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  1. - Top - End - #121
    Ettin in the Playground
     
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Sorry for the double post, but I needed this specific post number to be top of page 5.

    KEY
    UNFINISHED
    FINISHED
    Fully Finished Section

    The list of Done and Not Done: Mechanics
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    Chapter One: The ____
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    Natural ____ Hazards
    -TAB-Sulphur Gas
    -TAB-Mucky Ground
    -TAB-Limited Visibility
    -TAB-Flammable Gasses
    -TAB-Diseases (More to come will count this as multiple)
    ESTIMATE... 8+ Suggested (FB 11, SS 11)


    Supernatural Perils of ____
    -TAB-Acid Bog
    -TAB-Haunted Wetlands
    -TAB-Black Lagoon
    -TAB-Boilbog
    Some overlap in these, 11+ Suggested (FB 22 , SS 22) (This includes Poison)


    ____ Traps
    -TAB-Count: 18
    Suggested 45+ (FB 55, SS -) (Many of these are just old traps with new poisons, spells, etc)



    Chapter Two: Races, Classes, and Feats
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    [SIZE="3"]Races of the ____
    -TAB-Humans
    -TAB-Dwarves
    -TAB-Elves
    -TAB-Gnomes
    -TAB-Orc/Half-Orcs
    -TAB-Halflings
    -TAB-Merkolth
    -TAB-Inaal
    -TAB-Sthenos
    -TAB-Frogfolk

    New Feats/Metamagic
    Count: 14/1
    20+/1+ Suggested (FB 30/1, SS 24/2)


    Chapter Three: Prestige Classes
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    Prestige Classes
    -TAB-The Hermit
    -TAB-Concocter
    -TAB-Voodoo Practitioner
    -TAB-The Master of the Marsh
    -TAB-The Gnoll Champion
    -TAB-Swampscale Paragon
    -TAB-Marsh Ranger

    5+ suggested (FB 10, SS 6)


    Chapter Four: Equipment
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    Weapons
    Count: 9
    8+ suggested (FB 11, SS 17)

    Gear
    -TAB-Worn gear/Adventuring Gear
    -TAB-Count: 9
    7+ suggested. (FB 8, SS 9)

    -TAB-Alchemical Items
    -TAB-Count: 9
    8+ suggested (FB 8, SS 11)

    New Exotic Materials: 0+ suggested (FB 1, SS 1)
    -TAB-Count: 1

    Mounts/Vehicles: 0+/4+ suggested (FB 0/8, SS 5/6)
    -TAB-Count: 1/1


    Chapter Five: Magic of the ____
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    New Spells
    Count
    Spells: 11
    Psionic Powers: 3
    Epic Spells: 1
    Domains: 3

    Spells: 65+ Suggested (estimated FF 114, SS 72)
    Psionic Powers: 4+ Suggested (FB 5, SS 2)
    Epic Spells: 3+ Suggested (FB 5, SS 4)
    Domains: 3+ Suggested (FB 2, SS 6)

    Magic Items
    Armor/Weapon special abilities: 2+ Suggested (FB 0, SS 6)
    Count: 1

    Items: 15+ Suggested (FB 17, SS 40)
    Count: 8


    Chapter Six: Monsters
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    40+ Suggested (FB 51, SS 73)
    Count: 45


    Chapter Seven: Adventure Sites
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    1+ Suggested (FB 2, SS 3)
    Count: 0






    = PICTURE:
    The list of Done and Not Done: Fluff
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    Introduction

    Chapter One: The ____
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    ____ Environments
    Dungeons and ???
    ____ Planes
    ____ Wilderness Terrain
    ____ Dungeon Terrain



    Chapter Two: Races, Classes, and Feats
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    Life in the ____

    Races of the ____
    -TAB-Humans
    -TAB-Dwarves
    -TAB-Elves
    -TAB-Gnomes
    -TAB-Orc/Half-Orcs
    -TAB-Halflings
    -TAB-Merkolth
    -TAB-Sthenos
    -TAB-Frogfolk

    Character Classes in the ____
    -TAB-Barbarian
    -TAB-Bard
    -TAB-Cleric
    -TAB-Druid
    -TAB-Fighter
    -TAB-Monk
    -TAB-Paladin
    -TAB-Ranger
    -TAB-Rogue
    -TAB-Sorcerer
    -TAB-Wizard


    Deities of the ____
    Count: 9
    6+ suggested. (FB 9, SS huge)


    Clhapter Three: Prestige Casses
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    Picking a Prestige Class

    Prestige Classes
    -TAB-The Hermit, Sample
    -TAB-Concocter, Sample
    -TAB-Voodoo Practitioner, Sample
    -TAB-The Master of the Marsh, Sample
    -TAB-The Gnoll Champion, Sample
    -TAB-Swampscale Paragon, Sample
    -TAB-Marsh Ranger, Sample


    Chapter Seven: Adventure Sites
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    1+ Suggested (FB 2, SS 3)

    Count: 0


    Whew...that's all. I'm going to update this by colorcoding it to what we have finished, are working on, and have yet to do.

    Then, eventually, I'll get into it and add (with links) all the things completed so far.

    By the way, where it says "#+ Suggested (FB #, SS #)"
    FB # is the number of them there are in Frostburn.
    SS # is the number of them there are in Sandstorm.
    #+ Suggested is about how many I think we ought to have, but that is subjective. I kept them a little lower than how many Frostburn and Sandstorm have.
    Last edited by Icewalker; 2008-04-27 at 04:01 PM.

  2. - Top - End - #122
    Barbarian in the Playground
     
    Caracol's Avatar

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

    Quote Originally Posted by Icewalker View Post
    Disgusting. They shouldn't suffer the problems of not eating after save 5, or they may starve to death before the disease finishes them...thats a minimum 5 days after all.
    Good point. I'll make some little modifications.

    Characters played:
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    Bones (Beginner's Dungeon Crawl)

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  3. - Top - End - #123
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Okay, here is my attempt at finalized Hive Bracers


    Hive Bracers

    Craft:20

    Prive:4500gp

    These bracers are a muddy green color and appear to be made of chiton, specked on the bracers are numerous black beads that seem to sparkle in the right light. With the correct command words, the bracers can produce three effects.

    Summon Swarm-Summon a swarm of locusts that obey simple mental commands for 1d6 rounds.

    Lightning Bug Light-summons a mass of lightning bugs that give illumination just like a lantern, can be dispelled as a standard action.

    Deafening Chirp-your bracers emit a sonic scream that nauseates all in a 15 foot radius for 1d4+1 rounds. The weilder is immune to this affect.

    Caster Level 5th, Craft Wonderous Item, Summon Swarm, Light, and Ghost Sound, 796gp+250xp.
    Newest Avvy by Bisected8


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  4. - Top - End - #124
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    ^ Interesting.
    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.)
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  5. - Top - End - #125
    Barbarian in the Playground
     
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    The Rot Slug took me a lot of work, but now it's time to make the other stuff I promised. I'll made a bit of this and that, so expect some small posts.

    Swamp Traps:
    Swamps are the perfect enviroments to hide hazardous traps: poison and disease infective, catching nets, nets and magical effects that blocks the character: everthing could be there, in the small layer of dark water...

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    SWAMP TRAPS FEATURES
    Common traps in swamps include the following devices and snares. Most of them are pressure triggered.
    Catching Nets: Large nets hided in the soft terrain that catches the uncautios adventures.
    Creature Cages: Most traps in the swamp are hided cages with beast trapped inside that only expect to be released and to kill.
    Dark water hideout: Traps hided in the muddy or dark waters are harder to be found.
    Drywater: Entire portions of dark and muddy water that instanty dries becoming hard as rock: many adventurers were blocked there forever just passing over it.
    Infective Traps: Devices that set free the infective agents of the diseases.
    Leeching Lichenes: Common in caverns, these plants are capable of gluing a creature and sucking the internal liquids.
    Poison Mines: Hided in the water, these traps are loaded with poison.
    Quicksand: One of the most common and most dangerous kind of trap, quicksands slowly took the life of many.
    Swallowing Pits: Old-fashioned traps are good too, expecially in swamps enviroments.
    Swampgas: The enviromental damaging effects of swamps are used to create traps too.

    SAMPLE TRAPS
    The following traps are common in most location of the swamp enviroments. Most of the pressure traps can be found hided in the water layer in the wilderness, near defended sites, but are also in many citadels and fortress.

    CR 1 Traps
    Hunting Net: CR 1, mechanical, location trigger, no reset, blocks a single creature (max Large size), DC 16 Reflex save avoids, Search DC 18, Disable Device DC 20. Market Price: 10 gold.
    Poison Needle Mine: CR 1, mechanical, location trigger, no reset, Attack +10 melee, poison (bloodrot , DC 12 Fortitude save resist 0/1d4 Con +1d3 Wis) Search DC 20, Disable Device DC 15. Market Price: 200 gold.

    CR 2 Traps
    Eurypterid Cage: CR 2, mechanical, location trigger, manual reset, frees three small Eurypterids, Search DC 20, Disable Device DC 20. Market Price: 1000 gold.
    Infected Blade: CR 2, mechanical, touch trigger, automatic reset, Attack +7 melee (1d4/x3, small blade) plus disease (Mindfire, DC 12 Fortitude save resist, 1d4 Int, incubation 1d3 days) Search DC 20, Disable Device DC 20. Market Price: 1600 gold.

    CR 3 Traps
    Swamp Pit: CR 3, mechanical, location trigger, no reset, multiple targets (all targets in a 10ft square), 40 ft. fall (4d6), DC 20 Reflex save avoids, Search DC 20, Disable Device DC 20. Market Price: 600 gold.
    Yellow Lichene Smeared Door: CR 3, mechanical, touch trigger, repair reset, blocks creature (DC 20 Reflex Save avoids, DC 20 Str check frees) plus leeching lichene (1d6 damage for every turn blocked), Search DC 16, Disable Device DC 20. Market Price: 800 gold.

    CR 4 Traps
    Gassed Mushroom: CR 4, mechanical, proximity trigger, repair reset, never miss, onset delay 3 rounds, sulphur gas (DC 10+1 every 10 rounds Con check resist or nauseated) Search DC 25, Disable Device DC 20. Market Price: 3900 gold.
    Darkwater Needle Mine: CR 4, mechanical, location trigger, no reset, Attack +10 melee, poison (niharit, DC 13 Fortitude save resist 0/3d6 Con) Search DC 25, Disable Device DC 15. Market Price: 1650gold.

    CR 5 Traps
    Razored Hunting Net: CR 5, mechanical, location trigger, no reset, blocks multiple targets (all targets in a square of 15 ft.), damages blocked targets (1d8 for every turn blocked) DC 20 Reflex save avoids, Search DC 20, Disable Device DC 20. Market Price: 1300 gold.
    Crocodile Cage: CR 5, mechanical, location trigger, manual reset, lock, frees two Giant Crocodiles, Search DC 20, Disable Device DC 20. Market Price: 1700 gold.

    CR 6 Traps
    Red Lichene Smeared Door: CR 6, mechanical, touch trigger, repair reset, blocks creature (DC 20 Reflex Save avoids, DC 20 Str check frees) plus leeching lichene (1 Con damage for every turn blocked), Search DC 18, Disable Device DC 20. Market Price: 2000 gold.
    Ingnite Room: CR 6, mechanical, proximity trigger, autoreset, never miss, onset delay 3 rounds, flammable gasses (DC 10 to spot, 2d6 fire damage to all the target in the room if a flame is ignite) Search DC 25, Disable Device DC 25. Market Price: 5200 gold.

    CR 7 Traps
    Drywater pool: CR 7, magical, alarm trigger, no reset, never miss, liquid blocks multiple targets (transmute rock to mud, 13th level Druid.), permanent effect, Search DC 30, Disable Device DC 25. Cost: 4250 gold, 260 XP.
    Darkwater Infected Spear Rack: CR 7, mechanical, location trigger, automatic reset, multiple targets (all targets in 15 adjacent ft.), Attack +15 melee (1d8/x2, spears) plus disease (Bog Rot, DC 18 Fortitude save resist, -10 ft to speed until 0, then 1d8 Con, incubation 2d4 days) Search DC 25, Disable Device DC 25. Market Price: 4000 gold.

    CR 8 Traps
    Speared Swamp Pit: CR 8, mechanical, location trigger, manual reset, multiple targets (all targets in a 20ft square), 60 ft. fall (6d6), Attack +15 melee (1d8/x3 spears) DC 25 Reflex save avoids, Search DC 25, Disable Device DC 20. Market Price: 2300 gold.
    Black Lichene Smeared Door: CR 8, mechanical, touch trigger, repair reset, blocks creature (DC 20 Reflex Save avoids, DC 20 Str check frees) plus leeching lichene (1d6 Con damage for every turn blocked) plus poison (blue whinnis, DC 15 Fortitude save resist 1Con/Unconsciousness) Search DC 25, Disable Device DC 25. Market Price: 3620 gold.

    CR 9 Traps
    Autocombusting Room: CR 9, magical, alarm trigger, autoreset, never miss, onset delay 3 rounds, flammable gasses (DC 10 to spot, 2d6 fire damage if ignited), plus delayed blast fireball (13th level wizard, 3 turn delayed) Search DC 30, Disable Device DC 30. Cost: 44500 gold, 3640 XP.

    CR 10 Traps
    Darkwater Acid with Infected Spear Swamp Pit: CR 10, mechanical, location trigger, repair reset, multiple targets (all targets in a 20ft square), 50 ft. fall (5d6), Attack +15 melee (1d8/x3 spears) plus infection (Demon fever DC 18 Fortitute save avoids, 1d6 permanent Con damage, incubation 1 day) plus acid bog damage (6d6, total immersion) DC 25 Reflex save avoids, Search DC 30, Disable Device DC 30. Market Price: 8900 gold.

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

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

  6. - Top - End - #126
    Ogre in the Playground
     
    Szilard's Avatar

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

    You should, or maybe I should, or someone else, make a box trap for capturing creatures to sell on the black market, see SoD for an example.
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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.)
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  7. - Top - End - #127
    Troll in the Playground
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Quote Originally Posted by rtg0922 View Post
    (but I need a name other than Hypnotoad, since that's probably copyrighted)
    Guilefrog?
    If it were a snake I'd call it the addling adder...

  8. - Top - End - #128
    Orc in the Playground
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Pschofrog
    Narcotoad

    I think you're probably ok using Hypnotoad. If you still want to call it something else you should have a "sometimes referred to as hypnotoads" reference. You know for good ol' times sake.

    Another bog trap that was used in Vietnam during that war was bamboo spikes just under the surface of the water. This is a really nasty trap in a bog as the wound is likely to get infected
    Last edited by Sxoa; 2008-02-23 at 06:20 PM.

  9. - Top - End - #129
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    ^ Interesting.
    Thanks Szilard, more gear to come, that is if life doesnt sneak up on me
    Last edited by Goats_o_Mjolnir; 2008-02-23 at 07:37 PM.
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  10. - Top - End - #130
    Ettin in the Playground
     
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Alright, I just hit a really big problem making the Done List.

    What are we calling these environments? In Frostburn they are the Frostfell, in Sandstorm they are the Waste...we need our own name.

    Also, I have a new supernatural environmental danger, the Boilbog. I'll put together the numbers later, but it is basically a bog which starts bubbling with huge heat every minute (on a 6-round timer).

  11. - Top - End - #131
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    here are some enviroment name brainstorms

    -Dark Marsh

    -Mudpit

    -The Murk

    -The Soup

    -Sludgelands
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  12. - Top - End - #132
    Troll in the Playground
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    I like Murk.
    Mire is also good.

  13. - Top - End - #133
    Ettin in the Playground
     
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Yeah, Murk is good...

    Murk Environment...In the Murk...

    Maybe something on the beginning of it. Like Blackmurk or some such, except not that.

  14. - Top - End - #134
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Personally, I like Muck, but it needs to have a dangerous sounding first part. Something that suggests ewww, danger, and scary stuff.

    Dark-Mire could work, The Bogs has a short and simple effect, Black Swamp may work.

    Personally, I like The Bogs.
    Thanks a TON to Almighty Salmon for the Amazing Log Man!

    The Legend of TheLogMan

  15. - Top - End - #135
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Murkmire? Best of both worlds!
    Steampunk GwynSkull by DR. BATH

    "Live to the point of tears"
    - Albert Camus


    Quote Originally Posted by Wyntonian View Post
    What. Is. This. Madness.

  16. - Top - End - #136
    Troll in the Playground
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    The Dire Mire!

  17. - Top - End - #137
    Orc in the Playground
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    For caster level you can pretty much set it at whatever you want. It's commonly 1/2 HD or full HD, but I think I've seen at higher before as well.

  18. - Top - End - #138
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Deatbog, @logman, last I checked, my swap giant wasn't added to the monsters list.
    I am currently working on one of my monsters right now, I'll have it done tonight or tomarrow morning.
    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.)
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  19. - Top - End - #139
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    In the first post, you have Swamp Nymph instead of Swamp Dryad for one of the things I made...
    Half-elves are like slinkies.
    They're not really good for anything,
    but you can't help laughing when they fall down the stairs.


  20. - Top - End - #140
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Neurotoad

    Small Magical Beast (Aquatic, Psionic)

    Hit Dice: 10d10 + 20 (79 hp)
    Initiative: +2
    Speed: 20 feet (4 squares); swim 30 ft.
    Armor Class: 17 (+2 Dex, +4 natural, +1 size), touch 13, flat-footed 15
    Base Attack/Grapple: +10/+5 (+9 with tongue)
    Attack: Bite +13 (1d3-1)
    Full Attack: Bite +13 (1d3-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved tongue grab, manifesting, psi-like abilities, swallow whole, tongue lashing
    Special Qualities: Amphibious, darkvision 60 ft., low-light vision, telepathy 100 ft.
    Saves: Fort +9, Ref +9, Will +7
    Abilities: Str 9, Dex 14, Con 15, Int 19, Wis 12, Cha 18
    Skills: Autohypnosis +14, Concentration +18, Hide +19, Knowledge (Psionics) +16, Move Silently +9, Psicraft +16, Survival +7, Swim +7
    Feats: Psionic Body, Psionic Endowment, Iron Will, Skill Focus (Concentration), Weapon Finesse(B)
    Environment: Any
    Organization: Solitary or thrall-herd (one plus 1d3 dominated creatures)
    Challenge Rating: 8
    Treasure: None
    Alignment: Usually Neutral Evil
    Advancement: 11-15 HD (Small); 16-20 HD (Medium); or by class
    Level Adjustment: --

    As you come around a large mangrove, you spot a large amphibian sitting on a stump. Green and light brown, this frog-like creature, nearly two-and-a-half feet long, turns its head towards you, almost as if it sensed your presence. Suddenly, its eyes ripple red and yellow and you feel as if someone or something is trying to pry in to your mind.

    Neurotoads, sometimes called mindfrogs or hypnotoads, are amphibian magical beasts that specialize in mind control. Inherently psionic, they possess both normal psionic powers and psi-like abilities, both of which they use to incapacitate or dominate their enemies. Often, neurotoads prefer to attack from hiding, attempting to dominate a weak-willed individual to add to his thrall-herd. If drawn into combat, a neurotoad prefers to use its offensive psionic powers, though against Fine or smaller creatures it simply attempts to swallow the enemy.


    Combat

    Improved Tongue Grab (Ex): To use this ability, a neurotoad must hit with its tongue lashing ability. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the creature is dragged to the neurotoad’s mouth, automatically taking bite damage and possibly swallowing the creature whole (if the creature is Fine or smaller). It has a +4 racial bonus on grapple checks using its tongue.

    Manifesting: A Neurotoad manifests powers as a Wilder of 1/2 its hit dice. A neurotoad usually chooses power that can be used offensively or those that compliment its natural mind control abilities, as well as occasional offensive powers in case of being thrown into combat.

    Psi-Like Abilities: At will: id insinuation (DC 20), psionic charm* (DC 20), read thoughts (DC 20), psionic suggestion (DC 20). 3/day: psionic dominate* (DC 20). The save DCs are (10 + 1/2 HD + Charisma modifier).

    *Considered augmented so as to affect any creature of any of the following types: aberration, animal, dragon, elemental, fey, giant, humanoid, magical beast, monstrous humanoid, or outsider.

    Swallow Whole (Ex): A neurotoad can try to swallow a tongue-grabbed opponent of Tiny or smaller size by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of crushing damage plus 1d6+4 points of acid damage per round from the neurotoad’s digestive juices. A swallowed creature can cut its way out by dealing 15 points of damage to the neurotoad's digestive tract (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

    Tongue Lashing (Ex): As a standard action, a neurotoad may rapidly extend its tongue to damage iand try to trip up its opponent. The neurotoad may make a touch attack against any one creature within 20 feet; if the attack is successful, the opponent takes 1d6 damaging (bludgeoning; critical x3) and the neurotoad may use its improved tongue grab ability.

    _____________________

    Alright, the Monsters of the Swamp compiled list has been updated with the rest of the creatures from this thread (except Icewalker's Marshmind - it isn't finished, so I didn't put it in yet). If I missed another, just PM me or post here or something.
    Last edited by RTGoodman; 2008-02-24 at 11:30 AM.
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  21. - Top - End - #141
    Ettin in the Playground
     
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    The swallowed victim can escape by attacking the tarrasque's stomach? Gotta be hard to reach from inside the frog.

  22. - Top - End - #142
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    It's weapon time!!!!

    Swamp Weapons

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    Here's a list of common weapons in swamp enviroment. Read the weapon description for their special abilities.

    Bladed Bow: A signature weapon of many swamp archers, the blased bow is a short composite bow with blades on his fore part. This weapon can be used to fire arrows and to attack in melee with the blades. The base damage is 1d6 (M) in both ranged and melee attack. The blades's disegn give his wielder a bonus of +2 to Disarm an opponent. You can apply the Weapon Finesse feat to this weapon to use it in melee.

    Bog Root Whip: A Bog Root Whip is a bigger version of a normal whip, derived from swamp lianas and roots hardned and tied together. It has multiple tips in its forepart. A Bog Root Whip deals nonlethal damage. It deals a natural armor bonus of +6 or higher. The whip is treated as a melee weapon with 20 ft. reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
    Using a Bor Root Whip provokes an attack of opportunity, just as if you had used a ranged weapon.
    You can make trip attacks with this weapon with a +4 to the check. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
    In addition, a tripped opponent becomes entangled, due to the multiple tips of the whip. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.
    An entangled creature can escape with a DC 15 Escape Artist check (a full-round action). The Bog Root Whip has 10 hit points and can be burst with a DC 20 Strength check (also a full-round action).
    When using a Bog Root Whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
    You can't apply the Weapon Finesse feat to this weapon.
    A Bog Root Whip can be crafted with a least 3 Medium or 1 Large plant parts, not damaged. The DC to craft is 25, and you must spend 20 gold of additional materials.

    Corrosive Mace: A Corrosive Mace looks like an heavy one handed mace, but it has small holes on the surface of his iron head, and a bigger one in the upper point. You can put an acid flask in this hole, that will break with a successfull attack against an opponent, dealing the additional acid damage of the flask. The mace itself is immune to the acid damage, and you don't take damage from the splash effect. A Corrosive Mace works as a normal mace if not loaded.
    You can also load the mace with a holy water flask if you want. See the PH for the description of both these alchemic components.

    Dragonbreath: A Dragonbreath is a heavy apparatus that gives you the possibility to throw continual flames at 15 ft. of distance. It's usually a long metal tube with an ignition system at its tip, linked to a backpack. The backpack is fire-proof and it's filled with flammable gas. The gas can be released and ignited with a standard action. A Dragobreath usually uses swamp flammable gas charges (2d6 fire damage, line of 15 ft., cost 50 gp) or alchemist fire flasks (1d6 fire damage, cone of 15 ft., cost 30 gp) . It has a maximum of load for 6 round of using, each charge requires a standard action to be reloaded.

    Fish Catcher: A Fish Catcher is a long staff with a hook at is tip. Originally tought as a hunting weapon, it's also usable in combat. A Fish Catcher has a reach of 10 ft, you can't attack adjacent foes.
    With a Fish Catcher you can also try to hook the opponet, during a successfull attack. Hooking gives you the possibility to pull your opponent towards you with a successfull Strength check against him. You can release the weapon to avoid to be pulled as well. An hooked opponent is pulled at 5ft from you and does not gain an attack of opportunity against you. He can remove the hook by himself with a successfull Str check against you (this action causes attacks of opportunity from adjactent opponents. You can benefit of this attack of opportunity, but not using the Fish Catcher).
    Hooking an opponent deals the base damage of the Fish Catcher (without the Str bonus) for every round the opponent is pulled. When hooked, an opponent is not able to defend himself well and has a penality of -2 to his AC.
    Hooking an opponent is a standard action that causes an attack of opportunity from adiacent opponents. Unlocking an opponent is a standard action. You can't attack with an Fish Catcher unless is unlocked.
    Once you hook and opponent, you can decide to carry it around istead of pulling it near to you. An opponent hooked in this way is pulled towards you for a distance equal to your movement for all the time he remains hooked. If he's pulled, he is forced to use his movement action during his turn to follow the wielder of the Fish Catcher. If is movement or base speed is not enough to reach you, he is forced to use all his action needed. If he still doesn't have enough movement, he falls to the ground. If the opponent refuses to move and tries to hold himself to something, he takes the regular damage of the weapon, Str bonus included.

    Machete: A Machete is a short curved blade, common in swamp eviroments. Many adventurers use it as a reserve weapon and to cut plants that block their path. When used, a Machete gives a bonus of +4 to the Escape Artist check to avoid being entangled by nets, plants, tentacles, spells or similar effects. You can apply the Weapon Finesse feat to this weapon.

    Net Crossbow: This heavy crossbow does not fire darts but is capable of throwing folded nets to 40 ft. distance. See the Net description in the PH. Recharging a Net Crossbow requires a full-round action or a standard action with the Rapid Reload feat. A fired net can be used again if not damaged.

    Pincer Gautlet: Derived form monstrous crustaceans that dwells the swamps, this unusual gauntlet gives the ability to start a free grapple action after a successful attack, as if its wielder possesses the Improved Grapple feat.
    A Pincer Gauntlet can be crafted using a pincer of any Medium or Large creature, not damaged. The DC to craft is 20, and you must spend 10 gold of additional materials.

    Sharkthoot Sword: A long and heavy sword, with a jagged edge made of swamp sharks' theet, this weapon is mostly used by the strongest warriors among the swamp savage tribes. The jagged edge gives its wielder a bonus of +2 to Disarm attempt.
    A Sharkthoot Sword can be crafted using at least 25 skark theet of any size, not damaged. The DC to craft is 15, and you must spend 30 gold of additional materials.


    Swamp Weapons
    {table="head"]Exotic Weapons|Cost|DMG (S)|DMG (M)|Critical|Range|Weight|Type

    One handed weapons||||||
    Corrosive Mace|120 gp|1d6*|1d8*|x2|-|8 lb.|Bludgeoning
    Machete|15 gp|1d4|1d6|18-20/x2|-|3 lb.|Slashing
    Pincer Gauntlet|35 gp|1d4|1d6|x2|-|6 lb.|Piercing and Slashing
    Two handed weapons||||||
    Bog Root Whip*|50 gp|1d4*|1d6*|x2|-|6 lb.|Slashing
    Fish Catcher*|20 gp|1d6|1d8|x2|-|7 lb.| Piercing
    Sharkthoot Sword|65 gp|1d10|2d6|x3|-|12 lb.|Piercing and Slashing
    Ranged weapons||||||
    Bladed Bow|150 gp|1d4*|1d6*|x3|70ft.|3lb.|Piercing
    Dragonbreath|1000 gp|Special*|Special*|-|15ft.|16 lb.|Special*
    Net Crossbow|250 gp|-|-|-|40ft.|10 lb.|Special*

    *Read the weapon description.
    ||||||
    [/table]



    Armors coming up!!!
    Last edited by Caracol; 2008-02-28 at 03:24 PM.

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  23. - Top - End - #143
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Quote Originally Posted by Icewalker View Post
    The swallowed victim can escape by attacking the tarrasque's stomach? Gotta be hard to reach from inside the frog.
    Of course - that's what makes the Neurotoad so dangerous!


    Actually, that's just what I get for copy-pasting the ability from another monster and not proof-reading well enough.
    Last edited by RTGoodman; 2008-02-24 at 11:33 AM.
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Finished with another monster.
    Vined Mouth
    Medium Plant
    Initiative:+0
    Speed:0 feet
    Armor Class:10, touch 10, flat-footed 10
    Base Attack/Grapple:+7/+10
    Attack:Tentacle +10 melee (1d4+3)
    Full Attack:8 tentacles +10 melee (1d4+3)
    Space/Reach:5ft/5ft
    Special Attacks:Improved grab, swallow whole
    Special Qualities:Immunity to acid, plant traits
    Saves:Fort +11, Ref +7, Will +3
    Abilities:Str 16, Dex -, Con 19, Int -, Wis 2, Cha 1
    Skills:-
    Feats:Iorn will, lightning reflexes
    Enviornment:Temperate Marshes
    Organization:Solitary, cluster (3-5), or gathering (6-11)
    Challange Rating:5
    Treasure:Standard, but only gems and acid resistant materials
    Alignment:Always Neutral
    Advancement:11-15(Medium)
    Level Adjustment:-
    The five feet pool in front of you suddenly launches a tentacle at you with seven more following.
    The vined mouth is a sixty pound organic sack with tentacles. It roots itself into the ground pretending to be a pool or bog five feet in diameter. When a creature walks nearby, the vined mouth attacks with its tentacles and tries to eat the creature. The sack part of the body is primarally the stomach full of acid. When a vined mouth dies, some of its tentacles die and start growing more vined mouths in adjacent spaces.
    Combat
    A vined mouth's only goal is to grab creatures adjacent to it and eat it.
    Improved Grab(Ex):To use this ability a vined mouth must hit a medium or smaller creature with its tentacle attack. It can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check it establishes a hold and the tentacle attaches to the creatures body. If a vined mouth begins its turn with at least one tentacle attached to an opponent, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a successful grapple check or an escape ortist check, but the vined mouth gets a +2 bonus for every tentacle that was attached at the begining of the opponent's turn.
    Swallow whole(Ex):If all eight of its tentacles are attached to an opponent and the vined mouth makes a successful grapple check, the vined mouth can swallow that creature if it is medium or smaller. The opponent, once inside, takes 10d6 acid damage per round as if submerged in acid. A swallowed creature can cut its way out using a light slashing or peircing weapon to deal 15 points of damage ot the interior of the vined mouth (AC10). Once the creature exits the tentacles grow back and can start attacking again in one round. If a creature doesn't die of the acid and doesn't cut its way out, it drowns in the acid. A medium vined sack can only swallow one creature at a time of a medium or smaller size.
    Immunity to acid(Ex):A vined mouth is invulnerable to all attacks that deal acid damage because it is already full of acid.
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  25. - Top - End - #145
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    I hope you like the weapons. Now it's armor turn.

    Swamp Armors

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    Here's a list of common armors and shields used in swamp enviroment. Read the armors' description for their special abilities.

    Crocodile Skull Shield: This tower shield is obtained from a skull of a giant crocodile. It's not as heavy and protective as a tower shield, but his bone structure gives you a good protection. In most situations, it provides the indicated shield bonus to your AC. However, you can instead use it as cover, gaining +4 to the AC from ranged and melee attacks, though you must give up your attacks to do so. The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You can bash with a Crocodile Skull Shield with a -4 to the attack roll due to his encumberance
    When employing a Crocodile Skull Shield in combat, you take a -1 penalty on attack rolls because of the shield’s encumbrance.
    A Crocodile Skull Shield can be crafted using at least 1 Giant Crocodile's skull, not heavy damaged. You have to make a Craft (armor) check with a DC of 20 and spend 15 gold pieces of additional material components.

    Eurypterid's Armor: Swamp population have learned to use the sturdy platens of Eurypterids exoskeletron to make armors. A Eurypterid Armor is an exotic light armor made with the plates. It offers a good protection and is lighter than a normal armor.
    An Eurypterid Armor suit can be crafted using at least 6 Small, 3 Medium or 1 Large Eurypterid's bodies, not heavy damaged. You have to make a Craft (armor) check with a DC of 25 and spend 15 gold pieces of additional material components.

    Lichene Smeared: This liquid leechin lichenes can be put on the outer armor surface. Every time an opponent grapples you, the lichenes produce a gluing substance that keeps the opponent attached, and start leeching his internal liquids, dealing 1d6 damage for every turn he remains attached. He can avoid being attached with a Reflex Save DC 20 or freeing himself with a Str or Escape Artist check DC 20. The lichenes don't do damage to constructs or undeads.
    The lichenes can be dangerous if touched by the armor wielder himself: you can wear an armor treated with the lichenes only being careful. You take double the normal time to put the armor on and you cant wear it hastly or sleeping in it.
    Stronger versions of leeching lichenes can't be used due to their more invasive growth.

    Mimetic Leather Armor: This light leather suit is well suited to move unnoticed in swamp enviroments: his wielder gains a bonus of +4 to his Hide check when on swamp terrains.

    Reptile Scale Mail: Many swamp hunters use the hard skin of reptile populations and creatures to make good armors. A Reptile Scale Mail is an exotic medium armor made with reptile scales tied together.
    A Reptile Scale Mail can be crafted using at least 6 Small, 3 Medium or 1 Large body of a reptile animal or any creature with the Reptilian subtype with at least a bonus of +5 to his natural armor, not heavy damaged. You have to make a Craft (armor) check with a DC of 30 and spend 75 gold pieces of additional material components.

    Scaphandre Armor: A Scaphandre Armor is an extremely heavy and bulky armor. Originally used as a diving suit in deep waters, this version is reforced on all the body surface and comes with greaves, renforced boots and gauntlets. This armor is too heavy to try to swim wearing it, but you can use it to walk on the bottom of the water layer. It has a small air tank with the air necessary for 10 turns. It can also be connected to a tube that goes outside the water for breathing purposes.

    Turtle Shield: This light shield derives from a turtle carapace. Althoug is really sturdy, is actually lighter than a normal shield. You can bash an opponent with a Turtle Shield.
    A Turtle Shield can be crafted using 1 Medium Turtle's carapace, not heavy damaged. You have to make a Craft (armor) check with a DC of 15 and spend 5 gold pieces of additional material components.

    Exotic Armors
    {table="head"]Armor/Shield|Cost|Bonus|Max Dex |Check Pen|Arcane Failure|Speed (30ft.)|Speed(20ft.)|Weight

    Light Armors|||||||
    Mimetic Leather Armor*|230 gp|+2|+6|-|-|30ft.|20ft.| 15 lb.
    Eurypterid's Armor|150 gp|+4|+4|-1|15%|30ft.|20 ft.| 20 lb.
    Medium Armors|||||||
    Reptile Scale Mail|250 gp|+5|+3|-5|30%|20ft.|15ft.|30 lb.
    Heavy Armors|||||||
    Scaphandre Armor*|1000 gp|+9|+0|-9|40%|15ft.|10 ft.|65 lb.
    Shields|||||||
    Turtle Shield|10 gp|+2|-|-1|10%|-|-|7 lb.
    Crocodile Skull Shield|35 gp|+3|+3|-8|40%|-|-|30 lb.
    Extras|||||||
    Lichene Smeared*|+100 gp|-|-|-|-|-|-|-
    ||||||||
    *See Armor description.
    [/table]



    I will post a bunch of feats later (maybe)
    Last edited by Caracol; 2008-02-24 at 01:21 PM.

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  26. - Top - End - #146
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Im currently working on a swamp artifact, yuan-ti fluffy goodness.

    Speaking of Yuan-Ti, is thier a monster class table for them? they fit the swamp so well but have really high ECL's, also working on a few spells and gear, should be up soon.
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  27. - Top - End - #147
    Ettin in the Playground
     
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Caracol, your weapons and armor gave me the idea for another Prestige Class. One which focuses around getting its own armor and weapons out of the swamp. Automatically proficient using anything they made, bonuses, perhaps at higher levels they can use their own items like they are magic...stuff like that.

    Boilbog
    These boggy areas of water are found in swamps. They are an extremely strange phenomenon which nobody fully understands. Once every minute, for six seconds, the water boils and bubbles suddenly and rapidly, searing anything within it. This deals 1d6 damage if in contact, or 10d6 if immersed. In the 5 rounds in the Boilbog's six round cycle that it is not boiling, it appears as normal water, and is at a normal temperature. When a Boilbog is encountered, roll 1d6 to determine which phase the Boilbog is currently in:
    1: Just finished boiling.
    2: 4 Rounds to boiling
    3: 3 Rounds to boiling
    4: 2 Rounds to boiling
    5: Begins boiling next round
    6: Boiling
    If the Boilbog is not boiling, it requires a DC 25 survival check to notice that it is missing insect life and the like. If inspected, the DC is only 15. If boiling it is noticeable to any who understand what a Boilbog is.
    Last edited by Icewalker; 2008-02-24 at 02:49 PM.

  28. - Top - End - #148
    Barbarian in the Playground
     
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Quote Originally Posted by Icewalker View Post
    Caracol, your weapons and armor gave me the idea for another Prestige Class. One which focuses around getting its own armor and weapons out of the swamp. Automatically proficient using anything they made, bonuses, perhaps at higher levels they can use their own items like they are magic...stuff like that.
    Good idea, I really like the concept. I'll add a craft DC also for some weapons.
    The Boilbog is strange but really nice: it makes a lot of sense in an enviroment like a swamp. Maybe you should make a DC to notice the heat that sorrounds the area, since this seems to be an hydrotermal phenomenon.

    Anyway, here's some feats for non-spellcasters.

    Drowning Wrestler
    Prerequisite: Str 15, Improved Grapple, Improved Unarmed Strike
    Benefit: After a successful grapple check, you can try to drown your opponent in shallow waters terrain. Your opponent can hold his breath just a number of time equal to half his Constitution score. Also, the DC to avoid drowning increases by 2 istead of 1 every turn. See the PH for the rules of drowning. You must keep your opponent in the grapple every turn.

    Greater Hook
    Prerequisite: Str 15, Int 13, Combat Expertise, Improved Hook, base attack bonus + 4, proficency in hooking weapons
    Benefit: You are a master in hooking opponents. You can pull an opponet in a way that is not more able to defend himself correctly. An hooked opponent loses his Dex bonus to AC and to Reflexes saving throw as long as he's hooked. Plus, you can add your Str bonus to the damage dealt when hooking.
    Normal: An hooked opponent does not lose is Dex bonus but only has a -2 to the AC. When hooking an opponent, you don't add your Str bonus to the damage dealt.
    Special: A Fighter can select Greater Hook as a Bonus Feat.

    Improved Hook
    Prerequisite: Int 13, Combat Expertise, proficency in hooking weapons
    Benefit: You can use an hooking weapon at its best. You do not provoke an attack of opportunity when hooking an opponet, and gain a +4 to Str checks when pulling an opponent.
    Normal: Hooking provokes an attack of opportunity.
    Special: A Fighter can select Greater Hook as a Bonus Feat.

    Neglecting Critical
    Prerequisite: base attack bonus +8, Improved Critical or Favored Enemy Class feature
    Benefit: When you roll a natural 20 on your attack roll, you can double the damage dealt against creature immune to critical like plants, oozes and undeads. If you have the Favored Enemy class feature, you can benefit of this feat only when attacking creature in your favored enemy list.
    Normal: Creture that are immune to critical does not suffer from critical hits.
    Special: A Fighter can select Neglecting Critical as a Bonus Feat.

    Serpent's Hideout
    Prerequisite: Dex 15, Int 13, Combat Expertise, Combat Reflexes or Improved Feint, Improved Initiative, Weapon Focus (any whip or chain-like weapon)
    Benefit: With a standard action, you can hide a chain or a whip in any kind of soft terrain (sand, grass, water). You get a bonus of +4 to the Hide check. If an opponent fails his Spot or Sense Motive check and attacks you entering the area you threat, you can raise the weapon fast and get an attack of opportunity that negates the opponent dexterity with an additional 1d6 to the damage.
    Special: A Fighter can select Serpent's Hideout as a Bonus Feat.

    Skillfull Warrior (Fighter)
    Prerequisite: 4 ranks in a cross-class skill
    Benefit: A cross-class skill in where you have at least 4 ranks becomes a class skill. This feat is applicable to a single skill. You can select this feat multiple times, you have to apply it to a different skill every time.
    Normal: You have to put twice the ranks in a cross-class skill.
    Special: A Fighter can select Skillfull Warrior as a Bonus Feat.

    Swamp Splasher
    Prerequisite: Dex 13, Int 13, Balance 5 ranks, Combat Expertise, Swamp Traveler
    Benefit: With a standard action, you can move your melee weapon in shallow water terrains attempting to blind your opponent. You can hurl a spray of water in a 5 ft. radius (10 ft. radius with reach weapons): every opponent in the area must make a Fort Save (DC 10+Str mod+1/2 your HD) or be blinded for 1 round.

    Characters played:
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    Bones (Beginner's Dungeon Crawl)

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  29. - Top - End - #149
    Ettin in the Playground
     
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Very nice. I don't think Serpent's Hideout should give a mechanical bonus, just that when you attack them they aren't expecting it so you get a surprise round. Maybe there could be a second feat that makes it so you can get some other bonus, or perhaps by swinging it off the ground you smack them in the face with swamp muck, as with Swamp Splasher, which could be a prereq.

  30. - Top - End - #150
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    From thesaurus.com:
    synonyms for swamp:
    bog, bottoms, everglade, fen, glade, holm, marsh, marshland, mire, moor, morass, mud, muskeg, ooze, peat bog, polder, quag, quagmire, slough, swale, swampland, trembling prairie

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