self-Sufficient


    Class Skills
    The Swampscale Paragon’s class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nature) (Int), Move Silently (Dex), Profession (Wis), Survival (Wis), and Swim (Str).
    Skill Points at Each Level: 4 + Int modifier


    Table: The Swampscale Paragon
    {table=head]Level | BAB | Fort | Ref | Will | Special
    1
    | +1 | +2 | +2 | +0 | Scaled Companion; Swamp Empathy; Thickened Scales
    2
    | +2 | +3 | +3 | +0 | Swamp Body; Swim
    3
    | +3 | +3 | +3 | +1 | Swamp Weaponry
    4
    | +4 | +4 | +4 | +1 | Camouflage
    5
    | +5 | +4 | +4 | +1 | Swamprage[/table]


    Class Features:

    All of the following are class features of the Swampscale Paragon.

    Weapon and Armor Proficiencies: A swampscale paragon gains proficiency with light and medium armor, as well as with shields (except tower shields). He gains no additional proficiency with weapons.

    Scaled Companion (Ex): A swampscale paragon spends much of his time near the creatures of the swamp and as such usually bonds with certain creatures. Beginning at 1st level, a swampscale paragon gains a snake (small or medium viper), monitor lizard, or a crocodile as an animal companion. His effective Druid level when determining special abilities is equal to his class level and he takes no penalty for having a creature from a higher level list of available companions. If a swampscale paragon already has a snake, crocodile, or monitor lizard animal companion from another class, he instead adds his full swampscale paragon class level to his effective druid level for determining that companion’s special abilities.

    Swamp Empathy (Ex): After spending so much time living with and protecting the creatures of the swamp, a swampscale paragon knows how to interact with such creatures. This ability functions as the Druid’s Wild Empathy ability, but the swampscale paragon may only use it against Animal, Vermin, and Plant creatures native to the swamp. If a swampscale paragon already has the Wild Empathy ability, he instead adds his full class level to checks to influence swamp creatures and one-half his class level (rounded down) to checks to influence non-swamp creatures.

    Thickened Scales (Ex): Swampscale paragons are often extremely tough and hard to injure due to their thick scales. A swampscale paragon gains an increase in natural armor equal to his class level (+1 at 1st level, +2 at 2nd level, etc.).

    Swamp Body (Ex): As a swamp adventurer, a swampscale paragon is accustomed to the various natural hazards that may attack his body while in that environment. Beginning at 2nd level, he gains immunity to natural diseases and a +4 bonus on saves against poison. He is still vulnerable to supernatural or magical diseases, such as mummy rot.

    Swim (Ex): A swampscale paragon is adept at swimming as he is walking. Beginning at second level, a swampscale paragon gains a swim speed equal to his base land speed if he doesn’t already have one. As a creature with a swim speed, he gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.

    Swamp Weaponry (Ex): As he becomes closer to the swamp in which he lives, a swampscale paragon begins to adapt his body to the environment. His muscles grow, and his claws and teeth become sharper and more deadly. Beginning at 3rd level, a swampscale paragon’s natural weapons (if any) are treated if they were one size larger. This stacks with the increase from the Improved Natural Attack feat and with any ability that actually increases the swampscale paragon’s size.

    If a swampscale paragon has no natural attacks, it instead gains 2 primary claw attacks for 1d4 damage and a secondary bite attack for 1d4 damage if he is of Medium size. If he is larger or smaller, these weapons deal different damage as determined by the “Increased Damage by Size” table found here.

    Camouflage (Ex): Taking a clue from many predators of the Murk, a swampscale paragon knows the benefits of hiding and stalking prey. Beginning at 4th level, a swampscale paragon can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. If a swampscale paragon already has the Camouflage ability or gains it later (such as by gaining 13 levels in the Ranger class), he gains a +8 bonus on hide checks in swampy or forested terrain.

    Swamprage (Ex): The embodiment of the fury of the swamp, a swampscale paragon may channel the strength of the Murk into a mighty rage. Beginning at 5th level, a swampscale paragon may enter a swamprage once per day as a swift action. When in a swamprage, a paragon gains a +2 bonus to Strength and Dexterity and a +4 bonus to Constitution, as well as a bonus on Reflex saves equal to his (newly improved) Constitution modifier and a further +2 increase in natural armor that stacks with his Thickened Scales ability. He also gains +2 hit points per hit die for his increased Constitution, but these hit points go away at the end of the swamprage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.)

    A swampscale paragon using his swamprage ability cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.

    A fit of rage lasts for a number of rounds equal to 3 + the paragon’s (newly improved) Constitution modifier. A swampscale paragon may prematurely end his swamprage. At the end of the swamprage he loses all benefits and restrictions of the swamprage, but suffers no other effects.

    Swamprage counts as rage for the purpose of qualifying for feats or prestige classes that require either the rage or frenzy ability. If a swampscale paragon already has the rage or frenzy ability, he may use it at the same time as his swamprage. Any bonuses and penalties stack.


    Playing a Swampscale Paragon

    As a swampscale paragon, you are devoted to the world in which you were born and by which you were probably raise. You hate leaving the swamp, and especially despise having to spend any time in towns or larger urban centers (and when you do have to visit such places, you’re as likely to stay in the sewers as you are in the centers of town. You probably revere Nature as a divine presence (or at least think about it as your protector), though you may instead see it as just the place where you happened to live.


    Combat
    Coming soon...

    Advancement
    Coming soon...

    Resources
    Coming soon...


    Swampscale Paragons in the World

    "I swear, it weren’t no normal one o’ them lizard-people. Had a mad glare in its eyes, and came runnin’ at us like some kinda ragin’ bull or somethin’. All I know is, I ain’t going out in them fens again without some real protection. Them local guard boys didn’t stand no chance against that thing." – Josephus McCall, swamp caravan trader and victim of a swampscale paragon

    Swampscale paragons are not usually common in any area, but they are probable in any setting with any sort of large swamp area.


    Organization
    There is no real organization of swampscale paragons. Though multiple members of the class may recognize each other as such, they usually have nothing to do with each other because of their different areas. However, Good-aligned paragons are likely to offer aid to other paragons who are on important missions or are simply down on their luck. However, no paragons of any alignment are pushovers and are willing to utilize their Swamprage and other abilities to fend off threats, fellow paragon or not.

    NPC Reactions
    Most NPCs don’t recognize a swampscale paragon as a member of a particular group and most likely see one as just the hermit that lives in the swamp outside of town, either raiding outlying areas or protecting them from other threats. Those who do know of a swampscale paragon’s abilities are likely to avoid his realm, wary of the dangerous protector of the swamp.


    Swampscale Paragon Lore
    Characters with ranks in Knowledge (Local) or Knowledge (Nature) can research swampscale paragons to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs.

    DC 10: A swampscale paragon is a reptilian with a strong connection to the swamp.
    DC 15: In his own environment, a swampscale paragon is a consummate predator, bearing a strengthened body and accompanied by a might swamp creature.
    DC 20: A swampscale paragon is a dangerous combatant, utilizing natural weapons and funneling the fury of Nature itself in order to protect and defend his home.
    DC 30: Characters who achieve this level of success can learn important details about specific swampscale paragons in your campaign, including a notable individual, the area in which he lives, and the acts for which he is usually known (either good or bad).

    Finding a swampscale paragon may be difficult, but you may rest assured that if you’re in a swamp, there is probably one near you (or even watching you). Most choose not to maintain constant contact with the outside world, though in some communities with ties to Good-aligned paragons important citizens may be able to assist anyone in need of a swampscale paragon guide in finding one.


    Swampscale Paragons in the Game


    Sample Encounter
    Coming soon...


    EL 15: In his native swamp terrain, Ss’ravek is a real threat. An able user of camouflage, he also lives to fight humans and can use the terrain to his advantage (and his opponents disadvantage). If he can catch his opponents unawares, he usually opens by either activating his hive bracers or simply slinking in amongst his foes and picking off the outside members of the group first. He uses his companion, Hrissk, to trip smaller opponents into pools and other natural hazards while he concentrates on eliminating the larger targets. Due to his exceptionally thick hide, Ss’ravek is not afraid to go toe-to-toe with well-armed opponents, but because of his mobility (and his usual supply of tanglefoot bags), he can make his escape quickly and easily should things go bad for him. Ss’ravek uses his rage and swamprage abilities simultaneously only when he can either not escape or hopes to be victorious quickly.

    Sample NPC:
    Spoiler
    Show
    Ss’ravek Isskarnis
    N Male Fogbank Lizardfolk Barbarian 1/Ranger 4/Swampscale Paragon 5
    Medium Humanoid (Reptilian)
    HD: 2d8 + 1d12 + 4d8 + 5d10 + 36 (hp)
    Init: +2
    Speed: 40 feet (8 squares); swim 40 feet
    AC: 28 (+7 armor, +2 Dex, +9 natural); touch 12, flatfooted 26
    Base Attack/Grapple: +11/+15
    Attack: +1 humanbane shortsword +16 (+18 vs. humans) melee (1d6+5, plus 2d6+4 vs. humans); or claw +15 melee (1d6+4, plus 2 vs. humans); or masterwork composite longbow (+4 Str) +13 ranged (1d8+4, plus 2 vs. humans)
    Full Attack: +1 humanbane shortsword +14/+19/+4 (+16/+11/+6 vs. humans) melee (1d6+5, plus 2d6+4 vs. humans) and +1 immune-suppressing shortsword +14/+9 melee (1d6+3, +1 residual, plus +2 vs. humans) and +8 bite (1d8+2, plus +2 vs. humans); or 2 claws +15 melee (1d6+4, plus +2 vs. humans) and bite +10 melee (1d8+2, plus +2 vs. humans); or masterwork mighty composite longbow (+4 Str) +13/+7/+2 ranged (1d8+4, plus +2 vs. humans)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Combat style (two-weapon fighting); favored enemy (human); rage 1/day; swamprage 1/day
    Special Qualities: Animal companion (medium viper, see below); blindsense 30 ft.; camouflage; fast movement; immune to natural diseases; wild empathy +4 (+7 vs. swamp creatures)
    Saves: Fort +13 (+17 vs. poison); Reflex +11; Will +6
    Abilities: Str 18, Dex 14, Con 16, Int 8, Wis 12, Cha 6
    Skills: Balance +1, Heal +3, Hide +11, Knowledge (Nature) +3, Listen +5, Move Silently +7, Survival +16, Swim +10
    Feats: Blind Fight(B), Endurance(B), Improved Natural Attack (Bite), Improved Two-Weapon Fighting, Iron Will, Self-Sufficient; Stealthy, Track(B), Two-Weapon Fighting(B)
    Typical Ranger Spell Prepared: magic fang

    Gear: Combat gear, plus standard adventurer’s kit (backpack, beltpouch, waterskin, 50 ft. of hemp rope, trail rations, flint and steel, 2 sunrods); hive bracers; foldable raft; one vial of drysalt; 2 tanglefoot bags; 1 piece of coral (100 gp value); 1 rock crystal, 1 citrine, and 1 moonstone (50 gp each); and 15 gp in gold and silver pieces.

    Hrissk (Animal Companion): Medium Viper; HD 6d8+0 (29 hp); Init +4; Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC 21 (+4 Dex, +7 natural), touch 14, flat-footed 17; BAB/Grapple: +4/+4; Attack and Full Attack: bite +8 melee (1d6 plus poison); Space/Reach: 5 ft./5 ft.; SA: poison; SQ: Evasion, link, scent, share spells; Saves: Fort +5, Ref +9, Will +2 (+6 vs. enchantment); Abilities: Str 10, Dex 19, Con 11, Int 1, Wis 12, Cha 2; Skills: Balance +12, Climb +12, Hide +13, Listen +7, Spot +7, Swim +8; Feats: Ability Focus (poison), Improved Natural Attack (Bite), Weapon Finesse; Tricks: Attack, down, track

    CR: 13
    Last edited by RTGoodman; 2008-07-06 at 11:19 PM.
    The Playgrounder Formerly Known as rtg0922

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

  4. - Top - End - #274
    Ettin in the Playground
     
    Planetar

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

    You need to rephrase the galoshes with use in acid bog, to be sure it only works on the acid bog. Otherwise, someone wearing boots near one gains resistance to any acid.

  5. - Top - End - #275
    Barbarian in the Playground
     
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    I'm sorry about the my lack of contributions, but I'm a little busy for new projects I'm workin on. Icewalker suggested me to put these in Swampgas, so
    here's the

    Magic Eater Termites


    Fine Magical Beast (Swarm)
    HD 9d8+9 (49 hp)
    Speed 10 ft. (2 squares)
    Init: -1
    AC 19 (+8 size, -1 Dex, +2 natural); touch 17; flat-footed 19
    BAB +6; Grp -
    Attack Swarm attack 2d6
    Full-Attack Swarm attack 2d6
    Space 10 ft.; Reach 10 ft.
    Special Attacks Consume Magic, Distraction
    Special Qualities Arcane Resistance, Darkvision 60 ft., Immunity to weapon damage, Magic Tropism, Spell Absorption, Spell Liberation, Swarm Subtype, Vermin traits
    Saves Fort +10 Ref +5 Will +8
    Abilities Str 5 , Dex 9, Con 13, Int -, Wis 14, Cha 16
    Skills-
    Feats-
    Environment Near magic sources
    Organization Single, Mound (2-6), Cathedral Mound (7-20)
    Challenge Rating 8
    Treasure None
    Alignment Always Neutral
    Advancement 10-15 HD (Fine), 16-20 (Diminutive)
    Level Adjustment -

    A mass of crawling creatures emerges from a destroyed construct. They look like white termites, and they glow with different lights and emit magic auras all around.

    Magic Eaters Termites are the bogeyman of every spellcaster or magic item crafter: a swarm of unstoppable insects that feed on magic power, dispelling every spell they can reach and turning every magical object in a white dust without any use. Often found near source of magic power, they can really be difficult to defeat due to their magic absorption and their spell liberation. If they are numerous, they create gigantic mounds from the dust, establishing near the sources.
    Originally generated in a plane of powerful magic, the Termites spawned toward the planes, constantly seeking for more magic to devour. Countless spellcaster where damaged of all their possessions or even deprived of all their power.

    COMBAT:
    Magic Eater Termites constantly seek for magic to consume and eat, so they focus all they interest on the spellcasters or the magic items, trying to feed on them. They don’t kill nor follow anyone that is not magic and doesn’t have magic items with him.

    Arcane Resistance (Su): Magic Eater Termites are particularly resistant to the source of magic and add their Cha bonus to their Saving Throws. When subjected at arcane spells that does not allow a spell resistance, they can roll twice for their saving throw and choose the best result.

    Consume Magic (Su): Magic Eater Termites can consume any enchanted item and magic source in 1d10+spell level turns. They just munch the source of the magic until is consumed. After that, the item or source is simply devoured and any magic dispelled. Any creature capable of casting spell or with spell-like ability reduced to 0 or less hp by their swarm attack must succeed a Fortitude Save DC 22 or lose their spellcasting ability. This ability can be restored by a wish or a miracle spell. The DC is Cha based (10+HD+Cha mod)

    Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

    Magic Tropism (Su): Magic Eater Termites crawl costantly towards any magic source they detect. They have the ability of detecting magic as if they use the arcane sight spell, always active.

    Spell Absorption (Su): Magic Eater Termites feed on magic, so casting a spell on them is not the better way to get rid of them… Whenever the Termites are subjected to a spell or spell like ability that allows spell resistance, they automatically succeed a spell resistance check and are cured of an amount of hp equal to the damage that the spell would have dealt. If the spell does not deal damage, they are cured by an amount of hp equal to the caster level. Magic enhanced weapons deal normal damage but also heal the Termites by a total hp equal to the enhancement bonus.
    The additional hp can go beyond their starting hp, but they can’t exceed the maximum hp that they can have at their HD.

    Spell Liberation (Su): Magic Eater Termites swarms usually have a lot of termites that have not processed the magic they have fed of yet. Whenever the swarm is attacked and damaged by non-magical means (see Spell Absorption), a spring of magic power erupts from the Termites’ bodies, liberating the spell they were feeding of. This can be any spell, divine or arcane, that can be casted by a spellcaster with their same HD. The spell liberated is completely random and can be chosen from any list of spell of the appropriate level. The spell effects, area, target, range and so on depends on the spell liberated and are casted at a caster level equal to their HD. The DC for this spell is Cha based.

    Lore
    {table=”head”] DC | Lore
    15| Magic Eater Termites feed of magic sources and can destroy them in very little time.
    20| Magic Eater Termites can absorb and liberate the power of the spells, so using magic is almost useless.
    25| Magic Eater Termites can be defeated by non-magical means or using spells that does not allow spell resistance or saving throw.
    [/table]

    Plot Hooks
    - A wizardry academy is being damaged by a unknown source. Items are missing, and some mages are found dead.
    - Two reigns are in war, and the players are hired by one of the reigns to capture a swarm of Magic Eater Termites, in order to damage the enemy’s spellcasters.
    - The players discover an old tower of a wizard. It seems abandoned and empty, and an enormous mound made of sand seems to have grown on it.

    ---------------------------------------------------

    I will start to work on the Fungal tome again next week, I swear !

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

    don't look here!!!
    Spoiler
    Show


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

  6. - Top - End - #276
    Troll in the Playground
     
    Collin152's Avatar

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

    I like those bugs. They remind me of the destruction bugs from Naruto.
    Still awesome, though. Not sure if spellcasters can't stil destroy them completely, though.

  7. - Top - End - #277
    Pixie in the Playground
     
    Lizardfolk

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

    Icewalker also asked me if these could go here, so here are my

    Assimilator Flies
    Diminutive Magical Beast (Swarm)
    HD 10d10+20 (75 hp)
    Speed Fly 20 ft (Average)
    Init: +5
    AC 19; touch 19; flat-footed 14
    +5 Dex +4 Size
    Base Attack/Grapple: +10/-
    Attack Swarm attack 2d6
    Full-Attack Swarm attack 2d6
    Space/Reach: 10 ft./0 ft..
    Special Attacks Assimilate, Distraction
    Special Qualities Swarm Subtype, Hive Mind
    Saves Fort +9, Ref +12, Will +6
    Abilities Str 1, Dex 20, Con 14, Int 12, Wis 12, Cha 5
    Skills N/A
    Feats N/A
    Environment Underground, caves, basements
    Organization Single, Hive(2-5), Assimilator(6-9)
    Challenge Rating 7
    Treasure none
    Alignment always neutral
    Advancement by HD
    Level Adjustment none

    You hear a high pitched buzzing noise, and you turn aroung to see your teammate covered head to toe in giant flies. He screams as he tries to tear them off but to no avail. He grows smaller and smaller as he leaves only his equipment behind. Before they envelop you, you notice that one new fly has joined the swarm.
    Combat
    Assimilator Flies attack the nearest living creature they can, using their Assimilate Special attack to add to their swarm, wishing to transform everything.

    Assimilate(Su): Once a foe is nauseated by the Assimilator Flies Distraction, the Swarm can cover the creature, trying to assimilate it into the swarm. The creature gets a reflex save (DC 10+ 1/2 AF’s HD) to try and get the Assimilator Flies off. A helpless creature gets no save. If it fails, they are transformed into an Assimilator Fly, leaving behind all equipment. They must then make a Will save (DC 10+ 1/2 AF’s HD) to avoid becoming consumed by the swarms hive mind. If they fail, they are consumed by the hive mind, cannot control their actions, and the swarm gains Temporary Hp equal to the creature’s remaining Hp. If they succeed, they can control their actions, but are still a fly. They also do not give the swarm extra Hp. To restore a non-consumed victim’s state, you must cast a Remove Curse spell on them. To restore a consumed victim’s state, you must first defeat the AF swarm, then you must cast Remove Curse spell on the ones that drop to the ground(the ones that drop were originally humanoid.).

    Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 swarm’s HD + swarm’s Con modifier; the exact DC is given in a swarm’s description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

    Hive Mind: A single Swarm has a Hive Mind that determines it’s actions. This means that it is vulnerable to mind affecting effects.

    Immunity: Due to it’s size, Assimilator Flies are immune to weapon damage.
    Last edited by DarkShard; 2008-03-31 at 10:30 AM.
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    I don't know if anyone has brought this up yet or not, but there's a supplement called "Wilds" that was published by AEG (Alderac Entertainment Group) in 2003 that contains some good rules and things for marshes. It also covers desert, forest, jungle, mountain, and tundra.

    It contains some interesting concepts that I think would contribute greatly to this project, including rules for sinkholes, which can be a fairly common occurrence in swampy areas. It actually contains fairly extensive rules covering most aspects of campaigning in swamplands. The only thing it's really lacking is the backstory, though it could be a bit more robust in areas.

    Before anyone freaks out on me, I know this is a separate project. I just wanted to call the other to attention so that the people working on this one could possibly get some ideas for aspects they had not yet considered.

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

    @Rizban: Huh, I've never heard of that. It's pretty old, but if I can get a copy for cheap I might have a look.

    Alright, according to my precise calculation (warning: calculations may be imprecise), we've still got several things to finish here, including:

    -A definite name for the environment.
    -Write-ups about the environment, plus dungeons and more traps/hazards. (Also, I think it'd be neat maybe to do something about the differences between Cold, Temperate, and Tropical swamp environments, but that's not really required).
    -A few new feats.
    -Text/fluff on all the prestige classes, and maybe an overview on "Choosing A Prestige Class" (which I may write up soon, since we have a decent selection now).
    -Maybe some gear, though my equipment section covered a lot of what was missing.
    -A TON of spells.
    -An adventure site or two.

    Come on, guys - this whole thing was going smoothly, so don't let it die.
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Right, I have to finish the rest of the Sloth pit, then maybe right an adventure site for it, I think someone else was also going to make a town or city as an adventure site.
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    There is a major difference between freshwater and saltwater marshes, so some variation between the two should be taken into consideration. Saltwater swamps are generally more densely overgrown, have larger predators, and almost always have tidal effects, causing the entire terrain to change greatly in the course of a few hours. There really isn't that big of a difference between swamps in tropical and temperate regions beyond the common plants and animals and level of insect activity (particularly mosquitoes); however, in cold and cold/temperate regions, "swamps" tend to be "bogs," which are exclusively rain fed, generally with mildly acidic waters as compared to other swamps. There are also differences in freshwater swamps that are permanently inundated and periodically inundated, primarily in the flora and aquatic life. Sinkholes and mires are also generally most common in permanently inundated, freshwater swamps.


    The name of the environment should probably be "swamps," "swamplands," or "wetlands." Although, wetlands would imply coastal regions and lakes as well.
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Well, as to the name we are going to use something more interesting. After all, the ice environment is Frostfell, and the desert environment is Wastes, so I think we should do something interesting along those lines. Most peoples' submissions have used either Bog or Murk. I support Murk myself.

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

    Quote Originally Posted by Icewalker View Post
    Well, as to the name we are going to use something more interesting. After all, the ice environment is Frostfell, and the desert environment is Wastes, so I think we should do something interesting along those lines. Most peoples' submissions have used either Bog or Murk. I support Murk myself.
    I support Murk, Mire, or anything else begining with M.

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

    What about The Morass? That gives it a double meaning of both "swamp/marsh" and "confusing/troublesome situation."
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    I've been tinkering with this swamp concept a bit and thought I'd submit a ranger variant geared towards swamps and marshes. I'm not certain about the balance yet, as I haven't done much to balance it. I was mostly trying to get the idea down and fleshed out. I'd definitely like to look at balance though.



    Marsh Ranger
    Marsh rangers fear little in their domain of mire, where nearly everything encountered from the moss choked treetops to the decaying muck will quickly add the unwary traveler's corpse to the murky waters below. No mere hunter, the marsh ranger must fight daily against predators and the elements to carve out a niche to survive or be swallowed and forgotten by the muddy depths.

    Adventures: While a good aligned marsh ranger may accept the role of protector of those who live in or travel through the marshes, most tend to be hunters and trappers or gatherers of rare herbs to be traded for those necessities of survival. Others find the solitude and inaccessibility of the swamps to be perfect for pursuing their own, socially unacceptable interests.
    Characteristics: Marsh rangers tend to be self-reliant individualists or even aggressive isolationists, scornful of others and their inability to survive in the swamplands unaided. They do maintain the ability for favored enemies, though this enemy is usually a prevalent swamp monster or, in the case of an isolationist, others of the marsh ranger's own species.
    Alignment: Marsh rangers can be of any alignment, but are almost always chaotic. While good marsh rangers may protect the wetlands and those that travel through them, most are preoccupied with defending themselves and their family from the voracious predators that rise from the murk. Neutral marsh rangers are often herbalists, fur trappers, and traders, sometimes even leaving the marshes to trade for the necessities. Evil marsh rangers are almost always isolationists, using the the swamp to hide or follow their own dark interests.
    Religion: Swamp folk have little time for distant gods and idle philosophical pursuits. Religion in the marshes is a thing of heat and passion, often marked with blood. The spirits flitting through the trees are usually more well regarded than any foreign god.
    Background: Most marsh rangers are born in the fetid lands and become such to survive. Outsiders are rare, though there are those with nowhere else to flee.
    Races: Human, Half-elf, and Half-orc swamp dwellers often become marsh rangers. Though rare, the occasional halfling or gnome will become a marsh ranger, provided they can find a place to rest where the water isn't above their heads. Elves avoid such fetid places, and dwarf marsh rangers are almost unheard of.
    Classes: Marsh rangers tolerate fighters and barbarians, provided they can hold their own without sinking into the mud, and they appreciate the cunning of rogues. Paladins, monks, and clerics tend to be mistrusted as the order they represent is foreign to the bogs. Druids are feared, and rightly so in the dangerous swamplands. Wizards and sorcerers tend to be viewed with awe as they overcome many of the hardships with the ease of magic.
    Role: Marsh rangers tend to fill the same role as a normal ranger would; however, their sure footing and swamp survival skills make them important both in and out of combat.

    Game Rule Information
    Rangers have the following game statistics.
    Abilities: Marsh rangers must rely heavily on Dexterity and Strength to survive the rigors of swamp life. Wisdom is not necessary, as marsh rangers seldom use spells.
    Alignment: Any, though usually chaotic.
    Hit Die: d10.

    Class Skills
    The ranger’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
    Skill Points at 1st Level: (5 + Int modifier) × 4.
    Skill Points at Each Additional Level: 5 + Int modifier.

    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|+1|
    +2
    |
    +2
    |
    +0
    |Track, 1st favored enemy, Marsh walker

    2nd|+2|
    +3
    |
    +3
    |
    +0
    |Swamp Fighting

    3rd|+3|
    +3
    |
    +3
    |
    +1
    |Endurance

    4th|+4|
    +4
    |
    +4
    |
    +1
    |Swamp Traveler, Marsh walker 2

    5th|+5|
    +4
    |
    +4
    |
    +1
    |2nd favored enemy

    6th|+6/+1|
    +5
    |
    +5
    |
    +2
    |Bog Blood

    7th|+7/+2|
    +5
    |
    +5
    |
    +2
    |Swamp Splasher

    8th|+8/+3|
    +6
    |
    +6
    |
    +2
    |Swift tracker

    9th|+9/+4|
    +6
    |
    +6
    |
    +3
    |Evasion, Marsh walker 3

    10th|+10/+5|
    +7
    |
    +7
    |
    +3
    |3rd favored enemy

    11th|+11/+6/+1|
    +7
    |
    +7
    |
    +3
    |Bog Rot

    12th|+12/+7/+2|
    +8
    |
    +8
    |
    +4
    |Camouflage

    13th|+13/+8/+3|
    +8
    |
    +8
    |
    +4
    |The Flux

    14th|+14/+9/+4|
    +9
    |
    +9
    |
    +4
    |Marsh walker 4

    15th|+15/+10/+5|
    +9
    |
    +9
    |
    +5
    |4th favored enemy

    16th|+16/+11/+6/+1|
    +10
    |
    +10
    |
    +5
    |Hide in plain sight

    17th|+17/+12/+7/+2|
    +10
    |
    +10
    |
    +5
    |-

    18th|+18/+13/+8/+3|
    +11
    |
    +11
    |
    +6
    |-

    19th|+19/+14/+9/+4|
    +11
    |
    +11
    |
    +6
    |Marsh walker 5

    20th|+20/+15/+10/+5|
    +12
    |
    +12
    |
    +6
    |5th favored enemy[/table]

    Class Features
    All of the following are class features of the ranger.
    Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

    Marsh Walker (Ex): At 1st level, a marsh ranger gains a +2 circumstance bonus to Balance, Climb, Craft (Folk Magic), Hide, Intuit Direction, Knowledge (nature), Move Silently, Spot, and Swim check made in marshes, swamps, or swamplike conditions. At 4th level and every 5 levels thereafter, the marsh ranger gains further bonuses.
    At 4th level, a marsh ranger is adept at traversing swamps without leaving a trace. Anyone attempting to track the marsh ranger or his party through the swamps must add 5 to the DC. He may choose to leave a normal trail if he desires.
    At 9th level, a marsh ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him. This works both in and out of swamps.
    At 14th level, a marsh ranger gains Trackless Step through swampy areas as the mud swallows his footsteps. He may leave a trail if he desires. A marsh ranger's party can still be tracked, but the DC is increased by 10.
    At 19th level, a marsh ranger gains a +2 circumstance bonus to all Initiative checks while in marshes, swamps, or swamplike conditions.

    Favored Enemy (Ex): At 1st level, a marsh ranger may select a type of creature from the standard Ranger Favored Enemies, but is usually a type commonly found in swampy regions or a humanoid he is trying to protect the region from. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
    At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +2.
    If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy (for instance, devils are both evil outsiders and lawful outsiders), the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. See the Monster Manual for more information on types of creatures.

    Swamp Fighting (Ex): A 2nd level marsh ranger does not suffer penalties from fighting in mud, water, or Murky Ground.

    Endurance: A marsh ranger gains Endurance as a bonus feat at 3rd level.

    Swamp Traveler: At 4th level, a marsh ranger gains Swamp Traveler as a bonus feat, even if he does not have the prerequisites.

    Bog Blood (Ex): Having lived so long in the swamp, a marsh ranger has built up an immunity to many of the adverse conditions common to swamp life. At 6th level, a marsh ranger permanently gains a +2 bonus to all saving throws against poison, acid, and non-supernatural disease. He can also move through Acid Bogs without suffering ill effects.

    Swamp Splasher: A marsh ranger gains Swamp Eyes as a bonus feat at 7th level, even if he does not have the prerequisites.

    Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. He also suffers no additional penalties from attempting to track in the difficult terrain of swamps.

    Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

    Bog Rot (Ex): Having lived so long in the swamps, a marsh ranger has learned to taint his weapons with the filth of the bogs around him. Attacks made by a marsh ranger that pierce the skin infect the target with Bog Rot. A successful DC 11 Fortitude saving throw against an attack resists infection.

    Camouflage (Ex): A ranger of 12th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

    The Flux (Ex): At 13th level, a marsh ranger learns to taint his weapons with Flux infected waters. Attacks made by a marsh ranger that pierce the skin infect the target with The Flux. A successful DC 15 Fortitude saving throw against an attack resists infection.

    Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 16th level or higher can use the Hide skill even while being observed.
    Last edited by Rizban; 2008-04-02 at 06:24 PM.
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Looks interesting. I don't have the chance to read it currently, but definitely a good idea, a step up from replacement levels.

    I've been busy, so I haven't written up any of my ideas I wrote down earlier. I still have a few, which I'll get to eventually, but I had a mini-revelation during my trip and have started up work on a set of all this other stuff...

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

    Bump?

    Right, I was supposed to be working on that Sloth pit.
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Arg, I'm too busy at the moment to seriously contribute! Stupid AP Chemistry (which I should be studying for right now...hrmm...3 hour final tomorrow...)

    I've still got a few ideas written down in a notebook I carry around, including a couple of undead. I'll put them together when I have time.

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

    Alright, well, firstly, I apologize for the huge gap there in me actually paying attention to my little brain child. A short attention span, lack of internet, research paper, traveling, but mostly a short attention span had been getting the best of me, but no longer!!

    So, it'll take me a while to re-link the front page, 25+ entires to log, you productive buggers you. Then, I might make something myself, I've been toying with some ideas, but I need direction. Hey Icewalker, you've got the numbers on this thing, what do we need the most of? Between school, my research paper, and other things, I should still be able to squeeze something out, what needs to be done?

    EDIT!!: HA! I did it! The project index is UP TO DATE SUCKAS!!
    Last edited by TheLogman; 2008-04-20 at 06:02 PM.
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    My list is on the top of page five, but it looks like what we desperately need is rather than a single section stats but fluff for the setting, environment, and entires. All the PrCs in the books come with a sample and an introduction which some of ours have. This particularly applies to chapter one, which is 2/3 descriptions.


    ____ Environments
    ____ Planes
    ____ Wilderness Terrain
    ____ Dungeon Terrain


    Also, this will be practically impossible unless we finally decide on a name first. I want to hold a vote, open for maybe 2 weeks or a bit more, as to what environment name is wanted. Feel free to submit your own if it isn't one mentioned here, I'll tally the votes after reaching whatever time it is we decide on.

    Murk
    Bog
    Morass
    Mire

    Remember: it isn't just a simple name, it runs as an adjective for things like the sections above: Murk Environments, or Bog Dungeon Terrain, or Morass Planes. Also, go for something inventive and interesting, rather than something like 'swamp' or 'marsh'. Frostburn has 'Frostfel' and Sandstorm uses 'Waste', so we're aiming for something else cool.

    I suggest we close the voting on May 4th, which is in 2 weeks.

    Please, for my ease of counting, put your votes in blue and bold.

    My vote goes to Murk. Although I'm rather indifferent.
    Last edited by Icewalker; 2008-04-20 at 06:58 PM.

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

    Morass sounds like More ass, so Murk.
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Bog. Also, I will work on some Fluff text for the Front page.
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    Quote Originally Posted by Szilard View Post
    Morass sounds like More ass, so Murk.
    What's wrong with more ass?

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

    Quote Originally Posted by Collin152 View Post
    What's wrong with more ass?
    Easily mockable.

    Edit:
    Anyway, if we're going to turn this into a book like I think we were, Wouldn't we need our own artist(s)? I think the pictures so far are from someone else.
    Last edited by Szilard; 2008-04-20 at 08:26 PM.
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Sample Hermit:

    Gerald High-Thorn:
    Male Elf Druid 8/Hermit 2; CR 10; Medium Humanoid;
    HD: 10d8+20; hp 68;
    Init: +1
    Speed: 30 ft.
    AC: 21 (+4 Armor, +2 Ring of Protection, +4 Dodge, +1 Dex) 17 Touch, 20 Flatfooted
    Base Attack: +7; Grp: +7
    Ranged Atk: +10 Longbow (1d8+3)
    SA: Wildshape (3/day), Wild Shape (Large)
    SQ: Animal companion*, nature sense, wild empathy, Woodland stride, Trackless step, Resist nature’s lure, Chosen Area, Hermit Lands 2 Miles, Comfort in Familiar
    Alignment: LN
    Saves: Fort +9, Ref +4, Will +10
    Abilities: Str 10, Dex 12, Con 15, Int 10, Wis 16, Cha 10
    Feats: Animal Defiance (Masters of Wild), Noxious Spell, Natural Spell, Animal Control (Masters of Wild).
    Skills: Knowledge (Nature) +15, Survival +18 (+2 more if Above Ground, +2 more if avoiding Hazards, +5 More if in Hermit Lands) Knowledge Geography +4, Heal +13, Swim +7, Handle Animal +8, +6 Hide (+11 if in Hermit Lands) +2 Search (+7 in Hermit Lands), +4 Spot (+9 in Hermit Lands)

    *Has opted not to have an Animal Companion, prefers solitude, plus the Swamps are too dangerous.

    Items: Monk Belt 13,000; Ring of Protection +2 8,000; Boots of Levitation 7,500; Cloak of Elven Kind 2,500; +2 Leather 4,260; +2 Longbow 8,275; 100 Masterwork Arrows; 500 gp.

    Spells tomorrow.
    Thanks a TON to Almighty Salmon for the Amazing Log Man!

    The Legend of TheLogMan

  26. - Top - End - #296
    Orc in the Playground
     
    batsofchaos's Avatar

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

    Howdy folks.

    I've read through most of what's been prepared here (skimmed, but I plan on taking the time to read all of it thoroughly), and I'm totally on board with the whole project concept. Is there anything that I can help with? I pledge my services.

    I'm a decent hand at homebrewing, but it's not what I'm best at. If you have anything that needs statting I'd work on it.

    I'm an artist and I'd love to do some illustrations for the project (here's a sample of my abilities; a minotaur with a homebrewed Wight template I created: http://i111.photobucket.com/albums/n...otaurfinal.jpg)

    I'm also a fair hand at HTML, if there's any interest in establishing a devoted website. Codemonkey very simple man, and would be willing to code for a Swampgas website.
    The following statement is true.

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    If you are a Sprint customer, please let me know if I can ever help you with your service. If you are not yet a Sprint customer, I would like to help you become one. Send me a PM!

  27. - Top - End - #297
    Ettin in the Playground
     
    Planetar

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

    Awesome. Szilard raises a good point, we definitely need artists. That minotaur looks pretty good, different style, but good art. We should try to find some people for the pictures (we'll need quite a few...)

    I have a friend who's on the board who may be able to help out.

    Batsofchaos, one thing I notice in the picture is the lack of background: think you can draw a swamp?
    Last edited by Icewalker; 2008-04-20 at 10:56 PM.

  28. - Top - End - #298
    Orc in the Playground
     
    batsofchaos's Avatar

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

    I can do backgrounds. I chose not to for this particular illustration (backgrounds take longer ), but I'm not squeamish. Swamps are easy.

    The minotaur is digitally colored, but I also work in colored-pencil and straight black-and-white ink. Well, also paint but I don't like doing that for free. The other methods are fine, though.
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    If you are a Sprint customer, please let me know if I can ever help you with your service. If you are not yet a Sprint customer, I would like to help you become one. Send me a PM!

  29. - Top - End - #299
    Ettin in the Playground
     
    Planetar

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

    Indifferent with regard to that, we just need illustrations. Actually there are pretty abundant illustrations in those books...

  30. - Top - End - #300
    Ogre in the Playground
     
    Szilard's Avatar

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

    Since my brother's copier isn't working, and I don't have access to a camera that I could use to upload pictures to a computer, I am trying to see if I could draw realistically on inkscape.
    On paper I made a Monstrous Crawfish, Eurypterid, a Red Predator and started working on a Swamp Dryad.
    Want an avatar? Shoot me a PM.
    Current DYF Avatar by the fantastic Alarra

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    Bravo Szilard. Bravo!
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    Szilard is wise.
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    In Soviet Russia, internet give you.
    (is given to Szilard. With bow. Clothes optional.)
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