Author Topic: Darwin's Grabbag!  (Read 2427 times)

Offline Psysama

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Darwin's Grabbag!
« on: April 17, 2017, 11:24:47 PM »
This is for my random ideas that I plan to/may possibly/will never finish.
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Cerberus Rex Tartarum P1
Larva Metroid P1
« Last Edit: March 30, 2018, 08:47:58 PM by Psysama »
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Offline Psysama

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Re: Darwin's Grabbag!
« Reply #1 on: April 17, 2017, 11:33:55 PM »
Cerberus Rex Tartarum (Spotted King of the Underworld) a.k.a. The Beast

Hell Hound 3Lvl
Crossbreed 1Lvl
Blink Dog 2 Lvl
Multi-Headed Creature 6 Lvl
Titanic Creature 12 Lvl
Monster of Legend 2 Lvl

Option I need to figure out.  One head fire, one frost, one sonic, one acid, one electric, one hellfire, one hellfrost

Size/Type: Colossal Outsider
Hid Dice: 26d8+260 (377hp)
Initiative: +8
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities: Str 31, Dex 20, Con 30, Int 14, Wis 14, Cha 12
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment: Lawful Evil
Advancement:
Level Adjustment:
« Last Edit: April 19, 2017, 02:02:01 PM by Psysama »
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Offline bhu

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Re: Darwin's Grabbag!
« Reply #2 on: April 19, 2017, 12:04:38 AM »
Should be 26 HD

Offline Psysama

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Re: Darwin's Grabbag!
« Reply #3 on: April 19, 2017, 12:31:19 PM »
Fixed it  :D
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Offline Psysama

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Re: Darwin's Grabbag!
« Reply #4 on: March 30, 2018, 08:56:01 PM »
Larva Metroid

Size/Type: Small Aberration
Hid Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment: Neutral
Advancement:
Level Adjustment:

Need to figure out a way to make it so they have damage reduction that can only be bypassed when they are frozen (however, they are REALLY easy to freeze)
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Offline Psysama

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Re: Darwin's Grabbag!
« Reply #5 on: March 27, 2021, 05:08:39 AM »
ATROPIX done with the help of bhu
   
”Cocaine is a helluva drug...”

 Atropix appear as white skinned humans with neon hair and eyes of virtually any color.  They look like marble statues more than liviing beings.

ATROPIX RACIAL TRAITS
+2 Con, +2 Cha, -4 Wis
Size Class: Medium
Outsider with the Native and Chaos Subtypes, giving them 60 ft. Darkvision
Base speed 30 ft.
Scent
Poison (Ex): Atropix blood is generally saturated with multiple toxins given their lifestyle.  Opponents who bite or Swallow them must make a Fortitude Sae to avoid being poisoned (Save DC is Constitution based).  Initial and Secondary damage is 1d4 Dexterity.  Atropix are immune to their own blood and can poison a weapon with it by taking 1d6 slashing or piercing damage voluntarily.  The poisoned weapon deals their poison damage if it successfully damages an opponent within the next minute.  They can also eject toxins from their body in their saliva, and 1/day can give a 'euphoric kiss'.  If they can get a victim to kiss them willingly (or Pin them in a Grapple) they can deliver a dose of contact poison.  Save and damage is identical to their toxic blood.
+4 Racial Bonus on Saving Throws made vs. the effects of drugs and alcohol, and to avoid addiction to them.
+2 Racial Bonus on Craft (Alchemy) Checks.  They also have a + Racial Bonus on Appraise Checks when appraising drugs or alcohol.
Atropix automatically speak Undercommon.  Bonus languages include any nearby race.
Level Adjustment: +0
Favored Class: Bard and Warlock

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.

ATROPIX CHARACTERS
 Atropix are not meant for Divine casters, their Wis penalty also tends to make them oblivious to whats around them. 
 Adventuring Race: Atropix adventure on a whim (they want excitement) or necessity (they're being forced from the city at spearpoint).
 Character Development: Try to obviate your penalties to perception so they don't come back to bite you.
 Character Names: Atropix names are generally related to music.

ROLEPLAYING AN ATROPIX
 Life is about enjoying yourself.  Responsibility is for fools.
 Personality: Atropix are all about having fun, are at least a little selfish, and many have a bit of a nihilist streak.
 Behaviors: Atropix are hedonists who love to party to excess.
 Language: Atropix speak Undercommon.

ATROPIX SOCIETY
 Atropix generally compose the red light district of whatever city they live in.  They rarely have cities of their own.
 Alignment : Virtually all Atropix are Chaotic, and by far the bulk of them trend towards Evil or Neutral.
 Lands : Atropix generally live in the upper Underdark.
 Settlements : Atropix rarely move to the surface, and even then only to the larger cities.
 Beliefs : Atropix prefer Gods of vice and music.
 Relations: Atropix aren't fond of outsiders, unless they bring drugs, booze or food.  They ssometimes make an exception for halfligns.

RACE ADVENTURES
Sexy Mindflayers are newly arrived and their club is stealing all your customers.  Which is almost as unsettling as the words 'sexy Mindflayers'.
Someone has finally concocted a narcotic that your race is vulnerable to, and you need to find a cure before all your friends die.
A dead man has challenged you to a drinking contest, to be held in 5 days.  You can't win, so you need to be sure he doesn't show up.
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Offline Psysama

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Re: Darwin's Grabbag!
« Reply #6 on: June 19, 2022, 06:14:36 AM »
FANTASTISCH  done with the help of bhu


   
”NO WE ARE NOT POKEMON!!”

 Fantastisch look like anthropomorphic foxes with rabbit ears.  Exact appearance varies heavily by subrace.  They were created by Elves during one of their earlier, more experimental phases.

FANTASTISCH RACIAL TRAITS
-2 Con, Choose +2 to Int, Wis or Cha at character creation.  This cannot be changed later.
Size Class: Medium
Monstrous Humanoid, giving them 60 foot Darkvision.
Base speed 30 Ft.
Sub-race:  There are various subraces of Fantastisch, with different appearances and abilities (see below).
Spell-Like Abilities (Sp):  Each of the Fantastisch have a Spell-Like Ability they can cast 1/day at 1st Level.  They gain a new Spell-Like Ability at Levels 3, 5 ad 7 that can also be used 1/day.  Caster Level is equal to Hit Dice.  Psychic Fantastisch use Psi-Like Abilities instead.
Skills: Concentration, Spellcraft and Use Magic Device always class skills (Psicraft and Use Psionic Device for Psychic).
Automatic Languages: Elven.  Bonus Languages: Common
Level Adjustment: +2
Favored Class: Varies by subrace.

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: 4'5” Female: 4'5”
 Height Modifier: +2d6”
 Base Weight: Male: 85 lbs.   Female: 80 lbs.
 Weight Modifier: x (1d6) lbs.

FANTASTISCH CHARACTERS
 Fantastisch vary wildly by subrace, but most are casters of some sort.
 Adventuring Race: Fantastisch are led into adventures by their relentless curiosity.
 Character Development: Whatever your specialty is, take the ball and run with it.
 Character Names: Fantastisch use Elven names.

ROLEPLAYING A CHIKYUUN
  People often mistake your curious nature for being a busy body.  It has caused you issues in the past. 
 Personality: You are fairly easygoing and open-minded.  Your major flaw is curiosity.
 Behaviors: You spend lots of time prying into things that are none of your business.
 Language: Fantastisch speak Elven.

FANTASTISCH SOCIETY
  Being creations of the Elves, they live in Elven society..
 Alignment : Fantastisch trend towards Chaos and Neutrality.
 Lands : Fantastisch are commonly found living among Elves.
 Settlements : Fantastisch settle anywhere they take a mind too.
 Beliefs : Fantastisch prefer gods of Chaos, nature, and the 4 elements.
 Relations: Fantastisch get along with everyone, or at least make a serious effort to.

FANTASTISCH  ADVENTURES
A local Elven witch is stirring up resentment against your people calling you 'abominations outside the natural order.'
You are being  offered a mercenary job, which you turn down.  When you awake the next day, you've no idea where you are, but you're in uniform...
A local Orc madwoman has begun adopting (kidnapping) your people.  She seems to think you're collectible pets.




FANTASTISCH  SUBRACES


 Dark
Dark Fantatisch are black furred with yellow accents and red eyes.  Spell-Like Abilities: 1st (Net of Shadows), 3rd (Darkness), 5th (Displacement) and 7th (Phantasmal Killer).

 Electric
Electric Fantatisch are yellow furred with shaggy and light gold eyes.  Spell-Like Abilities: 1st (Shocking Grasp), 3rd (Electric Loop), 5th (Lightning Bolt) and 7th (Arc of Lightning).

 Fairy
Fairy Fantatisch are pink furred with thin tails and pale blue eyes.  Spell-Like Abilities: 1st (Magic Missile), 3rd (Blast of Force), 5th (Chain Missile) and 7th (Force Missiles).

 Fire
Fire Fantatisch are orange, yellow and green furred with poofy tails and orange eyes.  Spell-Like Abilities: 1st (Burning Hands), 3rd (Animate Fire), 5th (Body Blaze) and 7th (Blast of Flame).

 Grass
Grass Fantatisch are yellow and green furred with leafy tails and brown eyes.  Spell-Like Abilities: 1st (Entangle), 3rd (Tree Shape), 5th (Speak With Plants) and 7th (Command Plants).

 Ice
Ice Fantatisch are white furred with frosty accents and clear eyes.  Spell-Like Abilities: 1st (Lesser Orb of Cold), 3rd (Ice Blast), 5th (Corona of Cold) and 7th (Ice Storm).

 Psychic
Psychic Fantatisch are purple furred with forked tails and dark eyes.  Psi-Like Abilities: 1st (Crystal Shard), 3rd (Swarm of Crystals), 5th (Psychic Orb) and 7th (Wall of Ectoplasm).

 Water
Water Fantatisch are blue skinned with fins and red eyes.  Spell-Like Abilities: 1st (Melf's Acid Arrow), 3rd (Swim), 5th (Heart of Water) and 7th (Wall of Water).
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