Author Topic: Purple Worm/Great Worm  (Read 3628 times)

Offline RegalKain

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Purple Worm/Great Worm
« on: July 31, 2021, 12:32:41 AM »
(I realize there is an existing Purple Worm started, but it was started 8 years ago ,and was never finished, I am gonna be more active in the coming weeks, as I'm starting a campaign soon that will require some things that aren't here. So this is my attempt at a Purple Worm.)

Purple Worm/Great Worm

 


The Chassis for this is the Purple Worm, it's a rather plain and straight forward creature however, so I am utilizing some ideals taken from the "Great Worm" advancement found in Pathfinder. ( Here https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/purple-worm/ ) Anytime I say Great Worm, or Purple Worm, it is the same base creature.

HD:d10

Level   Bab   Fort   Ref   Will    Feature
1         +0    +2    +0    +0       Great Worm Body, Improved Grab, Tremorsense, Con+1
2         +1    +3    +0    +0       Great Worm Path, Stinger,  Con+1, Str+1
3         +2    +3    +1    +1       Swallow Whole, Improved Tremorsense,Con+1
4         +3    +4    +1    +1       Worm Path, Toughness, Con+1, Str+1
5         +3    +4    +1    +1       Fast Healing, Worm Anatomy, Growth, Con+1
6         +4    +5    +2    +2       Worm Path, Hard Scales, Con+1, Str+1
7         +5    +5    +2    +2       Superior Tremorsense, Powerful Build, Con+1
8         +6    +6    +2    +2       Worm Path, Improved Toughness, Con+1, Str+1
9         +6    +6    +3    +3       Improved Worm Anatomy, Con+1
10       +7    +7    +3    +3       Worm Path, Mighty Build, Growth, Con+1, Str+1

Skills:4+Int per level (x4 At 1st Level.)  Balance, Climb, Intimidate, Knowledge (Nature), Listen, Search, Spot, Survival, Swim

Proficiencies: The Great Worm is proficient in any natural weapon it possesses.

Features :
Great Worm Body : Loses all other racial bonus, and gains Magical Beast Traits (Basically Darkvision 60 feet, and low-light vision.) It's a medium sized Magical beast with a base speed of 20 ft, a burrow speed of 20 ft, and a swim speed of 10ft, One bite attack dealing 1d6+ Str mod (For a medium creature.) They have no limbs capable of fine manipulation, however they count as having two neck slots, and two body slots where beneficial. (An increase in price is expected due to the odd size) Great Worms begin play knowing Common, and Undercommon.

In addition it gains a 1+Natural armor equal to it's Con modifier. Everytime the Great Worm grows a size from Great Worm levels, it gains an extra +1 Nat Armor.

Ability Increases : The Great worm gains 1 Con every level, and 1 Str every even level. To a total of 10 Con, and 5 Str at level 10.

Improved Grab (Ex) : To use this ability, a great worm must hit with it's 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 attempt to swallow the foe the following round.

Tremorsense : The great worm has tremorsense equal to 30ft. At 3rd level this improves to 90ft, and finally at 7th level, this improves to 120 feet, and overcomes special abilities such as Darkstalker, that would otherwise allow a creature to hide from the Great Worm. (They are still allowed a Hide/MoveSilently check as normal.)

Stinger : At 2nd level a Great Worm gains a Stinger natural attack, this is a secondary natural attack dealing 1d6+ 1/2 Str mod (For a medium creature.)

Great Worm Path : At 2nd level, the Great Worm chooses to either evolve towards a natural poison based creature, or into a supernatural elemental creature. Either way this choice is final and alters how all future abilities work. Furthermore, a Great Worm is immune to all of it's own attacks, and abilities, both it's own poison, and in the case of an elemental Great Worm it's own energy damage.

A poisonous Great Worm, gains a poison attack on it's Stinger, it either deals Str or Dex damage (Chosen at 2nd level, this choice cannot be undone or altered after chosen.) A creature damaged by the Great Worm's Stinger receive a poison, inflicting 1d3 damage, Fort save DC 10+1/2HD+Con mod negates. For every 4 HD after 2nd level the Great Worm has, increase the poison damage die by one step. (6,10 etc) At 10 HD, even creatures immune to poison will be affected by this, but they gain a +5 bonus on their saves.

An elemental Great Worm, gains Energy Resistance to two energy types of their choice, equal to 5+5 per 4 HD, or immunity to a single Energy of their choice. (Chosen from Fire, Acid, Electricity or Cold.) In addition to the normal damage from their Stinger, they deal an addition 1d6 points of Energy damage (If they have resistance to two energy types, they choose the type they strike with, on each attack. This is true for all future abilities as well, they may choose the damage type from their resistances for every Great Worm ability.)  for every 3 HD they possess.

At 4th Level and every 2 levels there after, they choose another ability to gain from those listed below.

Great Worm Path Abilities:
(click to show/hide)



Swallow Whole : A great worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once Inside, the opponent takes 1d6+Str Mod crushing damage (This scales with Size, so a large creature would deal 1d8+Str and so on.) in addition to acid damage equal to the Great worm's HD every round. (An elemental Worm may instead choose to deal damage of a type equal to a resistance they have.) A swallowed creature can cut it's way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut it's own way out. (A huge worm's interior can hold 2 large, 8 medium, 32 small, 128 tiny, or 512 diminutive or smaller opponents, Medium can hold 2 small, 8 tiny, or 32 diminutive or smaller opponents.)

Toughness : At 4th level, you gain the Toughness Feat for free, if you already have the Toughness feat you instead gain another feat your meet the requirements for.

Fast Healing : At 5th level you've suffered a thousand small cuts, and have evolved to overcome, you gain Fast Healing equal to Half your HD.

Worm Anatomy :  At 5th level your vitals are difficult to pinpoint, you gain 25% fortification, stacking with other forms of fortification. At 9th level this improves to 50% fortification.

Growth : At 5th level the Great Worm grows to large size, it's size increases again at 10th and every 5 HD after. (But only if all levels of Great Worm are taken.)
It's AC, bonus to hit, base damage, grapple and skills change accordingly, but it doesn't get any ability score bonus or penalties.

Hard Scales : At 6th level, After suffering a thousand cuts more, your scales have hardened, you gain DR/Magic equal to your HD, this does not apply to creatures you've swallowed.

Powerful Build : At 7th level, a Great Worm gains Powerful Build.  The physical stature of Great Worms let's them function in many ways as if they were one size category larger. Whenever the Great Worm 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 Great Worm is treated as one size larger if doing so is advantageous to it. A Great Worm 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 it. A Great Worm can use weapons designed for a creature one size larger without penalty(If you can figure out how to wield a weapon without limbs I guess?). However, it's space and reach remain those of a creature of it's actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Mighty Build : This functions as Powerful Build, except you always count as your original size whenever beneficial, regardless of any effects that would otherwise change your size. (For instance, if something hits you with a Reduce Person spell, or similar effect you still count as your normal size. If you later take a class that let's you change shape or size, you always count as your original/largest size when beneficial.
« Last Edit: September 23, 2021, 04:54:46 PM by RegalKain »

Offline dman

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Re: Purple Worm/Great Worm
« Reply #1 on: July 31, 2021, 12:48:09 PM »
Looks solid!  Now we just need to come up with some cool worm path abilities to give it some flavor.

Offline TC X0 Lt 0X

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Re: Purple Worm/Great Worm
« Reply #2 on: July 31, 2021, 01:44:25 PM »
Like what I see, very solid start.
Good to see some content being put in here again.
Im really bad at what I do.
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Offline RegalKain

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Re: Purple Worm/Great Worm
« Reply #3 on: July 31, 2021, 03:25:56 PM »
Did some formatting, cause I know Oslecamo likes stuff to be neat and tidy, added picture, added some Great Worm abilities, let me know what your thoughts are! :)

Edit: I want to add some constricting type worm path abilities, but couldn't think of anything off the top of my head.
« Last Edit: July 31, 2021, 03:34:23 PM by RegalKain »

Offline Heilmern

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Re: Purple Worm/Great Worm
« Reply #4 on: August 25, 2021, 10:52:52 AM »
i'm using this class in a campain of mine and have been loving it, that said shouldn't 
 
Swallow Whole : A great worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once Inside, the opponent takes 1d6+Str Mod crushing damage (This scales with Size, so a large creature would deal 1d8+Str and so on.) in addition to acid damage equal to the Great worm's HD every round. (An elemental Worm may instead choose to deal damage of a type equal to a resistance they have.) A swallowed creature can cut it's way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exit,s muscular action closes the hole; another swallowed opponent must cut it's own way out. (A huge worm's interior can hold 2 large, 8 medium, 32 small, 128 tiny, or 512 diminutive or smaller opponents, Medium can hold 2 small, 8 tiny, or 32 diminutive or smaller opponents.)

become at least a bit more difficult to escape based on hp/level? My character right now is Level 13 and it's about to take it's 3rd level in Purple Worm, at this point 25 damage would normaly be something i laugh at (especially with the 17 AC).

Edit: Also noticed That That it says :"Once the creature exit,s muscular action closes the hole;"
« Last Edit: August 25, 2021, 10:55:04 AM by Heilmern »

Offline RegalKain

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Re: Purple Worm/Great Worm
« Reply #5 on: September 23, 2021, 04:54:11 PM »
Sorry for the late reply, FWIW it's based on the actual purple worm, which has 16d10+112 HP. The Average is around 200, which means this is still 10% or so of your HP. I'm not sure what your campaign is, or your characters are, but 25 HP isn't generally speaking a tiny amount over the course of 10 levels. Scaling on it would make it extremely unbalanced in my opinion, especially in line with some of the other stuff posted here. Hope the campaign is going well.

Offline ~Corvus~

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Re: Purple Worm/Great Worm
« Reply #6 on: December 08, 2021, 02:01:49 AM »
I recommend the Improved Toughness (feat - CW): +1 HP/level instead of a flat +3 HP.
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Offline Heilmern

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Re: Purple Worm/Great Worm
« Reply #7 on: December 08, 2021, 02:49:59 AM »
Sorry for the late reply, FWIW it's based on the actual purple worm, which has 16d10+112 HP. The Average is around 200, which means this is still 10% or so of your HP. I'm not sure what your campaign is, or your characters are, but 25 HP isn't generally speaking a tiny amount over the course of 10 levels. Scaling on it would make it extremely unbalanced in my opinion, especially in line with some of the other stuff posted here. Hope the campaign is going well.

Yeah sry for the late reply too, had a lot to do, i thought dr didn't apply on the stomach for some reasons, anyway i was a multiclassing between animated object and great worm, the 25 hp were never really a problem after all maybe also because i basically never used it

Offline RegalKain

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Re: Purple Worm/Great Worm
« Reply #8 on: December 23, 2021, 10:46:49 AM »
I recommend the Improved Toughness (feat - CW): +1 HP/level instead of a flat +3 HP.

Wasn't sure how that'd go without having Toughenss first, suppose I could just give them Imp toughness at a later level as well.

We run toughness differently in our games anyway, it's an extra +3 HP per level, and Improved Toughness is +Con per level (On top of getting it once, so basically level is HD+Conx2 )