Results 91 to 120 of 128
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2009-05-01, 05:51 PM (ISO 8601)
- Join Date
- Sep 2007
Re: Vote Up a Monster (3.X) #10: Votement Day
CR 1 for the most epic win of all time!
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2009-05-01, 08:23 PM (ISO 8601)
- Join Date
- Jul 2008
- Location
- Thulcandra
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
I'll cast another vote for CR 1.
Blue Ghost, Lawful Good generalist wizard, at your service.
Love wins. S'agapo.
I make MtG cards. My portfolio
Avatar by AsteriskAmp.
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2009-05-02, 01:25 AM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Florida
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
CR 1please!!
hidden text is hidden
sorry I missed out on most of this one
hidden text is hidden
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2009-05-03, 01:29 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
All votes are currently tallied.
We currently have a tie between CR1 & CR10. I'd like to see the tie broken, if for no other reason than to know if I'm designing a strong monster or a player-compatible race. Anyone up for breaking the tie?
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2009-05-03, 02:07 AM (ISO 8601)
- Join Date
- Nov 2006
Re: Vote Up a Monster (3.X) #10: Votement Day
Me! With 1.
Founder of the Fanclub of the (Late) Chief of Cliffport Police Department (He shall live forever in our hearts)
CATNIP FOR THE CAT GOD! MILK FOR THE MILK BOWL!
Shameless shill:
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2009-05-03, 03:25 PM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
Good enough for me! The votes are in, & the winning Challenge Rating is: CR1! It looks like we might have a race after all.
So lastly, I need you guys (& girls) to vote on the creature's Special Abilities. Votes will be tallied regularly. Please only vote for 2 Special Abilities maximum, & please peruse the voting rules. Thank you for voting.
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2009-05-03, 03:46 PM (ISO 8601)
- Join Date
- Jul 2008
- Location
- Montreal
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
Antimagic and Telepathy.
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2009-05-03, 05:16 PM (ISO 8601)
- Join Date
- Jul 2008
- Location
- Thulcandra
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
Breath weapon and poison.
Blue Ghost, Lawful Good generalist wizard, at your service.
Love wins. S'agapo.
I make MtG cards. My portfolio
Avatar by AsteriskAmp.
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2009-05-03, 06:19 PM (ISO 8601)
- Join Date
- Oct 2007
- Location
- Maryland
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
Psionics and fearful aura, be afraid, be very afraid
Moleotar done by lindorm
I remember the Myrka as menacing, unstoppable and well-nigh indestructible. Nowhere did I describe it as a four-legged beast on loan from Panto-Horses-Are-Us
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2009-05-03, 06:30 PM (ISO 8601)
- Join Date
- Apr 2008
Re: Vote Up a Monster (3.X) #10: Votement Day
Having in mind that it's a CR 1: Movement Modes and Natural Weapons.
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2009-05-03, 09:04 PM (ISO 8601)
- Join Date
- Jul 2008
Re: Vote Up a Monster (3.X) #10: Votement Day
Antimagic and Natural Weapons.
OwrthoTablesWant them to look nice? Have a guide
My Homebrew
[creature]Shiny: Monster Competition XXXVI entry.
[class]Wisp fire guide: Follow me. I have such sights to show you.
[class]Ozodrin: A class to play as an eldritch horror.
other hombrew
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2009-05-03, 10:48 PM (ISO 8601)
- Join Date
- Mar 2009
- Location
- Chicago
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
Natural Weapons. Waiting to see if anything else interesting pops up before voting again.
"Experience is a good thing. You should hit it." - Lathandar to his Paladin, in response to her prayers for advice on what to do about a Holy Liberator
"Strahd turns into mist." - DM
"And I turn into a hepa filter." - Lumieras
Quote of the Week:
"If you go down south, you'll hear of Arthur Bartholomew Bartholomew, a man who changed a town." - Foster
"Into dust?" - Owen
Characters: Kalinda Gray, Lawful Good Thief
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2009-05-03, 10:59 PM (ISO 8601)
- Join Date
- Aug 2008
- Location
- Somewhere
- Gender
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2009-05-03, 11:35 PM (ISO 8601)
- Join Date
- Jan 2009
- Location
- Georgia + Inner World
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
Natural Weapons & Poison
Having trouble writing up hard stat blocks but I'm doing a lot of sharing ideas and soft mechanics lately.
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2009-05-04, 01:38 AM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Oak Harbor, WA
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
Telepathy and Fearful Aura. It's gonna get inside your head, man.
"It does me no injury for my neighbor to say there are twenty gods or no god. It neither picks my pocket nor breaks my leg."
- Thomas Jefferson
Avatar by Meynolds!
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2009-05-04, 01:45 AM (ISO 8601)
- Join Date
- Mar 2007
- Location
- London, UK.
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
Darkvision and Natural Weapons, Small, cold, shark people!
Last edited by Malfunctioned; 2009-05-04 at 05:17 PM.
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2009-05-04, 04:11 AM (ISO 8601)
- Join Date
- Aug 2006
- Location
- London, UK
Re: Vote Up a Monster (3.X) #10: Votement Day
Psionics and Movement modes
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2009-05-04, 04:44 AM (ISO 8601)
- Join Date
- Aug 2007
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
Cold Immunity and a Cold Ray
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2009-05-04, 12:01 PM (ISO 8601)
- Join Date
- Feb 2009
Re: Vote Up a Monster (3.X) #10: Votement Day
Psionics and Darkvision.
Wonder Woman (DC Girls in Sweaters Style) Avatar by Astrella.
NO FUN. NOT EVER.
Faulty, now available in other flavours:
last.fm
Metal Archives
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2009-05-04, 03:53 PM (ISO 8601)
- Join Date
- Jan 2008
- Location
- Denton, Tx
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
Considering that as an Aquatic creature some of the abilities here are almost a given (like movement modes). I'm going to have to go with Psionics and to see how you'd do it, Swallow Whole.
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2009-05-04, 08:16 PM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
All votes have been tallied so far.
Now, before any of you assume that my tally of the votes implies a tacit approval, let me set you straight; it does NOT. Many of you have wasted your votes on abilities that this creature will automatically have, due to type/subtype traits. Here are the traits this creature will have, based on your votes so far:
SpoilerAquatic traits: All creatures with the Aquatic subtype possess the following traits:
- Swim speeds & thus can move in water without making Swim checks.
- Can breathe underwater, & are immune to drowning (but not suffocation).
Cold traits: All creatures with the Cold subtype possess the following traits:
- Immunity to all cold-based damage & effects.
- Vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Monstrous Humanoid traits: All creatures with the Monstrous Humanoid type possess the following traits:
- Darkvision out to 60’.
- Proficient with all simple weapons.
- Monstrous humanoids not indicated as wearing armor are not proficient with armor or shields.
- Monstrous humanoids eat, sleep, & breathe.
To simplify that verbiage, it basically means that the VUaM #10 will get a Swim speed, Cold Immunity, Vulnerability to Fire, & Darkvision automatically.
Now, who wants to change their votes?
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2009-05-04, 11:00 PM (ISO 8601)
- Join Date
- Aug 2008
- Location
- Somewhere
- Gender
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2009-05-05, 01:40 AM (ISO 8601)
- Join Date
- Mar 2007
- Location
- London, UK.
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
In that case I'll change my Darkvision to Fast Healing
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2009-05-05, 02:48 AM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Florida
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
Psionics and natural weapons for me!
(Hey, look! A band on a wagon!! )
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2009-05-05, 04:52 AM (ISO 8601)
- Join Date
- Aug 2006
- Location
- London, UK
Re: Vote Up a Monster (3.X) #10: Votement Day
Given that, I'd like to swap
Movement modesto Acid vulnerability (although I was tempted by blindsight/blindsense). This thing is going to need some disadvantages to stay CR 1, and if you're vulnerable to fire, acid also makes sense chemically.
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2009-05-05, 07:31 AM (ISO 8601)
- Join Date
- Apr 2008
Re: Vote Up a Monster (3.X) #10: Votement Day
My Movement Modes vote was already meant to be something extra (besides swim - like burrow or something), so I guess I'll keep that vote.
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2009-05-05, 01:03 PM (ISO 8601)
- Join Date
- Feb 2009
Re: Vote Up a Monster (3.X) #10: Votement Day
I change my vote of Darkvision to one for Poison.
Wonder Woman (DC Girls in Sweaters Style) Avatar by Astrella.
NO FUN. NOT EVER.
Faulty, now available in other flavours:
last.fm
Metal Archives
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2009-05-05, 04:51 PM (ISO 8601)
- Join Date
- Aug 2007
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
Can I use my wasted vote to remove a vote from the psionics tab?
Assuming I can't I'll go with... Natural Weapons
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2009-05-07, 09:00 PM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
All votes have been tallied. The winning special abilities are: Natural Weapons & Psionics!
Voting is concluded at this point. The resultant creature, the ?????, will be posted on Tuesday, May 12th. Thanks to everyone who voted.
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2009-05-12, 08:47 PM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Vote Up a Monster (3.X) #10: Votement Day
Ice Fang
SpoilerSpoiler
An ice fang in a moment of relative peace & good cheer.
Small Monstrous Humanoid (Aquatic, Cold)
Hit Dice: 1d8+1 (5HP)
Initiative: +1
Speed: 10’ (2 squares), Swim 60’ (12 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 leather); touch 12; flat-footed 13
Base Attack/Grapple: +1/-2
Attack: Glaive +3 melee (1d8+1/×3) or Claw +3 melee (1d4+1)
Full Attack: Glaive +3 melee (1d8+1/×3) or 2 Claws +3 melee (1d4+1)
Space/Reach: 5’/5’
Special Attacks: Psi-like Abilities
Special Qualities: Aquatic traits, Cold traits, Monstrous Humanoid traits
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 13 (+1), Dex 13 (+1), Con 12 (+1), Int 12 (+1), Wis 14 (+2), Cha 8 (-1)
Skills: Hide +4, Spot +5, Survival +5, Swim +4
Feats: Power Attack
Environment: cold aquatic
Organization: solitary, pair, vanguard (3-8), school (9-28 plus 50% non-combatants plus one 2nd-level chief & 1-2 sharks), or tribe (29-128 plus 50% non-combatants plus one 5th-level chief & 5-8 sharks)
Challenge Rating: 1
Treasure: standard
Alignment: usually Lawful Evil
Advancement: by character class
Level Adjustment: +1
The creature before you looks like a small, wiry merman. Upon closer inspection, though, it becomes apparent that this is no ordinary merfolk. Its scaly hands are tipped with wicked claws, & its grin reveals a mouth full of dagger-like teeth. Most telling of all, though, is the fact that its entire body is covered in fine bluish-green scales, entire the more human-like parts.
In the depths of the coldest oceans lurk dangerous predators. Sharks, narwhals, orca whales, & cold-adapted sahuagin prowl the seas, hunting for prey. Some natives of arctic lands report another killer under the waves, though, one that can come onto dry land & terrorize people out of the sea. These gruesome beings are known as Ice Fangs.
The ice fangs are a ruthless, cruel people, with a Darwinian philosophy born of their harsh environment & meager food supply. Known amongst themselves as the Vaqzuu (VAHK-zoo, singular Vaqzo), they are often ravenously hungry, & they rarely care where their next meal comes from. Their society has a strict hierarchy, with rigidly defined roles for each caste strata. At the bottom of the proverbial food chain are the Chattel (Naapth), who are the slaves & indentured servants. Above them are the Seekers (Rrozcae), who make up most of an average tribe’s population; they are the ones that do most of the work. Then there are the Marshals (Jaaschy), who lead the seekers on raids & enforce the tribe’s laws. Next are the Shamans (Ccaeño), who organize the community & direct the worship of the Ice Fang pantheon, the Quolbuba. At the top of the pecking order are the Chieftains (Aivraal), who rule the other ice fangs with an iron fin.
Most surface folk only encounter the ice fangs that dwell in icy coastal waters, the ones known as Shallow Fangs (Ooda-Vaqz). Less commonly known are larger (IE Medium size) Current Fangs (Zoury-Vaqz), who reside in deeper seas, riding the cold currents. A seldom-seen variety are the Deep Fangs (Quaaj-Vaqz), the Large-sized sub-race that inhabit the most frigid reaches of the ocean floor. The rarest type of ice fang are the Exiles (Vuqzi Choipa), who reject the Lawful Evil tenets of ice fang society.
An ice fang is about 3½-4½’ long, & weighs about 65-80 pounds. They speak their own language (Phthuulyg), although the more learned of them speak Aquan, Common, or Sahuagin.
Combat
Ice fangs are natural predators, & they treat any encounter like just another part of the hunt. They eagerly do batter with foes, usually attempting to first pick off prey that they perceive as weak or otherwise easier to kill, before moving on to stronger opponents. They will often begin a battle by employing one of their psionic powers; most likely their mind thrust, given their penchant for offensive tactics. This is almost always followed up with melee attacks, either with a glaive or their bare claws. They wisely choose to engage enemies underwater if at all possible, where they are in their element; an ice fang that is encountered on land is much more likely to retreat.
Psi-Like Abilities
- 1/day: force screen, mind thrust (DC13).
- Manifester level 1st. The save DC is Wisdom-based. 3 Power Points per day.
Aquatic traits: All creatures with the Aquatic subtype possess the following traits:
- Swim speeds & thus can move in water without making Swim checks.
- Can breathe underwater, & are immune to drowning (but not suffocation).
Cold traits: All creatures with the Cold subtype possess the following traits:
- Immunity to all cold-based damage & effects.
- Vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Monstrous Humanoid traits: All creatures with the Monstrous Humanoid type possess the following traits:
- Darkvision out to 60’.
- Proficient with all simple weapons.
- Monstrous humanoids not indicated as wearing armor are not proficient with armor or shields.
- Monstrous humanoids eat, sleep, & breathe.
Monster Lore
Characters that have ranks in Knowledge (Nature) can learn more about Ice fangs. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
- DC11: “In the icy polar waters of the world, there are merfolk-like marauders that voraciously hunt & eat any creature that they can reach.” A character making this check recalls all aquatic cold monstrous humanoid traits.
- DC16: “Commonly known as the ice fangs, these piscean predators scour the seas with their claws & their mental powers.” A character making this check knows the workings of an ice fang’s natural weapons & psi-like abilities.
- DC21: “Ice fangs come in many shapes & sizes, although most people will only encounter the tyrannical Shallow Fangs.” A character making this check remembers the mechanics of an ice fang’s abilities & racial features.
- DC26: “They called themselves the Vaqzuu, & they worship the Quolbuba, a pantheon of brutal, rapacious gods.” A character making this check is familiar with the nearest ice fang settlement & how to contact them.
Abilities & Racial Features
- +2 Strength, +2 Wisdom.
- Monstrous Humanoid (Aquatic): An ice fang is not subject to spells or effects that affect humanoids only, such as charm person or dominate person. It is still subject to charm monster or dominate monster, however. They have swim speeds & thus can move in water without making Swim checks, can breathe underwater, & are immune to drowning (but not suffocation).
- Cold traits: All creatures with the Cold subtype are immune to all cold-based damage & effects. They also have a vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
- Small Size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting & carrying limits ¾ those of Medium characters.
- An ice fang’s base land speed is 10 feet.
- An ice fang’s base swim speed is 60 feet.
- Darkvision out to 60 feet.
- Psi-Like Abilities
- 1/day: force screen, mind thrust (DC13).
- Manifester level 1st. The save DC is Wisdom-based. 3 Power Points per day.
- Natural Weapons (Ex): 2 Claws (1d4 + Str); slashing damage.
- Automatic Languages: Phthuulyg. Bonus Languages: Aquan, Common, or Sahuagin.
- Favored Class: Ranger (male) or Monk (female).
- Level Adjustment: +1.
Spoiler
Another ice fang, poised to attack.Last edited by Zeta Kai; 2010-01-09 at 12:42 PM.