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  1. - Top - End - #391
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    Default Re: GITP Monster Competition Chat Thread II

    My entry is up. Not sure if CR 62 is too high or too low. Any help with grammar/spelling/making sense would be great, as well as any help with the monster itself.
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
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  2. - Top - End - #392
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    Default Re: GITP Monster Competition Chat Thread II

    Quote Originally Posted by Vaynor View Post
    My entry is up. Not sure if CR 62 is too high or too low. Any help with grammar/spelling/making sense would be great, as well as any help with the monster itself.
    to be truly evil, give the Controller a penalty every time they even have to roll for the Save or become insane.
    Current Project: Campaign Setting

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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  3. - Top - End - #393
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    Default Re: GITP Monster Competition Chat Thread II

    Quote Originally Posted by unosarta View Post
    to be truly evil, give the Controller a penalty every time they even have to roll for the Save or become insane.
    Or have it be degenerative, like every time they fail the save the DC increases by 2.
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
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  4. - Top - End - #394
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    Default Re: GITP Monster Competition Chat Thread II

    Quote Originally Posted by Vaynor View Post
    Or have it be degenerative, like every time they fail the save the DC increases by 2.
    or both!
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  5. - Top - End - #395
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    Default Re: GITP Monster Competition Chat Thread II

    Quote Originally Posted by unosarta View Post
    or both!
    What, increase the DC and give them a penalty? That truly is evil.

    I guess I could make the save Intelligence based. So every time they fail, the intelligence they lose makes it harder to succeed next time.

    Edit: Changed it so the DC increases when they fail.
    Last edited by Vaynor; 2009-06-25 at 09:41 PM.
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
    My Homebrew (Most Recent) | Forum Rules
    /veɪnoɚ/

  6. - Top - End - #396
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    Default Re: GITP Monster Competition Chat Thread II

    That tome seems like it would have the hidden name of the DM's laptop or some similar thing.

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    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

  7. - Top - End - #397
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    Default Re: GITP Monster Competition Chat Thread II

    Wow, thought the contest went longer. Been too busy to homebrew for a while. Had some things I wanted to update with These Boots, but I can always do that after the voting.

    I am liking the idea of this contest but I have a few big questions before I begin.
    -Are there any size categories in any wizards books bigger then colossal?
    As in.. colossal would be fairy sized by comparison?
    -Would using grapple checks to simulate the pull of gravity be too similar to the tractor beam rules of Saga and thus be against contest rules?
    -Does it necessarily need to be intelligent?
    -Would using section rules like are used for Airships in the Eberron Campaign setting be a bad idea?

    A brief summary of concept:

    The Known World

    Yes. The Entire World.

    Spoiler
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    The Known World
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    The Known World
    Colossal + Ooze (Planet)
    Hit Dice 179d10 HD+5,191 (6091)
    Speed 0
    Initiative: +0
    Armor Class 0; touch 0; flat-footed 0
    (-10 Size, + 0 Dex)
    Base Attack/Grapple +134/+203
    Attack -
    Full-Attack -
    Space 90,000,000 ft [Starship Scale 400].; Reach 45,000,000 ft. [Starship Scale 200]
    Special Attacks Gravity, Atmosphere, Storm System, Volcano, Quake
    Special Qualities Planet, Immune to Ability Drain, Immune to Ability Damage, Regeneration 200, DR 50/-, Bonded Symbiont, Planet Death
    Saves Fort +73 Ref +53 Will +49
    Abilities Str 100, Dex 10, Con 50, Int -, Wis 2, Cha 30
    Skills -
    Feats Toughness x 7 B, Epic Toughness x 53 B
    Environment Space / Non Planetary
    Organization Single or System (1-9)
    Challenge Rating 35
    Treasure X gold; X gems; X art; X magical items
    Alignment Neutral
    Advancement by Symbiont
    Level Adjustment -

    Combat

    Gravity (Ex): At the beginning of the World's turn it attempts to pull all creatures and objects within it's reach towards it as a free action. Treat this as an opposed grapple check. Corporeal creatures normally immune to grapple, or who automatically succeed on grapple checks must roll as if they did not have this ability. If World wins the grapple check it pulls the creature or object 225,000 feet [1 starship scale] closer. For every additional 300 points the World beats its target in the grapple check the target moves an additional 225,000 feet closer.

    Creatures moved by Gravity provoke attacks of opportunity. If the target is moved to 0 feet from the World, both it and the world take 20d6+45 points of damage. Creatures effected by Gravity may also take damage from Atmosphere.

    Creatures that are within 9,000 feet of World at the beginning of the World's turn are immune to the world's Gravity ability, however they treat the area within 9,000 feet of the World as a normal gravity environment, and treat the World as the center of that Gravity.

    Atmosphere (Ex) If any creature or object within 225,00 feet [1 starship scale] of the world move more then 1,000 feet in a round they take 20d6 fire damage. Symbionts may give additional atmospheric effects.

    Storm System (Ex) World can create a storm as a swift action. World can have three Storm Systems active at a time. All storm systems effect a two mile(10,560 feet) radius around a targeted location within 225,000 feet of World. All storm systems include:

    75+ MPH Winds
    Perceptitation that blocks all sight
    6 lightning bolts per round targeted at creatures in the area.
    10d6 electricity damage. DC 55 Reflex half

    When each storm is created roll a d10. On a 1-6 use the above statistics. On a 7 or 8 the winds are instead 175 MPH
    On a 9 or 10 the area is also severely cold. (Frostburn pg 9)

    Volcano(Ex) World can cause a volcanic eruption as a full round action at any point 0 feet from it's surface.
    Everything within 30 feet of the target point is immersed in lava. The lava spreads five feet every round for 2d10 rounds. Each round a creature or object is immersed in lava they take 20d6 fire damage. All creatures and objects within 300 feet of the lava are partially exposed and take 2d6 fire damage a round.

    The ash within 300 feet of the lava is not breathable, and may require living creatures to hold their breath. The ash blocks all sight including darkvision farther then 5 feet.

    Creatures and objects that are no longer exposed take half damage for three rounds.

    Inside the Lava it is severely hot. Inside the ash cloud it is only extremely hot.

    Quake (Ex): As a swift action World can create a Quake, targeting a 2 mile (10,560 feet) radius area of the World's surface. The Quake lasts for 2d10 rounds.

    Any creature trying to cast while standing in a Quake area has to make a concentration check of 1d20+spell level.

    All creatures within the radius must also make a Reflex save DC 55 save or fall down. There is a 25 percent chance that any creature or object must also make a save against falling into a fissure Reflex DC 55. As the fissures grind, any creature inside is killed.

    Planet (Ex): As a Planet, World is too massive and diverse to be affected by any targeted spell, power, spell like ability, or supernatural ability.
    The Known World can still be targeted by other attacks such as a sword or a siege weapon. Targeted effects that activate on hit fail to effect the Known World if they require a target. Area affecting spells and abilities work on The Known World normally.

    As a Planet, World has no natural weapons, cannot wield weapons, and cannot perform unarmed strikes or touch attacks.

    Regeneration(Ex): No form of attack deals lethal damage to the World. The World is immune to effects that produce incurable or bleeding wounds. If the World fails its save against any spell or effect that would kill it instantly the World instead takes nonlethal damage equal to the creature's full normal hit points (6091). The World cannot be destroyed through nonlethal damage. See Symbionts and Planet Death.

    Bonded Symbiont: The World has a series of symbiont which are bonded to it. These symbiont give The World additional defensive abilities and absorb damage done to the World. If all of the Symbionts are destroyed then the World begins the process of Planetdeath.

    Planetdeath (Ex): Once every last Symbiont has been destroyed Planetdeath has begun. Fire, Electricity and Acid now deal normal damage to The Known World. Once the Known World has reached half hit points (3,045 hp) it is no longer able to use any Storm System attacks, and all currently running Storms stop. Once the Known World has reached one quarter hit points (1522 hp) it no longer has the Atmosphere Special Attack or Damage Reduction.

    Once it reaches -1 hit points The Known World is destroyed.



    Biosphere
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    The Biosphere
    Colossal + Plant (Symbiont)
    Hit Dice 134d8 HD+ 3941 (4481)
    Speed 0
    Initiative: +0
    Armor Class 0; touch 0; flat-footed 0
    (-10 Size, + 0 Dex)
    Base Attack/Grapple +100/+169
    Attack Swarm (1d6) See Fauna, +145 See Dire Fauna
    Full-Attack Swarm (1d6) See Fauna, +145/140/135/130 See Dire Fauna
    Space 9,000 ft [Starship Scale 1].; Reach 9.000 feet [Starship Scale 1]
    Special Attacks Flora, Dire Flora, Fauna, Dire Fauna, Disease
    Special Qualities Planet Symbiont, Regeneration 50, Biosphere Suffers, Atmosphere, Spell Like Abilities
    Saves Fort +80 Ref +40 Will +40
    Abilities Str 100, Dex 10, Con 50, Int -, Wis 10, Cha 30, Ego 23
    Skills -
    Feats Toughness x 7 B, Epic Toughness x 38 B
    Environment Planet
    Organization Single
    Challenge Rating +5
    Treasure X gold; X gems; X art; X magical items
    Alignment Neutral
    Advancement -
    Level Adjustment -

    Atmosphere(Ex):
    All creatures within range of the bonded planet's Atmosphere ability are considered to have breathable air available to them.

    Flora(Ex):
    Any hostile creature within 100 feet of the bonded planet must make a reflex save DC 55 or become entangled. The creature can break free as a full round action with a DC 20 Strength check or DC 20 Escape Artist check. If a creature makes its reflex save, or breaks out after being entangled it can only move at half speed through any point within 100 feet of the bonded planet.

    Dire Flora (Su):
    Every round a hostile creature spends entangled by Flora there is a 50 percent chance that it takes a single point of con damage as carnivorous plants attempt to devour it.

    Fauna(Ex):
    Any hostile creature that begins it's turn within the reach of the Biosphere takes 1d6 damage from local wildlife as a swarm attack. Any creature that begins it's turn within the reach of the Biosphere must make a DC 55 fort save or be nauseated. Creatures damaged by the Biosphere's swarm attack continues to bleed each round, dealing 1 additional damage until healed by a DC 10 Heal check or any curing spell. Multiple wounds do not stack. Creatures effected by Fauna's swarm attack may also be effected by disease.

    The Biosphere can also coup de grace any disabled or paralyzed creature within its reach as a free action, dealing 1d6+45 x2 damage as an automatic critical.

    Dire Fauna (Su):
    Fauna of Legend try to destroy hostile creatures and objects. Treat this as a full round attack by the Biosphere against any targets within its reach. Dire Fauna attacks count as ghost touch and beat damage reduction as if they were magical and epic. They do 3d8+45 damage on a hit. If instead the Biosphere tries to Grapple creatures its grapple modifier is 169. For any special attacks or abilities that take size into account treat the Biosphere as Colossal.

    Any creature hit by Dire Fauna must make a Fort Save DC 55 or be affected by Legendary Poison. Legendary poison does 2d6 dexterity initial damage and unconciousness as secondary damage. Being damaged by Epic Fauna may also trigger Disease.

    Disease (Ex):
    Any creature who breaths within 9,000 feet [1 Starship Scale] of the Biosphere's bonded Planet, or who takes damage from Biosphere must make a DC 55 fort save or be effected by the Planet's disease. Native creatures to the planet, and all attached planet symbiont are immune to Planet's disease.

    Planet's Disease has an incubation period of one day and does 2d8 constitution damage.

    Planet Symbiont (Ex):
    A Planet Symbiont has all the traits of a normal Symbiont but can range in size up to Colossal +. They can only be bonded to a planet, which is usually an Ooze or Living Construct of Colossal+ size. Planet Symbionts do not take up item slots. Planet symbiont do not make natural attacks or use weapons.

    Regeneration (Ex): The Biosphere only takes normal damage from acid. It has no identifiable body parts that can be removed.


    Biosphere Suffers (Ex):
    The Biosphere has a continually active Shield Other like effect with any planet that it is bonded to. The subject planet only takes half damage from all attacks. The Biosphere takes the damage not taken by the warded planet. The Shield transfered damage is treated as nonlethal damage unless the damage was originally acid damage. If it was acid damage it is treated as lethal damage.


    Spell Like Ability(Sp): Origin of the Species: Civilization 1/1000 years. The Biosphere is assumed to have recently used Origin of the Species: Civilization within the past thousand years. If you want to have the spell like ability ready and usable increase the challenge rating of the encounter as if there was an additional Civilization Symbiont present.


    Animus Guardian
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    Animus Guardian
    Colossal + Outsider (Symbiont)
    Hit Dice 100d8 HD+2861 (3265)
    Speed 90 Fly (Perfect)
    Initiative: +20
    Armor Class 20; touch 20; flat-footed 0
    (-10 Size, + 20 Dex)
    Base Attack/Grapple +100/+144
    Attack -
    Full-Attack -
    Space 9,000 ft [Starship Scale 1].; Reach 45,000,000 ft. [Starship Scale 200]
    Special Attacks Spell Like Abilities, Epic Spell Like Abilities, Animus Reach
    Special Qualities Animus Slumber, Regeneration 50, Animus Suffers, Planet Symbiont
    Saves Fort +80 Ref +80 Will +80
    Abilities Str 50, Dex 50, Con 50, Int 50, Wis 50, Cha 50, Ego 57
    Skills 123 All Knowledges, 123 Concentration, 123 Autohypnosis, 123 Psicraft, 123 Spellcraft, 123 Use Psionic Device, 123 Appraise, 123 Decipher Script, 123 Bluff, 123 Diplomacy, 123 Gather Information, 123 Handle Animal, 123 Listen, 123 Spot, 123 Search, 123 Survival, 123 Use Magic Device, 123 Sense Motive
    Feats Toughness x 7, Epic Toughness x 28
    Environment Planet
    Organization Single or Pantheon (1-12)
    Challenge Rating +5
    Treasure X gold; X gems; X art; X magical items
    Alignment Neutral
    Advancement -
    Level Adjustment -

    Animus Reach (Su): The Animus Guardian uses its own reach for the range of any spell, spell like ability or epic spell that it uses. If a spell originally had a range of touch it instead becomes a ranged touch attack with a range equal to the Animus Guardian's reach.

    Spell Like Abilities: At Will: Miracle (dc 39)
    Epic Spell Like Abilities: 1/day Vengeful Gaze of God 1/day Momento Mori (dc 50) 1/1000 years Origin of the Species: Biosphere


    Regeneration(Ex): No form of attack deals lethal damage to the Animus Guardian. The Animus Guardian is immune to effects that produce incurable or bleeding wounds. If the Animus Guardian fails its save against any spell or effect that would kill it instantly the Animus Guardian instead takes nonlethal damage equal to the creature's full normal hit points (3265). The Animus Guardian cannot be destroyed through nonlethal damage. See Animus Suffers for more information.

    Animus Slumber (Ex): If the bonded planet has a civilization symbiont bonded to it The Animus Guardian takes no actions. If there is no civilization symbiont bonded to the planet the Animus Guardian takes normal damage from negative energy. If there is no civilization symbiont bonded to the Planet, half of the damage dealt by the planet is untyped.

    Animus Suffers (Ex): If the Animus Guardian is active and there is a Biosphere bonded to the planet then the Animus Guardian shields half of the damage dealt to the Biosphere as a shield other spell. Any negative energy damage shielded from the Biosphere is dealt to the Animus Guardian as negative energy damage. Any other damage shielded from the Biosphere is dealt to the Animus Guardian as nonlethal. The Animus Guardian is no longer resistant to negative energy damage.

    If there is no Biosphere bonded to the planet the Animus Guardian instead shields damage dealt to the planet itself.

    Planet Symbiont (Ex):
    A Planet Symbiont has all the traits of a normal Symbiont but can range in size up to Colossal +. They can only be bonded to a planet, which is usually an Ooze or Living Construct of Colossal+ size. Planet Symbionts do not take up item slots. Planet Symbiont do not make natural attacks or use weapons.




    Civilization

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    Civilization
    Colossal + Humanoid (Symbiont, Civilization)
    Hit Dice 75d8 HD+ 2061(2365)
    Speed
    Initiative: +0
    Armor Class 0; touch 0; flat-footed 0
    (-10 Size, + 0 Dex)
    Base Attack/Grapple +56/+70
    Attack - +76 See Last March of Man
    Full-Attack -+76/+71/+66/+61 See Last March of Man
    Space 9,000 ft [Starship Scale 1].; Reach 300 feet
    Special Attacks Last March of Man, Burn the Sky, No Quarter
    Special Qualities Regeneration 25, Civilization Suffers, Unconquerable, Planet Symbiont
    Saves Fort +42 Ref +45 Will +42
    Abilities Str 50, Dex 10, Con 50, Int 10, Wis 50, Cha 50, Ego
    Skills
    Feats Toughness x 7, Epic Toughness x 18
    Environment Planet
    Organization Single or Pantheon (1-12)
    Challenge Rating +5
    Treasure X gold; X gems; X art; X magical items
    Alignment Neutral
    Advancement -
    Level Adjustment -

    Last March of Man (Ex):
    Civilization can full attack any creature or object within its reach. On a hit Civilization does 3d8+20 damage and also gets to make a free grapple and a free trip attack. Civilization can hold its attacks to try and interrupt the spell casting or other abilities of creatures within its reach.

    Burn the Sky (Ex):
    As a full round action Civilization can do two points of constitution damage to any Biosphere bonded to the bonded planet. For 10 rounds treat all squares effected by the bonded planet's Atmosphere are effected as the area of a Solid Fog spell. If there is no bonded Biosphere Civilization cannot use this ability.

    No Quarter (Ex):
    There is no refuge for the enemies of Civilization. Treat any location within the reach of Civilization as a location of extraordinarily violent motion and distraction requiring a concentration check of dc 20 to perform any action requiring focus or concentration.

    Regeneration (Ex):
    Civilization takes normal damage from elemental damage and negative energy damage.

    Civilization Suffers (Ex):
    If the bonded planet also has a Biosphere then Civilization shields half of the damage dealt to the Biosphere as a shield other spell. Any negative energy or elemental damage shielded from the Biosphere is dealt to Civilization as lethal damage. Any other damage shielded from the Biosphere is dealt to Civilization as nonlethal. Whenever the bonded planet makes a Volcano or Earthquake attack Civilization takes two points of constitution damage.

    Unconquerable (Su):
    Any negative spell or effect that targets or hinders Civilization ends immediately three rounds after it started, if the effect did not end before then. Treat instantaneous effects as permanent effects instead for the purposes of Unconquerable.

    Planet Symbiont (Ex):
    A Planet Symbiont has all the traits of a normal Symbiont but can range in size up to Colossal +. They can only be bonded to a planet, which is usually an Ooze or Living Construct of Colossal+ size. Planet Symbionts do not take up item slots. Planet Symbiont do not make natural attacks or use weapons.


    Advanced Civilization

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    Advanced Civilization
    Colossal + Construct (Living, Symbiont)
    Hit Dice 56d10 HD+1501 (1923)
    Speed
    Initiative: +0
    Armor Class 10; touch 10; flat-footed 0
    (-10 Size, + 20 Dex)
    Base Attack/Grapple +42/+70
    Attack +72 Touch attack, +76 Sunder See Destroy the McGuffin
    Full-Attack -
    Space 9,000 ft [Starship Scale 1].; Reach 9.000 feet [Starship Scale 1]
    Special Attacks Sky Cavalry, Evocation, Orb Defense, Destroy the McGuffin, Quintessence-Fireball Device
    Special Qualities Weather Immunity, Knowledge Suffers, True Seeing, Civilization Symbiont
    Saves Fort +36 Ref +36 Will +36
    Abilities Str 50, Dex 50, Con 50, Int 10, Wis 50, Cha 50, Ego
    Skills
    Feats Toughness x 7, Epic Toughness x 12
    Environment Planet
    Organization Single or Pantheon (1-12)
    Challenge Rating +5
    Treasure X gold; X gems; X art; X magical items
    Alignment Neutral
    Advancement -
    Level Adjustment -

    Scry and Die (Ex): As a full round action Advanced Civilization can study any target within a Host planet's reach. Next round as a full round action Advanced Civilization makes the target make a Fort save DC 40 or die. Creatures normally immune to death effect get a +5 bonus on this save.

    Evocation (Sp): As a standard action Advanced Civilization can make a ranged touch attach on any target within its reach. It does 10d6 damage of an elemental type of its choice upon hit.

    Orb Defense (Su): Any creature affected by the Last March of Man also takes an additional 5d6 Force Damage, all attacks from Advanced Civilization and its host can effect incorporeal creatures.

    Destroy the McGuffin (Su): As a standard action Advanced Civilization can make a ranged sunder attempt on any object within its reach. Advanced Civilization does not provoke an attack of opportunity for this attack. If successful Advanced Civilization does 2d8+30 damage to the targeted item, treat this damage as if it was dealt by an adamantine weapon.

    Quintessence-Fireball Device (Sp): As a standard action Advanced Civilization can deal 20d6 untyped damage to every creature within a 1 mile area. Reflex DC 40 saves for half. The range on this ability is normally equal to Advanced Civilization's Reach. Advanced Civilization can instead make this attack anywhere within the Host Planet's reach if it takes a full round action and does two constitution damage to any planet bonded biosphere.

    Weather Immunity (Sp):
    Advanced Civilization and its bonded civilization is immune to the negative effects of weather and any planet host abilities.

    Knowledge Suffers (Ex):
    If bonded to a Civilization, Advanced Civilization shields half of the damage dealt to its host as a shield other spell.

    True Seeing (Su):Advanced Civilization, and its bonded Civilization are able to see things as they really are, as the spell True Seeing however the range of the True Seeing effect is equal to Advanced Civilization's reach.

    Civilization Symbiont (Ex):A Civilization Symbiont has all the traits of a normal Symbiont but can range in size up to Colossal +. They can only be bonded to a Civilization, which is usually a Humanoid or Monstrous Humanoid of Colossal+ size. Civilization Symbiont do not take up item slots. Civilization Symbiont cannot make natural attacks or use weapons.


    Last edited by The Gilded Duke; 2009-07-20 at 06:45 PM.

  8. - Top - End - #398
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    Default Re: GITP Monster Competition Chat Thread II

    Quote Originally Posted by The Gilded Duke View Post
    Wow, thought the contest went longer. Been too busy to homebrew for a while. Had some things I wanted to update with These Boots, but I can always do that after the voting.

    I am liking the idea of this contest but I have a few big questions before I begin.
    -Are there any size categories in any wizards books bigger then colossal?
    As in.. colossal would be fairy sized by comparison?
    -Would using grapple checks to simulate the pull of gravity be too similar to the tractor beam rules of Saga and thus be against contest rules?
    -Does it necessarily need to be intelligent?
    -Would using section rules like are used for Airships in the Eberron Campaign setting be a bad idea?

    A brief summary of concept:

    The Known World

    Yes. The Entire World.
    Before I start I'd like to say these are just guesses about what VT would say, I am in no way a definitive guide to this contest. (#'s 1+2 however I'm pretty sure are correct)

    1. Such things are generally labeled "Colossal+".
    2. Grapple wouldn't really be relevant to a gravity effect.
    3. I don't believe it needs to be intelligent necessarily, but it has to be a monster. And judging from your concept, it is not. Unless you are making the world sentient somehow, just a hunk of rock would not qualify as a monster.
    4. No comment.
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
    My Homebrew (Most Recent) | Forum Rules
    /veɪnoɚ/

  9. - Top - End - #399
    Barbarian in the Playground
     
    Kobold

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    Default Re: GITP Monster Competition Chat Thread II

    Ugh. I'm going to try to figure this out later, although someone may be able to help.

    So I want to create a living construct with in the end lets say 6,000 hit points. With a con of 14. If I'm going to pick up toughness for every feat, and epic toughness every epic feat how many hit dice is it going to be in the end?

    It would be easier to figure out if I was taking toughness every level, but more hit points and lower hit die will be better for the end creation I think.
    Last edited by The Gilded Duke; 2009-06-26 at 05:52 AM.

  10. - Top - End - #400
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    Default Re: GITP Monster Competition Chat Thread II

    Quote Originally Posted by The Gilded Duke View Post
    Ugh. I'm going to try to figure this out later, although someone may be able to help.

    So I want to create a living construct with in the end lets say 6,000 hit points. With a con of 14. If I'm going to pick up toughness for every feat, and epic toughness every epic feat how many hit dice is it going to be in the end?

    It would be easier to figure out if I was taking toughness every level, but more hit points and lower hit die will be better for the end creation I think.
    Just saying, there's no real reason to take toughness every level if you're the one making the monster. Why not just increase it's Con by say, 6? This is the same effect of having 1 Toughness feat per hit die.
    “Sometimes, immersed in his books, there would come to him
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    Default Re: GITP Monster Competition Chat Thread II

    Solved it through doing a little of both. I was looking through the Epic Level Monsters, and though I do love the Genius Loci, my 8th level party could kill the thing. No immunity to ability damage, no flying or ranged attacks and an ac of 0? Also coincidently Oozes while immune to poison are not immune to disease.

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    Default Re: GITP Monster Competition Chat Thread II

    Quote Originally Posted by The Gilded Duke View Post
    Solved it through doing a little of both. I was looking through the Epic Level Monsters, and though I do love the Genius Loci, my 8th level party could kill the thing. No immunity to ability damage, no flying or ranged attacks and an ac of 0? Also coincidently Oozes while immune to poison are not immune to disease.
    An AC of zero is fairly understandable for a planet, though. I'd like to see you miss the ground. However, if you're going to an entire planet as a creature keep in mind it has to have HP in the trillions.
    “Sometimes, immersed in his books, there would come to him
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    I'm partially basing the HP off of Superlaser damage rules in the Starships of the Galaxy book. After I finish the dnd 3.5 version I'm going to try and do a Star Wars Saga adaptation. As far as a planet having trillions of hit points I would normally agree, however I am trying to use a mixture of Symbiont and MM V style phased monster mechanics to make a monster whose abilities change as you do more damage to it.

    Mainly to make it more cinematic, so players can destroy all technological progress before finally eradicating intelligent life, and in time maybe even the cockroaches. While destroying the stone and magma and core of the planet will take considerably more then the listed hit points a great deal of damage can be dealt before then.

    Once they kill off the Symbiont and destroy The Known World they have to deal with The World that Was. So far I'm thinking a planet sized ghost like incorporeal undead that can telekenetically throw the broken chunks of its former self among other things.

    If after they destroy civilization, all life, the guardian animus and signifigantly disrupt weather systems... and then kill the ghost of the planet what is left is a very large rock. If they really want to keep going and destroy the large rock they can do so, but I don't see much point in statting out the rock's hitpoints.

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    Default Re: GITP Monster Competition Chat Thread II

    The Gilded Duke: What is it about a Favored of the Traveler God plus an appropriate one of the Planar Binding series that fills you with delight? Having them buy you a flask of alchemist's fire every day? Or the Immobilization thing, or what?
    Last edited by DracoDei; 2009-06-28 at 05:35 PM.
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    Here's a possible formula for planet statting. Let's say every square has 1 measly point. That's still 1,098,046,540,800,000 hit points... and we're only talking the immediate surface.

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    Well besides trapping them in a dimensional anchored Magic Circle against X and leaving it there probably using Something New Everyday to travel. Not the most efficient means but probably one of the more interesting.

    Also thanks to Pan-Environmental and Mirror Face it could make a good aquarium piece.
    Last edited by The Gilded Duke; 2009-06-28 at 05:18 PM.

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    Quote Originally Posted by The Gilded Duke View Post
    Well besides trapping them in a dimensional anchored Magic Circle against X and leaving it there probably using Something New Everyday to travel. Not the most efficient means but probably one of the more interesting.

    Also thanks to Pan-Environmental and Mirror Face it could make a good aquarium piece.
    Ah... so really Evil aligned stuff, rather than cheesy stuff (regardless of alignment).
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    Default Re: GITP Monster Competition Chat Thread II

    Quote Originally Posted by The Vorpal Tribble View Post
    Here's a possible formula for planet statting. Let's say every square has 1 measly point. That's still 1,098,046,540,800,000 hit points... and we're only talking the immediate surface.
    The 1 HP per 5 foot square is pretty generous, I'd say it'd take a few good whacks with a sword to "kill" that amount of ground. At least 10 hp would be necessary, increasing the count to 10,980,465,408,000,000. Regardless of the HP count, IMHO it's pretty silly to stat out a planet. Who on earth (I'm so punny) would even attempt to destroy it? Anything that could destroy would likely have nothing to do with the planet's "stats" (aka a planet destroying laser).

    Note: Clever use of the spell Dispel Water would be beneficial.
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    Quote Originally Posted by Vaynor View Post
    The 1 HP per 5 foot square is pretty generous, I'd say it'd take a few good whacks with a sword to "kill" that amount of ground. At least 10 hp would be necessary, increasing the count to 10,980,465,408,000,000. Regardless of the HP count, IMHO it's pretty silly to stat out a planet. Who on earth (I'm so punny) would even attempt to destroy it? Anything that could destroy would likely have nothing to do with the planet's "stats" (aka a planet destroying laser).

    Note: Clever use of the spell Dispel Water would be beneficial.
    Most of Earth's surface is stone, which has 15 Hit Points/inch of thickness, according to the SRD. Considering this can represent a 5x5ft flat surface 1 inch thick, that's 900 hit points per 5ft cube.

    Calculating in the earth's size in cubic feet (approximately 65,379,987,902,693,376,000), that's about...oh...

    1.176839782248 x 10^22 Hit Points

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    That's pretty much my reaction to anything Epic. It's just so... much. It just seems silly. Might try my hand at something, but I can never really come up with anything that's suitably epic.
    Last edited by RTGoodman; 2009-06-28 at 08:27 PM.
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    Epic can get ridiculous, but then, some creatures can imaginably be up there in power and not be. And that's not even necessarily getting into the supernatural. Add that to it and what's the limit?

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    Default Re: GITP Monster Competition Chat Thread II

    Btw, make sure to stat another planet Earth isn't an original creation

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    Default Re: GITP Monster Competition Chat Thread II

    Quote Originally Posted by The Vorpal Tribble View Post
    Btw, make sure to stat another planet Earth isn't an original creation
    I bet God has a pretty hefty copyright.
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    Quote Originally Posted by Vaynor View Post
    I bet God has a pretty hefty copyright.
    I'm pretty sure it is public domain by this point. And don't worry not trying to make Earth, going for something more fantasy like, I've got some ideas for background but I'm trying to finish the mechanics first.

    So I'm thinking I go and finish Advanced Civilization, then maybe make a "Hero" Symbiont to be the Eleminster/Gandalf/James Bond type to add on as the very first line of defense (and the last stacking symbiont).

    Then making the World that Was should be fun. I've always been a fan of gargantuan and bigger ghosts so I have plenty of ideas for making a planet ghost.

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    Default Re: GITP Monster Competition Chat Thread II

    Hey Vaynor. I've been looking at your Tome. Armor Class should be -3 Dex and +66 Insight Bonus (not Int). The bonus is granted from All Knowledge and you should clarify.

    The bonus hit points need to be posted in a Special Quality not simply in the description otherwise it looks wrong. Giving it quadruple its Int modifier as hit points isn't necessarily a good design feature. I understand that you want this to be "tougher" but I would rather see it simply have more hit dice. At least it would justify the CR 62.

    All the resistences won't stop someone from mutilating it with a knife or simply ripping out the pages (well that DR 40/-, should but one good critical with an epic weapon would be nasty).

    Nor will its spell resistence prevent it from being attacked with an erase spell which ignores spell resistance.

    Debby
    Last edited by Debihuman; 2009-07-02 at 02:24 PM.
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    Default Re: GITP Monster Competition Chat Thread II

    Quote Originally Posted by Debihuman View Post
    Hey Vaynor. I've been looking at your Tome. Armor Class should be -3 Dex and +66 Insight Bonus (not Int). The bonus is granted from All Knowledge and you should clarify.

    The bonus hit points need to be posted in a Special Quality not simply in the description otherwise it looks wrong. Giving it quadruple its Int modifier as hit points isn't necessarily a good design feature. I understand that you want this to be "tougher" but I would rather see it simply have more hit dice. At least it would justify the CR 62.

    All the resistences won't stop someone from mutilating it with a knife or simply ripping out the pages (well that DR 40/-, should but one good critical with an epic weapon would be nasty).

    Nor will its spell resistence prevent it from being attacked with an erase spell which ignores spell resistance.

    Debby
    It can see events before they happen. If anything gets close to it, it can stop time and kill them. If someone's gonna try and be sneaky and teleport im, it will summon a wall of stone where they're going to pop up. If it goes really nasty it can just will them out of existence. But thanks for the tips and I'll definitely change them.

    As for the Erase, Epic Counterspell?
    Last edited by Vaynor; 2009-07-02 at 05:07 PM.
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    Default Re: GITP Monster Competition Chat Thread II

    I suppose epic counterspell would do the trick. However, it is limited to spells of 0-9th level, so it wouldn't have this spell.

    The new hit dice make more sense for 62 CR.

    Still, AC is wrong. Now it should have an AC of 219 (+155 natural, -3 Dex, +66 insight, +1 size), Touch 64, Flat-footed 219. It still takes a penalty to AC for low Dex.

    It should have 7 regular feats and 22 epic feats [or you could give it additional regular feats and fewer epic feats].

    Under special attacks, you should have spells.

    As much as I like the intelligence of this critter, it makes more sense for it to have an Int of ∞ [infinity]. You could simply state it has 87 ranks [based on hit dice] in all skills [or at least a working knowledge of them] and especially has all knowledge and profession skills. [Wikipedia has a list of occupations from accounting to zoology].

    Knowledge checks are 10 + HD of monster [and you should advise if you deviate from this] and increase by 5. Since the Tome is so powerful, it makes sense that there would be much written about it and that the knowledge of it would be fairly commonplace.

    Debby
    Last edited by Debihuman; 2009-07-02 at 11:24 PM.
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    Default Re: GITP Monster Competition Chat Thread II

    Quote Originally Posted by Debihuman View Post
    I suppose epic counterspell would do the trick. However, it is limited to spells of 0-9th level, so it wouldn't have this spell.

    The new hit dice make more sense for 62 CR.

    Still, AC is wrong. Now it should have an AC of 219 (+155 natural, -3 Dex, +66 insight, +1 size), Touch 64, Flat-footed 219. It still takes a penalty to AC for low Dex.

    It should have 7 regular feats and 22 epic feats [or you could give it additional regular feats and fewer epic feats].

    Under special attacks, you should have spells.

    As much as I like the intelligence of this critter, it makes more sense for it to have an Int of ∞ [infinity]. You could simply state it has 87 ranks [based on hit dice] in all skills [or at least a working knowledge of them] and especially has all knowledge and profession skills. [Wikipedia has a list of occupations from accounting to zoology].

    Knowledge checks are 10 + HD of monster [and you should advise if you deviate from this] and increase by 5. Since the Tome is so powerful, it makes sense that there would be much written about it and that the knowledge of it would be fairly commonplace.

    Debby
    I'm pretty sure it says it can cast epic, just not as easily as regular spells. (Edit: "The Tome of the Worlds can cast any epic spell at will for which it can easily achieve the Spellcraft DC. Cast times still apply. All spells can only be used in defense of itself or those that would protect it (directly or indirectly).")

    Also the AC is wrong because the +155 was a typo, I meant to increase it to +15. >.< But I'll change the Dexterity thing.

    Yeah, I know, I just haven't altered the feats yet for the larger hit dice. I still have many weeks.

    I'll move the spells to their correct location.

    The infinity thing - great idea. I'll just give them a flat number for the bonus to stuff instead of having it being based on intelligence.

    And yeah, a DC 99 Knowledge check for such a well-known item seems a little silly. I think I'll keep it where it is for now.
    Last edited by Vaynor; 2009-07-03 at 02:36 AM.
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    Default Re: GITP Monster Competition Chat Thread II

    You know, I didn't even blink at the +155 Natural armor bonus. That's why I generally don't bother with epic creatures--just too much number crunching.


    I love the idea of an all-knowing sentient book. Does it have a personality? Imagine a book that every time you open it says, "Puny Mortal, speak your question and await my answer..." Or worse, it starts to pontificate on a given topic and just won't shut up for 1d4x10 minutes as it innundates you with all the niggling details on a given topic. It probably has an annoying voice too; so you just cringe while listening to it. Last of all, if you don't pay attention, it swears at you in several languages, says derogatory things about you and your family, and then starts the speech over from the beginning. Yeah, that would be the book I'd sic on my players.

    Debby
    Last edited by Debihuman; 2009-07-03 at 04:17 AM.
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    Default Re: GITP Monster Competition Chat Thread II

    My entry, Hjordis, is now up. There's probably quite a few mistakes, but I need sleep now. I'll be back to act on any feed back (later) in the morning.
    Hi, I'm back, I guess. ^_^
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