Author Topic: General Weirdness  (Read 54315 times)

Offline Braininthejar

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Re: General Weirdness
« Reply #120 on: October 30, 2014, 05:09:10 PM »
Oh? Which book?

Offline bhu

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Re: General Weirdness
« Reply #121 on: October 30, 2014, 06:25:14 PM »
Lost Empires of Faerun

Offline bhu

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Re: General Weirdness
« Reply #122 on: October 31, 2014, 03:45:58 AM »
Teenage Mutant Ninja

Teenage Mutant Ninja is an Inherited Template that can be applied to any Humanoid or Monstrous Humanoid.

Size and Type: Size is unchanged, Type becomes Aberration.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Gains a +6 Dodge Bonus to AC (this stacks with other Dodge Bonuses.

Attacks: The base creature gains an Unarmed Strike attack if it does not already have one.

Damage: Damage of the TMN's Unarmed Strike is equal to a Monk whose Class Level is the same as the base creature's Hit Dice.

Special Attacks: Retains all Special Attacks of the base creature, plus gains the following:

Two Handed Butt Kickin' (Ex): When fighting with two weapons (or a double weapon), the TMN takes no penalty for the primary hand, and only a -2 for the off hand.  This does not stack with Feats that would lower these penalties.

Flurry of Blows (Ex): This is identical to the Monk ability of the same name, and the base creatures Hit Dice are considered Monk Levels for purposes of determining this abilities effects. 

Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:

Spider Climb (Ex): A vampire can climb sheer surfaces as though with a Spider Climb spell.

AC Bonus (Ex): Identical to the Monk ability of the same name.  The base creature's Hit Dice are considered Monk Levels for purposes of determining the bonus to AC.

Evasion (Ex): Identical to the Rogue ability of the same name.

Improved Evasion (Ex): Identical to the Rogue ability of the same name.

Trapfinding (Ex): Identical to the Rogue ability of the same name.

Uncanny Dodge (Ex): Identical to the Rogue ability of the same name.

Improved Uncanny Dodge (Ex): Identical to the Rogue ability of the same name.

Forever Young (Ex): The TMN no longer suffers age related penalties or effects, even magical ones.

Saves: Unchanged.

Abilities: Str +4, Dex +6, Con +4, Cha +4

Skills: Teenage Mutant Ninjas have a +8 racial bonus on Balance, Climb, Hide, Jump, Listen, Move Silently, Spot, and Tumble checks.  In addition they become proficient with all Simple and Martial Weapons.

Feats: Teenage Mutant Ninjas gain Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +2

Treasure: Unchanged

Alignment: Cannot be Lawful.

Advancement: Unchanged

Level Adjustment: +8



« Last Edit: November 10, 2014, 06:39:48 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #123 on: April 12, 2015, 02:17:10 AM »
Avatar of Disease

This is an Acquired Template that can be applied to any disease.

Size and Type: Size is based on the Initial or Secondary damage (whichever is higher).  1-4 points (Small), 5-6 points (Medium), 7-8 points (Large).  If the disease does no damage but has effects instead, Size is Medium or Large (roll a d6, odds are Medium, Evens are Large).  Type is usually Aberration (Viral diseases are Constructs).  Diseases cause by extraplanar beings (Demon Fever, Devil Chills) are Outsiders with the Extraplanar, Evil, and either Lawful or Chaotic Subtypes depending on their origin).  Diseases that are magically caused by Undead (Mummy Rot) are also Undead.

Hit Dice: Type of die depends on Type, number of Ht Dice is equal to the (Infection DC -10).

Speed: Base Land Speed depends on the Incubation period.  1 day (50 ft.), 1-2 days (40 ft), 1-3 days (30 ft.), 1-4 days (25 ft.), 1-6 days (20 ft.), 2-8 days (15 ft.).  Additional Movement Types depend on Infection Type.  Ingested Diseases also receive a Swim speed equal to half Land Speed.  Inhaled Diseases also receive a Flight Speed equal to half Land Speed, with Good Maneuverability.

Armor Class: All diseases gain an increase to their Natural Armor Bonus equal to their Hit Dice.  Inhaled Diseases receive a Dodge Bonus instead, while Contact Diseases get a Deflection Bonus.

Attacks: The disease gains a Natural Attack (choose attack type and damage type on creation.  For example 1 Bite doing Piercing damage or 1 Slam doing Bludgeoning damage).  At 6 Hit Dice or more it gains 2 attacks with it's Natural Weapons on a Full Attack.

Damage:
Natural Weapons do 1d4 plus Str (Small), 1d6 plus Str (Medium), or 1d8 plus Str (Large)

Special Attacks: The Avatar gains the following Special Attacks:

Disease (Ex): Avatars spread the particular disease they represent.  Unlike normal the Save DC for the disease is equal to 10 plus half the Avatar's Hit Dice plus it's Constitution modifier.  The form of this disease depends on it's infection type:

Inhaled: Once every 1d4 rounds the Avatar may breathe a 30 Ft. cone of disease.  Opponents within this area must make a Fortitude Save to avoid contracting the disease.

Ingested: The Avatar can spread it's disease by Pinning it's opponent in a grapple.  This also grants the Avatar Improved Grab (Ex): To use this ability, an Avatar must hit with its Natural Weapon 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.

Injury: IF the Avatar does damage with it's Natural Weapon, the opponent must make a Fortitude Save to avoid contracting the disease.  A successfully confirmed critical hit gives the diseases Save DC a +2 Bonus.

Contact: The avatar can spread it's disease via it's Natural Weapon, or just with a melee touch attack.

Special Qualities: The Avatar gains the following Special Qualities:

Iimmunities: Regardless of Type the Avatar is immune to the following: Mind-Affecting Effects, poison, disease, sleep effects, paralysis, polymorph, stunning, critical hits and flanking.

Blind (Ex): Grants immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Blindsight (Ex): Avatars have Blindsight with a 60 Ft. range.

Vulnerabilities (Ex): A Delay Disease spell Slows (as per the Slow spell) an Avatar for 2d6 rounds.  Heal, and Mass heal deal the damage they would normally heal.  Panacea or Remove Disease affect the Avatar as though a Turn Undead spell had been cast.

Saves: Calculate Saves based on Type and Hit Dice.

Abilities: Physical Ability Scores depend on initial Size.  Assign the following scores to Str, Dex and Con as you like: 15, 14, 13.  Small Diseases are -4 Str, -2 Con and +2 Dex.  Large Diseases are +8 Str, +4 Con, and -2 Dex.  Assign the following Scores to Int, Wis, and Cha as you like: 12, 10 and 8.  Additionally the Disease gains a +2 to any Ability Score it damages (for example Filth Fever gains +2 Str and Con). 

Skills: Skill points depend on Hit Dice and Type.  The disease may choose up to 5 skills as Racial Skills from the following list: Balance, Bluff, Climb, Concentration, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, and Survival.  Any disease with a Swim speed also has a +8 Racial Bonus to Swim Checks, and may always Take 10 on Swim Checks.

Feats: The amounts of Feats you can choose depends on Hit Dice and Type.

Environment: Any

Organization: Usually Solitary

Challenge Rating: CR is equal to Hit Dice.

Treasure: None

Alignment: Usually Neutral Evil, except for Outsiders.

Advancement: Up to 3x their base Hit Dice.

Level Adjustment: N/A

Example of creature using template here:



Avatar of Filth Fever
                      Medium Aberration
Hit Dice:             2d8+6 (15 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +1/+4
Attack:               Claw +4 melee (1d6+3 plus disease)
Full Attack:          2 Claws +4 melee (1d6+3 plus disease)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Disease
Special Qualities:    Immunities, Blind, Blindsight, Vulnerabilities
Saves:                Fort +4, Ref +2, Will +4
Abilities:            Str 17, Dex 13, Con 16, Int 10, Wis 12, Cha 8
Skills:               Climb +5, Hide +3, Intimidate +2, Spot +3, Survival +3
Feats:                Ability Focus (Disease)
Environment:          Any
Organization:         Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Neutral Evil
Advancement:          3-6 HD (Medium)
Level Adjustment:     ---
« Last Edit: February 12, 2021, 06:36:47 PM by bhu »

Offline Amechra

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Re: General Weirdness
« Reply #124 on: April 12, 2015, 03:31:53 AM »
What about unusual diseases that don't have a primary or secondary damage?
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline bhu

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Re: General Weirdness
« Reply #125 on: April 12, 2015, 03:57:04 AM »
What about unusual diseases that don't have a primary or secondary damage?

Are there any??

Offline Amechra

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Re: General Weirdness
« Reply #126 on: April 12, 2015, 05:55:04 AM »
There are some homebrew ones; also Lycanthropy, if you choose to consider it a disease.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline bhu

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Re: General Weirdness
« Reply #127 on: October 02, 2015, 12:22:23 AM »
Beast Folk

"The creatures I had seen were not men, had never been men."

Beast Folk is an Acquired Template that can be applied to any Animal, Magical Beast, or Vermin.  The Beast Folk are animalistic Humanoids, with features that tend to remind people of whatever creature they were derived from.  How they come into existence is not known, and most seem to have no knowledge of their life from before their transformation.

Size and Type: Type changes to Humanoid and all Subtypes are lost.  Size becomes Medium.

Hit Dice: Unchanged.

Speed: Base Land Speed changes to 30 ft.  If the Base Creature has a Climb or Swim speed it becomes 15 ft.  Flight or Burrow moves are lost.

Armor Class: The Base Creature retains any Natural AC bonuses to AC, but the Bonus maxes out at +5.  Bonuses higher than that are reduced to +5.

Attacks: Natural attacks based on a non-humanoid form, or reduced in number according to the new body.  For example, a Crocodile would retain it's Bite, but lose it's Tail Slap.  A Giant Octopus would retain it's Tentacle Attack, but would only get two Tentacle Attacks with a Full Attack Action.

Damage: Damage should be adjusted if the Base Creature changes Size Category (see Size Increases in the Monster Manual).

Special Attacks: Retains up to 1 Exceptional Special Attack of the Base Creature.  Supernatural and Spell-Like Abilities of the Base Creature are lost, as are Exceptional ones based on a non-humanoid form.  If an attack is based on Size (for example Improved Grab, Swallow Whole or Trample) that attack is scaled down due to Size change (or maybe up if it increases).  For example if an Elephant kept Trample it could now Trample Small or smaller creatures, doing 1d8 plus it's one and a half times it's new Str Modifier.

Special Qualities: Retains up to 3 Exceptional Qualities of the Base Creature.  Supernatural or Spell-Like Abilities are lost.  If the Base Creature had the Aquatic Subtype it gains the following:

Hold Breath (Ex): A Beast Folk can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Saves: Choose Fortitude or Reflex as your Good Save.  Saves are recalculated..

Abilities: The Base Creatures Ability Scores are replaced by either the usual method (rolling or point buy, whichever is preferred) and adding the following racial ability modifiers: +2 to either Str or Dex, +2 Con, -2 Int, -2 Cha.  Remember to recalculate anything based off ability modifier as they will all change.

Skills: Racial Skill Bonuses are retained.  If the Base Creature was Vermin it now gains (2 + Int Modifier) skill points per Level.  Class Skills are the skills listed in the Base Creatures entry, plus Survival.

Feats: Unchanged, remember to add Feats if Base Creature was Vermin.

Environment: Unchanged.

Organization: Usually Solitary

Challenge Rating: +0 if it loses no Special Attacks or Qualities or keeps most of it's Natural Attacks.  -1 if it loses Su or Sp Abilities.  -2 if it loses a great deal of them.

Treasure: Unchanged.

Alignment: Initially Neutral, but varies over time.

Advancement: By Character Class.  Favored Class is either Barbarian or Scout.

Level Adjustment: +1
« Last Edit: October 06, 2015, 03:37:26 AM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #128 on: January 26, 2016, 08:44:54 PM »
http://demmmmy.deviantart.com/art/Sun-Lizard-511377042


               Sun Lizard
                      Large Magical Beast
Hit Dice:             16d8+112 (184 hp)
Initiative:           +6
Speed:                40 ft. (8 squares)
Armor Class:          22 (-1 Size, +2 Dex, +11 Natural), touch 11, flat-footed 20
Base Attack/Grapple:  +16/+30
Attack:               Tail Mace +26 melee (3d6+15/19-20 plus 2d6 Fire)
Full Attack:          Tail Mace +26 melee (3d6+15/19-20 plus 2d6 Fire)
Space/Reach:          10 ft./5 ft. (10 ft. w/Tail Mace)
Special Attacks:      Mace of the Burning Hate, Sun Domain
Special Qualities:    Darkvision 60 ft., Unnatural, Blindsight 120 ft., SR 24, Immunity to Fire, Vulnerability (double damage from Cold), DR 10/Evil, Regeneration 10, Energy Resistance 10 (Acid, Electricity, Sonic)
Saves:                Fort +17, Ref +12, Will +7
Abilities:            Str 30, Dex 14, Con 25, Int 14, Wis 14, Cha 16
Skills:               Bluff +15, Intimidate +15, Knowledge (Religion) +15, Listen +15, Sense Motive +15, Spot +15
Feats:                Awesome Blow, Empower Spell-Like Ability, Improved Bull Rush, Improved Initiative, Power Attack, Weapon Focus (Tail Mace)
Environment:          Warm Desert
Organization:         Solitary or Pair
Challenge Rating:   12 
Treasure:             Double Standard
Alignment:            Neutral Evil
Advancement:          17-32 HD (Large), 33-48 HD (Huge)
Level Adjustment:     ---

"Welcome to the temple of the Burning Hate.  Please deposit the fee of two fresh children's hearts to enter."

"What what now?"

Somewhere far in the desert is a temple to an unknown God that many sages say reveals the truth of Pelor.  It is described as guarded by large, sail-backed reptiles with their heads and tail tips covered in gold.  The monsters do not communicate (though apparently they understand priests commands well enough), and occasionally white smoke erupts from their head masks for no given reason.

Mace of the Burning Hate (Su): The Sun Lizards tail attack does an extra 2d6 fire damage and threatens a critical on a natural 19-20.  Additionally if the attack is successful the Sun Lizard can initiate a Bull Rush attack as a Free Action without provoking an Attack of Opportunity.

Sun Domain (Sp): The Sun Lizard can cast each spell from the Sun Domain 1/Day as a Spell-Like Ability.

Unnatural (Ex): Animals, whether wild or domesticated, can sense the unnatural presence of a Sun Lizard at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Regeneration (Ex): The Sun Lizards regeneration does not work against Cold damage.

Combat: Sun Lizards are pretty lazy seeming until approached, at which point they assume  a threatening posture.  If the intruders don't back off, they get hammered.
« Last Edit: March 02, 2016, 08:05:44 PM by bhu »

Offline Braininthejar

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Re: General Weirdness
« Reply #129 on: June 17, 2016, 06:18:10 PM »
Something weird by other people, that might interest you.

http://www.erfworld.com/blog/view/50005/units-of-faq

Offline bhu

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Re: General Weirdness
« Reply #130 on: June 17, 2016, 07:32:17 PM »
That is both hilarious and adorable!

Offline bhu

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Re: General Weirdness
« Reply #131 on: August 05, 2016, 07:19:55 PM »
                      Blanket Octopus
                      Medium Animal (Aquatic)
Hit Dice:             4d8+4 (22 hp)
Initiative:           +7
Speed:                15 ft. (3 squares), 30 ft. Swim
Armor Class:          17 (+3 Dex, +4 Natural), touch 13, flat-footed 14
Base Attack/Grapple:  +3/+6
Attack:               Envelop +6 melee (Grapple)
Full Attack:          Envelop +6 melee (Grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Scare, Stolen Weapons, Improved Grab, Constrict
Special Qualities:    Low-Light Vision, Jet, Immunities
Saves:                Fort +5, Ref +7, Will +2
Abilities:            Str 16, Dex 16, Con 12, Int 2, Wis 12, Cha 3
Skills:               Escape Artist +16, Hide +7, Listen +5, Spot +5,  Swim +11
Feats:                Alertness, Improved Initiative
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          5- 8 HD (Large), 9-12 HD (Large)
Level Adjustment:     ---

The Blanket Octopus is a free swimming octopus that swims in the open ocean as opposed to hugging close to reefs and the sea floor.  It has a large fleshy membrane it can deploy to intimidate opponents.

Scare (Ex): As a Swift Action once per round, the Blanket Octopus can extend it's membrane, appearing to suddenly double or more in size.  Opponents with an Int of 2 or less (and who are Large or smaller) who can see this must make a DC 14 (Save DC is Charisma based with a +6 Racial Bonus) Willpower Save, or be Frightened 1d4 rounds.  If they save successfully anyway, and attack, the Blanket Octopus can detach it's membrane as a Swift Action.  They often do this when bitten, swimming away leaving their would be predator holding a mouthful of membrane.

Stolen Weapons (Ex): Blanket Octopi steal Man o' War tendrils and use them as melee weapons.  They can make a touch attack with them to poison opponents (see Man o' War above).

Improved Grab (Ex): If the Blanket Octopus succeeds with it's Envelop attack, it can immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.  If successful it may Constrict.

Constrict (Ex): The Blanket Octopus does 8d3+4 damage, with a successful Grapple Check.

Jet (Ex):  An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Immunities: The Blanket Octopus is immune to Man o' War venom and nematocysts, including the Giant Man o' War.

Skills:  An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Combat:  Blanket Octopi generally only attack opponents their own size or smaller, and even then only when it isn't outnumbered.   Otherwise it flees.  Opponents that are attacked are usually Grappled.
« Last Edit: November 06, 2016, 01:18:19 AM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #132 on: August 25, 2016, 07:23:42 PM »
                      Giant Man o' War
                      Medium Vermin (Aquatic)
Hit Dice:             5d8 (22 hp)
Initiative:           -5
Speed:                Swim 0 ft. (0 squares), but see below
Armor Class:          6 (-5 Dex, +1 Natural), touch 5, flat-footed 6
Base Attack/Grapple:  +3/+3
Attack:               See Special attacks
Full Attack:          See Special attacks
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison strands, Digestive Polyps
Special Qualities:    Blind, Wind Powered Movement, Deflate, Mindless
Saves:                Fort +4, Ref -4, Will +1
Abilities:            Str 11, Dex -, Con 11, Int -, Wis 11, Cha -
Skills:               ---
Feats:                ---
Environment:          Warm Aquatic
Organization:         Solitary, Pod (5-10), Mass (100-1000)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-7 HD (Medium), 8-15 HD (Large)
Level Adjustment:     ---

This is a gigantic version of the Man o' War, a floating siphonophore collective. 

Poison strands (Ex): The Man o' War has poison strands hanging in a 90 ft. Line below it.  Anything entering this area is stung and must make a Save vs Poison.  Anything attacking the Man o' War in melee (unless they have a Reach Weapon) must also make a Save vs Poison.  Contact, DC 16 (Save DC is Con based with a +4 Racial Bonus).  Initial damage is a -4 penalty on attack rolls, skill checks, and ability checks.  Secondary damage is Paralysis.

Digestive Polyps (Ex): Anything that is paralyzed within the Man o' Wars poison tendrils is slowly reeled up to the main body at a rate of 5 ft. per round.  Once it arrives digestive polyps do 1d8 acid damage per round.

Blind (Ex): The Man o' War has no eyes, and is therefore immune to spells, attacks, or effects (such as bright light) that require an opponent to have eyesight to be effective.

Wind Powered Movement (Ex): If it's air bladder is inflated, the Man o' War travels at the mercy of the winds, going in whichever direction the winds are blowing.  Travel speed is the winds mph as feet.  i.e if the winds are 10 mph, swim speed is 10 ft.  If it's 50 mph, swim speed is 50 ft.

Deflate (Ex): If attacked at the surface the Man o' War can deflate it's airbag, sinking at a rate of 10 ft. per round.

Combat: Man o' Wars are incapable of initiating combat.  The only significant danger they present is accidentally blundering into one, or being foolish enough to attack it.



Giant Man O' War
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom, Jim and I are seeing new ideas for marine warfare."

Living Mines
"These things don't even move under their own power."

"They don't need to.  You whip up a wind and send them barreling towards your opponents."

"And afterwards?"


Surprisingly Resilient

"Yes, what happens after the fight, and you've littered the area with toxic beasts?"

"You leave, and never go back.  And wall the area off, if you can afford it."
« Last Edit: August 14, 2022, 08:18:45 PM by bhu »

Offline Braininthejar

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Offline Braininthejar

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Re: General Weirdness
« Reply #135 on: December 14, 2016, 08:19:08 AM »
The exploding ants seem doable.

Does any book have whip scorpions?

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Re: General Weirdness
« Reply #136 on: December 14, 2016, 04:13:45 PM »
Lost Empires of Faerun, lemme do more research on teh ants.

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Re: General Weirdness
« Reply #137 on: December 17, 2016, 11:21:34 PM »
Exploding Ant: Stats for these ant are the same as normal giant ants from the Monster Manual with the following addition:

Explosive Defense (Ex): When successfully attacked, or during a Grapple the Exploding Ant can sacrifice it's own life as a Swift Action, spraying itself and everything within adjacent squares with a sticky, caustic chemical goo.  This has several effects:

First, the Exploding Ant is fused to it's opponent.  Until the adhesive is removed via alchemical process, the victim is encumbered by the weight of the ant corpse.  It can make a Str Check to remove the Ant on the same or next round before the adhesive hardens. DC is 10 plus 1/2 the Ant's Hit Dice plus it's Con Modifier with a +4 Racial Modifier.

Second, the chemical is a severe irritant, causing a -2 penalty on attack rolls, saves, ability checks, and skill checks for 24 hours.
                     
Third, anything within the area of effect takes 1d6 acid damage for 1d6 rounds (Reflex Save for half, DC is 10 plus 1/2 Hit Dice plus Con modifier).



Giant Exploding Ant
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom, we get to see Farmer John's ant farm."

Yes, This Is Really A Thing
"Ant's too?  You like living dangerously don't you?"

"Relax, they're more capable of recognizing their food source than the leeches."

"Wait, something looks odd about these ants..."

"They are unusually loyal."

Self Sacrificing
"What aren't you telling us?"

BOOOM!

"Why Jim, whatever do you mean?"
« Last Edit: September 05, 2022, 06:13:54 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #138 on: April 12, 2017, 01:01:27 AM »
ROOBATS


   
"Sweet Jesus on a pogo stick, will you stop that infernal breathing?

 Roobats are furry semi-humanoid creatures, resembling humans from the waist up, and kangaroos from the waist down.  Despite the presence of batlike wings they cannot fly initially, though the wings do help with gliding out of short falls.  Eventually they can fly, but are never the most agile of fliers.  Facially they tend to resemble kangaroos more than bats, with the exception of their large ears.  Hair, eye and fur color vary wildly, as do fur patterns.

ROOBAT RACIAL TRAITS
·   +2 Str, +2 Dex
·   Size Class: Medium
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 40 ft.
·   A Roobat can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Roobats glide at a speed of 40 feet (average maneuverability). Even if a Roobats maneuverability improves, she can't hover while gliding. A Roobat can't glide while carrying a medium or heavy load. If a Roobat becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The Roobat descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.

Flight (Ex): When a Roobat reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A Roobat can't fly while carrying a medium or heavy load or while fatigued or exhausted. Roobats can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Roobats are likewise fatigued after spending a total of more than 10 minutes per day flying. Because Roobats can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).

When they reach 10 Hit Dice, Roobats have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A Roobat with flight can make a dive attack. A dive attack works like a charge, but the Roobat must move a minimum of 30 feet and descend at least 10 feet. A Roobat can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A Roobat with flight can use the run action while flying, provided she flies in a straight line.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Blindsense (Ex): A Roobat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the Roobat unless it can actually see them.
·   Roobats have a Primary Kick attack doing 1d4 plus Strength Bonus.  They get 2 Kicks with a Full Attack.
·   Skills: Roobats have a +10 Racial Bonus to Jump Checks.  They also gain a +4 Bonus to Spot an Listen Checks.
·   Non-humanoid Form: Due to their non humanoid form, armor for Roobats costs twice as much. 
·   Automatic and Bonus Languages: Roobats automatically speak Common and Roobat.  Bonus languages: Any nearby race
·   Level Adjustment: +1
·   Favored Class: Scout

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: 4'5" Female: 4'5"
 Height Modifier: +2d6"
 Base Weight: Male: 100 lbs.   Female: 80 lbs.
 Weight Modifier: x (2d4) lbs.

ROOBAT CHARACTERS
 While you don't have any hindrances to becoming a caster, you're meant for a melee role.  Most Roobats are too happy go lucky to want to be chained down to a dusty old library.
 Adventuring Race: Roobats are a merry lot, and usually go on adventures to seek thrills and discover new things. 
 Character Development: Given their stats the Roobats make excellent Rangers or Scouts.  They excel in roles requiring strength and speed.
 Character Names:

ROLEPLAYING A ROOBAT
 Life is good.  It's better with friends and family.  You hate being alone, and prefer to live in large traveling groups.  Adventuring parties are usually too small for your kind, but they do offer very unique opportunities to see parts of the world you would otherwise never experience.
 Personality: Roobats tend to be chatty, happy individuals.  Occasionally older males get dour and angry, but for the most part Roobats are only tense or angry during mating season.
 Behaviors: Roobats are very social, loving nothing more than large gatherings where they can chat freely.  It is best to avoid their meetings during  mating season, however, as the prime reason for them are the males punching one another in the groin for the right to frolic with the bemused females a month later after they heal.
 Language: Roobats have their own language, generally consisting of squeaking and wing flapping.

ROOBAT SOCIETY
 Roobats are all about community.  Even in small groups, Roobats tend to put the good of the group before themselves.  They also tend to be fairly nomadic, only settling is places the deem safe to build a community in without fear of harm.
 Alignment : Roobats have strong tendencies towards Good.
 Lands : Roobats prefer grassy plains.
 Settlements : If they can live on the plains the Roobats prefer any warm, dry area (though in a pinch they will all huddle for warmth in the nearest large cave).
 Beliefs : Roobats prefer joyful, energetic deities, or ones who reinforce a sense of community.
 Relations: Roobats are pretty live and let live.  If you're nice to them, they're nice to you.

ROOBAT ADVENTURES
· The local Dragon has been pining for a mate, and has let it be known that loneliness has made her reconsider her standards.  You have been tasked to find her a suitable boy friend before she makes someone an offer they can't refuse.
· You have come into possession of a shiny.  A shiny that begins to make people around you act odd.  You'd get rid of it, but it really is soooooo shiny...
· The statue of a naked wild man has appeared in the town square in a pose considered quite vulgar.  It appears to be indestructible, and worse yet is in a newer, more vulgar position and location at random.  You have been asked to get rid of the damn thing.

« Last Edit: July 22, 2017, 08:27:58 PM by bhu »

Offline Psysama

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Re: General Weirdness
« Reply #139 on: April 26, 2017, 04:30:55 PM »
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Imaginary Friend
 

Seduce the Innocent and Combat are empty.
« Last Edit: April 26, 2017, 08:38:52 PM by Psysama »
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