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Thread: Critters

  1. - Top - End - #271
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    Default Re: Critters

    Sure, force/magic works. I don't see pos/neg making much sense, personally.

    Range... hmm. Needs to be fairly close, but not super close. Maybe, 50 feet?

    -argus

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  2. - Top - End - #272
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    Default Re: Critters

    lemme know if you like it as is, and Ill do CR and get to the next one.
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  3. - Top - End - #273
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    Default Re: Critters

    Several things:

    1. Their Hide/Move Silently modifiers are pretty low. I know that the Camouflage ability offsets the Hide issue, but not much.

    2. What is the Camouflage spell?

    Beyond that, I like them fine. :)

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  4. - Top - End - #274
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    Default Re: Critters

    The Camouflage spell gives them a +10 circumstance bonus on hide checks that lasts 10 minutes per level. It's in the Magic Item Compendium.


    On a sied note Im tweaking some of my old critters, and the Speaker and Voyeur are done.
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  5. - Top - End - #275
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    Default Re: Critters

    Tweaked the Crawlers, I'm guessing they're about a CR 7. Moving on to the Detonators:

    Xorth Detonator
    Medium Construct (Living)
    Hit Dice: 6d10+12 (45 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+4 Dex, +2 Natural), touch 14, flat-footed 12
    Base Attack/Grapple: +4/+4
    Attack: Blast +8 ranged (see below)
    Full Attack: Blast +8 ranged (see below)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Blast
    Special Qualities: Living Construct Traits, Low Light Vision, Dark Vision 60', Hive Mind, Immunities
    Saves: Fort +4, Ref +6, Will +2
    Abilities: Str 10, Dex 18, Con 15, Int 11, Wis 11, Cha 10
    Skills: Climb +2, Hide +7, Jump +2, Listen +3, Move Silently +7, Spot +3, Survival +2
    Feats: Improved Initiative, Point Blank Shot, Precise Shot
    Environment: Any
    Organization: Solitary, Pair, Group (3-5), Large Group (6-12)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: ---


    Blast (Su): Upon creation Xorth Detonators are given the ability to project blasts of magical energy of varying types. Exactly what type cannot be changed after creation, and mimics one of the following spells: Enervation, Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire, Orb of Force, Orb of Sound, or Searing Light (if Searing Light is chosen the range is doubled).

    Hive Mind (Su): All Xorth within 50 miles of a Controller are in constant communication. If one is aware of a particular danger they all are, and if one in the group isn't flat-footed, none of them are. No Xorth in a group is considered flanked unless all of them are.

    Immunities: Xorth Detonators are immune to Fear and Morale based penalties.

    Detonators: Dyed a deep red, detonators are the artillery of the xorth armies. They are versatile, creepy, and utterly merciless. Where other xorth have hands, the detonators have two arms fused at the wrists into a foot-long, inch wide tube. From this tube (their only weapon), detonators fire a barrage of magical projectiles, including everything from lightning bolts and fireballs to waves of force and spears of pure shadow magic. Though spry and small, the 5'4" detonators are quick and hit hard, making them perfect for hit-and-run techniques that call for mass devastation.
    Last edited by Bhu; 2008-08-21 at 04:04 AM.
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  6. - Top - End - #276
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    Default Re: Critters

    Okay the Detonator is done other than CR, FEats, and any tweaking you'd like. Any thoughts?
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  7. - Top - End - #277
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    Hmm. I don't have any advice or anything (maybe something like Combat Reflexes for feats?), but the Blast ability is very cool, not something I would have considered at all...

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  8. - Top - End - #278
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    Default Re: Critters

    Okay Im thinking the Detonators are about a CR 5. If thats okay its on to the next one.
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  9. - Top - End - #279
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    Xorth Controller, Lesser
    Medium Construct (Living)
    Hit Dice: 7d10+14 (52 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 22 (+4 Dex, +8 Natural), touch 14, flat-footed 18
    Base Attack/Grapple: +5/+9
    Attack: -
    Full Attack: -
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Psionics, Psychic Attack
    Special Qualities: Living Construct Traits, Low Light Vision, Dark Vision 60', Hive Mind, Immunities, Rally, Telepathy 6o' (Xorth only)
    Saves: Fort +4, Ref +6, Will +4
    Abilities: Str 18, Dex 18, Con 15, Int 15, Wis 15, Cha 15
    Skills: Autohypnosis +8, Bluff +6, Concentration +8, Knowledge (Psionics) +8, Listen +6, Psicraft +8, Sense Motive +6, Spot +6, Use Magic Device +6
    Feats: Combat Manifestation, Psionic Endowment, Psionic Mastery
    Environment: Any
    Organization: Solitary, Pair, Group (3-5)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: ---




    Xorth Controller, Greater
    Medium Construct (Living)
    Hit Dice: 14d10+56 (133 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 26 (+4 Dex, +12 Natural), touch 14, flat-footed 22
    Base Attack/Grapple: +10/+14
    Attack: -
    Full Attack: -
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Psionics, Psychic Attack
    Special Qualities: Living Construct Traits, Low Light Vision, Dark Vision 60', Hive Mind, Immunities, Rally, Telepathy 120' (Xorth only)
    Saves: Fort +8, Ref +8, Will +9
    Abilities: Str 18, Dex 18, Con 18, Int 20, Wis 20, Cha 20
    Skills: Autohypnosis +17, Bluff +15, Concentration +16, Diplomacy +15, Intimidate +15, Knowledge (Psionics) +17, Listen +15, Psicraft +17, Sense Motive +15, Spot +15, Use Magic Device +16
    Feats: Combat Manifestation, Greater Psionic Endowment, Maximize Power, Psionic Endowment, Psionic Mastery
    Environment: Any
    Organization: Solitary
    Challenge Rating: 14
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class (Psion)
    Level Adjustment: ---

    Psionics: Xorth Controllers can Manifest psionic powers as a Psion with the Telepath discipline (Manifester level is equal to their HD, and if they take levels in Psion their HD and levels stack. i.e. a Lesser Controller who takes 4 levels in Psion manifests powers as an 11th level Psion).

    Psychic Attack (Su): As a Standard Action the Controller may telepathically assault the mind of another being. This power has a range of 60' (120' for the Greater Controller), and is negated by a DC:17 (Lesser) or DC:22 (Greater) Willpower Save. If the Save fails the victim loses 7d6 hit points if it's a Lesser Controller, or 14d6 hit points if it's a Greater Controller.

    Rally (Su): All Xorth within Telepathy range of the Lesser controller gain a +2 Circumstance Bonus to all rolls. All Xorth within Telepathy range of a Greater Controller gain a +4 Circumstance to all rolls.

    Hive Mind (Su): All Xorth within 50 miles of a Controller are in constant communication. If one is aware of a particular danger they all are, and if one in the group isn't flat-footed, none of them are. No Xorth in a group is considered flanked unless all of them are.

    Immunities: Xorth Controllers are immune to Fear and Morale based penalties.


    Controllers: Certainly the most mysterious of the xorth, two types of controllers have been spotted. Both are 5'10", and blue, but one, dubbed the greater controller, is deep azure blue, and the other, called the lesser controller, is a lighter shade of blue. Both are known to be highly intelligent, bolstering other xorth when in close proximity to them. They are also powerful spellcasters, though the full extent of their powers is not yet known.


    will return to finish
    Last edited by Bhu; 2008-08-31 at 12:34 AM.
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  10. - Top - End - #280
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    Default Re: Critters

    Okay as a Psion the Controller has to choose a discipline. I wouldve assumed they'd be Telepaths, but if you want them to be able to enhance themselves with Psionics that'd be Egoist. Any preferences either way?
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  11. - Top - End - #281
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    Hmm... I can see anything really. Telepaths, Psychokineticists, whatever. Telepath does seem like the logical choice though, so let's run with that.

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  12. - Top - End - #282
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    Default Re: Critters

    Okay what do you think of the skills/feats so far?

    ANd what weapon do they use for fighting?
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  13. - Top - End - #283
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    Skills: Looks fine, though, they don't need Use Psionic Device. Psionics are non-existent in this world (sans xorth), so that should be Use Magic Device.

    Weapon: Um, I didn't envision them using any. I guess that if pressed they would pull a dagger and attack. Note that they don't have the flesh-warping ability of the others, and so the dagger would be made of stone or metal.

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  14. - Top - End - #284
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    So their attacks would be purely psionic then?
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  15. - Top - End - #285
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    Actually, normally a Controller would never stoop to melee combat. They would only use their psionics. If those fail, a Controller will retreat rather than continue to fight a losing battle.

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  16. - Top - End - #286
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    Cool. Made some Feat and skill changes. Will add a few more things and then CR.
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  17. - Top - End - #287
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    Okay what sort of ideas did you have in mind for them using psionics to boost their troops?
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  18. - Top - End - #288
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    Now, that's a question. To be honest, I don't really know. I envisioned them granting all xorth within telepathy range some minor bonus that increases based on the number of xorth in the network. Basically, they link minds to form some sort of super-being, but that seems like it could scale well out of hand without trying too hard.

    Maybe, they could grant a flat bonus to all xorth within 60 ft on attacks, special ability DC's, something like that?

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  19. - Top - End - #289
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    Scaling problems: Use base it on the square-root, or even the cube-root... use tables of course so the GM doesn't have to use a calculator at the gaming table for that...
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  20. - Top - End - #290
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    Can I ask a question.

    Out of curiosity which site was it that you were posting on before. Because I am just searching the internet, you know.

    Thats a great lots o' monstas. Keep it up and i'll def subscribe to this thread.

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    Quote Originally Posted by rezpatriot View Post
    Can I ask a question.

    Out of curiosity which site was it that you were posting on before. Because I am just searching the internet, you know.

    Thats a great lots o' monstas. Keep it up and i'll def subscribe to this thread.
    Originally they were posted on the Wizards.com boards. Scroll doen to previous editions, got to Monsters and Races, and look for a thread titled "Weekly Monster thread". I've also begun a revision project to clean up errors, give them better formatting, and add some funny text.
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  22. - Top - End - #292
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    OK whaddya think now? Added in the rest of the stuff.
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  23. - Top - End - #293
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    That looks pretty good, which makes that all of the xorth I asked for, if I recall correctly.

    Thank you again Bhu.

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  24. - Top - End - #294
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    There were a few more in your original PM. I can do those too if you want.
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  25. - Top - End - #295
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    Did you want the Runners/Orbs/Husks?Kites?

    Otherwise I'm open to requests :D
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  26. - Top - End - #296
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    Oh, sure. If you'd like to do them, you are totally free to.

    I feel smrt. >_<

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    Xorth Runner
    Large Magical Beast
    Hit Dice: 6d10+18 (51 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
    Base Attack/Grapple: +6/+16
    Attack: Bite +11 melee (1d8+9)
    Full Attack: Bite +11 melee (1d8+9)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Electric Pulse
    Special Qualities: Dark Vision 60', Can't be Tripped, Immune to Electricity, Low Light Vision, Scent
    Saves: Fort +7, Ref +5, Will +4
    Abilities: Str 22, Dex 12, Con 16, Int 3, Wis 14, Cha 8
    Skills: Climb +11, Hide +3, Listen +6, Spot +6, Survival +4
    Feats: Alertness, Endurance, Run
    Environment: Any
    Organization: Solitary, Pair, Group (3-5), Large Group (6-12), Raiding Party (15-30) usually identical to the number of Xorth in the group
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-12 HD (Large)
    Level Adjustment: ---



    Electrical Pulse (Su): Breath Weapon, 15' Line, every 1d4 rounds, damage is 4d6 electricity, Reflex Save DC 16 for half Damage (Save DC is Constitution based).

    Can't Be Tripped (Ex): Due to size and multiple legs, Runenrs cannot be tripped.

    Skills: Runners have a +4 Racial Bonus to Climb and Hide checks.


    Runners: Xorth have recently been observed riding a reptilian beast, much like a large monitor lizard. But with eight legs. But brilliant green. But 14 feet long. But they breath lightning.
    Last edited by Bhu; 2008-09-02 at 05:17 AM.
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  28. - Top - End - #298
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    Are the runners constructs too?
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  29. - Top - End - #299
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    Oh goodness, I didn't see you there. >_> Posted a bit early tonight Bhu, I wasn't expecting it.

    Also, no, runners/kites aren't constructs. Rather, they're aberrations (best guess).

    Orbs and husks however are constructs.

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  30. - Top - End - #300
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    Runners up and mostly done, lemme know what you think.
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