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  1. - Top - End - #1
    Titan in the Playground
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    Default [3.5, Monsters] No Pockets Any Longer...

    Machamp/Powerhouse
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    Image by zeeyang.


    Powerhouse CR 3
    LN Medium Monstrous Humanoid
    Init +0 Senses darkvision 60 ft
    Languages Common
    __________________________________________________ _______________

    AC 12, touch 10, flat-footed 12
    (+0 Dex, +2 natural)
    HP 18 (2d8+6); DR 2/-
    Immune strength damage or drain
    Fort +3, Ref +3, Will +2
    __________________________________________________ _______________

    Speed 30 ft
    Melee slam +7 (1d6+4) and 3 slams +5 (1d6+4)
    Space 5 ft Reach 5 ft
    Base Atk +2 Grp +10
    Atk Options cross chop, power attack
    __________________________________________________ _______________

    Abilities Str 18, Dex 11, Con 16, Int 9, Wis 8, Cha 9
    SA cross chop
    SQ quadruple arms, prodigal strength, skin of steel
    Feats MultiattackB, Weapon Focus (slam), Power Attack
    Skills Athletics +9
    Advancement By class; Favored Class Fighter
    __________________________________________________ _______________

    Cross Chop (Ex): All powerhouses are taught a special technique for handling enemies. They call it the cross chop. As a full-round action, a powerhouse may perform a cross chop. The powerhouse makes a single slam attack roll at its highest attack bonus. If this attack hits, it deals bludgeoning damage equal to four times the number of dice rolled for a slam attack, plus 1.5 times its Strength modifier (for the example motramr, that is 4d6+4 damage). Additionally, any creature hit by cross chop must make a Fortitude save (DC 10+½ the powerhouse’s hit dice+the powerhouse’s Strength modifier) or be stunned for 1 round.
    Quadruple Arms (Ex): A powerhouse has four arms. This gives it four slam attacks. It gains Multiattack as a bonus feat, and qualifies for Multiweapon Fighting. Additionally, when a powerhouse uses the aid another action to grain someone a bonus for a Strength-based check, they grant an additional +2. For example, a powerhouse helping someone else force open a door with aid another grants them +4 to the check instead of +2, but a powerhouse helping someone balance across a chasm only grants them a +2.
    Prodigal Strength (Ex): A powerhouse is fantastically strong, with core muscles that defy understanding. They are treated as Large creatures whenever it would be advantageous for them. Additionally, they are immune to strength damage or drain, as their bodies naturally block attempts to attack their physical strength.
    Skin of Steel (Ex): The skin of a powerhouse is incredibly thick in to contain their own musculature. Powerhouses take less damage from attacks. They gain DR 2/-.

    The creatures called powerhouses and that call themselves the motramr are paragons of strength without peer. A race of peaceful body-builders, the motramr live in small villages high in the mountains, working on perfecting their bodies and living quietly. The motramr stand around 5' high on average, and are dense for their size, weighing in around 300 lbs.

    Powerhouse youths often grow bored with their quiet society, and want to explore and adventure, leading to many motramr joining the adventurer's ranks.

    Powerhouse Racial Statistics
    -Abilities: +8 Strength, +6 Constitution, -2 Intelligence, -2 Wisdom, -2 Charism. Motramr are strong and tough to a wild degree, but are mentally stunted somewhat.
    -+2 Natural Armor
    -Powerhouses have a move speed of 30 ft.
    -Powerhouses are Medium sized.
    -Powerhouses have two monstrous humanoid levels. This gives them 2d8 hit dice, two feats, (2+Int mod)x5 skill points, +3 Ref/Will saves, and +2 base attack bonus.
    -Powerhouses gain the cross chop, quadruple arms, prodigal strength, and skin of steel abilities.
    -Powerhouses have LA +1.
    -The favored class of a motramr is Fighter.



    Original OP:
    Spoiler
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    So, as you may have inferred from my "oh so clever" title, this is a thread about Pokémon. Yes. I said it. However, I don't want to reproduce the games in D&D. Others have done that and better. I just think that there's a good handful of Pokémon that could be good D&D monsters, and I want to see them done up that way. Since no one else is volunteering, I'm doing it.

    These critters are assuming a few of my houserules are in place (not many though):
    • I give feats at 1, 2, 4, and every 2 HD thereafter. That means these will have more feats than you're used to. If you use them and don't like that, just subtract feats as appropriate.
    • I use a different skill list. Check it out here. For our purposes here, Advanced Skills are just normal skills.
    • Uh... I probably will end up using lots of my other brew, but will link that as it comes up.


    Without further ado, here's the list of Pokémon I'm converting for use as monsters in 3.5 games. Note that I'm playing them "straight", meaning they're being treated as wild monsters or animals or whatever, not as Pokémon.


    Note that names might change, they might not. I've got no idea honestly. We'll see as we go along!
    Last edited by arguskos; 2011-05-11 at 06:11 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  2. - Top - End - #2
    Titan in the Playground
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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Donphan/Roller
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    Image by txnguy.


    Roller CR 4
    TN Medium Magical Beast
    Init +0 Senses darkvision 60 ft, low-light vision
    Languages none
    __________________________________________________ _______________

    AC 16, touch 10, flat-footed 16
    (+0 Dex, +6 natural)
    HP 42 (4d10+16); DR 2/-
    Fort +7, Ref +4, Will +1
    __________________________________________________ _______________

    Speed 20 ft
    Melee gore +10 (1d8+6, 19-20/x2) -or- rollout +11 (2d6+6+special)
    Space 5 ft Reach 5 ft
    Base Atk +4; Grp +10
    Atk Options rollout, fissure
    Special Actions defense curl
    __________________________________________________ _______________

    Abilities Str 22, Dex 10, Con 16, Int 7, Wis 10, Cha 10
    SA rollout, fissure
    SQ defense curl, sturdy
    Feats Weapon Focus (rollout), Ability Focus (fissure), Improved Toughness
    Skills Athletics +13
    Advancement by hit dice
    __________________________________________________ _______________
    Rollout (Ex): The tactic that made them famous, rollers can and do roll over opponents in a rolling charge that their handlers call the rollout, because of the way rollers uncurl at the end of the attack. Rollout can only be performed while in a defense curl (see below). Rollout is a full-round action. The roller moves up to four times its speed in a straight line, then makes a single attack at its highest base attack bonus, dealing 2d8+6 bludgeoning damage, plus an additional 1d6 bludgeoning damage per 20 ft moved (max 4d6). Using rollout provokes an attack of opportunity from the target (the roller benefits from defense curl during rollout) and ends defense curl. Rollout ignores movement penalties from terrain and ignores the grease and resinous tar spells, along with similar effects.
    Fissure (Su): In the most dire of situations, rollers will employ their fissure ability. With a roar and a stomp on the ground, rollers can open cracks in the ground beneath the target's feet. Fissure is a full-round action with a range of 30 ft and only works on creatures of the roller's size or smaller. The target must make a Reflex save (DC 10+the roller's Con modifier+1/2 the roller's hit dice) or fall into the crack (which then crushes inwards). They are immobilized and take 2d6 bludgeoning damage a round until they free themselves (Ref save as above, or Strength check DC 15).
    Defense Curl (Su): The standard roller reaction to any attack or threat of violence is to curl up into a ball and wait it out. When using defense curl, the roller gains a +4 deflection bonus to AC but cannot attack or take any actions beyond moving its speed, maintaining/dismissing defense curl, and using rollout. Entering/leaving defense curl is a standard action and maintaining it is a free action.
    Sturdy (Ex): Rollers are incredibly hard to move against their will. They gain a +10 racial bonus against all efforts to trip, bull rush, overrun, or otherwise move them against their will.

    Rollers are squat elephantine like creatures used as beasts of burden in many desolate parts of the world. They're ponderous, but strong, able to bear quite a bit of weight on their backs. Generally good-natured, they've got quite a temper when provoked, and are named for their curious method of attack. Rollers don't speak any languages, but understand a good number if taught.

    Rollers are 4 ft high at the shoulder, 6 ft long, and 3 ft across. They weigh around 350 lbs.

    Rollers in Zaaman-Rul: In Zaaman-Rul, rollers are used as beasts of burden by the Intolians. Smart enough to take orders and learn simple tricks but not smart enough to learn language or threaten their masters, humanity quite likes rollers. They can be found in Khavghotan as well, in small wild herds that challenge the rothé for dominance in certain areas of the Khavghotani plains.
    Last edited by arguskos; 2011-05-11 at 11:46 AM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  3. - Top - End - #3
    Titan in the Playground
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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Tyranitar
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    Image by ruth-tay.

    Last edited by arguskos; 2011-04-13 at 05:03 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  4. - Top - End - #4
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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Nidoking/Hornfiend
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    Image by X-A-K-I


    Hornfiend CR 6
    NE Medium Magical Beast
    Init +2 Senses darkvision 60 ft, low-light vision
    Languages Abyssal, Infernal
    __________________________________________________ _______________

    AC 20, touch 12, flat-footed 18
    (+2 Dex, +8 natural)
    HP 73 (6d10+36); DR 5/piercing
    Immune poison, electricity
    Fort +11, Ref +7, Will +4
    __________________________________________________ _______________

    Speed 20 ft, burrow 5 ft
    Melee gore +11 (2d6+16, 19-20/x2) and tail slap +5 (1d8+18, x2)
    Ranged rock +10 (1d8+18, x2, 50 ft range)
    Space 5 ft Reach 5 ft
    Base Atk +6/+1; Grp +10
    Atk Options megahorn, powerful charge
    Combat Gear 5 rocks
    __________________________________________________ _______________

    Abilities Str 18, Dex 14, Con 22, Int 6, Wis 15, Cha 10
    SA megahorn, powerful charge
    SQ lightning rod, sheer force, poison point
    Feats Weapon Focus (gore), Ability Focus (megahorn), Improved Natural Attack (gore), Improved Natural Attack (tail slap)
    Skills Athletic +13
    Advancement By hit dice
    Possessions combat gear, shoulder pouch (contains a few tools, some food, perhaps a few coins)
    __________________________________________________ _______________
    Megahorn (Ex): A hornfiend, true to their name, can perform a brutal ramming attack with its horn. As a standard action, a hornfiend can perform a megahorn attack. This is a gore attack at its highest attack bonus. If the attack hits, it deals normal damage and the target must make a Fortitude save (DC 10+the hornfiend's hit dice+the hornfiend's Con modifier) or become impaled. An impaled creature suffers the hornfiend's gore damage each round with no save, and must succeed on a Fort save (same DC as the initial save) to escape.
    Powerful Charge (Ex): When a hornfiend makes a charge attack with its gore attack, it deals an additional 4d6+16 piercing damage on a successful hit.
    Lightning Rod (Ex): Hornfiends are naturally immune to electricity as a side effect of their lives in the Abyss. Additionally, anytime that a creature within ten feet of a hornfiend is targeted with an attack that deals electric damage, half of the electric damage is redirected to the hornfiend. The hornfiend may save as normal against the effect, if it permits a save (if it doesn't, the hornfiend just takes the damage). This ability cannot be suppressed.
    Sheer Force (Ex): Hornfiends show no mercy or pity towards their foes, and strike with absurd force. Hornfiends have been known to rend buildings apart in a single charge. A hornfiend deals additional damage on each attack equal to twice its hit dice. This damage is already factored into the above stat block.
    Poison Point (Ex): As a defensive measure, hornfiends have natural poison glands. However, unlike most creatures, which use poison offensively, hornfiends cannot do so, instead afflicting any creature that strikes them with the poison. When struck by a piercing or slashing weapon, the attacking creature must make a Fortitude save (DC 10+the hornfiend's hit dice+the hornfiend's Con modifier) or be affected by hornfiend poison (1d6 Str/1d6 Str). A creature can only be affected by hornfiend poison once per encounter.

    Creatures from the Planes of Conflict, hornfiends roam naturally across the lower planes in packs of 2-12. Used in much the same way that ogres are on the Prime, hornfiends aren't very bright and are abused accordingly. However, unlike ogres, hornfiends are very physically strong, making abusing them a potentially dangerous proposition. Occasionally, hornfiends find their way to the prime, where they set themselves up as brutal tyrants over tribes of fearful humanoids, such as goblins or orcs. On very rare occasion, a hornfiend can be found as a bodyguard or soldier of fortune, putting their natural savagery to good use as the enforcers of someone else's will.

    Hornfiends in Zaaman-Rul: In Z-R, hornfiends are not from the Planes of Conflict, but rather a byproduct of the Shadowstar Wars, terrible war machines crafted by the qualnargan to serve as shock troopers against the lesser races. When the qualnargan were defeated, the hornfiends survived and have recently begun to reemerge from the deep places of the world to once again terrorize the foes of the qualnargan. Many hornfiends stalk the Lattice, seeking out their former masters and slaughtering anyone they come across. Hornfiends in Z-R speak Qualnargan and Orog instead of Abyssal and Infernal.
    Last edited by arguskos; 2011-05-11 at 11:51 AM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  5. - Top - End - #5
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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Scyther/Chiktikkattza
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    Image by CrimsonGear


    Chiktikkattza, or "Winged Death" CR 8
    NE Medium Aberration
    Init +8 Senses darkvision 60 ft
    Languages Chiktikkattza
    __________________________________________________ _______________

    AC 22, touch 18, flat-footed 14
    (+8 Dex, +4 natural)
    Miss Chance 20%
    HP 68 (10d8+20)
    Fort +5, Ref +11, Will +7
    __________________________________________________ _______________

    Speed 20 ft, fly 120 ft perfect
    Melee armblade +15 (3d6+8, 17-20/x3)
    Space 5 ft Reach 5 ft
    Base Atk +7/+2; Grp +10
    Atk Options fury cutter, pursuit
    Special Actions focus energy
    __________________________________________________ _______________

    Abilities Str 16, Dex 26, Con 15, Int 11, Wis 10, Cha 6
    SA fury cutter
    SQ focus energy, swarm, razor wind, sharpness
    Feats Flyby Attack, Wingover, Adroit Flyby Attack, Weapon Finesse, Improved Critical (armblade), Shadow Blade*
    Skills Acrobatics +21
    Advancement by hit dice (11-16 Large, 17-21 Huge)
    __________________________________________________ _______________
    Fury Cutter (Ex): Winged deaths are persistent in attacking their chosen targets. Each round that a winged death attacks the same target, they gain a cumulative +1 racial bonus on attacks and damage, up to a maximum bonus of half their hit dice. If the winged death goes two rounds without attacking the same target, they lose this bonuses. Fury Cutter's bonuses only apply against the target of the ability, not anyone else.
    Pursuit (Ex): Winged deaths are famed for their extremespeed and viciousness in battle. Winged deaths may, as an immediate action, move up to 10-ft and attack a creature that is taking a move action within 10-ft of them. This attack is at their highest base attack bonus.
    Focus Energy (Su): Winged deaths are capable of intense mental focus, similar to their single-minded devotion to a target exhibited by Fury Cutter. As a full-round action, a winged death may concentrate on a single target, tagging them for its Fury Cutter ability, and immediately treating that opponent as though the winged death had been attacking them for 5 rounds. If the winged death does not attack that target in the next round, they lose these benefits. If they do attack the creature, then Fury Cutter takes over, as normal. Additionally, as a passive effect, any time the winged death is gaining Fury Cutter bonuses against an enemy, the critical modifier on their armblades increases to x4.
    Swarm (Ex): Winged deaths attack in packs called swarms. If in a combat in which at least two other winged deaths are participating, each winged death in the combat gains a bonus to attacks and damage equal to the number of other winged deaths in the battle, and gain a bonus to their fly speed equal to 5 ft/other winged deaths in the battle. If the number of winged deaths in the battle changes, so do Swarm's benefits, potentially vanishing if not enough winged deaths are available.
    Razor Wind (Ex): The ability that brings them their name, winged deaths manage to move at such a blistering pace that in each turn that they move at least 20 ft, they gain a 20% miss chance. Additionally, they radiate cast off bits of sharp carapace and and debris. Any creature adjacent to or in a square that a winged death passes through takes piercing and slashing damage equal to the winged death's hit dice.
    Sharpness (Ex): A winged death's armblades are so sharp and vicious that they deal more damage than is probable for their size. A winged death's armblades deal 3d6 slashing damage with a critical range of 19-20/x3.

    Bug-like monsters from a distant land, the creatures called winged deaths call themselves chiktikkattza, the meaning of which has yet to be translated, due to no one living long enough to communicate meaningfully with one. Predatorial hunters, chiktikkattza hunt in groups called swarms. They strike without warning from cover, and use their razor wind as a defense, trusting their speed and lighting fast strikes to kill their prey.

    *Spoilered below, not the normal feat:
    Spoiler
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    From here.

    Shadow Blade
    Your blades are like shadows, slicing silently but deftly.
    Prerequisites: BAB +1, Weapon Finesse
    Benefits: You may use your Dexterity modifier in place of your Strength modifier for the purposes of damage with any weapon that can be used with Weapon Finesse.
    Normal: You use Strength for damage.

    Reason for Creation: We don't all use Tome of Battle, but this is an essential ability to have for Dex-based fighters.


    Chiktikkattza in Zaaman-Rul: The chittering horrors are natives of Xortal in Zaaman-Rul. There, they prey on anything that moves. Normally, that would be tasloi unfortunate enough to draw their ire. However, with the introduction of the other races to Xortal, the chiktikkattza population has realized that they make easier and more delicious prey and are flocking to the coastline in droves.
    Last edited by arguskos; 2011-05-11 at 10:32 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  6. - Top - End - #6
    Titan in the Playground
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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Dragonair/Stormsoul
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    Image by Miss Ninja


    Stormsoul CR 8
    CN Large Outsider (Chaotic, Air, Water)
    Init +10 Senses darkvision 60 ft
    Aura chaotic, haze (30 ft)
    Languages Auran, Aquan, Common, Draconic, Celestial, Abyssal
    __________________________________________________ _______________

    AC 24, touch 20, flat-footed 14
    (+10 Dex, +4 natural)
    Miss Chance 20%
    HP 83 (8d8+16)
    Immune electricity, mind-effecting, cold, weather
    SR 20
    Fort +8, Ref +16, Will +12
    __________________________________________________ _______________

    Speed 30 ft, fly 80 ft (perfect)
    Melee slam +8 (1d8, x2)
    Ranged hyper beam +19 ranged touch (40+stun, x2, 120 ft range)
    Space 10 ft Reach 10 ft
    Base Atk +8/+3; Grp +12
    Atk Options hyper beam, outrage
    Special Actions twister
    __________________________________________________ _______________

    Abilities Str 10, Dex 30, Con 14, Int 18, Wis 22, Cha 15
    SA hyper beam, outrage
    SQ twister, marvel scale, haze
    Feats Ability Focus (outrage), Ability Focus (twister), Weapon Focus (hyper beam), Flyby Attack, Hover
    Skills Knowledge (the planes) +15, Knowledge (nature) +15, Knowledge (geography) +15, Athletics +11, Acrobatics +21, Diplomacy +13, Bluff +13, Sense Motive +17, Perception +17, Stealth +21
    Advancement by hit dice
    __________________________________________________ _______________
    Hyper Beam (Su): Used only at the end of need, hyper beam is a orange beam that stormsouls can emit from the gem under their chin. A hyper beam deals the target 5 damage per hit die of the stormsoul, and stuns the target for 1d4 rounds with no save. If the target is immune to stunning, they are dazed instead. However, hyper beams are exhausting to use, and require that the stormsoul take no actions other than movement on its next turn (meaning that any twister that is currently active will dissipate).
    Outrage (Su): A stormsoul's standard method of attack once in a twister is their outrage power. As a standard action while in the area of a twister, a stormsoul can send out a pulse of energy from its body, filling the entire storm with a furious roaring sound and dreadfully damaging anyone in the area. All creatures (other than stormsouls, which are immune) in the area of the twister must make a Reflex save (DC 10+1/2 stormsoul's hit dice+the stormsoul's Wis modifier) or be ripped at by the energy pulse, suffering 5d6 sonic damage and are deafened for 1 minute. The save halves the damage and negates the deafening. The deafening duration does not stack.
    Twister (Su): Stormsouls possess a unique power, the one from which they derive their names. With a short but complex dance in the sky, they can summon forth storms of potent power from the gems on their bodies. This storm functions like a storm of windstorm strength, but in a 120 ft radius centered on the stormsoul, and with two additions. Each round, all creatures in the storm are subject to 2d6 cold damage from the hail the storm pelts the area with and all creatures have a 10% chance to be struck with a 5d6 damage lightning bolt (DC 10+1/2 stormsoul's hit dice+the stormsoul's Wis modifier). The stormsoul is affected normally by all of these effects (read: not at all, due to being immune to cold, electric, and weather effects). Twister takes a full round to activate and must be maintained as a move action each turn.
    Marvel Scale (Ex): Stormsouls are so at home in their native storms that they can draw power from them. Whenever a stormsoul is struck with electricity or cold damage from any source, they gain 1d8 temporary hit points and a +1 racial bonus to saves and attacks. These benefits stack with themselves up to a number of times equal to the number of hit dice of the stormsoul, and last for 1 minute.
    Haze (Su): A stormsoul is constantly surrounded by a cloudy haze, even in the clearest weather. This haze is magically laced with power and grants the stormsoul certain traits. Stormsouls are immune to electric and cold damage, all weather effects, and all mind-affecting effects. Additionally, this haze is the source of the stormsoul's spell resistance and miss chance. If dispelled, the stormsoul can recreate the haze as a free action.

    Creatures from the intersection of the Elemental Planes of Air and Water, stormsouls live for storms. They move through storms like fish swim and birds fly, and relish bringing the fury and majesty of storms to lesser beings. They can be found wherever a truly powerful storm is, and exist for the sheer unadulterated joy of rain and thunder.

    Stormsouls are 35 ft long, 3 ft across, and weigh 250 lbs. They can speak a vast variety of languages.

    Stormsouls in Zaaman-Rul: These beings are unknown on Zaaman-Rul, because of the planar concerns. However, on the Inner Planes, they frolic like always, saddened slightly that mortals fail to understand the joy of storms like they do.
    Last edited by arguskos; 2011-05-17 at 03:59 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  7. - Top - End - #7
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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Ariados/Psyder
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    Image by My5cookies


    Psyder CR 5
    TN Medium Aberration
    Init +5 Senses darkvision 60 ft
    Languages None
    __________________________________________________ _______________

    AC 19, touch 15, flat-footed 14
    (+5 Dex, +4 natural armor)
    HP 35 (6d8+12)
    Immune webs, poison
    Fort +4, Ref +7, Will +5
    __________________________________________________ _______________

    Speed 30 ft, climb 40 ft, spider climb
    Melee bite +9 (1d6+2, x2)
    Ranged string shot +9 (1d4 acid+slow, 19-20/x2, 50 ft range)
    Space 5 ft Reach 5 ft
    Base Atk +4; Grp +6
    Atk Options psyder web, string shot, signal beam
    Special Actions agility
    __________________________________________________ _______________

    Abilities Str 14, Dex 20, Con 14, Int 9, Wis 11, Cha 10
    SA psyder web, string shot, signal beam
    SQ agility, swarm, spider climb
    Feats Weapon Finesse, Weapon Focus (signal beam), Ability Focus (signal beam), Ability Focus (psyder web)
    Skills Acrobatics +14
    Advancement by hit dice
    __________________________________________________ _______________
    Psyder Web (Ex): A psyder can spin and hurl dangerous webs at opponents. These webs require a Reflex save to avoid (DC 10+psyder's Dex mod+1/2 psyder's hit dice). If the target is hit, they are entangled and suffer 1d4 acid damage every round they're stuck in the web. Escaping from the web takes a full-round action and either a Reflex save (same DC) or a Strength check (DC 20). Using psyder web is a full-round action. A psyder can use psyder web once/day/hit dice
    String Shot (Ex): A psyder's primary attack form is to spit a string of acid-laden silk at its enemy. This attack does minimal damage, but causes the target to get bogged down in the sticky silk, reducing their movement speed by 5 ft. A creature can only be slowed to half their speed by stacking string shots. It takes a standard action to clear off string shots.
    Signal Beam (Ps): The most notable ability of the psyder is its curious communication method. From the small horn on its head, the psyder can emit a bluish-purple beam that carries its mental state imprinted on the beam. Using these beams, psyders communicate with one another. However, any creature not a psyder who crosses the path of one of these beams suffers terribly from the beam, burning their flesh and mind. As a full-round action, a psyder may target another psyder with a signal beam. Any creature in the path of the beam that isn't a psyder takes 2d8 damage and must make a Will save (DC 10+psyder's Dex mod+1/2 psyder's hit dice) or become confused (as the spell) for 1 round. The confusion effect of signal beam doesn't stack with itself.
    Agility (Ps): Psyders are naturally psionic but not to a large degree. They have only the most rudimentary psychic imprints. However, they can instinctively focus their psionic abilities when sorely pressed. When a psyder is reduced to 0 or less HP, they may take up to a standard action as an immediate action. Most of the time, psyders use this ability to flee from a losing battle. Agility leaves the psyder at exactly 0 HP, regardless of the excess damage from the attack that triggered it. Agility can only be used once per day, and leaves the psyder exhausted for the next 12 hours, and fatigued for the next 12 after that. Finally, the psyder cannot use signal beam while exhausted after using agility.
    Swarm (Ex): Psyders are naturally social creatures. They like the company of others, and their psionic abilities strengthen when with others like themselves. For every psyder in a group beyond the first, all psyders in that group gain a +1 insight bonus on attacks (max +10 in a group of 11 psyders). Additionally, for every two psyders in a group beyond the first, the number of damage dice of Signal Beam increases by one (eg. a group of five psyders have signal beams that deal 4d8 damage each) to a maximum increase of 5 dice (max 7d8 dice in a group of 11 psyders).
    Spider Climb (Ex): The natural psionic ability of a psyder lets it climb sheer surfaces as though under the effect of a spider climb spell. However, this effect is non-magical, merely a natural ability of the psyder.


    Formed when a group of monstrous spiders were accidentally subjected to the creation of a potent psionic creature (Abysm, the Schismed, if you're curious), the race now called psyders are a potent group of pack hunters who absorbed a small amount of psychic energy and were forever changed. Today, the psyders are patient hunters who move in groups, using their web abilities to ensnare opponents and then using their curious method of communication to fry them alive.

    Psyders do not speak nor understand any known language, and all attempts to interpret their signal beams has resulted in failure. They weigh 95 pounds, stand 3 ft high at the shoulder and are 3-4 ft long.

    Psyders in Zaaman-Rul: Psyders were not created on accident in Zaaman-Rul, instead being an experiment by the illithids of Orlyndol towards creating a perfect guardian creature. The experiment was deemed a failure when the psyders exhibited too much free will for the illithid's taste. They were released into the Orlyndol jungles, where they have thrived ever since. A handful found their way to Xortal on accident, having ventured onto a Xortal-bound ship at dock in Tzu. From those few brave psyders has sprung a massive population explosion in Xortal, which now boasts a population of thousands of psyders spread throughout the vast jungles.
    Last edited by arguskos; 2011-05-11 at 11:57 AM.

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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Steelix/Steelsnake
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    Image by hattori-hako.


    Steelsnake CR 12
    TN Gargantuan Magical Beast
    Init +3 Senses darkvision 60 ft, low-light vision, earth sense
    Languages Understands Common and Terran, but does not speak.
    __________________________________________________ _______________

    AC 29, touch 19, flat-footed 26
    (+3 Dex, -4 size, +10 natural, +10 deflection)
    HP 227 (15d10+135); DR 15/adamantine
    Immune electricity, mind-affecting effects, ability damage, stunning
    Resist cold 15; SR 26
    Fort +18, Ref +12, Will +14
    __________________________________________________ _______________

    Speed 20 ft, burrow 40 ft
    Melee iron tail +32 (6d6+24+stun, 19-20/x3) and bite +26 (3d6+16+improved grab, x2)
    Space 20 ft Reach 15 ft
    Base Atk +15; Grp +42
    Atk Options improved grab, power attack, awesome blow, grind
    Special Actions rapid burrow
    __________________________________________________ _______________

    Abilities Str 40, Dex 16, Con 28, Int 5, Wis 10, Cha 10
    SA iron tail, improved grab, grind
    SQ rapid burrow, rock head, iron coat
    Feats Endurance, Steadfast Determination, Power Attack, Weapon Focus (iron tail), Earth SenseRoS, Earth AdeptRoS, Earth MasterRoS, Awesome Blow
    Skills Athletics +33
    Advancement By hit dice
    __________________________________________________ _______________
    Iron Tail (Su): A steelsnake attacks first and foremost with its massive metal-coated tail. The magically enhanced metal of the creature's skin infuse its attacks with a stunning force that is tough to resist. Any creature hit by the steelsnake's iron tail must make a Fortitude save (DC 10+½ the steelsnake's hit dice+the steelsnake's Constitution modifier) or be stunned for one round from the sheer force of the blow.
    Improved Grab (Ex): To use this ability, the steelsnake must hit with its bite 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, it establishes a hold and can grind the opponent next turn.
    Grind (Ex): If the steelsnake has an opponent in its jaws at the beginning of its turn, it can grind that opponent as a free action. Grinding deals piercing and bludgeoning damage equal to twice the steelsnake's Strength modifier to the opponent. The steelsnake can only have one opponent held in this fashion at a time, and cannot use rapid burrow while grinding an opponent.
    Rapid Burrow (Ex): Steelsnakes are far faster movers than their bulk would normally indicate. As an immediate action, the steelsnake can dive beneath the surface of the earth to avoid one effect. The steelsnake can use this ability once every 1d4 rounds, and cannot use it while grinding an opponent.
    Rock Head (Ex): The steelsnake is so durable and so similar to the very rock that it moves though that it has adapted their strength and made it their own. The steelsnake has damage reduction 15/adamantine, cold resistance 15, and is immune to electricity.
    Iron Coat (Su): Not to be outdone by nature, the mages who created the first steelsnakes added their trademark metal coating and imbued it with magical power, the better to defend their investments. The steelsnake has spell resistance equal to 11+its hit dice and gains a deflection bonus to its AC equal to its natural armor bonus to AC.

    Note: RoS refers to Races of Stone. Earth Adept/Master give the steelsnake a +1 bonus to attacks and damage assuming its target is touching the earth. Given that steelsnakes lair deep below the earth such seems likely, so I just added the bonuses to the stat block.

    Once distant cousins of purple worms from the Elemental Plane of Earth, the creatures that are now known as steelsnakes were magically whisked from that foreign place and brought here, where the abducting mages grafted magical steel plating on their bodies and gave them new powers, appropriate to their new, altered, forms. Granted the power to breed true, and used as guardians, the steelsnakes eventually were emancipated from their masters when the latter died in some tragedy as tends to befall mages.

    Now, the steelsnakes roam the bowels of the earth, consuming everything in their path and moving like shining earthquakes through the darkness below. Steelsnakes weigh around 40 tons and are about 8 ft in diameter and 100 ft in length.

    Steelsnakes in Zaaman-Rul: Created from purple worms by Intolians, the steelsnakes have served as guardian creatures in Intolar for hundreds of years. During the Shadowstar Wars, they were pressed into service as war beasts, and a small handful ended up bereft of leadership or control, free to act as they wished. Those handful burrowed deep underground and have roamed the Lattice ever since as wild and free steelsnakes. The majority of the species though remains in captivity as guardians for Intolar's secure places.
    Last edited by arguskos; 2011-05-11 at 12:04 PM.

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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Gligar/Skyshadow
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    Image by ShikaTheFox


    Skyshadow CR 5
    TN Medium Magical Beast
    Init +4 Senses touchsight 60 ft, low-light vision, darkvision 60 ft
    Languages Understands Common and Terran, cannot speak
    __________________________________________________ _______________

    AC 18, touch 14, flat-footed 14
    (+4 Dex, +4 natural)
    HP 43 (6d10+6)
    Fort +6, Ref +9, Will +2
    __________________________________________________ _______________

    Speed 10 ft, fly 100 ft good (see glide)
    Melee Bite +11 (1d6+3, 19-20/x2) and sting +5 (1d4+1+poison, x3)
    Space 5 ft Reach 5 ft
    Base Atk +6; Grp +12
    Atk Options improved grab, dive, poison
    Special Actions leap
    __________________________________________________ _______________

    Abilities Str 14, Dex 18, Con 12, Int 11, Wis 10, Cha 6
    SA improved grab, dive, poison
    SQ glide, leap, grasper, touchsight
    Feats Weapon Finesse, Ability Focus (dive), Weapon Focus (bite), Ability Focus (poison)
    Skills Athletics +11 (+21 on athletics checks made to jump, +41 on athletics checks made to climb), Stealth +13
    Advancement By hit dice (6-10 Large, 11-15 Huge)
    __________________________________________________ _______________
    Improved Grab (Ex): If a skyshadow hits with a dive attack, the skyshadow deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unlike most creatures, a skyshadow may use Improved Grab against creatures of up to one size category larger than itself. Finally, a skyshadow may use both of its natural weapons at no penalty in a grapple (bite +11, sting +10)
    Dive (Ex): The main attack form of the skyshadow, this ability can only be used while gliding (see glide, below). A dive attack is a full-round action. To perform a dive, the skyshadow must move at least 30 ft downward from above the target. At the end of the attack, the skyshadow makes a single bite attack, at its highest attack bonus. If this attack hits, the skyshadow may attempt an improved grab, and the target must make an additional Fortitude save (DC 10+½ the skyshadow's hit dice+the skyshadow's Strength modifier+2 for the skyshadow's ability focus feat) or be knocked prone by the force of the dive. A dive attack counts as a charge, and the bite gains a bonus to damage equal to 1d6 per 10 ft moved during the attack.

    If the skyshadow misses, they land in a nearby square adjacent to the target, and take damage equal to 1d6 per 10 ft moved during the attack, as there is no target to cushion their landing. If they merely fail to get a hold with improved grab, they are in an adjacent square, but take no damage.
    Poison (Ex): A skyshadow's poison is an injury poison that deals 1d4 Dex damage/1d4 Dex damage. It has a Fortitude save DC of 10+½ the skyshadow's hit dice+the skyshadow's Strength modifier+2 for the skyshadow's ability focus feat.
    Glide (Ex): A skyshadow, much like a flying squirrel, cannot actually fly. Instead, it is a skilled glider, and can fly for huge distances if it jumps from a high place. Skyshadows must climb an object, then use their leap ability to begin a glide. While gliding, skyshadows cannot gain altitude, only lose or maintain it.
    Leap (Ex): To compensate for their inability to attain natural flight, skyshadows are skilled jumpers. A skyshadow can begin a glide at the peak of an athletics check made to jump vertically. They are always counted as having a running start for the purposes of jumping, and ignore all penalties to jumping checks based on their land speed. They gain a +10 bonus to athletics checks made to jump.
    Grasper (Ex): Skyshadows are tenacious when grabbing and holding an opponent, and refuse to release them, no matter the cost. They gain a +4 bonus on grapple checks, and can grapple creatures up to one size category larger than them at no penalty. They also gain a +30 bonus on athletics checks made to climb something.
    touchsight (Ps): The druid that created the skyshadows eventually realized that his creations would need alternative methods of finding prey, and so he hired a psion to aid him in granting his children the touchsight ability. Today, all skyshadows benefit from this ability constantly. If dispelled, the skyshadow can reestablish the effect as a free action.

    Created in ancient times by an epic druid, who wanted to perfect the idea of the flying squirrel to wild and lethal heights, the skyshadows were gifted with many unique powers by their master, and then set loose into the world to claim their niche. Today, skyshadows can be found hither and yon, in terrain that varies from large forests to mountainous crags to urban sprawl. Skyshadows mate for life, and typically have one to two offspring. They live for around 10 years. While skyshadows are remarkably intelligent, their progenitor didn't think to give them the gift of speech. Between other skyshadows, they use a chirping and whistling language for communication.

    Skyshadows in Zaaman-Rul: Created in the mists of the ancient past, skyshadows are the product of a serpentes druid who wanted to exemplify the concept of the flying squirrel. Skyshadows are found almost everywhere, save for Northwind, and are considered dangerous pests everywhere they're found.
    Last edited by arguskos; 2011-05-11 at 10:31 PM.

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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    1) Are you going to have pics like those for every poke-remake?

    2) I like the powerhouse, goliath on steroids. Can't wait to see the rest of them, esspecially the scyther remake (favorite pokemon after abra)
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    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Quote Originally Posted by EdroGrimshell View Post
    1) Are you going to have pics like those for every poke-remake?
    If I can find nice pics like that, I absolutely will. I'm going to try really hard, since a good pic is 50% of the reaction to a work that people are gonna have.

    2) I like the powerhouse, goliath on steroids. Can't wait to see the rest of them, esspecially the scyther remake (favorite pokemon after abra)
    The motramr are going to be the only playable race, so I wanted to make them kinda interesting. They're not my best work though. Fairly bland.

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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    A minor point, but I would think the motramr's favored class should be Monk, no? Seeing as Machamps like their martial arts. Alternativly, Unarmed Swordsage, which I understand is the real monk?

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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Quote Originally Posted by THEChanger View Post
    A minor point, but I would think the motramr's favored class should be Monk, no? Seeing as Machamps like their martial arts. Alternativly, Unarmed Swordsage, which I understand is the real monk?
    1. I don't use ToB, so no, the Swordsage won't be used here.

    2. Monks are terrible. The motramr are focused on the techniques of body building, which gives the nod to the training and techniques of the Fighter. I don't know anyone who uses favored classes though, so I don't know how critical it'll be.

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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Found an interesting (read AWESOME) pic for Steelix

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    by Leashe


    Image doesn't work... Oh well, here's the link
    Last edited by EdroGrimshell; 2011-04-13 at 02:11 PM.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Quote Originally Posted by EdroGrimshell View Post
    Found an interesting (read AWESOME) pic for Steelix

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    by Leashe


    Image doesn't work... Oh well, here's the link
    I like this one more:
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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Quote Originally Posted by EdroGrimshell View Post
    Found an interesting (read AWESOME) pic for Steelix

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    by Leashe


    Image doesn't work... Oh well, here's the link
    Its because you put the URL of the page that had the image on it, not the image itself.
    Last edited by Volthawk; 2011-04-13 at 02:17 PM.

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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Quote Originally Posted by Volt View Post
    Its because you put the URL of the page that had the image on it, not the image itself.
    Knew i forgot a step
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Ok, images for all of them are up, except for Ariados, since I can't find one I like.

    I'll post up another one this evening, probably. Thinking about maybe Steelix.

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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    This looks like it will be interesting. I really like the more realistic pictures.
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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Quote Originally Posted by arguskos View Post
    2. Monks are terrible. The motramr are focused on the techniques of body building, which gives the nod to the training and techniques of the Fighter. I don't know anyone who uses favored classes though, so I don't know how critical it'll be.
    Perhaps getting Superior Unarmed Fighting as a racial bonus feat? Just gives them the Monk's unarmed damage progression. Though, that feat is from ToB...
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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Quote Originally Posted by Welknair View Post
    Perhaps getting Superior Unarmed Fighting as a racial bonus feat? Just gives them the Monk's unarmed damage progression. Though, that feat is from ToB...
    Actually, Superior Unarmed Fighting is not useful for Powerhouses. See, it applies to unarmed strikes, which as a medium creature, are 1d3 damage for them. They have slam attacks, which already deal 1d6 plus full strength, so they hardly need it.

    Remember, they're a player race, meaning if you want to do stuff with them and make characters with them, go for it. The base is simple so that you can make what you'd like with them.
    Last edited by arguskos; 2011-04-13 at 07:04 PM.

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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Quote Originally Posted by arguskos View Post
    Actually, Superior Unarmed Fighting is not useful for Powerhouses. See, it applies to unarmed strikes, which as a medium creature, are 1d3 damage for them. They have slam attacks, which already deal 1d6 plus full strength, so they hardly need it.
    My bad, I meant to say Superior Unarmed Strike. And it's not quite up to the Monk's progression, but is close-ish. At 8th you're dealing 1d8 which would make the Slam obsolete. Hm. Thought it would be appropriate. Ho well.


    Anywho, nice work and I look forward to seeing others.
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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Quote Originally Posted by Welknair View Post
    My bad, I meant to say Superior Unarmed Strike. And it's not quite up to the Monk's progression, but is close-ish. At 8th you're dealing 1d8 which would make the Slam obsolete. Hm. Thought it would be appropriate. Ho well.
    Don't know why I said fighting.

    I personally wouldn't care for it with the Powerhouse (since damage dice are basically irrelevant when sat next to the bonuses a creature can add from Strength and whatnot).

    Like I said, if you feel the urge to increase their damage dice on their unarmed strikes, you're welcome to make a powerhouse character and take Superior Unarmed Strike on them. I just don't see a need to give it to them as a bonus feat is all.

    Anywho, nice work and I look forward to seeing others.
    Thanks!

    Are they are suggestions for the next one? Or am I to just pick at random?

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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Quote Originally Posted by arguskos View Post
    Are they are suggestions for the next one? Or am I to just pick at random?
    I vote Dragonair/Steelix.
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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Quote Originally Posted by DMofDarkness View Post
    I vote Dragonair/Steelix.
    That's good, cause I picked Steelix for giggles. The Steel Snake is inbound! Hopefully, it won't be brutally unbalanced (that's for Tyranitar ).

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    Quote Originally Posted by arguskos View Post
    Are they are suggestions for the next one? Or am I to just pick at random?
    I was always partial to Ariados...
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    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Quote Originally Posted by Welknair View Post
    I was always partial to Ariados...
    I am too, but I want to find a nice image of him first. If you've got any really nice ones, I'd love to see 'em!

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    It looks awesome there Arguskos!
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    Quote Originally Posted by arguskos View Post
    I am too, but I want to find a nice image of him first. If you've got any really nice ones, I'd love to see 'em!
    I think I may have found a workable one:

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    Welknair you are a god among men. Thank you for creating a playground for the completely insane.
    Quote Originally Posted by Morph Bark
    There have also been times where I was jealous of your ingenuity and skills.

    Extended Homebrewer's Signature

  30. - Top - End - #30
    Titan in the Playground
    Join Date
    Jul 2008
    Location
    Broken Damaged Worthless

    Default Re: [3.5, Monsters] No Pockets Any Longer...

    Quote Originally Posted by Innis Cabal View Post
    It looks awesome there Arguskos!
    Thanks man! By the way, I'm keeping my eye on your PbP system attempt. Good to see you in the brew forum, Innis.

    Quote Originally Posted by Welknair View Post
    I think I may have found a workable one:

    Spoiler
    Show
    That's about the best one I've seen, yeah. Issue is the background, I don't like those cans and stuff. Dunno. I'll kick it around while I think of how to work Ariados.

    The steelsnake is coming along nicely though. I've worked in a goodly number of move and ability references too, for those playing at home.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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