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  1. - Top - End - #1
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    Lightbulb Adapt A Creature

    Thought it might be fun to have a thread for posting beings from literature, movies, television, songs, what have you, by using existing creatures and classes.

    Feel free to post yours.

    -=-=-=-=-

    List of Adaptions


    Beorn of Middle Earth (The Hobbit)
    Dean Winchester (Supernatural)
    Walter "Radar" O'Reilly (M*A*S*H)
    James Cole (12 Monkeys)
    Gollum (The Hobbit/Lord of the Rings)
    Jack Sparrow (Pirates of the Caribbean)
    John Coffey (The Green Mile)
    Last edited by The Vorpal Tribble; 2008-07-07 at 06:15 PM.

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    Default Re: Adapted Creatures of Note

    Beorn




    -=-=-=-=-=-

    Beorn, Human Form

    Human Were-brown bear Druid 10, Frenzied Berserker 5
    Large Humanoid (shapechanger)
    Hit Dice: 20d8+20 + 5d8+10 (142 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 12 (+2 natural), touch 10, flat-footed 12
    Base Attack/Grapple: +20/+23
    Attack: Unarmed strike +23 melee (1d3+4) or masterwork battleaxe +24 melee (1d8+4)
    Full Attack: Unarmed strike +23 melee (1d3+4) or masterwork battleaxe +24 melee (1d8+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Druid spells
    Special Qualities: Low-light vision, lycanthropic empathy, nature sense, resist nature's lure, scent, trackless step, venom immunity, wild empathy, wild shape 4/day, woodland stride
    Saves: Fort +18, Ref +11, Will +13
    Abilities: Str 18, Dex 10, Con 14, Int 14, Wis 20, Cha 14
    Skills: Climb +17, Handle Animal +20, Hide +12, Intimidate +28, Knowledge (nature) +15, Listen +24, Profession (baker) +10, Spot +25, Survival +18, Swim 14
    Feats: Cleave, Destructive Rage, Diehard, Endurance, Intimidating Rage, Iron Will, Multiattack, Natural Spell, Power Attack, Run, Track
    Challenge Rating: 20
    Alignment: True Neutral

    In human form Beorn appears as a huge man with thick black hair and beard, and great bare arms and legs with knotted muscles. He is clothed in a tunic of wool down to his knees.

    Combat

    Spells: Sample Druid Spells Prepared: Caster level 10th. (Spells per day: (6/6/5/4/4/3; Save DC 15 + spell level):
    0 - Create Water, Detect Magic, Detect Poison, Mending, Nature Watch, Purify Food and Drink
    1st - Calm Animals, Charm Animal, Jump, Longstrider, Magic Fang, Speak With Animals
    2nd - Animal Messenger, Bear's Endurance, Hold Animal, Reduce Animal, Wood Shape
    3rd - Daylight, Dominate Animal, Greater Magic Fang, Snare
    4th - Control Water, Dispel Magic, Giant Vermin, Rusting Grasp
    5th - Animal Growth, Awaken, Commune With Nature

    -=-=-=-=-

    Beorn, Animal Form

    Human Were-brown bear Druid 10, Frenzied Berserker 5
    Large Humanoid (shapechanger)
    Hit Dice: 20d8+240 +5d8+60 (412 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 20 (–1 size, +4 Dex, +7 natural), touch 13, flat-footed 16
    Base Attack/Grapple: +19/+43
    Attack: Claw +38 melee (1d8+20)
    Full Attack: 2 claws +38 melee (1d8+20) and bite +36 melee (2d6+10)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab
    Special Qualities: Damage reduction 10/silver low-light vision, lycanthropic empathy, nature sense, resist nature's lure, scent, trackless step, venom immunity, wild empathy, wild shape 4/day, woodland stride
    Saves: Fort +18, Ref +11, Will +13
    Abilities: Str 51, Dex 19, Con 34, Int 14, Wis 20, Cha 14
    Skills: Climb +33, Handle Animal +20, Hide +12, Intimidate +28, Knowledge (nature) +15, Listen +24, Profession (baker) +10, Spot +25, Survival +18, Swim 30
    Feats: Cleave, Destructive Rage, Direhard, Endurance, Intimidating Rage, Iron Will, Multiattack, Natural Spell, Power Attack, Run, Track
    Challenge Rating: 20
    Alignment: True Neutral

    Combat

    Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Skills: A brown bear has a +4 racial bonus on Swim checks.


    -=-=-=-=-


    Beorn, Hybrid Form

    Human Were-brown bear Druid 10, Frenzied Berserker 5
    Large Humanoid (shapechanger)
    Hit Dice: 20d8+240 (412 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 20 (–1 size, +4 Dex, +7 natural), touch 13, flat-footed 16
    Base Attack/Grapple: +19/+43
    Attack: Claw +38 melee (1d6+20)
    Full Attack: 2 claws +38 melee (1d6+20) and bite +36 melee (1d8+10)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: -
    Special Qualities: Damage reduction 10/silver low-light vision, lycanthropic empathy, nature sense, resist nature's lure, scent, trackless step, venom immunity, wild empathy, wild shape 4/day, woodland stride
    Saves: Fort +18, Ref +11, Will +13
    Abilities: Str 51, Dex 19, Con 34, Int 14, Wis 20, Cha 14
    Skills: Climb +33, Handle Animal +20, Hide +12, Intimidate +28, Knowledge (nature) +15, Listen +24, Profession (baker) +10, Spot +25, Survival +18, Swim 30
    Feats: Cleave, Destructive Rage, Direhard, Endurance, Intimidating Rage, Iron Will, Multiattack, Natural Spell, Power Attack, Run, Track
    Challenge Rating: 20
    Alignment: True Neutral

    -=-=-=-=-

    Deathless Frenzy (Ex): As Complete Warrior, p. 35.

    Frenzy (Ex):
    3/day as Complete Warrior, p. 34.

    Improved Power Attack (Ex): As Complete Warrior, p. 35.

    Lycanthropic Empathy (Ex):
    In any form, Beorn can communicate and empathize with normal or dire bears. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”

    Resist Nature’s Lure (Ex): Beorn gains a +4 bonus on saving throws against the spell-like abilities of fey.

    Supreme Cleave (Ex): As Complete Warrior, p. 35.

    Trackless Step (Ex): Beorn leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

    Wild Empathy (Ex): Beorn can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. He rolls 1d20 and adds his druid level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, Beorn and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

    He can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

    Wild Shape (Su): Small-Large animal 4/day as Player's Handbook.

    Woodland Stride (Ex): Beorn may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.


    Beorn speaks Common, Druidic and Bear
    Last edited by The Vorpal Tribble; 2007-01-09 at 11:31 PM.

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    Default Re: Adapt A Creature

    Dean Winchester


    "You know what, there's a ton of lore on unicorns too. In fact, I hear that they ride on silver moonbeams, and that they shoot rainbows out of their ass!"

    Human Paragon 2/Rogue 1/Ranger (non-magical variant) 6
    Medium Humanoid (human)
    Hit Dice: 2d8+4 + 1d6+2 + 6d8+12 (57 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares)
    Armor Class: 11 (+1 dex)
    Base Attack/Grapple: +7/+9
    Attack: Revolver +9 ranged (2d8), or Hunting Rifle +9 melee (2d10), or Masterwork Silver Dagger +10 melee (1d4+2)
    Full Attack: Revolver +9 ranged (2d8), or Hunting Rifle +9 melee (2d10), or Masterwork Silver Dagger +10/+5 melee (1d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Favored enemy (undead and evil outsiders), sneak attack +1d6
    Special Qualities: Trapfinding
    Saves: Fort +7, Ref +8, Will +6
    Abilities: Str 14, Dex 12, Con 15, Int 14, Wis 13, Cha 15
    Skills: Bluff +10, Climb +12, Escape Artist +11, Gather Information +5, Hide +12, Knowledge (arcana) +5, Knowledge (religion) +13, Knowledge (the planes) +13, Listen +12, Move Silently +10, Open Lock +10, Spot +12
    Skill Tricks: Collector of Stories
    Feats: Endurance, Exotic Weapon Proficiency (firearms), Improved Initiative, Improved Unarmed Strike, Manyshot(B), Open Minded, Point Blank Shot, Rapid Shot(B), Skill Focus (open lock), Track
    Challenge Rating: 8
    Treasure: See Possessions below
    Alignment: Chaotic Good
    Advancement: By character class
    Level Adjustment: +0

    Dean speaks Common and Infernal

    Combat
    Dean tends to study unnatural creatures he hears about, gathering information from those present at the occurance and researching the weaknesses and ways of the creature.

    Favored Enemy (Ex): Dean gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Undead and Outsiders (evil). Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

    Sneak Attack (Ex): As rogue ability, +1d6.

    Trapfinding: Dean) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. If he beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

    -=-=-=-=-=-

    Possessions
    Dad's Journal (grants +2 competence bonus to Knowledge (arcana), (nature) (religion), (the planes), and (dungeoneering) checks in regards to supernatural events or creatures)
    Cold Iron Bullets, Revolver x20
    Cold Iron Bullets, Rifle x20
    Holy Water x10
    Masterwork Silver Dagger
    Silver Bullets, Revolver x20
    Silver Bullets, Rifle x20
    Last edited by The Vorpal Tribble; 2007-07-22 at 06:07 PM.

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    Default Re: Adapt A Creature

    Walter "Radar" O'Reilly



    Human Expert 2/Psion 1
    Medium Humanoid (human, psionic)
    Hit Dice: 2d6+2 + 1d4+1 (12 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 9 (-1 dex), touch 9, flat-footed 9
    Base Attack/Grapple: +1/+1
    Attack: -
    Full Attack: -
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Psionics, psi-like abilities
    Special Qualities: -
    Saves: Fort +3, Ref -1, Will +4
    Abilities: Str 10, Dex 9, Con 12, Int 14, Wis 13, Cha 13
    Skills: Bluff +6, Diplomacy +7, Forgery +5, Handle Animal +7, Heal +3, Listen +10, Perform (act) +6, Perform (percussion) +7, Profession (clerk) +7, Search +7
    Feats: Great Fortitude, Resourceful Buyer, Skill Focus (listen), Telepathic Affinity
    Challenge Rating: 2
    Alignment: Neutral good
    Advancement: By character class

    Combat
    Radar is a non-combatant, though unwittingly uses his psionic abilities to see what is to come to avoid injury.

    Psionics: Manifester level 1st. (Power Points per day = 3; Save DC 12 + power level)

    Seer powers known
    1st - Empathy, Defensive Precognition, Precognition

    Psi-like Abilities: Manifester level 1st. Save DC's are Intelligence-based.
    1/day - Mind Link
    Last edited by The Vorpal Tribble; 2007-07-30 at 04:21 PM.

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    Default Re: Adapt A Creature

    Shouldn't that be "Skill Focus (Listen)", not Ability Focus?

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    Default Re: Adapt A Creature

    I figure that Mr. Rogers is a 17th+ Shaper, on account that the "Land of Make Believe" is obviously a genesis plane. The portal the trolley goes through is a portal to the astral plane, specifically the very place that one can enter his personal plane, (Which was installed by his friend, Mr. Mcfeeley the Nomad using a house-ruled power level 9 that allows permanent portals to be made). The Buildings and artificial things around the Land of Make Believe were made with True Creation, and everyone is very nice to him, since he will crystallize anyone that tracks things into his nice house.

    In all seriousness, I already made a thread like this, but this is better worded, and your thread just makes more sense. Also,



    James Cole

    Human Male Warrior 1/Barbarian 4
    Medium Humanoid (Human)
    1d8+2 + 4d12+8
    Initiative: +1
    Speed: 40 ft. (8 squares)
    AC: 11 (Flatfooted: 11) (Touch: 11)
    Base Attack / Grapple: +5 / +7
    Attack: +7 Unarmed Strike, 1d3+2
    Full Attack: +7 Unarmed Strike, 1d3+2
    Space/Reach: 5ft. by 5 ft. / 5 ft.
    Special Attacks: Rage 2/day
    Special Qualities: Fast movement, Uncanny dodge, Trap Sense +1
    Saves: Fort +8 Ref +2 Will -2
    Abilities: Str 14 Dex 12 Con 14 Wis 5 Int 12 Cha 6
    Skills: Intimidate +6, Jump +10, Climb +10, Survival +6, Swim +6
    Feats: Improved Unarmed Strike, Power Attack, Cleave
    CR: 5
    Alignment: Chaotic Neutral

    (Rage and Power Attack NOT figured into stats)

    Combat:

    James will fight and easily kill while raging anyone that gets in the way of accomplishing his goal. When entering combat, he immediately rages, power attacking as much as possible, and making Cleaves whenever he can.

    Character Info:

    James is definitely chaotic, as well as easily distracted, and easily confused. All his life, he has been betrayed by the institutions that always surrounded him, leaving him the the option to always turn on those that employ him if they obstruct his goals. However, this does not mean he is evil, he will help those that he loves, he will work with others to accomplish goals, and usually leaves everyone else alone for the most part, unless they get in his way. He grew up in the toughest parts of town, giving him a Warrior level, but once he was imprisoned, his mind degraded just a little, and he became a Barbarian.
    Last edited by TheLogman; 2007-07-30 at 03:53 PM.
    Thanks a TON to Almighty Salmon for the Amazing Log Man!

    The Legend of TheLogMan

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    Gollum



    "Deep down here by the dark water lived old Gollum, a small slimy creature. I don’t know where he came from, nor who or what he was. He was Gollum – as dark as darkness, except for two big round pale eyes in his thin face..."

    Tainted Halfling Rogue 5/Ranger 1
    Small Humanoid (halfling)
    Hit Dice: 5d6+20 + 1d8+4 -6 (39 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares)
    Armor Class: 13 (+2 dex, +1 size), touch 13, flat-footed 11
    Base Attack/Grapple: +4/+4
    Attack: Unarmed Strike +4 melee (1d2-1)
    Full Attack: Unarmed Strike +4 melee (1d2-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Favored enemy (halfling), sneak attack +3d6
    Special Qualities: Corruption symptoms (chronic illness, odor of decay, shriveled flesh), darkvision 60 ft., depravity symptons (neglectful, jittery, paranoid), evasion, low-light vision, uncanny dodge
    Saves: Fort +0, Ref +6, Will +1
    Abilities: Str 8, Dex 15, Con 18, Int 6, Wis 17, Cha 5
    Corruption: 50 (severe)
    Depravity: 48 (severe)
    Skills: Climb +10, Listen +12, Hide +9, Jump +1, Move Silently +10, Spot +12, Survival +12, Swim +8
    Feats: Improved Grapple, Improved Unarmed Strike, Surge of Malevolence(B), Tainted Fury(B), Track(B), Weapon Focus (grapple)
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 6
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: By character class
    Level Adjustment: +0

    Gollum was once a halfling, but through centuries of contact and obsession with the One Ring the taint gleaned from it has shriveled and deformed the creature until he scarcely resembles his heritage.

    Gollum weighs 20 lbs. and stands around two and a half feet tall. He speaks Common and Halfling.

    Combat
    Gollum only fights if cornered or the outcome is drastically in his favor. He prefers to grapple his enemies, strangling them to death.

    Enhanced Vision (Ex): Through his worship of the One Ring, Gollum has acquired darkvision out to 60 feet and low-light vision.

    Evasion (Ex): Gollum can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Gollum is wearing light armor or no armor. A helpless Gollum does not gain the benefit of evasion.

    Favored Enemy (Ex): Gollum gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Halflings. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

    Sneak Attack (Ex): As rogue's ability, +3d6.

    Uncanny Dodge (Ex): Gollum can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
    Last edited by The Vorpal Tribble; 2007-10-02 at 12:55 PM.

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    Bugbear in the Playground
     
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    Default Re: Adapt A Creature

    There's one big trait Rincewind has that I'm going to mention up here so nobody yells at me or anything. Rincewind, despite being a wizard, is totally incapable of magic. This, combined with his extreme cowardice, the fact that he has lots of low-probability events happen to him (a result of his being "favored" by the goddess of Luck, who regrettably grants both good and bad luck, though Rincewind is unaware of his status), and his physical descriptions in the book, make him significantly different from most human wizards.

    Rincewind the Wizzard (from the Discworld series, by Terry Pratchett)
    Human Male Wizard 3 (probably low, given what he's faced, but meh)
    Medium Humanoid (Human)
    Hit Dice: 3d4
    Initiative: +10
    Speed: 40 ft.
    AC: 14 (+4 Dex)
    Base Attack/Grapple: +0/+0
    Attack: Unarmed Strike (1d3)
    Full Attack: Unarmed Strike (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Desperate Flurry(Described below)
    Special Qualities: Cannot cast spells, Linguistic skill (described below)
    Saves: Fort +1 Ref +8 Will +4
    Abilities: Str 10, Dex 18, Con 10, Int 15, Wis 15, Cha 9
    Skills: +6 each in Knowledge:(Arcana, History, Local, Religion), Spellcraft
    Feats: Run, Cowardice (see below) Flee (see below), The Lady's "Blessing" (see below), Terror (see below), Paranoia (see below), Wizard Sight (see below), Enduring Danger (see below) Dodge, Mobility.
    Environment: Prefers Urban (Ankh-Morpork), but may be found anywhere, including other planes
    Organization: Whatever he thinks best improves his survival chances
    Treasure: a tattered hat with the word "Wizzard" spelled on it in cheap fake gems, value 20sp
    CR: 2
    Alignment: True Neutral
    Advancement: By character class
    Level Adjustment: -2

    Descriptions
    Cannot Cast Spells: Despite technically being a wizard, Rincewind is and always will be completely incapable of casting spells. Even spells like Wish cannot grant him spellcasting powers.
    Linguistic Skill: Rincewind is at least semi-fluent in many languages. This allows him to speak with any being who can speak, even if they share no common languages, though if the language the other being is speaking is one Rincewind is not fluent in, there is a -2 penalty to all Bluff, Intimidate, Gather Information, and Diplomacy checks. This trait does not grant Rincewind the ability to read extra languages, only speak them.
    Cowardice: Rincewind is a true coward. He will never willingly enter a dangerous situation or environment except to get away from an environment or situation he percieves to be more dangerous. He will not attack if escape or diplomacy is an option.
    Desperate Flurry: If Rincewind is forced to fight another humanoid, he automatically uses this. DC 1d20+Dex against opponent's 1d20+lowest save. If Rincewind wins, opponent is incapable of acting on their next turn, but Rincewind is considered to have used up all actions for the remainder of his turn. This only works if Rincewind is unarmed.
    Flee: Rincewind gets a +10 bonus to base speed, due to years of experience at bravely running away from dangerous things.
    The Lady's "Blessing": When rolling one or more d6, d8, d12, d20, or d100's for any action involving Rincewind, instead roll twice that many. Whichever number is further from 3.5, 4.5, 6.5, 10.5, or 50.5 respectively is considered to be the actual outcome. If they are the same distance away, use the lower number. Additionaly, if there is a chance that any roll would be lethal in any way to Rincewind, but also a chance that it will not, and the result of the roll is lethal to Rincewind, it is rerolled. Continue rerolling until obtaining a result that is nonfatal to Rincewind. If Rincewind ever begins to take advantage of this feat and begin acting invulnerable, he immediately and permanantly loses this feat.
    Terror: Rincewind is so used to abject gibbering terror that he is immune to all negative mental effects.
    Paranoia: Rincewind is so used to danger that he is ready to run away in an instant. He cannot be caught flat-footed, and he may take 20 on any initiative rolls.
    Wizard's Sight: Rincewind can see magic. This allows him to instantly know whether anything or anyone is magical or has access to magic (this includes supernatural or spell-like abilities) but he does not know what kind of magic. Rincewind can also see Death, and gets at least 2 rounds of warning before any potentially lethal event that there will be a potentially lethal event.
    Enduring Danger: Rincewind's reflexes have been honed by danger, and he gets a +4 bonus to Ref and, when running from danger, gets a +10 bonus to Constitution checks to allow him to keep running. However, his physical capabilities other than running are pitiful, and his Fort can never be higher than +1

    I think I did OK, but I have to go now. Maybe I'll do the Luggage later. Meanwhile, feel free to rip this apart!

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    Halfling in the Playground
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    Default Re: Adapt A Creature

    Tribble you should so make batman XD

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    Dwarf in the Playground
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    Default Re: Adapt A Creature

    I would suggest giving Radar a level in warrior, which anyone in the military should have.

    Give Rincewind five levels in my Coward class. It was inspired by him.
    For the record, Rincewind wasn't totally incapable of magic. He casted all eight spells in the octavo (these were powerful enough to cast a change spell on the world, and thus were probably pretty close to being able to cast themselves), and he casted several during the events of Sourcery (there was a huge excess of magic). There may be others in books I didn't read.

    I feel like the problem with this thread is it could be a meta-thread. You could have a thread for characters in Discworld (though that would be better in a forum about the Discworld role playing game), another for all the monsters mentioned on askaninja.com, etc.

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    Default Re: Adapt A Creature

    Quote Originally Posted by DanielLC View Post
    I would suggest giving Radar a level in warrior, which anyone in the military should have.
    You gotta be kidding me. This is Radar here. Most of the drafted docs and lower-leveled guys didn't know one end of a gun from another.

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    Jack Sparrow



    Human Rogue 4/Swashbuckler 3/Dread Pirate 5
    Medium Humanoid (human)
    Hit Dice: 4d6+4 + 3d10+3 + 5d6+5 (59 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 14 (+3 dex, +1 padded armor), touch 13, flat-footed 11
    Base Attack/Grapple: +11/+12
    Attack: Cutlass +14/+9 melee (1d6+4/19-20x2) or Pistol +14 ranged (1d10/20x3)
    Full Attack: Cutlass +14/+9 melee (1d6+4/19-20x2) or Pistol +14 ranged (1d10/20x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Acrobatic charge, sneak attack +3d6, steady stance
    Special Qualities: Evasion, luck of the wind, seamanship, trapfinding, trap sense, uncanny dodge
    Saves: Fort +5, Ref +10, Will +3
    Abilities: Str 12, Dex 16, Con 13, Int 16, Wis 8, Cha 18
    Skills: Appraise +11, Balance +15, Bluff +19, Climb +13 (+15 ropes), Disable Device +8, Disguise +7 (+9 acting), Escape Artist +7 (+9 ropes), Jump +3, Knowledge (geography) +9, Intimidate +8, Listen +11, Profession (sailor) +19, Search +14, Sleight of Hand +7, Spot +11, Swim +14, Survival +7, Tumble +10, Use Rope +15
    Skill Tricks: Timely Misdirection, Twisted Charge
    Feats: Advantageous Avoidance, Chaotic Mind(B), Combat Expertise, Dishonorable Attack(B), Dumb Luck, Lucky Catch, Quick Draw, Sea Legs, Weapon Finesse(B)
    Challenge Rating: 12
    Treasure: Compass of Desire
    Alignment: Chaotic Neutral
    Advancement: By character class
    Level Adjustment: +0

    Jack speaks common.

    Combat
    Jack Sparrow favors unorthodox fighting styles that mixes skill and confusion, often fighting with a fixed method before reverting to a dirty trick or running. This unpredictability makes him difficult to gauge.

    Acrobatic Charge (Ex): As Complete Adventurer, p. 40.

    Evasion (Ex): If Jack makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if he is wearing light armor or no armor. A helpless Jack does not gain the benefit of evasion.

    Luck of the Wind (Ex): As Complete Adventurer, p. 40.

    Seamanship (Ex): As Complete Adventurer, p. 39.

    Sneak Attack (Ex): As Rogue's ability, +3d6.

    Steady Stance (Ex): As Complete Adventurer, p. 40.

    Trapfinding (Ex): Jack can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

    Jack can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

    If Jack beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

    Trap Sense (Ex): Jack has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

    Uncanny Dodge (Ex): Jack can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

    -=-=-=-=-

    Compass of Desire
    A compass of desire appears as a standard seaman's compass within a hinged wooden box. When opened it's needle points in the direction of the wielder's strongest desire. This does not reveal the nature of the desire, nor does it help one out of a maze. It merely points in a straight-line regardless of distance.
    Strong divination; CL 16th; Craft Wonderous Item, discern location, manifest desire; Price 165,000 gp; Weight 1 lbs.

    -=-=-=-=-

    Dishonorable Attack
    You are underhanded and unpredictable, surprising those that fight fairly.
    Prerequisites: Chaotic alignment
    Benefit: Once per encounter against a lawfully aligned opponent you can make a single attack as if your foe were flat-footed. This allows for sneak attacks even if your foe is aware of you.

    Against neutrally aligned opponents you can make a single attack per encounter with a +1 bonus.

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    Ettin in the Playground
     
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    James Cole is from the movie "12 Monkeys"

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    Since you have Jack up there I'm curious to what your interpretation of Davey Jones would be.

    Edit: I'm also curious as to if there are any rules anywhere on children, I have a concept and I don't know how to pull the whole 'him-being-ten-years-old' thing.
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    I see Davy Jones as a mind flayer Wizard Necromancer, Banned schools Evocation and Conjuration. Excessive Command Undead, and I wanna see him use those cool water undead from MM3.
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    I don't really see him as an illithid, I see him as more of a corrupt, psuedonatural human. Class-wise, I'm very confused.
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    Possibly, but if you replace a Mind Flayer's evil robe with a Pirate outfit, give him a slightly bigger head, and add some tentacles, you get something that looks like Davy Jones.

    EDIT: He also has some sort of Aquatic template that prevents him from going on land. His ship is either a magic item, or he uses well-make forcecages to travel underwater, and Control Winds to make it easier to chase ships. He isn't really FASTER in the wind, he just uses Control Winds.

    Oh, and here's children.
    Last edited by TheLogman; 2007-10-07 at 03:41 PM.
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    Isn't there an argument to be made for Jack being Chaotic Good rather than Chaotic Neutral? He's clearly got a code and sense of ethics, even if he often doesn't manage to live up to it?

    I guess it depends on how strict you have the alignments...

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    Goff's pirate Gufi the Dreadful was created before he saw Pirates of the Caribbean, but it's still reasonably close to Davey Jones, methinks.
    Last edited by Serpentine; 2007-10-08 at 05:05 AM.

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    Quote Originally Posted by Jetrauben View Post
    Isn't there an argument to be made for Jack being Chaotic Good rather than Chaotic Neutral? He's clearly got a code and sense of ethics, even if he often doesn't manage to live up to it?

    I guess it depends on how strict you have the alignments...
    He's Chaotic Evil, in my opinion, but he's the sort of Chaotic Evil you can play in a game of D&D without ruining it.

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    Quote Originally Posted by Krimm_Blackleaf View Post
    Since you have Jack up there I'm curious to what your interpretation of Davey Jones would be.

    Edit: I'm also curious as to if there are any rules anywhere on children, I have a concept and I don't know how to pull the whole 'him-being-ten-years-old' thing.
    There was a Template thread floating around for Davy Jones' Half-Fish sailors. But I cant remember who it was.
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    me and my group are doing a campaign where we can choose any person real or fictional from modern culture and use them as our character. I've chosen Adam Savage from Mythbusters, and some others are The Mad Hatter from Alice in Wonderland, Stephen Colbert and John McCane from Diehard.
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    Adam Savage eh? How'd you stat him out?

    Mythbusters FTW
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    What. Is. This. Madness.

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    Quote Originally Posted by Chavik View Post
    me and my group are doing a campaign where we can choose any person real or fictional from modern culture and use them as our character. I've chosen Adam Savage from Mythbusters, and some others are The Mad Hatter from Alice in Wonderland, Stephen Colbert and John McCane from Diehard.
    That sounds like it will be an exceptionally unusual game, assuming you all do well playing the roles.

    I've begun statting out Billy and Mandy from The Grim Adventures of Billy and Mandy a while ago. I'll finish them off when I get the chance and post them here.

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    Any chance you could stat out Kaiser Sose from The Usual Suspects?
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    John Coffey



    Human Commoner 5
    Medium Humanoid (human, psionic)
    Hit Dice: 5d4+40 (52 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 9 (-1 dex), touch 9, flat-footed 9
    Base Attack/Grapple: +2/+11
    Attack: Unarmed strike (1d3+5)
    Full Attack: Unarmed strike (1d3+5)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Ill command, psi-like abilities
    Special Qualities: Cursed with life, great empathy, strapping, takin' it back
    Saves: Fort +9, Ref +0, Will +6
    Abilities: Str 20, Dex 9, Con 26, Int 6, Wis 17, Cha 13
    Skills: Heal +12
    Feats: Endurance, Improved Grapple(B), Improved Unarmed Strike, Iron Will
    Challenge Rating: 4
    Treasure: None
    Alignment: Neutral Good

    John Coffey is a great, strapping man over six and a half feet tall and several hundred pounds. He is naturally bald and hairless and horrible scars mar his dark skin in places. His mournful, blood-shot eyes continuously leak tears as if from silent sobs. He is dressed in a shirt and overalls several sizes too small, exposing his barrel chest and rising halfway up his calves. He stands barefoot, his feet gnarled and calloused.

    John Coffey's origins are an enigma. He himself cannot remember from where he hailed, but as his mind is as simple as a child's and even more prone to forgetfulness, this is not surprising. His is a gentle, confused soul that knows all the world's suffering, but retains an innocence despite it.

    Combat
    John is almost unknown to fight, instead running from those that would harm him. Those that he senses of particular vileness however he remains watchful, and is capable of infecting with self-destructive impulses.

    Cursed With Life (Su): Once per day, if he wishes, John can sacrifice 1 point of his constitution with a touch to give another permanently. Those that receive this point gain a +6 bonus to saves against disease and poison. As well, after this point they age only half again as fast as they did before.

    Great Empathy (Ps): John continuously senses the emotions around him as the Empathy power, though it's range extends to 1,000 feet. He need not see those emoting to sense their emotions, but also cannot pinpoint their exact location until within 5 feet.

    He also continuously senses strong emotions left behind as the Sensitivity to Psychic Impressions power, manifester level 5th. He may even sense highly emotional scenes off of people, such as those they have loved, hated, or even killed. He must touch them to sense impressions off living creatures.

    Ill Command (Su): If John has successfully grappled his victim he may attempt to infect them with any disease he has taken inside himself. His opponent must make a save at the original DC or gain the illness.

    John can choose infect the victim's mind with a command to perform a single deed as he is transmitting the disease, the command lasting as long as they remain infected or until they carry out the command, whichever comes first. This acts as the Dominate spell, except they can be commanded to perform a deed they would not otherwise do.

    Once John has released the disease he is no longer infected and any ability damage or drain is healed.

    Psi-like Abilities: Manifest level 5th.
    At will - Read Thoughts.

    Strapping (Ex): John is immune to non-supernatural poisons and disease.

    Takin' It Back (Su): John may heal any wound with a touch, at a rate of 1d4 hit points per round as long as he is in contact. He may also heal any non-supernatural disease and any ability damage sustained from it as a full-round action. Once John has healed another he must spend a full-round action to release the pain and hurt he has swallowed, which takes the form of a regurgitated swarm of fly-like creatures that quickly fade into nothingness.

    John can only hold one person's hurt at a time and cannot heal again until he has released the hurt. He may keep within him a disease he has taken for as long as he wishes, though automatically contract it himself. This bypasses his normal immunity to disease.
    Last edited by The Vorpal Tribble; 2008-07-07 at 06:12 PM.

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    Quote Originally Posted by Nebo_ View Post
    He's Chaotic Evil, in my opinion, but he's the sort of Chaotic Evil you can play in a game of D&D without ruining it.
    I agree with this, though I'm surprised someone else thinks so!

    Also Tribble, I love your treatment of Radar. Psions ftw.
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    Default Re: Adapt A Creature

    Turns out I've got quite a few here...

    [hr]
    Ghost Blades
    Evocation [Force]
    Level: Brd 4
    Components: V, S, F
    Casting Time: 1 Full-round action
    Range: Close (25 ft. +5 ft/2 levels
    Target: Any creature or object, Maximum one target per blade
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    This is a rather complex and malleable combat spell for the Bard.

    A wave of ghostly blades shoot forth from your instrument upon the playing of a certain combination of chords.

    The spell fires one additional blade beyond the first per two caster levels beyond 7th, with a maximum of 6 blades at 17th level or higher. The blades make a normal attack, dealing a base of 1d10 sonic slashing damage each, with a crit range of 20. although a high perform check can change that:

    The bard makes a perform check with a stringed instrument. The roll on the check affects the power and accuracy of the blades as follows:

    The spell requires a result of 15 or higher, or the blades fail to reach their target.
    On a result of 20, the blades become magic weapons. A result of 20 gives them +1, increasing by 1 per 4 points higher, +2 at 24, +3 at 28, +4 at 32, etc, with a maximum of +10 at 60.

    These points can give the blades magic effects as chosen by the Bard.


    This is still quite confusingly worded. Let me give examples.

    If the Bard makes a 32 on his perform check, he gets a +4 bonus. He could simply give his blades an enhancement bonus of +4, affecting hit, damage, and DR.

    He could also however give his blades the 'flaming' ability, which is listed as equivalent to +1 in the DMG. That would make the blades +3 flaming weapons.

    He could then add the "wounding" ability for a cost of +2, making the blades into '+1 flaming, wounding' ghost blades.

    Focus: A stringed instrument

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    "Let me remind you, sonny, I am a general. If you are counting on me to blink, then you are making a deadly mistake!"
    -Roth'h'ar Sarris, Primarch General

    Fatu-Krey


    Fatu-Krey are a vicious race, hunting down and exterminating others in an attempt to gain power and for their own entertainment. They live as one society, pledging their servitude to the current Primarch General.
    Personality: Fatu-Krey are extremely ruthless and vile. Most enjoy the pain of others, often torturing their victims and prisoners for entertainment. Individually most Fatu-Krey are violent and quick to anger.
    Physical Description: Fatu-Krey are about the same average height as a human, typically slightly above between 5 and 6 feet tall. Fatu-Krey are somewhat heavier though, usually weighing from 150 to 250 pounds. Their skin ranges from a pale green to a dark brown green, but regardless is much thicker and harder than the average creatures' flesh. They usually wear clothing that demonstrates the Fatu-Krey ideology of military efficiency and intimidation, mostly dark and functional equipment and armor. Most Fatu-Krey also sport a multitude of battle-scars and militaristic markings or piercings.

    Fatu-Krey Primarchs stand about half a foot taller than your average Fatu-Krey, with some physical additions that make them stand out at any time, primarily their stronger, nearly plated skin, the bent protrusions from the top of their head, and the bladed flaps on the base of their back which flip upward when they are angered.
    Relations: The Fatu-Krey are an extremely violent race, and their relations with other races are usually simply a direct attempt and genocide or enslavement. Sometimes the Fatu-Krey will make an alliance with another species, if decreed by the Primarch General.
    Alignment: Almost all Fatu-Krey are evil, however on they vary greatly on the Lawful-Chaotic scale of alignment, falling into all three possibilities, although more are prone to chaos.
    Fatu-Krey Lands: The Fatu-Krey do not take territory, usually roaming as a nomadic army, conquering a territory, enslaving or slaughtering its inhabitants, then stripping the land of all useful materials to expand and upgrade the equipment of the army before moving on.
    Religion: Fatu-Krey worship their Primarch General as their only deific figure. They care not for others' religion, paying no attention to the gods of their victims.
    Language: Fatu-Krey speak their own language, Kren. It is a quick language of hisses and clicks, good for easy communication between soldiers, another example of the military efficiency their entire culture is based around.
    Names: Fatu-Krey names are guttural and vile, usually somewhat disjointed and including hissing noises often.
    Adventurers: There are very few Fatu-Krey adventurers, and those that are are generally small groups sent out by the Primarch General for a specific purpose of benefit to the army.

    Fatu-Krey Racial Traits
    • +2 Constitution, -2 Wisdom: Fatu-Krey are sturdy creatures, but quick to anger and rash decisions
    • Medium: As Medium creatures, Fatu-Krey have no special bonuses or penalties due to their size
    • Fatu-Krey base land speed is 30 ft.
    • Low-Light Vision: a Fatu-Krey can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
    • Exotic Weapon Proficiency: All Fatu-Krey are proficient with the Snap-tong and the Tri-blade.
    • Natural armor bonus +2
    • +2 racial bonus on intimidate checks
    • Favored class: Barbarian


    Fatu-Krey Primarch General Racial Traits


    • +4 Constitution, +2 Strength, +2 Intelligence, -2 Wisdom: Fatu-Krey Primarch Generals are stronger and smarter than the average soldier, but retain their races short temper and rash decisions.
    • Medium: As Medium creatures, Fatu-Krey have no special bonuses or penalties due to their size
    • Fatu-Krey base land speed is 30 ft.
    • Low-Light Vision: a Fatu-Krey can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
    • Exotic Weapon Proficiency: All Fatu-Krey are proficient with the Snap-tong and the Tri-blade.
    • Natural armor bonus +4
    • +6 racial bonus on intimidate checks
    • Leadership: At 6th level, a Fatu-Krey Primarch General automatically gains the Leadership Feat.
    • Favored class: Barbarian


    Snap-Tongs and Tri-Blades
    The Snap-tong and Tri-blade weapons are used by both the Fatu-Krey and the demon soldiers known as Rutterkin. It is unknown which of the two groups first developed the weapons, although the comparison of their species show a very similar personality and to some extent, appearance.

    {table=head]Weapon|Cost|Damage|Critical|Range Incr.|Weight|Type

    Snap-tong|
    100 gp
    |
    1d10
    |
    2x
    |
    -
    |10 lb.|Piercing

    Tri-Blade|
    35 gp
    |
    2d4
    |
    2x
    |
    20 ft.
    |3 lb.|Slashing[/table]

    Snap-tong: This short polearm ends in a sharp spike that has one or more crescent-shaped pincers designed close around it. A proficient wielder that hits an opponent of at least one size category smaller can attempt to start a grapple as a free action without provoking an attack of opportunity. If the wielder gets a hold, the snap-tong grabs the opponent and deals 1d10 points of damage (plus the wielder's Strength modifier) each round the hold is maintained.
    Tri-blade: This thrown weapon consists of a three-bladed wedge launched from a slinglike device. Versatile Fatu-Krey soldiers usually carry five of these for use in ranged combat, although in more organized assaults the weapons may be split up for specific squads.

    (Snap-tong and Tri-blade copied from Fiendish Codex I, but with prices lowered)

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    Bolt of Reckoning
    Evocation (Electricity)
    Level: Drd 9
    Components: V, S, F, M, Xp
    Area: 0-12 miles, 50ft diameter lightning, 100ft diameter fire, 15 mile diameter sonic
    Range: 0-12 miles.
    Casting Time: 10 rounds (see focus)
    Duration: Lightning instantaneous, fire 4 rounds, sonic instantaneous: travels 1 miles/round.
    Saving Throw: Lightning: Save or disintegration, doubled DC. Fire: none. Sonic: fortitude for deafness, reflex (object).
    Spell Resistance: Yes (separate for lightning, fire, and sonic)

    Bolt of Reckoning sends a massive lightning bolt 50 feet thick slamming into the ground 1d4 x 3 miles in a direction of the casters choice, after a percentile roll is made:

    1-3%: lightning hits caster directly, 4-10%: lightning hits 50-100 feet in a random direction (d8) instead of the 1d4 x 3 miles distance.

    This results in three effects:

    The bolt instantly vaporizes anything hit by it, double DC fortitude save for 15d8 damage instead.

    Second, in a 100 foot diameter from the center striking point, there is a blast wave of fire, dealing 1d6 damage per caster level, maximum 15d6.

    Thirdly, a massive wave of sonic blasts out in a 15 mile diameter from the striking point, traveling one mile every round, if the lightning strikes 10 miles away, it will take 10 rounds before the wave hits the caster. The sonic wave permanently deafens anything with ears, unless a fortitude save is made. If the save is made, the subject is still deafened for 2d6 rounds. Permanent deafness can be cured by regeneration. The sonic wave also deals 1d6 damage per caster levels, maximum 15d6 to beings. Any crystalline or brittle object takes 1d10 damage per caster level, any other breakable object takes 1d8 hit points of damage per caster level.

    Material Component: A tangible piece of something at least 1 cubic inch in size, that was killed by a bolt of natural lightning (not lightning bolt the spell, not a druids control weather, actual natural lightning).

    Focus: A clearly visible (to the caster) body part (of the caster) burning steadily with non-magical fire. This fire deals 1 damage per round, and unless stopped in some way, will spread over the caster’s body, increasing in damage each of the 10 rounds of casting time. (Round one: 1 dmg. Round two: 1 dmg. Round three: 1d2 dmg. Round four: 1d3 dmg. Round five: 1d4 dmg. Round six: 1d6 dmg. Round seven: 1d6 dmg. Round eight: 1d8 dmg. Round nine: 1d8 dmg. Round ten: 1d8 dmg. This fire continues to burn for 1d8 damage every round afterwards until put out.)

    Experience cost: 2000 xp

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