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Thread: Critters II!

  1. - Top - End - #361
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    Default Re: Critters II!

    In my case I get all the films from Asia, and most of the cult/horror/exploitation films.

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  2. - Top - End - #362
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    I'd ask if I could sig that, but my sig's cluttered as it is

    It sounds like a pretty cool job. not one I'd enjoy, but just because I've a weak stomach, and can't take horror.
    But it sounds like a pretty enjoyable job otherwise.
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  3. - Top - End - #363
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    Well...I get ALL the asian films. Good or bad. And while I love cult/horror/exploitation films, the quality of writing is usually sketchy at best,,,as exampled by some of these excerpts from my reviews:

    "Watching a cliché sports film is like taking enjoyment out of dressing squirrels in little teeny ballet outfits. It might be fun, but you aren’t certain you’d like your friends and neighbors to see you having fun doing it. "

    "Technically a film about 3 American women being kidnapped by evil bad guys, and requiring a rescue by Special Forces, this film serves as a commentary on how not to spend 1.3 million dollars (i.e. this movies budget). It also teaches you that thin sheet metal will protect you from machinegun fire, bad guys with machineguns will run into the open where you can shoot them (instead of firing back), and while you can survive being shot in the head by a bullet, a door being opened up into your face really hard will knock you stone dead. Doors. Every action movie characters worst nightmare."

    "Brought to you by the lovely people who did “American Heroes: Special Forces” comes an equally bad film about a U.S. Marshall on a small jet that gets hijacked. A small jet with an elevator inside, that is eventually flown perfectly well by a small child. You also get to see a White House fundraiser ordering a nuclear strike on civilian targets. If that were truly possible I’d imagine everyone would be sleeping a little less comfortably at night. "

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  4. - Top - End - #364
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    Haha, that's just awesome now. While I'm sure you don't get to write such awesome stuff all the time, surely laughing yourself to sleep as you re-read those is a job perk.

    And I don't know why, but that last one reminds me of... Itchy & Scratchy. And I'd actually sleep much more comfortably, knowing anyone could fly a jet, even if it had an elevator inside.

    I'm just being silly, but really, that's actually a pretty cool job.
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  5. - Top - End - #365
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    Oh my god! Do you think you could make stats for Itchy and Scratchy?

  6. - Top - End - #366
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    Quote Originally Posted by Twilight Muse View Post
    Oh my god! Do you think you could make stats for Itchy and Scratchy?
    Um...I'm not entirely sure thats possible. Toon physics doesn't adapt well to teh d20 system.
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    Quote Originally Posted by Bhu View Post
    Um...I'm not entirely sure thats possible. Toon physics doesn't adapt well to teh d20 system.
    What's the harm in trying? It will help you expand your skills.
    Last edited by Chainsaw Hobbit; 2011-04-22 at 09:18 PM.

  8. - Top - End - #368
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    I've updated the LA list for Neo-animal. Hey, got up to page 21 of the first critters thread. Still need to finish Dinosaurs, and of course I aint started Critters II, but hey. Going through Critters, and reading about the Cyclops beholders again was high-larious. And the Carnal Mindflayers...

    There's no chance you could make more? Of either?
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  9. - Top - End - #369
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    Quote Originally Posted by Twilight Muse View Post
    What's the harm in trying? It will help you expand your skills.
    It's not so much a matter of skills so much as system design. Much like the Sea Dragon I tried to design for Mullet, the base material and the d20 system are incompatible. You can't really make toons for d20 because of the way they work. They can do whatever is needed to make a joke work, but then lose that ability if it's needed to make another joke work. That doesn't jibe well with d20.

    Quote Originally Posted by flabort View Post
    I've updated the LA list for Neo-animal. Hey, got up to page 21 of the first critters thread. Still need to finish Dinosaurs, and of course I aint started Critters II, but hey. Going through Critters, and reading about the Cyclops beholders again was high-larious. And the Carnal Mindflayers...

    There's no chance you could make more? Of either?

    It's possible. But there were tons of FLayers already so I'd need a new theme. And the Cyclops Beholders were based around each of the Beholders traditional eye rays. So I'd need a new theme for them too.
    Last edited by Bhu; 2011-04-23 at 03:33 AM.
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  10. - Top - End - #370
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    Do you think you could create a creature "based" on Arakune from Blazblue.

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    I know that trying to put all of its capabilities in would be a stupid task, thats why I said based. Maybe just like two or three of his abilities. Also I can understand if you've never heard of him.
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    Quote Originally Posted by Milo v3 View Post
    Do you think you could create a creature "based" on Arakune from Blazblue.

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    I know that trying to put all of its capabilities in would be a stupid task, thats why I said based. Maybe just like two or three of his abilities. Also I can understand if you've never heard of him.
    I haven't heard of him. Let me see if I can find out enough about him to pull it off.

    Mullet: ROlling Rammer just needs CR if you like it as is.

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    For info on Arakune can be found here.
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  13. - Top - End - #373
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    I'm reviewing it now, and looking for vids of him.

    Bees just need CR.

    Mullet you like the ROller?
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    Yup, i like that, though it feels a little lacking in the dragon department without a breath weapon of some kind.

    Not a huge thing, but what's the first thing you think when you hear the word "dragon" aside from "mother-in-law?"
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    "silhouette"
    Bhu may think of something different, though.
    Probably will.

    Also, Bhu? Sun Bees as (advanced) Familiars?
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    I have a few monster requests. I don't need the urgently, I just want to see how they work with the d20 System.
    • Spider-Man
    • Lovecraftian Ghoul
    • Venom (Spider-Man antagonist)
    • Furries
    • Dire Furries

  17. - Top - End - #377
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    There's already Anthropomorphic Animals, which could be considered "Furries".
    But a Dire Furry template? Bhu? Please?
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    I'm sure you could find some pretty dire furries by simply searching on deviantart.

    Thank you, I'll be here all week!
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    Quote Originally Posted by Twilight Muse View Post
    I have a few monster requests. I don't need the urgently, I just want to see how they work with the d20 System.
    • Spider-Man
    • Lovecraftian Ghoul
    • Venom (Spider-Man antagonist)
    • Furries
    • Dire Furries
    Define 'furries'
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    Quote Originally Posted by Bhu View Post
    Define 'furries'
    Anthropomorphic felines. Usually female and sexy.

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    Quote Originally Posted by Mulletmanalive View Post
    Yup, i like that, though it feels a little lacking in the dragon department without a breath weapon of some kind.

    Not a huge thing, but what's the first thing you think when you hear the word "dragon" aside from "mother-in-law?"
    true but the articles i can find mention them killing prey by running them over. I can add one if you like.


    Quote Originally Posted by flabort View Post

    Also, Bhu? Sun Bees as (advanced) Familiars?
    I'd allow it as DM.

    Quote Originally Posted by Twilight Muse View Post
    Anthropomorphic felines. Usually female and sexy.
    Aaah Katgrrl's. This I can do, and the ghoul. Spiderman and Venom I'll need to research (and they may be too over the top power wise).

    Quote Originally Posted by Milo v3 View Post
    For info on Arakune can be found here.
    Arakune will be tuff. I'll definitely need to watch more videos to see what he can do in the game so I can get all his abilities down.
    Last edited by Bhu; 2011-04-29 at 02:17 AM.
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    Will this be Venom or the Symbiote as a race? Also spiderman had two groups of powers. One was when his abilities were more organic (Evolved) and the other his powers were weaker (Orginal).

    And for Arakune I'm fine if he doesn't have all his powers as thier is alot of them.

    Note: The Starting insperation for Acrosapiens (A race made by me and Bhu) was Spiderman and Venom.
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  23. - Top - End - #383
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    I didn't realize spider man has changed. Looks like I'll need to look into him too.

    I'm thorough so I'll like to get arakune down if i can.
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    Personally I think you should use the "Evolved" Spiderman as he can spray web while orginal spidey had to create artifical web.

    If you want Bhu, I could list the Differences between the Evolved and Orginal.
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    well my only real worry is his stats. With the ability to lift 10 tons puts his Str pretty darned high.
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    Quote Originally Posted by Bhu View Post
    It's possible. But there were tons of FLayers already so I'd need a new theme. And the Cyclops Beholders were based around each of the Beholders traditional eye rays. So I'd need a new theme for them too.
    Just hit upon an idea for a theme. Beholder Biclops.
    Somebody tried to "Normalize" a Beholder, by giving it two central eyes, and getting rid of it's eyestalks. The results are catastrophic, and his notes got around in a method much like the Beholder cyclops, chaos/hilarity ensues.
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    I need CR 10-12, sword-wielding deep ones in the very near future. This is my hour of need. Please help.

  28. - Top - End - #388
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    Deep Ones:

    Serious or comedy?

    How big?
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    Ramming ROller and the Bees have CR let me know if you disagree with any

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    Ghoul
    Medium Aberration
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +1
    Speed: 35 ft. (7 squares), burrow 5 ft.
    Armor Class: 12 (+1 Dex, +1 Natural), touch 11, flat-footed 11
    Base Attack/Grapple: +0/+3
    Attack: Claw +3 melee (1d6+3)
    Full Attack: 2 Claws +3 melee (1d6+3) and 1 Bite -2 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Frightful Presence, Improved Grab, Worry, Carrier
    Special Qualities: Dark Vision 60', Reverse Evolution, Light Sensitivity, Scent, Corpse Eater, Half damage vs Physical Ranged Attacks
    Saves: Fort +3, Ref +1, Will +4
    Abilities: Str 16, Dex 13, Con 13, Int 10, Wis 14, Cha 6
    Skills: Climb +5, Hide +5, Jump +9, Listen +4, Move Silently +5, Search +4, Spot +2, Survival +6
    Feats: Great Fortitude
    Environment: Underground
    Organization: Solitary, Group (2-6), or City (potentially millions)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral, with tendencies towards Evil
    Advancement: By character class (usually Scout)
    Level Adjustment: +6


    “It was a colossal and nameless blasphemy with glaring red eyes, and it held in bony claws a thing that had been a man, gnawing at the head as a child nibbles at a stick of candy. Its position was a kind of crouch, and as one looked one felt that at any moment it might drop its present prey and seek a juicier morsel. But damn it all, it wasn’t even the fiendish subject that made it such an immortal fountain-head of all panic—not that, nor the dog face with its pointed ears, bloodshot eyes, flat nose, and drooling lips. It wasn’t the scaly claws nor the mould-caked body nor the half-hooved feet—none of these, though any one of them might well have driven an excitable man to madness.”

    Frightful Presence (Ex): There are three ways to do this. In a traditional DnD campaign, when the Ghoul attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a DC 10 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter. In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds. In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).

    Improved Grab (Ex): If the Ghoul successfully attacks with it's bite attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can Worry.

    Worry (Ex): The Ghoul does 1d6 plus one and a half times Strength Modifier damage with a successful Grapple Check.

    Carrier (Ex): Ghouls may be immune to parasites and disease, but humans who come into contact with them after they've been wallowing in liquefied corpses should be wary of infection. Anyone damaged by a ghouls claws or bite must make a Fortitude Save (DC is 10 plus half hit dice plus Constitution modifier) or acquire a random disease (see d20 Modern SRD or DMG for examples).

    Reverse Evolution (Ex): Humans seem susceptible to the ghoulish lifestyle. Whether this is because human beings have interbred with them, or ghouls are a human mutation is unknown. Ghouls have been rumored to leave their young with humans, only to have them spontaneously metamorphosis later in life and join the ghouls. Or perhaps they carry a disease that is responsible for their condition. In either case, humans sharing food and living space with ghouls must make a Fortitude Check (DC 10 on the first day with an additional +1 for each successive day or start becoming a Ghoul. Once the transformation begins there is no known way of reversing it, and it takes full effect within 1d4 days.

    Light Sensitivity (Ex): Ghouls are Dazzled while in bright sunlight or within the confines of a Daylight spell. Infant ghouls are said to die from exposure to it, and older ghouls lose 1d6 hit points per full day of sun exposure. These hit points can only be healed by magic, or by the Ghoul being removed from sunlight for a day.

    Corpse Eater (Ex): Ghouls can consume just about any form of carrion, and are often awash in it and mold. Because of this they are immune to most non-magical diseases, parasites, and fungal infections, or at least if they aren't immune they don't suffer ill effects. They can also consume just about anything organic without real harm.

    Skills: Ghouls have a +2 Racial Bonus to the following skills: Climb, Hide, Listen, Move Silently, and Survival. They gain a +4 to Jump and Search Checks.

    Combat: Ghouls are ambush predators if they aren't strictly eating the dead. They prefer to attack at night or underground in circumstances that favor them instead of their opponents, and they try as best they can to outnumber them as well. Most ghouls immediately close for melee as they have little or nothing in the way of weaponry, and their superior physical strength is an asset for grappling.





    GHOUL

    [IMG]Picture URL if you have one[/IMG]

    "You fool, Warren is DEAD!"

    Ghouls are unpleasant, rubbery skinned humanoids covered in mold and dirt from their underground habitats.They have long claws for burrowing on their hands, though on their hind limbs have lengthened and thickened out into what resemble hooves. Their faces have short snouts with flattened noses and remind many of dogs, or perhaps baboons. They require their food to be raw and well aged so to speak (though some pursue cannibalism with vigor). This has caused many of their communities to hate and war with humanity when they begin burying their dead in a manner to prevent the ghouls from reaching them. They appear to have their own meeping language, and are highly individualistic much in the manner of humans. No two colonies of ghouls are entirely alike. Some consider humans brothers, some consider them hated enemies or food, some are witch cults or apatheists, and their level of technology while poor does have much variation. Some are even accused of switching children with humans. There are also minor physical variations as some are barely upright, and some can mingle among humans in very heavy clothing (though these may be human coverts). One thing that doesn't change is their hatred of the Ghasts and Gugs, whom they will eagerly cooperate with others to destroy (at least temporarily).

    GHOUL RACIAL TRAITS
    · +6 Str, +2 Dex, +2 Con, +4 Wis, -4 Cha
    · Size Class: Medium
    · Type: Aberration, giving them 60 ft. Darkvision
    · Base land speed 35 ft.
    · Burrow speed 5 ft.
    · Frightful Presence (Ex): There are three ways to do this. In a traditional DnD campaign, when the Ghoul attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a DC 10 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter. In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds. In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).
    · Improved Grab (Ex): If the Ghoul successfully attacks with it's bite attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can Worry.
    · Carrier (Ex): Ghouls may be immune to parasites and disease, but humans who come into contact with them after they've been wallowing in liquefied corpses should be wary of infection. Anyone damaged by a ghouls claws or bite must make a Fortitude Save (DC is 10 plus half hit dice plus Constitution modifier) or acquire a random disease (see d20 Modern SRD or DMG for examples).
    · Worry (Ex): The Ghoul does 1d6 plus one and a half times Strength Modifier damage with a successful Grapple Check.
    · Reverse Evolution (Ex): Humans seem susceptible to the ghoulish lifestyle. Whether this is because human beings have interbred with them, or ghouls are a human mutation is unknown. Ghouls have been rumored to leave their young with humans, only to have them spontaneously metamorphosis later in life and join the ghouls. Or perhaps they carry a disease that is responsible for their condition. In either case, humans sharing food and living space with ghouls must make a Fortitude Check (DC 10 on the first day with an additional +1 for each successive day or start becoming a Ghoul. Once the transformation begins there is no known way of reversing it, and it takes full effect within 1d4 days.
    · Light Sensitivity (Ex): Ghouls are Dazzled while in bright sunlight or within the confines of a Daylight spell. Infant ghouls are said to die from exposure to it, and older ghouls lose 1d6 hit points per full day of sun exposure. These hit points can only be healed by magic, or by the Ghoul being removed from sunlight for a day.
    · Corpse Eater (Ex): Ghouls can consume just about any form of carrion, and are often awash in it and mold. Because of this they are immune to most non-magical diseases, parasites, and fungal infections, or at least if they aren't immune they don't suffer ill effects. They can also consume just about anything organic without real harm.
    · Scent (Ex): Identical to the ability listed in the MM.
    · Damage Resistance (Ex): Ghouls take have damage from all physical ranged attacks.
    · Ghouls have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus half Strength Bonus. They get 2 Claw attacks and 1 Bite attack with a Full Attack.
    · Ghouls have a +2 Racial Bonus to the following skills: Climb, Hide, Listen, Move Silently, and Survival. They gain a +4 to Jump and Search Checks.
    · Automatic and Bonus Languages: Ghouls automatically speak Ghoul (and their native language if they're a human convert). Bonus languages include those of any race living nearby (usually human).
    · Level Adjustment: +6
    · Favored Class: Scout

    STARTING AGE
    Adulthood: 14
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 175
    Old: 263
    Venerable: 350
    Maximum Age: +4d% years
    It's unknown if Ghouls actually die from old age. They mature as quickly as humans (perhaps a little more so), but once they attain adulthood they age much, much slower. The only real effect age has upon them seems to be a greenish cast to the skin, and maybe some slight loss of muscle mass (Ghouls do not take age related penalties to Physical Stats until venerable when they get -2 Str.

    HEIGHT AND WEIGHT
    Base Height: Male: 5' Female: 4' 7"
    Height Modifier: +2d12
    Base Weight: Male: 200 lbs. Female: 165 lbs.
    Weight Modifier: x (2d6) lbs.

    GHOUL CHARACTERS
    If you need a PC for an underground or Dreamlands campaign, Ghouls are well made for it, and are commonly found in both places. For a stealthy race that likes to ambush humans they are also quite physically powerful, so they do well as some combo of a melee and rogue.
    Adventuring Race: Ghouls are 'rugged individualists' in the truest sense of the word (at least most of them). Most of them go on adventures to kill people who have stolen from them or discovered their race, though religious ghouls are often sent on Cult missions. Some adventure because they have been exiled or are the last survivor of their pack.
    Character Development: Ghouls are well made for making Rogues, Rangers, Scouts, and Barbarians. Their excellent physical stats make them decent gishes too as long as their spellcasting is wisdom based.
    Character Names: Ghouls tend to have human names (meaning they used to be human or were raised by them), or ones unpronounceable to humans.

    ROLEPLAYING A GHOUL
    You eat dead things. That's a pretty hard cultural prejudice for other races to overcome, since a lot of those dead things tend to be their relatives. Your lack of hygiene due to your immunity to disease and parasites also puts them off because you tend to be a carrier. Also most other races live in direct sunlight which is invariably fatal to you. This doesn't mean cohabitation is impossible, but most Ghoul adventurers travel with other Ghouls or truly unique individuals.
    Personality: Ghouls tend to be direct and to the point, or maddeningly vague. Either they're cannibalistic primitives who view all outsiders as evil, Cultist fanatics who need to murder outsiders to survive, or mystics who take advantage of their long lives to learn obscure knowledge and are so odd as to try the patience of Job.
    Behaviors: Ghouls are primarily concerned with food, shelter, and making sure no one learns of their existence. All else is secondary. So if you come upon one, you'd better speak a language he understands, and you'd better convince him you aren't a threat quick. Otherwise he'll gut you and anyone else who comes looking for you.
    Language: The Ghoul language has no alphabet (at least among modern day ghouls) and consists mostly of gibbering and meeping. Humans who have not become a ghoul might learn to understand it over time but would have great difficulty speaking it.

    GHOUL SOCIETY
    Most Ghouls have no civilization at all, and are barely above the level of apes. They use tools but their underground life doesn't permit the development of human technology. Small pockets of Ghouls end up in cults Devoted to the Old Ones (or occasionally an Outer God), and their local culture tends to be shaped by that. Some have created cities with human slaves as cattle and sacrifices and iron age technology. But usually those cities are short lived as other nearby powers annihilate them once hey are found. More modern witch cults still remain underground and act as enforcers for their possibly human management.
    Alignment : Ghouls tend towards Chaos (they dislike lots of rules and are very carefree) and Neutrality (leave us alone and we won't bother you). Religious Ghouls invariably tend towards Evil.
    Lands : Ghouls live in underground caverns beneath large cities where they can get the necessary amount of corpses to feed themselves without resorting to cannibalism too much.
    Settlements : In past times some Ghouls lived openly in cities ruled by cults of the Old Ones, but they were rare. Many seem able to find their way to the Dreamlands, and prefer to go there, or to towns where people are not picky about how they bury their dead.
    Beliefs : Ghouls seem oblivious to religion, but scattered populations that live near Old Ones such as Nyogtha or Mordiggian often end up worshiping them or get drawn into witch cults.
    Relations: Ghouls vary in their relations to races. If the ghouls are allowed to feast on the dead without problem, they may even see the races living above as friends or benefactors. Races entombing their dead or cremating them may be seen as enemies because they are depriving the ghouls of food sources. Most seem to hate humans, and may have subjugated them in small parts of the world in the distant past, but Dreamlands ghouls can be much more friendly. Certain humans are also inexplicably drawn to Ghouls and seem to be accepted by them. The Ghouls invariably hate the Men of Leng, Gugs, and Ghasts.

    GHOUL ADVENTURES
    · The humans above have started burying their dead in steel sarcophagi meant to keep you out, and the few you have managed to open had bodies riddled with some sort of foul chemical and were inedible. Obviously they have declared war, and you have volunteered to be part of the group sent to punish them.
    · A witch has moved into the town above and is pressuring the Elders to join her worship of some gigantic black thing that waits in the darkness. Some of the Elders have fallen under her sway, and you have been tasked with finding out more about her. Which will be no easy task.
    · Ghasts have been sighted in the local graveyard surface. You don't know how they made their way here from the Dreamlands, but you know something needs done about them.
    Last edited by Bhu; 2011-07-10 at 01:08 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
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  30. - Top - End - #390
    Titan in the Playground
     
    Bhu's Avatar

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    Mar 2008
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    Hell itself (Ohio)
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    Default Re: Critters II!

    Deep One
    Medium Monstrous Humanoid (Aquatic, Amphibious)
    Hit Dice: 1d8 (4 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares), Swim 40 ft.
    Armor Class: 12 (+2 Natural), touch 10, flat-footed 12
    Base Attack/Grapple: +0/+3
    Attack: Claw +3 melee(1d6+3)
    Full Attack: 2 Claws +3 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Frightful Presence, Spellcasting
    Special Qualities: Dark Vision 60', Immortality
    Saves: Fort +2, Ref +2, Will +3
    Abilities: Str 16, Dex 10, Con 11, Int 13, Wis 12, Cha 8
    Skills: Bluff +0, Concentration +1, Diplomacy +0, Knowledge (Arcane, Geography, History, Nature, Things Man Was Not Meant To Know) +2, Listen +1, Sense Motive +1, Spellcraft +2, Survival +1, Use Magic Device +0
    Feats: Great Fortitude
    Environment: Any Aquatic
    Organization: Solitary, Group (3-8), or City (potentially millions)
    Challenge Rating: 1/2 (CR equals HD if it can cast spells)
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: Usually by Character Class (Factotum)
    Level Adjustment: +2

    “I think their predominant colour was a greyish-green, though they had white bellies. They were mostly shiny and slippery, but the ridges of their backs were scaly. Their forms vaguely suggested the anthropoid, while their heads were the heads of fish, with prodigious bulging eyes that never closed. At the sides of their necks were palpitating gills, and their long paws were webbed. They hopped irregularly, sometimes on two legs and sometimes on four. I was somehow glad that they had no more than four limbs. Their croaking, baying voices, clearly used for articulate speech, held all the dark shades of expression which their staring faces lacked.”

    Frightful Presence (Ex): There are three ways to do this. In a traditional DnD campaign, when the Deep One attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a DC 10 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter. In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds. In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).

    Spellcasting: Deep Ones are dabblers, and their long lives allow them to learn many things. Once their Intelligence is 16 or higher and they have at least 10 ranks in Knowledge (Arcana) or higher they can cast spells as a Wizard equal to their Hit Dice level. They don't know any spells automatically, but they can learn them now.

    Immortality (Ex): Deep ones are effectively immortal. So long as they have sufficient food and water and aren't killed forcibly they will never die. They are immune to non-magical diseases and aging effects. Deep Ones are remarkable resistant, and instead of dying from starvation they will lose body mass until they can gain sufficient food to regain normal size. Many Deep Ones with a steady food supply grow steadily larger with age. It also means the Deep Ones tend to be knowledgeable about many things, and for each year of life after 50 they can change one skill from a cross class to a class skill.

    Skills: Due to their long lives Deep Ones gain incredible bonuses to skills. All Deep Ones have a +2 Racial Bonus to Listen Checks. For every 50 years of age they gain a +2 Competence Bonus to three skills based on Intelligence, Wisdom, or Charisma.

    Combat: Deep Ones generally don't like to announce their presence, and when they attack they do it with overwhelming force of numbers to assure no one escapes to alert the outside world to their presence. In the water they try to sink ships so they can get to the crew who will be more vulnerable in water. On land they will summon monstrosities to help, send mobs of Hybrids, or use their magic and powerful strength to subdue and kidnap (or kill if necessary).




    DEEP ONES

    [IMG]Picture URL if you have one[/IMG]

    "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah-nagl fhtaga."

    The Deep Ones are immortal fishlike beings living on the deepest parts of the oceans unless they have deals with a local human populace. Despite having obvious gills they are capable of surviving on lands for long periods of time, and many live wit humans they have made a pact with. Their immortality has allowed them to experiment with various magics and sciences, and almost all truly old Deep Ones know some form of spell. Thankfully these are rarely seen on the surface as Deep Ones are said to grow larger with age.

    They were an alien race that warred with the Elder things for domination of the Earth and eventually won. Advanced magic (or tech if you prefer) has allowed them to experiment in interbreeding with other species (currently limited to Dolphins and humans that we know of) in an effort to conquer lands they would normally consider inhospitable. They wish to convert humans as we can live in areas that would be unreachable to them. Surprisingly they are following in the footsteps of the Elder Things and attempting to find ways to dominate the Shoggoths that were the cause of their enemies downfall.

    DEEP ONE RACIAL TRAITS
    · +6 Str, +2 Int, +2 Wis, -2 Cha
    · Size Class: Medium
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base land speed 30 ft.
    · Swim speed 40 ft.
    · Frightful Presence (Ex): There are three ways to do this. In a traditional DnD campaign, when the Deep One attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a DC 10 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter. In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds. In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).
    · Spellcasting: Deep Ones are dabblers, and their long lives allow them to learn many things. Once their Intelligence is 16 or higher and they have at least 10 ranks in Knowledge (Arcana) or higher they can cast spells as a Wizard equal to their Hit Dice level. They don't know any spells automatically, but they can learn them now.
    · Immortality (Ex): Deep ones are effectively immortal. So long as they have sufficient food and water and aren't killed forcibly they will never die. They are immune to non-magical diseases and aging effects. Deep Ones are remarkable resistant, and instead of dying from starvation they will lose body mass until they can gain sufficient food to regain normal size. Many Deep Ones with a steady food supply grow steadily larger with age. It also means the Deep Ones tend to be knowledgeable about many things, and for each year of life after 50 they can change one skill from a cross class to a class skill.
    · Due to their long lives Deep Ones gain incredible bonuses to skills. All Deep Ones have a +2 Racial Bonus to Listen Checks. For every 50 years of age they gain a +2 Competence Bonus to three skills based on Intelligence, Wisdom, or Charisma.
    · Automatic and Bonus Languages: All Deep Ones speak R'lyehian. Bonus languages include nearby races, usually Dolphin or Human languages.
    · Level Adjustment: +2
    · Favored Class: Factotum and their Racial Class

    STARTING AGE
    Adulthood: 15
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +1d6

    AGING EFFECTS
    Deep Ones do not take the usual physical penalties for age, and do not normally die unless it is caused by violence. Bonuses for aging for their race are represented by their Racial Class.

    HEIGHT AND WEIGHT
    Base Height: Male: 5' Female: 4' 7"
    Height Modifier: +2d12
    Base Weight: Male: 200 lbs. Female: 165 lbs.
    Weight Modifier: x (2d6) lbs.

    RACE CHARACTERS
    If you're playing a coastal or primarily aquatic campaign, and need some flexibility, Deep Ones are a good choice. They have good casting stats (except charisma), and are quite strong physically. So if you'd like a more up close and personal Wizard or a Gish they're a nice choice.
    Adventuring Race: Usually Deep Ones go on adventures to reacquire something that has been stolen from them, because their priesthood has asked them to, to perform scientific or magical experiments, or to gain personal power.
    Character Development: Caster based off of Int or Wis are good for Deep Ones (as are gishes due to their Str). Many multiclass and try various occupations over their long lives, and as a result are quite well rounded. The few who stick to one class are usually quite well known by anyone wishing to study the skills or abilities that class gives.
    Character Names: R'lyehian is unpronounceable by humans and many other terrestrial races, so they often take more palatable names among the local language to deal with others.

    ROLEPLAYING A DEEP ONE
    Your foremost goal is the triumph of the Old Ones whom you worship. Second comes whatever personal obsessions you have to study that help alleviate the boredom that comes with eternity. Sometimes these can get in the way of your religion, but not often or you will be ostracized by your fellows. Many Deep Ones mingle only when performing communal rites with their priests, the rest of the time they devote to their own research. Many form community groups to move into remote coastal areas and form cults among the local humans promising them good fishing and wealth. Once the deal is accepted they begin forced marriage and interbreeding with the humans to lower their neighbors and replace them with Hybrids in their quest to undermine human society.
    Personality: Most humans would find the Deep Ones cold and emotionless, and to an extent they're right the Deep Ones are very alien to our culture and don't have much in common with us. They are quite racist in many ways as they consider other races fodder or pawns, and do not feel emotions in quite the same way we do.
    Behaviors: Deep Ones are loners, and don't much like the company of anyone they don't personally know. Entities they do not know come in two types: more powerful than they are (threats), and less powerful than they are (food, slaves, cannon fodder, experiments). Were it not for needing to sometimes accept dealing with other races to further their own goals humanity would likely never encounter them.
    Language: Deep Ones speak R'lyehian which is virtually impossible for humans to reproduce without significant bodily mutation or magic.

    DEEP ONE SOCIETY
    Deep One culture is alien in the truest sense. They do not look upon members of other races as sentient beings, and as such could be truly as evil beings. They do not associate with one another and feel no need for company except to cooperate temporarily to fulfill the goals of their Gods (and being immortal their idea of temporary is much longer than ours). Most have some sort of personal obsession or area of knowledge they study, some for all their lives, some changing every so often. A popular obsession seems to be mastering the Shoggoths their enemies once ruled in an attempt to prove they can succeed where their opponents failed. Another is finding a way to breed possible competitor races out of existence by means of interspecies mating.
    Alignment : Most Deep Ones tend towards Neutrality and Evil. They don't associate much with others, mind their own business, and leave you be as long as you do the same. However if you aren't explicitly a trusted ally, they don't really consider you a sentient being.
    Lands : All Deep Ones live in the sea, preferably in it's deepest parts. It is unknown if they are present in seas other than the Atlantic or Pacific but it is possible.
    Settlements : Deep Ones rarely leave the ocean. If forced to they will flee to either islands or coastal areas with access to water, or swamps. Known cults exist in Polynesia, the western coasts of Central and South America, the Eastern coasts of the US, and they have a major city somewhere near Britain.
    Beliefs : The Deep Ones venerate Father Dagon and Mother Hydra, of whom descriptions are rarely if ever given. It is assumed they are the eldest of the Deep One race, the spawn of Cthulhu (who is the primary Deep One God), or minor Old Ones. It is possible they also worship many of the Great Old Ones as the seas appear to contain a significant number of them.
    Relations: The Deep Ones consider other races inferior as they are the chosen species of their Gods. They do appear willing to conduct trade with humans and dolphins so long as interspecies mating is part of the process. Children of this union manifest their Deep One heritage eventually and convert to their parents cause, so it is possibly a form of ethnic cleansing.

    DEEP ONE ADVENTURES
    · You have been asked to begin converting a coastal human city to your cause. Your goal is to lay in wait and hope bad weather or other misfortune allows you to approach a lone human with promises of power and riches. In the meantime you can secretly study their culture and language in an attempt to understand them and make the process easier.
    · A local cult has had several important artifacts stolen and you have been asked by them to hunt down the pirates who are responsible. You are asked to go alone or with a small group as discretion is necessary. You'll all be killed if the elders find out.
    · You believe you have discovered the magics necessary to cause human women you impregnate to give birth to full fledged Deep Ones. If this is true you can develop it in ways to wipe out their race. But you need test subjects.
    Last edited by Bhu; 2011-07-10 at 01:18 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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