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  1. - Top - End - #61
    Dwarf in the Playground
     
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    Default Re: Oh Halloween [3.5]

    Quote Originally Posted by Debihuman View Post
    Caster Level for Bottle of Hoodlums is 7 not 10 as both clerics and druids can cast the prerequisite spell at level 7. It should have the prerequisite feat Craft Wondrous Item. It look like base price should be Spell level × caster level × 50 gp for a single use item. (4x7x50=1,400 gp) and it should only summon a single hoodlum. To summon 1d4 would be 4 times as much (5,600 gp).
    CL 10 is to get the imps to stay for 10 rounds. Although that may be using it wrong. And actually, Summon monster IV let you summon 1d4 +1 monsters from the Summon monster III list, and on that lists is CR 2 monsters, which Hoodlums are. Else I would only have needed a caster to be able to cast Summon Monster III not IV.

    Quote Originally Posted by Debihuman View Post
    Candy Legion is missing Distraction. All swarms have distraction.

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

    Debby
    Ah, D'oh, fixed now.
    Last edited by CthulhuEatYou; 2012-10-16 at 07:26 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]

    The strange and wild Pumpkinbound dragon!

    Pumpkinbound Dragon

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

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

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

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

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

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

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



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

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


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


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

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

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

    Unfinished version, it was quite a lot of work, and more work will be put into it tomorrow. A sample using an adult green dragon will be added later.
    Last edited by CthulhuEatYou; 2012-10-20 at 08:39 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.

  3. - Top - End - #63
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    Default Re: Oh Halloween [3.5]

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

    Black Cats

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

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

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

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

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

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

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

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

    {table=head] Knowledge (the Planes) | Information
    12 | Black cats are generally feared for their ability to cause bad luck.
    18 | Black cat have an unusual amount of “extra lives” every day, which allows them to be near immortal in combat.
    [/table]
    Last edited by CthulhuEatYou; 2012-10-24 at 11:20 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.

  4. - Top - End - #64
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    Default Re: Oh Halloween [3.5]

    Grotesque

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

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

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

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

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

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

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

    {table=head] Knowledge (the Planes) | Information
    32 | Grotesque are gargoyle like creature that guard mansions on the plane of Halloween. This amount of success reveals construct traits.
    38 | The Grotesque can turn any living foe to stone, and will often reveal its own existence by surrounding itself with still standing stone corpses.
    [/table]
    Last edited by CthulhuEatYou; 2012-10-29 at 09:06 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.

  5. - Top - End - #65
    Troll in the Playground
     
    PirateGirl

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    Default Re: Oh Halloween [3.5]

    There is no strength modifier bonus to damage on the black cat so damage should be 1d4 not 1d4+2. Weapon finesse doesn't affect damage.

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

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

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

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

    Otherwise, it looks good.

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

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

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

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    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.
    my creations in homebrew signature thread

  6. - Top - End - #66
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    Default Re: Oh Halloween [3.5]

    Quote Originally Posted by Debihuman View Post
    There is no strength modifier bonus to damage on the black cat so damage should be 1d4 not 1d4+2. Weapon finesse doesn't affect damage.

    Bad Luck should be an aura and the DC is 15 not 17 (10 + 1/2 creature's HD + charisma modifier).
    Oh, my bad. What do I do if I want it to be harder to beat. Nevermind, CR 2.

    Fixed

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

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

    13 Lives (Su):13 times during the course of its life, a black cat can choose to ignore damage that would reduce it to 0 or fewer hit points or a death effect, as if weren’t hit. When facing a black cat, it has 1d12+1 of these uses remaining.
    That is why I added the 12+1 dice for remaining uses. Put yeah, per day is a little much, but I don't want it to be for the whole life. What about per month? xD (Not that it really matter in game terms since the players are not likely to meet the same black-cat twice)

    Otherwise, it looks good.
    Grotesque is grossly underpowered for 22 HD and CR 16. It also has a very weird advancement.

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

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

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

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

    Fixed



    I finally got HP straight? Nice
    Last edited by CthulhuEatYou; 2012-10-24 at 11:23 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.

  7. - Top - End - #67
    Troll in the Playground
     
    PirateGirl

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    Default Re: Oh Halloween [3.5]

    To beef up the Grotesque, I recommend the following:

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

    2. Add cold and fire resistance 10.

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

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

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

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

    6. Advancement should start at 23.

    Debby
    Last edited by Debihuman; 2012-10-25 at 08:01 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    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.
    my creations in homebrew signature thread

  8. - Top - End - #68
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    OldWizardGuy

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    Default Re: Oh Halloween [3.5]

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

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

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

  9. - Top - End - #69
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    PirateGirl

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    Default Re: Oh Halloween [3.5]

    Here is my contribution to this list of Halloween monsters.

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

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

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

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

    Pumpkin imps speak Common and Sylvan.

    Combat

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

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

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

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

    Debby
    Last edited by Debihuman; 2013-01-11 at 03:12 AM. Reason: Proofreading
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    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.
    my creations in homebrew signature thread

  10. - Top - End - #70
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    Default Re: Oh Halloween [3.5]

    Is this balanced? xD

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

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

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

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

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

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

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

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

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

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

    Angel Costume
    Spoiler
    Show

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

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



    Demon Costume
    Spoiler
    Show

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

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



    Dragon Costume
    Spoiler
    Show

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



    Jester Costume
    Spoiler
    Show

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

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



    Ghoul Costume
    Spoiler
    Show

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



    Pirate Costume
    Spoiler
    Show

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



    Prince/Princess Costume
    Spoiler
    Show

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

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

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



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



    Troll Costume
    Spoiler
    Show

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


    Vampire Costume
    Spoiler
    Show

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


    Witch
    Spoiler
    Show

    Witch Costume
    Minor Traits: You gain a +4 circumstance modifier to Craft (Alchemy), Heal and Spell Craft checks.
    Lesser Traits: You can cast Alter Self, Cure Light Wounds and Charm Person as spell-like abilities 3 times per day.
    Medium Traits: You gain damage reduction 10/magic and fire vulnerability.
    Powerful Traits: You gain Brew Potion as a bonus feat, even if you don’t meet the prerequisites. Furthermore you can cast the following spells as spell-like abilities once a day each: Baleful Polymorph, Cure Critical Wounds, Cure Moderate Wounds, Polymorph and Bestow Curse. You can use these to craft potions in addition to casting them.
    Guise: You can cast spells as an 8th level sorcerer; this cannot be used to meet the perquisites of other prestige classes, feats, or be used to craft items other than potions and oils. You choose learned spell the first time you use the witch costume each day and use up the same pool of spells used per day no matter how many times you leaves or enters the witch costume.
    While wearing the costume you are considered a monstrous humanoid.
    Last edited by CthulhuEatYou; 2012-11-09 at 12:04 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.

  11. - Top - End - #71
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    Default Re: Oh Halloween [3.5]

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

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

    If you care to make it a bit more light-hearted, perhaps a session for younger ones =) , then add a caveat: they are addicted to sugar. Anything sweet will automatically distract them if freely given to them while they eat it + 1d6 rounds as they enjoy it/digest.
    Feel free to do so :)
    Sadly I don't have much time on my hands currently, which halts the speed of which I add content to this page. :/

    Quote Originally Posted by Debihuman View Post
    Here is my contribution to this list of Halloween monsters.

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

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

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

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

    Pumpkin imps speak Common and Sylvan.

    Combat

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

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

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

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


    Debby
    Awesome! Will add it to the list :)
    Although the pumpkin trebuchet is kinda of a player killer for a ECL 1 party xD
    Last edited by CthulhuEatYou; 2012-10-29 at 07:07 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]

    Need more fey:

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

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

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

    Tricksters speak Common, Elven and Sylvan.

    Combat

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

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

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

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

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

    Tricksters as characters

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

    {table=head] Knowledge (the Planes) | Information
    13 | Tricksters are fey creatures that enjoy tricking, confusing and annoying adventurers.
    23 | Tricksters drain the wisdom of their victims when touching them, enjoying draining them to the brink of unconsciousness.
    [/table]
    Last edited by CthulhuEatYou; 2012-11-05 at 08:14 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.

  13. - Top - End - #73
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    Default Re: Oh Halloween [3.5]

    Quote Originally Posted by CthulhuEatYou View Post
    Awesome! Will add it to the list :)
    Although the pumpkin trebuchet is kinda of a player killer for a ECL 1 party xD
    Since it takes 4 pumpkin imps to launch the trebuchet (and they can't do anything else for two rounds while they do it), you wouldn't use it on Level 1 party in the first place. A single imp can't use the trebuchet.

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

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

    Debby
    Last edited by Debihuman; 2012-10-29 at 12:55 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    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.
    my creations in homebrew signature thread

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    Default Re: Oh Halloween [3.5]

    Quote Originally Posted by CthulhuEatYou View Post
    Is this balanced?
    Not sure. I'll be going though it in stages.

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


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


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

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

    Swift Costume Change: At 5th level the harlequin can don and change costumes as a swift action instead of a full round action. Furthermore, she can don an armor hastily without taking any penalties.
    It isn't clear whether she can wear armor and her costume at the same time. I would imagine that the armor would prevent her from gaining the disguise bonus if nothing else.

    Shocking strike: Every time an enemy is denied his dexterity modifier against the harlequin's attack, the harlequin may add her charisma modifier to the attack roll and to attack damage.
    This seems fine. Not sure about the name as there is nothing particularly "shocking" about it.

    Guise: At 10th level the harlequin undergoes a magical change. Every time she dons a costume, she becomes a different creature. The harlequin usually gains a new Type each time she dons a costume, depending on the costume she dons and she gains the racial traits of the costume, if any.
    While I can appreciate this, you forgot to list what Type you become in some of the various guises. Does donning an Angel or Demon costume make you an Outsider? What about Jester and Witch?

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

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

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

    Angel Costume
    Minor Traits: You gain Acid resistance 5, cold resistance 5, and electricity resistance 5.
    Lesser Traits: You can cast smite evil 3/day as a paladin.
    Medium Traits: You gain spell resistance equal to 10 + character level.
    Powerful Trait: You gain a 30 foot Fly speed (clumsy) as long as you wear the costume.
    Guise: Divine Beauty: If you show your face, everyone that witnesses must make a DC 15 Will save or are subject to the following effect: Good creature become fascinated, neutral and evil creatures become Shaken.
    I like this. Not too overpowered. Still needs the Outsider Type added.

    [Demon Costume
    Minor Traits: You gain Acid resistance 5, cold resistance 5, and fire resistance 5.
    Lesser Traits: You can cast smite good 3/day as a black guard.
    Medium Traits: You gain spell resistance equal to 10 + character level.
    Powerful Trait: You gain immunity to electricity and poison.
    Guise: Summon Demon: Once per day you can attempt to summon 4d10 dretches or a hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell. These demons must aid you in combat, but do not follow your command. They will leave after 1d8 minutes.
    Not bad. I think you should get at least a 75% of success of summoning a demon though. It needs the Outsider Type added.

    Jester Costume
    Minor Traits: You gain a +4 circumstance bonus to Balance, Jump and Tumble checks as long as you wear the costume.
    Lesser Traits: You gain 10 foot Climb speed and can take 10 on climb checks, even in stressed situations.
    Medium Traits: Trice a day you can add your intelligence modifier to an attack against a target who is denied his dexterity modifier to armor. This bonus applies to both the attack roll and the damage roll.
    Powerful Trait: You gain twice your dexterity modifier to AC instead of just once.
    Guise: Thrice a day you can add your Intelligence or Dexterity modifier to any of the following skill checks: Balance, Climb, Disguise, Escape Artist, Jump, Sleight of Hand, Swim and Tumble Checks. Further more you gain the Evasion class feature as if you were a rogue.
    The problem is skill stacking with Guise. You gain +4 circumstance from the costume AND you gain your Dexterity modifier to them as well. It's double-dipping. You also forgot that +8 bonus to Climb that comes from just having a climb speed. This needs a bit of work to be balanced.

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

    Ghoul Costume
    Minor Traits: You gain a +4 circumstance bonus to Hide, Move Silently and Spot checks as long as you wear the costume.
    Lesser Traits: You gain the Toughness feat and a +4 racial bonus to Fortitude saves.
    Medium Traits: You gain two claw attacks that do 1d8+Strength modifier damage as alternative primary attacks. Any living creature struck by your claws continues to bleed, losing 1 hit point per round thereafter. Multiple wounds result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
    Powerful Traits: Those hit by your claw attacks must succeed on a Fortitude save or be paralyzed for 1d4+1 rounds.The DC is equal to 10 + class level. The save DC is Charisma-based.
    Guise: You become the Undead type and gain all undead traits, including immunities and critical strike immunities. You regain your constitution score once you remove this costume.
    Here is where I think you run into some problems. Giving out a bonus hit point per HD is exactly like giving out Toughness as a bonus feat. So why not simply do that? Elves are always subject to paralysis; it is sleep that they are immune to.

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

    Troll Costume
    Minor Traits: You gain a +4 circumstance bonus to Listen, Search and Spot checks.
    Lesser Traits: You gain +2 natural armor.
    Medium Traits: You gain Darkvision out to 60 feet.
    Powerful Traits: You become Large and gain a +8 size bonus to Strength, a +4 size bonus to Constitution, and a -2 size penalty to Dexterity.
    Guise: You ] You gain regeneration 5/fire and acid.
    First, when you go from Medium to Large, it should match the Improving Monsters size chart. You gain: +8 Str, -2 Dex, +4 Con, +2 Natural AC and -1 AC/Attack. Do you become a Monstrous Humanoid while wearing this costume?

    Vampire Costume
    Minor Traits: You gain Darkvision out to 30 ft.
    Lesser Traits: You gain damage reduction 5/silver and magic.
    Medium Traits: You gain the ability to assume an alternative form.
    At will you can turn into a Bat (See MM1 page 268), you retain your Intelligence, Wisdom and Charisma modifier while in this form and you uses your own hit points independent of your new Hit Dice. Otherwise this functions as a polymorph spell.
    Powerful Traits: As a full round action, you can suck the blood of a helpless creature or a creature who has denied his dexterity modifier. To do this, you must attempt a touch attack against the target, If it succeeds, the target takes 1d4 points of damage per your character level and you are cured for 1d4 points of damage per your character level. This only works against creature that aren’t immune to critical strikes.
    Guise: You become the Undead type and gain all undead traits, including immunities and critical strike immunities. You regain your constitution score once you remove this costume.
    Darkvision normally is in 30 foot increments. I recommend the vampire costume grants 30 foot darkvision instead of 40 foot darkvision.

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

    I think that's everything.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    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.
    my creations in homebrew signature thread

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    Default Re: Oh Halloween [3.5]

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


    Quote Originally Posted by Debihuman View Post
    Spoiler
    Show
    Not sure. I'll be going though it in stages.

    Fixed that for ya.


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




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



    Fixed it for consistency. That seems fine.



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



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



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

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

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

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



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



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



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

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



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



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



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



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



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

    I think that's everything.

    Debby
    Too tired, will fix tommorow ;)
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

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

  16. - Top - End - #76
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    Default Re: Oh Halloween [3.5]

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


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

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

    Dark sprouts speaks Abyssal, Sylvan and Undercommon

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


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

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

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

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

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

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

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

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

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

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

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

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


    {table=head] Knowledge (Religion) | Information
    38 | Dark Sprouts are Jack-o’-lanterns possessed by evil spirits that animate them and turn them into monstrous creature that wreck havoc on everyone that gets near. This amount of success reveals plant traits.
    48 | Dark sprouts are almost immortal creatures, the only way to truly kill a Dark Sprout is to cut it to pieces or hyper freeze it. The Dark sprout immobilizes all creatures that get close to it, even flying creatures, and will use its undead hordes and its ability to swallow creatures to defeat any opposition it meats.
    [/table]
    Last edited by CthulhuEatYou; 2012-11-02 at 10:21 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.

  17. - Top - End - #77
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    Default Re: Oh Halloween [3.5]

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

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

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

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

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

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

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

    {table=head] Knowledge (the Planes) | Information
    20 | Awoken Candybags are strange construct creatures that will attempt to swallow and candify all creatures it meets. This amount of success reveals Construct and Undead traits [/table]
    Last edited by CthulhuEatYou; 2012-11-05 at 08:24 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.

  18. - Top - End - #78
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    Default Re: Oh Halloween [3.5]

    What the heck, it is Halloween after all. Here is more content: The Catrina, inspired by the Mexican Day of the Dead skeleton dolls! :)

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

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

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

    {table=head] Knowledge (the Planes) | Information
    20 | Catrinas are creatures reawaken by the Plane of Halloween, only creatures devout to Halloween can reawaken as a Catrinas. Although Undead, Catrinas aren’t reanimated by negative energy and aren’t necessarily Evil.[/table]
    Last edited by CthulhuEatYou; 2012-11-02 at 07:46 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.

  19. - Top - End - #79
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    Default Re: Oh Halloween [3.5]

    And here is a list of Creatures by CR.

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

    [/table]

    Wauw, didn't remember making that many creatures xD

    That is 25 monsters + a monster made by Debby
    Last edited by CthulhuEatYou; 2012-11-02 at 10:29 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.

  20. - Top - End - #80
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    Default Re: Oh Halloween [3.5]

    Got some inspiration from an urban legend and an old movie, besides needed a CR 7 monster for my list for it to look pretty ;)

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

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


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

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

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

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

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

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

    {table=head] Knowledge (the Planes) | Information
    17 | Grim dolls are possessed dolls that uses their abilities to travel around and murder people violently and mercilessly. [/table]
    Last edited by CthulhuEatYou; 2012-11-05 at 08:19 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.

  21. - Top - End - #81
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    Default Re: Oh Halloween [3.5]

    Quote Originally Posted by Debihuman View Post
    You have the class listed as fear monger in Class skills.
    Fixed :)

    Fixed it there too. I think that the length of time she can wear a costume should be addressed (pun intended). How long can a harlequin remain in her costume?
    Indefinitely, fixed in the description. Also removed the ability to gain a costumes benefits while sleeping.

    It isn't clear whether she can wear armor and her costume at the same time. I would imagine that the armor would prevent her from gaining the disguise bonus if nothing else.
    Fixed, and gave me a great idea for the 2nd level class feature.


    This seems fine. Not sure about the name as there is nothing particularly "shocking" about it.
    Best name for an ability that used "force of personality" to strike. xD

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

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

    You don't need to spoiler the costumes. This isn't privileged information. I'm gonna fix your text as I go for consistency so the quoted material is edited.
    To spare people for a wall of text basically and to make it manageable. :)

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


    Done :)

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


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

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

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


    Here is where I think you run into some problems. Giving out a bonus hit point per HD is exactly like giving out Toughness as a bonus feat. So why not simply do that? Elves are always subject to paralysis; it is sleep that they are immune to.
    Changed :)
    First, when you go from Medium to Large, it should match the Improving Monsters size chart. You gain: +8 Str, -2 Dex, +4 Con, +2 Natural AC and -1 AC/Attack. Do you become a Monstrous Humanoid while wearing this costume?
    Done, hope it isn't too overpowered :/


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

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

    I think that's everything.

    Debby
    Another big thanks for your enormous help! :)
    Halloween Inspired 3.5 content
    Eldritch Cultist [3.5 Base Class]

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

  22. - Top - End - #82
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    Default Re: Oh Halloween [3.5]

    This is quite extensive, and well done. I think I like the Master Harlequin best. Also, I can think of several costume ideas for the Master Harlequin, are you taking suggestions?

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

  23. - Top - End - #83
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    Default Re: Oh Halloween [3.5]

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

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

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

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

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

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

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

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


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


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

    More to come.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    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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  24. - Top - End - #84
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    Default Re: Oh Halloween [3.5]

    Quote Originally Posted by Noctis Vigil View Post
    This is quite extensive, and well done. I think I like the Master Harlequin best. Also, I can think of several costume ideas for the Master Harlequin, are you taking suggestions?

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

    Quote Originally Posted by Debihuman View Post
    You have a contradiction in Harlequin. Initial text says you cannot wear armor with the costume but you gain this ability at 2nd level. Perhaps you should make it clearer that you cannot wear your costume under your armor until 2nd level.
    Essentially you can't wear armor until level 2. Will go through it an see what can be done to make it more clear

    I like the Dark Sprout. It will take me a while to go through the Dark Sprout since I don't generally critique Epic creatures (it's far more time consuming since the rules are slightly different).
    Well, I used none of the epic rules (avoided them on purpose because they are a nightmare). :)

    I think the BAB should be 21 (28X.75=21) not 18,.
    Oh yeah, changed it's HD half way through creation, can see I forgot somthing.

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

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

    Tentacles should have a set hit points so a PC could attempt to sunder one (even if it does grow back
    They'd have to be pretty aggressive sunderers to overcome the regeneration, but fair point. I'll add hp.

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

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

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

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

    More to come.

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


    Also remember it has all the immunities of both plants and undead, while still having a constitution score. Additionally I've added a new ability now:
    Double Energy Polarity(Ex), which allows it to be healed by both positive and negative energy. Not that it changes too much, just clears out some possible confusion. Also added Greater Animate Dead and Revive Undead at will and Mass Avasculate three times per day as spell like abilities.
    Last edited by CthulhuEatYou; 2012-11-02 at 07:34 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.

  25. - Top - End - #85
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    PirateGirl

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    Default Re: Oh Halloween [3.5]

    Getting back to dark sprout here.

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

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

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

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

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

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

    Ghost touch is an enhancement not an enchantment.

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

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

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

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

    That's all for now. More later.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    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
    Getting back to dark sprout here.

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

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

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

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

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

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

    Ghost touch is an enhancement not an enchantment.

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

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

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

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

    That's all for now. More later.

    Debby
    Fixed, fixed, fixed, and fixed :)
    (Puny dragons, beaten by a animated pumpkin ;) )
    Last edited by CthulhuEatYou; 2012-11-02 at 10:45 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.

  27. - Top - End - #87
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    PirateGirl

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    Default Re: Oh Halloween [3.5]

    Trickster has a few minor issues. Special Abilities ALWAYS include an ability modifier. This also helps keep things balanced with CR and the creature's abilities.

    This is how it should look (sorry don't have time for fancy formatting

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

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

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

    Tricksters speak Common, Elven and Sylvan.

    Combat

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

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

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

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

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

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


    The language of the Fey is Sylvan. Fey is not a language. Druidic language can only be spoken by Druids (creatures shouldn't have access to this unless they are also Druids).

    LA is too low. +1 Flight, +1 abilities, +1 Eternal +1 for other special abilities (esp. Backbiting shell).

    Touch of Confusion deserves a partial save.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    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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    Barbarian in the Playground
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    Default Re: Oh Halloween [3.5]

    My ideas for costumes were:

    Dragon: could give you some draconic powers (possibly wings/tail/claws, and of course a breath weapon)
    Pirate: I was honestly disappointed this one wasn't there. This could give bonuses to anything from skills (which could include intimidate, diplomacy, slight of hand, balance, tumble, climb, or a few of others), bonuses to leadership, maybe weapon finesse.
    Prince/Princess: this could really go a lot of ways, but should probably give bonuses that help make a good party face.

    The Witch also game me ideas for a couple of other costumes that grant abilities:

    Priest/Nun: something like the witch, only granting divine powers/spellcasting.
    Minstrel/Troubadour: grants abilities that are somewhat bardic in nature.

    I really like the class; it has the power to end up as really, really flexible in the long run, able to fill lots of rolls in a party.

  29. - Top - End - #89
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    Default Re: Oh Halloween [3.5]

    Awoken Candaybag. I'm thinking the name should be Awakened Candybag but that's just me being picayune.

    It is too small to have 2 slams. Generally a Construct has to be Large sized before it gets a 2nd slam. However, with just one slam, it can have 1.5 times its Strength modifier in damage.

    Slam + 16 melee (2d6+9) if it only has one slam as a full attack.

    Slam + 16 melee (2d6+6) if it can make 2 slams as a full attack.

    I'm not sure how you got +18 damage in there.

    DR 10/piercing and slashing is how you would write it.

    There is no Improved Grab feat. Improved Grab is a Special Ability. Do you mean Improved Grapple feat? See here for Improved Grab: http://www.d20srd.org/srd/specialAbi...m#improvedGrab

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

    Cleaned that up a bit. Hope it helps.

    Grim doll was cool, just needed to fix the stat block in a couple of places. Flat-footed AC is 7 not 12. It doesn't get better AC for negative Dex. See changes below:

    Spoiler
    Show

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

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

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

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

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

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

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


    How does a creature with no strength cause slashing damage in Violent Death? That should probably be Force damage or untyped damage.
    Supernatural abilities are always charisma-based.

    Bestow Curse and Mind Control should have a save. The DC is 10 + Spell level + Charisma modifier. Relocation should be a standard action not a free action. Bestow Curse needs a Caster Level (I assumed 10th level sorcerer).

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    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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  30. - Top - End - #90
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    Default Re: Oh Halloween [3.5]

    Quote Originally Posted by Debihuman View Post
    Trickster has a few minor issues. Special Abilities ALWAYS include an ability modifier. This also helps keep things balanced with CR and the creature's abilities.

    This is how it should look (sorry don't have time for fancy formatting

    Spoiler
    Show

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

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

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

    Tricksters speak Common, Elven and Sylvan.

    Combat

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

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

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

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

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

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


    The language of the Fey is Sylvan. Fey is not a language. Druidic language can only be spoken by Druids (creatures shouldn't have access to this unless they are also Druids).

    LA is too low. +1 Flight, +1 abilities, +1 Eternal +1 for other special abilities (esp. Backbiting shell).

    Touch of Confusion deserves a partial save.

    Debby
    Okay, fixed :)

    Quote Originally Posted by Noctis Vigil View Post
    My ideas for costumes were:

    Dragon: could give you some draconic powers (possibly wings/tail/claws, and of course a breath weapon)
    Pirate: I was honestly disappointed this one wasn't there. This could give bonuses to anything from skills (which could include intimidate, diplomacy, slight of hand, balance, tumble, climb, or a few of others), bonuses to leadership, maybe weapon finesse.
    Prince/Princess: this could really go a lot of ways, but should probably give bonuses that help make a good party face.

    The Witch also game me ideas for a couple of other costumes that grant abilities:

    Priest/Nun: something like the witch, only granting divine powers/spellcasting.
    Minstrel/Troubadour: grants abilities that are somewhat bardic in nature.

    I really like the class; it has the power to end up as really, really flexible in the long run, able to fill lots of rolls in a party.
    Will be made :)
    Edit: Have added Dragon, Pirate and Prince/Princess so far
    Edit 2: Wouldn't Priest/Nun only allow them to be christians(or at least nun)? xD

    Quote Originally Posted by Debihuman View Post
    Awoken Candaybag. I'm thinking the name should be Awakened Candybag but that's just me being picayune.

    It is too small to have 2 slams. Generally a Construct has to be Large sized before it gets a 2nd slam. However, with just one slam, it can have 1.5 times its Strength modifier in damage.

    Slam + 16 melee (2d6+9) if it only has one slam as a full attack.

    Slam + 16 melee (2d6+6) if it can make 2 slams as a full attack.

    I'm not sure how you got +18 damage in there.

    DR 10/piercing and slashing is how you would write it.

    There is no Improved Grab feat. Improved Grab is a Special Ability. Do you mean Improved Grapple feat? See here for Improved Grab: http://www.d20srd.org/srd/specialAbi...m#improvedGrab

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

    Cleaned that up a bit. Hope it helps.

    Grim doll was cool, just needed to fix the stat block in a couple of places. Flat-footed AC is 7 not 12. It doesn't get better AC for negative Dex. See changes below:

    Spoiler
    Show

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

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

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

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

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

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

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


    How does a creature with no strength cause slashing damage in Violent Death? That should probably be Force damage or untyped damage.
    Supernatural abilities are always charisma-based.

    Bestow Curse and Mind Control should have a save. The DC is 10 + Spell level + Charisma modifier. Relocation should be a standard action not a free action. Bestow Curse needs a Caster Level (I assumed 10th level sorcerer).

    Debby
    Fixed.
    It actually have Damage reduction 20 against everything but Piercing and Slashing, which it only have DR 10 against. So it was written as it was intended :)

    It deals slashing damage, as it is the damage that fit the torture the doll deliverers the most.
    Last edited by CthulhuEatYou; 2012-11-05 at 09:56 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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