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    Default Oh Halloween [3.5]



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

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

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


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

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

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

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


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

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


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


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


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


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


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



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

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

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

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

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



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

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


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

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

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



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

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

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

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

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

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



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

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

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

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



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


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

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


    Fear Monger (Prestige Class)
    Spoiler
    Show

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

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

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

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

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

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



    Strange-Folk (playable race, monster)
    Spoiler
    Show

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

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

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

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


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

    Strange-Folk Heritage Feats
    Spoiler
    Show

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


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


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




    Hoodlum (undead)
    Spoiler
    Show

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

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

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

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


    Creatures by CR

    No more space, will link other creatures below:
    Items
    Warp Cat (Magical Beast)
    Laban/Trick-or-treaters (small humanoid shapechangers)
    Skeletal Troubadours and Dancing Dead (Undead)
    Pumpkin Hound (Plant creature)
    Cauldron Slime (Ooze)
    Candy Legion (Diminutive Construct Swarm)
    Pumpkinbound Dragon (Template)
    Black Cat (Magical Beast)
    Grotesque (Construct)
    Pumpkin Imp (Fey) by Debby (Debihuman)
    Master Harlequin/Harlekin (Presige Class)
    Trickster (Medium Fey)
    Dark Sprout (Huge CR 20 Plant creature)
    Awoken Candybag (Medium Construct)
    Catrina (Template)
    Grim Doll (Construct)

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

    A special thanks to Debby (Debihuman) for errata, pointers and additional content for the thread.
    Last edited by CthulhuEatYou; 2012-10-31 at 06:30 PM.

  2. - Top - End - #2
    Troll in the Playground
     
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    Default Re: Oh Halloween [3.5]

    Creatures from the Demiplane of Halloween should all have the Extraplanar Subtype.

    Jack-'O'Lanterns

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

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

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

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

    Debby
    Last edited by Debihuman; 2012-10-07 at 08:45 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.

    I've got a red pen and I'm not afraid to use it.

    my creations

    Thanks Gurgleflep for my new avatar!

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    Dwarf in the Playground
     
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    Default Re: Oh Halloween [3.5]

    Quote Originally Posted by Debihuman View Post
    Creatures from the Demiplane of Halloween should all have the Extraplanar Subtype.

    Jack-'O'Lanterns

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

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

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

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

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

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


    Will add more content later today :)

    Edit: Added Fear Mongers (Prestige class) and some Knowledge check guides
    Last edited by CthulhuEatYou; 2012-10-08 at 02:47 PM.
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

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    Troll in the Playground
     
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    Default Re: Oh Halloween [3.5]

    Just realized that all of your HP are wrong. Plants use d8 and Constructs use d10. A Medium construct has a 20 bonus hit points.

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

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

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

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

    Scarecrow: Hit Dice: 3d10+20 (36 hp)
    Last edited by Debihuman; 2012-10-08 at 02:20 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.

    I've got a red pen and I'm not afraid to use it.

    my creations

    Thanks Gurgleflep for my new avatar!

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    Default Re: Oh Halloween [3.5]

    Quote Originally Posted by Debihuman View Post
    Just realized that all of your HP are wrong. Plants use d8 and Constructs use d10. A Medium construct has a 20 bonus hit points.

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

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

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

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

    Scarecrow: Hit Dice: 3d10+20 (36 hp)
    Well darn. I can see it's been too long since I've last made any d&d 3.5 content.

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

    Thanks!
    Last edited by CthulhuEatYou; 2012-10-08 at 02:36 PM.
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

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    Default Re: Oh Halloween [3.5]

    Fix'd

    Wauw you're a great help. Thank you very much!
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

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    Troll in the Playground
     
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    Default Re: Oh Halloween [3.5]

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

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

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

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

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

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

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

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

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

    Debby
    Last edited by Debihuman; 2012-10-09 at 12:13 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.

    I've got a red pen and I'm not afraid to use it.

    my creations

    Thanks Gurgleflep for my new avatar!

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    Barbarian in the Playground
     
    RedKnightGirl

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    Default Re: Oh Halloween [3.5]

    About the whole, I love it ^^

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

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    Default Re: Oh Halloween [3.5]

    Quote Originally Posted by Debihuman View Post
    You're welcome. I've been critiquing monsters a long (too long) time. I've found that it is hard to get it all right. 3.5 has a lot of nit-picky rules. I removed my double post since you corrected the pumpkin-headed template to add the curse and its save.

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

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

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

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

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

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

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

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

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

    Quote Originally Posted by silphael View Post
    About the whole, I love it ^^

    About Fear Monger, I will say that you can remove the "any non-good". Using fear as a weapon is technically a more peacefull mean that, I don't know, striking people to death... I'm not particulary fond of alignement restricted class that aren't either Exalted or Vile. Plus, they are already a very large pool of caster PrC that are Evil ^^
    Thank you :)
    I have removed the alignment requirement. Although scaring people to death, seems a little evil to me (unlawful even) ;)
    Last edited by CthulhuEatYou; 2012-10-09 at 04:10 AM.
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

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    Default Re: Oh Halloween [3.5]

    For some reason I am absolutely in love with the Strange-Folk.
    Maybe it's just because I love Halloween and I'm a bit biased because of their background.

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    Default Re: Oh Halloween [3.5] - Update: Warp Cat

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

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

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

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

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

    Combat

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

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

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

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

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

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

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

    Combat

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

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

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

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

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

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

    {table=head] Knowledge (The Planes) | Information
    20 | Warp Cats are dangerous pranksters that can teleport and warp out of existence.
    25 | Warp cats are hyper intelligent creatures can usually use psionic abilities to misdirect and “prank” unsuspecting victims.
    30 | Some warp cats are mad, instead of simply pranking the unsuspecting, go out of the way to kill them.
    [/table]
    Last edited by CthulhuEatYou; 2012-10-14 at 11:05 AM. Reason: Fixed
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

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    Default Re: Oh Halloween [3.5]

    Quote Originally Posted by Cipherthe3vil View Post
    For some reason I am absolutely in love with the Strange-Folk.
    Maybe it's just because I love Halloween and I'm a bit biased because of their background.
    Thank you very much :)
    Me too, haha
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

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    Default Re: Oh Halloween [3.5]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.

    I've got a red pen and I'm not afraid to use it.

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    Default Re: Oh Halloween [3.5]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Combat

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

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

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

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

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

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

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.

    I've got a red pen and I'm not afraid to use it.

    my creations

    Thanks Gurgleflep for my new avatar!

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    Default Re: Oh Halloween [3.5]

    Quote Originally Posted by Debihuman View Post
    Sorry to nitpick but in looking at the Strange-Folk, I noticed you have Inherit bonuses. Shouldn't these be Racial bonuses? See Strange Features table for examples. Also, the Stitches text isn't complete.
    Yeah, sorry, mixed those two together.

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

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


    Fixed

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


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

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


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

    -------------------
    The hoodllum should have 13 hit points 2d12 = 2x6.5 = 13
    I think we measure average hp differently, after checking up with monster's manual, I found your way to be the correct one. Fixed

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

    Armor Class: 17 (+5 Dex, +1 Deflection, +1 Size), touch 17,, flat-footed 12.
    Yeah, I'm gone all wrong with the deflection bonus. And wouldn't that require a special quality to gain deflection bonus from charisma (can't quite remember the name right now.) Anyway, fixed.

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

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

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

    It has too many feats unless you designate one as a bonus feat.
    Fixed
    I am not sure why it has such low Int and Wis. I'd recommend giving it Int 3 at least and Wis 10.
    Well, they're suposed to be near mindless, but not completely, that's why they've got the low int score, same goes for wisdom.

    I recommend changing LA to — as these are not suitable for PC races.
    Was essentially the idea, fixed xD

    Debby[

    Quote Originally Posted by Debihuman View Post
    Tried to edit and again got the lovely empty white box. Sorry for the double post.

    Your magic items are all missing the appropriate feats and spells that are necessary for their creation, I'm not really all that good with critiquing items unfortunately. Can someone else look at these and give some recommendations?
    That's what you get by copying the fundamentals from the Magic Item Compendium book. xD Will try to fix it.
    Also, someone with the knowledge and know how need to look the "Gold Pumpkin" over, it isn't supposed to be craft-able, but I feel like it miss something (a lot).


    CthulhuEatYou, I hope you don't mind if I critique the warp cat. I like it a lot but it has a few problems. To make it easier for you at the end, I'll just retype the stat block and you can copy and paste the changes. Descriptive text belongs in the creature's description, not in the stat block.
    No problems, only one way to get better, thank you for making it so easy for me though :)

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

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

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

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

    Small creatures have a -4 size modifier to grapple not a +1 size modifier.
    Actually forgot all about the penalty for being small, the +1 bonus were from strength.
    Melee attack is BAB (+8) + Str modifier (+1), + Size Modifier (+1)
    Damage modifier is Str based (should be +1 not +9).
    Fixed

    Special abilities should listed alphabetically and Spell/Psionic Resistance should be 10 + CR.
    Felt like giving it above average, but should have read the rules beforehand i guess. Haha

    I've moved text around from stat block to description and proofread and edited everything. The LA +10 makes these creatures poorly suited as PCs.
    Felt like adding the reason for every important detail I made. But, yeah, might get confusing, I'll give you that.

    I'll get to the mad warp cat at a later date.
    Well, the difference is only 6 rogue levels, so will be alot easier just to add them to the already fixed version.

    Again, thanks you very much! :)
    Last edited by CthulhuEatYou; 2012-10-10 at 05:22 PM.
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

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    Default Re: Oh Halloween [3.5]

    I see your dilemma: You have given the Strange-folk the Human Subtype when in fact they don't gain the benefits of the Subtype BUT you haven't made it clear in

    Strange-folk as characters
    Strange-folk characters possess the following racial traits.
    —+2 Con, -2 Wisdom
    —Humanoid (Human, Extraplanar); Strange-folk originates from human, but the powers of the plane of Halloween have twisted them over the cause of centuries.
    —Medium.
    —A strangefolk’s base land speed is 30 feet.
    —Darkvision out to 60 feet.
    — +2 racial bonus on Intimidate and Bluff checks.
    — Fear Immunity: Having lived their whole life on the plane of Halloween, all strange-folk share a common immunity to all fear effects.
    — Strange Feature: All strange folk have strange features resembling various animals or undead creatures. Whether you choose a specific feature or roll a D12 is up to you (See table below).
    —Automatic Languages: Common
    Bonus Languages: Undercommon, Sylvan, Elven, Dwarven.
    —Favored Class: Rogue
    The Human Subtype is what gives them the following:
    Humans
    • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
    • Human base land speed is 30 feet.
    • 1 extra feat at 1st level.
    • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
    • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
    • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
    If you aren't giving Strange-folk access to features gained from having the Human Subtype, perhaps you should consider removing the Human Subtype altogether. It isn't really fair to say they are Human but have nothing which makes them so other than a remote origin. That's not really sufficient to warrant the Subtype.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.

    I've got a red pen and I'm not afraid to use it.

    my creations

    Thanks Gurgleflep for my new avatar!

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    Default Re: Oh Halloween [3.5]

    Sure? :/ Well, will remove it for now then, and see if I can think of an alternative
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

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    Default Re: Oh Halloween [3.5]

    Quote Originally Posted by Debihuman View Post
    The Human Subtype is what gives them the following:

    Humans

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


    If you aren't giving Strange-folk access to features gained from having the Human Subtype, perhaps you should consider removing the Human Subtype altogether. It isn't really fair to say they are Human but have nothing which makes them so other than a remote origin. That's not really sufficient to warrant the Subtype.
    Um... Plenty of races have the human subtype because of branching off from humans a long time ago. And few of them have any of the abilities you listed (the extra skill point per level is the most common, along with Medium size and 30 ft. speed...). Those abilities are the features of the human race, not the human subtype. The subtype does nothing except mark the character for human-only effects, or let them meet prerequisites.

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    Default Re: Oh Halloween [3.5]

    Actually. there are very few 3.5 races with the Human Subtype. Going on the WotC site, of 322 races only Illumians, Neanderthals and Tarmaks have the Human Subtype. Technically, werecreatures have it too but that's not a race per se, it's a template added to a race. See here: http://www.wizards.com/default.asp?x...lefilter=Human

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

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

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

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

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

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

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

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

    Debby
    Last edited by Debihuman; 2012-10-11 at 10:51 PM.
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    Default Re: Oh Halloween [3.5]

    Laban

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

    {table=head] Knowledge (the Planes) | Information
    20 | Labans are strange little humanlike childlike creatures that can change shape.
    25 | A Laban’s magic bag is truly a peculiar item that can transform living creatures to candy
    [/table]
    Last edited by CthulhuEatYou; 2012-10-14 at 01:43 PM.
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

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    Default Re: Oh Halloween [3.5]

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

    Debby
    Feel free to do so :)
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

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    Default Re: Oh Halloween [3.5]

    Here are corrections for Mad Warp Cat:

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

    And corrections for Laban

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

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

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

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

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

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

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

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

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

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

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

    For example:

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

    Debby
    Last edited by Debihuman; 2012-10-13 at 01:35 AM.
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    Default Re: Oh Halloween [3.5]

    Quote Originally Posted by Debihuman View Post
    Here are corrections for Mad Warp Cat:

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

    And corrections for Laban

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

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

    Laban should have 2 feats. Weapon Finesse and Improved Unarmed Strike would be much better than Iron Will for this one.
    The iron will feat is primarily because they belong to a plane where half the creatures have fear attacks xD
    Will just give them Fear Resistance [Ex] instead.

    How to get average hit points: halve the hit die and add.5. d4 =2.5, d6=3.5, d8=4.5, d10=5.5, etc.
    Yeah, I'm still not good at that, haha.

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

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

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

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

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

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

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

    For example:

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

    Debby
    Will look into it :)
    Edit: I will not make it size depended as the creature is still only turned into a single piece of candy. I have decided it turns all creatures touched into fine pieces of strange candy weighting 0.5 lb no matter what.
    Creatures stuck over the head with the bag without turning will now suffocate AND be blinded.
    It's now a reflex save.
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

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    Default Re: Oh Halloween [3.5]

    Skeletal Troubadour

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

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

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

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

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

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

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

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

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

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


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


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

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

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

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

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

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

    {table=head] Knowledge (Religion) | Information
    16 | Dancing dead are the victims of the Skeletal Troubadour’s enthralling music.
    21 | A dancing dead is not in pain, as one would expect with the undead, but are rather overly music enthusiastic skeletons that will do everything to dance on forever.
    [/table]
    Last edited by CthulhuEatYou; 2012-10-15 at 10:15 AM.
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

    A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.

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    Default Re: Oh Halloween [3.5]

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

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

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    Default Re: Oh Halloween [3.5]

    Troll Brau see my post #16 above. You can find it in the Player's Handbook or in the SRD online under Races here: http://www.d20srd.org/srd/races.htm#humans

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.

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    Default Re: Oh Halloween [3.5]

    Quote Originally Posted by Debihuman View Post
    Troll Brau see my post #16 above. You can find it in the Player's Handbook or in the SRD online under Races here: http://www.d20srd.org/srd/races.htm#humans

    Debby
    I saw it.

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

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

    The "Human traits" racial feature however, such as the Karsite from Tome of Magic possess, does give you all those stats plus whatever extra.
    Last edited by Tanuki Tales; 2012-10-13 at 03:18 PM.

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    Default Re: Oh Halloween [3.5]

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

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

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.

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    Default Re: Oh Halloween [3.5]

    Quote Originally Posted by Debihuman View Post
    The Humanoid type requires a Subtype (See Humanoid Type). So if you are going to add Subtype Human then you are presumably relying on the Human traits, which is what the Karsite does. It is even listed on the stat block as Human traits. The karsite has the extra feat (as 1 HD warrior, it has 2 feats for example).

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

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

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

    Can you point out any examples from RAW of the human subtype granting all the racial traits humans receive without something else in it's traits giving it all those goodies?
    Last edited by Tanuki Tales; 2012-10-13 at 06:40 PM.

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    Default Re: Oh Halloween [3.5]

    Having a subtype does not grant you the racial traits of a base race in of itself. If it did, than all of the humanoid subtypes would be listed in the Monster Manual and the SRD and it would list what the subtype grants (like every other subtype does)
    The 3.5 MM (and by extension the SRD) is egregiously poorly edited and proofread. Demon and Devil subtypes are missing but it has the Angel and Archon Subtypes. The Sprite subtype is also missing. [All sprites have a +2 racial bonus on Search, Spot, and Listen checks].

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

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

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.

    I've got a red pen and I'm not afraid to use it.

    my creations

    Thanks Gurgleflep for my new avatar!

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