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Thread: Critters II!

  1. - Top - End - #61
    Firbolg in the Playground
     
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    Default Re: Critters II!

    Okay I'm gonna have to split up the Epic Critter Template by type to make it easier on me. Initial abilities will just be based on the monsters in the MMI, and I can modify over time.

    Epic Aberration

    This is an Acquired Template which can be applied to any Aberration whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Aberration has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

    Size and Type: Normally unchanged, but see Special Qualities below.

    Hit Dice: Unchanged.

    Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

    Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

    Attacks: Normally unchanged, but see Special Attacks.

    Damage: Normally unchanged, but see Special Attacks.

    Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

    Casting/Manifesting: If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

    Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

    Rays: Increase maximum Range to 240 ft.

    Lines: Increase Range to 160 ft.

    Cones: Increase Range to 80 ft.

    Radius: Increase Radius to 60 ft.

    Gaze Attack: The base range doubles.

    Improved Grab: You may now use this ability on creatures your own Size class or smaller.

    Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

    Breath Weapon: Breath Weapons may now be used every other round.

    It also gains x choices from the following list:

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

    Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

    Blindsight: Double the range.

    Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

    Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

    Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

    Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

    Telepathy: The base Creatures range triples.

    Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

    It also gains x choices from the following list:

    Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

    Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

    Skills: Unchanged, but see Special Qualities.

    Feats: Normally unchanged, but see Special Qualities.

    Environment: Any

    Organization: Usually Solitary or Unique

    Challenge Rating:

    Treasure: Triple Normal.

    Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Aberrations are unique enough not to have to be limited to the usual Alignments of their species.

    Advancement: By Hit Dice or by Character Class.

    Level Adjustment: <>

    Example of creature using template here:
    Last edited by Bhu; 2010-11-08 at 12:50 AM.
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  2. - Top - End - #62
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    Default Re: Critters II!

    Two things...

    1. Love the skeletons. I will be using them as soon as possible.

    2. I have a very humble request.



    Can you make one?
    Last edited by The Mentalist; 2010-10-19 at 11:47 PM.
    Having trouble writing up hard stat blocks but I'm doing a lot of sharing ideas and soft mechanics lately.

  3. - Top - End - #63
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    Default Re: Critters II!

    How big you want this?

    Hummingator Swarm
    Fine Aberration
    Hit Dice: 10d8 (45 hp)
    Initiative: +9
    Speed: 5 ft. (1 squares), Fly 25 ft. (Perfect)
    Armor Class: 24 (+8 Size, +5 Dex, +1 Natural), touch 23, flat-footed 19
    Base Attack/Grapple: +7/-
    Attack: Swarm (2d6)
    Full Attack: Swarm (2d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, Grip
    Special Qualities: Dark Vision 60', Immune to Weapon Damage, swarm traits
    Saves: Fort +3, Ref +8, Will +9
    Abilities: Str 1, Dex 20, Con 10, Int 1, Wis 14, Cha 1
    Skills: Hide +16, Listen +7, Spot +7
    Feats: Flyby Attack, Hover, Improved Initiative
    Environment: Warm Marsh
    Organization: Solitary
    Challenge Rating: 6
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    'Whats that noi...AAAAAAHHHH!"

    Dorf the Wildly Incompetent needed some guardians, but he had such a bad rep no one wanted to work for him. So he made some by using the spells originally used to create Owlbears to make the first Hummingators. He judged them a failure due to their size. They ate him in his sleep. Subsequently they've infested the marshes.

    Distraction (Ex): Any living creature vulnerable to a swarms damage that begins it's turn with a swarm in it's square is Nauseated for 1 round unless it makes a DC 15 Fortitude Save. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration Check (DC is 20 for skills, 20 + Spell Level for spellcasting).

    Grip (Ex): Leaving the area of a Hummingator swarm requires a DC 20 Strength Check.

    Combat: Hummingator swarms tend to fly in, grab hold, and munch away crazily. They aren't tactical.



    Hummingator
    Medium Aberration
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +2
    Speed: 10 ft. (2 squares), Fly 60 ft. (Good)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +2/+6
    Attack: Bite +6 melee (1d6+6)
    Full Attack: Bite +6 melee (1d6+6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab
    Special Qualities: Dark Vision 60'
    Saves: Fort +3, Ref +3, Will +5
    Abilities: Str 18, Dex 14, Con 15, Int 2, Wis 14, Cha 6
    Skills: Hide +4, Listen +4, Spot +4
    Feats: Fly-by Attack, Hover
    Environment: Warm Marsh
    Organization: Solitary or Flock (3-6)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-6 HD (Medium)
    Level Adjustment: ---

    "Swamp assignments always suck. Always. Oh look, it's a flying reptile. How unlikely."

    Simon the Moderately incompetent inherited his Uncle Dorf's notes, and realized his relative had forgotten to carry the 2 in his math. He made more respectable sized Hummingators, which promptly devoured him in his sleep. The current holders of the notes used them to start a cooking fire, so perhaps the world need not worry about false Dragons being made.

    Improved Grab (Ex): If a Hummingator successfully attacks with it's Bite, it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does it's Bite damage with a successful Grapple Check.

    Combat: Hummingators tend to nest in trees hiding till likely prey comes by, at which point they make a few fly-by's to soften it up before grabbing and mauling it.
    Last edited by Bhu; 2010-10-25 at 10:33 PM.
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  4. - Top - End - #64
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    Default Re: Critters II!

    I'd personally like two versions, one hummingbird sized and one alligator sized. If it's not too much trouble of course.
    Having trouble writing up hard stat blocks but I'm doing a lot of sharing ideas and soft mechanics lately.

  5. - Top - End - #65
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    Default Re: Critters II!

    the watchers are looking nice. looking forward to sending them at the players
    Need a setting for your game? a character concept? any gaming related ideas? I make far to many to eat up myself, and therefor I am willing to share them. Free ideas! Get yer fluff here! PM me.


    The friendly neighborhood gentleman perv is always ready to help!

    on M&B:
    Quote Originally Posted by Celesyne
    oh, and looting villages is REALLY good money, if a nearby lord doesn't stop by and give you a daily dose of rape.
    http://baetzler.de/humor/meat_beings.html

  6. - Top - End - #66
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    Default Re: Critters II!

    Epic Skeleton is done, updating Hummingators now
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  7. - Top - End - #67
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    Default Re: Critters II!

    How do the Humming gators look so far?
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  8. - Top - End - #68
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    Default Re: Critters II!

    Thank you!

    Hehehehehehe

    Going back to read the stats now...:P

    EDIT: Dead Tom's Dex should be a lot higher, unless you're saying he was a Swashbuckler with a Dex of 5...[+21 Dex for his HD]
    Last edited by Mulletmanalive; 2010-10-22 at 07:28 PM.
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  9. - Top - End - #69
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    Default Re: Critters II!

    Dead TOm fixed, Hummingators just need CR if you like them
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  10. - Top - End - #70
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    Default Re: Critters II!

    The Epic Templates will be similar, so I'm getting a few skeleton entries up before I get more requests.

    Epic Animal

    This is an Acquired Template which can be applied to any Animal whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Animal has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

    Size and Type: Size is normally unchanged, but see Special Qualities below. Type becomes Magical Beast.

    Hit Dice: Recalculate hit points due to Type Change.

    Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

    Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

    Attacks: Recalculate BAB due to Type Change.

    Damage: Normally unchanged, but see Special Attacks.

    Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

    Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

    Improved Grab: You may now use this ability on creatures your own Size class or smaller.

    Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

    Rage: Increase Str and Con Bonus to +10, and it no longer takes an AC penalty.

    It also gains x choices from the following list:

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

    Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

    Blindsight: Double the range.

    Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

    It also gains x choices from the following list:

    Saves: Recalculate due to Type Change, and may have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

    Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

    Skills: Will be changed due to Type Change, and see Special Qualities.

    Feats: Normally unchanged, but see Special Qualities.

    Environment: Any

    Organization: Usually Solitary or Unique

    Challenge Rating:

    Treasure: None.

    Alignment: Always Neutral

    Advancement: By Hit Dice.

    Level Adjustment: <>

    Example of creature using template here:
    Last edited by Bhu; 2010-11-08 at 12:39 AM.
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  11. - Top - End - #71
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    Default Re: Critters II!

    Hummingators have CR, epic templates updated.
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    Default Re: Critters II!

    Epic Construct

    This is an Acquired Template which can be applied to any Construct whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Construct has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

    Size and Type: Size is normally unchanged, but see Special Qualities below. Type is unchanged

    Hit Dice: Unchanged.

    Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

    Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

    Attacks: Normally unchanged, but see Special Attacks.

    Damage: Normally unchanged, but see Special Attacks.

    Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

    Casting/Manifesting: If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

    Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

    Rays: Increase maximum Range to 240 ft.

    Lines: Increase Range to 160 ft.

    Cones: Increase Range to 80 ft.

    Radius: Increase Radius to 60 ft.

    Gaze Attack: The base range doubles.

    Improved Grab: You may now use this ability on creatures your own Size class or smaller.

    Breath Weapon: Breath Weapons may now be used every other round.

    It also gains x choices from the following list:

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

    Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

    Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

    Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

    Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

    Immunity to Magic: You are immune to all spells other than the exceptions listed in the Base Creatures entry.

    Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

    It also gains x choices from the following list:

    Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

    Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

    Skills: Unchanged, but see Special Qualities.

    Feats: Normally unchanged, but see Special Qualities.

    Environment: Any

    Organization: Usually Solitary or Unique

    Challenge Rating:

    Treasure: None.

    Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Constructs are unique enough not to have to be limited to the usual Alignments of their type.

    Advancement: By Hit Dice or Character Class if intelligent.

    Level Adjustment: <>

    Example of creature using template here:
    Last edited by Bhu; 2010-11-08 at 12:50 AM.
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  13. - Top - End - #73
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    Default Re: Critters II!

    If you're interested, that artist's done lots. Some favourites:
    Spoiler
    Show



  14. - Top - End - #74
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    Default Re: Critters II!

    That...has massive potential once I get the epic templates done...
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  15. - Top - End - #75
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    Default Re: Critters II!

    I like the Crat, myself...
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    Default Re: Critters II!

    Epic Dragon

    This is an Acquired Template which can be applied to any Dragon whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Dragon has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

    Size and Type: Normally unchanged, but see Special Qualities below.

    Hit Dice: Unchanged.

    Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

    Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

    Attacks: Normally unchanged, but see Special Attacks.

    Damage: Normally unchanged, but see Special Attacks.

    Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

    Casting/Manifesting: If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

    Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

    Rays: Increase maximum Range to 240 ft.

    Lines: Increase Range to 160 ft.

    Cones: Increase Range to 80 ft.

    Radius: Increase Radius to 60 ft.

    Improved Grab: You may now use this ability on creatures your own Size class or smaller.

    Breath Weapon: Breath Weapons may now be used every other round.


    It also gains x choices from the following list:

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

    Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

    Blindsight: Double the range.

    Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

    Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

    Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

    Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

    Telepathy: The base Creatures range triples.

    Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

    It also gains x choices from the following list:

    Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

    Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

    Skills: Unchanged, but see Special Qualities.

    Feats: Normally unchanged, but see Special Qualities.

    Environment: Any

    Organization: Usually Solitary or Unique

    Challenge Rating:

    Treasure: Triple Normal.

    Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Dragons are unique enough not to have to be limited to the usual Alignments of their species.

    Advancement: By Hit Dice or by Character Class.

    Level Adjustment: <>

    Example of creature using template here:
    Last edited by Bhu; 2010-11-10 at 10:57 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
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    Backup threads available here

  17. - Top - End - #77
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    Default Re: Critters II!

    Epic Elemental

    This is an Acquired Template which can be applied to any Elemental whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Elemental has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

    Size and Type: Normally unchanged, but see Special Qualities below.

    Hit Dice: Unchanged.

    Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

    Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

    Attacks: Normally unchanged, but see Special Attacks.

    Damage: Normally unchanged, but see Special Attacks.

    Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

    If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

    Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

    Rays: Increase maximum Range to 240 ft.

    Lines: Increase Range to 160 ft.

    Cones: Increase Range to 80 ft.

    Radius: Increase Radius to 60 ft.

    Improved Grab: You may now use this ability on creatures your own Size class or smaller.

    It also gains x choices from the following list:

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

    Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

    Blindsight: Double the range.

    Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

    Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

    Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

    Telepathy: The base Creatures range triples.

    Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

    It also gains x choices from the following list:

    Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

    Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

    Skills: Unchanged, but see Special Qualities.

    Feats: Normally unchanged, but see Special Qualities.

    Environment: Any

    Organization: Usually Solitary or Unique

    Challenge Rating:

    Treasure: None.

    Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Elementals are unique enough not to have to be limited to the usual Alignments of their species.

    Advancement: By Hit Dice or by Character Class.

    Level Adjustment: <>

    Example of creature using template here:
    Last edited by Bhu; 2010-11-08 at 12:51 AM.
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  18. - Top - End - #78
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    Epic Fey

    This is an Acquired Template which can be applied to any Fey whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Fey has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

    Size and Type: Normally unchanged, but see Special Qualities below.

    Hit Dice: Unchanged.

    Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

    Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

    Attacks: Normally unchanged, but see Special Attacks.

    Damage: Normally unchanged, but see Special Attacks.

    Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

    If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

    Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

    Rays: Increase maximum Range to 240 ft.

    Lines: Increase Range to 160 ft.

    Cones: Increase Range to 80 ft.

    Radius: Increase Radius to 60 ft.

    Gaze Attack: The base range doubles.

    Improved Grab: You may now use this ability on creatures your own Size class or smaller.

    Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

    Wild Empathy: While this normally isn't an Attack it's upgraded to one now. You may cast Charm Monster at will, but it only affects Animals, Fey, and Magical Beasts.

    It also gains x choices from the following list:

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

    Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

    Blindsight: Double the range.

    Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

    Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

    Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

    Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

    Telepathy: The base Creatures range triples.

    Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

    Unearthly Grace: Your AC and Save Bonus is now double your Charisma Modifier.

    Tree Dependent: This now becomes Forest Dependent. You cannot stray more than 10 miles from the Forest you call home.

    It also gains x choices from the following list:

    Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

    Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

    Skills: Unchanged, but see Special Qualities.

    Feats: Normally unchanged, but see Special Qualities.

    Environment: Any

    Organization: Usually Solitary or Unique

    Challenge Rating:

    Treasure: Triple Normal.

    Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Fey are unique enough not to have to be limited to the usual Alignments of their species.

    Advancement: By Hit Dice or by Character Class.

    Level Adjustment: <>

    Example of creature using template here:
    Last edited by Bhu; 2010-11-13 at 12:26 AM.
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  19. - Top - End - #79
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    Default Re: Critters II!

    Epic Giant

    This is an Acquired Template which can be applied to any Giant whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Giant has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

    Size and Type: Normally unchanged, but see Special Qualities below.

    Hit Dice: Unchanged.

    Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

    Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

    Attacks: Normally unchanged, but see Special Attacks.

    Damage: Normally unchanged, but see Special Attacks.

    Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

    If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

    Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

    Rays: Increase maximum Range to 240 ft.

    Lines: Increase Range to 160 ft.

    Cones: Increase Range to 80 ft.

    Radius: Increase Radius to 60 ft.

    Improved Grab: You may now use this ability on creatures your own Size class or smaller.

    Rock Throwing: You gain a +2 Racial Bonus on Attack and Damage rolls with Rocks. You also threaten a critical with Rocks on a 19-20, and do x3 damage.

    It also gains x choices from the following list:

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

    Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

    Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

    Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

    Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

    Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

    Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

    Rock Catching: You get a +4 Racial Bonus on Reflex Saves made to catch Rocks.

    It also gains x choices from the following list:

    Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

    Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

    Skills: Unchanged, but see Special Qualities.

    Feats: Normally unchanged, but see Special Qualities.

    Environment: Any

    Organization: Usually Solitary or Unique

    Challenge Rating:

    Treasure: Triple Normal.

    Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Giants are unique enough not to have to be limited to the usual Alignments of their species.

    Advancement: By Hit Dice or by Character Class.

    Level Adjustment: <>

    Example of creature using template here:
    Last edited by Bhu; 2010-11-13 at 12:31 AM.
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  20. - Top - End - #80
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    Default Re: Critters II!

    Epic Magical Beast

    This is an Acquired Template which can be applied to any Magical Beast whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Magical Beast has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

    Size and Type: Normally unchanged, but see Special Qualities below.

    Hit Dice: Unchanged.

    Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

    Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

    Attacks: Normally unchanged, but see Special Attacks.

    Damage: Normally unchanged, but see Special Attacks.

    Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

    If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

    Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

    Rays: Increase maximum Range to 240 ft.

    Lines: Increase Range to 160 ft.

    Cones: Increase Range to 80 ft.

    Radius: Increase Radius to 60 ft.

    Gaze Attack: The base range doubles.

    Improved Grab: You may now use this ability on creatures your own Size class or smaller.

    Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

    Breath Weapon: Breath Weapons may now be used every other round.

    It also gains x choices from the following list:

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

    Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

    Blindsight: Double the range.

    Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

    Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

    Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

    Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

    Telepathy: The base Creatures range triples.

    Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

    Tremorsense: Range triples from that of Base Creature.

    It also gains x choices from the following list:

    Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

    Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

    Skills: Unchanged, but see Special Qualities.

    Feats: Normally unchanged, but see Special Qualities.

    Environment: Any

    Organization: Usually Solitary or Unique

    Challenge Rating:

    Treasure: Triple Normal.

    Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Magical Beasts are unique enough not to have to be limited to the usual Alignments of their species.

    Advancement: By Hit Dice or by Character Class.

    Level Adjustment: <>

    Example of creature using template here:
    Last edited by Bhu; 2010-11-25 at 12:06 AM.
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  21. - Top - End - #81
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    Default Re: Critters II!

    Epic Monstrous Humanoid

    This is an Acquired Template which can be applied to any Monstrous Humanoid whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Monstrous Humanoid has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

    Size and Type: Normally unchanged, but see Special Qualities below.

    Hit Dice: Unchanged.

    Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

    Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

    Attacks: Normally unchanged, but see Special Attacks.

    Damage: Normally unchanged, but see Special Attacks.

    Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

    If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

    Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

    Rays: Increase maximum Range to 240 ft.

    Lines: Increase Range to 160 ft.

    Cones: Increase Range to 80 ft.

    Radius: Increase Radius to 60 ft.

    Gaze Attack: The base range doubles.

    Improved Grab: You may now use this ability on creatures your own Size class or smaller.

    Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

    Breath Weapon: Breath Weapons may now be used every other round.

    It also gains x choices from the following list:

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

    Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

    Blindsight: Double the range.

    Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

    Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

    Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

    Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

    Telepathy: The base Creatures range triples.

    Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

    It also gains x choices from the following list:

    Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

    Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

    Skills: Unchanged, but see Special Qualities.

    Feats: Normally unchanged, but see Special Qualities.

    Environment: Any

    Organization: Usually Solitary or Unique

    Challenge Rating:

    Treasure: Triple Normal.

    Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Monstrous Humanoids are unique enough not to have to be limited to the usual Alignments of their species.

    Advancement: By Hit Dice or by Character Class.

    Level Adjustment: <>

    Example of creature using template here:
    Last edited by Bhu; 2010-11-08 at 12:53 AM.
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  22. - Top - End - #82
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    Default Re: Critters II!

    Epic Ooze

    This is an Acquired Template which can be applied to any Ooze whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Ooze has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

    Size and Type: Normally unchanged, but see Special Qualities below.

    Hit Dice: Unchanged.

    Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

    Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

    Attacks: Normally unchanged, but see Special Attacks.

    Damage: Normally unchanged, but see Special Attacks.

    Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

    Improved Grab: You may now use this ability on creatures your own Size class or smaller.

    Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

    It also gains x choices from the following list:

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

    Blindsight: Double the range.

    Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

    Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

    Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

    Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

    Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

    It also gains x choices from the following list:

    Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

    Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

    Skills: Unchanged, but see Special Qualities.

    Feats: Normally unchanged, but see Special Qualities.

    Environment: Any

    Organization: Usually Solitary or Unique

    Challenge Rating:

    Treasure: None.

    Alignment: Usually Always Neutral, but Epic Oozes are unique enough not to have to be limited to the usual Alignments of their species.

    Advancement: By Hit Dice.

    Level Adjustment: <>

    Example of creature using template here:
    Last edited by Bhu; 2010-11-08 at 12:53 AM.
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  23. - Top - End - #83
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    Default Re: Critters II!

    Okay it should become obvious the various Epic templates will be similar, with the Special Attacks/Qualities having different options (and a few different tweaks here and there). As soon as I have all the skeleton templates up I can begin editing in options.
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  24. - Top - End - #84
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    Default Re: Critters II!

    oh and i started statting Abner here: http://brilliantgameologists.com/boa...p?topic=2962.0
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  25. - Top - End - #85
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    Default Re: Critters II!

    Yay!
    Redneck asskicker, huh?
    I'll be monitoring that thread, too. (from here)
    Demilich avatar by Smuchmuch. Thank you VERY much!

    Extended Signature
    Awright, Supagoof, that's just awesome. Thanks!
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    Infernal avatar by Savana. Thanks!

    Nude version by SmuchMuch.

  26. - Top - End - #86
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    Default Re: Critters II!

    Sorry it took so long to reply, I just got out of the hospital. Thank you for the hummingators.

    I think I see them being ridden by a race of swamp lizards... that would be awesome.
    Last edited by The Mentalist; 2010-10-28 at 05:33 PM.
    Having trouble writing up hard stat blocks but I'm doing a lot of sharing ideas and soft mechanics lately.

  27. - Top - End - #87
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    Default Re: Critters II!

    Epic Outsider

    This is an Acquired Template which can be applied to any Outsider whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Outsider has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

    Size and Type: Normally unchanged, but see Special Qualities below.

    Hit Dice: Unchanged.

    Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

    Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

    Attacks: Normally unchanged, but see Special Attacks.

    Damage: Normally unchanged, but see Special Attacks.

    Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

    If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

    Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

    Rays: Increase maximum Range to 240 ft.

    Lines: Increase Range to 160 ft.

    Cones: Increase Range to 80 ft.

    Radius: Increase Radius to 60 ft.

    Gaze Attack: The base range doubles.

    Improved Grab: You may now use this ability on creatures your own Size class or smaller.

    Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

    Breath Weapon: Breath Weapons may now be used every other round.

    It also gains x choices from the following list:


    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

    Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

    Blindsight: Double the range.

    Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

    Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

    Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

    Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

    Telepathy: The base Creatures range triples

    Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

    It also gains x choices from the following list:

    Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

    Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

    Skills: Unchanged, but see Special Qualities.

    Feats: Normally unchanged, but see Special Qualities.

    Environment: Any

    Organization: Usually Solitary or Unique

    Challenge Rating:

    Treasure: Triple Normal.

    Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Outsiders are unique enough not to have to be limited to the usual Alignments of their species.

    Advancement: By Hit Dice or by Character Class.

    Level Adjustment: <>

    Example of creature using template here:
    Last edited by Bhu; 2010-11-08 at 12:53 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
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  28. - Top - End - #88
    Firbolg in the Playground
     
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    Default Re: Critters II!

    Epic Plant

    This is an Acquired Template which can be applied to any Plant whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Plant has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

    Size and Type: Normally unchanged, but see Special Qualities below.

    Hit Dice: Unchanged.

    Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

    Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

    Attacks: Normally unchanged, but see Special Attacks.

    Damage: Normally unchanged, but see Special Attacks.

    Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

    Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

    Rays: Increase maximum Range to 240 ft.

    Lines: Increase Range to 160 ft.

    Cones: Increase Range to 80 ft.

    Radius: Increase Radius to 60 ft.

    Improved Grab: You may now use this ability on creatures your own Size class or smaller.

    Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

    It also gains x choices from the following list:

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

    Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

    Blindsight: Double the range.

    Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

    Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

    Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

    Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

    Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

    It also gains x choices from the following list:

    Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

    Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

    Skills: Unchanged, but see Special Qualities.

    Feats: Normally unchanged, but see Special Qualities.

    Environment: Any

    Organization: Usually Solitary or Unique

    Challenge Rating:

    Treasure: Unchanged.

    Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Plants are unique enough not to have to be limited to the usual Alignments of their species.

    Advancement: By Hit Dice or by Character Class.

    Level Adjustment: <>

    Example of creature using template here:
    Last edited by Bhu; 2010-11-08 at 12:54 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  29. - Top - End - #89
    Firbolg in the Playground
     
    Bhu's Avatar

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    Default Re: Critters II!

    Epic Undead

    This is an Acquired Template which can be applied to any Undead whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Undead has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

    Size and Type: Normally unchanged, but see Special Qualities below.

    Hit Dice: Unchanged.

    Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

    Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

    Attacks: Normally unchanged, but see Special Attacks.

    Damage: Normally unchanged, but see Special Attacks.

    Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

    If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

    Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

    Rays: Increase maximum Range to 240 ft.

    Lines: Increase Range to 160 ft.

    Cones: Increase Range to 80 ft.

    Radius: Increase Radius to 60 ft.

    Gaze Attack: The base range doubles.

    Improved Grab: You may now use this ability on creatures your own Size class or smaller.

    Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

    It also gains x choices from the following list:

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

    Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

    Blindsight: Double the range.

    Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

    Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

    Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

    Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

    Telepathy: The base Creatures range triples.

    Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

    It also gains x choices from the following list:

    Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

    Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

    Skills: Unchanged, but see Special Qualities.

    Feats: Normally unchanged, but see Special Qualities.

    Environment: Any

    Organization: Usually Solitary or Unique

    Challenge Rating:

    Treasure: Triple Normal.

    Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Undead are unique enough not to have to be limited to the usual Alignments of their species.

    Advancement: By Hit Dice or by Character Class.

    Level Adjustment: <>

    Example of creature using template here:
    Last edited by Bhu; 2010-11-08 at 12:54 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  30. - Top - End - #90
    Firbolg in the Playground
     
    Bhu's Avatar

    Join Date
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    Default Re: Critters II!

    Epic Vermin

    This is an Acquired Template which can be applied to any Vermin whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Vermin has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

    Size and Type: Size is normally unchanged, but see Special Qualities below. Type becomes Magical Beast.

    Hit Dice: Recalculate hit points due to Type Change.

    Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

    Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

    Attacks: Recalculate BAB due to Type Change.

    Damage: Normally unchanged, but see Special Attacks.

    Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

    Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

    Improved Grab: You may now use this ability on creatures your own Size class or smaller.

    Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

    It also gains x choices from the following list:

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

    Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

    Blindsight: Double the range.

    Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

    It also gains x choices from the following list:

    Saves: Recalculate due to Type Change, and may have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

    Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

    Skills: Will be changed due to Type Change, and see Special Qualities.

    Feats: Will be changed due to Type Change, and see Special Qualities.

    Environment: Any

    Organization: Usually Solitary or Unique

    Challenge Rating:

    Treasure: None.

    Alignment: Always Neutral

    Advancement: By Hit Dice.

    Level Adjustment: <>

    Example of creature using template here:
    Last edited by Bhu; 2010-11-07 at 12:21 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

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