Author Topic: General Weirdness  (Read 52958 times)

Offline bhu

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Re: General Weirdness
« Reply #140 on: April 27, 2017, 09:30:44 PM »
I'll fix as soon as I get your races done

GENTESGORPION


   
"WHAT WAS THAT ABOUT MY ASS?"

 Gentesgorpions are black skinned with white hair and red eyes.  They appear as plus sized men and women with long scorpion tails, and pincers in place of hands.  They put on weight easily due to their metabolism, but can live off their internal fat for some time if necessary.  Females are far more prevalent than males, and are often assumed to be chubby Drow at a distance.

GENTESGORPION RACIAL TRAITS
·   +2 Str, +2 Con
·   Size Class: Medium
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Tremorsense (Ex) 30 feet.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Poison (Ex): Gentesgorpions can inject one of two venoms via their sting (both are Injury, Fortitude Save is Con based).   The first is meant to stun opponents via pain to make them leave.  Initial damage is a -1 Penalty to all attack rolls, saving throws and ability and kill checks for I minute, as well as being Stunned 1 round.  Secondary damage is a -2 Penalty to all attack rolls, saving throws and ability and kill checks for I minute. The second venom is a more lethal neurotoxin meant to bring people down.  Initial and Secondary damage is 1d3 Con.
·   Gentesgorpion have a Primary Pincer attack doing 1d6 plus Strength Bonus, and a Secondary Sting attack doing 1d6 plus 1/2 Str Bonus. 
·   Slow Metabolism (Ex):  Gentesgorpions tend to be on the pudgy side due to their slow metabolism, but it also has benefits.  They can go three times as long before needing to make saving throws against suffocation, drowning, exposure to heat/cold, or lack of food and water.  They are survivors despite their appearance.
·   Non-humanoid Form: Due to their non humanoid form, armor for Gentesgorpion costs twice as much.  Additionally they have pincers instead of hands so fine manipulation is impossible for them.  They cannot buy ranks in Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand or Use Rope.
·   Automatic and Bonus Languages: Gentesgorpion automatically speak Common and Gentesgorpion.  Bonus languages: Any nearby race
·   Level Adjustment: +2
·   Favored Class: Binder

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

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 4'10" Female: 4'5"
 Height Modifier: +2d10"
 Base Weight: Male: 130 lbs.   Female: 100 lbs.
 Weight Modifier: x (2d6) lbs.

GENTESGORPION CHARACTERS
 The racial LA makes casting a bad choice.  You're well-suited for melee rolls though.
 Adventuring Race: Gentesgorpion generally adventure for revenge or necessity.
 Character Development: You may wish to find a way to negate your racial skill limitations depending on the class of your choice.
 Character Names:

ROLEPLAYING A GENTESGORPION
 Whats yours is yours, and you take sass from no one.  Even when you're obviously overpowered, retreating is only a means to scheme to gain what is necessary to put them down. 
 Personality: You aren't a people person.  Your solitude has had you thinking in terms of "I" for so long it is difficult for you to reboot and think in terms of "we".
 Behaviors: Gentesgorpion love to declare and protect territory.  This can be as complex as hunting grounds or as simple as "This is my beer stein!"  Your territory is your life, and violating it is violating you.
 Language: Gentesgorpion have their own secret spoken language made by rubbing they tails and or claws together.  Without magic it is difficult for other races to reproduce.

GENTESGORPION SOCIETY
 Gentesgorpion are aggressively solitary, and only really associate to mate and raise children.  They tend to try and blend in to local communities of other folk as best they can, or live life as hermits and wilderness folk.
 Alignment : Virtually all Gentesgorpion are Neutral.  A few are also Chaotic or Evil.
 Lands : Gentesgorpion are remarkably adaptable, and are found virtually everywhere.
 Settlements : Gentesgorpion can be found anywhere except the most arctic of regions, and even then there are some diehards  who are underground cave dwellers.
 Beliefs : Gentesgorpion prefer Gods dedicated to survival, especially survival of the fittest.
 Relations: Gentesgorpion are very territorial, so as long as other races can learn to tolerate their eccentricities they may be accepted (Gentesgorpion are also mildly xenophobic)

GENTESGORPION ADVENTURES
· A male of your species has invaded your territory and demanded you eat him.  You kick the silly bastard out but he keeps coming back.  You have determined to follow him and find out what the hell is going on.
· You have somehow acquired a Drow suitor who refuses to take 'fuck off' for an answer.  You get the feeling he isn't genuine, rather that there is someone putting him up to this.
· A witch offers to cure you, not realizing that this is what you actually look like.  You promptly run her off, and now her coven is holding a protest in front of your cave.

« Last Edit: July 22, 2017, 08:37:42 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #141 on: August 01, 2017, 07:49:20 PM »
NACHTTIER


   
"Hiissssssssssssssssssssssssssssss!"

 The Nachttier are humanoids with blue-grey skin and yellow eyes similar to those of a snake.  They have sharp teeth and claws, and a thin tail with a flat, triangular tip.  Hair color ranges from red to strawberry-blond.  Ears are pointed, and they usually have 4 fingers per hand and 3 toes per foot.  Mutation is common, so hair and eye color can have some spectacular variations.

NACHTTIER RACIAL TRAITS
·   +2 Dex
·   Size Class: Medium
·   Type: Outsider with the Extraplanar Subtype, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Phobovore (Ex): Nachttier feed on fear, and do not need food or water.  Hence they must use Intimidation or some form of Fear inducing spell, power or ability.  Because of this Intimidate is always a Class Skill for them.  Being within 30 feet of someone who is Shaken feeds them for 3 days.  Being within 60 feet of someone who is Frightened feeds them for 3 days, and being within 30 feet feeds them a week and they run the risk of overload.  Being within 90 feet of someone who is Panicked or Cowering feeds them three days.  Within 60 feet feeds them a week and puts them at risk of overload.  Within 30 feet feeds them 2 weeks and puts them at risk of Overload.  When at risk of overload, the fear has overwhelmed the Nachttier momentarily.  When this happens the Nachttier must make a Fortitude Save (DC varies) or be Stunned 1 round.  DC is 15 for all cases except being within 30 feet of a Panicked or Cowering individual (which is DC 20).
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Nachttier have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Bite attack doing 1d3 plus 1/2 Str Bonus.
·   Automatic and Bonus Languages: Nachttier automatically speak Common.  Bonus languages: Any Humanoid race
·   Level Adjustment: +1
·   Favored Class: Rogue or Wizard

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 4'10" Female: 4'5"
 Height Modifier: +2d10"
 Base Weight: Male: 120 lbs.   Female: 85 lbs.
 Weight Modifier: x(2d4) lbs.

NACHTTIER CHARACTERS
 Your high Dex makes you fit for both arcane casters or skill monkey classes.  Aside from your Favored Classes, you make pretty decent Beguilers or Factotums as well.
 Adventuring Race: The reasons for Nachttier adventurers vary as much as humans do.
 Character Development: Some combo of Wizard and Rogue is usual.  Try to offset your Racial LA if possible.
 Character Names: Common names are some variation on "shadow".  Think of something the local goth kids would call themselves and you can't go wrong.

ROLEPLAYING A NACHTTIER
 You live in a dimension with doors to just about everywhere, and you want to see it all.  Discreetly of course.  No sense in stirring up troubles.
 Personality: Nachttier are curious and often capricious.  They try hard to control this due to the strict rules of their society but aren't always successful.
 Behaviors: Typically Nachttier train to scare the bejeezus out of people.  Due to their ambitious and competitive natures they actually spend most of their time refining their skills.
 Language: Despite their extradimensional origins, the Nachttier speak common.

NACHTTIER SOCIETY
 The Nachttier are secretive by nature, and have a rigidly hierarchical society.  Much of their culture and resources are devoted to dealing with obtaining the fear of other races without being caught. 
 Alignment : Most Nachttier are some variation on Neutral.  Their focus on obeying the rules mean many are Lawful as well.
 Lands : Nachttier live in their own pocket dimension that resembles a stone labyrinth.
 Settlements : Nachttier only settle elsewhere if they are cast out.
 Beliefs : It is unknown if the Nachttier have a religion.
 Relations: Nachttier are somewhat xenophobic, and go to great lengths to prevent their discovery by other races.  Well most of them anyway.  Others find humanoids perversely attractive.

NACHTTIER ADVENTURES
· One of you has been discovered by the humans, and now you must run the massive conspiracy on both sides of the dimensional divide to cover up this cluster fudge.
· You have somehow acquired a curse that requires you to feed on a random emotion instead of just needing fear.  Needless to say this really complicates your day.
· The dimensional labyrinth that is your home is suddenly infested with exploding chickens.  How the hell are these things getting in here?

« Last Edit: September 25, 2017, 10:37:34 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #142 on: December 04, 2017, 07:27:34 PM »
https://onigirystuff.deviantart.com/art/Navask-semi-open-species-669848524  I has had a request

NAVASK


   
"The Navask speech patterns are an unusual dialect of Draconic.  The fur covering leads us to believe they are not entirely related, however.

 The Navask are reptilian humanoids with varying degrees of fur.  Most only have a ruff running from their skull down the back onto the tail.  They have 4 digits on their hands and feet with long claws, including dew claws on the feet meant to provide killing blows.  Hair, eye and scale color varies wildly, and depends on various factors such as genetics and environment.  Their front teeth are hollow like those of a serpent, and inject a potent haemotoxin.  Their rear teeth are those of an omnivore, allowing them to survive on whatever food might be available.  In another resemblance to snakes they have advanced sense of taste and smell, and pit organs that allow them to sense prey via body heat.

NAVASK RACIAL TRAITS
·   +2 Str, +2 Dex, +2 Con, -2 Int, -2 Cha
·   Size Class: Medium
·   Monstrous Humanoid, giving it Darkvision 60 ft.
·   Base speed 60 ft.
·   +3 Natural AC Bonus
·   Blindsight (Ex): Identical to the ability listed in the MM, with a range of 10 ft.  Navask Blindsight doesn't work against creatures with no body heat.
·   Poison (Ex): Creatures damaged by the Navask's bite must make a Fortitude Save or be poisoned (Save DC is Con based).  Initial and Secondary damage is 1d4 Con.
·   Pounce (Ex): When a Navask makes a charge, it can follow with a full attack—including rake attacks.
·   Rake (Ex): A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple.  A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn. The Claws do 1d6 plus Str Modifier.
·   Scent (Ex): Identical to the ability listed in the MM.
·  Navask have a Primary Bite attack doing 1d4 plus Strength Bonus, and two Secondary Claw Attacks doing 1d3 plus 1/2 Strength Bonus.
·   A Navask has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +3 base Attack Bonus, +1 Fort Save, +3 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Hide, Jump, Listen, Move Silently, Spot and Survival. They also get 2 Feats, and are proficient with all Simple Weapons.
·   Navask automatically speak Draconic.  Bonus languages include any nearby race.
·   Level Adjustment: +3
·   Favored Class: Barbarian or Scout.

STARTING AGE
 Adulthood: 35
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 50
 Old:100
 Venerable: 150
 Maximum Age: +2d10 years


HEIGHT AND WEIGHT
 Base Height: 6'8"
 Height Modifier: +2d6"
 Base Weight: 450 lbs.
 Weight Modifier: x2d6 lbs.

NAVASK CHARACTERS
 The Navask are built for combat, and you should take advantage of that.  Their high movement speed makes them excellent Scouts or charger builds.  Their venomous bite is quite devastating, but keep in mind how many beings are immune to poison. 
 Adventuring Race: The Navask generally adventure to protect their tribe, for glory, or to prove themselves. 
 Character Development: Given their disbelief in magic, most Navask eschew any Class using magic of any sort.  Scouts or martial classes are common, especially given their racial abilities.
 Character Names: The original article makes no mention of naming conventions, but Draconic or tribal names would be appropriate.

ROLEPLAYING A NAVASK
 You're always on the move doing something.  Rest is for the lazy..
 Personality: Navask are stubborn, and their core identity and sense of self worth is tied to their job.
 Behaviors: Navask are always busy as they do not like downtime.  Once assigned a job by the Vahsk, that job effectively becomes their purpose in life.  They are also excellent hunters and craftsmen, and when not at work are usually doing one of those two.
 Language: Navask speak Draconic, and usually learn another language if absolutely necessary.

NAVASK SOCIETY
 Unless living alongside more advanced races, the Navask civilization mostly lives in tribes headed by a chief called the Vahsk.  The Vahsk assigns jobs and makes decisions for the tribe until he is too old, or is successfully challenged either in combat or a contest of skills. 
 Alignment : What alignment is common to members of this race and why.
 Lands : The Navask will settle anywhere there is sufficient food and shelter.  Anywhere at all, they're more adaptable than humans.
 Settlements : See above.
 Beliefs : The Vaesark typically worship nature or hunting deities.
 Relations: The Vaesark can be stubborn, and sometimes aggressive, which can make them poor neighbors.  Additionally they are hermaphroditic, and races with sexual dimorphism among genders is something they find odd and confusing.  It's not out of malice, but they don't truly understand cultures where such a dichotomy exists.  Their innate dislike and lack of belief in magic also make them distrustful of species who wield the arcane.

NAVASK ADVENTURES
· The Vahsk is dead with no clear successor.  The front runner is rumored to be getting support from outside the tribe, which would compromise him.  You have been tapped to investigate.
· There is something new in the forest.  Game is drying up.  People are occasionally disappearing.  The Vahsk has tasked you with finding out whats going on.
· Several tribes of other races have banded together to wipe youre out, and you find yourself Vahsk be default, being forced to lead your remaining people to a new home while they ache for revenge.

« Last Edit: February 12, 2021, 06:41:58 PM by bhu »

Offline Braininthejar

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Re: General Weirdness
« Reply #143 on: February 02, 2018, 06:30:33 PM »

Offline bhu

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Re: General Weirdness
« Reply #144 on: February 04, 2018, 11:58:57 PM »
                      Dunkleosteus
                     Huge Animal (Aquatic)
Hit Dice:             10d8+30 (75 hp)
Initiative:           +4
Speed:                Swim 30 ft. (6 squares)
Armor Class:          23 (-2 Size, +15 Natural), touch 8, flat-footed 23
Base Attack/Grapple:  +7/+22
Attack:               Bite +13 melee (3d6+10)
Full Attack:          Bite +13 melee (3d6+10)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Deadly Bite
Special Qualities:    Blindsense 30 ft.
Saves:                Fort +10, Ref +3, Will +4
Abilities:            Str 24, Dex 11, Con 16, Int 1, Wis 12, Cha 2
Skills:               Listen +8, Spot +7, Swim +15
Feats:                Improved Initiative, Improved Natural Attack (Bite), Reckless Charge, Weapon Focus (Bite)
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          11-20 HD (Huge)
Level Adjustment:     ---

https://en.wikipedia.org/wiki/Dunkleosteus  Giant fish are woo!

Deadly Bite (Ex):  The hinged jaws of the Dunkleosteus are capable of opening very quickly, in a manner similar to modern day suction feeders.  It's also well designed for crushing dermal armor.  Their bite attack ignores Natural Armor Bonus to AC.

Combat: Dunkleosteus aren't tactical masters.  Charge and Bite is as complex as it gets.
« Last Edit: April 08, 2018, 11:04:34 PM by bhu »

Offline Braininthejar

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Re: General Weirdness
« Reply #145 on: February 05, 2018, 04:15:47 PM »
If this picture is to scale, then it seems big enough to swallow a human whole. That suggests huge size.

Offline Nanshork

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Re: General Weirdness
« Reply #146 on: February 05, 2018, 06:25:12 PM »
Looking at the wikipedia article and cross-referencing it with the size category chart I'd say Large size with the ability to advance to Huge would be appropriate.

Edit: I take that back.  After further research the adults all seem to be at least 16 ft long and thus they're all huge.

Offline Braininthejar

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Re: General Weirdness
« Reply #147 on: February 05, 2018, 07:01:16 PM »
I'm not sure swallow whole is appropriate though. This fish has powerful jaws, optimized for cracking shells of other creatures.

A big crab is not something you'd like to swallow alive.

The description mentioned suction-feeding - he would open his mouth very rapidly when attacking, swallowing a large gulp of water to drag small prey closer to its mouth. Not sure how to represent that in game rules though.  Perhaps give him improved grapple feat and constrict instead of improved grab, so he starts by initiating grapple, and then bites down? 

Offline bhu

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Re: General Weirdness
« Reply #148 on: February 05, 2018, 09:17:51 PM »
Looking at the wikipedia article and cross-referencing it with the size category chart I'd say Large size with the ability to advance to Huge would be appropriate.

Edit: I take that back.  After further research the adults all seem to be at least 16 ft long and thus they're all huge.

It's a toss up/  The largest species is 20 ft. long and 1.1 tons.  Large is 8-16 ft., and weighs from 500 pounds to 2 tons.  Huge is 16-32 ft., and weighs 2-16 tons.  So it's at the upper end of large, or really underweight for Huge.

Offline Nanshork

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Re: General Weirdness
« Reply #149 on: February 05, 2018, 09:25:29 PM »
Looking at the wikipedia article and cross-referencing it with the size category chart I'd say Large size with the ability to advance to Huge would be appropriate.

Edit: I take that back.  After further research the adults all seem to be at least 16 ft long and thus they're all huge.

It's a toss up/  The largest species is 20 ft. long and 1.1 tons.  Large is 8-16 ft., and weighs from 500 pounds to 2 tons.  Huge is 16-32 ft., and weighs 2-16 tons.  So it's at the upper end of large, or really underweight for Huge.

Largest according to wikipedia, multiple other sources say the longest is around 33 feet.

Offline bhu

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Re: General Weirdness
« Reply #150 on: April 08, 2018, 08:53:08 PM »
ok, how does deadly bite look?

Offline Nanshork

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Re: General Weirdness
« Reply #151 on: April 08, 2018, 10:30:10 PM »
More dangerous to monsters than pcs, could be an issue if it comes under PC control somehow (only thing I can think of is wildshape there).

Offline bhu

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Re: General Weirdness
« Reply #152 on: July 16, 2018, 05:22:10 PM »
VENANDI


   
"A Lion runs the fastest when he is hungry."

 Venandi are tall, thickly built humanoids with leonine feet, ears and tails.  Their hair extends into something like a traditional Lion's mane, even in females.  Their fingers have retractile claws.

VENANDI RACIAL TRAITS
·   +2 Str, +2 Dex, +2 Con, -2 Int, -2 Cha
·   Size Class: Medium
·   Humanoid
·   Base speed 40 ft.
·   +3 Natural AC Bonus
·   Low-light Vision
·   Pounce (Ex): When a Venandi makes a charge, it can follow with a full attack—including rake attacks.
·   Rake (Ex): A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple.  A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn. The Claws do 1d6 plus Str Modifier.
·   Scent (Ex): Identical to the ability listed in the MM.
·   Powerful Build (Ex):
Whenever a Venandi  is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Venandi  is treated as one size larger if doing so is advantageous to him.

A Venandi is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Venandi  can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
·  Venandi have a Primary Claw attack doing 1d4 plus Strength Bonus, with two Claws on a Full Attack.
·   Venandi have a +2 Racial Bonus on Balance, Hide and Move Silently Checks.  They also gain Track as a Bonus Feat.
·   Venandi automatically speak Venandi.  Bonus languages include any nearby race.
·   Level Adjustment: +1
·   Favored Class: Barbarian or Scout.

STARTING AGE
 Adulthood: 30
 Barbarian, Rogue, Sorcerer: +1d6
 Bard, Fighter, Paladin, Ranger: +2d6
 Cleric, Druid, Monk, Wizard: +4d6

AGING EFFECTS
 Middle Age: 60
 Old: 80
 Venerable: 120
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 6'4" Female: 6'1"
 Height Modifier: +2d12"
 Base Weight: Male: 220 lbs.   Female: 180 lbs.
 Weight Modifier: x(2d6) lbs.

VENANDI CHARACTERS
 Given their LA and mental ability score penalties, you'll want to go with Wisdom based casting.  But really, you're so much better off with their Favored Classes.
 Adventuring Race: Venandi go on adventures for glory and curiosity.  Revenge is also sometimes a reason.
 Character Development: This race is tailor made for charging builds.
 Character Names: Use Latin names.

ROLEPLAYING A VENANDI
 You are a proud people.  Thanks to your feline heritage you are also a fussy people.  Fussiness doesn't jibe well with your nomadic hunter lifestyle, but you find ways of making it work.
 Personality: Ever watched a cat?  You've met a Venandi.
 Behaviors: Practice stalking is a common art among the Venandi.
 Language: Venandi generally speak their own language which has no alphabet.  Most of them also speak Common.

VENANDI SOCIETY
 The Venandi are nomadic hunter-gatherers who are always on the move.  They tend to follow herds of prey and never stay anywhere for long.
 Alignment : Most Venandi are Neutral as they keep to themselves.  Being a pack society, they have many who are Lawful as well.
 Lands : The bulk of Venandi live in warm grasslands.
 Settlements : Venandi travel a lot, and many will go anywhere their prey goes.
 Beliefs : The Venandi tend to worship nature deities, particularly hunting and community leaning gods.
 Relations: Venandi treat all other races as individuals, but insist they must all be able to keep up and fend for themselves.

VENANDI ADVENTURES
· A large Hyena like creature has been stalking the pack.  You have decided to take it out to impress your girlfriend.
· The Hippo People are running amok, and you have been asked to find out why
· Your nephew wants a pet dinosaur, and so you find yourself in the middle of the Burnt Death Jungle...


« Last Edit: July 29, 2018, 08:48:52 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #153 on: August 26, 2018, 08:24:50 PM »
VULPWING


   
"I'm only gonna say this one more time: we do not carry rabies.  Asshole."

 Vulpwings are cuddly anthro foxbats.  They have leathery wings as opposed to hands, fluffy fox tails, and a large fur ruff about their neck.

VULPWING RACIAL TRAITS
·   +2 Dex, +4 Cha, -2 Str, -2 Wis
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Monstrous Humanoid, giving them 60 ft Darkvision
·   Base speed 20 ft.
·   Base Flight speed 40 ft. (Good)
·   Blindsense (Ex): A Vulpwing uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the Vulpwing unless it can actually see them.
·   No Hands (Ex): The Vulpwing have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor.
·   Vulpwing have a +4 Racial Bonus on Listen and Spot Checks. 
·   Vulpwing automatically speak Vulpine.  Bonus languages include any nearby race, usually Canine or Auran.
·   Level Adjustment: +1
·   Favored Class: Sorcerer

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 3'  Female: 2' 10"
 Height Modifier: +2d4"
 Base Weight: Male: 30 lbs.   Female: 25 lbs.
 Weight Modifier: x1 lb.

VULPWING CHARACTERS
 Vulpwings scream 'Cha based caster.' If you seriously insist on melee, go Monk with maybe a few levels of Scout (and find some way to offset your Wis Penalty).
 Adventuring Race: Vulpwing generally adventure because of curiosity, because they were exiled, or because there are shiny things.
 Character Development: You don't have hands, so leave the fighting to others.  Contribute via casting or distraction.
 Character Names:

ROLEPLAYING A VULPWING
 You are happy and free, at least so long as you avoid the bigger folks out there.  Right mean sumbitches they are.
 Personality: Vulpwings are like newborn kittens.  Cute, but able to try all but the most patient of companions.
 Behaviors: Vulpwings like pranks.  So much so that they have incidentally started wars.  Even the Fey sometimes think they push it.
 Language: Vulpwings speak Vulpine.  Many learn Canine and Auran as well.

VULPWING SOCIETY
 Vulpwings tend to live in flocks in harmony with nature, sleeping the day away in tree canopies or caves.  While not Fey they share many attributes with them, including curiosity and unpredictability.
 Alignment : Most Vulpwings are capricious and whimsical, and are therefore Chaotic Neutral (with a substantial Good minority).
 Lands : Usually forested mountains.
 Settlements : They prefer woodland areas of some sort, preferably far from civilization.
 Beliefs : If there are prankster Gods, the Vulpwings probably like them.
 Relations: Vulpwings are inveterate pranksters, so other races can find them annoying but useful to have around.

VULPWING ADVENTURES
· After whipping some cream into a nice foam and smearing it about your face, you took a fly through the local city market.  Reaction to the prank was strong, and now you're looking to flee *cough* ...looking to embark on serious adventure.
· You awaken from a night of sipping 'nectar', to find yourself iin a human town.  All the humans are running in circles screaming incoherently.  They're pretty weird fuckers, but even for humans this seems a little excessive behavior.
· A madwoman has adopted you as a pet.  Worse yet, your ability to speak assures her that she is a sorceress and you are her familiar.  Suddenly she's developed a spine and is randomly screaming "Fireball!" while gesticulating wildly at random Goblins.  Good thing you took Bluff and Diplomacy.

« Last Edit: September 17, 2018, 01:06:59 AM by bhu »

Offline Psysama

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Re: General Weirdness
« Reply #154 on: September 11, 2018, 03:19:58 PM »
or because there are shiny things.
:lol
I love it!
Signature here.

Offline bhu

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Re: General Weirdness
« Reply #155 on: November 11, 2018, 04:25:50 PM »
Brood of Orcus

Brood of Orcus is an Acquired Template that can be applied to any Demon (Tanar'ri). They are Demons raised from destruction as a sort of fiendish Zombie to serve Orcus.  Thusly far only he seems to know the secret of how to do this.

Size and Type: Size is Unchanged,  Subtypes are kept, but Type becomes Undead. 

Hit Dice: All current and future Hit Dice become d12's, and hp are recalculated.

Speed: If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: The Base Creature's Natural Armor Bonus increases by an amount dependent on it's size: Small (+1), Medium (+2), Large (+3), or Huge (+4).

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: The Base Creature loses any of the following if it has them: Sneak Attack, Summon Demon, Spell-Like Abilities, Dance of Ruin.  Abilities who have a Save DC based off of Constitution now use the Broods Charisma Modifier instead.  The Base Creature also gains the following:

Supernatural Abilities (Su):  If the Base Creature has 6 or more Hit Dice it permanently gains the benefits of an Undead Torch spell (see Spell Compendium).  If the Base Creature has 10 or more Hit Dice it permanently becomes the center of an Unhallow spell.  The fixed spell Affect only effects the Base Creature.  If the Brood enters a Hallow seplls area of effect both that spell and this ability are negated until the Brood leaves.

Special Qualities: The Base Creature loses any of the following if it has them: Telepathy, Tongues.  If it has any form of Damage Reduction, that changes to DR x/-.  For example if it had DR 10/Cold Iron or Good, it now has DR 10/-.  The Base Creature also gains the following:

Turn Resistance/Immunity (Ex):  The Base Creature gains some Turn Resistance or Immunity based on what it's CR was before this Template was applied:  CR 0-3 (+0), CR 4-6 (+1), CR 7-9 (+2), Cr 10-12 (+3), CR 13-15 (+4), CR 16-18 (+6), CR 19+ (Turn Immunity).

Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Saves: Unchanged.

Abilities: +4 Str.  Constitution and Intelligence Scores are reduced to -.  Wisdom is reduced to a 10.

Skills:
Being Mindless the Brood of Orcus loses all Skill Points.

Feats: Being Mindless, the Brood of Orcus loses all Feats except Bonus Feats.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating:
-1 (minimum CR 1/2).

Treasure:
None.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment:
---

Example of creature using template here:

                      Dretch
                      Small Undead (Chaotic, Extraplanar, Evil, Tanar'ri)
Hit Dice:             2d12 (13 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          17 (+1 Size, +6 Natural), touch 11, flat-footed 17
Base Attack/Grapple:  +2/+1
Attack:               Claw +6 melee (1d6+3)
Full Attack:          2 Claws +6 melee (1d6+3) and 1 Bite +1 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      ---
Special Qualities:    Damage reduction 10/-, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, Undead traits, Mindless
Saves:                Fort +5, Ref +3, Will +3
Abilities:            Str 16, Dex 10, Con -, Int -, Wis 10, Cha 11
Skills:               ---
Feats:                ---
Environment:          A chaotic evil-aligned plane
Organization:         Solitary, pair, gang (3-5), crowd (6-15), or mob (10-40)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          3-6 HD (Small)
Level Adjustment:     ---
« Last Edit: November 14, 2018, 11:45:19 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #156 on: November 11, 2018, 08:19:28 PM »
Abyssal Elemental

Abyssal Elemental is an Inherited Template that can be applied to any Elemental.  They are Elementals "born" in the Abyssal layer of Thanatos, perverted by the magics of Orcus.  When he spreads his taint into the Prime they sometimes accompany it, perverting nature in their wake.

Size and Type: Unchanged.  Gains the Chaotic and Evil Subtypes. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

Spell-Like Abilities (Sp): An Abyssal Elemental with a Charisma score of 8 or higher has spell-like abilities depending on its Hit Dice, as below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based. 1-2 HD: Sap Strength 3/Day (Air), Desecrate 3/Day (Earth), Dance of Ruin 3/day (Fire), Curse Water 3/day (Water); 3-4 HD: Summon Undead II 1/Day; 5-6 HD: Consumptive Field 1/Day (Air), Profane Item 1/Day (Earth), Clutch of Orcus 1/Day (Fire), Contagion 1/Day (Water); 7-8 HD:  Unholy Storm 3/Day (Air), Rejuvenative Corpse 3/Day (Earth), Shriveling 3/Day (Fire), Drown 3/Day (Water); 9-10 HD: Summon Undead IV 1/Day; 11-12 HD: Greater Consumptive Field 1/Day (Air), Vile Death 1/Day (Earth), Pulse of Hate 1/Day (Fire), Pestilence 1Day (Water); 13-14 HD: Unholy Aura 3/Day, Unhallow 1/Day; 15-16 HD: Plague 1/Day (Air), Skeletal Guard 1/Day (Earth), Blackfire 1/Day (Fire), Befoul 1/Day (Water); 17-18 HD: Summon Monster IX (Bebelith or Hezrou only); 19-20 HD: Blasphemy 1/Day.

Pervert the Natural Order (Ex): 1/Day the Abyssal Elemental can make a Melee Touch Attack against any living Creature with a non-Evil Alignment that the Tainted Nature Template can be applied to.  The target must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Charisma Modifier) or permanently gain the Tainted Nature Template until it receives a Limited Wish or Wish spell.

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

Immunities: Immune to Electrical damage.

Energy Resistance (Ex): The Base Creature gains Energy Resistance to Acid, Cold and Fire.  The exact amount depends on the Base Creatures Hit Dice: 5 HD or less (5), 6+ HD (10).

Damage Reduction (Ex): The Base Creature gains Damage Reduction x/Cold Iron or Good.  The amount depends on the Base Creatures Hit Dice: 5 HD or less (DR 5), 6-19 HD (DR 10), 20+ HD (DR 15).

Saves: Unchanged.

Abilities: +4 Int, +4 Cha.

Skills: Unchanged.

Feats: Unchanged.

Environment: The Abyss.

Organization: Unchanged.

Challenge Rating:
HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---

Example of creature using template here:

                      Small Abyssal Fire Elemental
                      Small Elemental (Chaotic, Evil, Extraplanar, Fire)
Hit Dice:             2d8 (9 hp)
Initiative:           +5
Speed:                50 ft. (10 squares)
Armor Class:          15 (+1 Size, +1 Dex, +3 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +1/-3
Attack:               Slam +3 melee (1d4 plus 1d4 fire)
Full Attack:          Slam +3 melee (1d4 plus 1d4 fire)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Burn, Spell-Like Abilities, Pervert the Natural Order
Special Qualities:    Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold, Immune to Electricity, Energy Resistance 5 (Acid, Cold, Fire), DR 5/Cold Iron or Good
Saves:                Fort +0, Ref +4, Will +0
Abilities:            Str 10, Dex 13, Con 10, Int 8, Wis 11, Cha 15
Skills:               Listen +2, Spot +3
Feats:                Dodge, Improved Initiative (B), Weapon Finesse (B)
Environment:          The Abyss
Organization:         Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Always Chaotic Neutral
Advancement:          3 HD (Small)
Level Adjustment:     ---

Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus 1d4 fire damage from the elemental’s flaming body. Those hit by a fire elemental’s slam attack also must succeed on a DC 11 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Spell-Like Abilities (Sp): The Abyssal Fire Elemental can cast Dance of Ruin 3/day as a Spell-Like Ability.

Pervert the Natural Order (Ex): 1/Day the Abyssal Elemental can make a Melee Touch Attack against any living Creature with a non-Evil Alignment that the Tainted Nature Template can be applied to.  The target must make a DC 14 Willpower Save or permanently gain the Tainted Nature Template until it receives a Limited Wish or Wish spell.
« Last Edit: November 14, 2018, 11:45:36 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #157 on: November 11, 2018, 09:33:41 PM »
Tainted Nature

Tainted Nature is an Acquired or Inherited Template that can be applied to any Animal, Plant or Vermin.  It is acquired by encounters with Abyssal Elementals, and perhaps the taint of Orcus as well.  Flora and fauna that acquire this template change in some way, usually for the worse.

Size and Type: Type becomes Outsider with the Chaotic, Evil and Native Subtypes, size is unchanged. 

Hit Dice: Unchanged.

Speed: Unchanged (but see below).

Armor Class: Unchanged.

Attacks: Unchanged.  BAB changed to be equal to Hit Dice.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains one of the following for every 3 Hit Dice it has:

Attach (Ex): The Base Creature can Attach itself to an opponent by making a Melee Touch Attack.  While Attached it is considered to be Grappling it's opponent, but loses it's Dexterity Bonus to AC.  To remove it requires the opponent to successfully Pin it in a Grapple.

Augmented Criticals (Ex):  One of the Base Creature's Special Attacks has it's critical threat range increased by 1, and it's critical damage multiplier increased by 1 (i.e. if they normally do x2 damage with a critical, they now do x3. D)

Battle Frenzy (Ex): Choose either the Power, or Speed option when picking this ability. Power: Once per fight the Base Creature may go into Battle Frenzy gaining an ability exactly the same as the Barbarians Rage ability listed in the Players Handbook page 26. Speed:As Power except you use the Whirling Frenzy variant found on page 66 of Unearthed Arcana.

Blinding Flash (Su):The Base Creature can emit a blinding flash of light a number of times per day equal to its Charisma modifier. Anyone within 10 feet of the Base Creature looking at it that has eyes must make a Fortitude Save (DC: 10 + 1/2 Hit Dice + Charisma modifier) or be Blinded for 1d6 minutes. If the Save is successful they are blinded for 1d4 rounds.

Blood Drain (Ex):  The Base Creature does 1d4 temporary Constitution damage each round it has it's opponent Pinned in a Grapple Check (2d6 if Increased Size is taken), or if it has Attach each round it remains attached, beginning with the first round it which it starts attached to it's victim.

Chemical Spray (Ex): Once every 1d4 rounds you can unleash a bitter irritating chemical spray that sticks to your opponents and burns them.  This is an 40' Cone (60' Cone if Increased Size is taken) that does 1d6 Acid damage, and the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Sickened for 1d4 minutes.  Opponents with the Scent ability take a -4 Penalty on this roll.  If the opponent rolls a Natural '1' on his Save, he is also Blinded for 1d4 rounds.

Diseased Attack(Ex):The Base Creature's natural attacks are infected with disease. Opponents who are successfully struck by these attacks must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Constitution Modifier) or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury listed as an infection method (except Mummy Rot).

Disease Spray (Ex):You may spray an opponent with infected fluids. This is an 40 foot cone (60' if Increased Size is taken)that may be used every 1d4 rounds. Opponents must make a Fortitude Save (DC is 10 +1/2 Hit Dice + Constitution Modifier)or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury as an infection method except Mummy Rot (Diseases with the Injury infection method will only infect if you have already injured the opponent before spraying them).

Energized Attack (Su):As a standard action once per minute you may charge your natural attacks attacks with energy of some type. You must choose the type when the template is applied, and the effect last 1d4+1 rounds. During this time the natural attacks do an extra 1d6 damage of the appropriate energy type (2d6 if Increased Size is taken), this damage is not multiplied on a critical. You may choose Acid, Cold, Electricity, Fire, or Sonic. Optionally you may choose during creation to link your Energized Attacks to your Natural Attacks, Constriction, or successful Grapple attacks. This ability may be chosen more than once. If so, decide which version of the Energized Attack you are using (the effects of picking it more than once do not stack).

Poison Attack (Ex): One of your natural attacks (usually a bite or sting) is envenomed. If this attack hits and does damage, your opponent must make a Fortitude Save to avoid the venom's effects (DC is 10 +1/2 Hit Dice + Constitution Modifier). Initial and Secondary damage is 1d4 (1d6 if Increased Size is taken), you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.

Poison Flesh (Ex): If your opponent bites you he may be poisoned if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier plus a +4 Racial Bonus).  Initial and Secondary damage is 1d4 (1d6 if Increased Size is taken), you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.

Poison Spittle (Ex):You may spew a gob of caustic poison into your opponents face possibly blinding them. Every 1d4 rounds you may spew a gob of venom as a touch attack with a range of 60 feet (120 ft. if Increased Size is taken). If it hits the victim is allowed a Reflex Save (DC is 10 + 1/2 Hit Dice + Constitution modifier). If he fails he is blinded for 1d6 rounds (eyeless creatures are immune to this effect), and takes acid damage equal to half your total Hit Dice (i.e. if you have 40 Hit Dice it takes 20 damage).

Poison Spray (Ex):You can spew a cloud of venom once every 1d4 rounds in a 40 foot cone (60' if Increased Size is taken). Anyone in its area of effect must make a Fortitude Save ( Dc is 10 + 1/2 Hit Dice + Constitution modifier) or take the poisons effects. Initial and secondary damage is 1d4 (1d6 if Increased Size is taken), you may choose to damage either Strength, Dexterity, or Constitution at creation. Or optionally you may choose to make initial damage Paralysis for 1d4 rounds, secondary damage none.

Stench (Ex): Rotting garbage smells better than you. Any living being with a sense of smell coming within 30 feet of the Tainted must make a Fortitude Save (DC is 10 + 1/2 Hit Dice +Constitution modifier) or be Nauseated for 1d6+4 rounds (60' if Increased Size is taken). If the opponents save successfully they are immune to the effects of the Stench for 24 hours.

Stunning Blow (Ex): If you succeed with your Primary Natural Attack your opponent must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier) or be Stunned for 1d3 rounds.

Unusual Power (Sp): Each time this power is selected the Base Creature gains a different Psilike Ability or Spell-Like Ability.  The Base Creature's Caster/Manifester Level is equal to it's Hit Dice, and it's Save DC is 10 plus Spell/Power Level plus Charisma Modifier.  The Base Creature can pick any power on the Psychic Warrior List if this is a Psilike Ability, or any Spell on the Sorcerer or Druid Spell List as it's power.  Spells/Powers of 2nd level or less may be used 5/day, 3rd-5th level can be used 3/day, and 6th level or higher 1/day.  The Power/Spell chosen must be of a level a Caster of the Tainted's Caster Level could cast/manifest.

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains one of the following for every 3 Hit Dice it has:

Additional Movement Type (Ex): The Base Creature gains a land, swim, fly, climb, or burrow speed. The new movement types speed is equal to the Base Creature's base speed. This can be chosen multiple times. If the Base Creature gains a Swim move it may also gain the Aquatic subtype if you wish. You may also make it amphibious. If you gain a Flight move your maneuverability is initially Poor.

Blindsense (Ex): While in the water the Base Creature can sense all other beings within 40 ft.

Chameleon (Ex): The Base Creature can change colors and blend in with it's background. It does not receive a Size penalty to Hide checks, and can Hide in Plain Sight (see the Ranger ability of the same name in the PHB).

Damage Reduction (Ex): A Base Creature gains Damage Reduction 10/Cold Iron or Good.

Energy Resistance (Ex): Base Creature gains Energy Resistance 10 to one of the following: Acid, Cold, Fire, Electricity, or Sonic damage.  This can be taken multiple times.

Enhanced Ability Score (Ex): You may add +4 to any one ability score after all the other modifiers for this template have been added.

Enhanced Movement (Ex): One of the Base Creature's movement types is increased by +20 feet. This may be taken multiple times. Optionally if the Base Creature has a Flight speed, it can increase its maneuverability 2 levels higher.

Fast Healing (Ex): The Base Creature gains Fast Healing 5.

Hold Breath (Ex): The Base Creature may hold it's Breath for a number of minutes equal to it's 8 times it's Constitution Modifier before it risks drowning.

Increased Size (Ex): If Increased Size is chosen it counts as two selections for the Base Creature.  The Base Creature's Size Category increases by one (see Monster Manual for the effects).

Regeneration (Ex): The Base Creature Regeneration 10.  You must decide what type of damage it cannot regenerate upon applying the Template.

Spell Resistance (Su): The Base Creature gains Spell Resistance equal to 10 + it's CR.

Spines (Ex): The Base Creature is covered in spines. Anything hitting it with an unarmed strike or a natural attack takes 1d6 damage plus its Strength bonus.

Sonar (Ex): The Base Creature gains Blindsight 40'.

Sprint (Ex): Once per hour the Base Creature can move up to 5 times it's normal Speed when performing a Charge attack.

Tremorsense (Ex): The Base Creature has Tremorsense with a range of 40'.

Saves: All Saves become Good Saves, and Saving Throws are recalculated.

Abilities: +4 Str, +4 Con, +2 Int, +2 Wis, +4 Cha

Skills: Skills may need to be recalculated due to changes in ability scores. If the base creature is Mindless, it now  gains Skill Points.

Feats: Unchanged.  If the base creature is Mindless, it now gains Feats.

Environment: Unchanged.

Organization:
Unchanged, usually Solitary.

Challenge Rating: +1 for every full 3 Hit Die of the Base Creature

Treasure:
Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---

Example of creature using template here:

                      Tainted Mule
                      Large Outsider (Chaotic, Evil, Native)
Hit Dice:             3d8+15 (28 hp)
Initiative:           +1
Speed:                50 ft. (10 squares)
Armor Class:          13 (-1 Size, +1 Dex, +3 Natural), touch 10, flat-footed 12
Base Attack/Grapple:  +3/+12
Attack:               Hoof +7 melee (1d4+5)
Full Attack:          2 Hooves +7 melee (1d4+5)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Stench
Special Qualities:    Low-Light Vision, Scent, Enhanced Movement
Saves:                Fort +8, Ref +4, Will +4
Abilities:            Str 20, Dex 13, Con 21, Int 4, Wis 13, Cha 10
Skills:               Listen +6, Spot +6
Feats:                Alertness, Endurance
Environment:          Warm Plains
Organization:         Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          ---
Level Adjustment:     ---

« Last Edit: December 31, 2018, 09:49:10 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #158 on: December 01, 2018, 12:33:57 AM »
Faux Tiefling

Faux Tiefling is an Acquired or Inherited Template that can be applied to any Humanoid.  They are created by the taint of Orcus spreading into the Prime material Plane, corrupting the local Humanoids.  Unfortunately they breed true with one another, swiftly replacing the local population within a few decades in left unchecked.  They greatly resemble regular Tieflings, and Orcus uses them as spies in the Blood War due to this.

Size and Type: Type becomes Outsider with the Native Subtype. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

Taint of Orcus (Sp): Pick any 2nd Level Necromancy spell from the Cleric or Sorcerer lists.  You may cast it once per day as a as a 1st-level caster or a caster of her class level, whichever is higher.

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

Darkvision 60 ft.

+2 Racial Bonus on Bluff and Intimidate Checks.

Saves: Unchanged.

Abilities: +2 Cha.

Skills: Unchanged (but gains Abyssal as a Bonus language).

Feats: Unchanged.

Environment: Unchanged.

Organization:
Unchanged.

Challenge Rating: +0

Treasure:
Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged, but gains Sorcerer as a Favored Class.

Level Adjustment: +1

Example of creature using template here:

                      Mother Carmichael (1st Level Human Sorcerer/Faux Tiefling)
                      Medium Outsider (Native)
Hit Dice:             1d4+1 (3 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple:  +0/-1
Attack:               Dagger -1 melee (1d4-1)
Full Attack:          Dagger -1 melee (1d4-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spells, Taint of Orcus (Desecrate)
Special Qualities:    Darkvision 60 ft., Bat Familiar
Saves:                Fort +1, Ref +2, Will +3
Abilities:            Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 19
Skills:               Bluff +9, Concentration +4, Intimidate +6, Knowledge (Arcana) +3, Listen +4, Spellcraft +3
Feats:                Greater Spell Focus (Necromancy), Spell Focus (Necromancy)
Challenge Rating:     1
Treasure:             
Alignment:            Chaotic Evil
Level Adjustment:     +1


« Last Edit: December 01, 2018, 12:49:24 AM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #159 on: December 02, 2018, 11:04:30 PM »
                      Black Fig
                      Huge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:             14d8+112 (175 hp)
Initiative:           +4
Speed:                20 ft. (4 squares)
Armor Class:          26 (-2 Size, +18 Natural), touch 8, flat-footed 26
Base Attack/Grapple:  +14/+31
Attack:               Slam +21 melee (2d8+9)
Full Attack:          2 Slams +21 melee (2d8+9)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Spell-Like Abilities, Summoning Focus, Frightful Presence
Special Qualities:    Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 22, telepathy 100 ft.
Saves:                Fort +17, Ref +9, Will +15
Abilities:            Str 29, Dex 11, Con 27, Int 18, Wis 22, Cha 22
Skills:               Bluff +19, Concentration +21, Diplomacy +19, Disguise +17, Hide +5, Intimidate +20, Knowledge (Arcana, Local, Nature) +18, Listen +20, Move Silently +13, Search +18, Sense Motive +20, Spellcraft +17, Spot +20
Feats:                Ability Focus (Frightful Presence), Improved Initiative, Power Attack, Quicken Spell-Like Ability, Violate Spell-Like Ability
Environment:          A chaotic evil-aligned plane
Organization:         Solitary or troupe (1 Black Fig and 1-4 Evil Treants)
Challenge Rating:     14
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          15-20 HD (Huge); 21-42 HD (Gargantuan)
Level Adjustment:     ---

Black Figs appear as enormous, and somehow unsettling Fig trees.  Grown in the soil of the Abyss they are transplanted to the Prime with Faux Dryads as guardians.  Once in place the Cults of Orcus find it much easier to bring in demonic assistance.  Once established a Fig must be destroyed swiftly, or else the area will be swarming with monsters.

Spell-Like Abilities (Sp): At Will: Animate Plants, Forestfold, Greater Dispel Magic, Jungle's Rapture, Spike Growth, Unholy Aura.  Caster Level is 12th.

Summoning Focus (Su): When within 120 ft. of the Black Fig Summoning and Calling spells and abilities work differently.  If someone casts a Summon Monster spell it always summons a Tanar'ri (if no Tanar'ri is specified in the spell entry substitute any Tanar'ri of an identical CR).  If the Tanar'ri is still within range at the end of the spell it doesn't leave.  If a Gate spell is cast within this area it immediately opens to the Abyss regardless of the casters intent.  Beings with the Summon Demon ability have their chances to Summon increased by 20%, and may use it one additional time per day.  They may also summon different Demons.  For example a Succubus would have a 50% chance of summoning any CR 9 Demon, instead of a 30% chance of Summoning a Vrock.

Frightful Presence (Ex):
The Black Fig can inspire terror by revealing it's true nature or attacking. Affected creatures must succeed on a DC 25 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the Black Fig. The save DC is Charisma-based.

Combat:  Black Figs generally pretend to be normal trees, only attacking if they have to.  Their mission is to establish a beachhead on the Prime that more Demons can pour through.
« Last Edit: December 21, 2018, 12:48:06 AM by bhu »