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View Full Version : Oh Halloween [3.5]



CthulhuEatYou
2012-10-07, 02:47 PM
http://i.imgur.com/psFRe.png


It's soon Halloween yet again, and in the spirit of the Holiday, I've decided to do some Halloween inspired creatures, spells and whatnot. If this has already been done, consider this a supplement or alternative approach. Feel free to use it anyway you want, some of the content can be used directly in the game (A jack-o'-lanterns can be used as a corrupted forest creatures, or you can altogether make you world contain a "Halloween Plane").
(Sorry for big pictures)

Demiplane of Halloween

Plane of Halloween
The Plane of Halloween is a dimly lit dimension that neighbors the Plane of Halloweens and the ethereal plane. In the plane it’s always night although many light sources, including never ending magical candles, lit up the plane. Many types of terrain exist within the Plane of Halloween, including small temperate forests, pumpkin fields, small villages filled with strange people and so on. Various plants and animals from the material plane exist on the Plane Halloween, along with its more strange denizens.
The Plane of Halloween has the following traits.
• Normal Gravity
• Normal Time
• Mildly chaotic- and neutral-aligned.
• Divinely Morphic: Entities of at least lesser deity status with fear or terror in their portifolio can alter the The Plane of Halloween. Ordinary creatures find the Plane of Halloween as alterable as the Material plane is.
• Enhanced magic. Spells with the fear or illusion descriptor are enhanced on the Plane of Halloween. Such spells are cast as though they were prepared with the Extend Spell feat, though they don’t require the higher spell slots.
• Impeded magic. Spells that use or generate light or fire may fizzle when cast on the Plane of Halloween. A spellcaster attempting a spell with the light or fire descriptor must succeed on a Spellcraft check (DC 15 + the level of the spell). Spells that produce light are less effective in general; all light sources have their ranges halved on the Plane of Halloween. Despite the dark nature of the Plane of Halloween, spells that produce, use, or manipulate darkness are unaffected by the plane.

{table=head]Knowledge (The Planes) | Information Gained
25 | The Demi plane of Halloween neighbours the plane of shadows, the material plane and borders up to the ethereal plane. The plane it self is host to various creatures that relies on scaring their enemies and spreading terror and dread. This reveals all planar traits.
[/table]


Jack-o'-lanterns (Plant Creatures)


Jack-o'-lanterns is a plant creature native to the Halloween demi-plane, where they infests the dark fields and forests. The creature feed on of the energies of spirits and lost souls and does rarely engage in combat with the living unless threatened or starving (killing the creature then feeding on his/her soul). Jack-o'-lanterns comes in many different sizes, but the medium and large variants has only been known to exist on the Halloween demi-plane, while the smaller versions sometimes spontaneously animate on the material plane during fall and/or full moon (or if your world celebrate Halloween, on Halloween).

Swarm-o'-jacks

Swarm-o'-jacks
Tiny Plant (Swarm, Extraplanar)
Hit Dice: 8d8+27 (63 hp)
Initiative: +1
Speed: 15 ft. (3 squares)
Armor Class: 17 (+2 size, +1 Dex, +5 Natural Armor), touch 14, flat-footed 12
Base Attack/Grapple: +3/—
Attack: Swarm (2d4)
Full Attack: 2x Swarm (2d4)
Space/Reach: 10 ft./0 ft.
Special Attacks: Entangle, Soul Leech
Special Qualities: Half damage from slashing and piercing, Plant Traits, Swarm Traits, Ghostly Lantern, Darkvision 120 ft.
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 4, Dex 12, Con 14, Int 1, Wis 12, Cha 8
Skills: Balance +11, Climb +11, Hide +15, Move Silently +15, Listen +11, Spot +11
Feats: Toughness, Improved Thoroughness
Environment: Temperate Fields, temperate Plains and Temperate Forests, Plane of Halloween
Organization: Solitary, pack (2–4 swarms), or infestation (7–12
swarms)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

When one of more fields of pumpkins animate, they sometimes create enough Jack-o'-lanterns to form up giant swarms.

A Swarm-o’-jacks is a mass moving jack-o’-lanterns with grinning faces carved in their surface with dim light escaping their eye- and mouth holes.
Combat
When entering combat a Swarm-o’-jacks seeks to surround all enemies within range, then entangle them and strangling them with their roots.
Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Entangle (Ex): Swarm-o’-jacks are surrounded by the constant effect of the Entangle spell (PH 227) as if cast by a level 8 druid, except the effect is centered on the swarm and moves with it. The effect’s automatically affects all enemies within range. A DC 20 Strength or Escape Artist check cancels the effect until end of turn.
Ghostly Lantern(Ex): All incorporeal undeads within 120ft. of a Swarm-o’-jacks must succeed a DC 18 Will save or become rebuked (-2 penalty to saves, attack rolls and skill checks) . A creature can only be affected by this once every 24 hours.
Soul Leech(Sp): Every round all incorporeal undeads within 30ft. with less HD than the Swarm-o'-Jack must succeed a DC 16 will save or take 2d4 positive damage. The Swarm-o’-jacks gains half of all damage dealt this way as temporary hp.
Constrict (Ex): All entangled creatures the Swarm-o’-jacks attack takes additional 1d6 constriction damage.
Skills: A Swarm-o’-jacks has a +4 racial bonus on Hide and Move
Silently checks.

Jack-o’-lanterns

Tiny Jack-o’-lantern
Tiny Plant (Extraplanar)
Hit Dice: 1d8+5 (9 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 16 (+2 size, +1 Dex, +3 Natural Armor), touch 13, flat-footed 13
Base Attack/Grapple: +0/-11
Attack: Slam -1 (1d4 -3, minimum 0)
Full Attack: Slam -1 (1d4 -3, minimum 0)
Space/Reach: 2½ ft./5 ft. (entangle 5ft.)
Special Attacks: Entangle, Soul Leech
Special Qualities: Plant Traits, Ghostly Lantern, Darkvision 120 ft.
Saves: Fort +3, Ref +1, Will +1
Abilities: Str 4, Dex 12, Con 14, Int 1, Wis 12, Cha 8
Skills: Balance +4, Climb +4, Hide +8, Move Silently +8, Listen +4, Spot +4
Feats: Toughness
Environment: Temperate Fields, temperate Plains and Temperate Forests, Plane of Halloween
Organization: Solitary, pack (2–4)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A tiny Jack-o’-lantern can be used as a spellcaster’s familiar.
Familiar Benefits: When taken as a familiar, an tiny jack-o'-lantern grants its master a +2 bonus to will saves against fear effects and a +2 bonus to caster level checks when casting spells with the fear descriptor.


Small Jack-o’-lantern
Small Plant (Extraplanar)
Hit Dice: 2d8+9 (17 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 18 (+1 size, +1 Dex, +6 Natural Armor), touch 12, flat-footed 16
Base Attack/Grapple: +1/-4
Attack: Slam +1 (1d4 -1)
Full Attack: Slam +0 (1d4 -1)
Space/Reach: 5 ft./10 ft. (entangle 10ft.)
Special Attacks: Entangle, Soul Leech
Special Qualities: Plant Traits, Ghostly Lantern, Darkvision 120 ft.
Saves: Fort +4, Ref +2, Will +2
Abilities: Str 8, Dex 12, Con 14, Int 1, Wis 12, Cha 8
Skills: Balance +5, Climb +5, Hide +7, Move Silently +9, Listen +5, Spot +5
Feats: Toughness, Improved Thoroughness
Environment: Temperate Fields, temperate Plains and Temperate Forests, Plane of Halloween
Organization: Solitary, pack (2–4)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —


Medium Jack-o’-lantern
Medium Plant (Extraplanar)
Hit Dice: 4d8+19 (37 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 Dex, +9 Natural Armor), touch 11, flat-footed 19
Base Attack/Grapple: +3/+4
Attack: Slam +4 (2d4 +4)
Full Attack: Slam +4 (2d4 +4)
Space/Reach: 5 ft./10 ft. (entangle 10ft.)
Special Attacks: Entangle, Soul Leech
Special Qualities: Plant Traits, Ghostly Lantern, Darkvision 120 ft.
Saves: Fort +8, Ref +5, Will +5
Abilities: Str 12, Dex 12, Con 16, Int 1, Wis 12, Cha 8
Skills: Balance +5, Climb +5, Hide +7, Move Silently +9, Listen +5, Spot +5
Feats: Toughness, Improved Thoroughness
Environment: Temperate Fields, temperate Plains and Temperate Forests, Plane of Halloween
Organization: Solitary, pack (2–4)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —


Large Jack-o’-lantern
Large Plant (Extraplanar)
Hit Dice: 8d8+43 (79 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 24 (-1 size, +1 Dex, +14 Natural Armor), touch 10, flat-footed 24
Base Attack/Grapple: +6/+13
Attack: Slam +8 (2d4 +3)
Full Attack: 2x Slam +8 (2d4 +3)
Space/Reach: 10 ft./20 ft. (entangle 20ft.)
Special Attacks: Entangle, Soul Leech
Special Qualities: Plant Traits, Ghostly Lantern, Darkvision 120 ft.
Saves: Fort +12, Ref +9, Will +9
Abilities: Str 16, Dex 12, Con 18, Int 1, Wis 12, Cha 8
Skills: Balance +5, Climb +5, Hide +7, Move Silently +9, Listen +5, Spot +5
Feats: Toughness, Improved Thoroughness, Ability Focus (Entangle)
Environment: Temperate Fields, temperate Plains and Temperate Forests, Plane of Halloween
Organization: Solitary, pack (2–4)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —


Jack-o’-lantern is a animated pumpkin with a grinning face carved into its side and long moving roots it use to attack and strangle potential threats.
Combat
When entering combat a Jack-o’-lantern seeks to surround all enemies within range, then entangle them and strangling them with their roots.
Entangle (Ex): Swarm-o’-jacks are surrounded by the constant effect of the Entangle spell (PH 227) as if cast by a druid with levels equal to the Jack-o’-lantern’s level +2, except the effect is centered on the Jack-o’-lantern and moves with it. The effect’s automatically affects all enemies within range. A DC 20 Strength or Escape Artist check cancels the effect until end of turn.
Ghostly Lantern(Ex): All incorporeal undeads within 50ft. of a Jack-o’-lantern must succeed a Will save equal to 10 + Jack-o’-lantern HD + 4 or become rebuked (-2 to saves, skill checks and attack rolls). A creature can only be affected by this once every 24 hours.
Soul Leech(Sp): Every round all incorporeal undeads within 10ft. that have a HD less than or equal to the one of the Jack-o'-lantern, must succeed a DC 16 will save or take positive damage. The Jack-o’-lantern gains fald of all of this damage dealt this way as temporary hp.
Tiny: 1d3 Positive Damage
Small: 1d4 Positive Damage
Medium: 1d6 Positive Damage
Large: 2d4 Positive Damage
Constrict (Ex): All entangled creatures the Jack-o’-lantern attack takes additional 1d6 constriction damage.
Skills: A Jack-o’-lantern has a +4 racial bonus on Hide and Move
Silently checks.

{table=head] Knowledge (The Planes) | Information Gained
15 | Jack-o'-lanterns are pumpkins animated by the Plane of Halloween that have a strange "scaring" effect on ghosts and spirits. This check reveals plant traits.
[/table]



Withered Treant (Plant Creature)

Withered Treants are dark tree-like creatures with leafless branches and which’s bark form a large grinning face on its side. Withered treants feed on the fear their special gaze attacks imposes.

Withered Treant
Huge Plant (Extraplanar)
Hit Dice: 8d8+40 (76 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 22 (–2 size, –1 Dex, +15 natural), touch 7, flat-footed 22
Base Attack/Grapple: +5/+22
Attack: Slam +12 melee (2d6+9)
Full Attack: 2 slams +12 melee (2d6+9)
Space/Reach: [/B] 15 ft./15 ft.
Special Attacks: Animate trees, double damage against objects, trample 2d6+13
Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire
Saves: Fort +10, Ref +1, Will +7
Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12
Skills: Diplomacy +3, Hide –9*, Intimidate +6, Knowledge
(nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8
(+10 below ground, during night or inside)
Feats: Improved Sunder, Iron Will, Power Attack
Environment: Temperate forests, Plane of Haloween
Organization: Solitary, grove (4–7) or forest (25-100)
Challenge Rating: 9
Treasure: Standard
Alignment: always neutral evil
Advancement: 9–16 HD (Huge); 17–21HD (Gargantuan)
Level Adjustment: +5

This tall being looks much like the animated remains of a dead tree. Its skin is dark and grey, with barklike texture. Its arms are gnarled like branches and its legs look like the split trunk of a tree. In the center is what looks like a grinning face, staring out on every creature that looks at it. Its branches is devoid of leaves.

Combat
Withered treants prefer to watch potential foes carefully before attacking, striking them with fear and boasting its own defense. They often charge suddenly from cover to trample anyone they find an easy prey. If sorely pressed, they animate other trees as reinforcements.
Animate Trees (Sp): A withered treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a withered treant in all respects. Animated trees lose their ability to move if the withered treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a withered treant has.
Double Damage against Objects (Ex): A withered treant or animated tree that makes a full attack against an object or structure deals double damage.
Frightful Presence (Su): The withered treant constantly inspire terror in those surrounding it. Affected creatures must succeed on a DC 18 Will save or become shaken, remaining in that condition as long as they remain with 80feet of the withered treant. The save DC is Charisma-based.
Empowered by Fear(Su): The withered treant and trees gets a +1 profane bonus to AC, attack rolls, and save checks for each shaken, frightened and panicked creature within 120 ft.
Trample (Ex): Reflex DC 22 half. The save DC is Strengthbased.

{table=head] Knowledge (Nature) | Information Gained
20 | Withered treants are rare creatures native to the Plane of Halloween, they have been known to feed of the fear of those around them. This check reveals plant traits.
[/table]



Pumpkin-headed Creature (template)


Pumpkin-headed Creature
A pumpkin-headed creature is a creature cursed by the pumpkin curse: Cursed to walk around with a pumpkin for a head, for the rest of eternity. Only powerful wizards and other Pumpkin-headed Creature can deliver this curse, so it’s very rare. Where Pumpkin-headed creature go, Jack-o’-lanterns rise.
Creating a Pumpkin-headed creature
“Pumpkin-headed” is an acquired template that can be added to any humanoid creature or intelligent undead (referred to hereafter as the base creature. If the creature’s type isn’t already undead, its creature type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Armor Class: A Pumpkin-headed creature has a +2 natural armor bonus or the base creature’s natural armor bonus, whichever is better.
Attack: A Pumpkin-headed has a touch attack that it can use once per round. If the base creature can use weapons, the Pumpkin-headed retains this ability. A creature with natural weapons retains those natural weapons. A Pumpkin-headed fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A Pumpkin-headed armed with a weapon uses its touch or a weapon, as it desires.
Full Attack: A Pumpkin-headed fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage: A Pumpkin-headed without natural weapons has a touch attack that uses negative energy to deal 1d4+3 points of damage to living creatures and deliver’s the pumpkin curse to any intelligent humanoid or undead affected; a DC 17 Will. halves the damage and prevents the curse from, being delivered. A Pumpkin-headed with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d4+3 points of extra damage on one natural weapon attack.
Special Attacks: A Pumpkin-headed retains all the base creature’s special.
Special Qualities: A Pumpkin-headed retains all the base creature’s special qualities and gains those described below.
Pumpkin Curse (Su): Anyone hit by a pumpkin-headed creature’s natural weapons and fails his or her Will save becomes a pumpkin-headed creature over the course of 2d6+1 days. A remove curse spell will remove the curse. Once the creature has turned into a pumpkin-headed creature, only a wish or miracle spell can restore it. The save is 10 + ½ the pumpkin creature’s HD + charisma modifier.
Turn Resistance (Ex): A Pumpkin-headed has +3 turn resistance.
Damage Reduction (Su): A Pumpkin-headed creature’s undead body is tough, giving the creature damage reduction 10/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): Pumpkin-headedes have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Darkvision 200 ft.
Ghostly Lantern(Sp): All incorporeal undeads within 120ft. of a Pumpkin-headed creature must succeed a DC 18 Will save or become shaken. A creature can only be affected by this once every 24 hours.
Field of Pumpkins(Sp): All pumpkins in the presence of a pumpkin-headed creature spontaneously animate in his presence. Every week the pumpkin-headed creature spends in an area within 2 miles of a field of pumpkins, 2d6 Tiny Jack-o’lanterns, 1d6+2 small Jack-o’lanterns and 1d4-1 medium Jack-o’lanterns will animate. These creatures are not under the pumpkin-headed creature’s control, but will never attack him.
Abilities: Increase from the base creature as follows: Str +2,
Dex +2, Cha +4. Being undead, a Pumpkin-headed has no Constitution score.
Skills: Pumpkin-headedes have a +8 racial bonus on Hide, Listen, Move Silently, Ride, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Organization: Solitary or infestation (5-20)
Challenge Rating: Same as the base creature + 2
Treasure: Standard coins; double goods; double items.
Alignment: Any, thereafter the creature becomes evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +2

Pumpkin Curse
Any one hit by the Pumpkin-headed creature’s curse and fails the will save becomes a pumpkin headed creature over the cause of 2d6 +1 days. A remove curse spell will remove the curse. Once the creature has turned only a wish or miracle spell can restore it.


Curse of the Pumpkin
Transmutation [Evil]
Level: Sorcerer/wizard 8, Cleric 9, Dread Necromancer 9
Components: V, S, F, M
Casting Time: 10 minutes
Range: 25ft.
Target: A living humanoid creature or intelligent undead within 25ft.
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No

With the silver dagger you cut open the still living Jack-o’-lantern. The light of the lantern flickers and suddenly a flickering spark appears in the position of the victims heart.

The target of this spell is cursed with the Pumpkin Curse; he/she fails the Will save he’ll turn into a Pumpkin headed creature within 2d6 +1 days. A remove curse spell will remove the curse. Once the creature has turned only a wish or miracle spell can restore it.
Material Component: A living Jack-o’-lantern of at least small size
Focus: A masterwork silver dagger



Scarecrow (Construct)


Scarecrows are, as the name suggests, animated scarecrows imbued with necromancy to cause fear to all who lays eyes upon them. Scarecrows are extremely efficient against creatures with low will saves as they, with their Immobilizing Fear, have the ability to remove enemies movement with their fear effects. Obviously you shouldn't use the Scarecrow creature against a party with immunity to fear effects.

Scarecrow
Medium Construct(Extraplanar)
Hit Dice: 3d10+20 (36 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 20 (, +4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +3/+4
Attack: Scythe +7 melee (2d4+4, 4x crit)
Full Attack: Scythe +7 melee (2d4+4, 4x crit) or Touch of Terror
Space/Reach: 5 ft./5 ft.
Special Attacks: Touch of Terror, Frightful Presence
Special Qualities: Construct traits, damage reduction 5/slashing, vulnerability to fire, darkvision 120 ft., immunity to magic, low-light vision, Immobilizing Terror, Precise Reaping
Saves: Fort +4, Ref +8, Will +2
Abilities: Str 12, Dex 18, Con —, Int —, Wis 11, Cha 12
Skills: —
Feats: —
Environment: Fields, Plane of Halloween
Organization: Solitary or gang (2–4)
Challenge Rating: 5 (3 if enemies are immune to fear effects)
Treasure: Scythe
Alignment: Always neutral
Advancement: 4–8 HD (Medium); 9–15 HD (Large)
Level Adjustment: —

A grinning face with glowing eyes stares out from under a large straw hat. The creature steps down from the pole it were beforehand mounted to and rigidly steps toward its victim.

Animated scarecrows are composed of straw covered by humanoid clothing. A scarecrow stands the height of a normal human, with two yellow glowing eyes staring out of empty sockets.
A scarecrow cannot speak, but it expresses acknowledgement of commands with nodding or a grinning motion. Scarecrow golems stand 4.5 feet tall and weigh 25 pounds excluding the scythe.
Combat
A scarecrows uses fear to immobilize enemies with their Touch of terror Frightful Presence and Immobilizing Fear abilities.
Precise Reaping (Ex)
Scarecrows uses dexterity instead of strength on attack rolls with scythes.
Touch of Terror (Su): As a standard action the scarecrow can attempt a touch attack without provoking attack’s of opportunity. Any enemy struck by the touch must succeed a DC 18 Will save or become shaken. As with the per the rules Fear effects are cumulative. A shaken character that is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character that is made shaken or frightened becomes panicked instead.
Frightful Presence (Su): A scarecrow can inspire terror by charging or attacking. Affected creatures must succeed on a DC 20 Will save or become shaken. A creature can only be affected by this once every 24 hours.
Immobilizing Fear(Su): All creatures within 120ft. of a scarecrow who has become panicked by a scarecrow is immobilized and cannot take move actions.
Immunity to Magic (Ex): A hangman golem is immune
to all spells, spell-like abilities, and supernatural effects that allow spell resistance, except as follows.
Spells that causes its target to catch on fire affects the Scarecrow normally. Entangle and Tanglefood bags immobilized Scarecrows instead of slowing them.

Construction
Scarecrows can only be constructed on the Plane of Halloween (Or alternatively the plane of Shadow), it’s body costs 1000 gp to construct. Assembling the body requires both a DC 22 Craft (weaving) check and a DC 18 Knowledge (the planes) check.
CL 10th; Craft Construct (see page 206 MM), lesser planar binding, fear, cat’s grace, polymorph, caster must be evil and at least 10th level; Price
12000 gp; Cost 4000 gp + 2,000 XP.

{table=head] Knowledge (The Planes) | Information Gained
15 | Scarecrows are agile constructs which uses fear to immobilize their enemies. This check reveals construct traits.
25 | Scarecrows are weak against entanglement spells which will cause the hay in their bodies to grow and bind them to the ground. Scarecrows possesses a touch attack which frightens those who is touched.
[/table]



Nightmare Animal (template)

Nightmare Animal
Nightmare animals are creatures twisted by the plane of Halloween (or plane of shadow, your choice.) They become more sinister looking with stiff dark fur, drooling mouth and red eyes. Nightmare animals are not necessarily more hostile than other animals, but are significantly better combatants. Spells that summons dire animals can instead summon a nightmare creature of same challenge rating. Especially evil druids prefer this option.

Sample Nightmare Animal:
This example uses a wolf as base creature.

Nightmare Wolf
Medium Animal
Hit Dice: 3d8+4 (16 hp), DR: 5/bludgeoning and silver
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Bite +5 melee (1d6+5, half vile damage)
Full Attack: Bite +5 melee (1d6+5, half vile damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, Wounding, Rage, Frightful Presence, Low-light Vision, Darkvision 120 ft.
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 15, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills: Hide +7, Intimidate +4, Listen +8, Move Silently +8, Search +4, Spot +8, Survival +2*
Feats: TrackB, Weapon Focus (bite)
Environment: Plane of Shadows, Plane of Halloween
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 2
Advancement: 5-6 HD (Large)
Level Adjustment: -

Nightmare Wolves are pack hunters known for their persistence and cunning.
Combat
A favorite tactic is to send a few individuals against the foe’s front
while the rest of the pack circles and attacks from the flanks or rear.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip
the opponent (+1 check modifier) as a free action without making
a touch attack or provoking an attack of opportunity. If the
attempt fails, the opponent cannot react to trip the wolf.
Wounding (Ex): Any living creature damaged by a nightmare wolf continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Rage (Ex): Twice per day, the nightmare wolf can enter a state of fierce rage that lasts 6 rounds. This ability is similar to the barbarian’s rage.
Frightful Presence (Su): A nightmare wolf can inspire terror by charging or attacking while in rage. Affected creatures must succeed on a DC 12 Will save or become shaken. A creature can only be affected by this once every 24 hours.



Creating a Nightmare Animal
“Nightmare” is an inherited template that can be added to any corporeal animal or magical beast (referred to hereafter as the base creature).
A nightmare animal uses all the base creature’s statistics and abilities except as noted here.
Hp and HD: The creature’s HD increases by 1. (1d6 becomes 2d6 and so forth)
Size and Type: A nightmare animals’s type does not change, size might change depending on HD and animal.
Armor Class: The base creature’s natural armor bonus improves by 2.
Attack: A nightmare animal retains all its natural attacks.
Full Attack: As base creature, but half the damage is converted to vile damage.
Special Qualities: A nightmare animal creature has all the special qualities of the base creature, plus the following special qualities.
Damage Reduction (Ex): A nightmare animal creature has damage reduction 5/bludgeoning and silver.
Low-Light Vision (Ex): The creature gains low-light vision, enabling it to see twice as well as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
Darkvision (Ex): 120 ft.
Wounding (Ex): Any living creature damaged by a nightmare animal continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Rage (Ex): Twice per day, the nightmare animal can enter a state of fierce rage that lasts 6 rounds. This ability is similar to the barbarian’s rage.
Frightful Presence (Su): A nightmare animal can inspire terror by charging or attacking while in rage. Affected creatures must succeed on a DC 12 Will save or become shaken. A creature can only be affected by this once every 24 hours.
Ability Bonuses: Str +2, Con +2
Skill Bonuses (Ex): Nightmare animals gets a +4 circumstance bonus to Hide, Intimidate, Listen, Move Silently, Search and spot checks.
Environment: Plane of Halloween, Plane of Shadows
Challenge Rating: Same as the base creature +1.
Organization: Same as the base creature.
Level Adjustment: –


{table=head] Knowledge (The Planes) | Information Gained
20 | These twisted animals are native to the Plane of Halloween. When threatened, they will enter stage of rage and go berserk on their enemies.
[/table]

(Might add a squirrel as second sample animal :P)


Fear Monger (Prestige Class)

Fear Monger
Your affinity for ghost stories and a sadistic lust to cross other people’s mental borders have drawn you to the Plane of Halloween; or the plane has drawn you to it. The Fear Monger uses the essence of the Plane of Halloween to inflict terror in the hearts of those around him. Physiological warfare is now your most effective weapon, which not only will destroy the morale of your enemies, but might even kill them outright.
Hit Die: d8

Requirements
To qualify to become a fear monger, a character must fulfill all the following criteria.
Alignment: Any
Skills: Intimidate 6 ranks, bluff 8 ranks
Spells: Able to cast at least 4 spells with the fear descriptor; one of which must be at least level 2.
Special: Must have stayed on the plane of Halloween for at least two weeks.

Class Skills
The fear mongers’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana), Knowledge (the Planes), Move Silently (Dex), Perform (Cha), Sense Motive (Wis) and Spellcraft (Int).
See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of the fear monger prestige class.
Weapon and Armor Proficiency: Fear mongers gain no proficiency with any weapon or armor.
Spells per Day: When a new fear monger level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a fear monger, he must decide to which class he adds the new level for purposes of determining spells per day.
Fear Immunity (Ex): Having spend a great deal of time on the plane of Halloween, the fear monger has become immune to all fear effects.
Master of Terror (Ex): The fear monger knows what images to conjure when trying to scare a foe. All spells the fear monger casts with the fear descriptor becomes harder to resist; add +2 to save DC to resist these effects. At 3rd level the fear monger becomes even more practiced in the arts of scaring people, adding a +4 bonus to the DC of resisting fear effects instead of the previous bonus. This affinity for scaring people is improved even more at level 5, where the fear monger can add a +6 to the save DC of all his spells with the fear descriptor instead of +4 or +2.
Frightful Presence (Su): At the second level, the Fear monger begins to surround himself with an aura of fear. Any creature that comes within 15ft of the fear monger must succeed a Will save equal to the 10 + the fear mongers caster level, or become shaken. This is a mind-affecting fear effect. The Fear monger can activate and deactivate this aura at will.
Scared to Death (Su): Anyone scared by the fear monger to a level of fear beyond panicking (see page 294 DMG) must succeed a Will save equal to the fear mongers class level +10 or die. This is a death-effect.
Scare the Fearless (Su): Creatures immune to Mind-affecting spells and fear effects are still subject to the fear effects caused by the Fear Monger. However they are still not subject to the fear monger’s other mind-affecting spells or fear effects caused by other creatures. This only affect creatures with an intelligence score (mindless creatures can still not be affected). However these creatures gets a +4 circumstance bonus to saves when trying to resist these fear effects.

{table=head] Level| Base Attack Bonus | Fort-/Ref-/Will Save | Special | Spells Per Day
1st | +0 | +0/+0/+2 |Immunity to Fear, Master of Terror +2 | +1 level of existing arcane spellcasting class
2nd | +1 | +0/+0/+3 | Frightful Presence | +1 level of existing arcane spellcasting class
3rd | +2 | +1/+1/+3 | Master of Terror +4 | +1 level of existing arcane spellcasting class
4th | +3 | +1/+1/+4 | Scared to Death | +1 level of existing arcane spellcasting class
5th | +4 | +1/+1/+4 | Master of Terror +6, Scare the Fearless | +1 level of existing arcane spellcasting class
[/table]

{table=head] Knowledge (The Planes) | Information Gained
15 | Fear mongers are sadistic people who sees it as their purpose to inspire terror in those around them.
20 | Powerful fear mongers can scare people to death and even inspire terror in those normally immune.
30 | This amount of success will give detailed information on the individual fear monger.
[/table]



Strange-Folk (playable race, monster)

Strange-Folk
Strange-folk are the human-like creatures native to the plane of Halloween who inhabit the various scattered villages a person touring the plane would see and visit. Strange-folk are strangely joyful for beings living on a plane where most creatures use terror and fear as favored weapon, taking every chance to celebrate any occasion that could possible call for it. Also under the surface, strange-folk are a strange bunch; their logic and their pitch-black humor seems almost alien to the inhabitants of other planes. The look of strange-folk varies A LOT, most strange-folk have peculiar animalistic and/or horrific features non-fitting the setting which they call home. However they primarily seem to resemble strange humans more than anything else. All humans and elfs born on the plane of halloween become Strange-folk.

Sample Strange-folk: Strange-Folk Militia, rogue 1)
Medium Humanoid (Extraplanar)
Hit Dice: 1d6 +0 (4 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 16 ( +1 Dex, +3 armor, +1 shield, +1 natural), touch 11, flat-footed 15
Base Attack/Grapple: +0/+2
Attack: Dagger +2 (1d4+2) or Short Sword +2 (1d6+2) or Short Bow +2 (1d6 +0)
Full Attack: agger +2 (1d4+2) or Short Sword +2 (1d6+2) or Short Bow +2 (1d6 +0)
Special Attacks: Sneak Attack +1d6
Special Qualities: Darkvision 60 ft. Human Ancestry, Strange Feature: Boney (+1 natural armor), Fear Immunity, Trapfinding
Saves: Fort +1, Ref +3, Will -1
Abilities: Str 14, Dex 15, Con 10, Int 13, Wis 10, Cha 10
Skills: Bluff +6, Hide +6, Intimidate +6, Listen +4, and Move Silently +4, Spot +4.
Feats: Quick Draw
Environment: Villages, Plane of Halloween
Organization: Solitary, pair, or Village Militia (15-30)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: By character class
Level Adjustment: +0
Possessions: Dagger, Short Sword, Shortbow, Studded Leather Armor, Light Shield, 15 Arrows

Strange-folk as characters
Strange-folk characters possess the following racial traits.
—+2 Con, -2 Wisdom
—Humanoid (Human, Extraplanar); Strange-folk originates from humans, but the powers of the plane of Halloween have twisted them over the cause of centuries.
—Medium.
—A strangefolk’s base land speed is 30 feet.
—Darkvision out to 60 feet.
— +2 racial bonus on Intimidate and Bluff checks.
— Fear Immunity: Having lived their whole life on the plane of Halloween, all strange-folk share a common immunity to all fear effects.
— Human Ancestry: For all effects related to race, a strange-folk is considered a human.
— Strange Feature: All strange folk have strange features resembling various animals or undead creatures. Whether you choose a specific feature or roll a D12 is up to you (See table below).
—Automatic Languages: Common
Bonus Languages: Undercommon, Sylvan, Elven, Dwarven.
—Favored Class: Rogue

Strange Features:
{table=head] |
Roll | Feature
1 | Stitches: All heal checks used on you gets a +4 circumstance bonus. You get +20% chance to become stable (30%) when dying. |
2 | Pale Skin: You get dazzled in bright sunlight or within the radius of a daylight spell. In all other situations you get +1 racial bonus to skill checks and attack rolls. |
3 | Goat Horns: You get a Neutral gore attack that deals 1d6 bludgeoing damage. |
4 | Long Fingers: You get a +4 racial bonus to Sleight of Hand and Disable Device checks. |
5 | Mice Tail: You get a +4 racial bonus to Balance and Jump checks. |
6 | Boney: You get +1 natural armor. |
7 | Lizard Claws: You get two natural claw attacks; each deals 1d4 slashing damage. |
8 | Cat Eyes: You get dazzled in bright sunlight or within the radius of a daylight spell. You get 120ft Darkvision instead of 60ft. and an racial +2 bonus to spot checks during the night and in total darkness. |
9 | Jester’s Smile: You get a -2 penalty to Diplomacy, you get a +4 racial bonus to Bluff and Intimidate checks. |
10 | Spider Eyes: You get a +2 circumstance bonus to Spot and Search checks. Enemies get no flanking bonus when attacking you. |
11 | Long Legs: You get a +20ft bonus to movement speed. You cannot run. Add +2 ft. to your height. |
12 | Bulky: You get -10ft. movement speed. You get +2 hp per HD and add +35 lb. to weight if your medium or a dwarf, +20 lb if you’re small and +60 lb. if you’re large. |
[/table]


{table=head] |
Knowledge (the Planes) | Information
15 | Strange-Folk are natives to the Plane of halloween. They live in small villages scattered all over the plane. Most strange folk have strange features that appear animalistic or undead.
20 | Due to the nature of their home plane, all strange-folk are immune to fear. Any child born on the plane of Halloween become a strange-folk.
[/table]

Strange-Folk Heritage Feats

Strange-Folk Heritage
One of your distant relatives was from the plane of Halloween.
Prerequisite: Character Level 1, Not Strange Folk
Benefit: You have +2 racial bonus to resist fear effects.


Strange Feature
Your resemblance to the Strange-Folk is beginning to show.
Prerequisite: Strange-Folk Heritage
Benefit: Roll a d12, chose the relevant feature from the strange-folk feature table. You get a +2 circumstance bonus to intimidate checks.


Fearless Ancestry
You racial your ancestor’s immunity to fear.
Prerequisite: Strange-Folk Heritage, Strange Feature
Benefit: You get immunity to fear effects.




Hoodlum (undead)

Hoodlum is peculiar ghostlike beings that love to steal away items from unsuspecting adventures behind their bags. Alone, a hoodlum is nothing more than a bothersome annoyance, but when infesting areas with powerful monsters the hoodlum can become lethal threats. Hoodlums normally ignore all combat not involving them, if they are discovered, they will grab hold of an item and flee with full speed in all directions. A hoodlum will leave its victim once it grabs hold of an item.

Hoodlum
Small Undead (Incorporeal, Extraplanar)
Hit Dice: 2d12 (13 hp)
Initiative: +5
Speed: 50 ft. Flying (Perfect)
Armor Class: 17 (+5 dex, +1 deflection bonus, +1 size), touch 17, flat-footed 12
Base Attack/Grapple: +1/—
Attack: Slam +7 1d4 (1d4)
Full Attack: Slam +7 1d4 (1d4)
Special Attacks: Sneak Attack +1d6
Special Qualities: Darkvision 120 ft. Corporeal Touch, Permanent Invisibility, Extradimensional Snatching, Agile Strike
Saves: Fort +0, Ref +6, Will +0
Abilities: Str - (4), Dex 20, Con -, Int 3, Wis 8, Cha 10
Skills: Hide +8, Move Silently +8, Sleight of Hand +12, Tumble +4
Feats: Improved Disarm
Environment: Forests, Plane of Halloween
Organization: Solitary or Swarm (15-30)
Challenge Rating: 2
Treasure: Double treasure (hidden away)
Alignment: Usually Chaotic Neutral
Advancement: 3-4 (small), 5-8 (Medium)
Level Adjustment: —

Hoodlums are small semi-intelligent undead imps that use their permanent invisible state to steal items and in an ill perceived attempt to please their old masters.
Combat
Hoodlums will enter combat trying to snatch items from the enemy with the most valuable items and flee with them. Hoodlums never fight unless cornered. Hoodlums prefer weapons which they will try to take even if the victim is holding in his arm. (Disarm)
Agile Strike (Ex): Hoodlums use dex modifier instead of strength modifier to attack rolls.
Corporeal Touch (Su): A hoodlum can touch corporeal objects if choosing so. They primarily use this ability to snatch item’s from unsuspecting victims.
Permanent Invisibility (Su): A hoodlum is affected by a permanent Greater Invisibility spell. Gear carried by the hoodlum is not affected. This often means unsuspecting adventurers encountering hoodlums see their items spontaneously fly away when the hoodlum snatches them. If the invisibility is dispelled, it reappears in 1d6+1 minutes.
Extradimensional Snatching (Ex): A hoodlum can attempt to snatch an item from a magic container and even containers that store away item in extradimensional spaces (such as bags of holding) as though the character were carrying them normally. The hoodlum however takes a -4 penalty to sleight of hand checks when doing so.
Skills: The hoodlum gets a +8 racial bonus to Hide and Move Silently checks, a +12 bonus to Sleight of Hand checks and a +4 bonus to tumble checks.

{table=head] Knowledge (Religion) Check | Information |
15 | Hoodlums were once imps that were trapped on the plane of Halloween. They now fly around trying to please their various masters of old in death by snatching items from unsuspecting adventurers. |
20 | Hoodlums can steal items from extradimensional spaces, which makes them a dreaded enemy of anyone storing valuable items away. |
[/table]


Creatures by CR (http://www.giantitp.com/forums/showpost.php?p=14147950&postcount=79)

No more space, will link other creatures below:
Items (http://www.giantitp.com/forums/showpost.php?p=14048349&postcount=32)
Warp Cat (Magical Beast) (http://www.giantitp.com/forums/showpost.php?p=14026434&postcount=11)
Laban/Trick-or-treaters (small humanoid shapechangers) (http://www.giantitp.com/forums/showpost.php?p=14040061&postcount=20)
Skeletal Troubadours and Dancing Dead (Undead) (http://www.giantitp.com/forums/showpost.php?p=14044278&postcount=24)
Pumpkin Hound (Plant creature) (http://www.giantitp.com/forums/showpost.php?p=14048812&postcount=34)
Cauldron Slime (Ooze) (http://www.giantitp.com/forums/showpost.php?p=14049219&postcount=37)
Candy Legion (Diminutive Construct Swarm) (http://www.giantitp.com/forums/showpost.php?p=14053934&postcount=56)
Pumpkinbound Dragon (Template) (http://www.giantitp.com/forums/showpost.php?p=14065076&postcount=62)
Black Cat (Magical Beast) (http://www.giantitp.com/forums/showpost.php?p=14097452&postcount=63)
Grotesque (Construct) (http://www.giantitp.com/forums/showpost.php?p=14099116&postcount=64)
Pumpkin Imp (Fey) by Debby (Debihuman) (http://www.giantitp.com/forums/showpost.php?p=14123601&postcount=69)
Master Harlequin/Harlekin (Presige Class) (http://www.giantitp.com/forums/showpost.php?p=14133120&postcount=70)
Trickster (Medium Fey) (http://www.giantitp.com/forums/showpost.php?p=14133264&postcount=72)
Dark Sprout (Huge CR 20 Plant creature) (http://www.giantitp.com/forums/showpost.php?p=14147461&postcount=76)
Awoken Candybag (Medium Construct) (http://www.giantitp.com/forums/showpost.php?p=14147488&postcount=77)
Catrina (Template) (http://www.giantitp.com/forums/showpost.php?p=14147719&postcount=78)
Grim Doll (Construct) (http://www.giantitp.com/forums/showpost.php?p=14148638&postcount=80)

Update 0 [7-10-2012]: Created Thread
Update 1 [7-10-2012]: Added Scarecrows and Nightmare Animals
Update 2 [8-10-2012]: Added Fear Monger prestige class, added related knowledge checks to everything.
Update 3 [9-10-2012]: Added Strange-folk, Strange-folk heritage feats, Hoodlums and some items
Update 4 [10-10-2012]: Added Warp Cats
Update 5 [12-10-2012]: Added Labans/trick-or-treaters
Update 6 [13-10-2012]: Added Skeletal Troubadours and Dancing Dead
Update 7 [14-10-2012]: Added Pumpkin Hounds and Cauldron Slimes
Update 8 [15-10-2012]: Added Candy Legion, Liquid Nitrogen and Bottled Hoodlums (See item list for LN and BH)
Update 9 [17-10-2012]: Added Pumpkinbound Dragon
Update 10 [23-10-2012]: Added Black Cats and Grotesque
Update 11 [27-10-2012]: Added Pumpkin Imps (made by Debby)
Update 12 [29-10-2012]: Added Master Harlequin/Harlekin (Prestige Class) and Trickster (Fey)
Update 13 [31-10-2012]: Added Dark Sprout Jack-o'-lantern, Awoken Candybag, Catrina and Grim Doll

A special thanks to Debby (Debihuman) for errata, pointers and additional content for the thread.

Debihuman
2012-10-07, 08:37 PM
Creatures from the Demiplane of Halloween should all have the Extraplanar Subtype.

Jack-'O'Lanterns

Since Undead are immune to mind-affecting effects (and fear is a mind-affecting effect), Ghostly Lantern has no effect on Undead. I recommend you change this ability so that it affects living creatures only.

Soul Leech probably should only affect creatures with Fewer Hit Dice than the Jack-'o-lantern and limit to how many temporary hit points the jack-'o-lantern can have.

Swarm's hit points are wrong: 8x3.5 (28 hp) +16 from Con, +3 toughness +8 improved toughness= 55 hp. 8d6+27 (55 hp).

The swarm-o-jacks DC for Distraction should be 16 not 12. 10 + 1/2 creature's HD + Con modifier.

Debby

CthulhuEatYou
2012-10-08, 08:14 AM
Creatures from the Demiplane of Halloween should all have the Extraplanar Subtype.

Jack-'O'Lanterns

Since Undead are immune to mind-affecting effects (and fear is a mind-affecting effect), Ghostly Lantern has no effect on Undead. I recommend you change this ability so that it affects living creatures only.

Soul Leech probably should only affect creatures with Fewer Hit Dice than the Jack-'o-lantern and limit to how many temporary hit points the jack-'o-lantern can have.

Swarm's hit points are wrong: 8x3.5 (28 hp) +16 from Con, +3 toughness +8 improved toughness= 55 hp. 8d6+27 (55 hp).

The swarm-o-jacks DC for Distraction should be 16 not 12. 10 + 1/2 creature's HD + Con modifier.

Debby

First of all, thank you very much! :)
I've fixed the Hp, made them extra-planar and given Soul Leech a HD cap equal to the HD of the Jack-o'-lantern.

I've changed the Ghostly Lantern effect to rebuke instead of shake. The reason I haven't change it to affect living creature instead is because the ability is inspired by old folk-lore (Jack-o'-lantern were used to scare evil ghosts/souls/spirits away). I think Rebuke gives the same penalty as shaken? (Don't have a book on me right now).


Will add more content later today :)

Edit: Added Fear Mongers (Prestige class) and some Knowledge check guides

Debihuman
2012-10-08, 02:19 PM
Just realized that all of your HP are wrong. Plants use d8 and Constructs use d10. A Medium construct has a 20 bonus hit points.

Swarm-o'-jacks: Hit Dice: 8d8+27 (63 hp)

Jack-o'-lanterns (you forgot Con bonus on these)

Tiny: Hit Dice: 1d8+5 (9 hp)
Small: Hit Dice: 2d8+9 (18 hp)
Medium: Hit Dice: 4d8+19 (37 hp)
Large: Hit Dice: 8d8+43 (79 hp)

Withered Treant: Hit Dice: 8d8+40 (76 hp)

Scarecrow: Hit Dice: 3d10+20 (36 hp)

CthulhuEatYou
2012-10-08, 02:35 PM
Just realized that all of your HP are wrong. Plants use d8 and Constructs use d10. A Medium construct has a 20 bonus hit points.

Swarm-o'-jacks: Hit Dice: 8d8+27 (63 hp)

Jack-o'-lanterns (you forgot Con bonus on these)

Tiny: Hit Dice: 1d8+5 (9 hp)
Small: Hit Dice: 2d8+9 (18 hp)
Medium: Hit Dice: 4d8+19 (37 hp)
Large: Hit Dice: 8d8+43 (79 hp)

Withered Treant: Hit Dice: 8d8+40 (76 hp)

Scarecrow: Hit Dice: 3d10+20 (36 hp)

Well darn. I can see it's been too long since I've last made any d&d 3.5 content.

Well, anyway fixed. I'm realising my attack bonuses might be wrong with some of the creatures as well (I'm almost sure they are). I will have to take care of that tomorrow though, as it is getting late here.

Thanks!

CthulhuEatYou
2012-10-08, 02:40 PM
Fix'd

Wauw you're a great help. Thank you very much!

Debihuman
2012-10-08, 11:28 PM
You're welcome. I've been critiquing monsters a long (too long) time. I've found that it is hard to get it all right. 3.5 has a lot of nit-picky rules. I removed my double post since you corrected the pumpkin-headed template to add the curse and its save.

You should probably put just the pictures in the spoilers and leave the text out of the spoilers since it makes it harder to copy and paste.

I think all Jack-o'-lanterns should have reach since their roots can extend beyond their normal reach for entangling creatures.

Tiny Jack-o'-lantern corrections:
Base Attack/Grapple: +0/-11
Attack: Slam -1 melee (1d4-3)
Full Attack: Slam -1 melee (1d4-3)
Space/Reach: 2½ ft. ft./0 ft. (5 ft. entangle)

Small Jack-o'-lantern corrections:
Base Attack/Grapple: +1/-4
Attack: Slam +1 melee (1d4-1)
Full Attack: Slam +1 melee (1d4-1)
Space/Reach: 5 ft./5 ft. (10 ft. entangle)

Medium Jack-o'-lantern corrections
Base Attack/Grapple: +3/+4
Attack: Slam +4 melee (2d4+1)
Full Attack: Slam +4 melee (2d4+1)
Space/Reach: 5 ft./5 ft. (10 ft. with entangle)

Large Jack-o'-lantern corrections (note that Large creatures normally have 2 slam attacks as full attacks).

Base Attack/Grapple: +6/+13
Attack: Slam +8 melee (2d4+3)
Full Attack: 2 Slams +8 melee (2d4 +3)
Space/Reach: 10 ft./10 ft. (20 ft. with entangle)

Plants use the same BAB as Clerics. Melee Attack is BAB + Size modifier + Str modifier. Reach for entangle should be listed in Stat block since it isn't listed in text. Jack-o'-lanterns should be able to grapple (though the smaller ones aren't good at it).

Debby

silphael
2012-10-09, 02:20 AM
About the whole, I love it ^^

About Fear Monger, I will say that you can remove the "any non-good". Using fear as a weapon is technically a more peacefull mean that, I don't know, striking people to death... I'm not particulary fond of alignement restricted class that aren't either Exalted or Vile. Plus, they are already a very large pool of caster PrC that are Evil ^^

CthulhuEatYou
2012-10-09, 04:09 AM
You're welcome. I've been critiquing monsters a long (too long) time. I've found that it is hard to get it all right. 3.5 has a lot of nit-picky rules. I removed my double post since you corrected the pumpkin-headed template to add the curse and its save.

You should probably put just the pictures in the spoilers and leave the text out of the spoilers since it makes it harder to copy and paste.

I think all Jack-o'-lanterns should have reach since their roots can extend beyond their normal reach for entangling creatures.

Tiny Jack-o'-lantern corrections:
Base Attack/Grapple: +0/-11
Attack: Slam -1 melee (1d4-3)
Full Attack: Slam -1 melee (1d4-3)
Space/Reach: 2½ ft. ft./0 ft. (5 ft. entangle)

Small Jack-o'-lantern corrections:
Base Attack/Grapple: +1/-4
Attack: Slam +1 melee (1d4-1)
Full Attack: Slam +1 melee (1d4-1)
Space/Reach: 5 ft./5 ft. (10 ft. entangle)

Medium Jack-o'-lantern corrections
Base Attack/Grapple: +3/+4
Attack: Slam +4 melee (2d4+1)
Full Attack: Slam +4 melee (2d4+1)
Space/Reach: 5 ft./5 ft. (10 ft. with entangle)

Large Jack-o'-lantern corrections (note that Large creatures normally have 2 slam attacks as full attacks).

Base Attack/Grapple: +6/+13
Attack: Slam +8 melee (2d4+3)
Full Attack: 2 Slams +8 melee (2d4 +3)
Space/Reach: 10 ft./10 ft. (20 ft. with entangle)

Plants use the same BAB as Clerics. Melee Attack is BAB + Size modifier + Str modifier. Reach for entangle should be listed in Stat block since it isn't listed in text. Jack-o'-lanterns should be able to grapple (though the smaller ones aren't good at it).

Debby

Thanks again :)
I've done as you said. Not sure if I'll put the text outside the spoilers yet, since I expect to add 20+ more creatures/templates/classes/whatever and it might get confusing and/or overwhelming. :)


About the whole, I love it ^^

About Fear Monger, I will say that you can remove the "any non-good". Using fear as a weapon is technically a more peacefull mean that, I don't know, striking people to death... I'm not particulary fond of alignement restricted class that aren't either Exalted or Vile. Plus, they are already a very large pool of caster PrC that are Evil ^^

Thank you :)
I have removed the alignment requirement. Although scaring people to death, seems a little evil to me (unlawful even) ;)

Cipher Stars
2012-10-09, 06:02 PM
For some reason I am absolutely in love with the Strange-Folk.
Maybe it's just because I love Halloween and I'm a bit biased because of their background.

CthulhuEatYou
2012-10-10, 07:45 AM
No more space in the main thread, So I'll add new content in posts from now on and link them in the main thread :)
(And yes, this was partly inspired by the Cheshire Cat)

Warp Cat
Small Magical Beast (Chaotic, Extraplanar, Psionic)
Hit Dice: 8d10+16 (60 hp)
Initiative: +7
Speed: 20 ft (4 squares)., Fly 50 ft. (Perfect)
Armor Class: 18 (+3 Dex, +3 natural, +1 size,+1 Dodge), touch 15, flat-footed 15
Base Attack/Grapple: +8/+5
Attack: Claws+10 melee (1d4+1)
Full Attack: 2 claws +10 melee (1d4 +1)
Special Attacks: —
Special Qualities: Darkvision 60 ft., ethereal jaunt, instant-movement, low-light vision, psionics, scent, surprise-surprise, spell/psionics resistance 18
Saves: Fort +8, Ref +9, Will +5
Abilities: Str 12, Dex 16, Con 14, Int 20, Wis 10, Cha 20
Skills: Bluff +16, Concentration +13, Hide +14, Listen +11, Spot Move Silently +14, Spell Craft +16, Spot +12
Feats: Dodge, Improved Initiative, Iron Will
Environment: Demiplane of Halloween
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: By character Class
Level Adjustment: +10

Warp cats are highly intelligent pranksters that use their psionic and supernatural abilities to mislead unwary adventures. A warp cat’s only goal is pranking other creatures. Warp cats don’t hoard treasure, but often reward cunning adventurers. They aren’t interested in loot or killing whatsoever. When that is said, many warp cats have a quite deadly sense of humor, leading adventures through deep monster-filled dungeons just to realize the precious items they hunted never existed.

There is an exception to this: a few warp cats fail to control their own mental capabilities and go utterly mad--hunting and killing adventures simply for the fun of it. Mad warp cats often have class levels supporting combat.

Warp cats speak Common, Draconic, Dwarven, Elven, Sylvan and Undercommon.

Combat

Warp cats usually stay out of combat, preferring to lead adventures through dangerous encounters from the sideline using its supernatural and psionic abilities.

Ethereal Jaunt (Su): Thrice per day, a warp cat can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th). A warp cat cannot use this ability on its turn if it has used Instant-Movement.

Instant –Movement (Su): A warp cat can cast greater teleport at Will, except no more than 120 feet per use and cannot carry other people or items with it. This is a swift action. Warp cats prefer this kind of moment in combat. Instant –Movement never provokes an attack of opportunity. A warp cat cannot use this ability if it has used Ethereal Jaunt (See above).

Psionics (Sp): At will—greater invisibility (DC 19), misdirection (DC 17), major image (DC 18), 3/day—silence (DC 17), phantasmal image (19). Effective caster level equal to HD (+2 against flat-footed enemies).

Surprise-Surprise (Ex): Surprised enemies have a harder time resisting a warp cat’s spells and spell-like abilities and are hit harder than anyone else. A warp cat counts as being 2 caster levels higher against flat-footed enemies.

Mad Warp Cat
Small Magical Beast (Chaotic, Extraplanar, Psionic)
Hit Dice: 8d10 + 16 6d6 +12 (93 hp)
Initiative: +7
Speed: 20 ft (4 squares)., Fly 50 ft. (Perfect)
Armor Class: 18 (+3 Dex, +3 natural, +1 size,+1 Dodge), touch 15, flat-footed 15
Base Attack/Grapple: +12/+9
Attack: Claws+14 melee (1d4+1)
Full Attack: 2 claws +14 melee (1d4 +1)
Special Attacks: Sneak Attack 3d6
Special Qualities: Darkvision 60 ft., Evasion, ethereal jaunt, instant-movement, low-light vision, Madness, psionics, scent, surprise-surprise, spell/psionics resistance 18, Trapfinding, Trapsense +2, Uncanny Dodge
Saves: Fort +10, Ref +14, Will +7
Abilities: Str 12, Dex 16, Con 14, Int 20, Wis 10, Cha 20
Skills: Bluff +22, Concentration +16, Escape Artist 9, Forgery +11, Intimidate +11, Hide +20, Listen +17, Spot Move Silently +20, Search +11, Sense Motive +11, Spell Craft +19, Spot +18, Tumble +11, Use Magic Device +11
Feats: Dodge, Improved Initiative, Iron Will, Combat Expertise, Flyby Attack
Environment: Demiplane of Halloween
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: By character Class
Level Adjustment: +10

Mad Warp cats are sadistic killers who takes joy in killing rather than pranking. Mad Warp cats are very rare compared to the "sane" variant of their specie. Unlike an average Warp Cat, the insane ones focus on killing rather than misleading. Even though Mad warp cats speak many languages, they usually only talk to their prey if it can increase their amusement.
Warp cats speak Common, Draconic, Dwarven, Elven, Sylvan and Undercommon.

Combat

Mad warp cats often use lesser monsters to soften their victims before heading into combat with a surprise attack. They use their Ethereal Jaunt and Instant-movement to get so much out of first round as possible.

Ethereal Jaunt (Su): Thrice per day, a warp cat can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th). A warp cat cannot use this ability on its turn if it has used Instant-Movement.

Instant –Movement (Su): A warp cat can cast greater teleport at Will, except no more than 120 feet per use and cannot carry other people or items with it. This is a swift action. Warp cats prefer this kind of moment in combat. Instant –Movement never provokes an attack of opportunity. A warp cat cannot use this ability if it has used Ethereal Jaunt (See above).

Psionics (Sp): At will—greater invisibility (DC 19), misdirection (DC 17), major image (DC 18), 3/day—silence (DC 17), phantasmal image (19). Effective caster level equal to HD (+2 against flat-footed enemies).

Surprise-Surprise (Ex): Surprised enemies have a harder time resisting a warp cat’s spells and spell-like abilities and are hit harder than anyone else. A warp cat counts as being 2 caster levels higher against flat-footed enemies.

Madness (Su): Anyone targeting an mad warp cat with a thought detection, mind control, or telepathic ability makes direct contact with its warped mind and takes 1d4 points of Wisdom damage.

{table=head] Knowledge (The Planes) | Information
20 | Warp Cats are dangerous pranksters that can teleport and warp out of existence.
25 | Warp cats are hyper intelligent creatures can usually use psionic abilities to misdirect and “prank” unsuspecting victims.
30 | Some warp cats are mad, instead of simply pranking the unsuspecting, go out of the way to kill them.
[/table]

CthulhuEatYou
2012-10-10, 07:47 AM
For some reason I am absolutely in love with the Strange-Folk.
Maybe it's just because I love Halloween and I'm a bit biased because of their background.

Thank you very much :)
Me too, haha

Debihuman
2012-10-10, 10:51 AM
Sorry to nitpick but in looking at the Strange-Folk, I noticed you have Inherit bonuses. Shouldn't these be Racial bonuses? See Strange Features table for examples. Also, the Stitches text isn't complete.

Normally, when you are presenting a new race, a typical member who has a class, you have to state the class. In this case your strange-folk is a Rogue 1 (That should be listed in the stat block as Strange-Folk Miliitia Member, Rogue 1.

An NPC with a class would use the elite array: 15, 14, 13, 12, 10, 8 before adjusting for racial modifiers (+2 Con, -2 Wis). You should note how you got your ability scores.

Here is what you have: Str 12, Dex 12, Con 12, Int 9, Wis 8, Cha 10. These numbers don't make much sense to me since they are neither standard array (10s and 11s) nor elite array.

I recommend changing this to: Str 14, Dex 15, Con 8, Int 13, Wis 12, Cha 10, which after you apply racial modifiers gives you: Str 14, Dex 15, Con 10, Int 13, Wis 10, Cha 10.

Since these have Human subtype, you should state that they gain the Human bonus feat as well in the section strange-folk as characters . Your sample creature has an extra feat that should be noted as its Human bonus feat.

-------------------

The hoodllum should have 13 hit points 2d12 = 2x6.5 = 13

The deflection bonus to AC is too high. It should have +1 for being incorporeal. It would only have a deflection bonus of +4 if it had a charisma of 16. You can either increase the creature's charisma or lower it's AC. Also, Incorporeal creatures cannot have a Natural AC bonus. See Incorporeal Subtype for details.

Armor Class: 17 (+5 Dex, +1 Deflection, +1 Size), touch 17,, flat-footed 12.

Undead have same BAB as Wizard so it should have a BAB +1 and grapple should be —. Incorporeal creatures cannot grapple as per the Incorporeal Subtype.

Attack lines are also incorrect. There is no strength penalty to damage.

Attack: Slam + 7 melee (1d4)
Full Attack: Slam +7 melee (1d4)

It has too many feats unless you designate one as a bonus feat.

I am not sure why it has such low Int and Wis. I'd recommend giving it Int 3 at least and Wis 10.

I recommend changing LA to — as these are not suitable for PC races.

Debby

Debihuman
2012-10-10, 12:26 PM
Tried to edit and again got the lovely empty white box. Sorry for the double post.

Your magic items are all missing the appropriate feats and spells that are necessary for their creation, I'm not really all that good with critiquing items unfortunately. Can someone else look at these and give some recommendations?
-----------

CthulhuEatYou, I hope you don't mind if I critique the warp cat. I like it a lot but it has a few problems. To make it easier for you at the end, I'll just retype the stat block and you can copy and paste the changes. Descriptive text belongs in the creature's description, not in the stat block.

I really like that you made this a Magical Beast. It should have the Psionic Subtype in addition to its other Subtypes.

It has the wrong hit points. 8d10+16 (60 hp). 8x5.5 = 44 +16 = 60.

Lose improved natural armor for the base warp cat. It has one too many feats and that adds nothing to the stat block.

You cannot arbitrarily assign a creature a deflection bonus. It must come from a special ability. For its CR, it does not need a deflection bonus.

Small creatures have a -4 size modifier to grapple not a +1 size modifier.

Melee attack is BAB (+8) + Str modifier (+1), + Size Modifier (+1)
Damage modifier is Str based (should be +1 not +9).

Special abilities should listed alphabetically and Spell/Psionic Resistance should be 10 + CR.

I've moved text around from stat block to description and proofread and edited everything. The LA +10 makes these creatures poorly suited as PCs.

Warp Cat
Small Magical Beast (Chaotic, Extraplanar, Psionic)
Hit Dice: 8d10+16 (60 hp)
Initiative: +7
Speed: 20 ft (4 squares)., Fly 50 ft. (Perfect)
Armor Class: 18 (+3 Dex, +3 natural, +1 size,+1 Dodge), touch 15, flat-footed 15
Base Attack/Grapple: +8/+5
Attack: Claws+10 melee (1d4+1)
Full Attack: 2 claws +10 melee (1d4 +1)
Special Attacks: —
Special Qualities: Darkvision 60 ft., ethereal jaunt, instant-movement, low-light vision, psionics, scent, surprise-surprise, spell/psionics resistance 18
Saves: Fort +8, Ref +9, Will +5
Abilities: Str 12, Dex 16, Con 14, Int 20, Wis 10, Cha 20
Skills: Bluff +16, Concentration +13, Hide +14, Listen +11, Spot Move Silently +14, Spell Craft +16, Spot +12
Feats: Dodge, Improved Initiative, Iron Will
Environment: Demiplane of Halloween
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: By character Class
Level Adjustment: +10

Warp cats are highly intelligent pranksters that use their psionic and supernatural abilities to mislead unwary adventures. A warp cat’s only goal is pranking other creatures. Warp cats don’t hoard treasure, but often reward cunning adventurers. They aren’t interested in loot or killing whatsoever. When that is said, many warp cats have a quite deadly sense of humor, leading adventures through deep monster-filled dungeons just to realize the precious items they hunted never existed.

There is an exception to this: a few warp cats fail to control their own mental capabilities and go utterly mad--hunting and killing adventures simply for the fun of it. Mad warp cats often have class levels supporting combat.

Warp cats speak Common, Draconic, Dwarven, Elven, Sylvan and Undercommon.

Combat

Warp cats usually stay out of combat, preferring to lead adventures through dangerous encounters from the sideline using its supernatural and psionic abilities.

Ethereal Jaunt (Su): Thrice per day, a warp cat can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th). A warp cat cannot use this ability on its turn if it has used Instant-Movement.

Instant –Movement (Su): A warp cat can cast greater teleport at Will, except no more than 120 feet per use and cannot carry other people or items with it. This is a swift action. Warp cats prefer this kind of moment in combat. Instant –Movement never provokes an attack of opportunity. A warp cat cannot use this ability if it has used Ethereal Jaunt (See above).

Psionics (Sp): At will—greater invisibility (DC 19), misdirection (DC 17), major image (DC 18), 3/day—silence (DC 17), phantasmal image (19). Effective caster level equal to HD (+2 against flat-footed enemies).

Surprise-Surprise (Ex): Surprised enemies have a harder time resisting a warp cat’s spells and spell-like abilities and are hit harder than anyone else. A warp cat counts as being 2 caster levels higher against flat-footed enemies.

I'll get to the mad warp cat at a later date.

Debby

CthulhuEatYou
2012-10-10, 05:20 PM
Sorry to nitpick but in looking at the Strange-Folk, I noticed you have Inherit bonuses. Shouldn't these be Racial bonuses? See Strange Features table for examples. Also, the Stitches text isn't complete.

Yeah, sorry, mixed those two together.


Normally, when you are presenting a new race, a typical member who has a class, you have to state the class. In this case your strange-folk is a Rogue 1 (That should be listed in the stat block as Strange-Folk Miliitia Member, Rogue 1.

Fixed

An NPC with a class would use the elite array: 15, 14, 13, 12, 10, 8 before adjusting for racial modifiers (+2 Con, -2 Wis). You should note how you got your ability scores.

Fixed

Here is what you have: Str 12, Dex 12, Con 12, Int 9, Wis 8, Cha 10. These numbers don't make much sense to me since they are neither standard array (10s and 11s) nor elite array.

Rearranged standard array, if you remove the racial bonus and take the average of those numbers it should give 10.5. Well anyway, will be using elite array anyway, so not at problem any-more anyway.

Since these have Human subtype, you should state that they gain the Human bonus feat as well in the section strange-folk as characters . Your sample creature has an extra feat that should be noted as its Human bonus feat.

Well, I'll have to disagree here, even though a bonus feat (and bonus skills) would certainly be a nice advantage for the race. Strange-folk count as humans for game rule purposes and fluff only, they do not share the cultural affinity for learning normal humans do.

-------------------


The hoodllum should have 13 hit points 2d12 = 2x6.5 = 13

I think we measure average hp differently, after checking up with monster's manual, I found your way to be the correct one. Fixed


The deflection bonus to AC is too high. It should have +1 for being incorporeal. It would only have a deflection bonus of +4 if it had a charisma of 16. You can either increase the creature's charisma or lower it's AC. Also, Incorporeal creatures cannot have a Natural AC bonus. See Incorporeal Subtype for details.

Armor Class: 17 (+5 Dex, +1 Deflection, +1 Size), touch 17,, flat-footed 12.

Yeah, I'm gone all wrong with the deflection bonus. And wouldn't that require a special quality to gain deflection bonus from charisma (can't quite remember the name right now.) Anyway, fixed.



Undead have same BAB as Wizard so it should have a BAB +1 and grapple should be —. Incorporeal creatures cannot grapple as per the Incorporeal Subtype.

Attack lines are also incorrect. There is no strength penalty to damage.

Attack: Slam + 7 melee (1d4)
Full Attack: Slam +7 melee (1d4)

It has too many feats unless you designate one as a bonus feat.

Fixed


I am not sure why it has such low Int and Wis. I'd recommend giving it Int 3 at least and Wis 10.

Well, they're suposed to be near mindless, but not completely, that's why they've got the low int score, same goes for wisdom.


I recommend changing LA to — as these are not suitable for PC races.

Was essentially the idea, fixed xD

Debby[


Tried to edit and again got the lovely empty white box. Sorry for the double post.

Your magic items are all missing the appropriate feats and spells that are necessary for their creation, I'm not really all that good with critiquing items unfortunately. Can someone else look at these and give some recommendations?

That's what you get by copying the fundamentals from the Magic Item Compendium book. xD Will try to fix it.
Also, someone with the knowledge and know how need to look the "Gold Pumpkin" over, it isn't supposed to be craft-able, but I feel like it miss something (a lot).



CthulhuEatYou, I hope you don't mind if I critique the warp cat. I like it a lot but it has a few problems. To make it easier for you at the end, I'll just retype the stat block and you can copy and paste the changes. Descriptive text belongs in the creature's description, not in the stat block.

No problems, only one way to get better, thank you for making it so easy for me though :)


I really like that you made this a Magical Beast. It should have the Psionic Subtype in addition to its other Subtypes.

It has the wrong hit points. 8d10+16 (60 hp). 8x5.5 = 44 +16 = 60.

Lose improved natural armor for the base warp cat. It has one too many feats and that adds nothing to the stat block.

Fixed


You cannot arbitrarily assign a creature a deflection bonus. It must come from a special ability. For its CR, it does not need a deflection bonus.

The deflection bonus again, haha. Fixed


Small creatures have a -4 size modifier to grapple not a +1 size modifier.

Actually forgot all about the penalty for being small, the +1 bonus were from strength.


Melee attack is BAB (+8) + Str modifier (+1), + Size Modifier (+1)
Damage modifier is Str based (should be +1 not +9).

Fixed


Special abilities should listed alphabetically and Spell/Psionic Resistance should be 10 + CR.

Felt like giving it above average, but should have read the rules beforehand i guess. Haha


I've moved text around from stat block to description and proofread and edited everything. The LA +10 makes these creatures poorly suited as PCs.

Felt like adding the reason for every important detail I made. But, yeah, might get confusing, I'll give you that.


I'll get to the mad warp cat at a later date.


Well, the difference is only 6 rogue levels, so will be alot easier just to add them to the already fixed version.

Again, thanks you very much! :)

Debihuman
2012-10-11, 02:49 PM
I see your dilemma: You have given the Strange-folk the Human Subtype when in fact they don't gain the benefits of the Subtype BUT you haven't made it clear in



Strange-folk as characters
Strange-folk characters possess the following racial traits.
—+2 Con, -2 Wisdom
—Humanoid (Human, Extraplanar); Strange-folk originates from human, but the powers of the plane of Halloween have twisted them over the cause of centuries.
—Medium.
—A strangefolk’s base land speed is 30 feet.
—Darkvision out to 60 feet.
— +2 racial bonus on Intimidate and Bluff checks.
— Fear Immunity: Having lived their whole life on the plane of Halloween, all strange-folk share a common immunity to all fear effects.
— Strange Feature: All strange folk have strange features resembling various animals or undead creatures. Whether you choose a specific feature or roll a D12 is up to you (See table below).
—Automatic Languages: Common
Bonus Languages: Undercommon, Sylvan, Elven, Dwarven.
—Favored Class: Rogue

The Human Subtype is what gives them the following:

Humans

Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.


If you aren't giving Strange-folk access to features gained from having the Human Subtype, perhaps you should consider removing the Human Subtype altogether. It isn't really fair to say they are Human but have nothing which makes them so other than a remote origin. That's not really sufficient to warrant the Subtype.

Debby

CthulhuEatYou
2012-10-11, 02:51 PM
Sure? :/ Well, will remove it for now then, and see if I can think of an alternative

Midwoka
2012-10-11, 05:36 PM
The Human Subtype is what gives them the following:

Humans

Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

If you aren't giving Strange-folk access to features gained from having the Human Subtype, perhaps you should consider removing the Human Subtype altogether. It isn't really fair to say they are Human but have nothing which makes them so other than a remote origin. That's not really sufficient to warrant the Subtype.

Um... Plenty of races have the human subtype because of branching off from humans a long time ago. And few of them have any of the abilities you listed (the extra skill point per level is the most common, along with Medium size and 30 ft. speed...). Those abilities are the features of the human race, not the human subtype. The subtype does nothing except mark the character for human-only effects, or let them meet prerequisites.

Debihuman
2012-10-11, 08:57 PM
Actually. there are very few 3.5 races with the Human Subtype. Going on the WotC site, of 322 races only Illumians, Neanderthals and Tarmaks have the Human Subtype. Technically, werecreatures have it too but that's not a race per se, it's a template added to a race. See here: http://www.wizards.com/default.asp?x=dnd/lists/monsters&tablefilter=Human

If you are going to give a creature a Subtype that has a list of traits and features, then the creature should have ALL the traits and features unless you specifically state otherwise.

Humanoids have varying speeds. However, Humans (i.e. Humanoids with the Human subtype as opposed to the Dwarf subtype) have 30 feed speed because Humans are Medium sized. (Now if you had a race of crippled Humans due to genetic defect, you could reasonably give them a slower speed despite being Medium-sized.

Likewise, if you were creating a race of Human pygmies, then you would have cause to say that unlike standard Humans, these are Small sized and have a land speed of 20 feet.

In both of these cases, you would still have to state in the racial characteristics how these are different from from more standard Humans.

Humans being the most diverse, gain an extra feat, more skills and aren't limited by class choices when they multiclass. Sure, you could change some of those thing, even all of them but then you have to ask yourself is the Subtype actually meaningful in terms of game play?

Spells like hold person target Humanoids regardless of Subtype. Now, there might be a few spells that affect only humans and not other Humanoids, but not in the Core books. More likely there are prestige classes that only Humans can take. However, prestige classes are supposed to be campaign specific.

I recommend you look at Pyromancer's Halloween feats before you decide to nix allowing the racial bonus feat for Strange-folk. Scion of Halloween seems perfect for them. See here: http://www.giantitp.com/forums/showthread.php?t=173098. He also put up nice prestige class that has Scion of Halloween as a prerequisite, The Pumpkin King. See here: http://www.giantitp.com/forums/showthread.php?t=173789. Thematically, it works with with Strange-folk.

I'll see if I can scare up some more Halloween goodies for 3.5. too if you don't mind.

Debby

CthulhuEatYou
2012-10-12, 11:26 AM
Laban

Laban
Small Humanoid (Shapechanger, Extraplanar)
Hit Dice: 4d8+8 (26 hp)
Initiative: +4
Speed: 40 ft (4 squares)
Armor Class: 20 (+4 Dex, +3 natural, +2 deflection, +1 size), touch 15, flat-footed 15
Base Attack/Grapple: +3/+0
Attack: Unarmed strike +5 melee (1d2+1)
Full Attack: Unarmed strike +5 melee (1d2 +1) or Candy-bag +5 touch
Special Attacks: Candy-Bag
Special Qualities: Darkvision 60 ft., Fear Resistance, Holiday Disguise, Unconventional Combat, Sadistic Glee, Trick-or-treat
Saves: Fort +2, Ref +8, Will +3
Abilities: Str 12, Dex 18, Con 14, Int 14, Wis 10, Cha 14
Skills: Bluff +9, Climb +12, Disguise +9, Tumble +11
Feats: Improved Unarmed Strike, Weapon Finess
Environment: Demiplane of Halloween
Organization: Solitary, Trick-or-treat group (3-5), Hungry Mass (10-15)
Challenge Rating: 4
Treasure: Strange Candy (See below), half normal treasure
Alignment: Usually Chaotic Evil
Advancement: By character Class
Level Adjustment: +3
Possessions: Small Sack, Halloween Costume

Labans, also called Trick-or-treaters, are pale childlike creatures native to the plane of Halloween. All labans have a natural sweet tooth and very little compassion for other creatures. They often seek to transform everything living in sight into candy with their magic candy bags. Labans wear typical haloween costumes resembling small witches, demons, undead and whatnot, along with their magic sacks that store all their candy.

Combat
Labans most common tactic is to try and climb an enemy and then put its candy-bag over it’s head to transform it to strange candy. If the laban feels threatened, it uses it’s Halloween Custome ability to get away or hide from the threat. One the start of every turn a laban will eat a piece of candy and gain a random effect from the table below.

Candy-bag (Su): Any sack carried by a laban becomes an extra dimensional space as long as it is carried in both hands. The bag doesn’t change weight and can hold up to 20 lbs. of strange candy. However, what is even stranger is that the laban actively uses this bag as a weapon, trying to put it over the heads of its enemies.

The laban can attempt to put the bag over the head of a Large or smaller enemy. If the creature is larger than the laban, it must climb it (see Unconventional Combat, below). To do this, the Laban must succeed a touch attack against the target. If the target is hit, it must succeed a DC 14 Reflex save or be turned into strange candy (see below), which is automatically put in the bag. The save is charisma-based.

A creature with the bag over it’s head, not turned to candy; is blinded and start to suffocate (See page 304 DMG). Creatures that do not breathe (oozes, undead, constructs, elements) do not suffocate. Even creatures with darvision are blinded by this as they can still not see beyond the bag.

A laban who has used this ability gains 50 gp worth strange candy (1 piece, fine size, 1 hp, 0 hardness weights 0.5 lb) as treasure for each creature transformed to candy. A transformed creature is dead. A remove curse spell will return a transformed creature back to its natural form , however, it is still dead.

A bagged creature cannot be targeted by spells until it is removed from the bag. Creatures immune to polymorph and/or death effects are immune to this ability. When the laban dies, the bag turns into a normal sack again and spills all the strange candy out onto the ground.


Fear Resistance (Ex): Labans have a natural resistance against fear; they get a +4 bonus to will saves against fear effects.

Holiday Disguise (Su): As a full round action the laban can transform itself into another creature. This ability functions as a polymorph spell, except it only can transform the laban itself and the laban can end it at will. The laban can use this ability three times per day.

Sadistic Glee (Ex): As long as the Laban is not paralyzed, stunned, petrified, asleep, immobilized, pinned or helpless, the Laban gets a deflection bonus equal to it's charisma to AC and attack rolls.

Trick-or-Treat (Ex): Once per round as a free action; the laban can take a piece of strange candy from its bag and eat it (see below), in start of combat there is about 10-20 pieces of candy in the bag. If a creature is turned into a piece of strange candy and put into the bag (see above), it has 5% chance to be eaten this way. An eaten creature can only be returned by a Limited Wish, Wish or Miracle spell.

Unconventional Combat (Ex): To use this ability, the laban must move adjacent to a foe at least one size categories larger than itself. In the following round, it may make a DC 18 Climb check as a free action to clamber onto the creature’s back or limbs (it moves into one of the squares the creature occupies). The creature it’s standing on takes a –4 penalty on attack rolls against it, because the monster can strike at you only awkwardly. If the creature moves during its action, the laban moves along with it. The creature can try to shake the laban off by making a grapple check opposed by the labans Climb check. If the creature succeeds, the laban wind up in a random adjacent square.

Skills: Labans get a +4 racial bonus to climb checks. A laban can always take 10 on a climb check, even while threatened.

Strange Candy: Strange candy is magical sweets that have random magical effect on the user when eaten. Each time you eat a piece of strange candy, roll a d10 on the table below to determine which effect the candy has. None of these effects allow saves or has any less effect on non-willing creatures. It is impossible to determined the effect of a piece of strange candy, even with the use as spells such as identify.

{table=head] Roll | Effet
1 |Cure light wounds on the user as if cast by a level 8 cleric
2 | Bull’s Strength on user as if cast by a level 8 druid
3 | Fox’s Cunning on user as if cast by a level 8 druid
4 | Bear’s Endurance on user as if cast by a level 8 druid
5 | Eagle’s Splendor on user as if cast by a level 8 druid
6 | Cat’s Grace on user as if cast by a level 8 druid
7 | Owl’s Wisdom on user as if cast by a level 8 druid
8 | Reduce Person on user as if cast by a level 8 wizard
9 | Enlarge Person on user as if cast by a level 8 wizard
10 | Invisibility on user as if cast by a level 8 bard
[/table]

{table=head] Knowledge (the Planes) | Information
20 | Labans are strange little humanlike childlike creatures that can change shape.
25 | A Laban’s magic bag is truly a peculiar item that can transform living creatures to candy
[/table]

CthulhuEatYou
2012-10-12, 11:31 AM
I'll see if I can scare up some more Halloween goodies for 3.5. too if you don't mind.

Debby

Feel free to do so :)

Debihuman
2012-10-13, 01:22 AM
Here are corrections for Mad Warp Cat:

Mad Warp Cat, Rogue 6
Hit Dice: 8d10+16 plus 6d6+12 (93 hp)
Base Attack/Grapple: +12/+9
Attack: Claw+14 melee (1d4+1)
Full Attack: 2 claws +14 melee (1d4 +1)

And corrections for Laban

Hit Dice: 4d8+8 (26 hp)
Attack: Unarmed strike +5 melee (1d2+1 nonlethal ) or Candy-bag + 5 touch
Full Attack: Unarmed strike +5 melee (1d2 +1) or Candy-bag +5 touch

Small creatures always do 1d2 points of nonlethal damage with an unarmed attack. Unarmed attacks always deal nonlethal damage unless the creature has Improved Unarmed Strike feat.

Laban should have 2 feats. Weapon Finesse and Improved Unarmed Strike would be much better than Iron Will for this one.

How to get average hit points: halve the hit die and add.5. d4 =2.5, d6=3.5, d8=4.5, d10=5.5, etc.

Candy-bag (Su): Any sack carried by a laban becomes an extra dimensional space as long as it is carried in both hands. The bag doesn’t change weight and can hold up to 50 lbs. of strange candy. However, what is even stranger is that the laban actively uses this bag as a weapon, trying to put it over the heads of its enemies.

[There should be a Reflex save to avoid having the bag put over your head]

The laban can attempt to put the bag over the head of a Large or smaller enemy. If the creature is larger than the laban, it must climb it (see Unconventional Combat, below). To do this, the Laban must succeed a touch attack against the target. If the target is hit, it must succeed a DC 14 Will save or be turned into strange candy (see below), which is automatically put in the bag. The save is charisma-based,

[Anyone with a bag over its head but not turned into candy should start to suffocate until the bag is removed. Since this is a supernatural ability, it might not be possible for a targeted creature to do this without first wining a Grapple check or something like that].

A laban who has used this ability gains 50 gp worth strange candy as treasure for each creature transformed to candy. A transformed creature is dead. A remove curse spell will return a transformed creature back to its natural form , however, it is still dead.

A bagged creature cannot be targeted by spells until it is removed from the bag. Creatures immune to polymorph and/or death effects are iimmune to this ability. When the laban dies, the bag turns into a normal sack again and spills all the strange candy out unto the ground.

Note: Since the bag can only hold 50 lbs of candy, you will need to determine how many pounds of candy a transformed creature weighs. It's best to do this by size.

For example:

Small and smaller creatures are transformed into 10 lbs. of candy, Medium creatures are transformed into 20 lbs. of candy, and Large and larger creatures are transformed into 30 lbs. of candy. A bag can hold 5 Small or smaller creatures, or 2 Medium creatures (plus one Small creature), or 1 Large creature (plus 1 Medium or 2 Small creatures) worth of candy.

Debby

CthulhuEatYou
2012-10-13, 06:51 AM
Here are corrections for Mad Warp Cat:

Mad Warp Cat, Rogue 6
Hit Dice: 8d10+16 plus 6d6+12 (93 hp)
Base Attack/Grapple: +12/+9
Attack: Claw+14 melee (1d4+1)
Full Attack: 2 claws +14 melee (1d4 +1)


Fix'd


And corrections for Laban

Hit Dice: 4d8+8 (26 hp)
Attack: Unarmed strike +5 melee (1d2+1 nonlethal ) or Candy-bag + 5 touch
Full Attack: Unarmed strike +5 melee (1d2 +1) or Candy-bag +5 touch

Small creatures always do 1d2 points of nonlethal damage with an unarmed attack. Unarmed attacks always deal nonlethal damage unless the creature has Improved Unarmed Strike feat.


Ah, ok. :)


Laban should have 2 feats. Weapon Finesse and Improved Unarmed Strike would be much better than Iron Will for this one.

The iron will feat is primarily because they belong to a plane where half the creatures have fear attacks xD
Will just give them Fear Resistance [Ex] instead.


How to get average hit points: halve the hit die and add.5. d4 =2.5, d6=3.5, d8=4.5, d10=5.5, etc.

Yeah, I'm still not good at that, haha.


Candy-bag (Su): Any sack carried by a laban becomes an extra dimensional space as long as it is carried in both hands. The bag doesn’t change weight and can hold up to 50 lbs. of strange candy. However, what is even stranger is that the laban actively uses this bag as a weapon, trying to put it over the heads of its enemies.

[There should be a Reflex save to avoid having the bag put over your head]

The laban can attempt to put the bag over the head of a Large or smaller enemy. If the creature is larger than the laban, it must climb it (see Unconventional Combat, below). To do this, the Laban must succeed a touch attack against the target. If the target is hit, it must succeed a DC 14 Will save or be turned into strange candy (see below), which is automatically put in the bag. The save is charisma-based,

[Anyone with a bag over its head but not turned into candy should start to suffocate until the bag is removed. Since this is a supernatural ability, it might not be possible for a targeted creature to do this without first wining a Grapple check or something like that].

A laban who has used this ability gains 50 gp worth strange candy as treasure for each creature transformed to candy. A transformed creature is dead. A remove curse spell will return a transformed creature back to its natural form , however, it is still dead.

A bagged creature cannot be targeted by spells until it is removed from the bag. Creatures immune to polymorph and/or death effects are iimmune to this ability. When the laban dies, the bag turns into a normal sack again and spills all the strange candy out unto the ground.

Note: Since the bag can only hold 50 lbs of candy, you will need to determine how many pounds of candy a transformed creature weighs. It's best to do this by size.

For example:

Small and smaller creatures are transformed into 10 lbs. of candy, Medium creatures are transformed into 20 lbs. of candy, and Large and larger creatures are transformed into 30 lbs. of candy. A bag can hold 5 Small or smaller creatures, or 2 Medium creatures (plus one Small creature), or 1 Large creature (plus 1 Medium or 2 Small creatures) worth of candy.

Debby

Will look into it :)
Edit: I will not make it size depended as the creature is still only turned into a single piece of candy. I have decided it turns all creatures touched into fine pieces of strange candy weighting 0.5 lb no matter what.
Creatures stuck over the head with the bag without turning will now suffocate AND be blinded.
It's now a reflex save.

CthulhuEatYou
2012-10-13, 09:09 AM
Skeletal Troubadour

Skeletal Troubadour (Bard 6)
Medium Undead (Extraplanar)
Hit Dice: 6d12 + 6d6 (60 hp)
Initiative: +7
Speed: 30 ft (6 squares).
Armor Class: 21 (+3 Dex, +4 natural, +4 deflection), touch 17, flat-footed 14
Base Attack/Grapple: +7/+8
Attack: Claw +10 melee (1d6+1)
Full Attack: 2 claws +10 melee (1d6 +1)
Special Attacks: —
Special Qualities: As you Dance; I Play, Bardic Music, Bardic Knowledge, Bard Spells, Countersong, Damage Reduction 5/bludgeoning, Dance-till’-Death, Darkvision 60 ft., Ethereal Fiddle, Fascinate, Inspire Courage, Natural Musician, Undead Traits
Saves: Fort +4, Ref +10, Will +10
Abilities: Str 12, Dex 16, Con -, Int 12, Wis 12, Cha 20
Skills: Bluff +17, Diplomacy +20, Listen +7 Perform (String-Instruments) +23, Sense Motive +7, Tumble +18
Feats: Improved Initiative, Skill Focus (Perform (String-Instruments)), Weapon Finesse, Chord of Distractions (Complete Scoundrel p. 75), Warning Shout (Complete Scoundrel p. 82)
Environment: Demiplane of Halloween
Organization: Solitary, Troupe (4 Dancing Dead and 1 Skeletal Troubadour)
Challenge Rating: 8
Treasure: Coins and goods only
Alignment: Usually Chaotic Neutral
Advancement: By character Class
Level Adjustment: +3

Skeletal troubadours are undead fiddle playing skeletons that enthrall his enemies with his music. A skeletal troubadour will play on for centuries if not disturbed, slowly gathering a bigger and bigger troupe of dancing dead. Skeletal troubadours are not evil per design, and are not necessarily aware of his effect it have on others, but enjoy his music and the attention it gives him so much that he’ll play on forever if allowed to do so.

Combat
The skeletal troubadour does never enters combat unless forced to, and will attempt to continue playing his music even if attacked, however use his bardic spells to naturalize all enemies while doing so. In most combats the troubadour will rely on a number of Dancing dead to fight of his enemies if attacked.

As you dance; I play (Ex): As long as one or more creatures dance around the skeletal troubadour and the troubadour is still playing, the troubadour gets a +4 deflection bonus to AC and a +4 morale bonus to perform checks. A skeletal troubadour gets a +4 profane bonus to saves made to resist Silence spells.

Bardic Music (Su): A skeletal troubadour has the bardic music abilities of fascinate, inspire courage, inspire competence and suggestion. These function identically to the bard class features of the same name. A skeletal troubadour can use these abilities a total of five times per day.

Dance-'til-death (Su): As long as the troubadour plays his fiddle, all creatures within 60 ft. must succeed a DC 21 Will save or begin to dance as if affected by an Otto’s irresistible dance spell, except the duration lasts as long as the skeletal troubadour plays. After dancing for a number of hours equal to the target's constitution modifier (minimum 1), the target must succeed a DC 21 Fortitude save or become exhausted. Exhausted creatures continue to dance and takes 1 point of Constitution per hour unless the target succeeds on a Will save DC 21 +1 per hour the target continues to dance. If the target's constitution drops to 0, the target reanimates as a dancing dead 1d6 rounds later (see below). A creature can only be affected by this once every 24 hours. If a creature is dragged out of the ability’s range, or otherwise moved outside it, it is freed from the spell, but can be affected by it again before the 24 hours have passed. As long as a victim stays within the ability's range, it will struggle to stay within it. All targets will dance as long as the troubadour plays any music, which allows the troubadour to cast bards spells and use bardic music abilities, and still keep creatures dancing. This is a Mind-affecting compulsion effect. The saves are charisma-based.

Ethereal Fiddle (Su): The skeletal troubadour has a fiddle made of force which it uses to play it’s music. The fiddle only exists as long as the troubadour lives and it is within it's hands; the fiddle cannot be target by disarm attempts or otherwise removed from his position. It has 10 hp and hardness 25. Otherwise the force fiddle functions as a normal fiddle.

Natural Musician (Ex): The skeletal troubadour adds his racial HD to his caster level for bard spells.

Bardic Spells – 0th: 3 spells per day – Ghost Sound (DC 15), Lullaby (DC 15), Mage Hand, Light, Message, Summon Instrument - 1st: 3 spells per day – Cause Fear (DC 16), Charm Person (DC 16), Hideous Laughter (DC 16), Hypnotism (DC 16) 2nd: 2 spells per day – Enthrall (DC 17), Hold Person (DC 17), Suggestion (DC 17). Bard caster level 12.

{table=head] Knowledge (Religion) | Information
22 | Skeletal troubadours are fiddle playing undead that uses their music to enthrall people around them.
25 | A skeletal troubadour is not necessarily evil, but his music will convert everyone enthralled with his music to dancing skeletons.
[/table]


-------------------------------------------------------------------------------------------------------


Dancing Dead
Medium Undead (Extraplanar)
Hit Dice: 6d12 (39 hp)
Initiative: +7
Speed: 30 ft (6 squares).
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Claw +6 melee (1d6+1)
Full Attack: 2 Claws +6 melee (1d6 +1)
Special Attacks: —
Special Qualities: Alluring Dance, Damage Reduction 5/bludgeoning, Darkvision 60 ft., Party all Night Long, Rage, Undead Traits
Saves: Fort +2, Ref +5, Will +4
Abilities: Str 16, Dex 16, Con -, Int 10, Wis 10, Cha 16
Skills: Bluff +12, Diplomacy +12, Perform (Dance) +15, Tumble +12
Feats: Improved Initiative, Skill Focus (Perform (Dance)), Weapon Finesse
Environment: Demiplane of Halloween
Organization: Solitary, Troupe (4 Dancing Dead and 1 Skeletal Troubadour)
Challenge Rating: 3, +4 with Skeletal Troubadour present
Treasure: Coins and goods only
Alignment: Usually Chaotic Neutral
Advancement: By character Class
Level Adjustment: +1

The dancing dead are the skeletal victims of the skeletal troubadours music, however not victims in the usual sense of the word. The dancing dead are like addicts, forever in love with the music, and musician, who turned them; and the worst possible nightmare in their minds is the music stopping. Dancing dead is normally completely passive and non-aggressive to strangers, and would love nothing more than to dance with them if such an opportunity came. However, if anyone were to stop this music, they would enter a rage and smack the interloper to pieces. The skeletal dance continues on forever as long as the troubadour plays.

Combat
Until combat starts, if combat starts, the dancing dead will use their Alluring Dance ability to aid the Skeletal troubadour’s perform check. If the music ends or someone interrupts their dancing, the dead will enter a rage and attack them until there are dead, even if the music starts to play again.

Alluring Dance (Ex): The dancing dead can use Perform (Dance) to aid a skeletal troubadour’s Perform (string-instruments) check, furthermore a successful aid attempt boosts the skeletal troubadour check by +4 instead of the usual +2.

Party all Night Long (Ex): As long as the skeletal troubadour plays his instrument, the dancing dead gets a +2 morale bonus to attack rolls, damage rolls, skill checks (not skill checks used to aid the troubadour however), and AC. This bonus prevails as long as the troubadour succeeds all his perform checks while playing.

Rage (Ex): If the music stops, the dancing dead enters a rage and starts attacking whoever stopped it. This ability functions as the barbarians rage class feature as if the dancing dead had a constitution score of 12. Dancing Dead can still not become exhausted.

{table=head] Knowledge (Religion) | Information
16 | Dancing dead are the victims of the Skeletal Troubadour’s enthralling music.
21 | A dancing dead is not in pain, as one would expect with the undead, but are rather overly music enthusiastic skeletons that will do everything to dance on forever.
[/table]

Tanuki Tales
2012-10-13, 09:25 AM
Um... Plenty of races have the human subtype because of branching off from humans a long time ago. And few of them have any of the abilities you listed (the extra skill point per level is the most common, along with Medium size and 30 ft. speed...). Those abilities are the features of the human race, not the human subtype. The subtype does nothing except mark the character for human-only effects, or let them meet prerequisites.

This.

I see nowhere in the RAW that having the human subtype grants anything except how certain spells and items interact with things.

Debihuman
2012-10-13, 12:53 PM
Troll Brau see my post #16 above. You can find it in the Player's Handbook or in the SRD online under Races here: http://www.d20srd.org/srd/races.htm#humans

Debby

Tanuki Tales
2012-10-13, 03:18 PM
Troll Brau see my post #16 above. You can find it in the Player's Handbook or in the SRD online under Races here: http://www.d20srd.org/srd/races.htm#humans

Debby

I saw it.

That's the human base race, not the human subtype.

The human subtype grants nothing aside from being considered a human for the purpose of items, spells and other effects. There is no RAW precedence, as far as I can find, that having the human subtype grants you the human racial features.

The "Human traits" racial feature however, such as the Karsite from Tome of Magic possess, does give you all those stats plus whatever extra.

Debihuman
2012-10-13, 06:14 PM
The Humanoid type requires a Subtype (See Humanoid Type). So if you are going to add Subtype Human then you are presumably relying on the Human traits, which is what the Karsite does. It is even listed on the stat block as Human traits. The karsite has the extra feat (as 1 HD warrior, it has 2 feats for example).

A Humanoid creature with the Elf subtype would have the Elf traits. I fail to see what your issue with this is.

Debby

Tanuki Tales
2012-10-13, 06:30 PM
The Humanoid type requires a Subtype (See Humanoid Type). So if you are going to add Subtype Human then you are presumably relying on the Human traits, which is what the Karsite does. It is even listed on the stat block as Human traits. The karsite has the extra feat (as 1 HD warrior, it has 2 feats for example).

A Humanoid creature with the Elf subtype would have the Elf traits. I fail to see what your issue with this is.

Debby

The issue is that you're stating what is essentially a house rule as being RAW (and what I mean is, "If it has X racial subtype, it should have X racial traits". I agree with it, but that's not RAW). Having a subtype does not grant you the racial traits of a base race in of itself. If it did, than all of the humanoid subtypes would be listed in the Monster Manual and the SRD and it would list what the subtype grants (like every other subtype does).

Now, you can point at the Goblinoid subtype as an example, but it never specifies that the subtype actually gives anything it just mentions common things about all Goblinoids. If you somehow gain the Goblinoid subtype, you don't suddenly speak Goblin and get a racial bonus to Hide checks just for having the subtype. So if you gain the human subtype you don't get all the racial features of the human base race.

Can you point out any examples from RAW of the human subtype granting all the racial traits humans receive without something else in it's traits giving it all those goodies?

Debihuman
2012-10-14, 12:31 AM
Having a subtype does not grant you the racial traits of a base race in of itself. If it did, than all of the humanoid subtypes would be listed in the Monster Manual and the SRD and it would list what the subtype grants (like every other subtype does)

The 3.5 MM (and by extension the SRD) is egregiously poorly edited and proofread. Demon and Devil subtypes are missing but it has the Angel and Archon Subtypes. The Sprite subtype is also missing. [All sprites have a +2 racial bonus on Search, Spot, and Listen checks].

Hazlon's razor strikes again: "Never attribute to malice that which is adequately explained by stupidity."

Then again I think it is stating the obvious to say that a creature with Subtype X has racial traits X unless otherwise noted.

Debby

CthulhuEatYou
2012-10-14, 08:34 AM
Okay people, I think this discussion belongs another place than this thread really xD
For simplicity, I'm doing it the half-elf way.


Elven Blood: For all effects related to race, a half-elf is considered an elf.

so somthing like:
Human Ancestry(Ex): For all effects related to race, a strange-folk is considered a human.

fine? xD


Edit: Okay, that change were actually big enough to force me to remove items from the main thread and link them instead :/

CthulhuEatYou
2012-10-14, 08:40 AM
Okay, nothing new, just had to move items from the main thread due to space limits. All future items will be added to this post.

Items:

Despair
Price: +1 bonus
Property: Weapon
Caster Level: 5th
Aura: Faint; (DC 21) Faint Necromancy [Fear, Mind-Affecting)
Activation: —

The surface of this weapon shines with a dark purple glow.

A weapon with the Despair enchantment gets a +1 on attack rolls and damage rolls against shaken enemies, +2 against frightened enemies and +3 against panicked enemies.
Create Magic Arms and Armor; cause fear.


Fear Harvest
Price: +1 bonus
Property: Weapon
Caster Level: 9th
Aura: Faint; (DC 21) Conjuration (healing)
Activation: —

The weapon is covered in streamlined black holes drilled into the weapon. Each time it strikes the weapon emits, a low screeching sound.

Each time a Fear Harvest weapon strikes a shaken, frightened or panicked enemy, the fear is lowered by one step. You heal 2d4 hit points each time this happends. (This is positive damage and deal 1d4 damage to the wielder, if the wielder is undead)
Create Magic Arms and Armor, remove fear, cure moderate wounds.

Courage
Price: 500 gp
Property: Armor
Caster Level: 12th
Aura: Moderate; (DC 21) Abjuration
Activation: —

The armor glows with a faint waving white light.

The wielder of this item gets a +2 morale bonus resist fear effects.

Gold Pumpkin
A golden pumpkin is a very rare item sometimes found on the material plane or its neighboring planes. Simply by touching the golden pumpkin, the touching person instantly travels to the Plane of Halloween. For more people to touch the pumpkin at once, and all get teleported, they must succeed a DC 16 Reflex Save. The pumpkin can teleport up to 8 people at once, each with no more items on them than they can carry with max load. Once on the plane, the gold pumpkin will turn pitch black and disappear to be located on a random spot within the plane. If adventures find a black pumpkin, they can, by touching it, teleport to the plane from which the pumpkin was used in the same fashion it is used to teleport to the Plane of Halloween.
Aura: Strong Conjuration (Teleportation)
Minor Artifact, Caster level 20.

Liquid Nitrogen
This is a cylinder formed metal bottle obviously constructed to fall apart upon impact; while still creating the pressure to contain nitrogen in its liquid form.

You can throw a flask of liquid nitrogen as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 2d4 points of cold damage. Every creature within 5 feet of the point where the acid hits takes 1 point of cold damage from the splash.

You can use a flask of liquid nitrogen to make a touch attack against a weapon or shield, the wearer must succeed a DC 14 reflex save or drop the weapon/shield. If he succeeds he takes 1d4 cold damage instead. A character can choose to voluntarily drop the weapon or shield to avoid taking this damage.

If you drink a bottle of liquid nitrogen you take 4d4 points of cold damage and must succeed a DC 20 fortitude save or die. Creature’s immune to critical strikes, cold damage, and/or death effects is immune to this effect. A bottle of liquid nitrogen cannot be used as a poison as it vaporizes outside the bottle and turns to nitrogen gas.

A character can create a bottle of liquid nitrogen if they succeed on a DC 30 Craft (Alchemy) check, Nitrogen however has a special component needed to make it; 0.5 lb of ice from the elemental plane of cold. This material is very rare on the material plane and has a marked price of 200 gp per half lb. To make a flask of liquid nitrogen, one needs a Masterwork Alchemy Kit.
Cost: 250 gp; Marked Price 500 Gp


Bottle of Hoodlums
The content of this round bottle looks like whirling smoke and dust. Upon impact it releases a number of mean spirit ghosts who attempts to steal and escape with all valuable items inside its impact zone.

You can throw a bottle of Hoodlums as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 15 feet. Upon impact the bottle releases 1d4+1 Hoodlums that try steal valuable items from all creatures within 15ft. of impact and then escape. Alternatively, a user that removes the bottle’s lit let the hoodlums loose centered on his area and might very well end up losing a valuable item per released hoodlum, see above.

All hoodlums last for 10 rounds before disappearing; leaving all stolen goods on the spot they disappeared in.
Aura: Faint Conjuration
Craft Wondrous Item; Summon Monster IV, CL 10, Cost: 2000 GP; Marked Price: 4000 GP

Tanuki Tales
2012-10-14, 10:46 AM
The 3.5 MM (and by extension the SRD) is egregiously poorly edited and proofread. Demon and Devil subtypes are missing but it has the Angel and Archon Subtypes. The Sprite subtype is also missing. [All sprites have a +2 racial bonus on Search, Spot, and Listen checks].

Hazlon's razor strikes again: "Never attribute to malice that which is adequately explained by stupidity."

Then again I think it is stating the obvious to say that a creature with Subtype X has racial traits X unless otherwise noted.

Debby

So, essentially, you have no proof for your claim.


Edit:


Okay people, I think this discussion belongs another place than this thread really xD
For simplicity, I'm doing it the half-elf way.



so somthing like:
Human Ancestry(Ex): For all effects related to race, a strange-folk is considered a human.

fine? xD


Just having the human subtype should mean the same thing, but you can add in a racial trait to that end. Though I'm trying to look up a published Half-Elf in 3.X to see whether or not they have the Elf subtype or just the human one.


Edit Edit:

I did some digging and it turns out that Half-Elves are statted as "Humanoid (Elf)".

So there's evidence right there that having a subtype does not automatically grant you the racial traits usually attributed to that subtype since Half-Elf racial traits differ from Elf racial traits even though they have the same subtype.

CthulhuEatYou
2012-10-14, 11:29 AM
Pumpkin Hound

Pumpkin Hound
Medium Plant (Augmented Animal, Extraplanar, Psionic)
Hit Dice: 5d8+15 (37 hp)
Initiative: +7
Speed: 50 ft (10 squares)
Armor Class: 21 (+3 Dex, +4 natural, +4 deflection), touch 17, flat-footed 14
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (2d4+4)
Full Attack: Bite +6 melee (2d4+4)
Special Attacks: —
Special Qualities: Animal Instincts, Darkvision 60 ft., Plant-Traits, Psionics, Scent, Sixth-Sense, Trackless Step
Saves: Fort +7, Ref +9, Will +2
Abilities: Str 16, Dex 16, Con 16, Int 4, Wis 10, Cha 18
Skills: Hide +8, Move Silently +8, Search +8, Spot +8
Feats: Improved Initiative, Improved Trip
Environment: Demiplane of Halloween
Organization: Solitary, Pack (5-12)
Challenge Rating: 3
Treasure: None
Alignment: Usually Neutral
Advancement: 5-9 (Medium), 10-14 (Large), 15 – 20 (Huge)
Level Adjustment: +1


Pumpkin hounds are peculiar dog-like plant creatures resembling fused pumpkins. Strangley these are not even remotely in family with the Jack-o’-lantern. Pumpkin hounds are smart by animal standarts, and what are most surprising about them is their supernatural psionic abilities to locate objects and people they’ve seen before.

Combat
In combat, pumpkin hounds use darkness and then circle their prey like real-life wolfs. If facing enemies alone, they most often retreat to their pack.

Animal Instincts (Ex): For all effects related to race, a Pumpkin Hound is considered an animal. Druids native to the Plane of Halloween can choose a Pumpkin Hound as animal companion at 7th level.

Psionics (Sp): At will—Know Direction, Locate Object, Locate Creature (DC 17), 3/day—Expeditious Retreat, Darkness. Effective caster level equal to the Pumpkin Hounds HD.

Sixth-Sense (Su): The Pumpkin-hound get a deflection bonus to AC and reflex saves equal to its charisma modifier.

Trackless Step (Ex): A Pumpkin Hound leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if so desired.
{table=head] Knowledge (the Planes) | Information
20 | Pumpkin Hounds are wolf like plant creatures native to the Plane of Halloween. They hunt in packs like wolfs and uses weak psionics to blind their enemies with darkness. This level of success reveals plant traits.
25 | What is truly remarkable about Pumpkin Hounds is their ability to find familiar objects and people, a pumpkin hound can find anything seemingly hidden beyond ever being found again with their psionic abilities.
[/table]

Debihuman
2012-10-14, 11:48 AM
Back on target now :cool:

A "bumpkin" is an unsophisticated person, as in "country bumpkin" so I'm not sure that your golden pumpkin is aptly named. It should be a minor artifact with Strong Conjuration (Teleportation) and CL 20. .

Most of what you have listed under Items are Weapon Special Abilities and not actual items at all. Just being a bit nickpicky here. They are also missing parts of construction.

Despair should have for creation the following: Faint Necromancy [Fear, Mind-Affecting); CL 5, Create Magic Arms and Armor; cause fear.

It only has a +1 enhancement and cause fear is a 1st level spell, so this would necessitate the lower caster level and aura. I'd make this comparable to a weapon with the Throwing or Thundering special ability.


Fear harvest would have Faint Conjuration, CL 9, Create Magic Arms and Armor, cause fear, cure moderate wounds.

It has a +1 enhancement and it takes a 1st level spell and a 2nd level spell to create. I'm not the best with item creation but requiring CL 12 seems a bit high. This looks to be the equivalent of +3 enhancement making it CL 9. [CL is 3x enhancement bonus].

Just trying to work this out myself.

Debby

Debihuman
2012-10-14, 12:22 PM
Now back to critiquing monsters

Pumpkin hound looks good. To make them even more Animal-like, you might want to give them the Augmented Animal Subtype. [Note: this could have more to do with the history of how these came to be than anything else.]

Hit Dice and hit points are off. Hit Dice: 5d8+15 (37 hp).
5 x 4.5 = 22.5 plus 3x5 = 15; 22.5 +15 =37.5 and you always round down.

Attack lines are a bit wonky. If its claws are its primary attack, it gets BAB + Str + size modifier to attack (no matter how many primary claws it has); it has 1 bite as a secondary attack, which takes -5 penalty. Note that secondary attacks are always secondary even when used as a primary attack.

The attack line should only lists one primary attack unless a creature has more than one type of primary attack. The full attack line shows all the attacks.

Attack: Claw + 6 melee (1d6+3)
Full Attack: 2 claws +6 melee (1d6+3) and bite +1 melee (1d8+1)

Flat-footed AC is 18. not 14. AC minus Dex bonus.

When you make a Knowledge check to find out about a monster the initial check is 10 + Monster's HD. Your first check should be at 15 not 20.

Do you have access to the online SRD? Here: http://www.d20srd.org/index.htm. I recommend you bookmark. I makes checking the rules a lot easier.

Debby

CthulhuEatYou
2012-10-14, 01:18 PM
Fixed, yeah, was confusing my self quite a lot over the Pumpkin Hound, haha xD

Anyway, here is my next "spooky" creation:

Cauldron Slime

Cauldron Slime
Large Ooze (Extraplanar)
Hit Dice: 12d10+84 (150 hp)
Initiative: -5
Speed: 50 ft (10 squares)
Armor Class: 4 (-1 size, -5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +9/+17
Attack: Slam +13 melee (2d6+6 plus 2d6 Acid and 1d6 fire)
Full Attack: Slam +13 melee (2d6+6 plus 2d6 Acid and 1d6 fire)
Special Attacks: —
Special Qualities: Acid, Blindsight 60 ft., Boiling Form, Cold Vulnerability, Magic Concoction, Ooze Traits
Saves: Fort +12, Ref +0, Will +0
Abilities: Str 18, Dex 1, Con 24, Int -, Wis 1, Cha 1
Skills: -
Feats: -
Environment: Demiplane of Halloween
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral Evil
Advancement: 12-18 (Large), 19-25 (Huge)
Level Adjustment: –

Cauldron slimes are a witch’s potion gone horribly wrong. Most Cauldron slimes consume their creators upon creation and then move on to consume everything else. The cauldron slimes color varies from deep red, to purple and green.

Combat
A cauldron slime charges its prey mindlessly. A cauldron slime is a dreaded enemy to all living creatures on the plane of Halloween.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit deals acid 2d6 acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 23 Reflex saves. A metal or wooden weapon that strikes a cauldron slime also dissolves immediately unless it succeeds on a DC 23 Reflex save. The save DCs are Constitution-based.

Boiling Form [Su] : The cauldron slimes temperature is always above the boiling point. All creatures struck by a cauldron slimes attacks takes 1d6 fire damage. Futhermore any creature striking the cauldron slime with a melee attack must succeed a DC 11 reflex save or take 1d6 fire damage. If the cauldron slime is dealt half its hit points cold damage, it loses this ability for 2d6 minutes.

Magic Concoction [Su] : The cauldron slimes body consists of various magic substances, any creature struck by the creature’s attacks must succeed a DC 22 Fort save or be affected by a random effect (see table below). Roll a d8 to determine the effect.

{table=head] Roll | Magical Effect6
1 | Target takes 2d4 desiccation damage every round for 5 rounds.
2 | Target is affected by a Baleful Polymorph spell (no additional save), turned into a frog for 1d4 rounds.
3 | Target is affected by a Baleful Polymorph spell (no additional save), turned tiny version of itself for 2d4 rounds.
4 | Target affected by a Confusion spell for 1d4 rounds.
5 | Target is affected by a Charm Monster spell for 4d4 rounds.
6 | Target is affected by a Baleful Polymorph spell (no additional save), turned into candy for 1d4 rounds.
7 - 8 | Nothing happends.
[/table]



{table=head] Knowledge (the Planes) | Information
22 | A cauldron slime is the animated remains of a witches cauldron’s content. It's corrosive boiling form deals both fire and acid damage. This amount of success reveals ooze traits.
27 | A cauldron slime still have some of the magic leftovers from the original witches potion. Everyone struck by it have a chance to be affected by a random magical effect.
[/table]

Cipher Stars
2012-10-14, 01:20 PM
I'll just leave this here:
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/Atomic_Pumpkin_Monster_by_GH_Graphics.jpg

CthulhuEatYou
2012-10-14, 01:52 PM
Yeah, a little set back, was contacted by a moderator and I hadn't apparently linked sufficient "rights owner" material to each picture. Well, no pictures for now, but will contact the respective owners and see how many pictures I can use :)

Cipher Stars
2012-10-14, 02:30 PM
Yeah, a little set back, was contacted by a moderator and I hadn't apparently linked sufficient "rights owner" material to each picture. Well, no pictures for now, but will contact the respective owners and see how many pictures I can use :)


Can't you just link the pictures to their creators? That's what I do. That pumpkin monster picture I just shared doesn't seem to have a creator far as I can find.
http://trixietreats.blogspot.com/2009/04/da-discovery-gh-graphics.html

CthulhuEatYou
2012-10-14, 02:35 PM
Can't you just link the pictures to their creators? That's what I do. That pumpkin monster picture I just shared doesn't seem to have a creator far as I can find.
http://trixietreats.blogspot.com/2009/04/da-discovery-gh-graphics.html

~GH-Graphics deviantart.com? Thats what is written beneath all the pictures anyway ;)

Well, I did say the creator's name and webpage (devianart.com in ALL cases), but apparently that wasn't enough. :)

Cipher Stars
2012-10-14, 02:56 PM
~GH-Graphics deviantart.com? Thats what is written beneath all the pictures anyway ;)

Well, I did say the creator's name and webpage (devianart.com in ALL cases), but apparently that wasn't enough. :)

Just link to it as well then. Since I've never been warned (Well except that one time when a picture was like two pixels too large to be placed without a spoiler) and I don't really do anything other then link to the source.

I followed the link below the picture, it was just a deviant art account that had no deviations on its own, just a collection of favorites I looked through to see if I could find the source there.

If you use it I would think it should be sufficient to say "Artist Unknown" and link to that blog-thing.

CthulhuEatYou
2012-10-14, 03:00 PM
Yeah. Reading the warning sticker thread leave puzzled, I think I have to ask a moderator, wouldn't want to lose the thread over it :)

Edit: Troll Bräu have apparently asked a moderator about it: I explicitly need the artists permission when using their pictures. Linking the artist and giving credit isn't enough alone. Good to know.

Cipher Stars
2012-10-14, 04:06 PM
Troll Bräu have apparently asked a moderator about it: I explicitly need the artists permission when using their pictures. Linking the artist and giving credit isn't enough alone. Good to know.

Wouldn't that cut away at least half the pictures used on this site?
Oh well, I used a lot of Genzoman's work and he let me... *Sigh* I'll have to go through and follow all my images to the author and make sure it's fine. Whats the point of hosting the images in the first place if you don't want to share them though?

Anyway.

I think 1 and 5 on the Cauldron Slime's magic Concoction are underwhelming compared with 2-4.
Perhaps charm person could be replaced with a paralysis effect fluffed as the victim hardening into a colorful over-sized piece of candy instead of stone like an existing spell does (Which I don't know off the top of my head).
1 could be reoccuring damage due to a piece of the slime attaching itself to the victim while it drains it, causing that desiccation damage.

CthulhuEatYou
2012-10-14, 04:30 PM
Wouldn't that cut away at least half the pictures used on this site?
Oh well, I used a lot of Genzoman's work and he let me... *Sigh* I'll have to go through and follow all my images to the author and make sure it's fine. Whats the point of hosting the images in the first place if you don't want to share them though?

Anyway.

I think 1 and 5 on the Cauldron Slime's magic Concoction are underwhelming compared with 2-4.
Perhaps charm person could be replaced with a paralysis effect fluffed as the victim hardening into a colorful over-sized piece of candy instead of stone like an existing spell does (Which I don't know off the top of my head).
1 could be reoccuring damage due to a piece of the slime attaching itself to the victim while it drains it, causing that desiccation damage.

Made it 2d4 dessication damage over 5 rounds and increased the charm person to 4d4 rounds. The charm person effect, like the other effects are flavoured after the usual witch concoction stuff (Turning people to frogs, making love potions, ect. ect.)

Cipher Stars
2012-10-14, 04:42 PM
Made it 2d4 dessication damage over 5 rounds and increased the charm person to 4d4 rounds. The charm person effect, like the other effects are flavoured after the usual witch concoction stuff (Turning people to frogs, making love potions, ect. ect.)

Doesn't the witch in Hansel and Grettel turn children into candy and eat them? At least in one version of the story.
My only problem (It isn't really a problem) is that Charm Person ends if the caster or allies threaten the charmed person, doesn't it? Which for a slime, would be pretty much always unless it tried to flee (Can slimes flee?)

CthulhuEatYou
2012-10-14, 04:51 PM
Ah, yeah, forgot about that, it now also have a chance of turning a person into candy for 1d4 rounds. Changed Charm Person to Charm Monster. A threatened creature gets +5 to the save to resist the effect, which I think is fair enough, as it is potentially a game ending effect that will passify one creature up to 16 rounds.

Debihuman
2012-10-14, 10:25 PM
Off topic nonsense here:
[/quote]So there's evidence right there that having a subtype does not automatically grant you the racial traits usually attributed to that subtype since Half-Elf racial traits differ from Elf racial traits even though they have the same subtype. [/quote]

Forgive me for sounding like a broken record, but I said earlier
"Having Subtype X should give you Racial Traits X unless otherwise noted." Illumians have the Human subtype and also have traits that humans don't have. Those traits are noted. They also have the human bonus feat (not noted).

I thoroughly LOVE the cauldron slime. I've never been one to go, "Whoo-hoo, a new ooze." But this came darn-tooting close. I going in order so let me critique the Skeletal Troubador first :-)

The skeletal troubadour's attack lines are off.

Melee attack should BAB +7, size +0 , + 3 Dex as it has weapon finesse. Natural weapons only do double damage on a 20. In order to increase the threat damage of its claws, it would need the Improved Critical feat.

Attack: Claw +10 melee (1d6+1)
Full Attack: 2 claws +10 melee (1d6 +1)

The DC save for Supernatural abilities is 10 + 1/2 Creature's HD + Cha modifier. Dance-'Til-Death should have DCs of 21.

I'm gonna streamline Dance-'til-death ability so that the saves are consistent.

Dance-'til-death (Su): As long as the troubadour plays his fiddle, all creatures within 60 ft. must succeed a DC 21 Will save or begin to dance as if affected by an Otto’s irresistible dance spell, except the duration lasts as long as the skeletal troubadour plays. After dancing for a number of hours equal to the target's constitution modifier (minimum 1), the target must succeed a DC 21 Fortitude save or become exhausted. Exhausted creatures continue to dance and takes 1 point of Constitution per hour unless the target succeeds on a Will save DC 21 +1 per hour the target continues to dance. If the target's constitution drops to 0, the target reanimates as a dancing dead 1d6 rounds later (see below). A creature can only be affected by this once every 24 hours. If a creature is dragged out of the ability’s range, or otherwise moved outside it, it is freed from the spell, but can be affected by it again before the 24 hours have passed. As long as a victim stays within the ability's range, it will struggle to stay within it. All targets will dance as long as the troubadour plays any music, which allows the troubadour to cast bards spells and use bardic music abilities, and still keep creatures dancing. This is a Mind-affecting compulsion effect. The saves are charisma-based.

I'd peg the LA as +3 rather than +1.

Knowledge checks should be at 22 and 25 not 20 and 30,

Dancing Dead attacks are also missing their Dex bonus from weapon finesse and should only crit on a natural 20 since they don't have the improved critical feat. Since they have a Str modifier of +3, they add that to their claw damage.

Attack: Claw +6 melee (1d6+3)
Full Attack: 2 claws +6 melee (1d6 +3)

Knowledge checks for dancing dead should be 16 and 21.

Cauldron Slime
hit points are 150 not 146 12x5.5=66 +84 = 150

Speed 50 ft. is 10 squares.

Its attacks lines are off. Damage is 1.5xStr modifier for a creature that only makes one natural attack.

Attack: Slam +13 melee (2d6+6 plus 2d6 acid and 1d6 fire)
Full Attack: Slam +13 melee (2d6+6 plus 2d6 acid and 1d6 fire)

Acid DC is 23 not 22. 10 + 1/2 creature's HD (6) + Con modifier (+7).

Acid is missing the amount of damage (2d4) in the text, just for completeness.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit deals 2d4 points of acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless he or she succeeds on DC 23 Reflex saves. A metal or wooden weapon that strikes a cauldron slime also dissolves immediately unless it succeeds on a DC 23 Reflex save. The save DCs are Constitution-based.

Boiling form should affect all melee weapons not neutral weapons. Also, the DC is 11. 10 + 1/2 creature's HD + Cha modifier because it is a Supernatural ability 10 + 6 - 5 = 11.

Boiling Form (Su) : The cauldron slime's temperature is always above the boiling point. All creatures struck by a cauldron slime's attacks take 1d6 points of fire damage. Furthermore, any creature striking the cauldron slime with an unarmed strike or a melee weapon must succeed a DC 11 Reflex save or take 1d6 points of fire damage. If the cauldron slime is dealt half its hit points cold damage, it loses this ability for 2d6 minutes.

Debby

Debihuman
2012-10-15, 02:14 AM
I just realized that the prerequisite for the Fear Harvest should be remove fear not cause fear. D'oh!

Debby

CthulhuEatYou
2012-10-15, 07:44 AM
I thoroughly LOVE the cauldron slime. I've never been one to go, "Whoo-hoo, a new ooze." But this came darn-tooting close. I going in order so let me critique the Skeletal Troubador first :-)


I'll take that as a compliment :)




The skeletal troubadour's attack lines are off.

Melee attack should BAB +7, size +0 , + 3 Dex as it has weapon finesse. Natural weapons only do double damage on a 20. In order to increase the threat damage of its claws, it would need the Improved Critical feat.


Well, that is truly strange, because I copied it from the skeletons attack, and it doesn't have Improved Critical Feat either.



Attack: Claw +10 melee (1d6+1)
Full Attack: 2 claws +10 melee (1d6 +1)


Don't know if I should keep the threat range or not, but rest fixed :)



The DC save for Supernatural abilities is 10 + 1/2 Creature's HD + Cha modifier. Dance-'Til-Death should have DCs of 21.


Ah, yeah, sorry, vent 10 + creature HD I think, haha




I'm gonna streamline Dance-'til-death ability so that the saves are consistent.

Dance-'til-death (Su): As long as the troubadour plays his fiddle, all creatures within 60 ft. must succeed a DC 21 Will save or begin to dance as if affected by an Otto’s irresistible dance spell, except the duration lasts as long as the skeletal troubadour plays. After dancing for a number of hours equal to the target's constitution modifier (minimum 1), the target must succeed a DC 21 Fortitude save or become exhausted. Exhausted creatures continue to dance and takes 1 point of Constitution per hour unless the target succeeds on a Will save DC 21 +1 per hour the target continues to dance. If the target's constitution drops to 0, the target reanimates as a dancing dead 1d6 rounds later (see below). A creature can only be affected by this once every 24 hours. If a creature is dragged out of the ability’s range, or otherwise moved outside it, it is freed from the spell, but can be affected by it again before the 24 hours have passed. As long as a victim stays within the ability's range, it will struggle to stay within it. All targets will dance as long as the troubadour plays any music, which allows the troubadour to cast bards spells and use bardic music abilities, and still keep creatures dancing. This is a Mind-affecting compulsion effect. The saves are charisma-based.


Thank you, that makes it a lot easier to fix




I'd peg the LA as +3 rather than +1.


Ah, might have forgotten to change it, as I did the dancing dead first.




Knowledge checks should be at 22 and 25 not 20 and 30,


Fixed




Dancing Dead attacks are also missing their Dex bonus from weapon finesse and should only crit on a natural 20 since they don't have the improved critical feat. Since they have a Str modifier of +3, they add that to their claw damage.

Attack: Claw +6 melee (1d6+3)
Full Attack: 2 claws +6 melee (1d6 +3)





Knowledge checks for dancing dead should be 16 and 21.


Fixed




Cauldron Slime
hit points are 150 not 146 12x5.5=66 +84 = 150

Speed 50 ft. is 10 squares.

Its attacks lines are off. Damage is 1.5xStr modifier for a creature that only makes one natural attack.

Attack: Slam +13 melee (2d6+6 plus 2d6 acid and 1d6 fire)
Full Attack: Slam +13 melee (2d6+6 plus 2d6 acid and 1d6 fire)

Acid DC is 23 not 22. 10 + 1/2 creature's HD (6) + Con modifier (+7).

Acid is missing the amount of damage (2d4) in the text, just for completeness.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit deals 2d4 points of acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless he or she succeeds on DC 23 Reflex saves. A metal or wooden weapon that strikes a cauldron slime also dissolves immediately unless it succeeds on a DC 23 Reflex save. The save DCs are Constitution-based.


Fixed



Boiling form should affect all melee weapons not neutral weapons. Also, the DC is 11. 10 + 1/2 creature's HD + Cha modifier because it is a Supernatural ability 10 + 6 - 5 = 11.


Actually my thought on the subject was that while the heat would damage anyone that hit the struck it with bare hands/claws/bite would take damage, but the boiling wasn't, unlike the acid, powerful enough to actually harm a metal weapon. I don't know if fire damage bypass hardness, but don't think so, so 1d6 damage wouldn't have any effect anyway?



Boiling Form (Su) : The cauldron slime's temperature is always above the boiling point. All creatures struck by a cauldron slime's attacks take 1d6 points of fire damage. Furthermore, any creature striking the cauldron slime with an unarmed strike or a melee weapon must succeed a DC 11 Reflex save or take 1d6 points of fire damage. If the cauldron slime is dealt half its hit points cold damage, it loses this ability for 2d6 minutes.


Might just change it to this anyway, as it would be easy to imagine that the ooze's mass would spew unto the attacker when hitting it.


I just realized that the prerequisite for the Fear Harvest should be remove fear not cause fear. D'oh!

Debby

Don't feel too bad, I didn't see it too. Although, apparently, there seem to be quite a lot of things I don't notice when it come to it. Haha

Tanuki Tales
2012-10-15, 08:05 AM
Off topic nonsense here:
So there's evidence right there that having a subtype does not automatically grant you the racial traits usually attributed to that subtype since Half-Elf racial traits differ from Elf racial traits even though they have the same subtype.

Forgive me for sounding like a broken record, but I said earlier
"Having Subtype X should give you Racial Traits X unless otherwise noted." Illumians have the Human subtype and also have traits that humans don't have. Those traits are noted. They also have the human bonus feat (not noted).

No, they don't. :smallsigh:

The sample Illumian for the Loredelver PrC from Races of Destiny is ECL 8 and has 5 feats. Scribe Scroll is a bonus feat from Wizard 1, Craft Wondrous Item is a bonus feat from Wizard 5. The other three feats are from levels 1, 3, and 6. If the Illumian had the human racial traits, than Newsun Ralouf would have 6 feats, not 5.

The sample Illumian for the Shadow Sentinel PrC from Races of Destiny is ECL 12 and has 8 feats. 3 of those eight are Fighter bonus feats and that other five come from levels 1, 3, 6, 9, and 12. If the Illumian had the human racial traits, he'd have 9 feats, not 8.

So again, I'd like to see some actual evidence for your claim.

CthulhuEatYou
2012-10-15, 08:07 AM
Please stop discussing that here D:

Tanuki Tales
2012-10-15, 08:18 AM
Please stop discussing that here D:

Sorry, I'll make sure it goes to PMs from here on out. Enjoying your brew thus far though. :smallsmile:

CthulhuEatYou
2012-10-15, 09:03 AM
Thank you, and thank you :)

Debihuman
2012-10-15, 09:33 AM
I'll take that as a compliment :)

It was indeed. I've been enjoying all of your creations.


Well, that is truly strange, because I copied it from the skeletons attack, and it doesn't have Improved Critical Feat either.

You took the threat range of the skeleton's manufactured weapon not from the claws. The 18-20 only applies to the skeleton's scimitar and not to its claw attacks.

Here is the skeleton warrior's attack line:

Attack: Scimitar +1 melee (1d6+1/18–20) or claw +1 melee (1d4+1)
Full Attack: Scimitar +1 melee (1d6+1/18–20) or 2 claws +1 melee (1d4+1)

You'll note the claws have no threat range, just the scimitar does. That's the difference between attacking with a manufactured weapon and its natural weapons.


Actually my thought on the subject was that while the heat would damage anyone that hit the struck it with bare hands/claws/bite would take damage, but the boiling wasn't, unlike the acid, powerful enough to actually harm a metal weapon. I don't know if fire damage bypass hardness, but don't think so, so 1d6 damage wouldn't have any effect anyway?

If you are close enough to attack with a melee weapon, you'll take the damage, not your weapon. . It doesn't say the weapon takes the damage. :-) That's the consequence to you get for standing too close to those things. I guess I imagined that a boiling ooze would radiate some steam and that's why you'd take damage if you attack it with natural or melee weapons.

It's probably not hot enough to melt any weapons (unless you are fighting with a giant icicle as an improvised sword) but who knows where these could show up. If I were a witch and one of these showed up in my cauldron, you bet your sweet bibby1 I'd teleport it out to the arctic waste as fast as I could.

Pumpkin Hound still has a few errors in it. Augmented is a Subtype and always has a Type with it and it belongs in the parentheses.

Medium Plant (Augmented Animal, Extraplanar, Psionic)

Attack lines are still wrong. A secondary attack always takes -5 penalty to hit even when used as a primary attack.

Str modifier applies to all the creature's natural attacks and the damage doesn't change either. Melee attack is wrong BAB +3, +0 size +3 Str = 6 not 7. Primary attack to hit is +6 and Secondary to hit is +1.

Just to note: Dogs, riding dogs, and blink dogs just have a bite attack and no claw attacks. You may want to consider changing the attack lines so that they match other dogs and dog-like creatures.

Here's the issue: It doesn't matter which attack option you choose, but pick one and be consistent with it.

Option A. 2 claws primary, bite secondary; or
Option B. Bite primary and 2 claws secondary; or
Option C. Bite and Claws both primary but cannot be used together and must be separated by an "or"); or
Option D. Bite attack as primary and no secondary attacks.

Options A and D are standard options. Options B and C are non-standard but don't break any rules. Option A is the strongest and Option D is the weakest. Option C is weaker than Option B. [I think I just turned this in a math word problem].

If you go with Option D, the strength modifier on damage is 1.5 instead of 1 because it is the creature's only attack.

BTW, I couldn't tell what the pumpkin hound's correct bite damage should be because you use both 1d8 and 2d4. Again, as long as you are consistent, it doesn't matter which one you choose.

I'd recommend actually going with just the bite to make it more dog-like.

Debby
1 A cookie for whoever can name the tv show that originated that phrase.

CthulhuEatYou
2012-10-15, 10:10 AM
Yes, my next creation is more adorable than scary. Until it start devouring your flesh that is!

Candy Legion

Candy Legion
Diminutive Construct (Swarm, Extraplanar)
Hit Dice: 4d10 (22 hp)
Initiative: +1
Speed: 30 ft (6 squares), cannot run
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +3/-
Attack: Swarm +8 melee (2d6 plus wounding)
Full Attack: Slam +8 melee (2d6 plus wounding)
Special Attacks: -
Special Qualities: Blindsight 60 ft., Candy-mass, Construct Traits, Consume the Flesh, Half damage from weapons, Immunity to Magic, Wounding
Saves: Fort +1, Ref +2, Will +0
Abilities: Str 16, Dex 12, Con -, Int -, Wis 8, Cha 8
Skills: -
Feats: -
Environment: Demiplane of Halloween
Organization: Solitary or Baker’s Army (3-6)
Challenge Rating: 4
Treasure: None
Alignment: Always Chaotic Evil
Advancement: -
Level Adjustment: –

The mindless horde of gingerbread mean overwhelms you in seconds, and like piranhas with the ferocity of a thousand angry chiwawas they start to consume your still living flesh. You try to escape, but there is simply too many.

Combat
The candy legion is mindless and will consume any living creature within sight. A candy legion automatically heads for the largest target; bigger creatures equals more flesh to consume.

Candy Mass (Su): All damage dealt to the Candy-legion is treated as non-lethal damage, with the exception of cold and acid damage. Unlike other types of non-lethal damage, the candy legion is subject to non-lethal damage deal this way and will be rendered useless (unconscious) for 2d6 rounds if the amount of non-lethal damage hits 0. The candy-legion heals 3 points of non-lethal damage each turn. This ability does not work if the candy legion is submerged in water or any other liquid.

Consume the Flesh (Su): The candy legion heals half all damage they deal with their melee attacks, if this exceeds their maximum they gain it as temporary hit points. The candy legion can max have temporary hit points equal to ten times their HD.

Distraction (Ex): Any living creature vulnerable to the candy legion's attacks that begins its turn within a square also occupied by the candy legion is nauseated for 1 round; a DC 12 Fortitude save negates the effect. Spellcasting or concentrating on spells within the area of a candy legion requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Wounding (Ex): Any living creature damaged by a candy legion continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Immunity from Magic (Ex): The candy legion is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Antimagic fields denies the Candy legion it’s Candy Mass and Consume the Flesh abilities, effectively halting their regeneration.

All spells with the Water descriptor deals double damage to the Candy Legion and ignores the Candy Mass ability.


{table=head] Knowledge (the Planes) | Information
14 | A candy legion is a mass of animated gingerbread men. The most scaring aspect about this is that the gingerbread mean crave living flesh and will go out of their way to consume any living creature in sight. This amount of success reveals construct traits.
19 | A candy legion is surrounded by a field of magic that works like regeneration, to kill a candy legion, one must either kill it with acid or cold damage, or submerge it in water, milk, or another liquid.
[/table]

CthulhuEatYou
2012-10-15, 10:14 AM
It was indeed. I've been enjoying all of your creations.

I'm glad to hear that :)



You took the threat range of the skeleton's manufactured weapon not from the claws. The 18-20 only applies to the skeleton's scimitar and not to its claw attacks.

Here is the skeleton warrior's attack line:


You'll note the claws have no threat range, just the scimitar does. That's the difference between attacking with a manufactured weapon and a natural weapon.

Ah, that makes sense, will be fixed :)



If you are close enough to attack with a melee weapon, YOU take the damage. It doesn't say the weapon takes the damage. :-) That's the consequence to you get for standing too close to those things.

You can explain this as acid leeching up the sword you stuck into it. The sword dissolves in the acid and you still take some residual damage.

Boiling hot works much the same way. You just have to be close enough. If you are close enough to attack with a melee weapon, you are close enough to take the residual damage. It's probably not hot enough to melt any weapons (unless you are fighting with a giant icicle as an improvised sword) but who knows where these could show up. If I were a witch and one of these showed up in my cauldron, you bet your sweet bibby1 I'd teleport it out to the arctic waste as fast as I could.


I have fixed that already xD


Debby
[sup]1[/[sup] A cookie for whoever can name the tv show that originated that phrase.

Only if I cheat, haha

Debihuman
2012-10-15, 11:15 AM
You're faster than I am. I posted a HUGE comment on pumpkin hound as an edit and here you've commented on my earlier post. Oh well, you'll just have to read my comments above instead of here :-)

Debby

CthulhuEatYou
2012-10-15, 12:07 PM
Fixed it. Went with option D.

Might make a Bottle of Liquid Nitrogen as a alchemist item for the Candy legion since it's immune to magic, and that make a bottle of Acid the only way to kill it with mundane damage since no non-magic item deals cold damage as far as I know.

Done: Added two new items: Liquid Nitrogen (Not so Halloween-y, but anyway) and Bottled Hoodlums (See items)

Debihuman
2012-10-15, 11:44 PM
Caster Level for Bottle of Hoodlums is 7 not 10 as both clerics and druids can cast the prerequisite spell at level 7. It should have the prerequisite feat Craft Wondrous Item. It look like base price should be Spell level × caster level × 50 gp for a single use item. (4x7x50=1,400 gp) and it should only summon a single hoodlum. To summon 1d4 would be 4 times as much (5,600 gp).


Candy Legion is missing Distraction. All swarms have distraction.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + ½ swarm’s HD + swarm’s Con modifier; the exact DC is given in a swarm’s description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Debby

CthulhuEatYou
2012-10-16, 07:12 AM
Caster Level for Bottle of Hoodlums is 7 not 10 as both clerics and druids can cast the prerequisite spell at level 7. It should have the prerequisite feat Craft Wondrous Item. It look like base price should be Spell level × caster level × 50 gp for a single use item. (4x7x50=1,400 gp) and it should only summon a single hoodlum. To summon 1d4 would be 4 times as much (5,600 gp).

CL 10 is to get the imps to stay for 10 rounds. Although that may be using it wrong. And actually, Summon monster IV let you summon 1d4 +1 monsters from the Summon monster III list, and on that lists is CR 2 monsters, which Hoodlums are. Else I would only have needed a caster to be able to cast Summon Monster III not IV.



Candy Legion is missing Distraction. All swarms have distraction.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + ½ swarm’s HD + swarm’s Con modifier; the exact DC is given in a swarm’s description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Debby

Ah, D'oh, fixed now.

CthulhuEatYou
2012-10-17, 12:38 PM
The strange and wild Pumpkinbound dragon!

Pumpkinbound Dragon

Pumpkinbound Dragon
Pumpkinbound dragons are pumpkinbound dragons animated by the growth and movement of colossal jack-o’-lantern growth. A pumpkinbound dragon resemble a pumpkinbound dragon overgrown with swollen green roots and dangling grinning pumpkins. With each movement, orange and green sap flows from each of the dead dragon’s joints and from its skull and eye sockets.

Creating A ]Pumpkinbound Dragon
"Pumpkinbound" is an acquired template that can be applied to any dragon (referred to hereafter as the base dragon). A ]Pumpkinbound dragon uses all the base dragon's statistics and special abilities except as noted here.
Size and Type: The creature's type changes to undead, augmented plant. Do not recalculate the creature's base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: The base dragon's Hit Dice remain the same, but it loses any Constitution bonus to its hit points (see Abilties, below). However, a pumpkinbound dragon gains bonus hit points equal depending on its HD.

{table=head] HD | Bonus HP
1-3 | +0 Hp
4-9 | +10 Hp
8-15 | +20 Hp
16-21 | +40 Hp
22-27 | +80 Hp
28-33 | +160 Hp
34-35 | +240 Hp
36-37 | +320 Hp
38-39 | +400 Hp
[/table]

Size and Type: The creature retains its land speed, but loses fly and swim speeds. If it had a burrow or climb speed, it retains that as well.
Armor Class: Replace the base dragon's existing natural armor bonus to AC with a new natural armor bonus based on its size.

{table=head] Size | Bonus Neutral Armor
Up to Tiny | +1
Small | +3
Medium | +5
Large | +7
Huge | +9
Gargantuan | +11
Colossal | +13
Colossal+ | +15
[/table]

Attacks: Same as the base dragon, except that pumpkinbound dragons cannot make crush attacks.
Special Attacks: A pumpkinbound dragon loses all supernatural and spell-like special attacks possessed by the base dragon. It retains any exceptional special attacks (such as frightful presence or improved grab). It also gains the following new special attacks:

Breath Weapon (Su): A pumpkinbound dragon can breath a cone (see page 69 of MMI) of roots. The roots snares and immobilize all targets that fail a reflex save . All targets must succeed a fortitude save each turn or take constriction damage. All flying targets that fail their save dangle to the ground without taking damage. A character can use a full round action to try and break free using a strength check. (DC 10 + 1/2 breathing creature’s racial HD + breathing creature’s STR modifier).
{table=head] HD | Constriction Damage | Maximum Duration
1 - 4 | 1d4 | 3 rounds
5 - 8 | 2d4 | 6 rounds
9 - 12 | 3d4 | 9 rounds
13 - 16 | 4d4 | 12 rounds
17 - 20 | 5d4 | 15 rounds
21 - 24 | 6d4 | 17 rounds
25 - 28 | 7d4 | 19 rounds
29 - 32 | 8d4 | 21 rounds
33 - 36 | 9d4 | 23 rounds
37 - 40 | 10d4 | 25 rounds
[/table]



Special Qualities: A pumpkinbound dragon loses all supernatural and spell-like special qualities possessed by the base dragon. It retains any exceptional special qualities (such as immunities or blindsense). It loses any subtypes it had, though if the base dragon had any immunities based on its subtype (such as immunity to fire for the fire subtype), it keeps those immunities despite losing the subtype. It also gains additional special qualities as noted below.

Damage Reduction (Ex): Pumpkinbound dragons have damage reduction depending on HD.
{table=head] HD | Damage Reduction
1 - 8 | 5/bludgeoing
9 - 12 | 7/bludgeoing
13 - 16 | 9/bludgeoing
17 - 20 | 11/bludgeoing
21 - 24 | 13/bludgeoing
25 - 28 | 15/bludgeoing
29 - 32 | 17/adamantine
33 - 36 | 19/adamantine
37 - 40 | 21/adamantine
[/table]


Fast Healing (Ex): A pumpkinbound regain hp every round.
{table=head] HD | Hp per round
1 - 4 | 1
5 - 8 | 3
9 - 12 | 5
13 - 16 | 7
17 - 20 | 9
21 - 24 | 11
25 - 28 | 13
29 - 32 | 15
33 - 36 | 17
37 - 40 | 19
[/table]


Plant and Undead Traits: A pumpkinbound dragon is immune to mind-affecting effects poison, magic sleep effects, paralysis, polymorph, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has lowlight vision and darkvision out to 60 feet (unless the base dragon had a greater range).

Wild Magic Immunity (Ex): An pumpkin dragon is surrounded by the now chaotic and wild energies that once ran in its wanes. It is immune to any spell or spell-like ability that allows spell resistance. In addition it is surrounded by a permanent Antimagic field as cast by a level 20 wizard or a wizard of a level equal to the pumpkin dragons HD, whichever is higher.

Saves: As undead, pumpkinbound dragons are immune to anything that requires a Fortitude save unless it affects objects.
Abilities: A pumpkinbound dragon retains the base dragon's Strength, Dexterity, and Charisma scores. Being undead, a pumpkinbound dragon has no Constitution score. Its Intelligence score and Wisdom score becomes 10.
Skills: A pumpkinbound dragon retains all its skills and skill ranks it had in life.
Feats: A pumpkinbound retains all feats possessed by the base dragon.
Environment: Plane of Halloween
Organization: Any
Challenge Rating: Base dragon's CR +5.
Treasure: Normal
Alignment: Usually Chaotic Evil.
Advancement: As base dragon.
Level Adjustment: -

Unfinished version, it was quite a lot of work, and more work will be put into it tomorrow. A sample using an adult green dragon will be added later.

CthulhuEatYou
2012-10-23, 08:49 AM
I have been little inactive lately as my vacation is over now. Anyway, won't let this thread die, at least not until Halloween. Next creatures/stuff will all be related to Halloween superstition. It is also going a bit slow beacuse I'm running out of ideas, so feel free to suggest some. Anyway, here is some new content:

Black Cats

Black Cat [Cat of Unluck]
Small Magical Beast (Extraplanar)
Hit Dice: 2d10+9 (20 hp)
Initiative: +5
Speed: 50 ft (10 squares)
Armor Class: 20 (+5 Dex, +1 size, +4 deflection), touch 20, flat-footed 15
Base Attack/Grapple: +2/-4
Attack: Bite +7 melee (1d4)
Full Attack: Bite +7 melee (1d4)
Special Attacks: —
Special Qualities: 13-lives, Bad Luck, Cross your Path, Darkvision 60 ft., Sixth-Sense
Saves: Fort +6, Ref +13, Will +0
Abilities: Str 10, Dex 20, Con 16, Int 2, Wis 10, Cha 18
Skills: Climb +8, Hide +13, Jump +8, Listen +8 Move Silently +13, Spot +8
Feats: Weapon Finesse
Environment: Demiplane of Halloween
Organization: Solitary, Pack (5-12)
Challenge Rating: 2
Treasure: None
Alignment: Usually Neutral
Advancement: 3-4 (Small), 5-8 (Medium)
Level Adjustment: -

There is a reason the old says that black cats bring luck; although it was not ordinary black cats, but a a specie native to the plane on Halloween which were brought to the material plane as witches and wizard’s familiar. Sadly, this caused local townsfolk to capture every black cat they saw, put them in barrels, and smash them with bats and blunt objects until they lost all nine lives. Black Cats are very shy to this day and have evolved to have 13 lives instead of 9 because of this.

Black cats can be used as a wizard’s familiar with the Improved Familiar Feat.

Combat
In combat the Black Cat uses its negative luck area to affect all enemy combatants. Black cats prefer to stay out of combat or stay behind tougher combatants.

13-lives(Su):13 times a life, a black cat can choose to ignore damage that would reduce it to 0 or fewer hit points or a death effect, as if weren’t hit. When facing a black cat it has 1d12+1 of these uses remaining. The black cat regain one of these uses once every year.

Bad Luck (Su): As a free action a black cat can choose up to 10 creatures within 120 ft. All targets who fails a DC 15 will save is affected by bad luck. Whenever this creature succeeds a check or attack roll, it must reroll its dice and use the new result instead, even if the causes the target to fail the check. The black cat can choose not to use this ability or use it on less targets. The black cat can always choose who the ability targets. A creature can only be affected by Bad Luck again after 24 hours if it succeeds the will check.

Sixth-Sense (Su): The black cat gets a deflection bonus to AC and reflex saves equal to its charisma modifier.

Skills: A black cat gets a +8 racial bonus to Climb, Hide, Jump, Listen, Move Silently and Spot checks.

{table=head] Knowledge (the Planes) | Information
12 | Black cats are generally feared for their ability to cause bad luck.
18 | Black cat have an unusual amount of “extra lives” every day, which allows them to be near immortal in combat.
[/table]

CthulhuEatYou
2012-10-23, 02:27 PM
Grotesque

Grotesque
Medium Construct (Extraplanar)
Hit Dice: 22d10+20 (141 hp)
Initiative: +1
Speed: 15 ft (3 squares), 60 ft Fly (Clumsy)
Armor Class: 26 (+1 Dex, +15 Natural), touch 11, flat-footed 25
Base Attack/Grapple: +16/+28
Attack: Claw +28 melee (1d10+12), Eternal Touch +28 touch (1d6+1 constitution)
Full Attack: 2 Claws +28 melee (1d10+12) or Eternal Touch +28 touch (1d6+1 constitution)
Special Attacks: Eternal Touch
Special Qualities: Damage Reduction 10/Adamantine, Cold and Fire resistance 10, Eternal Guardiane, Darkvision 60 ft., Low-Light Vision, Construct Traits
Saves: Fort +16, Ref +17, Will +16
Abilities: Str 34, Dex 12, Con -, Int -, Wis 10, Cha 8
Skills: -
Feats: -
Environment: Demiplane of Halloween
Organization: Solitary, Spire Guardians (4-8)
Challenge Rating: 16
Treasure: None
Alignment: Always Neutral Evil
Advancement: 23 - 31 (Medium)
Level Adjustment: -

Guarding the largest and most frightening mansions on the plane of Halloween stand the Grotesque, winged, half-bat half-human, stone statues. Standing vigilant until the day something would threaten to their mansion, then they strike without sound. Grotesque cannot be controlled, and care for no one but their mansion. Grotesques cannot be created, but are the spirits of the plane of Halloween taking residence in gargoyle statues.

Combat
A grotesque strikes mindlessly the moment would threatened their building, initiating combat with a eternal touch to lower their targets constitution, then finishing them off with their claws.

Eternal Touch(Su): A grotesque may use a touch attack against any living target. If it succeeds, the target takes 1d6+1 points of constitution damage. A successful DC 20 Fortitude save halves the damage. If a target is brought to 0 constitution by this attack, it dies and its body turns to stone permanently as per a flesh to stone spell. A creature restored to flesh (as via a stone to flesh spell) is still dead, though it can be raised normally. The save DC is charisma based.

Eternal Guardian(Ex): As a full round action a Grotesque can turn into a statue. It gains +10/epic damage reduction in addition to all other damage reduction, and fast healing 5, but cannot take any actions but leave this form. A Grotesque can leave this as a free action.

Immunity to Magic (Ex): A Grotesque is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
Turn Stone to Flesh removes the Grotesques damage reduction and natural armor, furthermore it forces the Grotesque to leave its form.

Spell-Like Abilities: The Grotesque has the following spell-like abilities.
Passwall(Sp): 1/day Passwall spell as a swift action as if cast by a level 12 sorcerer.
Flesh to Stone(Sp): 1/day Flesh to Stone spell as a standard action as if cast by a level 12 sorcerer.
Blur(Sp): 1/day Blur spell as a swift action as if cast by a level 8 sorcerer.

{table=head] Knowledge (the Planes) | Information
32 | Grotesque are gargoyle like creature that guard mansions on the plane of Halloween. This amount of success reveals construct traits.
38 | The Grotesque can turn any living foe to stone, and will often reveal its own existence by surrounding itself with still standing stone corpses.
[/table]

Debihuman
2012-10-23, 10:55 PM
There is no strength modifier bonus to damage on the black cat so damage should be 1d4 not 1d4+2. Weapon finesse doesn't affect damage.

Bad Luck should be an aura and the DC is 15 not 17 (10 + 1/2 creature's HD + charisma modifier).

Aura of Bad Luck (Su): As a free action, a black cat can target up to 10 creatures within 120 ft. with an aura of bad luck. Any target that fails a Will save (DC 15) is affected by bad luck. Whenever the target succeeds on a skill check or attack roll, it must reroll its dice and use the new result instead, even if the causes the target to fail the check. The black cat can choose not to use this ability or use it on fewer targets. The black cat can always choose whom the ability targets. A creature can only be affected by Bad Luck again after 24 hours if it succeeds the Will check. The save is Charisma-based.

13 Lives is ridiculously overpowered for CR 2. I'd recommend making this ability be limited to 13 times during the course of the creature's life rather than 13 times a day.

13 Lives (Su):13 times during the course of its life, a black cat can choose to ignore damage that would reduce it to 0 or fewer hit points or a death effect, as if weren’t hit. When facing a black cat, it has 1d12+1 of these uses remaining.

Otherwise, it looks good.

Grotesque is grossly underpowered for 22 HD and CR 16. It also has a very weird advancement.

By 16th level, +10/adamantine will be worthless against magic weapons.

You need the DC of the Fortitude save in Eternal Touch. The save should be charisma-based since it is a Supernatural ability. If this were an Extraordinary ability, it could be strength-based.

Debby

CthulhuEatYou
2012-10-24, 11:18 AM
There is no strength modifier bonus to damage on the black cat so damage should be 1d4 not 1d4+2. Weapon finesse doesn't affect damage.

Bad Luck should be an aura and the DC is 15 not 17 (10 + 1/2 creature's HD + charisma modifier).

Oh, my bad. What do I do if I want it to be harder to beat. Nevermind, CR 2.

Fixed


Aura of Bad Luck (Su): As a free action, a black cat can target up to 10 creatures within 120 ft. with an aura of bad luck. Any target that fails a Will save (DC 15) is affected by bad luck. Whenever the target succeeds on a skill check or attack roll, it must reroll its dice and use the new result instead, even if the causes the target to fail the check. The black cat can choose not to use this ability or use it on fewer targets. The black cat can always choose whom the ability targets. A creature can only be affected by Bad Luck again after 24 hours if it succeeds the Will check. The save is Charisma-based.

Fixed


13 Lives is ridiculously overpowered for CR 2. I'd recommend making this ability be limited to 13 times during the course of the creature's life rather than 13 times a day.

13 Lives (Su):13 times during the course of its life, a black cat can choose to ignore damage that would reduce it to 0 or fewer hit points or a death effect, as if weren’t hit. When facing a black cat, it has 1d12+1 of these uses remaining.

That is why I added the 12+1 dice for remaining uses. Put yeah, per day is a little much, but I don't want it to be for the whole life. What about per month? xD (Not that it really matter in game terms since the players are not likely to meet the same black-cat twice)


Otherwise, it looks good.


Grotesque is grossly underpowered for 22 HD and CR 16. It also has a very weird advancement.

By 16th level, +10/adamantine will be worthless against magic weapons.

You need the DC of the Fortitude save in Eternal Touch. The save should be charisma-based since it is a Supernatural ability. If this were an Extraordinary ability, it could be strength-based.

Debby

What damage reduction would I give a CR 16? I'm normally only used to make up to CR 10 monsters, so I need training balancing stronger monsters that aren't based on character classes.

Advancement Is weird because the creature is medium, and it would stay that way to level 31 ca. before changing size if I did it the normal way.

Fixed



I finally got HP straight? Nice

Debihuman
2012-10-25, 07:54 AM
To beef up the Grotesque, I recommend the following:

1. Change DR 10/Adamantine to DR 10/Epic.

2. Add cold and fire resistance 10.

3. The Eternal Touch DC is missing charisma modifier (-1) for Charisma 8 and needs a little proofreading.

Eternal Touch(Su):A grotesque may use a touch attack against any living target. If it succeeds, the target takes 1d6+1 points of constitution damage. A successful DC 20 Fortitude save halves the damage. If a target is brought to 0 constitution by this attack, it dies and its body turns to stone permanently as per a flesh to stone spell. A creature restored to flesh (as via a stone to flesh spell) is still dead, though it can be raised normally. The save DC is charisma based.

4. Speaking of proofreading, "Natural" AC is what I think you meant to say, not neutral.

5. You might want to give it a few spell-like abilities. I recommend passwall and flesh to stone once a day and blur 3 times a day. CL would be equal to HD.

6. Advancement should start at 23.

Debby

motionmatrix
2012-10-27, 12:52 AM
So I am going to try to put together (feel free to beat me to the it, got a hurricane coming, might not be able to) floating flaming skulls. thinking CR3 regular fire. CR6ish, green flames, the burns act like a poison. And the CR 12ish, the black flame. Completely invisible in darkness, and burns ability points.

So, they are all flying undead, touching them automatically deals damage + extra effect. They all explode in a fireball of whatever the nasty things they do the moment they are destroyed. The green and black one don't actually count as fire, so resistance doesn't work against them.

If you care to make it a bit more light-hearted, perhaps a session for younger ones =) , then add a caveat: they are addicted to sugar. Anything sweet will automatically distract them if freely given to them while they eat it + 1d6 rounds as they enjoy it/digest.

Debihuman
2012-10-27, 10:20 AM
Here is my contribution to this list of Halloween monsters.

Pumpkin Imp
Diminutive Fey (Extraplanar)
Hit Dice: 3d6 (10 hp)
Initiative: +2
Speed: 15 ft., Burrow 15 ft.
Armor Class: 18 (+4 size, +2 Dex, pumpkin armor +2), Touch 16, Flat-footed 16
BAB/Grapple: +1/-13
Attack: Spit seed + 7 ranged (1d4-2 plus nausea)
Full Attack: Spit seed +7 ranged (1d4-2 plus nausea)
Space/Reach: 1 ft./0 ft.
Special Attacks: Pumpkin Trebuchet (4d6)
Special Qualities: Low-light vision
Saves: Fort +1, Reflex +5, Will +3
Abilities: Str 6, Dex 15, Con 10, Int 11, Wis 10, Cha 13
Skills: Bluff +7, Disable Device +6, Disguise+7 (+11 to appear as a pumpkin), Hide+20, Listen +10, Use Rope +8
Feats: Ability Focus (spit seed), Exotic Weapon feat (pumpkin trebuchet)
Environment: Demiplane of Halloween
Organization: Solitary, Pair, or Battalion (3-9)
Challenge Rating: 1
Treasure: Standard
Alignment: Neutral
Advancement: None
Level Adjustment: +2

Pumpkin imps live in rabbit-like warrens under vast pumpkin fields. They tend to the crop of pumpkins from which they make their armor and defend their homes. They use pumpkin vines as rope and wear carved out pumpkin shells as armor.

They stand about 6-inches tall and weigh about 2 pounds. They have long ears that flop over at the tips but otherwise resemble chubby humans.

Intensely xenophobic, they shy from outsiders, leaving crude (if somewhat comical) warning signs beginning a mile or so from their pumpkin fields.

Pumpkin imps speak Common and Sylvan.

Combat

Pumpkin imps launch their pumpkin trebuchet at any trespassers within range. If the trespassers succeed in closing, a pumpkin imp will spit a seed and then attempt to flee to its underground burrows.

Pumpkin Trebuchet: It takes two full round actions to load, aim, and launch the pumpkin trebuchet, a siege weapon with 150-foot range (100 minimum). The trebuchet can be worked by 4 Diminutive creatures, 2 Tiny creatures, or 1 Medium or larger creature. A pumpkin trebuchet hurls pumpkins indirectly at a target (targeting DC 15). Its ammunition scatters on contact, dealing full damage (4d6) to the target square and half its damage to creatures and objects within 5 feet of the target square (creatures can make a DC 15 Reflex save to halve the damage again). The pumpkin trebuchet has a hardness of 5 and 50 hit points.

Spit seed (Ex): A pumpkin imp can spit a seed at a target within a 15-foot range causing 1d4-2 points of bludgeoning damage. The seeds are covered with a nauseating miasma of saliva and rotted pumpkin slime. Any living creature hit with a seed must succeed on Fortitude save (DC 14) or be nauseated until he can wipe off the seed (a standard action). The save is charisma-based and includes a +2 racial bonus.

Skills: Pumpkin imps have a +4 racial bonus to Listen and a +4 racial bonus to Disguise if attempting to resemble a normal pumpkin.

Debby

CthulhuEatYou
2012-10-29, 07:01 AM
Is this balanced? xD

Master Harlekin/Harlequin
The true master of costumes, the harlequin can take the guise of costume in her collection and gains its abilities. The harlequin can take any role in a party and may change that role according to the party’s need.
Hit Die: d6

Requirements
To qualify to become a master harlequin, a character must fulfill all the following criteria.
Alignment: Any chaotic
Skills: Bluff 8 ranks, Disguise 8 ranks, Sleight of Hand 8 ranks
Spells: Able to cast Disguise Self
Special: Must have lived with strange-folk for at least a year, be a strange-folk, or have at least 2 strange-folk heritage feats.

Class Skills
The harlequin’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (the Planes), Move Silently (Dex), Perform (Cha), and Sense Motive (Wis).
See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.

Class Features
New Costume: At 1st level and every third level thereafter, the Harlequin can choose a new costume. Every time a harlequin wears a costume of that type she gets an associated number of abilities depending on her level. A harlequin can choose among Angel, Demon, Dragon, Jester, Ghoul, Pirate, Prince/Princess, Skeleton, Troll, Vampire, and Witch costumes. The harlequin only gains the benefit of one costume at a time. As long as a harlequin is wearing a costume, she gets a +8 circumstance modifier to Disguise checks. This is in addition to the other benefits given by wearing a particular costume. Donning a costume or changing costume is a full round action. A harlequin can remain in a costume she has indefinably or until she changes costume. A harlequin does not gain the benefits of her costume when asleep. A harlequin cannot wear any armour while using a costume until her second level (see below).

Trait: At 1st level, the harlequin get access to the minor traits of each costume she wears. When the Harlequin attains level 3rd she then gains access to her costume's lesser traits, and medium traits at 6th level and powerful traits at 9th level.

Armoured Costume: At 2nd level the harlequin learns to wear an armour inside her costume; while wearing a light armor plus Hide armor and Scale mail she still gets the benefit of any costume she wears.

Swift Costume Change: At 5th level the harlequin can don and change costumes as a swift action instead of a full round action. Furthermore, she can don an armor hastily without taking any penalties.

Shocking strike: Every time an enemy is denied his dexterity modifier against the harlequins attack, the harlequin may add her charisma modifier to the attack roll and to attack damage.

Guise: At 10th level the harlequin undergoes a magical change every time she dons a costume and becomes a whole different creature. The harlequin gains a new type each time she dons a costume depending on costume, gains the racial traits of the costume.

{table=head] Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +0 | +0| +2| +2| New Costume, Minor Traits |
2nd | +1 | +0| +3| +3| Armoured Costume |
3rd | +1 | +1| +3| +3| Lesser Traits|
4th | +2 | +1| +4| +4| New Costume |
5th | +2 | +1| +5| +5| Swift Costume Change |
6th | +3 | +2| +6| +6| Medium Traits|
7th | +3 | +2| +7| +7| New Costume |
8th | +4 | +2| +8| +8| Shocking Strike|
9th | +4 | +3| +9| +9| Powerful Traits|
10th | +5 | +3| +10| +10| New Costume, Guise |
[/table]
[/b]

Angel Costume

Angel Costume
Minor Traits: You gain Acid resistance 5, cold resistance 5, and electricity resistance 5.
Lesser Traits: You can smite evil 3/day as a paladin.
Medium Traits: You gain spell resistance equal to 10 + character level.
Powerful Trait: You gain 30 ft fly speed (clumsy) as long as you wear the costume.
Guise: Divine Beauty: If you show your face, everyone that witness must make a DC 15 will save or are subject to the following effect: Good creature become fascinated, neutral and evil creatures become Shaken.

You become an outsider (native) as long as you wear the costume, if you're good, you add "good" to the descriptor as well. You gain all traits and immunities associated with being outsider.



Demon Costume

Demon Costume
Minor Traits: You gain Acid resistance 5, cold resistance 5, and fire resistance 5.
Lesser Traits: You can smite good 3/day as a black guard.
Medium Traits: You gain spell resistance equal to 10 + character level.
Powerful Trait: You gain immunity to electricity and poison.
Guise: Summon Demon: Once per day you can attempt to summon 4d10 dretches or a hezrou with a 75% chance of success. This ability is the equivalent of a 4th-level spell. These must aid you in combat, but does not follow your command. They will leave after 1d8 minutes.

You become an outsider (native) as long as you wear the costume, if you're good, you add "good" to the descriptor as well. You gain all traits and immunities associated with being outsider.



Dragon Costume

Dragon Costume
Minor Traits: You natural claw attacks that deal 1d6 + 1½ strength modifier damage if your medium, 1d4 if you’re a small creature and 2d4 if you’re large creature.
Lesser Traits: You gain a breath weapon you can use every 1d4 rounds, the breath weapon deals 1d4 fire damage per second class level to all creatures within a 15ft. Cone. Reflex halves.
Medium Traits: You gain a fly speed of 30ft. (Clumsy)
Powerful Traits: You gain Damage Reduction 10/adamantine.
Guise: As long as you wear the costume you become a dragon and gain all the benefits and immunities of this. Furthermore your claw attack deal damage as a creature of one size bigger than it is and your breath weapon deals damage in form of d6 dices instead of d4 dices. This only counts for weapons granted by this costume.


Jester Costume

Jester Costume
Minor Traits: You get a +4 circumstance to Balance, Jump and Tumble checks as long as you wear the costume.
Lesser Traits: You gain 10ft climb speed and can take 10 on climb checks, even in stressed situations.
Medium Traits: Trice a day you can add your intelligence modifier to an attack against a target who is denied his dexterity modifier to armor. This bonus applies to both the attack roll and the damage roll.
Powerful Trait: You gain twice your dexterity modifier to AC instead of just once.
Guise: Trice a day you can add your intelligence modifier to any of the following skill checks: Balance, Climb, Disguise, Escape Artist, Jump, Sleight of Hand, Swim and Tumble Checks. Further more you gain the Evasion class feature as if you were a rogue.

If you're not humanoid, this costume makes you a humanoid as long as you wear it, unless; if you're an outsider, then you become native instead.



Ghoul Costume

Ghoul Costume
Minor Traits: You get a +4 circumstance to hide, move silently and spot checks as long as you wear the costume.
Lesser Traits: You gain the benefit of the Improved Toughness feat as long as you wear the costume, if you doesn't met the prerequisites.
Medium Traits: You gain two claws 1d8 claws as alternative primary attacks. Any living creature struck by the claws continues to bleed, losing 1 hit point per round thereafter. Multiple wounds result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Powerful Traits:
Those hit by your or claw attacks must succeed on a Fortitude save or be paralyzed for 1d4+1 rounds.
The DC is equal to 10 + class level. The save DC is Charisma-based.
Guise: You become the undead type and gain all undead traits, including immunities and critical strike immunities. You regain your constitution score once you remove this costume.


Pirate Costume

Pirate Costume
Minor Traits: You gain a +4 circumstance to Climb, Profession (Sailor), Spot and Use Rope Checks.
Lesser Traits: You gain the benefit of the Weapon Finesse feat, even though you don’t meet its prerequisites.
Medium Traits: You gain a +1 circumstance bonus to all attack and damage rolls with Cutlasses, Boathooks, spears, and other weapons used on a ship. Their threat range is increased by 1.
Powerful Traits: Once a day you can add +20 luck bonus to any skill check or save involved in sailing a ship, this include the following: Balance, Climb, Diplomacy, Intimidate, Profession (Sailor), Sleight of Hand, Spot, Tumble or Use Rope check, plus reflex and fortitude saves. This cannot be added to any check with which you take 10 or 20, or any check that lasts longer than 8 hours. After doing this you must succeed a Fortitude save equal to half the skill/save role or become exhausted for as long as the skill lasted.
Guise: Once a day you can inspire great competence and endurance into those around you, make a DC 20 Diplomacy or Intimidate check, if you succeeds; all friendly people able to understand your language takes +2 to all skill checks, attack rolls and saves, and gain the benefit of the Endurance feat even if they don’t meet its prerequisites. This takes 1 minute and the benefits lasts for an whole hour.



Prince/Princess Costume

Prince/Princess Costume
Minor Traits: You gain a +4 circumstance to Diplomacy, Knowledge (Nobility) and Sense Motive checks.
Lesser Traits: Once a day per point of charisma modifier you possess (minimum 1), you can add your base attack bonus to a Bluff, Diplomacy, Intimidate or Sense Motive Check.
Medium Traits: As long as you wear the costume you get a +2 circumstance bonus to charisma.
Powerful Traits: Twice a day you can use Suggestion and/or Charm Creature as a spell-like ability as a level 15 sorcerer.
Guise:

Blinding Beuty (Su): This ability affects all humanoids within 30 feet of the prince/princess. Those who look directly at a prince/princess must succeed on a Fortitude equal to 10 + class level save or be blinded as though by the blindness spell. The blinding lasts for 1 minute. A prince/princess can suppress or resume this ability as a free action.

If you're not humanoid, this costume makes you a humanoid as long as you wear it, unless; if you're an outsider, then you become native instead.


Skeleton Costume
Skeleton Costume
Minor Traits: You gain a +2 circumstance modifier to fortitude saves and will saves.
Lesser Traits: You gain damage reduction 5/bludgeoning damage as long as you wear the costume.
Medium Traits: You gain +4 natural armor as long as you wear the armor.
Powerful Traits: You gain Immunity to cold and electricity.
Guise: You become the undead type and gain all undead traits, including immunities and critical strike immunities. You regain your constitution score once you remove this costume.


Troll Costume

Troll Costume
Minor Traits: You gain a +4 circumstance to Listen, Search and Spot checks.
Lesser Traits: You gain +2 natural armor.
Medium Traits: You gain Darkvision out to 60ft.
Powerful Traits: You become Large and gain a +8 size bonus to Strength, a +4 size bonus to Constitution, and a -2 size penalty to Dexterity as long as you wear the costume.
Guise: You ] You gain regeneration 5/fire and acid.
As long as you wear the costume you become an monstrous humanoid.


Vampire Costume

Vampire Costume
Minor Traits: You gain Darkvision out to 30ft.
Lesser Traits: You gain damage reduction 5/silver and magic.
Medium Traits: You gain the ability to assume an alternative form.
At will you can turn into a Bat (See MM1 page 268), you retain your Intelligence, Wisdom and Charisma modifier while in this form and you uses your own HP independent of your new HD. Otherwise this functions as a Polymorph spell.
Powerful Traits: As a full round action you can suck the blood of a helpless creature or a creature who’s has denied his dexterity modifier. To do this you must attempt a touch attack against the target, if it succeeds the target takes 1d4 damage/your character level and you are cured for 1d4 damage/ character level. This only works against creature that aren’t immune to critical strickes.
Guise: You become the undead type and gain all undead traits, including immunities and critical strike immunities. You regain your constitution score once you remove this costume.

Witch

Witch Costume
Minor Traits: You gain a +4 circumstance modifier to Craft (Alchemy), Heal and Spell Craft checks.
Lesser Traits: You can cast Alter Self, Cure Light Wounds and Charm Person as spell-like abilities 3 times per day.
Medium Traits: You gain damage reduction 10/magic and fire vulnerability.
Powerful Traits: You gain Brew Potion as a bonus feat, even if you don’t meet the prerequisites. Furthermore you can cast the following spells as spell-like abilities once a day each: Baleful Polymorph, Cure Critical Wounds, Cure Moderate Wounds, Polymorph and Bestow Curse. You can use these to craft potions in addition to casting them.
Guise: You can cast spells as an 8th level sorcerer; this cannot be used to meet the perquisites of other prestige classes, feats, or be used to craft items other than potions and oils. You choose learned spell the first time you use the witch costume each day and use up the same pool of spells used per day no matter how many times you leaves or enters the witch costume.
While wearing the costume you are considered a monstrous humanoid.

CthulhuEatYou
2012-10-29, 07:04 AM
So I am going to try to put together (feel free to beat me to the it, got a hurricane coming, might not be able to) floating flaming skulls. thinking CR3 regular fire. CR6ish, green flames, the burns act like a poison. And the CR 12ish, the black flame. Completely invisible in darkness, and burns ability points.

So, they are all flying undead, touching them automatically deals damage + extra effect. They all explode in a fireball of whatever the nasty things they do the moment they are destroyed. The green and black one don't actually count as fire, so resistance doesn't work against them.

If you care to make it a bit more light-hearted, perhaps a session for younger ones =) , then add a caveat: they are addicted to sugar. Anything sweet will automatically distract them if freely given to them while they eat it + 1d6 rounds as they enjoy it/digest.

Feel free to do so :)
Sadly I don't have much time on my hands currently, which halts the speed of which I add content to this page. :/


Here is my contribution to this list of Halloween monsters.

Pumpkin Imp
Diminutive Fey (Extraplanar)
Hit Dice: 3d6 (10 hp)
Initiative: +2
Speed: 15 ft., Burrow 15 ft.
Armor Class: 18 (+4 size, +2 Dex, pumpkin armor +2), Touch 16, Flat-footed 16
BAB/Grapple: +1/-13
Attack: Spit seed + 7 ranged (1d4-2 plus nausea)
Full Attack: Spit seed +7 ranged (1d4-2 plus nausea)
Space/Reach: 1 ft./0 ft.
Special Attacks: Pumpkin Trebuchet (4d6)
Special Qualities: Low-light vision
Saves: Fort +1, Reflex +5, Will +3
Abilities: Str 6, Dex 15, Con 10, Int 11, Wis 10, Cha 13
Skills: Bluff +7, Disable Device +6, Disguise+7 (+11 to appear as a pumpkin), Hide+20, Listen +10, Use Rope +8
Feats: Ability Focus (spit seed), Exotic Weapon feat (pumpkin trebuchet)
Environment: Demiplane of Halloween
Organization: Solitary, Pair, or Battalion (4-8)
Challenge Rating: 1
Treasure: Standard
Alignment: Neutral
Advancement: None
Level Adjustment: +2

Pumpkin imps live in rabbit-like warrens under vast pumpkin fields. They tend to the crop of pumpkins from which they make their armor and defend their homes. They use pumpkin vines as rope and wear carved out pumpkin shells as armor.

They stand about 6-inches tall and weigh about 2 pounds. They have long ears that flop over at the tips but otherwise resemble chubby humans.

Intensely xenophobic, they shy from outsiders, leaving crude (if somewhat comical) warning signs beginning a mile or so from their pumpkin fields.

Pumpkin imps speak Common and Sylvan.

Combat

Pumpkin imps launch their pumpkin trebuchet at any trespassers within range. If the trespassers succeed in closing, a pumpkin imp will spit a seed and then attempt to flee to its underground burrows.

Pumpkin Trebuchet: It takes two full round actions to load, aim, and launch the pumpkin trebuchet, a siege weapon with 150-foot range (100 minimum). The trebuchet can be worked by 4 Diminutive creatures, 2 Tiny creatures, or 1 Medium or larger creature. A pumpkin trebuchet hurls pumpkins indirectly at a target (targeting DC 15). Its ammunition scatters on contact, dealing full damage (4d6) to the target square and half its damage to creatures and objects within 5 feet of the target square (creatures can make a DC 15 Reflex save to halve the damage again). The pumpkin trebuchet has a hardness of 5 and 50 hit points.

Spit seed (Ex): A pumpkin imp can spit a seed at a target within a 15-foot range causing 1d4-2 points of bludgeoning damage. The seeds are covered with a nauseating miasma of saliva and rotted pumpkin slime. Any living creature hit with a seed must succeed on Fortitude save (DC 14) or be nauseated until he can wipe off the seed (a standard action). The save is charisma-based and includes a +2 racial bonus.

Skills: Pumpkin imps have a +4 racial bonus to Listen and a +4 racial bonus to Disguise if attempting to resemble a normal pumpkin.

Debby

Awesome! Will add it to the list :)
Although the pumpkin trebuchet is kinda of a player killer for a ECL 1 party xD

CthulhuEatYou
2012-10-29, 08:07 AM
Need more fey:

Trickster
Medium Fey (Extraplanar)
Hit Dice: 6d6+6 (27 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Fly 15 ft. (Perfect)
Armor Class: 18 (+5 Dex, +3 Armor), Touch 15, Flat-footed 13
BAB/Grapple: +3/+4
Attack: Longsword +5 melee (1d8+1/19-20)
Full Attack: Long Sword +5 (1d8+1/19-20) or Touch of Confusion +4 melee (1d4-1 wisdom damage plus confusion)
Space/Reach: 5 ft./5 ft.
Special Attacks: Touch of Confusion (1d4-1 wisdom damage plus confusion)
Special Qualities: Backbiting Shell, Disorientation, Low-Light Vision
Saves: Fort +3, Reflex +9, Will +4
Abilities: Str 13, Dex 18, Con 12, Int 12, Wis 10, Cha 18
Skills: Diplomacy 8, Bluff 13, Disguise 13, Hide 13, Knowledge (Local) 9, Move Silently 13, Listen 8
Feats: Weapon Focus, Ability Focus (Touch of Confusion), Run
Environment: Forests of the Demiplane of Halloween
Organization: Solitary, Pair, or Family (3-7)
Challenge Rating: 3
Treasure: Standard including possessions
Alignment: Chaotic Neutral
Advancement: None
Level Adjustment: +4
Possessions: Long Sword, Hardened Leaf Armor (See Below)

Tricksters are fey that enjoy confusing and annoying adventurers as their weapons bounce off the trickster and reflect the damage back on the adventurers.

Tricksters look like grey, nose-less elves with no visible eyes and usually long brown or black hair. A trickster is roughly as tall as a human.

Tricksters speak Common, Elven and Sylvan.

Combat

Tricksters uses their abilities to pacify their target, draining away their wisdom and confusing them until they go unconscious. Even more devious is their Backbiting Shell, which can causes every attack against them to hit the attacker.

Touch of Confusion (Su): A trickster can attempt a touch attack against a living creature. The touch deals 1d4-1 points of wisdom damage and confuses the target as per a confusion spell for 1 round. For each wisdom point drained, the trickster is cured for 1 hit point up to a maximum equal to the trickster’s Hit Dice. Excess hit points are lost. This does not provoke an attack of opportunity. A targeted creature can make a Reflex save (DC 17) to halve the wisdom damage but is still confused. The save is Charisma-based.

Backbiting Shell (Su): Every time a creature attempts to attack the trickster, it must succeed on a DC 17 Will save or be struck by its own attack instead. Use the original attack roll to against the attacker’s Armor Class to determine if the strike hits. The save is Charisma-based.

Disorientation (Sp): Three times per day, the trickster can attempt to disorient a creature of his choice as a swift action. This functions as the confusion spell, but after each round the target must succeed a Will Save (DC 18) or be affected for another round. The save is Charisma-based.

Hardened Leaf Armor: Armor Bonus +3, Max Dex Bonus +8, Armor Check Penalty +0%, Hardness 1, Hit Points as leather armor. 8 lb. Base Cost (Medium): 30 gp.

Tricksters as characters
Trickster characters possess the following racial traits:
• +6 Dex, -2 Con, -2 Wis +6 Cha,
• Fey (Extraplanar)
• Medium.
• Racial HD: The trickster starts with 6d6 HD,
• Racial Saves: The tricksters HD gives them +2 base Fortitude save, +4 base Reflex save, and +4 base Will save.
• Racial Skills: The tricksters racial HD gives them 9 x (6 + Int modifier) skill points.
• Racial Feats: The Tricksters racial HD gives them 3 feats
• A trickster’s base land speed is 30 feet and a fly speed of 15 (perfect).
• Low-light vision.
• Touch of Confusion
• Backbiting Shell
• Disorientation
• Eternal: Tricksters does not age and cannot die of old age.
• Automatic Languages: Common and Sylvan
• Bonus Languages: Dwarven, Elven, Undercommon
• Favored Class: Rogue
• Level Adjustment: +4

{table=head] Knowledge (the Planes) | Information
13 | Tricksters are fey creatures that enjoy tricking, confusing and annoying adventurers.
23 | Tricksters drain the wisdom of their victims when touching them, enjoying draining them to the brink of unconsciousness.
[/table]

Debihuman
2012-10-29, 12:44 PM
Awesome! Will add it to the list :)
Although the pumpkin trebuchet is kinda of a player killer for a ECL 1 party xD

Since it takes 4 pumpkin imps to launch the trebuchet (and they can't do anything else for two rounds while they do it), you wouldn't use it on Level 1 party in the first place. A single imp can't use the trebuchet.

Of course, the PCs could storm the trebuchet (it will probably miss a moving target and cannot hit them at all if they close nearer than 100 feet).

I'd say 4 pumpkin imps workign the trebuchet would be a level 2 encounter at least. BTW, I watched "Chunkin Punkins" on Discovery last night (same younger cast members that appear on Myth Busters) and I just couldn't help but think of this.

Debby

Debihuman
2012-10-30, 09:53 AM
Is this balanced?

Not sure. I'll be going though it in stages.


The true master of costumes, the harlequin can take the guise of costume in her collection and gains ts abilities. and. The harlequin can take any role in a party and may change that role according to the party’s need. Fixed that for ya.


You have the class listed as fear monger in Class skills.



New Costume: At 1st level and every third level thereafter, the Harlequin can choose a new costume. Every time a harlequin wears a costume of that type she gets an associated number of abilities depending on her level. A harlequin can choose among Angel, Demon, Jester, Ghoul, Skeleton, Troll, Vampire, and Witch costumes. The harlequin only gains the benefit of one costume at a time. As long as a harlequin is wearing a costume, she gets a +8 circumstance modifier to Disguise checks. This is in addition to the other benefits given by wearing a particular costume. Donning a costume or changing costume is a full round action.

Fixed it there too. I think that the length of time she can wear a costume should be addressed (pun intended). How long can a harlequin remain in her costume?


Trait: At 1st level, the harlequin get access to the minor traits of each costume she wears. When the Harlequin attains level 3rd she then gains access to her costume's lesser traits, and medium traits at 6th level and powerful traits at 9th level.

Fixed it for consistency. That seems fine.


Swift Costume Change: At 5th level the harlequin can don and change costumes as a swift action instead of a full round action. Furthermore, she can don an armor hastily without taking any penalties.

It isn't clear whether she can wear armor and her costume at the same time. I would imagine that the armor would prevent her from gaining the disguise bonus if nothing else.



Shocking strike: Every time an enemy is denied his dexterity modifier against the harlequin's attack, the harlequin may add her charisma modifier to the attack roll and to attack damage.

This seems fine. Not sure about the name as there is nothing particularly "shocking" about it.


Guise: At 10th level the harlequin undergoes a magical change. Every time she dons a costume, she becomes a different creature. The harlequin usually gains a new Type each time she dons a costume, depending on the costume she dons and she gains the racial traits of the costume, if any.

While I can appreciate this, you forgot to list what Type you become in some of the various guises. Does donning an Angel or Demon costume make you an Outsider? What about Jester and Witch?

{table=head] Level | BAB | Fort Save | Ref Save | Will Save | Special|
1st | +0 | +0| +2| +2| New Costume, Minor Traits|
2nd | +1 | +0| +3| +3|-- |
3rd | +1 | +1| +3| +3| Lesser Traits|
4th | +2 | +1| +4| +4| New Costume |
5th | +2 | +1| +5| +5| Swift Costume Change|
6th | +3 | +2| +6| +6| Medium Traits|
7th | +3 | +2| +7| +7| New Costume |
8th | +4 | +2| +8| +8| Shocking Strike|
9th | +4 | +3| +9| +9| Powerful Traits|
10th | +5 | +3| +10| +10| New Costume, Guise |
[/table]

I think I fixed the table. You were missing an "|" That dead 2nd level is a problem.

You don't need to spoiler the costumes. This isn't privileged information. I'm gonna fix your text as I go for consistency so the quoted material is edited.


Angel Costume
Minor Traits: You gain Acid resistance 5, cold resistance 5, and electricity resistance 5.
Lesser Traits: You can cast smite evil 3/day as a paladin.
Medium Traits: You gain spell resistance equal to 10 + character level.
Powerful Trait: You gain a 30 foot Fly speed (clumsy) as long as you wear the costume.
Guise: Divine Beauty: If you show your face, everyone that witnesses must make a DC 15 Will save or are subject to the following effect: Good creature become fascinated, neutral and evil creatures become Shaken.

I like this. Not too overpowered. Still needs the Outsider Type added.


[Demon Costume
Minor Traits: You gain Acid resistance 5, cold resistance 5, and fire resistance 5.
Lesser Traits: You can cast smite good 3/day as a black guard.
Medium Traits: You gain spell resistance equal to 10 + character level.
Powerful Trait: You gain immunity to electricity and poison.
Guise: Summon Demon: Once per day you can attempt to summon 4d10 dretches or a hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell. These demons must aid you in combat, but do not follow your command. They will leave after 1d8 minutes.

Not bad. I think you should get at least a 75% of success of summoning a demon though. It needs the Outsider Type added.


Jester Costume
Minor Traits: You gain a +4 circumstance bonus to Balance, Jump and Tumble checks as long as you wear the costume.
Lesser Traits: You gain 10 foot Climb speed and can take 10 on climb checks, even in stressed situations.
Medium Traits: Trice a day you can add your intelligence modifier to an attack against a target who is denied his dexterity modifier to armor. This bonus applies to both the attack roll and the damage roll.
Powerful Trait: You gain twice your dexterity modifier to AC instead of just once.
Guise: Thrice a day you can add your Intelligence or Dexterity modifier to any of the following skill checks: Balance, Climb, Disguise, Escape Artist, Jump, Sleight of Hand, Swim and Tumble Checks. Further more you gain the Evasion class feature as if you were a rogue.

The problem is skill stacking with Guise. You gain +4 circumstance from the costume AND you gain your Dexterity modifier to them as well. It's double-dipping. You also forgot that +8 bonus to Climb that comes from just having a climb speed. This needs a bit of work to be balanced.

Why Type do you become when you don this costume, if any? If you don't think a Type change is warranted, then say so explicitly.


Ghoul Costume
Minor Traits: You gain a +4 circumstance bonus to Hide, Move Silently and Spot checks as long as you wear the costume.
Lesser Traits: You gain the Toughness feat and a +4 racial bonus to Fortitude saves.
Medium Traits: You gain two claw attacks that do 1d8+Strength modifier damage as alternative primary attacks. Any living creature struck by your claws continues to bleed, losing 1 hit point per round thereafter. Multiple wounds result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Powerful Traits: Those hit by your claw attacks must succeed on a Fortitude save or be paralyzed for 1d4+1 rounds.The DC is equal to 10 + class level. The save DC is Charisma-based.
Guise: You become the Undead type and gain all undead traits, including immunities and critical strike immunities. You regain your constitution score once you remove this costume.

Here is where I think you run into some problems. Giving out a bonus hit point per HD is exactly like giving out Toughness as a bonus feat. So why not simply do that? Elves are always subject to paralysis; it is sleep that they are immune to.


Skeleton Costume
Minor Traits: You gain a +2 circumstance bonus to Fortitude saves and Will saves.
Lesser Traits: You gain damage reduction 5/bludgeoning damage as long as you wear the costume.
Medium Traits: You gain +4 natural armor as long as you wear the costume.
Powerful Traits: You gain Immunity to cold and electricity.
Guise: You become the Undead type and gain all undead traits, including immunities and critical strike immunities. You regain your constitution score once you remove this costume.

Aside from some minor editing for consistency, this looks good.


Troll Costume
Minor Traits: You gain a +4 circumstance bonus to Listen, Search and Spot checks.
Lesser Traits: You gain +2 natural armor.
Medium Traits: You gain Darkvision out to 60 feet.
Powerful Traits: You become Large and gain a +8 size bonus to Strength, a +4 size bonus to Constitution, and a -2 size penalty to Dexterity.
Guise: You ] You gain regeneration 5/fire and acid.

First, when you go from Medium to Large, it should match the Improving Monsters size chart. You gain: +8 Str, -2 Dex, +4 Con, +2 Natural AC and -1 AC/Attack. Do you become a Monstrous Humanoid while wearing this costume?


Vampire Costume
Minor Traits: You gain Darkvision out to 30 ft.
Lesser Traits: You gain damage reduction 5/silver and magic.
Medium Traits: You gain the ability to assume an alternative form.
At will you can turn into a Bat (See MM1 page 268), you retain your Intelligence, Wisdom and Charisma modifier while in this form and you uses your own hit points independent of your new Hit Dice. Otherwise this functions as a polymorph spell.
Powerful Traits: As a full round action, you can suck the blood of a helpless creature or a creature who has denied his dexterity modifier. To do this, you must attempt a touch attack against the target, If it succeeds, the target takes 1d4 points of damage per your character level and you are cured for 1d4 points of damage per your character level. This only works against creature that aren’t immune to critical strikes.
Guise: You become the Undead type and gain all undead traits, including immunities and critical strike immunities. You regain your constitution score once you remove this costume.

Darkvision normally is in 30 foot increments. I recommend the vampire costume grants 30 foot darkvision instead of 40 foot darkvision.


Witch Costume
Minor Traits: You gain a +4 circumstance bonus to Craft (Alchemy), Heal and Spell Craft checks.
Lesser Traits: You can cast alter self, cure light wounds and charm person as spell-like abilities 3 times per day.
Medium Traits: You gain damage reduction 10/magic and fire vulnerability.
Powerful Traits: You gain Brew Potion as a bonus feat, even if you don’t meet the prerequisites. Furthermore you can cast the following spells as spell-like abilities once a day each: Baleful Polymorph, Cure Critical Wounds, Cure Moderate Wounds, Polymorph and Bestow Curse. You can use these spells as the basis to craft potions in addition to casting them.
Guise: You can cast spells as an 8th level sorcerer; this cannot be used to meet the perquisites of other prestige classes, feats, or be used to craft items other than potions and oils. You choose learned spell the first time you don the witch costume each day and use up the same pool of spells used per day no matter how many times you don or remove the witch costume.

This was listed under the Vampire header. I like this a lot. Kudos for limiting the number of daily spells no matter how many times you put on and take off the costume. What Type, if any, do you become when you wear this costume?

I think that's everything.

Debby

CthulhuEatYou
2012-10-31, 02:28 PM
Happy Halloween! :)
Would have added more today, but ran out of time sadly :)
Well, anyway 2 creatures is somthing; Say welcome to the Dark Sprout Jack-o'-Lantern and the Awoken Candybag! :D (Will be posted below)



Not sure. I'll be going though it in stages.

Fixed that for ya.


You have the class listed as fear monger in Class skills.




Fixed it there too. I think that the length of time she can wear a costume should be addressed (pun intended). How long can a harlequin remain in her costume?



Fixed it for consistency. That seems fine.



It isn't clear whether she can wear armor and her costume at the same time. I would imagine that the armor would prevent her from gaining the disguise bonus if nothing else.



This seems fine. Not sure about the name as there is nothing particularly "shocking" about it.



While I can appreciate this, you forgot to list what Type you become in some of the various guises. Does donning an Angel or Demon costume make you an Outsider? What about Jester and Witch?

{table=head] Level | BAB | Fort Save | Ref Save | Will Save | Special|
1st | +0 | +0| +2| +2| New Costume, Minor Traits|
2nd | +1 | +0| +3| +3|-- |
3rd | +1 | +1| +3| +3| Lesser Traits|
4th | +2 | +1| +4| +4| New Costume |
5th | +2 | +1| +5| +5| Swift Costume Change|
6th | +3 | +2| +6| +6| Medium Traits|
7th | +3 | +2| +7| +7| New Costume |
8th | +4 | +2| +8| +8| Shocking Strike|
9th | +4 | +3| +9| +9| Powerful Traits|
10th | +5 | +3| +10| +10| New Costume, Guise |
[/table]

I think I fixed the table. You were missing an "|" That dead 2nd level is a problem.

You don't need to spoiler the costumes. This isn't privileged information. I'm gonna fix your text as I go for consistency so the quoted material is edited.



I like this. Not too overpowered. Still needs the Outsider Type added.



Not bad. I think you should get at least a 75% of success of summoning a demon though. It needs the Outsider Type added.



The problem is skill stacking with Guise. You gain +4 circumstance from the costume AND you gain your Dexterity modifier to them as well. It's double-dipping. You also forgot that +8 bonus to Climb that comes from just having a climb speed. This needs a bit of work to be balanced.

Why Type do you become when you don this costume, if any? If you don't think a Type change is warranted, then say so explicitly.



Here is where I think you run into some problems. Giving out a bonus hit point per HD is exactly like giving out Toughness as a bonus feat. So why not simply do that? Elves are always subject to paralysis; it is sleep that they are immune to.



Aside from some minor editing for consistency, this looks good.



First, when you go from Medium to Large, it should match the Improving Monsters size chart. You gain: +8 Str, -2 Dex, +4 Con, +2 Natural AC and -1 AC/Attack. Do you become a Monstrous Humanoid while wearing this costume?



Darkvision normally is in 30 foot increments. I recommend the vampire costume grants 30 foot darkvision instead of 40 foot darkvision.



This was listed under the Vampire header. I like this a lot. Kudos for limiting the number of daily spells no matter how many times you put on and take off the costume. What Type, if any, do you become when you wear this costume?

I think that's everything.

Debby

Too tired, will fix tommorow ;)

CthulhuEatYou
2012-10-31, 02:31 PM
Dark Sprout (Jack-o’-Lantern)
Huge Plant (Augmented Undead, Evil, Extraplanar)
Hit Dice: 28d8+336 (462 hp)
Initiative: +7
Speed: 50 ft. (10 squares), Climb 50 ft.
Armor Class: 38 (-2 size, +5 Dex, +25 Natural Armor), touch 13, flat-footed 33
Base Attack/Grapple: +21/+41
Attack: Tentacles +25 (2d6 + 18)
Full Attack: 4 Tentacles +25 (2d6 + 18)
Space/Reach: 15 ft./15 ft. (tentacles 60ft.)
Special Attacks: Breath Weapon (14d6 negative damage), Entangle, Swallow Whole
Special Qualities: Darkvision 240 ft., Death Throe, Double Energy Polarity, Ghost Touch, Legion, Regeneration 12, Spell Resistance 38, Spell-like Abillities, Tremorsense 3 Miles, Turn Immunity, Undead Hivemind, Plant Traits, Undead Traits.
Saves: Fort +23, Ref +14, Will +15
Abilities: Str 34, Dex 25, Con 34, Int 22, Wis 22, Cha 18
Skills: Climb 43, Balance 39, Intimidate 35, Knowlegde (Religion) 37, Listen 37, Search 37, Spot 37, Swim 43
Feats: Iron Will, Lightning Reflexes, Improved Grab, Power Attack, Improved Bull Rush, Awesome Blow (MM1), Blind-Fight, Snatch, Ability Focus (Breath Weapon), Ability Focus (Entangle)
Environment: Plane of Halloween
Organization: Solitary or Undead Legion (1 Dark Sprout, +2d6 Dread Wraiths, 3d6 Ghosts and 4d6 Wraiths)
Challenge Rating: 24
Treasure: Standard
Alignment: Usually Chaotic, Always Evil
Advancement: 29-40 HD (Huge), 41-56 HD (Gargantuan)
Level Adjustment: —


Dark Sprouts are one of the greatest threats on the plane of Halloween.
The dark sprout is the result of powerful spirits defying a large Jack-o’-lanterns turning aura and infest the creature. The creature grows enormous and blackens, its roots grow massive and it begins to attract undeads and homeless souls from miles away. The creature go on a rampage that kill everything in sight, jack-o'-lantern or not. What makes this creature especially frightening is its ability to sense and pinpoint creatures that touch the ground up to 3 miles away.

Each of the dark sprouts four tentacles has 100 hit points and all the natural armor, damage reduction, resistance and the regeneration of the original.

Dark sprouts speaks Abyssal, Sylvan and Undercommon

Combat
The dark sprouts prefers to enter combat spraying negative energy unto it’s targets to take down as many as possible, while after grappling the remainder and shallow them whole. Dark sprouts often controls a horde of lesser undead, which it uses to crowd control enemies into comfortable positions for it to hit with its breath weapon. If the horde of undead seems to fail, it will use the breath weapon of them instead to heal the damage they have taken.


Entangle (Ex): All creatures that comes within 120 ft. of the Dark Sprout must succeed a DC 35 reflex save or become immobilized. Every turn all creatures within the area must succeed DC 35 reflex save or become immobilized for that turn too. Flying creatures that comes within 60ft of the Dark Sprout must succeed the same check or be dragged to the ground and become immobilized, effectively preventing them from flying and/or moving for each round they fail their saves. If the Dark Sprout moves more than 120 ft. away from a target immobilized by this effect, the effect breaks for the target within 1d6+1 turns. A creature can attempt a Strength Check DC 28 to break out of the roots instead of attempting the reflex save if the creature so chooses. If a creature is struck in the roots and immobilized for 3 or more rounds, they must succeed a DC 35 fortitude save or become exhausted every round thereafter. A dark sprout gets a +12 competence bonus to grapple checks against creatures immobilized by this effect.

Breath Weapon (Ex): Once every forth turn a Dark Sprout can release a cone of negative energy. As a full round action the Dark sprout can release a 35 ft. cone of living dead souls unto its enemies. This kills all the targets unless they succeed a DC 36 Fortitude save, if a target succeeds, it instead takes 14d6 negative damage. Undeads automatically wins the save and is healed for the damage instead. This is a death-effect, creatures immune to death effects counts as having automatically succeeded the fortitude save.

Death Throe(Ex): Upon death, a dark sprout releases a burst of negative energy in a 60-foot radius that kills all normal vegetation and causes all nearby living creatures to take 6d6 points of negative energy damage. Furthermore, all Undead within range are healed for for 3d6 hit points. There is no saves.

Double Energy Polarity(Ex): Dark sprouts are both healed by positive and negative damage.

Ghost Touch(Ex): The Dark sprout can touch and attack ethereal and incorporeal creatures as if they were on the material plane, otherwise this works as if all the Dark Sprouts attacks were enhanced with the Ghost Touch item ability.

Swallow Whole (Ex): If the dark sprout begins its turn with a grappled opponent in its tentacle, it can attempt a new grapple check. If it succeeds, it swallows its prey. A swallowed creature takes 2d4 points of negative damage each round and must succeed a DC 31 Reflex save each round or become stunned for its turn. A creature can attempt to cut its way out of the pumpkin, dealing piercing or slashing damage against an Armor Class of 22. If the creature inside manages to deal 50 points of damage, it can escape through the side of the dark sprout. A creature that cuts itself out of the dark sprout is still considered grappled. A swallowed creature is counted as grappling, whoever the dark sprout not. Due to its hollow form, a Dark sprout can swallow creatures of up to its own size. (1 Huge creature, 2 Large creatures, 4 medium creatures, 8 small creatures, and so forth.). The save is Dexterity-based.

Spell-like abilities (SP): At will; Greater Animate Dead, Revive Undead (Spell Compendium p. 175). 3/day Avascular Mass (DC 22) (Spell Compendium p. 19). Caster Level equal to HD (28).

Regeneration (Ex): Slashing and frost deal normal damage to a dark sprout. If a dark sprout is blasted to pieces, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Undead Hivemind (Su): Five times per day as a free action the dark sprout can assume control of any creature within a range of 200 ft., this otherwise functions as a evil clerics rebuke undead ability, expect it can only be used on unintelligent undead. Furthermore it can communicate telepathically with any willing intelligent undead within 2 miles it is aware of.

Legion(Su): When the dark sprout dies, it releases all its negative energy unto the surroundings and releases the souls from within it. Releasing 1d4+1 Dread Wraiths, 2d4 Ghosts and 3d4 Wraiths.

Augmented Undead: Even though the dark sprout is augmented an undead, it has a constitution score become while possessed by powerful spirits, the dark sprout is still a plant and not an actual undead. Dark Sprouts are immune to the clerics turn/rebuke attempts.

Plant and Undead Immunities: The Dark sprout is immune to mind-affecting effects, poisons, sleep effects, paralysis, polymorph, stunning, diseases, death effects and is not subject to non-lethal damage, ability drain, energy drain, critical strikes and massive damage, as well as to fatigue and exhaustion effects. Not subject to Resurrection or True Resurrection unlike a normal undead and is not destroyed when reduced to 0 hit points. The dark sprout does not need to breath, eat or sleep.


{table=head] Knowledge (Religion) | Information
38 | Dark Sprouts are Jack-o’-lanterns possessed by evil spirits that animate them and turn them into monstrous creature that wreck havoc on everyone that gets near. This amount of success reveals plant traits.
48 | Dark sprouts are almost immortal creatures, the only way to truly kill a Dark Sprout is to cut it to pieces or hyper freeze it. The Dark sprout immobilizes all creatures that get close to it, even flying creatures, and will use its undead hordes and its ability to swallow creatures to defeat any opposition it meats.
[/table]

CthulhuEatYou
2012-10-31, 02:35 PM
Awoken Candybag
Medium Construct (Augmented Undead, Extraplanar)
Hit Dice: 14d10+20 (97 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+0 Dex, +5 Natural Armor), touch 10, flat-footed 15
Base Attack/Grapple: +10/+16
Attack: Slam +16 (2d6 + 9)
Full Attack: Slams +16 (2d6 + 9)
Space/Reach: 5 ft./5 ft.
Special Attacks: Swallow Whole
Special Qualities: DR 10/Slashing, DR 10/ Piercing, Improved Grapple, Swallow Whole, Candify, Construct Traits, Undead Traits.
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 22, Dex 10, Con -, Int -, Wis 10, Cha 8
Skills: -
Feats: -
Environment: Plane of Halloween
Organization: Solitary or Baggies (2d4 Awoken Candybags)
Challenge Rating: 10
Treasure: 10d6 Strange Candy (See Laban above)
Alignment: Always Neutral Evil
Advancement: -
Level Adjustment: —

The story about the Awoken Candybags are unknown, but most theorize that it is either a laban’s candybag that after having consumed a certain amount of candy is animated by negative energy and starts to consume everything around them; or that the Labans have devised a certain necromantic ritual to animate their sacks when confronted by enemies to strong to be fought any other way.
Combat
The Awoken candybag attacks mindlessly, trying to grap and swallow as many enemies as possible.

Improved Grab (Ex): This functions as the Improved Grab special ability (See MM1).

Swallow Whole (Ex): An awoken candybag that has successfully grappled an enemy can attempt to swallow it. The candybag must attempt another grapple check against the target. If the target fails the check, it is swallowed. A swallowed creature can attempt to cut its way out of the bag by dealing 20 points of damage to the creature from the inside. The candybag’s interior has an Armor Class of 13. A swallowed creature is considered grappled.

Candify(Su): A swallowed creature must succeed a DC 17 Will save each round or be turned into strange candy. Otherwise this functions as a Baleful Polymorph spell.

Spell Immunity Awoken candybags are immune to all spells that allow spell resistance, spells that allows fortitude saves only works against the candybag if they can target objects.

The Candybag can be hit by spells with the fire descriptor normally.

{table=head] Knowledge (the Planes) | Information
20 | Awoken Candybags are strange construct creatures that will attempt to swallow and candify all creatures it meets. This amount of success reveals Construct and Undead traits [/table]

CthulhuEatYou
2012-10-31, 03:21 PM
What the heck, it is Halloween after all. Here is more content: The Catrina, inspired by the Mexican Day of the Dead skeleton dolls! :)

Catrina
A Catrinas is a skeletal creatures from the plane of Halloween. When a person devoted to Halloween dies, the plane sometimes spontaneously reawaken them as Catrinas. Catrinas are just like they were in life, and unlike other undead; not inherently evil as they weren’t animated by negative energy but the spirit and essence of the plane. Most Catrinas settle in the villages scattered around the Plane of Halloween, living together with Strange-folk. In fact many strange-folk themselves become Catrinas when they die. Outside the plane of Halloween, Catrinas are often mistaken for undead and much prejustice exists against them, forcing most catrinas outside the plane to become outsiders and hermits.

Creating a Catrina creature
“Catrina” is an acquired template that can be added to any humanoid creature, monstrous humanoid, animal or native outsider (referred to hereafter as the base creature). The creatures type change to Undead (Augmented base creatures type, Extraplanar).
Hit Dice: Increase all current and future Hit Dice to d12s. Furthermore all Catrinas gets a bonus to Hp equal to Charisma for each HD they have.
Armor Class: A Catrina has a +1 natural armor bonus or the base creature’s natural armor bonus, whichever is better.
Attack and Damage: Same as base creature.
Special Attacks: Same as base creature.
Special Qualities: A Catrina retains all the base creature’s special qualities and gains those described below.
Essence of Humanity: For all effects related to race, a Catrina is considered belonging to its original race.
Turn Immunity (Ex): Because Catrinas aren’t animated by negative energy, they are immune to a clerics turning/rebuke attempts.
Polarity (Ex): Unlike other undeads, only evil Catrinas are healed by negative energy like undead, Good and Neutral Catrinas are healed by positive energy and harmed by negative energy like living creatures.
Damage Reduction (Su): A Catrina undead body is tough, giving the creature damage reduction 4/bludgeoning and magic.
Immunities (Ex): Catrinaes have immunity to cold, electricity, polymorph, and mind-affecting attacks.
Abilities: Catrinas retains all ability scores they had in life except; being undead, a Catrina has no Constitution score.
Skills: Same as base creature.
Organization: Solitary or infestation (5-20)
Challenge Rating: Same as the base creature + 1
Treasure: Same as base creature.
Alignment: [/B Same as base creature.
Advancement: Same as base creature.
Level Adjustment: Same as the base creature +1

[B]Sample Catrina (Level 1 Strange-folk Rogue)
Medium Undead (Agumented Humanoid, Extraplanar)
Hit Dice: 1d12 +1 (7 hp), DR 4/Bludgeoning
Initiative: +2
Speed: 50 ft. (Can’t Run)
Armor Class: 16 ( +1 Dex, +3 armor, +1 shield, +1 natural), touch 11, flat-footed 15
Base Attack/Grapple: +0/+2
Attack: Dagger +2 (1d4+2) or Short Sword +2 (1d6+2) or Short Bow +2 (1d6 +0)
Full Attack: agger +2 (1d4+2) or Short Sword +2 (1d6+2) or Short Bow +2 (1d6 +0)
Special Attacks: Sneak Attack +1d6
Special Qualities: Darkvision 60 ft. Essence of Humanity, Human Ancestry, Positive Polarity, Strange Feature: Long Legs (+20ft. Speed, Can’t Run), Fear Immunity, Trapfinding, Turn Immunity, Undead Immunities
Saves: Fort +1, Ref +3, Will -1
Abilities: Str 14, Dex 15, Con -, Int 10, Wis 10, Cha 13
Skills: Bluff +6, Hide +6, Intimidate +6, Listen +4, and Move Silently +4.
Feats: Quick Draw
Environment: Villages, Plane of Halloween
Organization: Solitary, pair, or Village Militia (15-30)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: By character class
Level Adjustment: +0
Possessions: Dagger, Short Sword, Shortbow, Studded Leather Armor, Light Shield, 15 Arrows

{table=head] Knowledge (the Planes) | Information
20 | Catrinas are creatures reawaken by the Plane of Halloween, only creatures devout to Halloween can reawaken as a Catrinas. Although Undead, Catrinas aren’t reanimated by negative energy and aren’t necessarily Evil.[/table]

CthulhuEatYou
2012-10-31, 04:01 PM
And here is a list of Creatures by CR.

{table=head] CR | Creature | Type
½ | Strange-Folk Militia | Humanoid (Extraplanar) |
½ | Tiny Jack-o’-Lantern | Plant (Extraplanar) |
1 | Catrina Strange-Folk Rogue | Undead (Augmented Humanoid) |
1 | Pumpkin Imp | Fey (Extraplanar) |
1 | Small Jack-o’-Lantern | Plant (Extraplanar) |
2 | Black Cat | Magical Beast (Extraplanar) |
2 | Hoodlum | Undead (Incorporeal, Extraplanar) |
2 | Nightmare Wolf | Animal (Extraplanar) |
3 | Trickter | Fey (Extraplanar) |
3 | Pumpkin Hound | Plant (Augmented Animal, Extraplanar) |
3 | Dancing Dead | Undead (Extraplanar) |
3 | Medium Jack-o’-Lantern | Plant (Extraplanar) |
4 | Candy Legion | Construct (Swarm, Extraplanar) |
4 | Laban | Humanoid (Shapechanger , Extraplanar) |
5 | Scarecrow | Construct (Extraplanar) |
5 | Swarm-o’-Jacks | Plant (Swarm, Extraplanar) |
6 | Large Jack-o’-Lantern | Plant (Extraplanar) |
7 | Grim Doll | Construct (Augmented Undead, Extraplanar) |
8 | Skeletal Troubadour | Undead (Extraplanar) |
8 | Warp Cat | Magical Beast (Chaotic, Extraplanar, Psionic) |
9 | Cauldron Slime | Ooze (Extraplanar) |
9 | Withered Treant | Plant (Extraplanar) |
10 | Awoken Candybag | Construct (Augmented Undead, Extraplanar) |
14 | Mad Warp Cat | Magical Beast (Chaotic, Extraplanar, Psionic) |
16 | Grotesque | Construct (Extraplanar) |
24 | Dark Sprout | Plant (Augmented Undead, Extraplanar) |
[/table]

Wauw, didn't remember making that many creatures xD

That is 25 monsters + a monster made by Debby

CthulhuEatYou
2012-10-31, 06:12 PM
Got some inspiration from an urban legend and an old movie, besides needed a CR 7 monster for my list for it to look pretty ;)

Grim Doll
Tiny Construct (Augmented Undead, Extraplanar)
Hit Dice: 7d10 +10 (48 hp)
Initiative: -5
Speed: 0 ft.
Armor Class: 7 (+2 size, -5 Dex), touch 7, flat-footed 7
Base Attack/Grapple: +5/-3
Attack: None
Full Attack: None
Space/Reach: 2 ft./0 ft.
Special Attacks: Violent Death, Bestow Curse
Special Qualities: Mind Control, Relocation, Curse of the Doll, Telepathy, Construct Traits, Undead Traits
Saves: Fort +2, Ref -3, Will +10
Abilities: Str -, Dex 1, Con -, Int 12, Wis 22, Cha 18
Skills: Disguise 15, Bluff 15, Intimidate 15.
Feats: Toughness, Improved Toughness
Environment: Plane of Halloween
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral Evil
Advancement: -
Level Adjustment: —

Sometimes when a child is given a doll sharing its own name something happens. Within weeks the child dies tragically, and the doll comes to life. A grim doll can barely move, but travels via mind control and its relocation, killing every victim that gets its hands on it violently and mystically. No-one can explain the deaths, but something is for sure; anyone who has seen a person killed by a Grim doll is glad it wasn’t him.
Combat
A grim doll doesn’t usually enter combat, but kills everyone that touches it within days. If a Grim doll is attempted destroyed, it will try to escape via Relocation.


Violent Death (Su): Anyone touching a Grim Doll must succeed a DC 17 Fortitude save or die. If a character succeeds, he takes 3d6 points of slashing damage and is blinded permanently instead. The grim doll can choose to delay this effect for up to two weeks if it chooses to. Creatures using natural or unarmed attacks are subject to this effect. This is a death-effect. The save is Charisma-based.

Bestow Curse (Sp): 3/day, a grim doll can cast bestow curse as 10th level sorcerer. It will only use this ability on creatures that survive its touch or on creatures that are aware of its powers. A DC 18 Will save negates this effect. The save is Charisma-based.

Mind Control (Sp): As a full round action, the grim doll can cast suggestion as a 10th level sorcerer. It will usually use this ability to make creatures pick, move it around, take it with them or make them touch it. A DC 17 Will save negates this effect. The save is Charisma-based.

Relocation (Sp): The grim doll can cast greater teleport as a level 20 sorcerer on itself as a standard action every 3rd round.

Curse of the Doll (Su): Anyone destroying a grim doll becomes a grim doll within 1d4 weeks. Otherwise this functions as a greater bestow curse Spell. A remove curse spell dispels this effect.

Telepathy (Su): A grim doll can communicate telepathically with any creature within 120 feet, whether or not the creature shares a language with it. It usually only uses this ability in conjunction with suggestion.

{table=head] Knowledge (the Planes) | Information
17 | Grim dolls are possessed dolls that uses their abilities to travel around and murder people violently and mercilessly. [/table]

CthulhuEatYou
2012-11-01, 04:54 AM
You have the class listed as fear monger in Class skills.

Fixed :)


Fixed it there too. I think that the length of time she can wear a costume should be addressed (pun intended). How long can a harlequin remain in her costume?

Indefinitely, fixed in the description. Also removed the ability to gain a costumes benefits while sleeping.


It isn't clear whether she can wear armor and her costume at the same time. I would imagine that the armor would prevent her from gaining the disguise bonus if nothing else.

Fixed, and gave me a great idea for the 2nd level class feature.



This seems fine. Not sure about the name as there is nothing particularly "shocking" about it.

Best name for an ability that used "force of personality" to strike. xD



While I can appreciate this, you forgot to list what Type you become in some of the various guises. Does donning an Angel or Demon costume make you an Outsider? What about Jester and Witch?

Fixed



I think I fixed the table. You were missing an "|" That dead 2nd level is a problem.

Fixed :)


You don't need to spoiler the costumes. This isn't privileged information. I'm gonna fix your text as I go for consistency so the quoted material is edited.

To spare people for a wall of text basically and to make it manageable. :)

I like this. Not too overpowered. Still needs the Outsider Type added.

Done :)


Not bad. I think you should get at least a 75% of success of summoning a demon though. It needs the Outsider Type added.

Yeah, in hindsight 35% is a very small chance. Fixed :)



The problem is skill stacking with Guise. You gain +4 circumstance from the costume AND you gain your Dexterity modifier to them as well. It's double-dipping. You also forgot that +8 bonus to Climb that comes from just having a climb speed. This needs a bit of work to be balanced.

Why Type do you become when you don this costume, if any? If you don't think a Type change is warranted, then say so explicitly.


Fixed :)



Here is where I think you run into some problems. Giving out a bonus hit point per HD is exactly like giving out Toughness as a bonus feat. So why not simply do that? Elves are always subject to paralysis; it is sleep that they are immune to.

Changed :)


First, when you go from Medium to Large, it should match the Improving Monsters size chart. You gain: +8 Str, -2 Dex, +4 Con, +2 Natural AC and -1 AC/Attack. Do you become a Monstrous Humanoid while wearing this costume?

Done, hope it isn't too overpowered :/



Darkvision normally is in 30 foot increments. I recommend the vampire costume grants 30 foot darkvision instead of 40 foot darkvision.

Fixed


This was listed under the Vampire header. I like this a lot. Kudos for limiting the number of daily spells no matter how many times you put on and take off the costume. What Type, if any, do you become when you wear this costume?


Ah, header renamed.


I think that's everything.

Debby

Another big thanks for your enormous help! :)

Noctis Vigil
2012-11-01, 03:30 PM
This is quite extensive, and well done. I think I like the Master Harlequin best. Also, I can think of several costume ideas for the Master Harlequin, are you taking suggestions?

All in all, good work. Maybe I'll run my players through a Halloween campaign at some point.

Debihuman
2012-11-01, 08:28 PM
You have a contradiction in Harlequin. Initial text says you cannot wear armor with the costume but you gain this ability at 2nd level. Perhaps you should make it clearer that you cannot wear your costume under your armor until 2nd level.

I like the Dark Sprout. It will take me a while to go through the Dark Sprout since I don't generally critique Epic creatures (it's far more time consuming since the rules are slightly different).

I think the BAB should be 21 (28X.75=21) not 18,.

Attack is BAB +21 and Str modifier +12 and Size Modifier for Huge -8 for a total of +25. Grapple is BAB +21 and Str Modifier +12 and Special Size modifier +8 for a total or +41.

Since it has tentacles it should have extra reach with those tentacles beyond the standard. However, entangle is excessive unless you can explain how it is entangling creatures 120 feet in the air. Rather it should have reach 60 with its tentacles to grab things in the air and perhaps it uses as vast root system to entangle creatures on the ground for 120 feet. Roots can spread much farther than the tentacles could.

Tentacles should have a set hit points so a PC could attempt to sunder one (even if it does grow back

The Reflex save for Entangle is off. It should be 10 + 1/2 creature's HD + ability modifier (in this case it would be Dexterity-based). Its Dexterity is far too low. I recommend bumping it to 25 at minimum, especially since I think you've set the CR too low.

Space/Reach: 15 ft./15 ft. (60 ft. with tentacles)


It needs more feats. It should have 10 feats. Improved Natural Attack is never appropriate for an initial monster. You assign the initial attack. Improved Natural Attack should only be gained when a creature advances. Snatch feat is a good one since it has tentacles. This also allows it to fling opponents. It could have epic feats too. Blinding Speed would be a good one but it needs higher Dexterity to qualify (another reason to bump its Dex to 25).


Undead hivemind needs an actual range since we don't know what the range is.

More to come.

Debby

CthulhuEatYou
2012-11-02, 06:53 AM
This is quite extensive, and well done. I think I like the Master Harlequin best. Also, I can think of several costume ideas for the Master Harlequin, are you taking suggestions?

All in all, good work. Maybe I'll run my players through a Halloween campaign at some point.

I gladly take suggestions :)


You have a contradiction in Harlequin. Initial text says you cannot wear armor with the costume but you gain this ability at 2nd level. Perhaps you should make it clearer that you cannot wear your costume under your armor until 2nd level.

Essentially you can't wear armor until level 2. Will go through it an see what can be done to make it more clear



I like the Dark Sprout. It will take me a while to go through the Dark Sprout since I don't generally critique Epic creatures (it's far more time consuming since the rules are slightly different).

Well, I used none of the epic rules (avoided them on purpose because they are a nightmare). :)


I think the BAB should be 21 (28X.75=21) not 18,.

Oh yeah, changed it's HD half way through creation, can see I forgot somthing.


Attack is BAB +21 and Str modifier +12 and Size Modifier for Huge -8 for a total of +25. Grapple is BAB +21 and Str Modifier +12 and Special Size modifier +8 for a total or +41.

Fixed


Since it has tentacles it should have extra reach with those tentacles beyond the standard. However, entangle is excessive unless you can explain how it is entangling creatures 120 feet in the air. Rather it should have reach 60 with its tentacles to grab things in the air and perhaps it uses as vast root system to entangle creatures on the ground for 120 feet. Roots can spread much farther than the tentacles could.

Well it actually says flying creatures have to be within a range of 60 ft. But will add extra range to the tentacles.



Tentacles should have a set hit points so a PC could attempt to sunder one (even if it does grow back

They'd have to be pretty aggressive sunderers to overcome the regeneration, but fair point. I'll add hp.


The Reflex save for Entangle is off. It should be 10 + 1/2 creature's HD + ability modifier (in this case it would be Dexterity-based). Its Dexterity is far too low. I recommend bumping it to 25 at minimum, especially since I think you've set the CR too low.

Space/Reach: 15 ft./15 ft. (60 ft. with tentacles)

Ok, fixed



It needs more feats. It should have 10 feats. Improved Natural Attack is never appropriate for an initial monster. You assign the initial attack. Improved Natural Attack should only be gained when a creature advances. Snatch feat is a good one since it has tentacles. This also allows it to fling opponents. It could have epic feats too. Blinding Speed would be a good one but it needs higher Dexterity to qualify (another reason to bump its Dex to 25).

Okay



Undead hivemind needs an actual range since we don't know what the range is.

More to come.

Debby

Wouldn't that just be the range of a rebuke/control undead attempt? Well changed anyway.


Also remember it has all the immunities of both plants and undead, while still having a constitution score. Additionally I've added a new ability now:
Double Energy Polarity(Ex), which allows it to be healed by both positive and negative energy. Not that it changes too much, just clears out some possible confusion. Also added Greater Animate Dead and Revive Undead at will and Mass Avasculate three times per day as spell like abilities.

Debihuman
2012-11-02, 09:57 AM
Getting back to dark sprout here.

Attack: Tentacle +25 melee (2d6 + 18)
Full Attack: 4 Tentacles +25 melee (2d6 + 18)

Special Attacks: Breath Weapon (14d6 negative energy), Entangle, Swallow Whole

DC for saves for Entangle are 33 (The saves are dexterity based and include a +2 racial modifier). The racial modifier is the feat ability focus (entangle). 10 +14 + 7 +2.

I suspect that due to the very high DC of all the saves, the CR is above 20 and would be inclined to make it CR 24. Str and Con 34 are excessive for a CR 20 monster. Str or Con 34 is fine but this is more powerful than a black dragon wyrm (also CR 20) so I'd be hard pressed to keep it CR 20.

Breath weapons use Constitution modifier for their saves. DC is 10 + 14 + 12 = 36. It is 14d6 damage in chart but 1d6 in text. Taking 14d6 points of negative energy damage makes sense. How often can it use its breath weapon? With something this powerful it should be limited to three times a day, otherwise it's a Total Party Kill (TPK).

Advancement cannot be smaller than Huge. This is probably a better advancement: 29-40 HD (Huge), 41-56 HD (Gargantuan)

Ghost touch is an enhancement not an enchantment.

Death Throes seem awkward. If there is no save, you need to mention it.

Death Throes (Ex): Upon death, a dark sprout releases a burst of negative energy in a 60-foot radius that kills all normal vegetation and causes all nearby living creatures to take 6d6 points of negative energy damage. Furthermore, all Undead within range are healed for for 3d6 hit points. There are no saves.

Swallow Whole is also a bit off. What is the basis for the Reflex save? 24 is too low. I recommend Dexterity-based for DC 31 (10 +14 + 7)

Swallow Whole (Ex): If the dark sprout begins its turn with a grappled opponent in its tentacle, it can attempt a new grapple check. If it succeeds, it swallows its prey. A swallowed creature takes 2d4 points of negative damage each round and must succeed a DC 31 Reflex save each round or become stunned for its turn. A creature can attempt to cut its way out of the pumpkin, dealing piercing or slashing damage against an Armor Class of 22. If the creature inside manages to deal 50 points of damage, it can escape through the side of the dark sprout. A creature that cuts itself out of the dark sprout is still considered grappled. A swallowed creature is counted as grappling, whoever the dark sprout not. Due to its hollow form, a Dark sprout can swallow creatures of up to its own size. (1 Huge creature, 2 Large creatures, 4 medium creatures, 8 small creatures, and so forth.). The save is Dexterity-based.

That's all for now. More later.

Debby

CthulhuEatYou
2012-11-02, 10:44 AM
Getting back to dark sprout here.

Attack: Tentacle +25 melee (2d6 + 18)
Full Attack: 4 Tentacles +25 melee (2d6 + 18)

Special Attacks: Breath Weapon (14d6 negative energy), Entangle, Swallow Whole

DC for saves for Entangle are 33 (The saves are dexterity based and include a +2 racial modifier). The racial modifier is the feat ability focus (entangle). 10 +14 + 7 +2.

I suspect that due to the very high DC of all the saves, the CR is above 20 and would be inclined to make it CR 24. Str and Con 34 are excessive for a CR 20 monster. Str or Con 34 is fine but this is more powerful than a black dragon wyrm (also CR 20) so I'd be hard pressed to keep it CR 20.

Breath weapons use Constitution modifier for their saves. DC is 10 + 14 + 12 = 36. It is 14d6 damage in chart but 1d6 in text. Taking 14d6 points of negative energy damage makes sense. How often can it use its breath weapon? With something this powerful it should be limited to three times a day, otherwise it's a Total Party Kill (TPK).

Advancement cannot be smaller than Huge. This is probably a better advancement: 29-40 HD (Huge), 41-56 HD (Gargantuan)

Ghost touch is an enhancement not an enchantment.

Death Throes seem awkward. If there is no save, you need to mention it.

Death Throes (Ex): Upon death, a dark sprout releases a burst of negative energy in a 60-foot radius that kills all normal vegetation and causes all nearby living creatures to take 6d6 points of negative energy damage. Furthermore, all Undead within range are healed for for 3d6 hit points. There are no saves.

Swallow Whole is also a bit off. What is the basis for the Reflex save? 24 is too low. I recommend Dexterity-based for DC 31 (10 +14 + 7)

Swallow Whole (Ex): If the dark sprout begins its turn with a grappled opponent in its tentacle, it can attempt a new grapple check. If it succeeds, it swallows its prey. A swallowed creature takes 2d4 points of negative damage each round and must succeed a DC 31 Reflex save each round or become stunned for its turn. A creature can attempt to cut its way out of the pumpkin, dealing piercing or slashing damage against an Armor Class of 22. If the creature inside manages to deal 50 points of damage, it can escape through the side of the dark sprout. A creature that cuts itself out of the dark sprout is still considered grappled. A swallowed creature is counted as grappling, whoever the dark sprout not. Due to its hollow form, a Dark sprout can swallow creatures of up to its own size. (1 Huge creature, 2 Large creatures, 4 medium creatures, 8 small creatures, and so forth.). The save is Dexterity-based.

That's all for now. More later.

Debby

Fixed, fixed, fixed, and fixed :)
(Puny dragons, beaten by a animated pumpkin ;) )

Debihuman
2012-11-02, 03:29 PM
Trickster has a few minor issues. Special Abilities ALWAYS include an ability modifier. This also helps keep things balanced with CR and the creature's abilities.

This is how it should look (sorry don't have time for fancy formatting


Trickster
Medium Fey (Extraplanar)
Hit Dice: 6d6+6 (27 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Fly 15 ft. (Perfect)
Armor Class: 18 (+5 Dex, +3 Armor), Touch 15, Flat-footed 13
BAB/Grapple: +3/+4
Attack: Longsword +5 melee (1d8+1/19-20)
Full Attack: Long Sword +5 (1d8+1/19-20) or Touch of Confusion +4 melee (1d4-1 wisdom damage plus confusion)
Space/Reach: 5 ft./5 ft.
Special Attacks: Touch of Confusion (1d4-1 wisdom damage plus confusion)
Special Qualities: Backbiting Shell, Disorientation, Low-Light Vision
Saves: Fort +3, Reflex +9, Will +4
Abilities: Str 13, Dex 18, Con 12, Int 12, Wis 10, Cha 18
Skills: Diplomacy 8, Bluff 13, Disguise 13, Hide 13, Knowledge (Local) 9, Move Silently 13, Listen 8
Feats: Weapon Focus, Ability Focus (Touch of Confusion), Run
Environment: Forests of the Demiplane of Halloween
Organization: Solitary, Pair, or Family (3-7)
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: None
Level Adjustment: +4
Possessions: Long Sword, Hardened Leaf Armor (See Below)

Tricksters are fey that enjoy confusing and annoying adventurers as their weapons bounce off the trickster and reflect the damage back on the adventurers.

Tricksters look like grey, nose-less elves with no visible eyes and usually long brown or black hair. A trickster is roughly as tall as a human.

Tricksters speak Common, Elven and Sylvan.

Combat

Tricksters uses their abilities to pacify their target, draining away their wisdom and confusing them until they go unconscious. Even more devious is their Backbiting Shell, which can causes every attack against them to hit the attacker.

Touch of Confusion (Su): A trickster can attempt a touch attack against a living creature. The touch deals 1d4-1 points of wisdom damage and confuses the target as per a confusion spell for 1 round. For each wisdom point drained, the trickster is cured for 1 hit point up to a maximum equal to the trickster’s Hit Dice. Excess hit points are lost. This does not provoke an attack of opportunity. A targeted creature can make a Reflex save (DC 17) to halve the wisdom damage but is still confused. The save is Charisma-based.

Backbiting Shell (Su): Every time a creature attempts to attack the trickster, it must succeed on a DC 17 Will save or be struck by its own attack instead. Use the original attack roll to against the attacker’s Armor Class to determine if the strike hits. The save is Charisma-based.

Disorientation (Sp): Three times per day, the trickster can attempt to disorient a creature of his choice as a swift action. This functions as the confusion spell, but after each round the target must succeed a Will Save (DC 18) or be affected for another round. The save is Charisma-based.

Hardened Leaf Armor: Armor Bonus +3, Max Dex Bonus +8, Armor Check Penalty +0%, Hardness 1, Hit Points as leather armor. 8 lb. Base Cost (Medium): 30 gp.

Tricksters as characters
Trickster characters possess the following racial traits:
• +6 Dex, -2 Con, -2 Wis +6 Cha,
• Fey (Extraplanar)
• Medium.
• Racial HD: The trickster starts with 6d6 HD,
• Racial Saves: The tricksters HD gives them +2 base Fortitude save, +4 base Reflex save, and +4 base Will save.
• Racial Skills: The tricksters racial HD gives them 9 x (6 + Int modifier) skill points.
• Racial Feats: The Tricksters racial HD gives them 3 feats
• A trickster’s base land speed is 30 feet and a fly speed of 15 (perfect).
• Low-light vision.
• Touch of Confusion
• Backbiting Shell
• Disorientation
• Eternal: Tricksters does not age and cannot die of old age.
• Automatic Languages: Common and Sylvan
• Bonus Languages: Dwarven, Elven, Undercommon
• Favored Class: Rogue
• Level Adjustment: +4


The language of the Fey is Sylvan. Fey is not a language. Druidic language can only be spoken by Druids (creatures shouldn't have access to this unless they are also Druids).

LA is too low. +1 Flight, +1 abilities, +1 Eternal +1 for other special abilities (esp. Backbiting shell).

Touch of Confusion deserves a partial save.

Debby

Noctis Vigil
2012-11-03, 06:18 AM
My ideas for costumes were:

Dragon: could give you some draconic powers (possibly wings/tail/claws, and of course a breath weapon)
Pirate: I was honestly disappointed this one wasn't there. This could give bonuses to anything from skills (which could include intimidate, diplomacy, slight of hand, balance, tumble, climb, or a few of others), bonuses to leadership, maybe weapon finesse.
Prince/Princess: this could really go a lot of ways, but should probably give bonuses that help make a good party face.

The Witch also game me ideas for a couple of other costumes that grant abilities:

Priest/Nun: something like the witch, only granting divine powers/spellcasting.
Minstrel/Troubadour: grants abilities that are somewhat bardic in nature.

I really like the class; it has the power to end up as really, really flexible in the long run, able to fill lots of rolls in a party.

Debihuman
2012-11-03, 07:35 AM
Awoken Candaybag. I'm thinking the name should be Awakened Candybag but that's just me being picayune.

It is too small to have 2 slams. Generally a Construct has to be Large sized before it gets a 2nd slam. However, with just one slam, it can have 1.5 times its Strength modifier in damage.

Slam + 16 melee (2d6+9) if it only has one slam as a full attack.

Slam + 16 melee (2d6+6) if it can make 2 slams as a full attack.

I'm not sure how you got +18 damage in there.

DR 10/piercing and slashing is how you would write it.

There is no Improved Grab feat. Improved Grab is a Special Ability. Do you mean Improved Grapple feat? See here for Improved Grab: http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab

Swallow Whole (Ex): An awoken candybag that has successfully grappled an enemy can attempt to swallow it. The candybag must attempt another grapple check against the target. If the target fails the check, it is swallowed. A swallowed creature can attempt to cut its way out of the bag by dealing 20 points of damage to the creature from the inside. The candybag’s interior has an Armor Class of 13. A swallowed creature is considered grappled.

Cleaned that up a bit. Hope it helps.

Grim doll was cool, just needed to fix the stat block in a couple of places. Flat-footed AC is 7 not 12. It doesn't get better AC for negative Dex. See changes below:


Grim Doll
Tiny Construct (Augmented Undead, Extraplanar)
Hit Dice: 7d10 +10 (48 hp)
Initiative: -5
Speed: 0 ft.
Armor Class: 7 (+2 size, -5 Dex), touch 7, flat-footed 7
Base Attack/Grapple: +5/-3
Attack: None
Full Attack: None
Space/Reach: 2 ft./0 ft.
Special Attacks: Violent Death, Bestow Curse
Special Qualities: Mind Control, Relocation, Curse of the Doll, Telepathy, Construct Traits, Undead Traits
Saves: Fort +2, Ref -3, Will +10
Abilities: Str -, Dex 1, Con -, Int 12, Wis 22, Cha 18
Skills: Disguise 15, Bluff 15, Intimidate 15.
Feats: Toughness, Improved Toughness
Environment: Plane of Halloween
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral Evil
Advancement: -
Level Adjustment: —

Violent Death (Su): Anyone touching a Grim Doll must succeed a DC 17 Fortitude save or die. If a character succeeds, he takes 3d6 points of slashing damage and is blinded permanently instead. The grim doll can choose to delay this effect for up to two weeks if it chooses to. Creatures using natural or unarmed attacks are subject to this effect. This is a death-effect. The save is Charisma-based.

Bestow Curse (Sp): 3/day, a grim doll can cast bestow curse as 10th level sorcerer. It will only use this ability on creatures that survive its touch or on creatures that are aware of its powers. A DC 18 Will save negates this effect. The save is Charisma-based.

Mind Control (Sp): As a full round action, the grim doll can cast suggestion as a 10th level sorcerer. It will usually use this ability to make creatures pick, move it around, take it with them or make them touch it. A DC 17 Will save negates this effect. The save is Charisma-based.

Relocation (Sp): The grim doll can cast greater teleport as a level 20 sorcerer on itself as a standard action every 3rd round.

Curse of the Doll (Su): Anyone destroying a grim doll becomes a grim doll within 1d4 weeks. Otherwise this functions as a greater bestow curse Spell. A remove curse spell dispels this effect.

Telepathy (Su): A grim doll can communicate telepathically with any creature within 120 feet, whether or not the creature shares a language with it. It usually only uses this ability in conjunction with suggestion.


How does a creature with no strength cause slashing damage in Violent Death? That should probably be Force damage or untyped damage.
Supernatural abilities are always charisma-based.

Bestow Curse and Mind Control should have a save. The DC is 10 + Spell level + Charisma modifier. Relocation should be a standard action not a free action. Bestow Curse needs a Caster Level (I assumed 10th level sorcerer).

Debby

CthulhuEatYou
2012-11-05, 08:28 AM
Trickster has a few minor issues. Special Abilities ALWAYS include an ability modifier. This also helps keep things balanced with CR and the creature's abilities.

This is how it should look (sorry don't have time for fancy formatting


Trickster
Medium Fey (Extraplanar)
Hit Dice: 6d6+6 (27 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Fly 15 ft. (Perfect)
Armor Class: 18 (+5 Dex, +3 Armor), Touch 15, Flat-footed 13
BAB/Grapple: +3/+4
Attack: Longsword +5 melee (1d8+1/19-20)
Full Attack: Long Sword +5 (1d8+1/19-20) or Touch of Confusion +4 melee (1d4-1 wisdom damage plus confusion)
Space/Reach: 5 ft./5 ft.
Special Attacks: Touch of Confusion (1d4-1 wisdom damage plus confusion)
Special Qualities: Backbiting Shell, Disorientation, Low-Light Vision
Saves: Fort +3, Reflex +9, Will +4
Abilities: Str 13, Dex 18, Con 12, Int 12, Wis 10, Cha 18
Skills: Diplomacy 8, Bluff 13, Disguise 13, Hide 13, Knowledge (Local) 9, Move Silently 13, Listen 8
Feats: Weapon Focus, Ability Focus (Touch of Confusion), Run
Environment: Forests of the Demiplane of Halloween
Organization: Solitary, Pair, or Family (3-7)
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: None
Level Adjustment: +4
Possessions: Long Sword, Hardened Leaf Armor (See Below)

Tricksters are fey that enjoy confusing and annoying adventurers as their weapons bounce off the trickster and reflect the damage back on the adventurers.

Tricksters look like grey, nose-less elves with no visible eyes and usually long brown or black hair. A trickster is roughly as tall as a human.

Tricksters speak Common, Elven and Sylvan.

Combat

Tricksters uses their abilities to pacify their target, draining away their wisdom and confusing them until they go unconscious. Even more devious is their Backbiting Shell, which can causes every attack against them to hit the attacker.

Touch of Confusion (Su): A trickster can attempt a touch attack against a living creature. The touch deals 1d4-1 points of wisdom damage and confuses the target as per a confusion spell for 1 round. For each wisdom point drained, the trickster is cured for 1 hit point up to a maximum equal to the trickster’s Hit Dice. Excess hit points are lost. This does not provoke an attack of opportunity. A targeted creature can make a Reflex save (DC 17) to halve the wisdom damage but is still confused. The save is Charisma-based.

Backbiting Shell (Su): Every time a creature attempts to attack the trickster, it must succeed on a DC 17 Will save or be struck by its own attack instead. Use the original attack roll to against the attacker’s Armor Class to determine if the strike hits. The save is Charisma-based.

Disorientation (Sp): Three times per day, the trickster can attempt to disorient a creature of his choice as a swift action. This functions as the confusion spell, but after each round the target must succeed a Will Save (DC 18) or be affected for another round. The save is Charisma-based.

Hardened Leaf Armor: Armor Bonus +3, Max Dex Bonus +8, Armor Check Penalty +0%, Hardness 1, Hit Points as leather armor. 8 lb. Base Cost (Medium): 30 gp.

Tricksters as characters
Trickster characters possess the following racial traits:
• +6 Dex, -2 Con, -2 Wis +6 Cha,
• Fey (Extraplanar)
• Medium.
• Racial HD: The trickster starts with 6d6 HD,
• Racial Saves: The tricksters HD gives them +2 base Fortitude save, +4 base Reflex save, and +4 base Will save.
• Racial Skills: The tricksters racial HD gives them 9 x (6 + Int modifier) skill points.
• Racial Feats: The Tricksters racial HD gives them 3 feats
• A trickster’s base land speed is 30 feet and a fly speed of 15 (perfect).
• Low-light vision.
• Touch of Confusion
• Backbiting Shell
• Disorientation
• Eternal: Tricksters does not age and cannot die of old age.
• Automatic Languages: Common and Sylvan
• Bonus Languages: Dwarven, Elven, Undercommon
• Favored Class: Rogue
• Level Adjustment: +4


The language of the Fey is Sylvan. Fey is not a language. Druidic language can only be spoken by Druids (creatures shouldn't have access to this unless they are also Druids).

LA is too low. +1 Flight, +1 abilities, +1 Eternal +1 for other special abilities (esp. Backbiting shell).

Touch of Confusion deserves a partial save.

Debby

Okay, fixed :)


My ideas for costumes were:

Dragon: could give you some draconic powers (possibly wings/tail/claws, and of course a breath weapon)
Pirate: I was honestly disappointed this one wasn't there. This could give bonuses to anything from skills (which could include intimidate, diplomacy, slight of hand, balance, tumble, climb, or a few of others), bonuses to leadership, maybe weapon finesse.
Prince/Princess: this could really go a lot of ways, but should probably give bonuses that help make a good party face.

The Witch also game me ideas for a couple of other costumes that grant abilities:

Priest/Nun: something like the witch, only granting divine powers/spellcasting.
Minstrel/Troubadour: grants abilities that are somewhat bardic in nature.

I really like the class; it has the power to end up as really, really flexible in the long run, able to fill lots of rolls in a party.

Will be made :)
Edit: Have added Dragon, Pirate and Prince/Princess so far
Edit 2: Wouldn't Priest/Nun only allow them to be christians(or at least nun)? xD


Awoken Candaybag. I'm thinking the name should be Awakened Candybag but that's just me being picayune.

It is too small to have 2 slams. Generally a Construct has to be Large sized before it gets a 2nd slam. However, with just one slam, it can have 1.5 times its Strength modifier in damage.

Slam + 16 melee (2d6+9) if it only has one slam as a full attack.

Slam + 16 melee (2d6+6) if it can make 2 slams as a full attack.

I'm not sure how you got +18 damage in there.

DR 10/piercing and slashing is how you would write it.

There is no Improved Grab feat. Improved Grab is a Special Ability. Do you mean Improved Grapple feat? See here for Improved Grab: http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab

Swallow Whole (Ex): An awoken candybag that has successfully grappled an enemy can attempt to swallow it. The candybag must attempt another grapple check against the target. If the target fails the check, it is swallowed. A swallowed creature can attempt to cut its way out of the bag by dealing 20 points of damage to the creature from the inside. The candybag’s interior has an Armor Class of 13. A swallowed creature is considered grappled.

Cleaned that up a bit. Hope it helps.

Grim doll was cool, just needed to fix the stat block in a couple of places. Flat-footed AC is 7 not 12. It doesn't get better AC for negative Dex. See changes below:


Grim Doll
Tiny Construct (Augmented Undead, Extraplanar)
Hit Dice: 7d10 +10 (48 hp)
Initiative: -5
Speed: 0 ft.
Armor Class: 7 (+2 size, -5 Dex), touch 7, flat-footed 7
Base Attack/Grapple: +5/-3
Attack: None
Full Attack: None
Space/Reach: 2 ft./0 ft.
Special Attacks: Violent Death, Bestow Curse
Special Qualities: Mind Control, Relocation, Curse of the Doll, Telepathy, Construct Traits, Undead Traits
Saves: Fort +2, Ref -3, Will +10
Abilities: Str -, Dex 1, Con -, Int 12, Wis 22, Cha 18
Skills: Disguise 15, Bluff 15, Intimidate 15.
Feats: Toughness, Improved Toughness
Environment: Plane of Halloween
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral Evil
Advancement: -
Level Adjustment: —

Violent Death (Su): Anyone touching a Grim Doll must succeed a DC 17 Fortitude save or die. If a character succeeds, he takes 3d6 points of slashing damage and is blinded permanently instead. The grim doll can choose to delay this effect for up to two weeks if it chooses to. Creatures using natural or unarmed attacks are subject to this effect. This is a death-effect. The save is Charisma-based.

Bestow Curse (Sp): 3/day, a grim doll can cast bestow curse as 10th level sorcerer. It will only use this ability on creatures that survive its touch or on creatures that are aware of its powers. A DC 18 Will save negates this effect. The save is Charisma-based.

Mind Control (Sp): As a full round action, the grim doll can cast suggestion as a 10th level sorcerer. It will usually use this ability to make creatures pick, move it around, take it with them or make them touch it. A DC 17 Will save negates this effect. The save is Charisma-based.

Relocation (Sp): The grim doll can cast greater teleport as a level 20 sorcerer on itself as a standard action every 3rd round.

Curse of the Doll (Su): Anyone destroying a grim doll becomes a grim doll within 1d4 weeks. Otherwise this functions as a greater bestow curse Spell. A remove curse spell dispels this effect.

Telepathy (Su): A grim doll can communicate telepathically with any creature within 120 feet, whether or not the creature shares a language with it. It usually only uses this ability in conjunction with suggestion.


How does a creature with no strength cause slashing damage in Violent Death? That should probably be Force damage or untyped damage.
Supernatural abilities are always charisma-based.

Bestow Curse and Mind Control should have a save. The DC is 10 + Spell level + Charisma modifier. Relocation should be a standard action not a free action. Bestow Curse needs a Caster Level (I assumed 10th level sorcerer).

Debby

Fixed.
It actually have Damage reduction 20 against everything but Piercing and Slashing, which it only have DR 10 against. So it was written as it was intended :)

It deals slashing damage, as it is the damage that fit the torture the doll deliverers the most.

willpell
2012-11-05, 09:16 AM
This has probably been mentioned by now, I only looked at page 1, but I'm assuming, CEY, that you did not mean to say exactly this in your OP:


The Plane of Halloween is a dimly lit dimension that neighbors the Plane of Halloweens


About Fear Monger, I will say that you can remove the "any non-good". Using fear as a weapon is technically a more peacefull mean that, I don't know, striking people to death... I'm not particulary fond of alignement restricted class that aren't either Exalted or Vile. Plus, they are already a very large pool of caster PrC that are Evil ^^

I definitely agree that actively encouraging Fear is virtually always evil - it's pretty much the definition of a certain word beginning with T that is politically charged enough that I'd probably better not say it, and certainly going around shouting "Boo", while not lethal, is hardly nice or reasonable behavior in most circumstances, even if you only do it to Evil creatures (assuming they're Cowardly Evil, which is totally a thing; your panicking them is more likely to make them lash out than to shut them down).

If you're Batman, you can spread fear among the superstitious and cowardly lot without being Evil, but this PrC does not strike me as fitting that mold. Much more "The Scarecrow" instead, and thus requiring Evil or at least Non-Good seems appropriate.


No more space in the main thread, So I'll add new content in posts from now on and link them in the main thread :)
(And yes, this was partly inspired by the Cheshire Cat)

FYI, there is an April Fool's post on the Wotco site which centers around cats and includes a statted-up Cheshire Cat monster, although it's 3.0. You are of course welcome to prefer your version, I'm just pointing out that there's a more official source (as official as a joke article gets, anyway).

Noctis Vigil
2012-11-05, 12:34 PM
Wouldn't Priest/Nun only allow them to be christians(or at least nun)? xD

Last I checked, "priest" was not a term bound to any specific religion. Nun may be though. But priest/priestess? Not so much.

Edit: just looked over the new costumes, they look awesome! :smallbiggrin: The only thing I could see that needed changing off the top of my head is how often they may use their breath weapon in the Dragon costume. Is it every round? 1d4 rounds like a normal dragon? And I might allow them to pick the color dragon they imitate when they first get the costume (but not be able to change it later once this choice is made), which would let them have a breath weapon of an element other than fire.

Oh, and you lost a few words in the description of the SLA the for Prince/Princess. It should read "Twice a day you can use a Suggestion and/or Charm Creature spell as spell-like ability cast as a level 15 sorcerer."

Hope this helps, and keep up the good work!