Author Topic: Adapted World Settings: Leviathan  (Read 8716 times)

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Adapted World Settings: Leviathan
« Reply #20 on: November 25, 2011, 11:24:19 PM »
Anything need tweaking on Corpse Spirit?  If not Children of the Worm are next.

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Adapted World Settings: Leviathan
« Reply #21 on: December 07, 2011, 04:46:41 AM »
CHILDREN OF THE WORM

“Alive or dead, the truth won't rest. Rise up while you can.”   

 The Children of the Worm have accepted the Devourer's gift of Undeath.  They now roam the world as undecaying parodies of what they once were.
   
CHILDREN CHARACTERS
 If you're afraid of death or tired of worrying about finding food and water and supplies, a Child of the Worm may be for you.  You're pretty much made for life in the world as it has become.  The Demons don't bother you overmuch as you're soulless for all intents and purposes now that you've joined the Devourer.  Most other races live in superstitious terror of you however, so other than fellow worshipers of the Fallen don't count on many allies.
 Adventuring Race: You adventure to spread the cause of your religion and to forcefully create new converts.  Many people are surprised how readily they convert when death is their other choice.
 Character Development: The Cha Bonus makes you a fairly decent caster of the right type, but the extra natural armor makes you a decent melee fighter too.
 Character Names: Same as base race.

ROLEPLAYING A CHILD
 You have few compulsions left.  You don't need food, water, or air.  Alcohol no longer effects you, and you don't need the company of others as the Worm is a looming presence always with you.  Reproduction is no longer necessary and your only lust now is for turning the flesh of the living cold.
 Personality: The Children are blind religious fanatics.  Serving their God is the only drive they have left, and they really don't focus much on anything else.They aren't exactly cold and robotic, but most of the drives or urges common to the living are gone from them.
 Behaviors: You mostly sermonize to the living before giving them the chance of Undeath.  Beyond that you're traveling to help convert more people, attacking to create said converts, or carrying out assignments for the master.  You're more of an extension of a Demonic Lord that an individual now.
 Language: The Children have their own secret language they refer to as Wormish.  It appears to have no relation to any modern languages.

CHILD SOCIETY
 The Children are a hive mind of some sorts.  Given that allowing the Devourer to eat their soul was part of the deal for their unlife they are now tied to him.  His wishes and needs are theirs.  His thoughts are theirs.  The older Children become the less individuality they have and the more like their master they become. 
 Alignment : All Children are compulsorily Chaotic Evil due to their being bound to their God.
 Lands : The Children have their origin in the Great Western Desert where their Master dwells.
 Settlements : It is the goal of the Children to settle all of the world.
 Beliefs : All Children worship the Devourer without exception.
 Relations: The Children consider all life to be potential converts to their Master, or his enemy.  Once the living are gone they may well turn on the other Fallen.

CHILD ADVENTURES
·   A cache of Grubs has been destroyed by the Dwarves.  You have been assigned to find a weakness in their mountain fortress.
·   You have been chosen to test a newly created necromantic item that will supposedly make better Decayed.  You have your doubts given it's fitful workings so far.
·   Demons of another Lord have taken a former temple to your Master.  They are beyond your power to assault physically but you must find a way to be rid of them.




Children of the Worm

Children of the Worm is an Acquired Template that can be added to any living Humanoid, Animal. Magical Beast, or Dragon.

Size and Type: Type changes to Undead with the Chaos and Evil Subtypes.

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

Speed: Unchanged.

Armor Class: Children gain a Natural Armor Class Bonus equal to their Cha Modifier (minimum +1).  If they already have a Natural AC Bonus it increases by this amount instead.

Attacks: If the Base Creature has no natural weapons it gains a Slam Attack.

Damage: The Slam Attack does the Base Creatures normal unarmed strike damage.

Special Attacks: Retains all Special Attacks of the Base Creature.

Special Qualities: Retains all Special Qualities of the Base Creature.

Saves: Unchanged.

Abilities: Being Undead the Children no longer have a Constitution Score, and abilities and skills that would normally key off of Constitution use Charisma instead.  +2 Cha  If the Base Creature has an Intelligence of 4 or less roll 3d6 for it's new Int.  Animals and beasts of similar intellect become sentient.  Adjust skills if this happens.

Skills: Children of the Worm now learn the Wormish language in addition to any they already know.

Feats: Unchanged.

Environment: Any, but usually found in the desert.

Organization: Usually unchanged.

Challenge Rating: +0

Treasure: Unchanged

Alignment: Always Chaotic Evil.

Advancement: By Character Class.

Level Adjustment: +1

·   Typical Classes: Same as Base Creature.
·   Typical Prestige Classes: Necromancer, War Hero, Evangelist, Demonologist, Grub Worker

Example of creature using template here:
« Last Edit: December 26, 2018, 05:19:38 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Adapted World Settings: Leviathan
« Reply #22 on: May 10, 2012, 08:41:52 PM »
The Decayed are the reanimated corpses of the Devourer's opponents.  Those who do not accept his gift of Undeath are slain and magically reanimated as automatons made from decaying flesh and bone.

The Decayed

The Decayed is an Acquired Template that can be applied to any living Humanoid, Animal. Magical Beast, or Dragon.

Size and Type: Size is Unchanged.  Type changes to Undead, gains the Evil and Chaotic Subtypes.

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

Speed: All movement Types are reduced by -5 ft. to a minimum of 5'.

Armor Class: The Decayed gain a Natural Armor Class Bonus equal to their Cha Modifier (minimum +1) +1 for every Size Class above Medium.  If they already have a Natural AC Bonus it increases by this amount instead.

Attacks: If the Base Creature has no natural weapons it gains a Slam Attack.

Damage: The Slam Attack does the Base Creatures normal unarmed strike damage.

Special Attacks: Only retains the Racial Special Attacks of the Base Creature that are Exceptional, and gains the following:

Disease (Ex): Opponents engaging you in melee must make a Fortitude Save after facing you in melee combat.  Save DC is equal to 10 plus 1/2 your Hit Dice plus your Charisma modifier plus 1 for every wound you inflicted on him in combat.  If he fails he contracts a disease from the list (which will be somewhere else in this thread).

Special Qualities: Retains any Racial Special Qualities of the Base Creatures that are Exceptional, and gains the following:

Immunities: The Decayed are also immune to being Dazed, and Pain effects.

Slow: The Decayed always act last in the Initiative order and can only take a single Free Action per Round.

Saves: Unchanged.

Abilities: +2 Str, -2 Dex.  Constitution, Charisma, and Intelligence scores are lost.  Wisdom becomes a 10.

Skills: All skills are lost.

Feats: All Feats are lost.

Environment: Any

Organization: Unchanged but tend to form groups since they're used as cannon fodder.

Challenge Rating: +1

Treasure: None.

Alignment: Always Chaotic Evil

Advancement: Gains an additional Hit Die each year of unlife to a maximum of three times the Hit Dice it had when it acquired this template.

Level Adjustment:
---

Example of creature using template here:


« Last Edit: July 27, 2012, 07:23:48 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Adapted World Settings: Leviathan
« Reply #23 on: May 29, 2012, 01:19:33 AM »
Not much mention is made of the children of the worm or the devourers other servants so I'm pretty much going on improv here.  If anyone knows of some official material that contradicts me please let me know.
« Last Edit: June 29, 2014, 12:27:18 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Adapted World Settings: Leviathan
« Reply #24 on: July 27, 2012, 07:28:46 PM »
Grub
                      Fine Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:             1/4d8 (1 hp)
Initiative:           +5
Speed:                5 ft. (1 square), Burrow 5 ft., Climb 5 ft.
Armor Class:          23 (+8 Size, +5 Dex ), touch 23, flat-footed 18
Base Attack/Grapple:  +1/-20
Attack:               Bite +9 melee (1 point plus poison)
Full Attack:          Bite +9 melee (1 point plus poison)
Space/Reach:          1/2 ft./0 ft.
Special Attacks:      Blessing, Poison
Special Qualities:    Immunities, Tremorsense 5 ft.
Saves:                Fort +2, Ref +7, Will +2
Abilities:            Str 1, Dex 20, Con 10, Int 5, Wis 11, Cha 11
Skills:               Climb +7, Hide +25, Knowledge (any 2) +1, Listen +4
Feats:               Weapon Finesse
Environment:          Warm Deserts
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          ---
Level Adjustment:     ---


Grub
                      Diminutive Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:             1/2d8 (2 hp)
Initiative:           +4
Speed:                5 ft. (1 square), Burrow 5 ft., Climb 5 ft.
Armor Class:          18 (+4 Size. +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple:  +1/-15
Attack:               Bite +5 melee (1 point plus poison)
Full Attack:          Bite +5 melee (1 point plus poison)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Blessing, Poison
Special Qualities:    Immunities, Tremorsense 5 ft.
Saves:                Fort +2, Ref +6, Will +2
Abilities:            Str 3, Dex 18, Con 11, Int 7, Wis 12, Cha 12
Skills:               Climb +8, Hide +20, Knowledge (any 2) +2, Listen +5
Feats:                Weapon Finesse
Environment:          Warm Deserts
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          ---
Level Adjustment:     ---


Grub
                      Tiny Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:             1d8+1 (5 hp)
Initiative:           +3
Speed:                10 ft. (2 squares), Burrow 10 ft., Climb 10 ft.
Armor Class:          15 (+2 Size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple:  +1/-9
Attack:               Bite +4 melee (1d2-2 plus poison)
Full Attack:          Bite +4 melee (1d2-2 plus poison)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Blessing, Poison
Special Qualities:    Immunities, Tremorsense 10 ft.
Saves:                Fort +3, Ref +5, Will +3
Abilities:            Str 6, Dex 16, Con 12, Int 9, Wis 13, Cha 13
Skills:               Climb +10, Hide +15, Knowledge (any 2) +3, Listen +5
Feats:                Weapon Finesse
Environment:         Warm Deserts
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          2 HD (Tiny)
Level Adjustment:     ---


Grub
                      Small Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:            3d8+6 (19 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Burrow 20 ft., Climb 20 ft.
Armor Class:          15 (+1 Size, +2 Dex, +2 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +3/-1
Attack:               Bite +5 melee (1d3 plus poison)
Full Attack:          Bite +5 melee (1d3 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Blessing, Poison
Special Qualities:    Immunities, Tremorsense 10 ft.
Saves:                Fort +5, Ref +5, Will +5
Abilities:            Str 10, Dex 14, Con 14, Int 11, Wis 14, Cha 14
Skills:               Climb +12, Hide +10, Knowledge (any 2) +4, Listen +6
Feats:                Ability Focus (Poison), Weapon Finesse
Environment:          Warm Deserts
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          4-5 HD (Small)
Level Adjustment:     ---


Grub
                      Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:             6d8+18 (45 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Burrow 20 ft., Climb 20 ft.
Armor Class:          19 (+1 Dex, +8 Natural), touch 11, flat-footed 18
Base Attack/Grapple:  +6/+8
Attack:               Bite +8 melee (1d4+3 plus poison)
Full Attack:          Bite +8 melee (1d4+3 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Blessing, Poison
Special Qualities:    Immunities, Tremorsense 15 ft.
Saves:                Fort +8, Ref +6, Will +7
Abilities:            Str 14, Dex 12, Con 16, Int 13, Wis 15, Cha 15
Skills:               Climb +24, Hide +11, Knowledge (any 3) +11, Listen +12, Move Silently +11, Spellcraft +2, Survival +12
Feats:                Ability Focus (Poison), Cleave, Power Attack
Environment:          Warm Deserts
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          7-8 HD (Medium)
Level Adjustment:     ---


Grub
                      Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:             9d8+45 (85 hp)
Initiative:           +0
Speed:                40 ft. (8 squares), Burrow 20 ft., Climb 20 ft.
Armor Class:          23 (-1 Size, +14 Natural), touch 9, flat-footed 23
Base Attack/Grapple:  +9/+17
Attack:               Bite +12 melee (1d6+6 plus poison)
Full Attack:          Bite +12 melee (1d6+6 plus poison)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Blessing, Poison
Special Qualities:    Immunities, Tremorsense 20 ft.
Saves:                Fort +11, Ref +6, Will +9
Abilities:            Str 18, Dex 10, Con 20, Int 15, Wis 16, Cha 16
Skills:               Climb +24, Concentration +17, Hide +8, Intimidate +15, Knowledge (any 3) +14, Listen +15, Move Silently +12, Spellcraft +14, Survival +15
Feats:                Ability Focus (Poison), Cleave, Greater Cleave, Power Attack
Environment:          Warm Deserts
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          10-11 HD (Large)
Level Adjustment:     ---


Grub
                      Huge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:             12d8+84 (138 hp)
Initiative:           +3
Speed:                40 ft. (8 squares), Burrow 20 ft., Climb 20 ft.
Armor Class:          26 (-2 Size, -1 Dex, +19 Natural), touch 7, flat-footed 26
Base Attack/Grapple:  +12/+27
Attack:               Bite +17 melee (1d8+10 plus poison)
Full Attack:           Bite +17 melee (1d8+10 plus poison)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Blessing, Poison, Improved Grab, Swallow Whole
Special Qualities:    Immunities, Tremorsense 40 ft.
Saves:                Fort +15, Ref +7, Will +12
Abilities:            Str 24, Dex 8, Con 24, Int 17, Wis 18, Cha 18
Skills:                Climb +30, Concentration +22, Hide +6, Intimidate +19, Knowledge (any 3) +18, Listen +19, Move Silently +18, Search +18, Spellcraft +18, Survival +19
Feats:                Ability Focus (Poison), Cleave, Greater Cleave, Improved Initiative, Power Attack
Environment:          Warm Deserts
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          13-23 HD (Huge)
Level Adjustment:     ---


Grub
                      Gargantuan Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:             24d8+216 (324 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Burrow 30 ft., Climb 30 ft.
Armor Class:          29 (-4 Size, -2 Dex, +25 Natural), touch 4, flat-footed 29
Base Attack/Grapple:  +24/+48
Attack:               Bite +32 melee (2d6+18/19-20 plus poison)
Full Attack:          Bite +32 melee (2d6+18/19-20 plus poison)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Blessing, Poison, Improved Grab, Swallow Whole
Special Qualities:    Immunities, Tremorsense 60 ft.
Saves:                Fort +23, Ref +12, Will +19
Abilities:            Str 34, Dex 6, Con 28, Int 19, Wis 20, Cha 20
Skills:               Climb +47, Concentration +36, Diplomacy +32, Hide +13, Intimidate +32, Knowledge (any 3) +31, Listen +32, Move Silently +32, Search +31, Spellcraft +31, Survival +32
Feats:                Ability Focus (Poison), Cleave, Gape of the Serpent, Greater Cleave, Improved Critical (Bite), Improved Initiative, Improved Snatch, Power Attack, Snatch
Environment:          Warm Deserts
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          25-47 HD (Gargantuan)
Level Adjustment:     ---


Grub
                      Colossal Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:             48d8+528 (744 hp)
Initiative:           +5
Speed:                40 ft. (8 squares), Burrow 40 ft., Climb 40 ft.
Armor Class:          29 (-8 Size, -3 Dex, +30 Natural), touch 0, flat-footed 29
Base Attack/Grapple:  +48/+79
Attack:               Bite +56 melee (3d6+22/19-20 plus poison)
Full Attack:          Bite +56 melee (3d6+22/19-20 plus poison)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Blessing, Poison, Improved Grab, Swallow Whole
Special Qualities:    Immunities, Tremorsense 60 ft.
Saves:                Fort +41, Ref +23, Will +38
Abilities:            Str 40, Dex 4, Con 32, Int 21, Wis 22, Cha 22
Skills:               Bluff +19, Climb +73, Concentration +61, Diplomacy +56, Hide +31, Intimidate +56, Knowledge (any 3) +55, Listen +56, Move Silently +47, Search +55, Spellcraft +55, Survival +56
Feats:               Ability Focus (Poison), Cleave, Devastating Critical (Bite), Epic Fortitude, Epic Will, Gape of the Serpent, Greater Cleave, Improved Critical (Bite), Improved Initiative, Improved Snatch, Iron Will, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Snatch, Superior Initiative, Weapon Focus (Bite)
Environment:         Warm Deserts
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          49+ HD (Colossal)
Level Adjustment:     ---

Grubs are horrifying maggot-like creatures that are miniature representations of their parent, the Devourer.  Parasitic by nature, they initially inhabit the bodies of ling creatures at least 3 Size Categories bigger than themselves.  Once dead the Grub leaves the body, which now rises as a Child of the Worm.  With the performance of specific rituals, and the insertion of a Grub, a Necromancer can create a Blessed.

Blessing (Su): Any living Creature consuming a Grub must make a DC x Fortitude Check or die, and rise again.  If the would-be Devourer is 3 or more Size Categories larger than the Grub he gains the Children of the Worm Template.  Huge or larger Grubs that slay opponents with their Swallow Whole Ability give their victims the Decayed Template instead.  The Save DC depends on the Size of the Grub:  Fine DC 10, Diminutive DC 11, Tiny DC 11, Small DC 13, Medium DC 15, Large DC 17, Huge DC 20, Gargantuan DC 27, and Colossal DC 40.  Save DC is Cha based.

Poison (Ex): The bite of a Grub is Poisonous, anything successfully damaged by their bite must make a DC x Fortitude Save.  The Save DC and Initial and Secondary damage depend on the size of the Grub: Fine DC 12 (1 Con), Diminutive DC 12 (1 Con), Tiny DC 13 (1 Con), Small DC 15 (1d2 Con), Medium DC 18 (1d3 Con), Large DC 21 (1d4 Con), Huge DC 25 (1d6 Con), Gargantuan DC 33 (1d8 Con), and Colossal DC 47 (1d10 Con).  Save DC is Con based.

Improved Grab (Ex): To use this ability, a Grub 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 Swallow.

Swallow Whole (Ex):

Immunities: Grubs are immune to Poison, Disease, Sleep effects, Death effects, Fear, and fatigue/exhaustion.  They do not age, and do not require food, water, sleep or air.  When making Saving throws to avoid the effects of extreme hot or cold, the DC remains at 15 and does not increase by the hour.

Combat:
« Last Edit: June 08, 2017, 10:57:24 PM by bhu »

Offline phaedrusxy

  • DnD Handbook Writer
  • ****
  • Posts: 10708
  • The iconic spambot
    • View Profile
Re: Adapted World Settings: Leviathan
« Reply #25 on: April 10, 2014, 02:22:40 PM »
So... what is this based off of? It looks interesting.
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Adapted World Settings: Leviathan
« Reply #26 on: April 10, 2014, 04:59:07 PM »
http://www.scotiagrendel.com/Products/index.php?main_page=index&cPath=221_222_47

An old miniatures game.  It was a neat post apocalypse world.  The Elves had pushed back the Orcs/Goblins (who were like Mongol Hordes), subjugated many of the human barbarians, and made deals with the Dwarves who were the only technological race as they were incapable of magic.  Then one of the more ambitious ones fucked up and awakened the Chaos Gods and created a Hell on Earth.

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Adapted World Settings: Leviathan
« Reply #27 on: June 14, 2014, 02:45:54 AM »
The Blessed

The Decayed is an Acquired Template that can be applied to any being with the Children of the Worm Template.

Size and Type:
Size increases by one Category.  Type changes to Undead with the Chaotic and Evil Subtypes.

Hit Dice: Hit points are recalculated to be maximum HP per Hit Die.

Speed: Unchanged.

Armor Class: Note any changes to the base creatures natural armor bonus, or if it gains any bonuses to Armor Class such as Deflection.

Attacks: Note any natural attacks gained here.  If the base Attack Bonus must be recalculated because the base creature changed Type (or conversely if it doesn’t) also mention that here.

Damage: Note any changes to damage (usually due to Size Class changes) here.

Special Attacks: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here.

Special Qualities: Mention whether or not the base creature retains any of it’s special qualities or gains any new ones here.

Saves: Unchanged, but may need to recalculated due to Ability Score changes.

Abilities: Note changes in ability scores.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any, but usually found in the desert.

Organization: Usually unchanged.

Challenge Rating:

Treasure: Unchanged.

Alignment: None

Advancement: Unchanged.

Level Adjustment:

« Last Edit: December 26, 2018, 05:23:06 PM by bhu »