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Thread: Critters II!

  1. - Top - End - #421
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    so Fighter/Rogue's basically?
    Yes. That's about right. More like fighters than rogues though.

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    Default Re: Critters II!

    I have a request:

    Could you make a Red supergiant?

    It's basically a pun on some stars being called red giants, and red super-giants. Make a colossal giant with fire/cosmic based abilities, please, if you are taking requests.

  3. - Top - End - #423
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    Default Re: Critters II!

    I can do it let me just finish the 4 or 5 critters im trying now. I'll be doing stuff mor often soon, this month is gonna be tight for me.
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  4. - Top - End - #424
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    Maybe a little tighter than i thought. Im running behind and may violate my contract if i dont make an effort to catch up. I'll post when i can, but till July it will be sparingly/
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    Default Re: Critters II!

    don't worry all I havent forgotten this thread. Just be patient till july

    Red Super Giant
    Colossal + Giant (Fire)
    Hit Dice: 100d8+2000 (2450 hp)
    Initiative: +8
    Speed: Fly 240 ft. (45 squares), Good
    Armor Class: 60 (-16 Size, +50 Natural, +26 Deflection), touch 10, flat-footed 60
    Base Attack/Grapple: +75/+136
    Attack: Slam +105 melee (4d8+45 plus 5d6 fire)
    Full Attack: 2 Slams +105 melee (4d8+45 plus 5d6 fire)
    Space/Reach: 100' ft./100' ft.
    Special Attacks: Flaming Body, Fiery Blast
    Special Qualities: Low Light Vision, Dark Vision 240', Immunities, Regeneration 40, Fast Healing 40, SR 70, DR 20/-
    Saves: Fort +58, Ref +33, Will +40
    Abilities: Str 100, Dex 10, Con 50, Int 20, Wis 25, Cha 40
    Skills: Bluff +85, Concentration +90, Intimidate +106, Knowledge (Arcane, Nature, Geography, Local) +75, Listen +77, Sense Motive +77, Spot +77
    Feats: Adroit Flyby Attack, Awesome Blow, Cleave, Devastating Critical (Slam), Diehard, Dire Charge, Dodge, Endurance, Epic Endurance, Epic Fortitude, Flyby Attack, Great Cleave, Great Flyby Attack, Great Fortitude, Hover, Improved Bull Rush, Improved Critical (Slam), Improved Flyby Attack, Improved Initiative, Improved Snatch, Large and in Charge, Mobility, Multisnatch, Overwhelming Assault, Overwhelming Critical (Slam), Power Attack, Power Climb, Power Critical (Slam), Power Dive, Shock Trooper, Snatch, Supreme Initiative, Weapon Focus (Slam), Wingover
    Environment: Space
    Organization: Solitary
    Challenge Rating:
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: 101+ HD (Colossal +)
    Level Adjustment: ----

    "The prophecies say the world will end in fire. Who am I to say they're wrong?"

    Red Super Giants are large, red flaming giants that spend their nigh well immortal lives flying through space from planet to planet. They feed on organic ash, and burn the life on worlds the visit to extinction before moving on. While not expressly evil, they do realize other beings have to die for them to live, and many are quite insane or solipsistic as a result. They don't seem to have a society, and often as not two of them who meet fight each other to the death over food and territory.

    Flaming Body (Ex): Red Super Giants seem to be composed of fire (or are at least permanently on flame). Anything touching them takes 5d6 fire damage (and their Slams and Grapples also do an additional +4 fire damage). Non magical weapons or items touching them are instantly destroyed (magical items get a DC 75 Fort Save, Save DC is Charisma Based). Even if a magic item is not destroyed it is affected as if by a Heat Metal spell (Caster Level is equal to Giant's Hit Dice). Any square a Red Super Giant enters catches fire, and burns for 3d6 rounds after.

    Fiery Blast (Ex): Once every 1d4 rounds the Red Super Giant can unleash a superheated blast of plasma. It can take the form of an 80' Cone, a 10'x150' Line, or an explosion with a 60' spread, and a 200' range. It does 40d6 fire damage. Opponents get a DC 75 Reflex Save for half damage (Save DC is Charisma based). Non magical weapons or items in the area are instantly destroyed (magical items get a DC 75 Fort Save, Save DC is Charisma Based). Even if a magic item is not destroyed it is affected as if by a Heat Metal spell (Caster Level is equal to Giant's Hit Dice). Any squares in the blast area immediately catch fire and burn for 3d6 rounds thereafter.

    Immunities (Ex): Red Super Giants are immune to Fire and Cold Damage. They are immune to sleep and age effects, poison, paralysis, stunning, disease, polymorph, petrification, fatigue, exhaustion, and is not subject to critical hits or flanking. They do not require water or air.

    Regeneration (Ex):

    Combat: Given their regeneration, healing, and immunities it's not often a Red Super Giant encounters something that really gives him a fight. Most simply rely on their flaming body to do enough damage to burn the area with the occasional blast of fire. Tactics only enter their mind if mages show up or there's some sort of organized resistance.
    Last edited by Bhu; 2011-08-03 at 08:03 PM.
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  6. - Top - End - #426
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    Default Re: Critters II!

    I may have some very brief downtime this week.

    Twilight: do you want the fish people to have anything other than rogue abilities?
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    I may have some very brief downtime this week.

    Twilight: do you want the fish people to have anything other than rogue abilities?
    I would perhaps like them to have some fighter feats. Thanks.

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    all critters form the last 3 pages now have at least a small update. I finish the job in a week or two so hopefulyy i can get all of this caught up. My apologies for the delays.

    http://thehungergames.wikia.com/wiki/Tracker_jacker

    Tracker Jackers
    Tiny Vermin (Swarm)
    Hit Dice: 12d8+12 (66 hp)
    Initiative: +2
    Speed: 5 ft. (1 square), Climb 5 ft., Fly 40 ft. (Good)
    Armor Class: 15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
    Base Attack/Grapple: +8/-
    Attack: Swarm (3d6 plus poison)
    Full Attack: Swarm (3d6 plus poison)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Swarm, Distraction, Poison
    Special Qualities: Dark Vision 60', Weakness (Smoke), Scent, Vermin traits, Swarm traits, Half Damage from Slashing and Piercing Weapons
    Saves: Fort +9, Ref +6, Will +5
    Abilities: Str 2, Dex 15, Con 12, Int -, Wis 12, Cha 2
    Skills: Spot +9, Survival +1 (+9 Tracking)
    Feats: ---
    Environment: Any Warm or Temperate except Aquatic
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "DON'T TOUCH THAT NEST!!"

    Tracker Jackers are (comparatively) giant wasps colored a bright gold. Genetically bred as guards meant to hunt down and kill enemies, it was quickly discovered their venom not only had hallucinogenic properties but could be used to alter memories to control peoples minds. It's also quite painful.

    Distraction (Ex): Any living corporeal creature that begins it's turn in a swarms area of effect must make a DC 17 Fortitude Save or be Nauseated for 1 round (Save DC is Con based). Spellcasting or concentrating on spells within the Swarms Area of Effect requires a Concentration Check (DC 20 plus spell level). Using skills that require concentration or patience require a DC 20 Concentration Check.

    Poison (Ex): Injury, DC 17 Fortitude Save (Save DC is Constitution based), Initial damage is pain for 2d6 hours and hallucinations for 1d4 days (possibly death with multiple stings). The initial effects are pain (you are Fatigued as well as taking a -2 Penalty to attack and damage rolls, and Saving throws) and all Tracker Jackers receiving their Racial Bonus to Survival checks to track you if they are within 1 mile. The hallucinations from the Secondary effects are often violent. Roll 1d6 for it's effects:

    1: Nightmare
    2: Persistent Image
    3: Hallucinatory Terrain
    4: Phantasmal Killer
    5: Mirage Arcana
    6: Insanity

    If you fail the Saving throw against more than one swarm attack from a Tracker Jacker you die within 1d6 rounds (no Save).

    Weakness (Smoke)(Ex): Tracker Jacker exposed to smoke must make a DC 15 Fortitude Save each round they remain within (+1 to save DC for each additional round past the first) or become Fatigued for 1d4 hours. If they fail a second Save they are Exhausted instead.

    Skills: Tracker Jackers have a +8 Racial Bonus on Balance, Climb, and Spot Checks. They also have a +8 Racial Bonus on Survival Checks to orient themselves or track whoever they've stung.

    Combat: Tracker Jackers usually swarm, and keep swarming. If somehow you are able to fight them off they will retreat and follow you to attack at a later date.
    Last edited by Bhu; 2011-08-08 at 09:57 PM.
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  9. - Top - End - #429
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    Default Re: Critters II!

    i finish the big online job in about three days i hope, will be back to normal soon
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  10. - Top - End - #430
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    Wow... You are pretty amazing in every way.

    Any chance I can request a Giant and/or Dire Butterfly when your not as swamped?

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    If i were truly amazing people wouldnt hav e had to wit this month for their requests dire butterfly is now on list
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    Default Re: Critters II!

    Unless my boss wants more stuff, I just finished up. Unfortunately pay may not arrive in time to prevent my isp from shutting off. If that happens have no fear i will return shortly.
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    OK all previous requested critters have a minor update except the fish bastids im trying to figure out how to bring them to CR 10. My apologies to everyone i nth thread I didnt expect my personal life to take a month long detour


    Dire Butterfly
    Huge Vermin
    Hit Dice: 15d8+30 (97 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), Fly 60 ft. (Good)
    Armor Class: 18 (-2 Size, +4 Dex, +6 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +11/+23
    Attack: Proboscis +13 (1d8+4)
    Full Attack: Proboscis +13 (1d8+4)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: -
    Special Qualities: Dark Vision 60', Vermin traits, Scent, Toxic flesh
    Saves: Fort +11, Ref +9, Will +7
    Abilities: Str 18, Dex 18, Con 14, Int -, Wis 14, Cha 14
    Skills: Spot +10, Survival +2 (+10 Tracking or Orientation)
    Feats: -
    Environment: Temperate Plains or Forests
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 16-32 HD (Gargantuan)
    Level Adjustment: ---

    "What are we being paid for this Abner?"

    Dire Butterflies are elephant sized. No one knows how or why they came into existence, but drunkenness and Gawds are mentioned often. Color and appearance varies, but they tend to suck down a lot of poisonous plants as young un's so biting one is a baaad idea. They're fairly inoffensive as long as you don't get between them and food.

    Toxic Flesh: Many of the plants commonly eaten by Dire Butterflies are quite toxic. Anything attempting to bite or swallow (!) the Dire Butterfly that hits successfully must make a DC 19 Fortitude Save (Save DC is Constitution based) or be poisoned. Initial and Secondary damage is 1d6 Con.

    Skills: Dire Butterflies get a +8 Racial Bonus to Spot Checks, and to Survival Checks to track via scent or orient themselves.

    Combat: Dire Butterflies ten to whack opponents with their proboscis once and then leave if their persistent.
    Last edited by Bhu; 2011-08-08 at 10:11 PM.
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  14. - Top - End - #434
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    Default Re: Critters II!

    Prophet how big do you want the butterfly?

    I updated red giant and ghoul. Anyone object to the ghoul stats?
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    Default Re: Critters II!

    ghouls/deep ones updated
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    ghouls/deep ones all but done, biclops beholder finished
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    Default Re: Critters II!

    @Bhu
    Do you do Pathfinder? My group has switched to Pathfinder, and if you could make some PF monsters, I would be very happy.

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    I dont have any pathfinder stuff, ive had cash flow problems since before they debuted.
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    I dont have any pathfinder stuff, ive had cash flow problems since before they debuted.
    HERE you go.

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    Default Re: Critters II!

    There is a pathfinder free SRD, usually just typing in "pathfinder srd" on a search engine will bring it up, it even has a few creatures from some of their non-core rule books edit; nevermind, it was already linked.
    Last edited by Togath; 2011-07-10 at 12:40 AM.

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    So, this one is sort of random, but any way we could get a dire cuttlefish up? I'd make one myself, but my skills are a bit rusty. I might attempt one anyway, just to get back into the swing of things.

  22. - Top - End - #442
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    Default Re: Critters II!

    how big does it need to be, and which species of cuttlefish?
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  23. - Top - End - #443
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    How about a needle cuttlefish? Here's a picture for reference.

    As for size, I was thinking Small.

    Thanks Bhu!

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    This will be an odd monster class. Since Deep Ones who have access to enough food grow ever larger with age (though most try not to because it means requiring ever larger quantities of food to support themselves), I needed to find a way to reflect that, so i'm making this racial class:

    DEEP ONE

    [IMG]Picture URL[/IMG]

    "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah-nagl fhtagn."

    This racial monster class represents the possible paths a Deep One can attain via great age due to their immortality.

    MAKING A DEEP ONE
    This class is mostly meant for NPC's, or Deep One players of sufficiently advanced age as some of the abilities reflect years of experience.

    Class Skills
    The Deep One's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (any)(Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Hide (Dex), Knowledge (any)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
    Skills Per Day at 1st Level : (4 + int)x4
    Skills Per Day at Each Additional Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Path
    2. +1    +3     +0     +3    The Wisdom of Age
    3. +2    +3     +1     +3    Dabbler
    4. +3    +4     +1     +4    Path
    5. +3    +4     +1     +4    The Wisdom of Age
    6. +4    +5     +2     +5    Dabbler
    7. +5    +5     +2     +5    Path
    8. +6    +6     +2     +6    The Wisdom of Age
    9. +6    +6     +3     +6    Dabbler
    10.+7    +7     +3     +7    Path
    11.+8    +7     +3     +7    The Wisdom of Age
    12.+9    +8     +4     +8    Dabbler
    13.+9    +8     +4     +8    Path
    14.+10   +9     +4     +9    The Wisdom of Age
    15.+11   +9     +5     +9    Dabbler
    16.+12   +10    +5     +10   Path
    17.+12   +10    +5     +10   The Wisdom of Age
    18.+13   +11    +6     +11   Dabbler
    19.+14   +11    +6     +11   Path
    20.+15   +12    +6     +12   Elder
    Weapon Proficiencies: Deep Ones gain no new weapon or armor proficiencies.

    Path: Path describes the focus a Deep One currently has within his life. It's the obsession he pursues rigorously to offset the tedium of immortality. You get to choose an ability at Level one, and subsequent abilities may be chosen from that Path Tree, or you can change Paths and start with a 1st Level ability instead (after which you may choose from either tree as you have the prerequisites for). Choices of Path include Diplomat (you convert other races to the cause), Giant (you revel in physical power and become ever larger with age), Priest (you are taught magic due to a pact with an Old One), Scientist (you are an inventor of some sort), Warrior (you train to assault the surface world), or Wizard (you experiment with magic without a pact).

    Diplomat:

    Giant: At Level one you become Size Class Large and gain +2 Con. At Levels 4, 10, and 16 you gain +4 Strength and your Natural Armor Class Bonus increases by +2. At Level 7 you become Size Class Huge and gain +2 Con. At Level 13 you become Size Class Gargantuan and gain +2 Con. At Level 19 you become Size Class Colossal and gain +2 Con.

    Priest:

    Scientist:

    Warrior:

    Wizard: At levels 1, 4, 7, 10, 13, 16, and 19 you can choose an additional spell in a manner similar to the Dabbler ability OR you can choose a spell you know and permanently apply the effects of any one metamagic Feat you know to it OR you can choose one spell you know to be castable 3/day.


    The Wisdom of Age (Ex): At Levels 2, 5, 8, 11, 14, and 17 choose any 1 skill. That skill permanently becomes a Class Skill and you may always Take 10 on Checks with it.

    Dabbler: Deep Ones often dabble in magic throughout their live, either through necessity or curiosity. At Levels 3, 6, 9, 12, 15, and 18 the Deep One gains a single spell from the Wizard list, and caster level for these spells is equal to your Hit Dice. For purposes of the maximum level of spell you can select it's equal to the same spells a Wizard of your Hit Dice can select. These spells can be cast once per day, and are in addition to whatever you might gain from other casting classes.

    Elder: Your abilities at Level 20 depend on the path you have chosen:

    Diplomat:

    Giant:

    Priest:

    Scientist:

    Warrior:

    Wizard:

    PLAYING A DEEP ONE
    Deep Ones tend to devote their time to a specific profession or ability and work towards refining it.
    Religion: Deep Ones invariably worship Dagon and Hydra (who represent Great Cthulhu), and possibly sometimes some of the other Old Ones if they are in really close proximity and are disposed to worship as merely eating them.
    Other Classes: Deep Ones are fairly individualistic in some ways, and how they relate to other classes depends on their personal prejudices. It's more awkward when you're a different race from them than a differing class.
    Combat: Combat depends a lot on what that Deep One has studied, whether or not he sees a need for fighting as opposed to fleeing to tackle the problem later, etc.
    Advancement: Advancement for Deep Ones depend a lot on what Path abilities they choose as well as what their local Priests want.

    DEEP ONES IN THE WORLD
    "There certainly is a strange kind of streak in the Innsmouth folks today—I don’t know how to explain it, but it sort of makes you crawl. You’ll notice a little in Sargent if you take his bus. Some of ’em have queer narrow heads with flat noses and bulgy, stary eyes that never seem to shut, and their skin ain’t quite right. Rough and scabby, and the sides of their necks are all shrivelled or creased up. Get bald, too, very young. The older fellows look the worst—fact is, I don’t believe I’ve ever seen a very old chap of that kind. Guess they must die of looking in the glass! Animals hate ’em—they used to have lots of horse trouble before autos came in."
    Deep Ones concentrate on their experiments, and unless that work requires them to go about they really don't interact much with the world.
    Daily Life: Daily life for Deep Ones depends on their individual interests and circumstances, which vary quite widely.
    Notables:
    Organizations: Deep Ones rarely have any organization beyond their Church, or temporary alliances with other races for some purpose.

    NPC Reaction
    NPC's generally find you terrifying unless they're also a Deep One or an ally.

    DEEP ONES IN THE GAME
    Given the Deep Ones sociopathic tendencies, it's best to put them in all Deep One campaigns (or make sure non Deep Ones are allies), or give them goals that coincide with the rest of the party to minimize trouble.
    Adaptation: Deep Ones are obviously meant for horror campaings but there are many comedic parodies of them.
    Encounters: Deep Ones are rarely encountered other than the deep seas or coastal communities isolated from nearby intrusion.



    EPIC DEEP ONE

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Wisdom of Age At Level 21 and every 3 levels thereafter you may choose an additional skill to use with this ability.
    Dabbler At Level 22 and every 3 levels thereafter you may choose an additional spell of any Level from the Wizard list. With the appropriate Feats you can use this to choose an Epic Spell.
    Path:
    Bonus Feats: The Epic Deep One gains a Bonus Feat every x levels higher than 20th
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  25. - Top - End - #445
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    http://www.monstropedia.org/index.php?title=Ekimmu

    http://en.wikipedia.org/wiki/Edimmu

    http://www.vampires.be/index.php?title=Ekimmu

    The EKimmu or Edimmu are 'evil gusts of wind', violent spirits of the dead who hate the living. They normally appear as muscular humans, but transform into shadows or gusts of wind.

    Edimmu

    Edimmu is an Acquired Template that can be applied to any Humanoid who has died a violent death, been left unburied, or who has no family to carry on the proper funerary rites.

    Size and Type: Type becomes Undead with the Incorporeal Subtype. Legends differ on whether they are always Incorporeal, so you may wish to give them the ability to turn the Incorporeality on and off at will as a Swift Action.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: Edimmu have a Flight speed equal to their Land Speed (unless they already had a higher Flight Speed), with Perfect Maneuverability.

    Armor Class: Gains a Deflection Bonus to it's AC equal to it's Charisma Modifier or +1, whichever is higher.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the Base Creature and gains the following:

    Death (Su): Edimmu can Drain 1d6 Constitution with a successful melee touch attack.

    Disease (Su): Edimmu may cast Contagion at will as a Supernatural Ability.

    Misfortune (Su): Edimmu can use Bestow Curse at will but instead of the usual effects it takes the effect of causing bad luck or causing criminal behavior. The first example causes a -2 Luck Penalty to all rolls until it is removed. The second changes the victims alignment to Chaotic Evil until it is removed, and makes the victim compulsively evil. Each day he does not commit a criminal or Evil or blasphemous act he must make a DC 10 Willpower Save (+1 for each succeeding day) or be compelled to commit one even if it is to his lasting trouble.

    Possession (Su): Identical to the Malevolence ability listed on page 118 of the MM, however it may only be used on opponents who have violated certain religious or societal taboos.

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following:

    Rejuvenation (Ex): This is identical to the Ghost ability listed on page 118 of the MM. Usually the appropriate funerary rites will prevent their reappearance.

    Weaknesses (Ex): Certain charms, amulets, or Gods can prevent Edimmu from entering a home, and thus they live in inhospitable and lonely places.

    Saves: Unchanged.

    Abilities: Same as Base Creature but it no longer has a Constitution Score, and Charisma increases by +4.

    Skills: Edimmu get a +8 Racial Bonus on Hide, Listen, Move Silently, and Spot Checks.

    Feats: Unchanged.

    Environment: Any, usually lonely places.

    Organization: Solitary.

    Challenge Rating: +2

    Treasure: None

    Alignment: Always Neutral or Chaotic Evil.

    Advancement: By Character Class.

    Level Adjustment: +5

    Example of creature using template here:


    Batu Human/Edimmu, 4th Level Fighter
    Medium Undead (Incorporeal)
    Hit Dice: 4d12 (26 hp)
    Initiative: +5
    Speed: Fly 30 ft. (6 squares), Perfect
    Armor Class: 12 (+2 Deflection), touch 12, flat-footed 12
    Base Attack/Grapple: +4/-
    Attack: Drain +6 melee touch (Drain)
    Full Attack: Drain +6 melee touch (Drain)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Death, Disease, Misfortune, Possession
    Special Qualities: Dark Vision 60'. Undead traits, Rejuvenation, Weaknesses
    Saves: Fort +4, Ref +2, Will +4
    Abilities: Str 15, Dex 13, Con -, Int 8, Wis 12, Cha 14
    Skills: Hide +9, Intimidate +9, Listen +9, Move Silently +9, Spot +9
    Feats: Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility
    Organization: Solitary
    Challenge Rating: 6
    Treasure: None
    Alignment: Neutral Evil
    Advancement: By Character Class
    Level Adjustment: +5
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  26. - Top - End - #446
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    Ghouls and Deep Ones done

    Dire Cuttlefish
    Small Animal (Aquatic)
    Hit Dice: 2d8+1 (10 hp)
    Initiative: +3
    Speed: 5 ft. (1 square), Swim 30 ft.
    Armor Class: 16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
    Base Attack/Grapple: +1/+2
    Attack: Tentacles +4 melee touch (Grapple)
    Full Attack: Tentacles +4 melee touch (Grapple)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab, Snatch, Poison
    Special Qualities: Low Light Vision, Chameleon, Ink, Jet
    Saves: Fort +4, Ref +6, Will +2
    Abilities: Str 12, Dex 17, Con 12, Int 2, Wis 14, Cha 10
    Skills: Escape Artist +13, Hide +13, Listen +2, Move Silently +3, Spot +7, Swim +9
    Feats: Weapon Finesse
    Environment: Warm or Temperate Aquatic
    Organization: Solitary or Group (3-6)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-6 HD (Medium)
    Level Adjustment: ---

    "Of all the things to go fishin' for Bert. Ah cain't believe that lady wants these things as pets."

    Dire Cuttlefish are pretty large, but usually don't attack humans or similar sized critters unless it's mating season or they're ill or scared. They normally hunt small prey with their two extending feeding tentacles, but larger prey will be grappled if necessary. Oddly enough they make decent pets as long as they're well cared for. They look menacing enough most people won't jump into a moat filled with them.

    Improved Grab (Ex): If the Cuttlefish hits with it's Tentacles Attack it automatically gets a Grapple Check as a Free Action without provoking an Attack of Opportunity. It may Grapple opponents up to 1 Size Class larger than itself and does not take Size Penalties to Grapple Checks. The Cuttlefish bites it's opponent for 1d3+1 damage with a successful Grapple Check.

    Snatch (Ex): The Cuttlefish has two feeding tentacles that have a reach of 10'. If an opponent 2 Size Classes smaller than itself is within that range it can use them to make it's Tentacle Attack/Grapple Check. If it's opponent is unaware of it or Denied it's Dexterity Bonus to AC, the Dire Cuttlefish get's a +4 Racial Bonus on the Attack roll, and subsequent Grapple Checks.

    Poison (Ex): Injury, DC 12 Fort Save (Save DC is Con based), Initial and Secondary damage 1d4 Dex.

    Chameleon (Ex): The Dire Cuttlefish gets a +10 Racial Bonus to Hide Checks, and also has the Camouflage and Hide in Plan Sight abilities listed on page 46 of the PHB.

    Ink (Ex): A Cuttlefish can emit a 10'x10'x10' cloud of black ink once per minute as a Free Action. The cloud provides total concealment, and obscures all vision inside it. They usually use this opportunity to flee.

    Jet (Ex): Once per round as a Full Action the Cuttlefish can jet backward 200' in a straight line. This movement does not provoke Attacks of Opportunity.

    Skills: Dire Cuttlefish get a +10 Racial Bonus to Escape Artist Checks, and a +8 Racial Bonus to Swim Checks. They may always Take 10 on a Swim check even if distracted or endangered, and may use the Run Action while swimming in a straight line.

    Combat: Cuttlefish like to hide or silently swim up behind their prey. Smaller prey gets snatched by their feeding tentacles. Larger prey is grappled in the more normal manner.
    Last edited by Bhu; 2011-08-03 at 09:59 PM.
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  27. - Top - End - #447
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    Okay im finding conflicting reports on teh poisonousness of cuttlefish, any bio students wanna weigh in here?
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  28. - Top - End - #448
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    FIsh Bastards done, Red Super Giants updated
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  29. - Top - End - #449
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    Default Re: Critters II!

    prophet you still out there? still would like input on where you want me to go with butterfly

    domriso you want poison with that cuttlefish?

    twilight: I can ty doing pathfinder stuff for you, but with no experence at the game i make no promises about it's balance
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  30. - Top - End - #450
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    I'll take some poison with that cuttlefish, thanks. ^^
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