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  1. - Top - End - #421
    Troll in the Playground
     
    RTGoodman's Avatar

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

    Quote Originally Posted by SilentNight View Post
    @rtg:I think legacy feats normally grant nine extra spells, one of each level.
    You're referring to the ones from Complete Mage, right? I don't have that book on me (a friend borrowed it some weeks ago and hasn't returned it), so I couldn't check. Once I do, I'll look back over some of those for reference, and then I'll either expand the Hag Legacy feat above or call it something else and write up a new Hag Legacy feat that does have 9 spells.


    I like the ghost light spell, but 10 minutes per level seems a little long since it targets every creature that sees it AND focuses on a save that is weak for a lot of targets. I'd say 1 minute per level is probably better - if you left it at 10 minutes, by the time you were able to cast it it'd last for something like an hour and a half, targeting every creature that saw it during that period. Just a suggestion, though.
    The Playgrounder Formerly Known as rtg0922

    Homebrew:
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  2. - Top - End - #422
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    HalflingRogueGirl

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

    Hrm, you're right, I'm not to good with spells. Apart from the legacy feat though I like the feat tree. Nice job.
    To know that just one life has breathed easier because you have lived, that is to have succeeded.

    Wonderful Faithatar by smuchmuch

    My meager homebrew


    Quote Originally Posted by averagejoe View Post
    Chivalry (n): A willingness to find excuses to beat people up.

  3. - Top - End - #423
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    RTGoodman's Avatar

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

    Alright, so here's an assessment of what we've done and not done, mercilessly ripped off from Icewalker's original list back on page 5. I figured it might be good to put it here so everyone can check out our progress and not have to go ten pages back.

    Updated List of Done and Not Done

    Mechanics (Status: Near Completion)
    Spoiler
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    Chapter 1: The Murk
    Spoiler
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    -Natural Hazards of the Murk: 9 of 8+
    -TAB-(Including Resistant disease template)
    -Supernatural Perils of the Murk: 8 of 11+
    -TAB-(Includes 4 poisons from “The Fungal Tome”)
    -Murk Traps: 19 of 45+


    Chapter 2: PC Options
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    -Races of the Murk
    -TAB--Standard Races in the Murk
    -TAB--Frogfolk
    -TAB--Inaal
    -TAB--Merkolth
    -TAB--Sthenos
    -Classes of the Murk
    -TAB--Standard Classes in the Murk
    -TAB--Murk Ranger
    -TAB--Alternate Class Features/Murk Substitution Levels
    -Skills
    -TAB--Craft: Folk Magic
    -Feats
    -TAB--General Feats: 23 of 14+
    -TAB--Metamagic Feats: 1 of 1+
    -Religions
    -TAB--New Deities: 9


    Chapter 3: Prestige Classes of the Murk
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    Prestige Classes:
    -TAB--Concocter (Sample NPC)
    -TAB--Gnoll Champion (Sample NPC)
    -TAB--Hermit (Sample NPC)
    -TAB--Master of the Marsh (Sample NPC)
    -TAB--Swampscale Paragon (Sample NPC)
    -TAB--Voodoo Practitioner (Sample NPC)
    Total: 6 of 5+ (minus NPCs)


    Chapter 4: Murk Equipment
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    -Combat Gear:
    -TAB--Weapons: 9 of 8+
    -TAB--Armor: 7
    -Gear:
    -TAB--Worn/Adventuring Gear: 7 of 7+
    -TAB--Alchemical Items: 8 of 8+ (plus 3 folk magic items)
    -Exotic Materials:
    -TAB-- Marshwood (1 of 0+)
    -Travel Equipment:
    -TAB--Mounts: 1 of 0+
    -TAB--Vehicles: 1 of 4+


    Chapter 5: Magic of the Murk
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    -New Spells and Powers
    -TAB--Spells: 21 of 65+
    -TAB--Epic Spells: 1 of 3+
    -TAB--Powers: 5 of 4+
    -TAB--Domains: 4 of 3+
    -TAB--TAB-(Fungus Domain still unfinished)

    -Magic Items
    -TAB--Armor and Weapon Special Abilities: 2 of 2+
    -TAB--Other Magic Items: 3 of 15 +
    -TAB--TAB-(Fungal Tome still unfinished)


    Chapter 6: Monsters of the Murk
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    -Swampgas Monsters: 30
    -Vorpal Tribble’s Monsters: 19
    Total: 49 of 40+


    Chapter 7: Adventure Sites of the Murk
    Spoiler
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    -Glugg: 1 of 1+



    “Fluff” (Status: Lacking)
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    Introduction
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    -The Murk in Your Game
    -How to use This Book (Chapter Breakdown)


    Chapter 1: The Murk
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    -Murk Environments
    -Dungeons and Swamps
    -Murk Planes
    -Murk Hazards (mostly crunch, but some fluff)
    -TAB--Natural Hazards
    -TAB--Supernatural Hazards
    -TAB--Murk Traps
    Murk Wilderness Terrain
    -Types of Murk Environments
    Murk Dungeon Terrain
    -Walls, Floors, Features, etc.


    Chapter 2: PC Options
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    -Life in the Murk
    -Races of the Murk
    -TAB--Standard Races
    -TAB--Frogfolk
    -TAB--Inaal
    -TAB--Merkolth
    -TAB--Sthenos
    -Character Classes of the Murk
    -Deities of the Murk


    Chapter 3: Prestige Classes
    Spoiler
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    -Picking a Prestige Class
    -TAB--Prestige Classes Archetypes
    -Prestige Classes
    -TAB--Concocter (Sample NPC)
    -TAB--Gnoll Champion (Sample NPC)
    -TAB--Hermit (Sample NPC)
    -TAB--Master of the Marsh (Sample NPC)
    -TAB--Swampscale Paragon (Sample NPC)
    -TAB--Voodoo Practitioner (Sample NPC)


    Chapter 4: Murk Equipment
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    -Combat Equipment
    -TAB--Weapon Descriptions
    -TAB--Armor Descriptions
    -Gear
    -TAB--Gear Descriptions
    -Exotic Materials
    -TAB--Material Descriptions
    -Travel Equipment
    -TAB--Mount Descriptions
    -TAB--Vehicle Descriptions


    […]

    Chapter 7: Adventure Sites

    Spoiler
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    -Glugg
    -TAB--Locations
    -TAB--Map


    Same system as before, for quick reference: fully finished, finished, and unfinished.

    For now, it looks like the majority of remaining "crunch" is sample NPCs for the PrCs, spells, some magic items, a couple of vehicles, and traps. For "fluff," we've got quite a bit to get done.

    It also seems that PrCs in the Environment books aren't as detailed as they are in the later Complete books. Most only take up a page or two, rather than four to six pages. I'll probably go back and shorten the fluff for the two I've done, since it's easier to just write the shorter version than try to come up with that much for each PrC (especially the shorter ones).
    Last edited by RTGoodman; 2008-07-21 at 09:55 PM.
    The Playgrounder Formerly Known as rtg0922

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

  4. - Top - End - #424
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    HalflingRogueGirl

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

    Is there anyway we could get a sticky for this?
    To know that just one life has breathed easier because you have lived, that is to have succeeded.

    Wonderful Faithatar by smuchmuch

    My meager homebrew


    Quote Originally Posted by averagejoe View Post
    Chivalry (n): A willingness to find excuses to beat people up.

  5. - Top - End - #425
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    Szilard's Avatar

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

    If anyone has the power, couple you please remove the Sloth Pit from the monster list?
    I will be finishing up the stats for the Machette Golem this week, and I'll remember this time.
    Want an avatar? Shoot me a PM.
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    Quote Originally Posted by Supagoof View Post
    Bravo Szilard. Bravo!
    Quote Originally Posted by Oblivion View Post
    And Szilard, great job! You make me proud!
    Quote Originally Posted by Sneak View Post
    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



  6. - Top - End - #426
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Reserved for Machete Golem.
    Want an avatar? Shoot me a PM.
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    Quote Originally Posted by Supagoof View Post
    Bravo Szilard. Bravo!
    Quote Originally Posted by Oblivion View Post
    And Szilard, great job! You make me proud!
    Quote Originally Posted by Sneak View Post
    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



  7. - Top - End - #427
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    I said rtg0322 I would submit them to your great guide, so here they are, the Gridolls!


    Image courtesy of Guyr Adamantine. Watta guy!

    Gridoll

    The Gridolls are a race of strange, swamp-dwelling, frog-like humanoids reputed for they huge appetites and limited wit. They live to eat and fill themselves, ever hungry for exotic tastes and games.

    Personality: ''You are what you eat'' defines the life of a Gridoll. Knowledge, power and personal growth can be attained by eating and discovering new types of food. Gridolls often go out of their way to hunt a meal they previously found delicious, tracking it over the land and sea. Few of these delicious targets manage to live for more than a week after a hunt has started. They have limited attention spans and wit, somehow focusing only on subjects "that matters" in the immediate. Despite not being outright stupid, Gridolls won’t try to understand what is beyond their own limits, ignoring facts and realities that don't suit their present goal. No mortal beings can stop them in their tracks, so driven and pig-headed they are. They are grounded in reality and are not impaired by the chaos around them or dramatic events.
    Physical Description: Gridolls are tall, bulky humanoids toads with a pale, milky light-green skin. Their body is covered a rubbery skin over strong muscles and healthy fat, almost featureless save for soft, darker warts around their head, wrists and feet. Their round belly makes up most of their body mass, their most powerful asset. Gridolls have bulbous heads and short, stumpy legs, which generally make them 6'5" tall. Their long, lanky arms hang to the sides of their body when left unattended. The Gridolls faces are commonly described as "a gross, frog face with a pair haunting eyes of sky-blue schleras and white irises. The skin around those form bright blue vertical lines, not unlike a clown's face painting. They have a wound-like mouth going side to side, gifted with a tongue thicker than a man's arm." On their back grows a stubby tail, a vestigial limb without any use. They favor brightly coloured clothes and leatherwork, and usually weigh about 500 pounds, 600 lbs after dinner. Gridolls are not sexually dimorphic, so no one except another Gridoll can identify one's sex, through scent.
    Relations: The Gridolls are truly alien beings, uncaring about ''civilised'' peoples and their bias against cannibalism. Other races might consider them as dumb as orcs, but anyone who travels in their marshes without any bad intentions is sure to find a lifelong ally, as long as he agrees to help on their current goal in life. In return, the Gridolls will share their newfound ally's burden, loyal to a fault. Anyone else is a possible meal, especially if that person (Or thing) proves itself annoying enough. Humans and halflings are sometimes drawn to the marshes for a job or establish a trade deal with Lizardfolks, and many encountered Gridolls when they strayed too far from the road. Those few groups who managed to be helpful enough not to be eaten got help. Dwarves and gnomes have troubles understanding the Gridolls, both living way too far to even know about them directly. Beside, the Races of Stone find them either too self-centered, or are ashamed by how humor fails to touch them. Elves, as the tradition, couldn't care less.
    Lizardfolk, who share the Gridoll's territories, are wary of their terrible hunger and try to keep peace with the Gridoll at all time. The Lizardfolk probably wouldn't have any problem defeating them through sheer strength of numbers, but they all share a deep fear of the "Great Mouths"..
    Alignment: Gridolls are somewhat focused, loyal friends without regards to earthly laws. They are neutral to the Law/Chaos Axis but are much more inclined to help than to harm others.(Unless those are potential meals, which include some sentient beings!)
    Lands: Gridolls naturally dwell in deep marshes and swamps, stinky natural traps for the unwary taveller. If far from home, they are attracted to highly humid locations, such as waterfall caves and under bridges.
    Settlemments: Gridoll structures are extremely simple, rarely more elaborate than mud and wood huts. In areas richer of wood, they often build houses on stilts and small villages.
    Power Groups: Gridolls lack any organised social structure, beyond the rare existing villages that grew to distinction. They consider themselves equals and brothers, so dislike one to rule among them.
    Beliefs: Gridolls all pay lip-service to an obscure toad-god of feasts they call Bahk-Us. He is believed to be blessed with a tongue capable to reach any point in the multiverse, preventing him from having to hunt or track the object of his hunger. He lies in the Beastland, forever resting in an abandoned crater, his bones crushed by his own weight. All Gridolls, while awed by his gifted tongue and easy existence, actively hunt and live their lives to the fullest, believing that Bahk-Us' greatest teaching is his example of a being wasted by its own hunger.
    Language: Gridolls all speak a bastardised Common, lacking any personal pronouns, as well as Aquan. Bonus Languages: Orc, Goblin, Terran.
    Names: Gridolls choose their own names as they grow up. Since they always designate themselves through these there name rather than using a pronoun in conversation, they consider the selection of a name to be especially personal and important. Also, they care little for blood bonds, and consider each and every Gridoll as a brother, so they lack family names ad lineage identifications.
    Male Names: Qued, Silva, Bladir, Sughlir.
    Female Names: Flidi, Quina, Blithin, Velkir.
    Family Names: None.
    Adventurers: Gridolls live to hunt and feed, and many take up the bow and don the armor to accomplish their life-goal. Some odd souls among them consider gold or power to be just as apetising, but most expect to eat that dragon everyone's afraid of.


    Gridoll Racial Traits
    * +2 Strength, +2 Constitution, -2 Intelligence, -4 Charisma: Gridolls are tough beings but poor thinkers and miserable leaders.
    * Monstrous Humanoids (Reptilians): Gridolls aren’t affected by Charm Monster and other Humanoid-Effective spells.
    * Size: As Medium creatures, Gridolls have no special bonuses of penalties due to their size.
    * Gridoll land speed is 20 feet, and they have a 10 feet swim speed. Gridolls gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. They always can choose to take 10 on a Swim check, even if distracted or endangered when swimming. A Gridoll can use the run action while swimming, provided that it swims in a straight line.
    * Natural Attack (Tongue): A Gridoll has a slam attack using its tongue that deals 1d4 bludgeoning damage. It has a special 10ft reach, but does not threaten creatures. (Gridolls may not make Attacks of Opportunity with their tongues)
    When the Gridoll strike in combat with his tongue, the victim must make a reflex save(DC: 10+ Damage Dealt) or get the tongue glued in the wound. The victim can only move at half-speed and cannot charge if it fails. An glued creature must make a Concentration check to cast a spell(A Gridoll’s tongue damage qualifies as ongoing damage.).
    If the Gridoll stick his tongue out of his threatened area, he may make an opposed strength check against his opponent as a move action. The largest of the two contestants gain a +4 bonus on this check per size larger than the other. If he makes it, the glued creature may not move beyond the length of the reach. A Gridoll may drag an opponent by one feet per point he wins the strength check, to the closest range increment.
    A glued victim may pull the tongue off it with his two hands in a full-round action which triggers attacks of opportunity and deals damage equal to the tongue's. A Gridoll may pull it without causing further damage as a free action.
    A Gridoll may fight without trouble when he glued his tongue to his opponent, except that he may only move within his tongue's length unless he succeed on a strength check, as explained before.
    A Gridoll's tongue can be cut off. To sever it, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a Gridoll's tongue from any position in which he could strike at the Gridoll itself or the victim glued to it. An opponent can ready an action to attempt to sunder a Gridoll's tongue when the creature slam at him. A Gridoll's tongue has hit points equal to the Gridoll's largest hit dice, maxed plus his Constitution Bonus and level. Losing his tongue deals damage to the body equal to half the tongue's full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A Gridoll can no longer attack with a severed tongue, and suffer a 25% chance to fail to cast any spell with a verbal component or to activate an object with a command word, but takes no other penalties.
    * Balloon Lungs: Gridolls may hold their breath for 4 times their Constitution score and never risk being underwater by failing a Swim check by 5 or more, as they float naturally.
    * Improved Grab: To use this ability, a Gridoll must hit with a tongue attack or have already glued it to a threatened foe. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
    * Wide Girth: The physical stature of Gridolls let them function as if they were one size category larger when wrestling. Whenever a Gridoll is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Gridoll is treated as one size larger if doing so is advantageous to him. A Gridoll is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him, as well as wether his own special attacks can affect other creatures. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    * Gourmand’s Assets: Gridolls have the Scent and Swallow Whole special abilities. They can only swallow a pinned opponent of a smaller size. Swallowed creatures must make a Fortitude save against a contact poison (DC: 10+½Qu’s Hit Dices+Con Bonus, damage sleep 2 hours) every round. If the swallowed creature resist the poison for a number of rounds equal to the Gridoll’s Constitution bonus, or if it manage to deal slashing/piercing damage to the stomach, the Gridoll throw it up. If the swallowed creature fails to make its save, the stomach start crushing the victim, dealing damage equal to a tongue slam every minute. The Gridoll becomes fatigued until it rests to digest its victim if it is as large as him (He can swallow creatures of his base size thanks to Wide Girth, but is fatigued if doing so). While digesting a creature, a Gridoll may not use its tongue attack.
    * Limb Regeneration: When using Complete Bed Rest, a Gridoll is affected by a Regenerate effect taking 24 hours to complete itself. He does not gain additional hit points, but regenerate all his lost limbs back. If his sleep is interupted, he must start all over again, as the limb isn't fully formed and functional. This is an Extraordinary effect.
    * Natural Armor +1: Gridolls have a thick, rubbery skin that withstand cuts and bruises.
    * Strong Stomach: Gridolls +4 to saves against ingested poisons and gain nourishment from everything they eat.
    * Skills: +2 Balance.
    * Automatic Language: Common and Aquan. Bonus Languages: Orc, Goblin, Terran.
    * Favored Class: Ranger
    * Level Adjustment: +2

    Age, Height and Weight.

    Adulthood: 13 Years old.
    Simple Classes: +1d4
    Moderate Classes: +1d6
    Complex Classes: +2d6

    Height: 6'8'' +2d6"
    Weight: 450 lbs. * (2d6+8/5 lbs.)

    Middle Age: 30 Years Old.
    Old: 55 Years Old.
    Venerable: 80 Years Old.
    Maximum Age: +2d20.

    Gridoll Feats
    For every two Gridoll feats your character has, your natural armor goes up by one.

    Iron Gullet [Gridoll]
    Every respectable Gridoll trains his stomach to withstand damage from uncompliant meals.
    Prerequisites:Con 15
    Benefits:You don't throw up swallowed foes if they deal you damage or resist your sleep poison, and digesting does not forbid you to use your tongue slam. To escape, a swallowed creature can cut its way out by using a light slashing or piercing weapon to deal damage equal to the Gridoll's largest hit dice, maxed plus his Constitution Bonus and level to the gizzard (AC 10 + 1/2 Natural Armor). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

    Heartburn [Gridoll]
    Another thing to remember, students, is that a Gridoll's stomach, in reality, is extremely comfy. Beside the occasional crushing by the beast's tongue and spasms of the organs around, you should be fine for a while. Except if he has heartburns. If so I pray for your souls.
    Prerequisites:Con 15, Iron Gullet, Endurance.
    Benefits:You deal crushing damage to swallowed victims once per round, an deal an additional dice of acid damage plus one per size category you are over medium.
    Normal:You try to stay away from mexican food, and deal crushing damage to swallowed creatures only once per minute.

    Nibblon's Guts [Gridoll]
    You have awakened the hidden magic of Gridolls. Your stomach has become an extradimensional space, able to accomodate meals of ridiculous size.
    Prerequisites:Con 17, Gape of the Serpent, Iron Gullet, BAB +10
    Benefits:You may now swallow creatures of any size without trouble, provided you manage to make the grapple checks. You may digest any number of creatures, and they do not fatigue you no mather their size category.
    Normal:There is a limit on size and quantity of creatures that can be swallowed.
    Special: Your feces, from now, are little black beads of incredible weight and durability (50 HP, Hardness 30). They are no larger than a regular pearl, and disintegrates over a week.
    Special: Unlike most feats, this a supernatural ability.

    Rich Diet [Gridoll]
    Through a week of feeding, sleeping and meditation, some Gridolls manage to grow beyond their brothers in size and might.
    Prerequisites:Con 15, Gape of the Serpent, Iron Gullet, Must have digested a 10 HD equivalent of creatures of its own size.
    Benefits:You grow up one size category. Your tongue's reach grows along with your regular one. Your characteristics do not follow the regular bonuses from growth: Str +2, Dex -2, Con +2, and your natural armor grows by 1 points.
    Normal: Obesity does not change your size category.
    Special:This feat may be taken multiple times. Each time, the Constitution prerequisite goes up by 6 points, and you must ingest 10 more HD equivalent of creatures of its own size than the last time.

    Walking Moldy Hill [Gridoll]
    Gridolls share many characteristics with various reptiles. One few ever develop is discretion, a rare feat for obese frogs.
    Prerequisites:Hide 8 ranks.
    Benefits:By staying immobile for a full minute, your hide and clothes' colors blend into the environment, giving you a +10 racial bonus to Hide checks.
    Special: Unlike most feats, this a supernatural ability.

    What a Fat Gargoyle! [Gridoll]
    How did you manage to miss a giant running frog-men?!
    Prerequisites:Hide 13 ranks, Walking Moldy Hill.
    Benefits:You may use your Walking Moldy Hill feat as a full-round action.

    Keradum Lord [Gridoll]
    Students, Keradum Lords are larger Gridolls that have undergone another horrible transformation, this time proving their power as an alpha individual. These terrible individuals grow a strangely flexible turtle shell, as well as an irrational hatred for plumbers and princesses.
    Prerequisites:Con 15, Rich Diet.
    Benefits:You grow a shell, providing you with a +8 Armor Bonus to AC, but are considered wearing medium armor for the purpose of class abilities. Your Max Dex Bonus is now +3, and suffer a -3 penalty to all skills armor penalty affect. The Keradum Lord may choose to use use Total Defense as a full-round action instead of a standard action, gaining Total Cover in the process, but does not protect from touch spells. (The shell and body are linked, so act as an extension of the body.) While in such a position, you are prone and suffer half damage from falls.Keradum Lords may not wear armor or robes.Among their kin, they get a +2 bonus to Charisma checks and Charisma-related skills.
    Last edited by Guyr Adamantine; 2008-08-02 at 11:30 AM.
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    Strongarm Warrior: An actually worthwhile Monkey Grip-focused PrC!
    Guyr Adamantine Avatar by Tomb Raven.

  8. - Top - End - #428
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    HalflingRogueGirl

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

    Wow, wow. That is all I can say, wow. Kudos to you.
    To know that just one life has breathed easier because you have lived, that is to have succeeded.

    Wonderful Faithatar by smuchmuch

    My meager homebrew


    Quote Originally Posted by averagejoe View Post
    Chivalry (n): A willingness to find excuses to beat people up.

  9. - Top - End - #429
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    Guyr Adamantine's Avatar

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

    Quote Originally Posted by SilentNight View Post
    Wow, wow. That is all I can say, wow. Kudos to you.


    Its not that much, really. Many did a lot more than I, and maybe a lot better too.

    Am I that awesome?
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    Strongarm Warrior: An actually worthwhile Monkey Grip-focused PrC!
    Guyr Adamantine Avatar by Tomb Raven.

  10. - Top - End - #430
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    HalflingRogueGirl

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

    Meh, you are a more awesome homebrewer than I and that is my standard for awesomeness in most things at which I am mediocre.
    To know that just one life has breathed easier because you have lived, that is to have succeeded.

    Wonderful Faithatar by smuchmuch

    My meager homebrew


    Quote Originally Posted by averagejoe View Post
    Chivalry (n): A willingness to find excuses to beat people up.

  11. - Top - End - #431
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    PirateGirl

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

    Very nicely done (needs a bit of proofreading though).

    Nibblon's Guts [Gridoll]
    You have awakened the hidden magic of Gridolls. Your stomach has become an extradimensional space, able to accomodate meals of ridiculous size.
    Prerequisites:Con 17, Gape of the Serpent, Iron Bladder, BAB +10

    Shouldn't the prerequisite be Iron Gullet and not Iron Bladder?

    Debby
    Last edited by Debihuman; 2008-08-02 at 10:39 AM.

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

    Oh, thanks for that one! I changed the feats name, and forgot to edit the others' prerequisites.

    EDIT:
    Quote Originally Posted by SilentNight
    Meh, you are a more awesome homebrewer than I and that is my standard for awesomeness in most things at which I am mediocre.
    Well, I'm just an aprentice. I've only homebrewed a few feats and a race to date. (A lack of confidence in my own abilities and plain sloth, I think)
    Last edited by Guyr Adamantine; 2008-08-02 at 11:57 AM.
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Well, lack of confidence or not, I like these guys and I think they make a nice foil for the happy-go-lucky, aloof Frogfolk race earlier in the thread.

    If you want to do more, check up near the top of this page to see the updated list of what we have and don't have yet. Mostly we need spells, magic items, traps, and a few more hazards to finish the "crunch," and then a LOT to do on the "fluff." I'll actually get around to updating the list with the Gridolls and their related feats and such later today, probably, but otherwise it's right.
    The Playgrounder Formerly Known as rtg0922

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  14. - Top - End - #434
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    I'm glad to see this is alive and moving still. I've been gone for a few weeks, but I'm back now, to some extent. Also, thanks for remaking the Done list, I'd have trouble figuring out where I was at this point...

    I was expecting to revive the thread slightly with this, but now that we're moving again it's just an added bonus: I've figured out a pretty solid amount of the Swampgas test adventure. I have the outline of the story and action, I just need to make the actual stuff, work in as many of the creations as possible, map out a dungeon, etc.

    I also need to read up on Glugg so I can set it there, still haven't gotten around to reading it yet.

    The adventure should be pretty short, and I'm not sure what level it would be. I could use some help with that, picking whatever level will allow the most testing of creatures.

    One last question: do we have a race of swamp-dwelling lizardfolk? I don't remember. If we don't I'll need to make them, a major part of the adventure is a war between two tribes of lizardfolk.

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

    Lizardfold already live in swamps.

    If I'm wrong, Eberron got Lizardfolk sub-races.
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    HalflingRogueGirl

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

    Well you've got the normal lizardfolk, the two subraces in MMIII and my fogbank lizardfolk back a page. I imagine that the higher the level, the more stuff we could test. Welcome back.
    To know that just one life has breathed easier because you have lived, that is to have succeeded.

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    Quote Originally Posted by averagejoe View Post
    Chivalry (n): A willingness to find excuses to beat people up.

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

    Alright, I think one tribe will be Fogbank and the other will be regular. Playing a Fogbank Lizardfolk as a PC may be a good idea, test out the LA a little.

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

    Quote Originally Posted by Icewalker View Post
    Alright, I think one tribe will be Fogbank and the other will be regular. Playing a Fogbank Lizardfolk as a PC may be a good idea, test out the LA a little.
    Yeah, that's what I was planning on. Kind of a commandoish type stalker.
    To know that just one life has breathed easier because you have lived, that is to have succeeded.

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    Quote Originally Posted by averagejoe View Post
    Chivalry (n): A willingness to find excuses to beat people up.

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

    Closely related to pestilence from the ELH but different enough in my opinion. Does anybody know if when the ELH says "increase area by 100%" if it means use the new value each time or stick to the original? I erred on the side of more powerful but I may be wrong. It may or may not need some other tweaking.

    Anyway, without further ado.

    Plague Wind
    Necromancy
    Spellcraft DC:65
    Components:V, S, Ritual
    Casting Time: 10 Minutes
    Range:300ft.
    Area: Haven't decided, either going to be a 10,240 by 153,600ft. bolt or a 40,960ft. cone.
    Duration:Instantaneous
    Saving Throw: Fortitude Negates
    Spell Resistance:Yes
    To Develop: 567,000gp; 12 days; 22,480 XP. Seed: Afflict (DC 19), Energy (Weather, for wind) (DC 19). Factors:change target to cone or bolt (+12 DC), increase area (+20 DC), increase disease saving throw by +7 (+14 DC), disease effects (as contagion spell) (ad hoc +21 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), four additional casters contributing 3rd level spell slots (-20 DC).

    As you cast this spell the air takes on a rank odor and a great wind suddenly sweeps from behind you in the direction of your outstretched hand.
    You send a disease laden wind to scour the designated area. All creatures in the area must make a fortitude save or contract the chosen disease (as per contagion). However, the DC for subsequent saves against the disease are increased by seven. A concocter may use one of their developed diseases instead.
    To know that just one life has breathed easier because you have lived, that is to have succeeded.

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    Quote Originally Posted by averagejoe View Post
    Chivalry (n): A willingness to find excuses to beat people up.

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

    CLEAR! [CPR] Codename: Swampgas[/CPR]
    To know that just one life has breathed easier because you have lived, that is to have succeeded.

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    Quote Originally Posted by averagejoe View Post
    Chivalry (n): A willingness to find excuses to beat people up.

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

    Okay, fine, this time I actually have stuff to contribute. A few magic items, maybe more later.

    Swamp Pellet
    This small nodule is a bout an inch across. Seemingly made of baked mud or tree bark, it pulses slightly in the user's hand. The user may throw this pellet into any square with at least an inch of water in it. It will also function if thrown into peat or a similar substance. Upon landing, the pellet grows into a swamp's friend.
    Faint transmutation; CL 3rd; Craft Wondrous Item, Swamp's Friend; Price 300gp.

    Amulet of the Deep Breather
    This amulet is a pair of preserved lungs, normally from a small fish or similar creature, on a braided cord. As long as it is worn, the wearer gains the benefit of the Improved Breath Capacity feat.
    Faint transmutation CL 4th; Craft Wondrous Item; Price 2,500gp.

    Decanter of Draining
    Developed by inhabitants of more urban environments to alter the murk for their purposes, this dull, steel flask is rivoted with industrial bolts. If opened and placed in water, mud, peat or similar substance, the wielder may speak a command word to make the decanter start draining water into an extradimensional space. The decanter drains water at a rate of five gallons per round. This is sufficient to turn surfaces such as mud, peat or muck into normal ground. The flask has a maximum capacity of 150 gallons. The decanter may be emptied like a Decanter of Endless Water although it can only produce as much water as it has stored.
    Moderate transmutation; CL 11th; Craft Wondrous Item, control water; Price 15,000gp; 2 lb.

    Okay, the decanter needs a little refining and a re-write but I'll get to that later.
    To know that just one life has breathed easier because you have lived, that is to have succeeded.

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    Quote Originally Posted by averagejoe View Post
    Chivalry (n): A willingness to find excuses to beat people up.

  22. - Top - End - #442
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    I need some help with regards to the adventure.

    Specifically, I need to figure out how to best use as many creations as possible. What level do people think the party should be, so as to be able to battle the most created monsters, use the most items and spells, and try out the most prestige classes?

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    HalflingRogueGirl

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

    I dunno, considering the number of templates we have you could go just about anywhere. Most of the creatures seem to be about mid level though so that would probably be best.
    To know that just one life has breathed easier because you have lived, that is to have succeeded.

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    Quote Originally Posted by averagejoe View Post
    Chivalry (n): A willingness to find excuses to beat people up.

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

    Hey, I knew that master list of swamp monsters would come in handy!

    As of right now, we have the following creatures that have been made in this thread, minus some posted since the server move (since I still can't edit that post, apparently).

    CR <5: 13 monsters
    CR 6-10: 10 monsters
    CR 11+: 6 monsters

    So I'd say maybe around around 4 or 5 to start (using multiples of lower CR creatures if you want to test 'em out) and then going up from there.
    The Playgrounder Formerly Known as rtg0922

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    ElfMonkGuy

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

    Just found this book and I must say, it's awesome! It's creative, has all sorts of goodies in it, and it's apparent to anyone who reads it for 2 minutes that a lot of creativity and work went into it. Thanks to you, I think I'll suggest some swamp adventures to our DM

    If your looking for some more spells or magic items, have you looked into the archive on the Wizards site? They had a "Far Corners of the World" series of articles that have some good stuff in it (some of it made need a little upgrading to 3.5). Here's a link:

    http://www.wizards.com/default.asp?x=dnd/arch/fw

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

    I was thinking maybe higher, based on those numbers. The adventure is short, with very little opportunities to progress, level-wise. Maybe 2 at most.

    So...maybe like 7th level, and we could grab the CR 6-10 stuff and try groups of the lower CR ones?

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

    @periscope69: Thanks! We've been really slack the last couple of months, but I think we've got some good stuff overall.

    Those Far Corners articles are pretty neat - I've never seen them in all my time surfing around the WotC site. I don't know how much of the marsh ones is that useful (since we've covered most of the things in them pretty closely), but the whole series is good to know about. They sort of seem to be the precursors to the Environment series.

    Quote Originally Posted by Icewalker View Post
    So...maybe like 7th level, and we could grab the CR 6-10 stuff and try groups of the lower CR ones?
    Sounds good to me. If you want to go ahead and post the specifics of character building (point-buy or rolling, wealth, etc.) I'll go ahead and make a character and post the online sheet.
    The Playgrounder Formerly Known as rtg0922

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

    Here's two vehicles you could use. I cannot for the life of me think of a fourth to reach the goal.

    Foldable Cart
    Dragging a normal cart through the mud, undergrowth, and murky waters found in swamps would be treacherous to say the least, so these carts are specially designed to fold up into a more manageable form about four feet square that can then be carried by a mount. It takes 5 minutes to fold or unfold the cart (or half that with two or more people working). A foldable cart costs 45 gp and weighs 100 pounds.

    Marsh Sled
    Resembling a combination of raft and sled, this lightweight vehicle is made of cured leather stretched over a wooden frame with flat, wide runners to help distribute weight more evenly and to prevent it from sinking in mud. Most typically pulled by a swamp donkey, a marsh sled can hold two Medium creatures or up to 350 pounds of goods; although capable of holding more weight, it will easily become stuck in mud if it does so. A marsh sled costs 60 gp and weighs 150 pounds, and includes the harness needed to pull it.

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    Default Swampgas Test PDF!

    Hey guys.

    I love your project. By way of a little gift I put most of the thread into a very basic pdf for you guys to look at.

    Sometimes seeing it all in one place helps with the enthusiasm and lets you see the project more clearly.


    http://www.mediafire.com/?ud5x5yfx4yy


    Clicky Link:
    1 MB pdf - same as above link

    If you guys have an editor PM me and I'll send you the Doc file.


    Sigurd

    I hope some of you guys might be interested in the project in my sig.
    Last edited by sigurd; 2008-09-18 at 12:07 AM.
    Logo by Serpentine

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

    Holy crap, that's fantastic...

    Now I need to do more work for Swampgas...I'll do some thinking over the adventure if I have time this weekend, see if I can't put it together fully.
    Last edited by Icewalker; 2008-09-17 at 07:38 PM.

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