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Thread: Critters II!
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2020-06-03, 04:26 PM (ISO 8601)
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- Mar 2008
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Re: Critters II!
Al-Jahar (Al-Qadim)
Medium Outsider (Native)
Hit Dice: 5d8+5 (27 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Fly 30 ft. (Average)
Armor Class: 13 (+1 Dex, +2 Natural), touch 13, flat-footed 11
Base Attack/Grapple: +5/+6
Attack: Claw +6 melee (1d6+1)
Full Attack: 2 Claws +6 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Darkvision 60 ft., Alter Self, Immunities, SR 14
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 12, Dex 12, Con 12, Int 12, Wis 13, Cha 15
Skills: Bluff +9, Concentration +8, Diplomacy +9, Escape Artist +8, Hide +9, Knowledge (Local) +8, Listen +8, Move Silently +9, Sense Motive +8, Spot +8
Feats: Hover, Improved Initiative
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 6-15 HD (Medium)
Level Adjustment: ---
"Evil Fey?"
"We aren't Fey."
"But you're all sparkly and have wings."
"Racist."
While they generally appear as beautiful Humanoids, their true form is that of genderless winged beings composed of motes of light and heat (which explains why they are also called Dazzles). They prefer to hide in large cities where they can feed on the baser emotions of the citizens. These victims usually feel tired after being near the Al-Jahar, but it does them little physical harm.
Spell-Like Abilities (Sp): At will: Nondetection, Undetectable Alignment 1/Day: Blindness, Domination, Rainbow Pattern (these 3 can only be used in it's true form) 3/day: Charm Person, Confusion, Continual Flame, Hypnotism, Shocking Grasp, Suggestion, Ventriloquism. Caster Level is 10th.
Alter Self (Su): Al-Jahar can cast Alter Self at will, and may take the form of any Humanoid. Genies and Gen can make an opposed Spot vs Hide Check to see the Al- Jahar's true self.
Immunities (Ex): Al-Jahar are immune to Charms and Compulsions. They are also immune to any spell, power or attackk based on light, with the exception of the gaze attack of the Opinicus.
Combat: Al-Jahar generally tend to provoke fights among others to feed, they rarely initiate combat themselves. If discovered for what they are they usually flee.Revised avatar by Trixie, New avvie by Crisis21!
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2020-06-03, 04:27 PM (ISO 8601)
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- Mar 2008
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Re: Critters II!
Spiritjam (Spelljammer)
"So these things hate life? All life? How the hell do you keep them under control?"
"I assure you madam, they are perfectly normal minions, and I am not charmed in any way. Please step closer."
Spiritjam is an Acquired Template that can be applied to any Humanoid Caster who died while spelljamming. They appear as faint, ethereal figures floating in wildspace with unusually long fingers ending in claws, and eyes that twinkle like stars. Their hair floats about them like mist. They despise life, and unless they seek out former enemies from life, they inhabit barren, lifeless areas.
Size and Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the incorporeal subtype. Size is unchanged.
Hit Dice: All current and future Hit Dice become d12s.
Speed: Ghosts have a fly speed of 60 feet, unless the base creature has a higher fly speed, with perfect maneuverability.
Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
Attacks: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.
Damage: Against ethereal creatures, a ghost uses the base creature’s damage values. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).
Special Attacks: Retains all Special Attacks of the Base Creature (although those relying on physical contact do not affect nonethereal creatures), plus gains the following:
Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Fear Gaze (Su): A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Willpower save or become paralyzed for 1d4 rounds. This is a necromantic mind-affecting fear effect.
Int Drain (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from it's opponents Int score. On each such successful attack, the ghost heals 5 points of damage to itself.
Spells: A Spiritjam can cast any spells it could cast while alive.
Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:
Turn Resistance (Ex): The base creature gains +4 Turn Resistance.
Sense Life (Ex): Spiritjams may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch. Additionally they can sense the direction of living beings out to 500 miles, and spelljamming vehicles out to 5000 miles.
Damage Resistance (Ex): DR 10/Magic and Slashing.
Spell Resistance: The base creature gains Spell Resistance equal to (10 plus CR).
Saves: Unchanged.
Abilities: Same as the base creature, except that the ghost has no Constitution score, and its Charisma score increases by +4.
Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.
Feats: Unchanged.
Environment: Wildspace.
Organization: Solitary.
Challenge Rating: +2
Treasure: Spiritjams usually have
Alignment: Any Evil.
Advancement: Unchanged
Level Adjustment: +5Revised avatar by Trixie, New avvie by Crisis21!
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2020-07-21, 09:08 PM (ISO 8601)
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- Mar 2008
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Re: Critters II!
Lyranikkin (Greyhawk)
"Omg, they're Treants with leprosy!"
"Hsssh, they have feelings..."
Lyrannikin is an Acquired Template that can be applied to any Treat suffering from some sort of physical and spiritual rot. The source of this rot is unknown, but it drives them mad. Obsessed with revenge against those who intrude upon the forest, they are a threat to all civilized peoples.
Size and Type: Unchanged.
Hit Dice: Unchanged.
Speed: Unchanged.
Armor Class: Unchanged.
Attacks: Unchanged.
Damage: Unchanged.
Special Attacks: Retains all Special Attacks of the Base Creature except Animate Trees.
Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:
Awareness (Ex): The Lyrannikin's opponents do not gain Bonuses to attack rolls due to Flanking.
Saves: Unchanged.
Abilities: +4 Str, -2 Con
Skills: Unchanged.
Feats: Unchanged.
Environment: Any Forest
Organization: Solitary
Challenge Rating: -1
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: Unchanged.
Level Adjustment: -1Revised avatar by Trixie, New avvie by Crisis21!
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2020-07-21, 09:09 PM (ISO 8601)
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Re: Critters II!
Kaluk (Kara-Tur)
Large Outsider (Chaos, Evil, Native, Spirit)
Hit Dice: 11d8+33 (82 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 Size, +8 Natural), touch 9, flat-footed `7
Base Attack/Grapple: +11/+16
Attack: Slam +15 melee (1d4+5)
Full Attack: 2 Slams +15 melee (1d4+5) and 1 Gore +10 melee (2d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Darkvision 60 ft., Immune to Mind-Affecting Effects
Saves: Fort +10, Ref +7, Will +8
Abilities: Str 21, Dex 10, Con 17, Int 10, Wis 13, Cha 17
Skills: Appraise +10, Bluff +13, Concentration +13, Diplomacy +13, Intimidate +16, Knowledge (Arcana, Religion) +10, Listen +11, Sense Motive +11, Spellcraft +10, Spot +11
Feats: Empower Spell--Like Ability, Improved Initiative, Power Attack, Quicken Spell-Like Ability
Environment: Temperate Hills and Forests
Organization: Solitary
Challenge Rating: 7
Treasure: None, it eats any treasure it acquires
Alignment: Always Chaotic Evil
Advancement: 12-16 HD (Large), 17-33 HD (Huge)
Level Adjustment: ---
"Why is he sniffing my jewelry?"
A Kaluk resembles a humanoid with the ears of a Hare and a bulging stomach. It has black hide that stinks of rotting meat, red tusks, silver hair, purple eyes and fingers that are blunt stubs incapable of holding anything. They usually wear a cape of golden scales. Living manifestations of greed and avarice, they live 500 years on average. When they near death they seek an appropriate human to replace them. They kidnap that individual and die after the ritual to transform them into a new Kaluk is performed.
Spell-Like Abilities (Sp): At Will: Detect Thoughts, See Invisibility. 3/Day: Steam Breath, Stinking Cloud, Suggestion. 1/Week: Temporal Stasis.
Combat: Kaluk demand jewelry or money in exchange for them not beating you up. Refuse, and they physically assault you, using their magic if necessary.Revised avatar by Trixie, New avvie by Crisis21!
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2020-08-12, 05:37 PM (ISO 8601)
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Re: Critters II!
Kampfult (Greyhawk)
Small Plant
Hit Dice: 2d8+1 (10 hp)
Initiative: +4
Speed: 15 ft. (3 squares)
Armor Class: 17 (+1 Size, +6 Natural), touch 11, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Vine +3 melee (1d3+1)
Full Attack: 6 Vines +3 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Constrict
Special Qualities: Low-light Vision, Plant traits
Saves: Fort +4, Ref +0, Will +1
Abilities: Str 12, Dex 10, Con 12, Int 6, Wis 12, Cha 6
Skills: Disguise +0 (+8 to look like plant), Hide +4, Listen +2, Move Silently +1, Spot +2
Feats: Improved Initiative
Environment: Any Land or Underground
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually Neutral Evil
Advancement: 3-4 HD (Small), 5-6 HD (Medium)
Level Adjustment: ---
"So it's a mancatcher?"
"Humans, Gnomes, etc. If you got Familiars keep them close. Really, they're best with small stuff."
The kampfult, also known as the sinewy mugger, has a rope-like body with a central core that resembles the decayed stump of a cut-down tree.
A kampfult has six attack appendages of about six feet in length and six movement appendages of one foot in length. These are spaced along the four-foot-long, stump-like body segment
Improved Grab (Ex): To use this ability, a Kampfult must hit with its vine attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the Kampfult establishes a hold on the opponent and may Constrict. Kampfult take no Size penalties on Grapple Checks.
Constrict (Ex): The Kampfult does 1d6+2 damage with a successful Grapple Check.
Skills: The Kampfult gains a +8 Racial Bonus to Disguise Checks made to appear as a plant.
Combat: Kampfult generally wait until you're in range for a surprise attack.Revised avatar by Trixie, New avvie by Crisis21!
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2020-08-12, 05:39 PM (ISO 8601)
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Re: Critters II!
Kech (Greyhawk)
Medium Monstrous Humanoid
Hit Dice: 5d8+10 (33 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Climb 20 ft.
Armor Class: 18 (+2 Dex, +6 Natural), touch 12, flat-footed 16
Base Attack/Grapple: +5/+8
Attack: Claw +8 melee (1d4+3)
Full Attack: 2 Claws +8 melee (1d4+3) and 1 Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Camouflage, Pass Without Trace
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 16, Dex 15, Con 14, Int 8, Wis 12, Cha 8
Skills: Climb +11, Craft (Traps) +1, Hide +5, Jump +6, Knowledge (Nature) +0, Listen +2, Move Silently +4, Spot +2, Survival +2, Tumble +4
Feats: Brachiation (B)
Environment: Any Forest
Organization: Solitary, Pair or Band (3-8)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 6-10 HD (Large)
Level Adjustment: ---
"It's a giant leaf monkey?"
"WHAT DID YOU JUST SAY?"
"Sweet, it's a talking leaf monkey."
Kechs are evil monkey like beings whose skin resembles foliage. They have large ears, and protruding lower jaws filled with fangs. Nomadic trapmakers and ambushers, their preferred prey is Humanoids. They are surprisingly proficient with languages, speaking Common, Kech and perhaps another local species language as well.
Camouflage (Ex): Identical to the Ranger ability of the same name listed in the PHB.
Pass Without Trace (Ex): Identical to the Ranger ability of the same name listed in the PHB.
Skills: Kech has a +2 Racial Bonus to Hide, Jump, Move Silently and Tumble Checks. Kech have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Combat: Kech are ambush predators who take up residence outside villages, picking off the inhabitants one by one.Revised avatar by Trixie, New avvie by Crisis21!
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2020-08-24, 02:17 PM (ISO 8601)
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- Jul 2020
Re: Critters II!
(A quick question, if I may. Do you still do that thing when people request/suggest creatures and you make those ideas work because you're really good at that?)
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2020-09-15, 08:21 PM (ISO 8601)
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Revised avatar by Trixie, New avvie by Crisis21!
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2020-09-17, 02:24 PM (ISO 8601)
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- Jul 2020
Re: Critters II!
Cool. Let's stick to 3.5 here, though.
Here's my thing:
Thamnads are basically shrubs, as in literally. Nice, thick thornless evergreen shrubs up to 7' tall and as wide as a Medium Plant can get with nice little oval-shaped leafs (think of something like those of a Japanese barberry). Thamnads are, however, sapient shrubs and capable of assuming a humanoid form via rearranging their tissues into such a shape (this means that the mass and composition (as far as tissue types are concerned) of a thamnad always remains unchanged). This is supposed to make them more pleasant to the humanoid eye and to help them blend in better with bipedal folks, but it doesn't really work, mostly since most humanoids find them at least somewhat creepy for obvious reasons. The human form of a thamnad tends to resemble a slender human late teenage girl (roughly 4'10 to 5'2 tall) with a smooth green skin, small, weirdly round earlobes and soft, longish almost vinelike little branches with leaves for hair (tends to here means `in more than 80% of all cases`; less than 15% of all thamnads looks more like a weird androgynous child of the same height, and less than 5% of all thamnads looks like an overgrown long branch-haired leafy-bearded gnome instead; regardless of their appearences, all thamnads are sexless). Thamnads have ears, eyes and a nose, but don't actually need them. They have cells sensitive to light, vibration and various chemicals all around their green parts (mostly in their „skin” and „hair”), so they kind of see, hear and smell with (largely) their entire body. While this gives them a 360° vision, among other things, they are deuteranopic (fun fact: actual plants actually don't tend to be sensitive to medium vawelength light) and their vision and hearing have a limited range as compared to that of other creatures. This also means that while they can blink, they have an unsettling tendency to forget that they should be doing that.
Their equivalent of a nervous system (a web of electric, hormonal and otherwise chemical signaling pathways) is likewise massively decentralised, which means that lopping off, say, their head will not achieve much (the worst that or losing any larger chunk of their body can do is a partial memory loss) (I guess no criticals covers this one). They cannot bleed to death, either (special ability that automatically stabilizes them when they sink below 0 hp?). Nevertheless, they will die if they get burned or otherwise fried, digested (or otherwise exposed to a bit too much corrosive stuff), devoured by thehordeflock (they are pathologically afraid of herbivores, and especially goats, not to mention goat people), exposed to extreme temperatures and the like. Hanging or crucifixion will likewise often kill them through dehydration.
Thamnads are autotrophous and only need light, water and minerals to survive. They take up water and minerals through their roots; when in human form, their roots are located in a cavity within their torso, well-protected and invisible from the outside. Their „mouth” leads into this cavity. When in humanoid form, they will, therefore swallow all manners of weird decaying matter, including manure and pieces of rotten carcasses if available, washing these down with copious amounts of water. Those travelling with a thamnad tend to learn quite quickly to stay away from a thamnad's bottles and waterskins.
Since they need as much of their bodies to be exposed to light as possible, while they do wear clothes when in humanoid form, these tend to be none too heavy, sleeveless and knee-length at most.
Thamnads do not have reproductive organs and cannot hybridise with other species. They reproduce asexually: when thamnads wish to reproduce themselves, they switch to stationary form and extend up to four branches of their roots away from themselves under the ground. They then redirect nutrients into these roots and eventually a new stem starts to develop from these. The offsprings of a thamnad are basically clones, and they oftentimes retain some of the mother plant's memories. These offsprings remain attached to the mother plant until they grow large enough to sustain themselves and until the mother plant teaches them, among other things, how to recognize the specific patterns of vibration that constitute the languages the thamnad knows (thamnads are otherwise surprisingly quick learners and they can store quite a lot of data in their body). Once that is said and done, the mother plant severs the connection, switches to humanoid form and leaves the offsprings to their own devices (thamnads do not build societies of their own).
It takes roughly two years for a thamnad to reach full maturity (and gain the ability to rearrange themselves). They can live up to 50 years.
Thamnads are largely harmless. They are ridiculously slow (low base speed) and perfectly useless in physical combat. When feeling in danger, they will often instinctively revert to stationary form to stand out less (this should be a standard action). They are inherently magical, but most thamnads are not capable of doing much else with their magic other than rearranging themselves (i.e. switching between stationary and humanoid form) and producing speech (they lack speech organs) which sounds like relatively high-pitched, strangely loud whispering (joke level spell-like abilities?). This is also the main reason why they want to blend in with humanoids: they often seek to learn how to use stronger magic (arcane or divine) from them and they hope to acquire faithful traveling companions who can protect them from goats when they roam about the lands, which they do a lot (partly since they don't like extreme temperature and tend to migrate towards the closest pole to avoid hot summers, and flee towards the equator from colder seasons). To help with that, they tend to exhibit an exceedingly lawful behaviour when around others.
While they don't always get along with humanoids (their utter lack of social skills might be the reason why), they like other plants and other plants like them back. They can communicate with any other plant (including plant creatures) and they do not even need magic for that (they use chemicals and electric impulses; (so this is more of an extraordinary material than Speak with Plants at will)), but only when in stationary form (in which form they can also regrow lost „body parts” and heal faster).
I'd like them to be written up as a playable race as well, if that's not a problem. I think I'd give them a high STR penalty (they are shrubs), a DEX bonus (plants are flexible), a high INT bonus (they are smart shrubsquick learners) and a CHA penalty (they behave… weirdly), no weapon and armour proficiencies and as many plant immunities as you can fit. Favoured class could be Wizard. No level adjustment, please.Last edited by Metastachydium; 2020-09-18 at 03:54 AM.
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2020-09-25, 04:49 AM (ISO 8601)
- Join Date
- Jul 2020
Re: Critters II!
(Meanwhile: do these sound about right?
Oread (Medium Fey):
Oreads possess the following racial traits.
+2 Dexterity, -2 Charisma.
Medium size.
An oread’s base land speed is 30 feet.
Low-light vision.
Weapon Proficiency: Oreads are automatically proficient with the dagger, shortbow, and composite shortbow.
+2 racial bonus on Listen, Search, Spot and Survival checks.
Energy resistance: Oreads have cold resistance 5.
Spell-like abilities: 1/day — hide from animals. At level 5 or higher an oread also has the following spell-like abilities: 1/day — snare.
Automatic Languages: Common, Sylvan.
Favored Class: Ranger.
Napaia (Medium Fey):
Napaias possess the following racial traits.
+2 Wisdom, -2 Charisma.
Medium size.
A napaia’s base land speed is 30 feet.
Low-light vision.
Weapon Proficiency: Napaias are automatically proficient with the dagger, shortbow, and composite shortbow.
+2 racial bonus on Knowledge (nature), Move silently, Hide and Heal checks.
Damage reduction 5/slashing.
Spell-like abilities: 1/day — entangle. At level 5 or higher a napaia also has the following spell-like abilities: 1/day — speak with plants.
Automatic Languages: Common, Sylvan.
Favored Class: Druid.
Hyad (Medium Fey):
Hyads possess the following racial traits.
+2 Constitution, -2 Charisma.
Medium size.
A hyad’s base land speed is 30 feet.
A hyads base swim speed is 30 feet.
Low-light vision.
+2 racial bonus on Swim, Knowledge (nature) and Knowledge (geography) checks.
Spell-like abilities: 1/day — create water. At level 13 or higher a hyad also has the following spell-like abilities: 1/day — control weather (rain only).
Damage reduction 5/silver.
Automatic Languages: Common, Auran.
Favored Class: Druid.
Lampad (Medium Fey):
Lampads possess the following racial traits.
+2 Dexterity, -2 Strength.
Medium size.
A lampad’s base land speed is 30 feet.
Darkvision 60 feet.
+2 racial bonus on Search, Spot, Diplomacy and Intimidate checks.
Energy resistance: Lampads have fire resistance 5.
Spell-like abilities: 1/day — flare, faerie fire. At level 5 or higher a lampad also has the following spell-like abilities: 1/day — continual flame.
Automatic Languages: Common, Infernal.
Favored Class: Sorcerer.)Last edited by Metastachydium; 2020-10-07 at 09:18 AM. Reason: Reworked spell-like abilities and DR.
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2020-09-30, 05:58 PM (ISO 8601)
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Re: Critters II!
Do the SLA's use the default caster level? Also the spells are too powerful for first Level. I'd write that they are available 1/day when they are of appropriate hit dice. For example Stone Tell is a 6th Level Druid spell which would be castable as an 11th Level Druid. So it should be available to the Oread 1/day once they are 11 hit dice.
This goes for the other fey as well.
Napaia (Medium Fey):
Napaias possess the following racial traits.
+2 Wisdom, -2 Charisma.
Medium size.
A napaia’s base land speed is 30 feet.
Low-light vision.
Weapon Proficiency: Napaias are automatically proficient with the dagger, shortbow, and composite shortbow.
+2 racial bonus on Knowledge (nature), Move silently, Hide and Heal checks.
Damage reduction 5/fire.
Spell-like abilities: 1/day —tree stride, 1/day — speak with plants.
Automatic Languages: Common, Sylvan.
Favored Class: Druid.
Hyad (Medium Fey):
Hyads possess the following racial traits.
+2 Constitution, -2 Charisma.
Medium size.
A hyad’s base land speed is 30 feet.
A hyads base swim speed is 30 feet.
Low-light vision.
+2 racial bonus on Swim, Knowledge (nature) and Knowledge (geography) checks.
Spell-like abilities: 1/day — control weather (rain only).
Damage reduction 5/electricity.
Automatic Languages: Common, Auran.
Favored Class: Druid.
Lampad (Medium Fey):
Lampads possess the following racial traits.
+2 Dexterity, -2 Strength.
Medium size.
A lampad’s base land speed is 30 feet.
Darkvision 60 feet.
+2 racial bonus on Search, Spot, Diplomacy and Intimidate checks.
Energy resistance: Lampads have fire resistance 5.
Spell-like abilities: 1/day — flare, faerie fire, continual flame.
Automatic Languages: Common, Infernal.
Favored Class: Sorcerer.)Last edited by Bhu; 2020-09-30 at 05:59 PM.
Revised avatar by Trixie, New avvie by Crisis21!
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2020-10-01, 06:27 AM (ISO 8601)
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- Jul 2020
Re: Critters II!
Sounds good to me. Thanks.
Damage Reduction is only against physical damage, not energy. It'd need to be something other than Fire. Same with the Hyad below.
Gimme a bit for the Thamnad.
Do you want it as race or monster class?
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2020-10-03, 02:06 PM (ISO 8601)
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- Oct 2020
Re: Critters II!
That thread was the one that decided me to create an account here after a couple years of lurking around...
Just to say thanks, so many great creatures to pick!
And seeing as I'm already here, might as well share some personal creations - don't have much experience with this so I played it safe with a bunch of Minor Gryphons, which are all animals rather than Magical Beasts. Might consider making them Magical Beats later, but I like the idea of these things being minor pests rather than actual threats. Let me know if they need some balancing or if you want others (working on Fox/seagull, Cat/parrot that I will totally call a Carrot, and probably something Emu-based. Also gotta consider a Pigrat swarm...)
Pigrat (Pigeon / Rat)
Tiny Animal
Hit Dice: 1/4d8-1 (1 hp)
Initiative: +3
Speed: 15 ft. (3 squares), Flight 30 ft. (average), Swim 15 ft., Climb 15 ft.
Armor Class: 15 (+2 Size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite + 4 melee (1d3-4)
Full Attack: Bite + 4 melee (1d3-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Qualities: Scent, Low-Light Vision
Saves: Fort +1, Ref +5, Will +1
Abilities: Str 2, Dex 17, Con 8, Int 2, Wis 12, Cha 2
Skills: Balance +11, Climb +13, Hide +15, Move Silently +11, Swim +11
Feats: Weapon Finesse
Environment: Any
Organization: Swarm (10-100)
Challenge Rating: 1/4
Treasure: None
Alignment: Neutral
Advancement: ---
Level Adjustment: ---
You light up your candle as you enter the storage room. Dozens of glowing eyes stare at you, before taking flight, climbing through holes in the walls, or scampering between your feet toward freedom.
"Carl, there's bird**** all over the cheese. Again."
The Pigrat uses its Dexterity when climbing or swimming instead of its Strength. It can always take 10 when climbing on swimming, and can "run" while swimming in a straight line.
Skunkking (Humming Bird / Skunk)
Tiny Animal
Hit Dice: 1/2d8-1 (1 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Flight 40 ft. (perfect)
Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Attack: Beak Spear + 2 melee (1d3-1)
Full Attack: Beak Spear + 2 melee (1d3-1)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Musk
Special Qualities: Scent, Improved Evasion
Saves: Fort +1, Ref +5, Will +1
Abilities: Str 8, Dex 14, Con 9, Int 2, Wis 12, Cha 5
Skills: Climb +4, Hide +10, Listen +5, Move Silently +7, Spot +4
Feats: Flyby Attack
Environment: Forests
Organization: Solitary
Challenge Rating: 1/2? (maybe 1?)
Treasure: None
Alignment: Neutral
Advancement:---
Level Adjustment: ---
A black-and-white furred creature flies in front of you, staring at you curiously, its needle-like beak almost poking you in the eye. Suddenly, it turns tail in mid-air and spray you with the most foul-smelling liquid you have ever encountered.
"By Pelor! That smells worse than Demigorgon's armpits!"
"Wait, Demigorgon has armpits?"
Musk (Ex) : The skunkking is renowned for its primary means of defense: spraying a foul-smelling musk at its enemies. This musk requires the skunkking to make a successful ranged touch attack at a target within 10 feet. Success means the target must make a Fortitude save (DC 14) or be nauseated for 1d4 rounds. A skunkking is immune to the musk attacks of all skunks and skunkkings. Only one target can be affected by the musk, and it can only be used once per day.
Raccrow (Crow / Raccoon)
Tiny Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +4
Speed: 30 ft. (6 squares), Flight 60 ft. (average)
Armor Class: 17 (+2 Size, +4 Dex, +1 Natural), touch 16, flat-footed 13
Attack: Bite + 6 melee (1d4+1)
Full Attack: Bite + 6 melee (1d4+1) or 2 claws (1d2+1)
Space/Reach: 2 1/2 ft./0 ft.
Special Qualities: Scent, Low-Light Vision, Ferocity
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 12, Dex 19, Con 12, Int 2, Wis 14, Cha 5
Skills: Hide +8, Listen +6, Move Silently +11, Spot +5, Swim +2
Feats: Weapon Finesse
Environment: Any Warm or Temperate, mostly near cities
Organization: Solitary or Murder (5-10)
Challenge Rating: 1
Treasure: Standard
Alignment: Neutral
Advancement: 2-6 HD
Level Adjustment: ---
A small, grey-furred creature with black wings and a black beak approaches you carefully. It is almost cute, until it notices the half-eaten bagel in your hand. You don't have time to react before there's a pair of clawed talons trying to rake out your eyes.
"UNHAND ME, FOUL CREATURE!"
"Quit yelling you're gonna attr-Oh Pelor the rest of the flock is coming. THROW THE BAGEL!"
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2020-10-13, 03:18 PM (ISO 8601)
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Re: Critters II!
That'd work yes.
Kind of both. I'm thinking of the sort of monster entry where there is a short list of racial traits to apply when the creature is used as a character.
http://minmaxforum.com/index.php?top...5246#msg285246
I use that format if the race will be multiple hit dice and LA.Revised avatar by Trixie, New avvie by Crisis21!
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2020-10-14, 05:25 AM (ISO 8601)
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Re: Critters II!
Thanks!
When I say monsster class I mean more like Oslecamo's monster classes. An example here:
http://minmaxforum.com/index.php?top...5246#msg285246
I use that format if the race will be multiple hit dice and LA.
I'd go for single HD, without LA, so race it is, I suppose.
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2020-10-14, 07:32 PM (ISO 8601)
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Re: Critters II!
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2020-10-14, 07:33 PM (ISO 8601)
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Re: Critters II!
Revised avatar by Trixie, New avvie by Crisis21!
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2020-10-15, 04:20 AM (ISO 8601)
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Re: Critters II!
Out of the standard list I'd say Sylvan and Common.
Also, if you don't want LA, I'll have to space out their plant abilities.
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2020-10-21, 07:17 PM (ISO 8601)
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Re: Critters II!
Unsure. Lemme keep tinkering a bit.
Edit: hows tis look so far?
THAMNAD RACIAL TRAITS
· +2 Dex, +2 Int, -2 Str, -2 Cha
· Size Class: Medium.
· Plant, giving them Low-light Vision (but see below)
· Base land speed 20 ft.
· Alter Form (Su): In addition to their normal appearance, Thamnad can appear as a humanoid figure. The human form of a Thamnad tends to resemble a slender human late teenage girl (roughly 4'10 to 5'2 tall) with a smooth green skin, small, weirdly round earlobes and soft, longish almost vine-like little branches with leaves for hair (tends to here means `in more than 80% of all cases`; less than 15% of all Thamnads looks more like a weird androgynous child of the same height, and less than 5% of all Thamnads looks like an overgrown long branch-haired leafy-bearded gnome instead; regardless of their appearances, all Thamnads are sexless). This does not change their Abilities.
· Blindsight (Ex): The Thamnad have Blinsight within a 10 ft. radius.
· All-Around Vision (Ex): Thamnad have a a +4 racial bonus on Spot and Search checks, and they cannot be flanked.
· Plant traits:
· I Am Merely a Shrub (Ex): As long as they stand still, the Thamnad have a +8 Racial Bonus to Disguise checks when they pretend to be a plant.
· Racial Memory (Ex): At 1st Level the Thamnad can choose any 1 skill, and that skill is now considered a Class Skill.
· Thamnad automatically speak Sylvan and Common. Bonus languages include any nearby race.
· Level Adjustment: +
· Favored Class: WizardLast edited by Bhu; 2020-10-21 at 07:29 PM.
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2020-10-22, 04:23 AM (ISO 8601)
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Re: Critters II!
That's just gorgeous. I love it. The special abilities are fantastic, and I Am Merely a Shrub is hilarious (in a very good sense). The bit with the physical description is a bit long-winded under this form, but that one's really my fault.
As for the plant traits, I really can't think of any good reason why it would be immune to poison, polymorph or stunning, and those that would make more sense (immunity to mind-affecting effects and no criticals) are indeed a little overpowered, especially on top of the special abilities, so yeah, there's that.
Anyhow, does it need LA yet, or it can get away with this much witjout that?
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2020-10-23, 02:06 AM (ISO 8601)
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2020-10-23, 03:57 AM (ISO 8601)
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2020-10-28, 04:37 PM (ISO 8601)
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Re: Critters II!
Maybe, maybe not. I could make them racial feats.
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2020-10-28, 04:49 PM (ISO 8601)
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Re: Critters II!
Do they have a religion? Any notes on culture or personality? Any thoughts on names?
Last edited by Bhu; 2020-10-28 at 04:50 PM.
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2020-10-29, 07:02 AM (ISO 8601)
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Re: Critters II!
No religion of their own. They normally pick up a number of major religions in the areas of their presence and run with them (not in small part to get on the good side of the locals).
Any notes on culture
or personality?
Any thoughts on names?
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2020-11-11, 11:02 PM (ISO 8601)
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Re: Critters II!
Almost done, just a few more questions:
Presumably they are mostly Neutral?
Would I be right in assuming that their main reason for adventures would be curiosity or necessity?
Also I have some racial feats as a surprise.Revised avatar by Trixie, New avvie by Crisis21!
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2020-11-12, 05:03 AM (ISO 8601)
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Re: Critters II!
Yup.
Would I be right in assuming that their main reason for adventures would be curiosity or necessity?
Also I have some racial feats as a surprise.
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2020-11-19, 07:44 PM (ISO 8601)
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Re: Critters II!
THAMNAD Idea and most flavor text by Metastachydium
"I AMA BUSH! IGNORE ME!"
Thamnads are basically shrubs, as in literally. Nice, thick thornless evergreen shrubs up to 7' tall and as wide as a Medium Plant can get with nice little oval-shaped leafs (think of something like those of a Japanese barberry). Thamnads are, however, sapient shrubs and capable of assuming a humanoid form via rearranging their tissues into such a shape (this means that the mass and composition (as far as tissue types are concerned) of a thamnad always remains unchanged). This is supposed to make them more pleasant to the humanoid eye and to help them blend in better with bipedal folks, but it doesn't really work, mostly since most humanoids find them at least somewhat creepy for obvious reasons. The human form of a thamnad tends to resemble a slender human late teenage girl (roughly 4'10 to 5'2 tall) with a smooth green skin, small, weirdly round earlobes and soft, longish almost vinelike little branches with leaves for hair (tends to here means `in more than 80% of all cases`; less than 15% of all thamnads looks more like a weird androgynous child of the same height, and less than 5% of all thamnads looks like an overgrown long branch-haired leafy-bearded gnome instead; regardless of their appearances, all thamnads are sexless). Thamnads have ears, eyes and a nose, but don't actually need them. They have cells sensitive to light, vibration and various chemicals all around their green parts (mostly in their "skin” and "hair”), so they kind of see, hear and smell with (largely) their entire body. While this gives them a 360° vision, among other things, they are deuteranopic (fun fact: actual plants actually don't tend to be sensitive to medium wavelength light) and their vision and hearing have a limited range as compared to that of other creatures. This also means that while they can blink, they have an unsettling tendency to forget that they should be doing that.
Thamnads are autotrophous and only need light, water and minerals to survive. They take up water and minerals through their roots; when in human form, their roots are located in a cavity within their torso, well-protected and invisible from the outside. Their "mouth” leads into this cavity. When in humanoid form, they will, therefore swallow all manners of weird decaying matter, including manure and pieces of rotten carcasses if available, washing these down with copious amounts of water. Those traveling with a thamnad tend to learn quite quickly to stay away from a thamnad's bottles and waterskins.
Since they need as much of their bodies to be exposed to light as possible, while they do wear clothes when in humanoid form, these tend to be none too heavy, sleeveless and knee-length at most.
Thamnads do not have reproductive organs and cannot hybridise with other species. They reproduce asexually: when thamnads wish to reproduce themselves, they switch to stationary form and extend up to four branches of their roots away from themselves under the ground. They then redirect nutrients into these roots and eventually a new stem starts to develop from these. The offsprings of a thamnad are basically clones, and they oftentimes retain some of the mother plant's memories. These offsprings remain attached to the mother plant until they grow large enough to sustain themselves and until the mother plant teaches them, among other things, how to recognize the specific patterns of vibration that constitute the languages the thamnad knows (thamnads are otherwise surprisingly quick learners and they can store quite a lot of data in their body). Once that is said and done, the mother plant severs the connection, switches to humanoid form and leaves the offsprings to their own devices (thamnads do not build societies of their own).
It takes roughly two years for a thamnad to reach full maturity (and gain the ability to rearrange themselves). They can live up to 50 years.
Thamnads are largely harmless. They are ridiculously slow (low base speed) and perfectly useless in physical combat. When feeling in danger, they will often instinctively revert to stationary form to stand out less (this should be a standard action). They are inherently magical, but most thamnads are not capable of doing much else with their magic other than rearranging themselves (i.e. switching between stationary and humanoid form) and producing speech (they lack speech organs) which sounds like relatively high-pitched, strangely loud whispering. This is also the main reason why they want to blend in with humanoids: they often seek to learn how to use stronger magic (arcane or divine) from them and they hope to acquire faithful traveling companions who can protect them from goats when they roam about the lands, which they do a lot (partly since they don't like extreme temperature and tend to migrate towards the closest pole to avoid hot summers, and flee towards the equator from colder seasons). To help with that, they tend to exhibit an exceedingly lawful behaviour when around others.
THAMNAD RACIAL TRAITS
· +2 Dex, +2 Int, -2 Str, -2 Cha
· Size Class: Medium.
· Plant, giving them Low-light Vision (but see below)
· Base land speed 20 ft.
· Alter Form (Su): In addition to their normal appearance, Thamnad can appear as a humanoid figure. The human form of a Thamnad tends to resemble a slender human late teenage girl (roughly 4'10 to 5'2 tall) with a smooth green skin, small, weirdly round earlobes and soft, longish almost vine-like little branches with leaves for hair (tends to here means `in more than 80% of all cases`; less than 15% of all Thamnads looks more like a weird androgynous child of the same height, and less than 5% of all Thamnads looks like an overgrown long branch-haired leafy-bearded gnome instead; regardless of their appearances, all Thamnads are sexless). This does not change their Abilities.
· Blindsight (Ex): The Thamnad have Blinsight within a 10 ft. radius.
· All-Around Vision (Ex): Thamnad have a a +4 racial bonus on Spot and Search checks, and they cannot be flanked.
· Plant traits: As long as they can root when resting, and get plenty of sun during the day, Thamnads do not need food or water.
· I Am Merely a Shrub (Ex): As long as they stand still, the Thamnad have a +8 Racial Bonus to Disguise checks when they pretend to be a plant.
· Racial Memory (Ex): At 1st Level the Thamnad can choose any 1 skill, and that skill is now considered a Class Skill.
· Thamnad automatically speak Sylvan and Common. Bonus languages include any nearby race.
· Level Adjustment: +1
· Favored Class: Wizard
STARTING AGE
Adulthood: 2
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6
AGING EFFECTS
Middle Age: 15
Old: 23
Venerable: 50
Maximum Age: +2d10 years
If there are any aging effects that differ from norm list them here.
HEIGHT AND WEIGHT
Base Height: 4'10"
Height Modifier: +2d4"
Base Weight: 120 lbs.
Weight Modifier: x2d4"
THAMNAD CHARACTERS
+1 LA hurts you in your chosen class, but your racial abilities will hopefully help with that
Adventuring Race: Thamnad go on adventures due to necessity, or because they get sucked into events while traveling. Some are also pushed by curiosity.
Character Development: Given your Racial abilities, some sort of stealth build seems obvious.
Character Names: Thamnad don't really have names. When around others who'd really rather call them something, they either pick some random noun or name commonly used by the locals, or they just tell their companions to call them anything they see fit as long as it's none too offensive.
ROLEPLAYING A THAMNAD
"Paranoid? I don't understand why you fleshy races keep calling us p-IS THAT A (beeep) GOAT?"
Personality: They are normally calm (unless herbivores are close by), somewhat distant and cautious. They are rarely amused, but they aren't easy to anger or upset either. They are not noted for their bravery, and have little in the way of social skills, but they are working hard to fit in, mostly out of rational calculation. They tend to invest little emotion into their personal relationships. They need others for protection and the like, but they are not social creatures in the strict sense. Whenever they are not on the move, they prefer being left alone, and can stand in one place just staring at the thin air around almost indefinitely without getting bored.
Behaviors: Pretending to be shrubbery. Avoiding leaf chewers. Going on long winded dissertations on the evils of goats and butterflies. Pestering the fleshy races over their irrationally common use of fire.
Language: Thamnads speak Sylvan and Common.
THAMNAD SOCIETY
The Thamnad have no real culture or society of their own, preferring to blend in with the local population of their home.
Alignment : The Thamnad strongly trend towards Neutrality, though they often adopt leanings towards the other Alignments depending on where they choose to live.
Lands : Thamnad prefer to avoid temperature extremes, so they prefer mild or temperate evergreen forests.
Settlements : Thamnads are migratory, fleeing temperature extremes. They can be found traveling a lot.
Beliefs : The Thamnad have no religion of their own, instead adopting major religions in their area of living.
Relations: While they don't always get along with humanoids (their utter lack of social skills might be the reason why), they like other plants and other plants like them back.
THAMNAD ADVENTURES
· A local human has become enamored of you. You've finally convinced him it won't work, when he up and disappears in the forest. Guess who's been assigned to head the rescue team? You just know he's gonna misread this...
· A local Orc village has been mindwiped in a horrible magic cataclysm. You have been sent to find out what happened, and rehabilitate the villagers.
· A crazed local Druid has the idea you are a Forest God, and the key to fulfilling a prophecy. You don't have the heart to tell him no, mostly because he's insane and has enough magic to swat you like a fly.
Green Heritage
Somewhere in your families past, rituals were enacted to ensure their relationship with nature was a close one.
Prerequisites: Must be a plant-like race such as the Thamnad, or belong to a bloodline that has mingled with Plants.
Benefits: You gain a +2 Racial Bonus on Saving Throws against Abilities, Spells, Powers or other effects that subject you to poison, sleep effects, paralysis, polymorph, and stunning.
Green Legacy
You can cast some plant related magic.
Prerequisites: Green Heritage, Character Level 9th, any one other Feat with Green Heritage as a Prerequisite.
Benefits: You gain the following spell-like abilities 1/day: Command Plants, Poison Vines, Tree Stride. Your Caster Level equals your Character Level.
Green Power
You are better at casting spells of a certain type.
Prerequisites: Green Heritage
Benefits: Your Caster Level for Abjuration and Divination spells increases by +1.
Green Presence
Plants are more trustful of you, and calmer when you are about.
Prerequisites: Green Heritage, Character Level 6th
Benefits: You gain the following spell-like abilities 1/day: Speak With Plants, Woodlad Veil and Wood Wose. Your Caster Level equals your Character Level.
Green Shield
You share some of plant life's hardy nature.
Prerequisites: Green Heritage
Benefits: There is a (10% times the number of Feats you possess that require Green Heritage as a Prerequisite) that any time an opponent confirms a critical hit against you, it becomes a normal hit instead.Revised avatar by Trixie, New avvie by Crisis21!
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2020-11-21, 12:49 PM (ISO 8601)
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Re: Critters II!
Damn, this is marvellous, and looks absolutely worth the LA. Got to love the part with behaviors. Many thanks to you!
The feats are also beautiful and they can make up for those sweet plant traits just fine.
Just one question: shouldn't the stationary form have a separate base height/height modifier? I figured the shrub form would have a larger volume because of the lower density.
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2020-11-25, 05:08 PM (ISO 8601)
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