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arguskos
2011-04-13, 12:59 PM
Machamp/Powerhouse


http://th00.deviantart.net/fs71/PRE/i/2010/257/6/5/machamp_by_zeeyang-d2yr9y6.jpg
Image by zeeyang (http://zeeyang.deviantart.com/).


Powerhouse CR 3
LN Medium Monstrous Humanoid
Init +0 Senses darkvision 60 ft
Languages Common
__________________________________________________ _______________

AC 12, touch 10, flat-footed 12
(+0 Dex, +2 natural)
HP 18 (2d8+6); DR 2/-
Immune strength damage or drain
Fort +3, Ref +3, Will +2
__________________________________________________ _______________

Speed 30 ft
Melee slam +7 (1d6+4) and 3 slams +5 (1d6+4)
Space 5 ft Reach 5 ft
Base Atk +2 Grp +10
Atk Options cross chop, power attack
__________________________________________________ _______________

Abilities Str 18, Dex 11, Con 16, Int 9, Wis 8, Cha 9
SA cross chop
SQ quadruple arms, prodigal strength, skin of steel
Feats MultiattackB, Weapon Focus (slam), Power Attack
Skills Athletics +9
Advancement By class; Favored Class Fighter
__________________________________________________ _______________

Cross Chop (Ex): All powerhouses are taught a special technique for handling enemies. They call it the cross chop. As a full-round action, a powerhouse may perform a cross chop. The powerhouse makes a single slam attack roll at its highest attack bonus. If this attack hits, it deals bludgeoning damage equal to four times the number of dice rolled for a slam attack, plus 1.5 times its Strength modifier (for the example motramr, that is 4d6+4 damage). Additionally, any creature hit by cross chop must make a Fortitude save (DC 10+˝ the powerhouse’s hit dice+the powerhouse’s Strength modifier) or be stunned for 1 round.
Quadruple Arms (Ex): A powerhouse has four arms. This gives it four slam attacks. It gains Multiattack as a bonus feat, and qualifies for Multiweapon Fighting. Additionally, when a powerhouse uses the aid another action to grain someone a bonus for a Strength-based check, they grant an additional +2. For example, a powerhouse helping someone else force open a door with aid another grants them +4 to the check instead of +2, but a powerhouse helping someone balance across a chasm only grants them a +2.
Prodigal Strength (Ex): A powerhouse is fantastically strong, with core muscles that defy understanding. They are treated as Large creatures whenever it would be advantageous for them. Additionally, they are immune to strength damage or drain, as their bodies naturally block attempts to attack their physical strength.
Skin of Steel (Ex): The skin of a powerhouse is incredibly thick in to contain their own musculature. Powerhouses take less damage from attacks. They gain DR 2/-.

The creatures called powerhouses and that call themselves the motramr are paragons of strength without peer. A race of peaceful body-builders, the motramr live in small villages high in the mountains, working on perfecting their bodies and living quietly. The motramr stand around 5' high on average, and are dense for their size, weighing in around 300 lbs.

Powerhouse youths often grow bored with their quiet society, and want to explore and adventure, leading to many motramr joining the adventurer's ranks.

Powerhouse Racial Statistics
-Abilities: +8 Strength, +6 Constitution, -2 Intelligence, -2 Wisdom, -2 Charism. Motramr are strong and tough to a wild degree, but are mentally stunted somewhat.
-+2 Natural Armor
-Powerhouses have a move speed of 30 ft.
-Powerhouses are Medium sized.
-Powerhouses have two monstrous humanoid levels. This gives them 2d8 hit dice, two feats, (2+Int mod)x5 skill points, +3 Ref/Will saves, and +2 base attack bonus.
-Powerhouses gain the cross chop, quadruple arms, prodigal strength, and skin of steel abilities.
-Powerhouses have LA +1.
-The favored class of a motramr is Fighter.



Original OP:
So, as you may have inferred from my "oh so clever" title, this is a thread about Pokémon. Yes. I said it. However, I don't want to reproduce the games in D&D. Others have done that and better. I just think that there's a good handful of Pokémon that could be good D&D monsters, and I want to see them done up that way. Since no one else is volunteering, I'm doing it.

These critters are assuming a few of my houserules are in place (not many though):

I give feats at 1, 2, 4, and every 2 HD thereafter. That means these will have more feats than you're used to. If you use them and don't like that, just subtract feats as appropriate. :smallsmile:
I use a different skill list. Check it out here (http://www.giantitp.com/forums/showthread.php?t=183966). For our purposes here, Advanced Skills are just normal skills.
Uh... I probably will end up using lots of my other brew, but will link that as it comes up. :smallsmile:


Without further ado, here's the list of Pokémon I'm converting for use as monsters in 3.5 games. Note that I'm playing them "straight", meaning they're being treated as wild monsters or animals or whatever, not as Pokémon.

Donphan, Bulbapedia entry here. (http://bulbapedia.bulbagarden.net/wiki/Donphan_(Pok%C3%A9mon))
Tyranitar, Bulbapedia entry here. (http://bulbapedia.bulbagarden.net/wiki/Tyranitar_(Pok%C3%A9mon))
Nidoking, Bulbapedia entry here. (http://bulbapedia.bulbagarden.net/wiki/Nidoking_(Pok%C3%A9mon))
Machamp, Bulbapedia entry here. (http://bulbapedia.bulbagarden.net/wiki/Machamp_(Pok%C3%A9mon))
Scyther, Bulbapedia entry here. (http://bulbapedia.bulbagarden.net/wiki/Scyther_(Pok%C3%A9mon))
Dragonair, Bulbapedia entry here. (http://bulbapedia.bulbagarden.net/wiki/Dragonair_(Pok%C3%A9mon))
Ariados, Bulbapedia entry here. (http://bulbapedia.bulbagarden.net/wiki/Ariados_(Pok%C3%A9mon))
Steelix, Bulbapedia entry here. (http://bulbapedia.bulbagarden.net/wiki/Steelix_(Pok%C3%A9mon))
Gligar, Bulbapedia entry here. (http://bulbapedia.bulbagarden.net/wiki/Gligar)


Note that names might change, they might not. I've got no idea honestly. We'll see as we go along!

arguskos
2011-04-13, 01:00 PM
Donphan/Roller
http://fc09.deviantart.net/fs18/f/2007/172/3/2/Pokemon_Challenge__Donphan_by_txnguy.png
Image by txnguy (http://txnguy.deviantart.com/).



Roller CR 4
TN Medium Magical Beast
Init +0 Senses darkvision 60 ft, low-light vision
Languages none
__________________________________________________ _______________

AC 16, touch 10, flat-footed 16
(+0 Dex, +6 natural)
HP 42 (4d10+16); DR 2/-
Fort +7, Ref +4, Will +1
__________________________________________________ _______________

Speed 20 ft
Melee gore +10 (1d8+6, 19-20/x2) -or- rollout +11 (2d6+6+special)
Space 5 ft Reach 5 ft
Base Atk +4; Grp +10
Atk Options rollout, fissure
Special Actions defense curl
__________________________________________________ _______________

Abilities Str 22, Dex 10, Con 16, Int 7, Wis 10, Cha 10
SA rollout, fissure
SQ defense curl, sturdy
Feats Weapon Focus (rollout), Ability Focus (fissure), Improved Toughness
Skills Athletics +13
Advancement by hit dice
__________________________________________________ _______________
Rollout (Ex): The tactic that made them famous, rollers can and do roll over opponents in a rolling charge that their handlers call the rollout, because of the way rollers uncurl at the end of the attack. Rollout can only be performed while in a defense curl (see below). Rollout is a full-round action. The roller moves up to four times its speed in a straight line, then makes a single attack at its highest base attack bonus, dealing 2d8+6 bludgeoning damage, plus an additional 1d6 bludgeoning damage per 20 ft moved (max 4d6). Using rollout provokes an attack of opportunity from the target (the roller benefits from defense curl during rollout) and ends defense curl. Rollout ignores movement penalties from terrain and ignores the grease and resinous tar spells, along with similar effects.
Fissure (Su): In the most dire of situations, rollers will employ their fissure ability. With a roar and a stomp on the ground, rollers can open cracks in the ground beneath the target's feet. Fissure is a full-round action with a range of 30 ft and only works on creatures of the roller's size or smaller. The target must make a Reflex save (DC 10+the roller's Con modifier+1/2 the roller's hit dice) or fall into the crack (which then crushes inwards). They are immobilized and take 2d6 bludgeoning damage a round until they free themselves (Ref save as above, or Strength check DC 15).
Defense Curl (Su): The standard roller reaction to any attack or threat of violence is to curl up into a ball and wait it out. When using defense curl, the roller gains a +4 deflection bonus to AC but cannot attack or take any actions beyond moving its speed, maintaining/dismissing defense curl, and using rollout. Entering/leaving defense curl is a standard action and maintaining it is a free action.
Sturdy (Ex): Rollers are incredibly hard to move against their will. They gain a +10 racial bonus against all efforts to trip, bull rush, overrun, or otherwise move them against their will.

Rollers are squat elephantine like creatures used as beasts of burden in many desolate parts of the world. They're ponderous, but strong, able to bear quite a bit of weight on their backs. Generally good-natured, they've got quite a temper when provoked, and are named for their curious method of attack. Rollers don't speak any languages, but understand a good number if taught.

Rollers are 4 ft high at the shoulder, 6 ft long, and 3 ft across. They weigh around 350 lbs.

Rollers in Zaaman-Rul: In Zaaman-Rul, rollers are used as beasts of burden by the Intolians. Smart enough to take orders and learn simple tricks but not smart enough to learn language or threaten their masters, humanity quite likes rollers. They can be found in Khavghotan as well, in small wild herds that challenge the rothé for dominance in certain areas of the Khavghotani plains.

arguskos
2011-04-13, 01:01 PM
Tyranitar

http://fc01.deviantart.net/fs71/i/2010/016/e/2/Tyranitar_by_Ruth_Tay.jpg
Image by ruth-tay (http://ruth-tay.deviantart.com/).

arguskos
2011-04-13, 01:02 PM
Nidoking/Hornfiend

http://th08.deviantart.net/fs18/PRE/f/2007/157/9/2/Nidoking_by_X_A_K_I.jpg
Image by X-A-K-I (http://x-a-k-i.deviantart.com/)



Hornfiend CR 6
NE Medium Magical Beast
Init +2 Senses darkvision 60 ft, low-light vision
Languages Abyssal, Infernal
__________________________________________________ _______________

AC 20, touch 12, flat-footed 18
(+2 Dex, +8 natural)
HP 73 (6d10+36); DR 5/piercing
Immune poison, electricity
Fort +11, Ref +7, Will +4
__________________________________________________ _______________

Speed 20 ft, burrow 5 ft
Melee gore +11 (2d6+16, 19-20/x2) and tail slap +5 (1d8+18, x2)
Ranged rock +10 (1d8+18, x2, 50 ft range)
Space 5 ft Reach 5 ft
Base Atk +6/+1; Grp +10
Atk Options megahorn, powerful charge
Combat Gear 5 rocks
__________________________________________________ _______________

Abilities Str 18, Dex 14, Con 22, Int 6, Wis 15, Cha 10
SA megahorn, powerful charge
SQ lightning rod, sheer force, poison point
Feats Weapon Focus (gore), Ability Focus (megahorn), Improved Natural Attack (gore), Improved Natural Attack (tail slap)
Skills Athletic +13
Advancement By hit dice
Possessions combat gear, shoulder pouch (contains a few tools, some food, perhaps a few coins)
__________________________________________________ _______________
Megahorn (Ex): A hornfiend, true to their name, can perform a brutal ramming attack with its horn. As a standard action, a hornfiend can perform a megahorn attack. This is a gore attack at its highest attack bonus. If the attack hits, it deals normal damage and the target must make a Fortitude save (DC 10+the hornfiend's hit dice+the hornfiend's Con modifier) or become impaled. An impaled creature suffers the hornfiend's gore damage each round with no save, and must succeed on a Fort save (same DC as the initial save) to escape.
Powerful Charge (Ex): When a hornfiend makes a charge attack with its gore attack, it deals an additional 4d6+16 piercing damage on a successful hit.
Lightning Rod (Ex): Hornfiends are naturally immune to electricity as a side effect of their lives in the Abyss. Additionally, anytime that a creature within ten feet of a hornfiend is targeted with an attack that deals electric damage, half of the electric damage is redirected to the hornfiend. The hornfiend may save as normal against the effect, if it permits a save (if it doesn't, the hornfiend just takes the damage). This ability cannot be suppressed.
Sheer Force (Ex): Hornfiends show no mercy or pity towards their foes, and strike with absurd force. Hornfiends have been known to rend buildings apart in a single charge. A hornfiend deals additional damage on each attack equal to twice its hit dice. This damage is already factored into the above stat block.
Poison Point (Ex): As a defensive measure, hornfiends have natural poison glands. However, unlike most creatures, which use poison offensively, hornfiends cannot do so, instead afflicting any creature that strikes them with the poison. When struck by a piercing or slashing weapon, the attacking creature must make a Fortitude save (DC 10+the hornfiend's hit dice+the hornfiend's Con modifier) or be affected by hornfiend poison (1d6 Str/1d6 Str). A creature can only be affected by hornfiend poison once per encounter.

Creatures from the Planes of Conflict, hornfiends roam naturally across the lower planes in packs of 2-12. Used in much the same way that ogres are on the Prime, hornfiends aren't very bright and are abused accordingly. However, unlike ogres, hornfiends are very physically strong, making abusing them a potentially dangerous proposition. Occasionally, hornfiends find their way to the prime, where they set themselves up as brutal tyrants over tribes of fearful humanoids, such as goblins or orcs. On very rare occasion, a hornfiend can be found as a bodyguard or soldier of fortune, putting their natural savagery to good use as the enforcers of someone else's will.

Hornfiends in Zaaman-Rul: In Z-R, hornfiends are not from the Planes of Conflict, but rather a byproduct of the Shadowstar Wars, terrible war machines crafted by the qualnargan to serve as shock troopers against the lesser races. When the qualnargan were defeated, the hornfiends survived and have recently begun to reemerge from the deep places of the world to once again terrorize the foes of the qualnargan. Many hornfiends stalk the Lattice, seeking out their former masters and slaughtering anyone they come across. Hornfiends in Z-R speak Qualnargan and Orog instead of Abyssal and Infernal.

arguskos
2011-04-13, 01:03 PM
Scyther/Chiktikkattza

http://fc03.deviantart.net/fs19/i/2007/286/f/8/Scyther_by_CrimsonGear.jpg
Image by CrimsonGear (http://crimsongear.deviantart.com/)



Chiktikkattza, or "Winged Death" CR 8
NE Medium Aberration
Init +8 Senses darkvision 60 ft
Languages Chiktikkattza
__________________________________________________ _______________

AC 22, touch 18, flat-footed 14
(+8 Dex, +4 natural)
Miss Chance 20%
HP 68 (10d8+20)
Fort +5, Ref +11, Will +7
__________________________________________________ _______________

Speed 20 ft, fly 120 ft perfect
Melee armblade +15 (3d6+8, 17-20/x3)
Space 5 ft Reach 5 ft
Base Atk +7/+2; Grp +10
Atk Options fury cutter, pursuit
Special Actions focus energy
__________________________________________________ _______________

Abilities Str 16, Dex 26, Con 15, Int 11, Wis 10, Cha 6
SA fury cutter
SQ focus energy, swarm, razor wind, sharpness
Feats Flyby Attack, Wingover, Adroit Flyby Attack, Weapon Finesse, Improved Critical (armblade), Shadow Blade*
Skills Acrobatics +21
Advancement by hit dice (11-16 Large, 17-21 Huge)
__________________________________________________ _______________
Fury Cutter (Ex): Winged deaths are persistent in attacking their chosen targets. Each round that a winged death attacks the same target, they gain a cumulative +1 racial bonus on attacks and damage, up to a maximum bonus of half their hit dice. If the winged death goes two rounds without attacking the same target, they lose this bonuses. Fury Cutter's bonuses only apply against the target of the ability, not anyone else.
Pursuit (Ex): Winged deaths are famed for their extremespeed and viciousness in battle. Winged deaths may, as an immediate action, move up to 10-ft and attack a creature that is taking a move action within 10-ft of them. This attack is at their highest base attack bonus.
Focus Energy (Su): Winged deaths are capable of intense mental focus, similar to their single-minded devotion to a target exhibited by Fury Cutter. As a full-round action, a winged death may concentrate on a single target, tagging them for its Fury Cutter ability, and immediately treating that opponent as though the winged death had been attacking them for 5 rounds. If the winged death does not attack that target in the next round, they lose these benefits. If they do attack the creature, then Fury Cutter takes over, as normal. Additionally, as a passive effect, any time the winged death is gaining Fury Cutter bonuses against an enemy, the critical modifier on their armblades increases to x4.
Swarm (Ex): Winged deaths attack in packs called swarms. If in a combat in which at least two other winged deaths are participating, each winged death in the combat gains a bonus to attacks and damage equal to the number of other winged deaths in the battle, and gain a bonus to their fly speed equal to 5 ft/other winged deaths in the battle. If the number of winged deaths in the battle changes, so do Swarm's benefits, potentially vanishing if not enough winged deaths are available.
Razor Wind (Ex): The ability that brings them their name, winged deaths manage to move at such a blistering pace that in each turn that they move at least 20 ft, they gain a 20% miss chance. Additionally, they radiate cast off bits of sharp carapace and and debris. Any creature adjacent to or in a square that a winged death passes through takes piercing and slashing damage equal to the winged death's hit dice.
Sharpness (Ex): A winged death's armblades are so sharp and vicious that they deal more damage than is probable for their size. A winged death's armblades deal 3d6 slashing damage with a critical range of 19-20/x3.

Bug-like monsters from a distant land, the creatures called winged deaths call themselves chiktikkattza, the meaning of which has yet to be translated, due to no one living long enough to communicate meaningfully with one. Predatorial hunters, chiktikkattza hunt in groups called swarms. They strike without warning from cover, and use their razor wind as a defense, trusting their speed and lighting fast strikes to kill their prey.

*Spoilered below, not the normal feat:

From here (http://www.giantitp.com/forums/showthread.php?t=194389).

Shadow Blade
Your blades are like shadows, slicing silently but deftly.
Prerequisites: BAB +1, Weapon Finesse
Benefits: You may use your Dexterity modifier in place of your Strength modifier for the purposes of damage with any weapon that can be used with Weapon Finesse.
Normal: You use Strength for damage.

Reason for Creation: We don't all use Tome of Battle, but this is an essential ability to have for Dex-based fighters.


Chiktikkattza in Zaaman-Rul: The chittering horrors are natives of Xortal in Zaaman-Rul. There, they prey on anything that moves. Normally, that would be tasloi unfortunate enough to draw their ire. However, with the introduction of the other races to Xortal, the chiktikkattza population has realized that they make easier and more delicious prey and are flocking to the coastline in droves.

arguskos
2011-04-13, 01:04 PM
Dragonair/Stormsoul

http://fc00.deviantart.net/fs49/i/2009/209/c/b/Dragonair_by_miss_ninja.png
Image by Miss Ninja (http://miss-ninja.deviantart.com/)



Stormsoul CR 8
CN Large Outsider (Chaotic, Air, Water)
Init +10 Senses darkvision 60 ft
Aura chaotic, haze (30 ft)
Languages Auran, Aquan, Common, Draconic, Celestial, Abyssal
__________________________________________________ _______________

AC 24, touch 20, flat-footed 14
(+10 Dex, +4 natural)
Miss Chance 20%
HP 83 (8d8+16)
Immune electricity, mind-effecting, cold, weather
SR 20
Fort +8, Ref +16, Will +12
__________________________________________________ _______________

Speed 30 ft, fly 80 ft (perfect)
Melee slam +8 (1d8, x2)
Ranged hyper beam +19 ranged touch (40+stun, x2, 120 ft range)
Space 10 ft Reach 10 ft
Base Atk +8/+3; Grp +12
Atk Options hyper beam, outrage
Special Actions twister
__________________________________________________ _______________

Abilities Str 10, Dex 30, Con 14, Int 18, Wis 22, Cha 15
SA hyper beam, outrage
SQ twister, marvel scale, haze
Feats Ability Focus (outrage), Ability Focus (twister), Weapon Focus (hyper beam), Flyby Attack, Hover
Skills Knowledge (the planes) +15, Knowledge (nature) +15, Knowledge (geography) +15, Athletics +11, Acrobatics +21, Diplomacy +13, Bluff +13, Sense Motive +17, Perception +17, Stealth +21
Advancement by hit dice
__________________________________________________ _______________
Hyper Beam (Su): Used only at the end of need, hyper beam is a orange beam that stormsouls can emit from the gem under their chin. A hyper beam deals the target 5 damage per hit die of the stormsoul, and stuns the target for 1d4 rounds with no save. If the target is immune to stunning, they are dazed instead. However, hyper beams are exhausting to use, and require that the stormsoul take no actions other than movement on its next turn (meaning that any twister that is currently active will dissipate).
Outrage (Su): A stormsoul's standard method of attack once in a twister is their outrage power. As a standard action while in the area of a twister, a stormsoul can send out a pulse of energy from its body, filling the entire storm with a furious roaring sound and dreadfully damaging anyone in the area. All creatures (other than stormsouls, which are immune) in the area of the twister must make a Reflex save (DC 10+1/2 stormsoul's hit dice+the stormsoul's Wis modifier) or be ripped at by the energy pulse, suffering 5d6 sonic damage and are deafened for 1 minute. The save halves the damage and negates the deafening. The deafening duration does not stack.
Twister (Su): Stormsouls possess a unique power, the one from which they derive their names. With a short but complex dance in the sky, they can summon forth storms of potent power from the gems on their bodies. This storm functions like a storm of windstorm strength, but in a 120 ft radius centered on the stormsoul, and with two additions. Each round, all creatures in the storm are subject to 2d6 cold damage from the hail the storm pelts the area with and all creatures have a 10% chance to be struck with a 5d6 damage lightning bolt (DC 10+1/2 stormsoul's hit dice+the stormsoul's Wis modifier). The stormsoul is affected normally by all of these effects (read: not at all, due to being immune to cold, electric, and weather effects). Twister takes a full round to activate and must be maintained as a move action each turn.
Marvel Scale (Ex): Stormsouls are so at home in their native storms that they can draw power from them. Whenever a stormsoul is struck with electricity or cold damage from any source, they gain 1d8 temporary hit points and a +1 racial bonus to saves and attacks. These benefits stack with themselves up to a number of times equal to the number of hit dice of the stormsoul, and last for 1 minute.
Haze (Su): A stormsoul is constantly surrounded by a cloudy haze, even in the clearest weather. This haze is magically laced with power and grants the stormsoul certain traits. Stormsouls are immune to electric and cold damage, all weather effects, and all mind-affecting effects. Additionally, this haze is the source of the stormsoul's spell resistance and miss chance. If dispelled, the stormsoul can recreate the haze as a free action.

Creatures from the intersection of the Elemental Planes of Air and Water, stormsouls live for storms. They move through storms like fish swim and birds fly, and relish bringing the fury and majesty of storms to lesser beings. They can be found wherever a truly powerful storm is, and exist for the sheer unadulterated joy of rain and thunder.

Stormsouls are 35 ft long, 3 ft across, and weigh 250 lbs. They can speak a vast variety of languages.

Stormsouls in Zaaman-Rul: These beings are unknown on Zaaman-Rul, because of the planar concerns. However, on the Inner Planes, they frolic like always, saddened slightly that mortals fail to understand the joy of storms like they do.

arguskos
2011-04-13, 01:05 PM
Ariados/Psyder

http://fc07.deviantart.net/fs71/f/2011/119/0/1/ariados_by_my5cookies-d3f7i5l.png
Image by My5cookies (http://my5cookies.deviantart.com/)



Psyder CR 5
TN Medium Aberration
Init +5 Senses darkvision 60 ft
Languages None
__________________________________________________ _______________

AC 19, touch 15, flat-footed 14
(+5 Dex, +4 natural armor)
HP 35 (6d8+12)
Immune webs, poison
Fort +4, Ref +7, Will +5
__________________________________________________ _______________

Speed 30 ft, climb 40 ft, spider climb
Melee bite +9 (1d6+2, x2)
Ranged string shot +9 (1d4 acid+slow, 19-20/x2, 50 ft range)
Space 5 ft Reach 5 ft
Base Atk +4; Grp +6
Atk Options psyder web, string shot, signal beam
Special Actions agility
__________________________________________________ _______________

Abilities Str 14, Dex 20, Con 14, Int 9, Wis 11, Cha 10
SA psyder web, string shot, signal beam
SQ agility, swarm, spider climb
Feats Weapon Finesse, Weapon Focus (signal beam), Ability Focus (signal beam), Ability Focus (psyder web)
Skills Acrobatics +14
Advancement by hit dice
__________________________________________________ _______________
Psyder Web (Ex): A psyder can spin and hurl dangerous webs at opponents. These webs require a Reflex save to avoid (DC 10+psyder's Dex mod+1/2 psyder's hit dice). If the target is hit, they are entangled and suffer 1d4 acid damage every round they're stuck in the web. Escaping from the web takes a full-round action and either a Reflex save (same DC) or a Strength check (DC 20). Using psyder web is a full-round action. A psyder can use psyder web once/day/hit dice
String Shot (Ex): A psyder's primary attack form is to spit a string of acid-laden silk at its enemy. This attack does minimal damage, but causes the target to get bogged down in the sticky silk, reducing their movement speed by 5 ft. A creature can only be slowed to half their speed by stacking string shots. It takes a standard action to clear off string shots.
Signal Beam (Ps): The most notable ability of the psyder is its curious communication method. From the small horn on its head, the psyder can emit a bluish-purple beam that carries its mental state imprinted on the beam. Using these beams, psyders communicate with one another. However, any creature not a psyder who crosses the path of one of these beams suffers terribly from the beam, burning their flesh and mind. As a full-round action, a psyder may target another psyder with a signal beam. Any creature in the path of the beam that isn't a psyder takes 2d8 damage and must make a Will save (DC 10+psyder's Dex mod+1/2 psyder's hit dice) or become confused (as the spell) for 1 round. The confusion effect of signal beam doesn't stack with itself.
Agility (Ps): Psyders are naturally psionic but not to a large degree. They have only the most rudimentary psychic imprints. However, they can instinctively focus their psionic abilities when sorely pressed. When a psyder is reduced to 0 or less HP, they may take up to a standard action as an immediate action. Most of the time, psyders use this ability to flee from a losing battle. Agility leaves the psyder at exactly 0 HP, regardless of the excess damage from the attack that triggered it. Agility can only be used once per day, and leaves the psyder exhausted for the next 12 hours, and fatigued for the next 12 after that. Finally, the psyder cannot use signal beam while exhausted after using agility.
Swarm (Ex): Psyders are naturally social creatures. They like the company of others, and their psionic abilities strengthen when with others like themselves. For every psyder in a group beyond the first, all psyders in that group gain a +1 insight bonus on attacks (max +10 in a group of 11 psyders). Additionally, for every two psyders in a group beyond the first, the number of damage dice of Signal Beam increases by one (eg. a group of five psyders have signal beams that deal 4d8 damage each) to a maximum increase of 5 dice (max 7d8 dice in a group of 11 psyders).
Spider Climb (Ex): The natural psionic ability of a psyder lets it climb sheer surfaces as though under the effect of a spider climb spell. However, this effect is non-magical, merely a natural ability of the psyder.


Formed when a group of monstrous spiders were accidentally subjected to the creation of a potent psionic creature (Abysm (http://www.wizards.com/default.asp?x=dnd/psm/20070119a), the Schismed, if you're curious), the race now called psyders are a potent group of pack hunters who absorbed a small amount of psychic energy and were forever changed. Today, the psyders are patient hunters who move in groups, using their web abilities to ensnare opponents and then using their curious method of communication to fry them alive.

Psyders do not speak nor understand any known language, and all attempts to interpret their signal beams has resulted in failure. They weigh 95 pounds, stand 3 ft high at the shoulder and are 3-4 ft long.

Psyders in Zaaman-Rul: Psyders were not created on accident in Zaaman-Rul, instead being an experiment by the illithids of Orlyndol towards creating a perfect guardian creature. The experiment was deemed a failure when the psyders exhibited too much free will for the illithid's taste. They were released into the Orlyndol jungles, where they have thrived ever since. A handful found their way to Xortal on accident, having ventured onto a Xortal-bound ship at dock in Tzu. From those few brave psyders has sprung a massive population explosion in Xortal, which now boasts a population of thousands of psyders spread throughout the vast jungles.

arguskos
2011-04-13, 01:06 PM
Steelix/Steelsnake
http://fc01.deviantart.net/fs70/i/2010/351/6/1/pokemon___steelix_by_hattori_hako-d352vom.jpg
Image by hattori-hako. (http://hattori-hako.deviantart.com/)


Steelsnake CR 12
TN Gargantuan Magical Beast
Init +3 Senses darkvision 60 ft, low-light vision, earth sense
Languages Understands Common and Terran, but does not speak.
__________________________________________________ _______________

AC 29, touch 19, flat-footed 26
(+3 Dex, -4 size, +10 natural, +10 deflection)
HP 227 (15d10+135); DR 15/adamantine
Immune electricity, mind-affecting effects, ability damage, stunning
Resist cold 15; SR 26
Fort +18, Ref +12, Will +14
__________________________________________________ _______________

Speed 20 ft, burrow 40 ft
Melee iron tail +32 (6d6+24+stun, 19-20/x3) and bite +26 (3d6+16+improved grab, x2)
Space 20 ft Reach 15 ft
Base Atk +15; Grp +42
Atk Options improved grab, power attack, awesome blow, grind
Special Actions rapid burrow
__________________________________________________ _______________

Abilities Str 40, Dex 16, Con 28, Int 5, Wis 10, Cha 10
SA iron tail, improved grab, grind
SQ rapid burrow, rock head, iron coat
Feats Endurance, Steadfast Determination, Power Attack, Weapon Focus (iron tail), Earth SenseRoS, Earth AdeptRoS, Earth MasterRoS, Awesome Blow
Skills Athletics +33
Advancement By hit dice
__________________________________________________ _______________
Iron Tail (Su): A steelsnake attacks first and foremost with its massive metal-coated tail. The magically enhanced metal of the creature's skin infuse its attacks with a stunning force that is tough to resist. Any creature hit by the steelsnake's iron tail must make a Fortitude save (DC 10+˝ the steelsnake's hit dice+the steelsnake's Constitution modifier) or be stunned for one round from the sheer force of the blow.
Improved Grab (Ex): To use this ability, the steelsnake 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 grind the opponent next turn.
Grind (Ex): If the steelsnake has an opponent in its jaws at the beginning of its turn, it can grind that opponent as a free action. Grinding deals piercing and bludgeoning damage equal to twice the steelsnake's Strength modifier to the opponent. The steelsnake can only have one opponent held in this fashion at a time, and cannot use rapid burrow while grinding an opponent.
Rapid Burrow (Ex): Steelsnakes are far faster movers than their bulk would normally indicate. As an immediate action, the steelsnake can dive beneath the surface of the earth to avoid one effect. The steelsnake can use this ability once every 1d4 rounds, and cannot use it while grinding an opponent.
Rock Head (Ex): The steelsnake is so durable and so similar to the very rock that it moves though that it has adapted their strength and made it their own. The steelsnake has damage reduction 15/adamantine, cold resistance 15, and is immune to electricity.
Iron Coat (Su): Not to be outdone by nature, the mages who created the first steelsnakes added their trademark metal coating and imbued it with magical power, the better to defend their investments. The steelsnake has spell resistance equal to 11+its hit dice and gains a deflection bonus to its AC equal to its natural armor bonus to AC.

Note: RoS refers to Races of Stone. Earth Adept/Master give the steelsnake a +1 bonus to attacks and damage assuming its target is touching the earth. Given that steelsnakes lair deep below the earth such seems likely, so I just added the bonuses to the stat block.

Once distant cousins of purple worms from the Elemental Plane of Earth, the creatures that are now known as steelsnakes were magically whisked from that foreign place and brought here, where the abducting mages grafted magical steel plating on their bodies and gave them new powers, appropriate to their new, altered, forms. Granted the power to breed true, and used as guardians, the steelsnakes eventually were emancipated from their masters when the latter died in some tragedy as tends to befall mages.

Now, the steelsnakes roam the bowels of the earth, consuming everything in their path and moving like shining earthquakes through the darkness below. Steelsnakes weigh around 40 tons and are about 8 ft in diameter and 100 ft in length.

Steelsnakes in Zaaman-Rul: Created from purple worms by Intolians, the steelsnakes have served as guardian creatures in Intolar for hundreds of years. During the Shadowstar Wars, they were pressed into service as war beasts, and a small handful ended up bereft of leadership or control, free to act as they wished. Those handful burrowed deep underground and have roamed the Lattice ever since as wild and free steelsnakes. The majority of the species though remains in captivity as guardians for Intolar's secure places.

arguskos
2011-04-13, 01:07 PM
Gligar/Skyshadow

http://fc00.deviantart.net/fs70/f/2010/315/9/9/gligar_by_shikathefox-d32nigo.jpg
Image by ShikaTheFox (http://shikathefox.deviantart.com/)



Skyshadow CR 5
TN Medium Magical Beast
Init +4 Senses touchsight (http://www.d20srd.org/srd/psionic/powers/touchsight.htm) 60 ft, low-light vision, darkvision 60 ft
Languages Understands Common and Terran, cannot speak
__________________________________________________ _______________

AC 18, touch 14, flat-footed 14
(+4 Dex, +4 natural)
HP 43 (6d10+6)
Fort +6, Ref +9, Will +2
__________________________________________________ _______________

Speed 10 ft, fly 100 ft good (see glide)
Melee Bite +11 (1d6+3, 19-20/x2) and sting +5 (1d4+1+poison, x3)
Space 5 ft Reach 5 ft
Base Atk +6; Grp +12
Atk Options improved grab, dive, poison
Special Actions leap
__________________________________________________ _______________

Abilities Str 14, Dex 18, Con 12, Int 11, Wis 10, Cha 6
SA improved grab, dive, poison
SQ glide, leap, grasper, touchsight (http://www.d20srd.org/srd/psionic/powers/touchsight.htm)
Feats Weapon Finesse, Ability Focus (dive), Weapon Focus (bite), Ability Focus (poison)
Skills Athletics +11 (+21 on athletics checks made to jump, +41 on athletics checks made to climb), Stealth +13
Advancement By hit dice (6-10 Large, 11-15 Huge)
__________________________________________________ _______________
Improved Grab (Ex): If a skyshadow hits with a dive attack, the skyshadow deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unlike most creatures, a skyshadow may use Improved Grab against creatures of up to one size category larger than itself. Finally, a skyshadow may use both of its natural weapons at no penalty in a grapple (bite +11, sting +10)
Dive (Ex): The main attack form of the skyshadow, this ability can only be used while gliding (see glide, below). A dive attack is a full-round action. To perform a dive, the skyshadow must move at least 30 ft downward from above the target. At the end of the attack, the skyshadow makes a single bite attack, at its highest attack bonus. If this attack hits, the skyshadow may attempt an improved grab, and the target must make an additional Fortitude save (DC 10+˝ the skyshadow's hit dice+the skyshadow's Strength modifier+2 for the skyshadow's ability focus feat) or be knocked prone by the force of the dive. A dive attack counts as a charge, and the bite gains a bonus to damage equal to 1d6 per 10 ft moved during the attack.

If the skyshadow misses, they land in a nearby square adjacent to the target, and take damage equal to 1d6 per 10 ft moved during the attack, as there is no target to cushion their landing. If they merely fail to get a hold with improved grab, they are in an adjacent square, but take no damage.
Poison (Ex): A skyshadow's poison is an injury poison that deals 1d4 Dex damage/1d4 Dex damage. It has a Fortitude save DC of 10+˝ the skyshadow's hit dice+the skyshadow's Strength modifier+2 for the skyshadow's ability focus feat.
Glide (Ex): A skyshadow, much like a flying squirrel, cannot actually fly. Instead, it is a skilled glider, and can fly for huge distances if it jumps from a high place. Skyshadows must climb an object, then use their leap ability to begin a glide. While gliding, skyshadows cannot gain altitude, only lose or maintain it.
Leap (Ex): To compensate for their inability to attain natural flight, skyshadows are skilled jumpers. A skyshadow can begin a glide at the peak of an athletics check made to jump vertically. They are always counted as having a running start for the purposes of jumping, and ignore all penalties to jumping checks based on their land speed. They gain a +10 bonus to athletics checks made to jump.
Grasper (Ex): Skyshadows are tenacious when grabbing and holding an opponent, and refuse to release them, no matter the cost. They gain a +4 bonus on grapple checks, and can grapple creatures up to one size category larger than them at no penalty. They also gain a +30 bonus on athletics checks made to climb something.
touchsight (http://www.d20srd.org/srd/psionic/powers/touchsight.htm) (Ps): The druid that created the skyshadows eventually realized that his creations would need alternative methods of finding prey, and so he hired a psion to aid him in granting his children the touchsight ability. Today, all skyshadows benefit from this ability constantly. If dispelled, the skyshadow can reestablish the effect as a free action.

Created in ancient times by an epic druid, who wanted to perfect the idea of the flying squirrel to wild and lethal heights, the skyshadows were gifted with many unique powers by their master, and then set loose into the world to claim their niche. Today, skyshadows can be found hither and yon, in terrain that varies from large forests to mountainous crags to urban sprawl. Skyshadows mate for life, and typically have one to two offspring. They live for around 10 years. While skyshadows are remarkably intelligent, their progenitor didn't think to give them the gift of speech. Between other skyshadows, they use a chirping and whistling language for communication.

Skyshadows in Zaaman-Rul: Created in the mists of the ancient past, skyshadows are the product of a serpentes druid who wanted to exemplify the concept of the flying squirrel. Skyshadows are found almost everywhere, save for Northwind, and are considered dangerous pests everywhere they're found.

EdroGrimshell
2011-04-13, 01:42 PM
1) Are you going to have pics like those for every poke-remake?

2) I like the powerhouse, goliath on steroids. Can't wait to see the rest of them, esspecially the scyther remake (favorite pokemon after abra)

arguskos
2011-04-13, 01:45 PM
1) Are you going to have pics like those for every poke-remake?
If I can find nice pics like that, I absolutely will. I'm going to try really hard, since a good pic is 50% of the reaction to a work that people are gonna have.


2) I like the powerhouse, goliath on steroids. Can't wait to see the rest of them, esspecially the scyther remake (favorite pokemon after abra)
The motramr are going to be the only playable race, so I wanted to make them kinda interesting. They're not my best work though. Fairly bland.

THEChanger
2011-04-13, 02:02 PM
A minor point, but I would think the motramr's favored class should be Monk, no? Seeing as Machamps like their martial arts. Alternativly, Unarmed Swordsage, which I understand is the real monk? :smallbiggrin:

arguskos
2011-04-13, 02:07 PM
A minor point, but I would think the motramr's favored class should be Monk, no? Seeing as Machamps like their martial arts. Alternativly, Unarmed Swordsage, which I understand is the real monk? :smallbiggrin:
1. I don't use ToB, so no, the Swordsage won't be used here.

2. Monks are terrible. :smalltongue: The motramr are focused on the techniques of body building, which gives the nod to the training and techniques of the Fighter. I don't know anyone who uses favored classes though, so I don't know how critical it'll be.

EdroGrimshell
2011-04-13, 02:10 PM
Found an interesting (read AWESOME) pic for Steelix

http://leashe.deviantart.com/art/IPL-Altaria-vs-Steelix-172313703?q=favby%3Azeeyang%2F2424708&qo=92
by Leashe (http://leashe.deviantart.com/)

Image doesn't work... Oh well, here's the link (http://leashe.deviantart.com/art/IPL-Altaria-vs-Steelix-172313703?q=favby%3Azeeyang%2F2424708&qo=92)

arguskos
2011-04-13, 02:16 PM
Found an interesting (read AWESOME) pic for Steelix

http://leashe.deviantart.com/art/IPL-Altaria-vs-Steelix-172313703?q=favby%3Azeeyang%2F2424708&qo=92
by Leashe (http://leashe.deviantart.com/)

Image doesn't work... Oh well, here's the link (http://leashe.deviantart.com/art/IPL-Altaria-vs-Steelix-172313703?q=favby%3Azeeyang%2F2424708&qo=92)
I like this one more:
http://fc01.deviantart.net/fs70/i/2010/351/6/1/pokemon___steelix_by_hattori_hako-d352vom.jpg

Volthawk
2011-04-13, 02:16 PM
Found an interesting (read AWESOME) pic for Steelix

http://leashe.deviantart.com/art/IPL-Altaria-vs-Steelix-172313703?q=favby%3Azeeyang%2F2424708&qo=92
by Leashe (http://leashe.deviantart.com/)

Image doesn't work... Oh well, here's the link (http://leashe.deviantart.com/art/IPL-Altaria-vs-Steelix-172313703?q=favby%3Azeeyang%2F2424708&qo=92)

Its because you put the URL of the page that had the image on it, not the image itself.

EdroGrimshell
2011-04-13, 02:17 PM
Its because you put the URL of the page that had the image on it, not the image itself.

Knew i forgot a step

arguskos
2011-04-13, 06:04 PM
Ok, images for all of them are up, except for Ariados, since I can't find one I like. :smallsigh:

I'll post up another one this evening, probably. Thinking about maybe Steelix.

radmelon
2011-04-13, 06:16 PM
This looks like it will be interesting. I really like the more realistic pictures.

Welknair
2011-04-13, 06:51 PM
2. Monks are terrible. :smalltongue: The motramr are focused on the techniques of body building, which gives the nod to the training and techniques of the Fighter. I don't know anyone who uses favored classes though, so I don't know how critical it'll be.

Perhaps getting Superior Unarmed Fighting as a racial bonus feat? Just gives them the Monk's unarmed damage progression. Though, that feat is from ToB...

arguskos
2011-04-13, 07:03 PM
Perhaps getting Superior Unarmed Fighting as a racial bonus feat? Just gives them the Monk's unarmed damage progression. Though, that feat is from ToB...
Actually, Superior Unarmed Fighting is not useful for Powerhouses. See, it applies to unarmed strikes, which as a medium creature, are 1d3 damage for them. They have slam attacks, which already deal 1d6 plus full strength, so they hardly need it. :smallwink:

Remember, they're a player race, meaning if you want to do stuff with them and make characters with them, go for it. The base is simple so that you can make what you'd like with them.

Welknair
2011-04-13, 07:12 PM
Actually, Superior Unarmed Fighting is not useful for Powerhouses. See, it applies to unarmed strikes, which as a medium creature, are 1d3 damage for them. They have slam attacks, which already deal 1d6 plus full strength, so they hardly need it. :smallwink:


My bad, I meant to say Superior Unarmed Strike. And it's not quite up to the Monk's progression, but is close-ish. At 8th you're dealing 1d8 which would make the Slam obsolete. Hm. Thought it would be appropriate. Ho well.


Anywho, nice work and I look forward to seeing others.

arguskos
2011-04-13, 07:20 PM
My bad, I meant to say Superior Unarmed Strike. And it's not quite up to the Monk's progression, but is close-ish. At 8th you're dealing 1d8 which would make the Slam obsolete. Hm. Thought it would be appropriate. Ho well.
Don't know why I said fighting. :smallconfused:

I personally wouldn't care for it with the Powerhouse (since damage dice are basically irrelevant when sat next to the bonuses a creature can add from Strength and whatnot).

Like I said, if you feel the urge to increase their damage dice on their unarmed strikes, you're welcome to make a powerhouse character and take Superior Unarmed Strike on them. I just don't see a need to give it to them as a bonus feat is all.


Anywho, nice work and I look forward to seeing others.
Thanks!

Are they are suggestions for the next one? Or am I to just pick at random?

Fable Wright
2011-04-13, 09:11 PM
Are they are suggestions for the next one? Or am I to just pick at random?

I vote Dragonair/Steelix.

arguskos
2011-04-13, 09:14 PM
I vote Dragonair/Steelix.
That's good, cause I picked Steelix for giggles. The Steel Snake is inbound! Hopefully, it won't be brutally unbalanced (that's for Tyranitar :smallbiggrin:).

Welknair
2011-04-13, 09:15 PM
Are they are suggestions for the next one? Or am I to just pick at random?

I was always partial to Ariados...

arguskos
2011-04-13, 09:25 PM
I was always partial to Ariados...
I am too, but I want to find a nice image of him first. If you've got any really nice ones, I'd love to see 'em! :smallbiggrin:

Innis Cabal
2011-04-13, 09:29 PM
It looks awesome there Arguskos!

Welknair
2011-04-13, 09:34 PM
I am too, but I want to find a nice image of him first. If you've got any really nice ones, I'd love to see 'em! :smallbiggrin:

I think I may have found a workable one:

http://i115.photobucket.com/albums/n302/edface/drawlings/493ariados.jpg?t=1263870520

arguskos
2011-04-13, 09:42 PM
It looks awesome there Arguskos!
Thanks man! By the way, I'm keeping my eye on your PbP system attempt. Good to see you in the brew forum, Innis. :smallwink:


I think I may have found a workable one:

http://i115.photobucket.com/albums/n302/edface/drawlings/493ariados.jpg?t=1263870520
That's about the best one I've seen, yeah. Issue is the background, I don't like those cans and stuff. Dunno. I'll kick it around while I think of how to work Ariados.

The steelsnake is coming along nicely though. I've worked in a goodly number of move and ability references too, for those playing at home. :smallwink:

Innis Cabal
2011-04-13, 09:43 PM
Thanks man! By the way, I'm keeping my eye on your PbP system attempt. Good to see you in the brew forum, Innis. :smallwink:

Thanks, I'll be opening it to contribuiton and stuff when I get it all written out. It's a return to the Brew Forums, this is where I started :smallsmile:

Also, a shameless plug of mine to you since it's on the topic, I'm doing a Let's Play of sorts for the new Pokemon game.

arguskos
2011-04-13, 09:52 PM
Thanks, I'll be opening it to contribuiton and stuff when I get it all written out. It's a return to the Brew Forums, this is where I started :smallsmile:
Didn't know that. You should come back, we're mostly chill (dunno about a few of us though [afrocough]). I luuuurve j00, afro, please don't hurt me <3


Also, a shameless plug of mine to you since it's on the topic, I'm doing a Let's Play of sorts for the new Pokemon game.
Saw. All I can say is... "tl;dr". :smalltongue: I'm light on time these days, thus Z-R being on hold. This is just to keep me active and thinking about stuff.

arguskos
2011-04-13, 10:14 PM
I hate double posts, but the Steelsnake is posted! They're like super Purple Worms (and given that the Purple Worm is over CR'd by at least 2-3, I think a CR of 12 is appropriate for the Steelsnake).

I'm personally happy with them. They're very formidable melee bruisers, and are reasonably true to their Pokémon incarnations, which are powerful defensively and pretty solid offensively.

I'll probably do Ariados tomorrow, contingent on finding a picture I'm a big fan of. Otherwise, I'll do Gligar or Scyther, as I feel inspired.

Dust
2011-04-14, 01:15 PM
This thread is all kinds of awesome.

arguskos
2011-04-14, 02:11 PM
This thread is all kinds of awesome.
I am, of course, happy to hear that, but is there any feedback about the mechanics of either the Powerhouse or the Steelsnake? I love feedback and criticism (provided it's constructive, and not "your work is bad and you should feel bad").

Morph Bark
2011-04-14, 03:48 PM
If I can find nice pics like that, I absolutely will. I'm going to try really hard, since a good pic is 50% of the reaction to a work that people are gonna have.

I have a stash of "realistic" Pokémon art that you could peruse if you wish. Some of it is pretty awesome.

arguskos
2011-04-14, 04:22 PM
I have a stash of "realistic" Pokémon art that you could peruse if you wish. Some of it is pretty awesome.
Sure thing. Got any Ariados?

Also, I'll hack away at another one tonight or tomorrow, probably Gligar, a pet favorite.

DracoDei
2011-04-14, 09:59 PM
I don't know anyone who uses favored classes though, so I don't know how critical it'll be.
I use favored classes... haven't heard of anyone else who specifically does.

arguskos
2011-04-14, 10:01 PM
I use favored classes... haven't heard of anyone else who specifically does.
OHSNAP- I got served something hard right there. :smallcool:

Is Fighter acceptable? Or do you feel that it would overly cramp your players?

Welknair
2011-04-15, 12:30 AM
I use favored classes... haven't heard of anyone else who specifically does.

As do I. But then again, none of my players have tried to have levels in two base classes.


More on topic, the Steelsnake looks quite nice. However, I'm curious as to why it's immune to Mind-Affecting Efffects. Why can't you Charm Monster a Steelsnake? :smallconfused:

I think it's Tremorsense, not "Earth Sense"

Perhaps some sort of Tail Sweep would be in order? However, standard rules says that it only affects things four size categories lower, which in this case would be Small...

Besides those, looking good.

arguskos
2011-04-15, 10:25 AM
More on topic, the Steelsnake looks quite nice. However, I'm curious as to why it's immune to Mind-Affecting Efffects. Why can't you Charm Monster a Steelsnake? :smallconfused:
Created as a guardian, it makes sense that it'd be made immune to mind-affecting.


I think it's Tremorsense, not "Earth Sense"
The feat Earth Sense gives something unique, not Tremorsense.


Perhaps some sort of Tail Sweep would be in order? However, standard rules says that it only affects things four size categories lower, which in this case would be Small...
Yeah, the size issue was why I avoided that one.

Sorry for not posting something new. I'll post something up today. Probably Gligar.

Morph Bark
2011-04-15, 11:47 AM
Sure thing. Got any Ariados?

Also, I'll hack away at another one tonight or tomorrow, probably Gligar, a pet favorite.

I think I mostly got first gen critters, but I can check.

I know I also have a small stash of realistic-looking Pokémon-based mecha but those are prolly not what you're looking for. :smalltongue:

arguskos
2011-04-15, 11:58 AM
I think I mostly got first gen critters, but I can check.

I know I also have a small stash of realistic-looking Pokémon-based mecha but those are prolly not what you're looking for. :smalltongue:
Yeah not so much on the mecha.

I'd welcome a peek at those images though. Mayhaps I find something interesting to hack in here somewhere.

arguskos
2011-04-15, 04:03 PM
They call me... Contento, Bringer of Content! Hear my laugh, and rejoice (http://www.giantitp.com/forums/showthread.php?p=10770898#post10770898)! :smallcool:

In case you're reaching for the phone to call the men in white coats, I posted the Skyshadow (also called Gligar). :D

MesiDoomstalker
2011-04-15, 11:58 PM
[Skyshadow CR 6
TN Medium Magical Beast


Gligar is about half as tall as a human, according to the anime's depiction. If I'm not mistaken thats closer to a Halfings height so I'd say Skyshadows are Small sized, not medium.

arguskos
2011-04-16, 07:43 AM
Gligar is about half as tall as a human, according to the anime's depiction. If I'm not mistaken thats closer to a Halfings height so I'd say Skyshadows are Small sized, not medium.
Well, I saw some pictures of them hugging on people, and it looked like it around the size of most of a dude, so that was the idea.

Also, since their main attack is basically a violent tackle-hug, I think Medium is pretty much necessary, due to the grapple mechanics. :smallsigh:

Fable Wright
2011-04-16, 08:48 AM
Well, I saw some pictures of them hugging on people, and it looked like it around the size of most of a dude, so that was the idea.

Also, since their main attack is basically a violent tackle-hug, I think Medium is pretty much necessary, due to the grapple mechanics. :smallsigh:

Small size with Powerful Build, to explain the tackle-hugging people but being half their height?

Fredaintdead
2011-04-16, 09:20 AM
Well, I saw some pictures of them hugging on people, and it looked like it around the size of most of a dude, so that was the idea.

Also, since their main attack is basically a violent tackle-hug, I think Medium is pretty much necessary, due to the grapple mechanics. :smallsigh:

Agreed. Even if Gligar is only about a metre tall, I've always thought of it as much closer to medium than that.


Small size with Powerful Build, to explain the tackle-hugging people but being half their height?

That does make a lot of sense actually, and might even be the best option.

arguskos
2011-04-16, 09:24 AM
Small size with Powerful Build, to explain the tackle-hugging people but being half their height?
Possible, but damage output drops in that instance, and it's already low. I can make them Small though, if everyone agrees that it's necessary.

I personally like thinking of them as slightly larger than the true Pokémanz, but that's just me.

Fable Wright
2011-04-16, 09:28 AM
Possible, but damage output drops in that instance, and it's already low. I can make them Small though, if everyone agrees that it's necessary.

I personally like thinking of them as slightly larger than the true Pokémanz, but that's just me.

:smallconfused: If they have powerful build, they can use weapons as if they were one size category larger... which might be good for an excuse to use the same damage dice that it's using now.

MesiDoomstalker
2011-04-16, 11:11 PM
Possible, but damage output drops in that instance, and it's already low. I can make them Small though, if everyone agrees that it's necessary.

I personally like thinking of them as slightly larger than the true Pokémanz, but that's just me.

If you give anything powerful build, it will have all the positives and negatives of its size and the positves of the size above it. So Small with Powerful Build is actually better than Medium.

The official sizes and weights of pokemon are not exactly accurate. I personally find the anime to be a better representation of size and weight than any in-game pokedex entry.

DracoDei
2011-04-16, 11:47 PM
Perhaps some sort of Tail Sweep would be in order? However, standard rules says that it only affects things four size categories lower, which in this case would be Small...

Rules are made to be broken if you know what you are doing well enough.
Halflings and Gnomes, and etc.

arguskos
2011-04-17, 02:40 PM
:smallconfused: If they have powerful build, they can use weapons as if they were one size category larger... which might be good for an excuse to use the same damage dice that it's using now.

If you give anything powerful build, it will have all the positives and negatives of its size and the positves of the size above it. So Small with Powerful Build is actually better than Medium.
Not sure Powerful Build applies to natural weapons, and I'm not invested enough into finding out.

Besides, I already have another guy with Powerful Build here already (Powerhouse), and don't want to double up.

I honestly think that Medium simply works here, especially because of the following:

The official sizes and weights of pokemon are not exactly accurate. I personally find the anime to be a better representation of size and weight than any in-game pokedex entry.
Yeah, I'm using the entries as rough guides to activity and nature of the critter, nothing else.

Sorry for lack of updates over the weekend, been busy, had life. I'll try to hammer one out here right now before I hit poker tonight.

ex cathedra
2011-04-17, 04:07 PM
Hey there.

You have some good ideas.

and junk.

I guess.

:smallwink:

But, really, Scizor is awesome and Tyranitar should be, too.

arguskos
2011-04-17, 04:22 PM
Scyther/Winged Death (http://www.giantitp.com/forums/showthread.php?p=10770864#post10770864) is now posted! It was done while aethernox here trolololol'd me constantly, so there's likely some mistakes. :smalltongue:

ex cathedra
2011-04-17, 04:28 PM
Weird, none of my dictionaries define "Mistakes" as "fantastic and implemented suggestions." :smallconfused:

arguskos
2011-04-17, 04:35 PM
Weird, none of my dictionaries define "Mistakes" as "fantastic and implemented suggestions." :smallconfused:
You so lulz.

Anyways, it was suggested to alter Focus Energy slightly to have a generic passive effect that meshes with Fury Cutter, which has been done.

Lyndworm
2011-04-17, 04:52 PM
Not sure Powerful Build applies to natural weapons, and I'm not invested enough into finding out.
It does not. Nowhere in the entry does it mention natural weapons, and both the FAQ and customer service have ruled that it does not.

However, the natural weapon damage-by-size thing is only a suggestion. Plenty of creatures have attacks that do damage one or two size categories above the suggestion. The crocodile comes to mind immediately, for an example.

I've loved all of you work so far, Arguskos, and this does not disappoint. I look forward to seeing more, and commenting when I can. In all likelihood my comments will be infrequent because I won't have anything constructive to add, but I'll be lurking.

I'm thinking of implementing the scyther as a hunting-beast tamed by the Thri-Kreen. I'd drop their intelligence a bit and maybe change their type to Animal, but otherwise I'm ripping you off completely. Excellent work.

arguskos
2011-04-17, 05:05 PM
I'm thinking of implementing the scyther as a hunting-beast tamed by the Thri-Kreen. I'd drop their intelligence a bit and maybe change their type to Animal, but otherwise I'm ripping you off completely. Excellent work.
If you change them to Animal, remember, their saves change drastically (Fort and Ref become good, Will becomes bad) and they lose Darkvision and gain Low-Light Vision instead.

Fable Wright
2011-04-17, 05:35 PM
Suggestion for the missing feat: Improved Initiative or Power Attack.

Also, that thing is TERRIFYING. :smalleek:

Finally, was "extremespeed" a typo, or a subtle pun, despite the fact that Scyther can't learn that move?

arguskos
2011-04-17, 07:21 PM
Suggestion for the missing feat: Improved Initiative or Power Attack.
Power Attack feels redundant, but possibly. Don't know how it works if you don't add ANY strength to damage though.


Also, that thing is TERRIFYING. :smalleek:
Scary pic, yeah?


Finally, was "extremespeed" a typo, or a subtle pun, despite the fact that Scyther can't learn that move?
Pun. :smalltongue:

Fable Wright
2011-04-17, 07:56 PM
Power Attack feels redundant, but possibly. Don't know how it works if you don't add ANY strength to damage though.
No, you trade attack bonus for damage. He has a +16 to attack, and he's facing level 8ish party. He can power attack for 8, and still have a good chance to hit, getting decent bonus damage. Which becomes ridiculous if you get a crit.


Scary pic, yeah?
That helps, but the monster itself. Imagine facing this in the dungeon. You're holding the light, and then this monster uses it's stealth bonus (which you should include somewhere) to not be seen. Ever. And then, suddenly, light holder takes damage. Light goes out. Stuck in the black darkness, everyone took damage, and no one knows what happened. It keeps moving, and doesn't stop. No matter where you go, or what you do, it's faster. You try to hit it, it flies out of the way. You can't hit it; it's too quick. You move to escape out of it's reach, it crits you after you get away, and then it hits you again right after that. And then it speeds away, and you can't find it, and then it zooms by, dealing everyone damage.

If you give it a permanent freedom of movement... this thing would be absolutely terrifying in a dungeon. Mobility actually might be a good choice for it's last feat, if it's played like this.

And nintendo wants to give these things to little kids. Seriously, WTF?

arguskos
2011-04-17, 08:24 PM
No, you trade attack bonus for damage. He has a +16 to attack, and he's facing level 8ish party. He can power attack for 8, and still have a good chance to hit, getting decent bonus damage. Which becomes ridiculous if you get a crit.
1. Of course, attack bonus. I am soooo tired I'm messing up POWER ATTACK. :smallsigh:

2. He can't pull eight. BAB +7, and PA is limited by BAB.

3. Good point.


That helps, but the monster itself. Imagine facing this in the dungeon. You're holding the light, and then this monster uses it's stealth bonus (which you should include somewhere) to not be seen. Ever. And then, suddenly, light holder takes damage. Light goes out. Stuck in the black darkness, everyone took damage, and no one knows what happened. It keeps moving, and doesn't stop. No matter where you go, or what you do, it's faster. You try to hit it, it flies out of the way. You can't hit it; it's too quick. You move to escape out of it's reach, it crits you after you get away, and then it hits you again right after that. And then it speeds away, and you can't find it, and then it zooms by, dealing everyone damage.
It'd be scary, that's true.


If you give it a permanent freedom of movement... this thing would be absolutely terrifying in a dungeon. Mobility actually might be a good choice for it's last feat, if it's played like this.
That seems... kinda overly good.


And nintendo wants to give these things to little kids. Seriously, WTF?
God love the Japanese and their sense of child-friendly! :smallbiggrin:

I'll fiddle with another feat sometime this evening. Might move stuff around for Dodge+Mobility.

Fable Wright
2011-04-17, 09:47 PM
That seems... kinda overly good.
Well, kinda. Which is why it would make these scary as hell for just about anyone. Swiftblades get it; why not similar monsters? While it would add +1 or +2 to the CR, it would certainly make them more terrifying threats at all levels, rather than just something that the mage can lock down before they get killed by the BSF. Perhaps just the ability to get freedom of movement while taking a move action? Lockdown no longer works, but they can still be grappled and whatnot. Also flavorful and gives God-Wizards heart attacks.

arguskos
2011-05-03, 05:18 PM
Well, kinda. Which is why it would make these scary as hell for just about anyone. Swiftblades get it; why not similar monsters? While it would add +1 or +2 to the CR, it would certainly make them more terrifying threats at all levels, rather than just something that the mage can lock down before they get killed by the BSF. Perhaps just the ability to get freedom of movement while taking a move action? Lockdown no longer works, but they can still be grappled and whatnot. Also flavorful and gives God-Wizards heart attacks.
Possible. Dunno. Still not a huge fan. Perhaps an advanced breed could be made in such a fashion. Good fan project, perhaps.

Also, because I was a failure and let this thread slip into the cloying darkness of the fifth page or something like that, behold, content! (http://www.giantitp.com/forums/showpost.php?p=10770858&postcount=4) The Hornfiend cometh! :smallamused:

Morph Bark
2011-05-03, 05:33 PM
On that note, some awesome Nidoking pics:

http://i55.tinypic.com/v61xj6.jpg

http://i56.tinypic.com/11btfsm.jpg

arguskos
2011-05-03, 05:40 PM
Those are good, but I like the one I've got at the moment. Did you find any Ariados pics worth a damn? Also, I'd take a peek at any Dragonair pics you have. The one I've got ain't my favorite.

Morph Bark
2011-05-03, 06:07 PM
The following two are the best I got. Since I got them off DeviantART, please do include a link to the artist's page. That is always appreciated. (I actually sometimes kinda getted a bit ticked off when I recognize a picture and it isn't credited. A fault of mine, I suppose, but everyone likes to be given credit where it is due, no?)

Dragonair (http://browse.deviantart.com/?qh=&section=&q=dragonair+epic#/d2wewp1) and Ariados (http://my5cookies.deviantart.com/art/Ariados-206942889?q=boost%3Apopular%20ariados&qo=48).

Sadly it is hard to find dragonair looking epic or realistic pics of ariados... these came closests in my findings.

Lyndworm
2011-05-03, 06:31 PM
Ariados, here (http://30.media.tumblr.com/tumblr_leh3h8EbHg1qbil9go1_500.jpg).

If I find a Dragonair I'll edit it in.

arguskos
2011-05-03, 07:52 PM
Morph, big fan of that Ariados pic. Thanks for that one. I'll edit it in when I get home (doing so on an iPod would be fairly tough, let me tell ya). Also, I have some ideas for Ariados. He might be next, though I'd love some feedback on the Hornfiend.

ex cathedra
2011-05-03, 08:41 PM
That thing is monstrous.

Is that what CR6 looks like? I don't recall what CR6 looks like, but that is terrifying.

MesiDoomstalker
2011-05-03, 09:06 PM
I'd say give Hornfiends Powerful Build, or make them large. I always pictured them as being very big (far taller than trainers).

Incidentally, most pokemon should have Powerful Build IMO but thats just me.

arguskos
2011-05-03, 10:28 PM
That thing is monstrous.

Is that what CR6 looks like? I don't recall what CR6 looks like, but that is terrifying.
Meh, defenses are craptacular. Sure, on a charge it can annihilate something, but then it basically dies.


I'd say give Hornfiends Powerful Build, or make them large. I always pictured them as being very big (far taller than trainers).
Nidoking is 4' tall, give or take. I think it doesn't need powerful build. :smalltongue:

Fable Wright
2011-05-04, 09:55 AM
That thing is monstrous.

Is that what CR6 looks like? I don't recall what CR6 looks like, but that is terrifying.

CR6 is a troll, for comparison.

Blynkibrax
2011-05-04, 12:32 PM
How about Lickitung as an intelligent race of wandering, itinerant gourmet chefs? :smallwink:

arguskos
2011-05-10, 03:17 PM
How about Lickitung as an intelligent race of wandering, itinerant gourmet chefs? :smallwink:
How about no. :smalltongue:

Also, the Psyder (http://www.giantitp.com/forums/showpost.php?p=10770880&postcount=7) is posted! I'm fuzzy on the CR. Thoughts?

arguskos
2011-05-10, 06:17 PM
Not only is the Psyder (http://www.giantitp.com/forums/showpost.php?p=10770880&postcount=7) posted, but so is the Roller (http://www.giantitp.com/forums/showpost.php?p=10770842&postcount=2)!

I'm on a tear today. :smallcool:

AtlanteanTroll
2011-05-10, 06:27 PM
How did I not see this till now? Argukos, I love you. Would you consider making an advanced Gligar (so Gliscor)?

arguskos
2011-05-10, 06:38 PM
How did I not see this till now? Argukos, I love you. Would you consider making an advanced Gligar (so Gliscor)?
Add hit dice. Shake. Serve with a slice of lemon.

ie. it doesn't gain any special attacks or abilities. :smalltongue:

Fable Wright
2011-05-10, 06:46 PM
I would actually put the roller at CR 4, rather than 5. Especially in comparison with the other pokemon.

arguskos
2011-05-10, 06:50 PM
I would actually put the roller at CR 4, rather than 5. Especially in comparison with the other pokemon.
Even given the fact that a rollout has AC 20 and can deal 2d8+6+4d6 damage at a go? That's enough to seriously mess up level 4 characters and is pretty rough to hit. The roller can then just defense curl up and run away, coming back to rollout again and again, and with that AC is tough to handle.

I'm not adverse to CR 4, but I am curious. I agree, it doesn't feel like CR 5.

AtlanteanTroll
2011-05-10, 06:55 PM
Add hit dice. Shake. Serve with a slice of lemon.

ie. it doesn't gain any special attacks or abilities. :smalltongue:

:smalltongue:

It's defense do go up a lot though.

What CR do you think you're going to go for with T-Tar? Don't forget his Sandstream (insta Sandstorm) ability. It should give him coverage or something.

Fable Wright
2011-05-10, 06:59 PM
Even given the fact that a rollout has AC 20 and can deal 2d8+6+4d6 damage at a go? That's enough to seriously mess up level 4 characters and is pretty rough to hit. The roller can then just defense curl up and run away, coming back to rollout again and again, and with that AC is tough to handle.

I'm not adverse to CR 4, but I am curious. I agree, it doesn't feel like CR 5.

I didn't see the line about the bonus damage. However, if you, say, added a reflex save to take half damage from the rollout bonus, or just made the rollout into a line attack, then it would certainly be more within that target range. And while the AC might be tough to get, the wizard has two words for it: Scorching Ray. Also, it only has AC 20 if it's curled up. After Rollout, it has to break the AC 20, and you gave the Barbarian room to charge.

Additionally, there are hijinks to be had with the Grease spell. Possibly include a line in the Rollout description that if it's forced to make a balance check (to start, stop, whatever), then it either can't use it, goes too far and can ram into a wall, or some other effect that you can think of?

NineThePuma
2011-05-10, 09:41 PM
Would like more, please.

Also; looks very very good. I may throw a Scyther Thing up against my players some time.

arguskos
2011-05-10, 10:21 PM
:smalltongue:

It's defense do go up a lot though.
I have a secret stat unknown to mere mortals. It's called "Giving a ****". When it comes to Gliscor, that stat is low. :smalltongue:


What CR do you think you're going to go for with T-Tar? Don't forget his Sandstream (insta Sandstorm) ability. It should give him coverage or something.
I have some ideas for Tyranitar. He'll be in the mid teens, I think. That's why I'm saving him for last, because he's going to be a lot of work.


I didn't see the line about the bonus damage. However, if you, say, added a reflex save to take half damage from the rollout bonus, or just made the rollout into a line attack, then it would certainly be more within that target range. And while the AC might be tough to get, the wizard has two words for it: Scorching Ray. Also, it only has AC 20 if it's curled up. After Rollout, it has to break the AC 20, and you gave the Barbarian room to charge.
The damage scales at +1d6/20 ft moved, max of +4d6 at 80 ft moved.

The AC point is true, though when in that attack, it's 14 touch (deflection mod, biatch!).

Also, if you're doing it right, the Barb doesn't get charge room.

Still, fair enough. CR 4 it is. Now, take a look at the Psyder and give me your thoughts. :smalltongue:


Additionally, there are hijinks to be had with the Grease spell. Possibly include a line in the Rollout description that if it's forced to make a balance check (to start, stop, whatever), then it either can't use it, goes too far and can ram into a wall, or some other effect that you can think of?
Edited appropriately. I refuse to let this guy be lolkilled by a first level spell. That's some bull**** and I'm not permitting it to happen. Grease is too powerful anyways.


Would like more, please.
All but Dragonair/Tyranitar are up already.


Also; looks very very good. I may throw a Scyther Thing up against my players some time.
The chiktikkattza is pretty scary, ye be warned. :smallwink: Do let me know how it goes, though!

NineThePuma
2011-05-10, 10:27 PM
The chiktikkattza is pretty scary, ye be warned. :smallwink: Do let me know how it goes, though!

Yeah, I can't pronounce that. It has been dubbed 'scyther thing' :P

arguskos
2011-05-10, 10:32 PM
Yeah, I can't pronounce that. It has been dubbed 'scyther thing' :P
Chik-tik-kat-za, said really fast. It's actually not that hard, assuming you can pronounce k and t sounds of course.

Also, Dragonair has begun construction. It features an unused type thus far! :smalleek:

NineThePuma
2011-05-10, 10:33 PM
It features an unused type thus far! :smalleek:

"Dragon" ? =P

And it's more, saying things that fast would be hard to say, and they have no reason to know what it is anyways.

arguskos
2011-05-10, 10:50 PM
"Dragon" ? =P

And it's more, saying things that fast would be hard to say, and they have no reason to know what it is anyways.
Amazingly, no. :smalltongue:

Also, when I give things names, I like using them. Just me though.

Lyndworm
2011-05-10, 10:52 PM
Just stopping in to say I love all of the new work.

I've not used the Chiktakkatza (typed from memory, I may have misspelled it), but I plan to do so very soon. I expect it to demolish the party, so I'll likely test one on them before I use a group.

arguskos
2011-05-10, 10:57 PM
Just stopping in to say I love all of the new work.
Glad, glad, cause I just ripped your little elemental to pieces with the Steelsnake in that thread. Sorry about that, but I was making a point. :smalltongue:


I've not used the Chiktakkatza (typed from memory, I may have misspelled it), but I plan to do so very soon. I expect it to demolish the party, so I'll likely test one on them before I use a group.
Let me know how it goes!

AtlanteanTroll
2011-05-11, 06:30 AM
I have a secret stat unknown to mere mortals. It's called "Giving a ****". When it comes to Gliscor, that stat is low. :smalltongue:
I've been burned. Quick, someone get me a Burn Heal. :smalltongue:


I have some ideas for Tyranitar. He'll be in the mid teens, I think. That's why I'm saving him for last, because he's going to be a lot of work.

Last? No. Last planned? Yes. WE WILL ENSLAVE YOU AND MAKE YOU MAKE MORE!! :smallmad:

:smalltongue:

arguskos
2011-05-11, 11:37 AM
I've been burned. Quick, someone get me a Burn Heal. :smalltongue:
*proffers a lava cookie* They're cheaper, and I'm nothing if not cheap. :smalltongue:


Last? No. Last planned? Yes. WE WILL ENSLAVE YOU AND MAKE YOU MAKE MORE!! :smallmad:

:smalltongue:
Good luck with that one, brah. :smalltongue:

Morph Bark
2011-05-11, 11:41 AM
There's nothing to prevent others from joining in and creating their own monsters based off the loved franchise to make this grow into a bigger project though. :smallwink:

arguskos
2011-05-11, 11:46 AM
There's nothing to prevent others from joining in and creating their own monsters based off the loved franchise to make this grow into a bigger project though. :smallwink:
True, true. I might make a few more, as I go. I'll have to take another look, though there's a LOT of repetition in Pokémon. :smallsigh:

Also, for anyone who watches both this thread and my Z-R work, you'll notice a new section being added to most of the critters in this thread that details where you can find them in Z-R. :smallwink:

Finally, I'm going to try and crank out Dragonair today.

Fable Wright
2011-05-11, 01:58 PM
Finally, I'm going to try and crank out Dragonair today.

Draco Meteor? Please?

Also: How much are the Rollers in Zaaman-Rul? And how do the Chiktikkatza fit into the ecosystem in Xortal? If we keep up with the theme of the place, everything has a niche, and everything somehow works with the environment. Symbiotic relationships, and all that. Even if it's something as simple as watering the ground with blood for the carnivorous plants, a line or two on that would be nice...

arguskos
2011-05-11, 03:32 PM
Draco Meteor? Please?
No. :smalltongue:

The real reason is that it was introduced in a generation I didn't play, and I'm sticking to stuff I've played with this project.


Also: How much are the Rollers in Zaaman-Rul? And how do the Chiktikkatza fit into the ecosystem in Xortal? If we keep up with the theme of the place, everything has a niche, and everything somehow works with the environment. Symbiotic relationships, and all that. Even if it's something as simple as watering the ground with blood for the carnivorous plants, a line or two on that would be nice...
Rollers are expensive. Easily dozens of precious (platinum). Possibly hundreds, depending on age and size of the roller.

The chiktikkattza are predators. They thin the numbers, keep the invading population down, ensure survival of the fittest, etc. That's their role in the Xortal ecology.

Fable Wright
2011-05-11, 03:49 PM
No. :smalltongue:

The real reason is that it was introduced in a generation I didn't play, and I'm sticking to stuff I've played with this project.
140 power, 90 accuracy, dragon-type move. 5pp, cuts your special attack after use. You call down a meteor on an opponent. Which then usually dies. Perhaps as an alternate power?


Rollers are expensive. Easily dozens of precious (platinum). Possibly hundreds, depending on age and size of the roller.
So, relatively affordable. What would be the average price-by-HD be?

The chiktikkattza are predators. They thin the numbers, keep the invading population down, ensure survival of the fittest, etc. That's their role in the Xortal ecology.
...Still, there are already dozens of devoted predators in Xortal. That's kinda the continent's thing. What makes the chiktikkattza special?

EDIT: Also, for the last feat, would you consider Travel Devotion? Also, Power Attack would be fun instead of Weapon Focus (Armblade).

arguskos
2011-05-11, 04:07 PM
140 power, 90 accuracy, dragon-type move. 5pp, cuts your special attack after use. You call down a meteor on an opponent. Which then usually dies. Perhaps as an alternate power?
You misunderstand. I KNOW what it does. I'm not using it because it's not something I am intimately familiar with. :smalltongue:

Trust me though, you will NOT be disappointed though. :smallamused: I have marvel scale, outrage, twister, haze, and a super-secret-special ability on him already. You'll like it, I promise.


So, relatively affordable. What would be the average price-by-HD be?
For a PC, sure. For anyone else, not so much generally. Average price by HD, I dunno. Not really interested in figuring it out at the moment.


...Still, there are already dozens of devoted predators in Xortal. That's kinda the continent's thing. What makes the chiktikkattza special?
They can cover vast swathes of ground at speed and kill while traveling that fast, spreading the blood from their victims around the entire jungle rather than depositing it in one place.


EDIT: Also, for the last feat, would you consider Travel Devotion? Also, Power Attack would be fun instead of Weapon Focus (Armblade).
Meh. I think the last feat is going to shore up their Fort save, since it's pretty abysmal.

arguskos
2011-05-11, 04:56 PM
Aaaaaaand the Stormsoul (http://www.giantitp.com/forums/showpost.php?p=10770871&postcount=6) is posted! It ended up with outrage, twister, haze, marvel scale, and hyper beam for pokeymanz shout-outs. :smallcool:

I think I did a pretty chill job with it, ya'll should dig it.

Fable Wright
2011-05-11, 05:31 PM
Aaaaaaand the Stormsoul (http://www.giantitp.com/forums/showpost.php?p=10770871&postcount=6) is posted! It ended up with outrage, twister, haze, marvel scale, and hyper beam for pokeymanz shout-outs. :smallcool:

I think I did a pretty chill job with it, ya'll should dig it.

I think that it's pretty cool (though, I'm a bit sad that it doesn't get into the setting... possibly some were summoned a long time ago by Serpentes?), but how much control does the Dragonair have over the storm? Just enough to determine general direction? Not even that? Enough to make specific gusts in specific directions, moving different people (And itself) in whatever direction the Dragonair directs? If so, that leads to the most badass mount readily available ever.

arguskos
2011-05-11, 05:52 PM
I think that it's pretty cool (though, I'm a bit sad that it doesn't get into the setting... possibly some were summoned a long time ago by Serpentes?), but how much control does the Dragonair have over the storm? Just enough to determine general direction? Not even that? Enough to make specific gusts in specific directions, moving different people (And itself) in whatever direction the Dragonair directs? If so, that leads to the most badass mount readily available ever.
None. The storm is centered on the stormsoul and moves with it.

Fable Wright
2011-05-11, 06:09 PM
None. The storm is centered on the stormsoul and moves with it.

I mean, within the twister. Can they change the direction like Control Winds? Or is it just stuck in a counter-clockwise spiral that stalks the stormsoul? Can they direct currents to the extent that I described? Details, man!

arguskos
2011-05-11, 06:13 PM
I mean, within the twister. Can they change the direction like Control Winds? Or is it just stuck in a counter-clockwise spiral that stalks the stormsoul? Can they direct currents to the extent that I described? Details, man!
The storm acts normally for storms, whatever that happens to be. Basically, they can create pockets of windstorm conditions, complete with hail, rain, and lightning. They have zero control over the precise movement of the wind, being happier to simply let it go as it wishes and enjoy the chaotic vagaries of the weather.

EDIT: The chiktikkattza's feats have been shuffled around somewhat. Great Fortitude and Weapon Focus have been dropped for Wingover and Adroit Flyby Attack, which actually lets them actually perform their signature "hit and run" attack.

Blynkibrax
2011-05-15, 01:14 PM
How about no. :smalltongue:
Aw, why not? I'd play the heck out of a Lickitung adventurer. He'd wear a pimp hat and carry a bindle over one shoulder.:smallwink: