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  1. - Top - End - #151
    Dwarf in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Sep 2012
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    North Swansea

    Default Re: Call to Brew! [Crossroads]

    CR of completed beasties.

  2. - Top - End - #152
    Firbolg in the Playground
     
    Admiral Squish's Avatar

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    Dec 2007
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    On my back, in my heart
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    Male

    Default Re: Call to Brew! [Crossroads]

    Eh, it's no big trouble, and it makes it easier to visualize the spread. I did it.
    I'm noticing a majority of the monster we have are CR 4-8. We should spread it around a bit more.
    My Homebrew
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  3. - Top - End - #153
    Dwarf in the Playground
     
    DwarfBarbarianGuy

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    Sep 2012
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    Default Re: Call to Brew! [Crossroads]

    Quote Originally Posted by Admiral Squish View Post
    Eh, it's no big trouble, and it makes it easier to visualize the spread. I did it.
    I'm noticing a majority of the monster we have are CR 4-8. We should spread it around a bit more.
    That's what I was noticing, (although a majority of monsters are supposed to be there or so) i'm doing a big set for Xiuhcoatl. Full dragon age categories and all. Lowest CR will be 6, and run up to 20 some-odd.

  4. - Top - End - #154
    Troll in the Playground
     
    PirateGirl

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    Sep 2007
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    Elemental Plane of Purple
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    Female

    Default Re: Call to Brew! [Crossroads]

    I am calling dibs on the cihuateotl! Here is the Cihuateotl in 3.5 form. Please Peach and if someone would be so kind to put in proper format for Crossroads, I'd be grateful.

    Cihuateotl
    Medium Undead
    Hit Dice: 15d12+15 (112 hp)
    Initiative: +5
    Speed: 30 ft.
    Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
    BAB/Grapple:+7/+13
    Attack: Claw +9 melee (1d6+2/19-20 plus confusion) or mwk dagger +10 melee (1d4+2/19-20) or unarmed strike +9 melee
    Full Attack: 2 claws (1d6+2/19-20 plus confusion) or mwk dagger +10/+5 melee (1d4+2/19-20) or 2 unarmed strikes +9/+4 melee (1d3+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Aura of seduction, confounding claws, horrific appearance, spell-like abilities
    Special Qualities: Alternate form, aversion to children, damage reduction 10/magic, darkvision 30 ft., fast healing 2, immunity to polymorph and mind-affecting effects, semblance of life, spell resistance 15, undead traits, +4 turn resistance
    Saves: Fort +5, Ref +6, Will +11
    Abilities: Str 15, Dex 13, Con —, Int 16, Wis 14, Cha 26
    Skills: Bluff +26, Diplomacy +30, Gather Information +10, Intimidate +28, Knowledge (Local) +21, Listen +20, Sense Motive +20, Spot +20
    Feats: Combat expertise, improved Initiative, improved critical, improved toughnessB, improved unarmed strike, deflect arrows, improved grapple
    Environment: Any Urban
    Organization: Solitary
    Challenge Rating: 12
    Treasure: Standard
    Alignment: Usually chaotic evil
    Advancement: By character class
    Level Adjustment:

    When a woman dies in childbirth, she may rise as a horrific undead creature that turns her grief and loss into predatory sexual behavior. A cihuateotl's true form is that of a grotesque parody of a pregnant woman with a skeletal face and eagle-like claws for hands.

    Typically, a cihuateotl lures a lone male with her false beauty and seductive aura for an evening of pleasure that turns into carnage in the morning when her true form is revealed.

    Cihuateotls speak Common and 2 other languages she knew in life.

    Combat

    In her natural form, a cihuateotl attacks with her claws but in alternate form she fights with simple weapons or makes unarmed attacks.

    Alternate Form (Su): A cihuateotl can assume the shape of a beautiful, graceful, and voluptuous female Humanoid or Monstrous Humanoid as a standard action. While in alternate form, the cihuateotl loses her natural claw attack and horrific appearance ability, but it gains the natural and extraordinary special attacks of her new form. She can remain in that form until she assumes another or until sunrise, whereupon she automatically reverts to her true form for one hour. A true seeing spell or ability reveals her true form and horrific appearance (see below), immediately triggering the effect.

    Aura of Seduction (Su): A miasma of lust surrounds a cihuateotl. Any young adult or older male Humanoid or Monstrous Humanoid within a 20-foot radius of a cihuateotl must succeed on a Will save (DC 25) to resist her effects. Those that fail take a -2 penalty on attacks, AC, and saves, for 24 hours or until they successfully become intimate with the cihuateotl that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same cihuateotl's aura for 24 hours. A target that has taken a vow of chastity gains a +6 insight bonus to resist this aura. However, a target that has the Scent ability takes a -4 penalty to the save. A cihuateotl can suppress this ability as a free action. The save DC is charisma-based.

    Aversion to Children (Ex): A cihuateotl cannot bear the sight of children and she will not approach within 30 feet of one. She is shaken for as long as a child remains within range, taking -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

    Confounding Claws (Sp): A creature that takes damage from a cihuateotl's claws must succeed at Will save (DC 16) or be confused as the spell. A successful save negates the effect. The save DC is wisdom-based. CL 15.

    Fast Healing (Ex): A cihuateotl regains 2 hit points each round.

    Horrific Appearance (Su): Any living creature within 60 feet that views the real visage of a cihuateotl must succeed on a Fortitude save (DC 25) or immediately take 1d3 points of Strength damage, 1d3 points of Dexterity damage, and 1d3 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same cihuateotl’s horrific appearance for 24 hours. The save DC is charisma-based.

    Immunities (Ex): Cihuateotls are immune to polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

    Semblance of Life (Su): As long as a cihuateotl remains in her alternative form, she appears to be fully alive and not even detect undead spells reveals her true nature. While a cihuateotl does not need to breathe or eat, she may do so if she wishes. A cihuateotl can pretend to sleep. A successful DC 20 Spot check reveals that a sleeping cihuateotl is actually awake.

    Spell-Like Abilities (Sp): At will—charm monster (DC 22), detect good, detect thoughts (DC 20) Caster level 15th. The save DCs are Charisma-based.

    Spell Resistance (Ex): A chiuateotl has spell resistance equal to her Hit Dice.

    Turn Resistance (Ex): A cihuateotl has +4 turn resistance.
    Last edited by Debihuman; 2014-03-08 at 03:26 PM. Reason: 3.5 Cihuateotl is up for Peaching.
    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

  5. - Top - End - #155
    Dwarf in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Sep 2012
    Location
    North Swansea

    Default Re: Call to Brew! [Crossroads]

    Xiuhcoatl
    The sky flashes with a strike of lightning it seems, but lightning does not remain. Darting above you is serpent sheathed in blue-flame. It crackles with lightning and moves impossibly swiftly.

    LN dragon (fire)
    BASE STATISTICS
    CR 6; Size Small; Hit Dice 7d12
    Speed 50 ft.
    Natural Armor +6; Breath Weapon line, 2d8 lightning
    Str 17, Dex 16, Con 15, Int 10, Wis 11, Cha 10
    SPECIAL ABILITIES
    Fire Aura (Su)
    An adult Xiuhcoatl is surrounded by an aura of blue flame. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the Xiuhcoatl's turn. An old Xiuhcoatl's aura extends to 10 feet. An ancient Xiuhcoatl's damage increases to 2d6. Any creature occupying the Xiuhcoatl’s square, grappling it, or otherwise attacking it with natural attacks must make a DC 15 reflex save or catch fire.
    Spell-Like Abilities (Sp)
    A Xiuhcoatl gains the following spell-like abilities, usable at will upon reaching the listed age category.
    Young—detect magic;
    Juvenile—bless;
    Adult—suggestion;
    Old—activate link;
    Ancient—find the path;
    Great wyrm—discern location.

    ECOLOGY
    Environment Hot areas, Mesovespuccia
    Organization clutch (2-5 wyrmlings) or solitary (any) or Mated Pair (Young Adult and older, a mated pair may have a clutch)
    Treasure triple

    The Xiuhcoatl is a fearsome weapon of the gods. It is capable of great destruction, but only as directed. The Xiuhcoatl is a servant of the gods, particularly gods of fire and storms. Some believe Xiuhcoatls drag the sun across the sky.
    The Xiuhcoatl may extinguish its flames freely. When it does so, its scales are a brilliant turquoise. It has a serpentine body and aggressive spines along its back.
    Spoiler: Wyrmling Xiuhcoatl (CR 6)
    Show
    LN Small dragon (fire)
    Init +7; Senses dragon senses; Perception +10

    DEFENSE
    AC 20, touch 14, flat-footed 17 (+3 Dex, +6 natural, +1 size)
    hp 59 (7d12+14)
    Fort +7, Ref +8, Will +7
    Immune fire, electricity, paralysis, sleep
    Weaknesses Vulnerability to cold

    OFFENSE
    Speed
    50 ft., fly 180 ft. (good)
    Melee bite +11 (1d6+4), 2 claws +11 (1d4+3)
    Special Attacks breath weapon (40-ft. line, DC 15, 2d8 lightning)
    Special Abilities
    Borne Aloft (Su)
    Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.

    STATISTICS
    Str 17, Dex 16, Con 15, Int 10, Wis 11, Cha 10
    Base Atk +7; CMB +9; CMD 22 (26 vs. trip)
    Feats Flyby Attack, Improved Initiative, Iron Will, Power Attack
    Skills Bluff +10, Fly +15, Intimidate +10, Perception +10, Sense Motive +10, Stealth +17
    Languages Draconic
    Spoiler: Very Young Xiuhcoatl (CR 8)
    Show
    LN Medium dragon (fire)
    Init +6; Senses dragon senses, Fog Vision; Perception +13

    DEFENSE
    AC
    21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
    hp 85 (9d12+27)
    Fort +9, Ref +8, Will +9
    Immune fire, electricity, paralysis, sleep
    Weaknesses Vulnerability to cold

    OFFENSE
    Speed
    50 ft., fly 180 ft. (good)
    Melee bite +14 (1d8+7), 2 claws +14 (1d6+5)
    Special Attacks breath weapon (60-ft. line, DC 17, 4d8 lightning)

    STATISTICS
    Str
    21, Dex 14, Con 17, Int 12, Wis 13, Cha 12
    Base Atk +9; CMB +14; CMD 26 (30 vs. trip)
    Feats Flyby Attack, Hover, Improved Initiative, Iron Will, Power Attack
    Skills Appraise +13, Bluff +13, Fly +14, Intimidate +13, Perception +13, Sense Motive +13, Stealth +14
    Languages Nahuatl, Draconic

    SPECIAL ABILITIES
    Borne Aloft (Su)

    Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
    Cloud Sight (Su)
    A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.
    Spoiler: Young Xiuhcoatl (CR 10)
    Show

    LN Large dragon (fire)
    Init +6; Senses dragon senses, Fog vision; Perception +15
    DEFENSE
    AC
    23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
    hp 115 (11d12+44)
    Fort +11, Ref +9, Will +10
    Immune fire, electricity, paralysis, sleep
    Weaknesses vulnerability to cold

    OFFENSE
    Speed
    50 ft., fly 240 ft. (good)
    Melee bite +17 (2d6+10), 2 claws +17 (1d8+7), tail slap +12 (1d8+10)
    Space 10 ft.; Reach 5 ft. (10 ft. with bite)
    Special Attacks breath weapon (80-ft. line, DC 19, 6d8 lightning)
    Spell-Like Abilities (CL 11th)
    At will—detect magic
    Spells Known (CL 1st)
    1st (3/day)—shield, true strike
    0 (at will)—mage hand, message, prestidigitation, read magic

    STATISTICS
    Str
    25, Dex 14, Con 19, Int 12, Wis 13, Cha 12
    Base Atk +11; CMB +19; CMD 31 (35 vs. trip)
    Feats Critical Focus, Flyby Attack, Hover, Improved Initiative, Iron Will, Power Attack
    Skills Appraise +15, Bluff +15, Fly +10, Intimidate +15, Perception +15, Sense Motive +15, Stealth +12
    Languages Nahuatl, Draconic
    SPECIAL ABILITIES
    Borne Aloft (Su)

    Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
    Cloud Sight (Su)
    A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.
    Spoiler: Juvenile Xiuhcoatl (CR 11)
    Show

    LN large dragon (fire)
    Init +6; Senses dragon senses, Fog vision; Perception +18 Aura frightful presence (120 ft., DC 18)

    DEFENSE
    AC 26, touch 11, flat-footed 24 (+2 Dex, +15 natural, -1 size)
    hp 149 (13d12+65)
    Fort +13, Ref +10, Will +10
    Defensive Abilities
    Immune fire, electricity, paralysis, sleep
    Weaknesses vulnerable to cold

    OFFENSE
    Speed
    50 ft., fly 240 ft. (good)
    Melee bite +21 (2d6+13), 2 claws +20 (1d8+9), and tail +18 (1d8+13)
    Space 10 ft.; Reach 5 ft. (10 ft. with bite)
    Special Attacks breath weapon (80 ft. line, DC 21, 8d8 lightning)
    Spell-Like Abilities (CL 13th; concentration +15)
    At will—bless, detect magic
    Spells Known (CL 3rd; concentration +5, ranged touch +14)
    1st (4/day, 3 remaining)—mage armor, ray of enfeeblement, true strike
    0th (at will)—arcane mark, flare (DC 12), mage hand, open/close, prestidigitation

    STATISTICS
    Str
    27, Dex 14, Con 21, Int 14, Wis 15, Cha 14
    Base Atk +13; CMB +22; CMD 34 (38 vs. trip)
    Feats Critical Focus, Hover, Flyby Attack, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite)
    Skills Acrobatics +15, Appraise +18, Bluff +18, Fly +15, Intimidate +18, Perception +18, Sense Motive +18, Spellcraft +18
    Languages Nahuatl, Draconic, Bonus Language

    SPECIAL ABILITIES
    Borne Aloft (Su)

    Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
    Cloud Sight (Su)
    A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.
    Spoiler: Young Adult Xiuhcoatl (CR 13)
    Show

    LN Huge dragon (fire)
    Init +5; Senses dragon senses, Fog vision; Perception +20
    Aura frightful presence (150 ft., DC 19)

    DEFENSE
    AC
    27, touch 9, flat-footed 26 (+1 dex, +18 natural, -2 size)
    hp 172 (15d12+75)
    Fort +14, Ref +10, Will +13
    DR 5/magic; Immune fire, electricity, paralysis, sleep; SR 24
    Weaknesses Vulnerability to cold

    OFFENSE
    Speed
    50 ft., fly 240 ft. (good)
    Melee bite +22 (2d8+13), 2 claws +22 (2d6+9), and tail slap +20 (2d6+13)
    Space 15 ft.; Reach 10 ft. (15 ft. with bite)
    Special Attacks breath weapon (100-ft. line, DC 22, 10d8 lightning), crush (Small creatures, DC 22, 2d8+13)
    Spell-Like Abilities (CL 15th; concentration +17)

    At will—bless, detect magic
    Spells Known (CL 5th; concentration +7)
    2nd (5/day)—resist energy, see invisibility
    1st (7/day)—alarm, magic missile, shield, true strike
    0 (at will)—arcane mark, bleed, light, magehand, message, read magic
    STATISTICS
    Str
    29, Dex 12, Con 21, Int 14, Wis 15, Cha 14
    Base Atk +15; CMB +26; CMD 37 (41 vs. trip)
    Feats Bleeding Critical, Critical Focus, Flyby Attack, Hover, Improved Initiative, Iron Will, Multiattack, Power Attack
    Skills Appraise +20, Bluff +20, Fly +11, Intimidate +20, Knowledge (arcana) +20, Perception +20, Sense Motive +20, Stealth +11
    Languages Nahuatl, Draconic, Bonus Language

    SPECIAL ABILITIES
    Borne Aloft (Su)

    Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
    Cloud Sight (Su)
    A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.
    Spoiler: Adult Xiuhcoatl (CR 14)
    Show

    LN Huge dragon (fire)
    Init +5; Senses dragon senses, Fog vision; Perception +23
    Aura fire (5 ft., 1d6 fire), frightful presence (180 ft., DC 21)
    DEFENSE
    AC
    30, touch 9, flat-footed 29 (+1 dex, +21 natural, –2 size)
    hp 212 (17d12+102)
    Fort +16, Ref +11, Will +15
    DR 5/magic; Immune fire, electricity, paralysis, sleep; SR 25
    Weaknesses Vulnerability to cold

    OFFENSE
    Speed
    50 ft., fly 240 ft. (good)
    Melee bite +26 (2d8+15), 2 claws +26 (2d6+10), tail slap +23 (2d6+15)
    Space 15 ft.; Reach 10 ft. (15 ft. with bite)
    Special Attacks breath weapon (100-ft. line, DC 24, 12d8 lightning), crush (Small Creatures, DC 24, 2d8+15)
    Spell-Like Abilities (CL 17th, concentration +20)
    At will—bless, detect magic, suggestion (DC 16)
    Spells Known (CL 7th, concentration +10)
    3rd (5/day)—dispel magic, haste
    2nd (7/day)—invisibility, resist energy, see invisibility
    1st (7/day)—alarm, grease (DC 14), magic missile, shield,
    true strike
    0 (at will)—arcane mark, light, mage hand, mending, message, prestidigitation, read magic

    STATISTICS
    Str
    31, Dex 12, Con 23, Int 16, Wis 17, Cha 16
    Base Atk +17; CMB +29; CMD 40 (44 vs. trip)
    Feats Critical Focus, Flyby Attack, Hover, Improved Initiative, Iron Will, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (Claw)
    Skills Appraise +23, Bluff +23, Fly +13, Intimidate +23, Knowledge (arcana) +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth +13
    Languages Nahuatl, Draconic, 2 bonus languages

    SPECIAL ABILITIES
    Fire Aura (Su)

    An adult Xiuhcoatl is surrounded by an aura of blue flame. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the Xiuhcoatl's turn. An old Xiuhcoatl's aura extends to 10 feet. An ancient Xiuhcoatl's damage increases to 2d6. Any creature occupying the Xiuhcoatl’s square, grappling it, or otherwise attacking it with natural attacks must make a DC 15 reflex save or catch fire.
    Borne Aloft (Su)
    Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
    Cloud Sight (Su)
    A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.
    Spoiler: Mature Adult Xiuhcoatl (CR 15)
    Show

    LN Huge dragon (fire)
    Init +5; Senses dragon senses, Fog vision; Perception +25
    Aura fire aura (5-ft., 1d6 fire), frightful presence (210-ft., DC 22)

    DEFENSE
    AC
    33, touch 9, flat-footed 32 (+1 dex, +24 natural, -2 size)
    hp 237 (19d12+114)
    Fort +17, Ref +12, Will +16
    DR 10/magic; Immune fire, electricity, paralysis, sleep; SR 26
    Weaknesses vulnerability to cold

    OFFENSE
    Speed
    50 ft., fly 240 ft. (good)
    Melee bite +29 (2d8+16/19-20), 2 claws +29 (2d6+11), tail slap +26 (2d6+16)
    Space 15 ft.; Reach 10 ft. (15 ft. with bite)
    Special Attacks breath weapon (100-ft. line, 14d8 lightning damage, Reflex DC 25 half, usable every 1d4 rounds), crush (Small creatures, DC 25, 2d8+16)
    Spell-Like Abilities (CL 19th; concentration +22)
    At will—bless, detect magic, suggestion (DC 16)
    Spells Known (CL 9th; concentration +12)
    4th (4/day)—greater invisibility, stoneskin
    3rd (7/day)—dispel magic, displacement, haste
    2nd (7/day)—alter self, misdirection, resist energy, see invisibility
    1st (7/day)—alarm, grease (DC 14), magic missile, shield, true strike
    0th (at will)—arcane mark, bleed, light, magehand, mending, message, prestidigitation, read magic

    STATISTICS
    Str
    33, Dex 12, Con 23, Int 16, Wis 17, Cha 16
    Base Atk +19; CMB +32; CMD 43 (47 vs. trip)
    Feats Critical Focus, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Multiattack, Power Attack, Weapon Focus (Bite), Weapon Focus (Claw)
    Skills Appraise +25, Bluff +25, Fly +15, Intimidate +25, Knowledge (arcana) +25, Perception +25, Sense Motive +25, Spellcraft +25, Stealth +15
    Languages Nahuatl, Draconic, 2 bonus languages

    SPECIAL ABILITIES
    Fire Aura (Su)

    An adult Xiuhcoatl is surrounded by an aura of blue flame. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the Xiuhcoatl's turn. An old Xiuhcoatl's aura extends to 10 feet. An ancient Xiuhcoatl's damage increases to 2d6. Any creature occupying the Xiuhcoatl’s square, grappling it, or otherwise attacking it with natural attacks must make a DC 15 reflex save or catch fire.
    Borne Aloft (Su)
    Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
    Cloud Sight (Su)
    A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.
    Spoiler: Old Xiuhcoatl (CR 17)
    Show
    LN Gargantuan dragon (fire)
    Init +4; Senses dragon senses, Fog vision; Perception +28
    Aura fire (10 ft., 1d6 fire), frightful presence (240 ft., DC 24)

    DEFENSE
    AC
    33, touch 6, flat-footed 33 (+27 natural, -4 size)
    hp 283 (21d12+147)
    Fort +19, Ref +12, Will +18
    DR 10/magic; Immune fire, electricity, paralysis, sleep; SR 28
    Weaknesses Vulnerability to cold

    OFFENSE
    Speed
    50 ft., fly 300 ft. (good)
    Melee bite +30 (4d6+18/19-20), 2 claws +30 (2d8+12), tail slap +27 (2d8+18)
    Space 20 ft.; Reach 15 ft. (20 ft. with bite)
    Special Attacks breath weapon (120-ft. line, DC 27, 16d8 lightning), crush (Medium creatures, DC 27, 4d6+18), tail sweep (Small Creatures, DC 27, 2d6+18)
    Spell-Like Abilities (CL 21st; concentration +25)
    At will—bless, detect magic, suggestion (DC 17), activate link
    Spells Known (CL 11th; concentration +15)
    5th (4/day)—activate link, wall of force
    4th (7/day)—fire shield, greater invisibility, stoneskin
    3rd (7/day)—dispel magic, displacement, haste, tongues
    2nd (7/day)—alter self, detect thoughts, misdirection, resist energy, see invisibility
    1st (7/day)—alarm, grease (DC 15), magic missile, shield, true strike
    0 (at will)—arcane mark, bleed, light, magehand, mending, message, open/close, prestidigitation, read magic

    STATISTICS
    Str
    35, Dex 10, Con 25, Int 18, Wis 19, Cha 18
    Base Atk +21; CMB +37; CMD 47 (51 vs. trip)
    Feats Bleeding Critical, Critical Focus, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Multiattack, Power Attack, Weapon Focus (Bite), Weapon Focus (Claw)
    Skills Appraise +29, Bluff +28, Diplomacy +28, Fly +10, Intimidate +28, Knowledge (arcana) +28, Perception +28, Sense Motive +28, Spellcraft +28, Stealth +12
    Languages Nahuatl, Draconic, Giant, 2 bonus languages

    SPECIAL ABILITIES
    Fire Aura (Su)

    An adult Xiuhcoatl is surrounded by an aura of blue flame. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the Xiuhcoatl's turn. An old Xiuhcoatl's aura extends to 10 feet. An ancient Xiuhcoatl's damage increases to 2d6. Any creature occupying the Xiuhcoatl’s square, grappling it, or otherwise attacking it with natural attacks must make a DC 15 reflex save or catch fire.
    Borne Aloft (Su)
    Old or younger Xiuhcoatl fly with good maneuverability while all older Xiuhcoatls have perfect.
    Cloud Sight (Su)
    A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.
    Spoiler: Very Old Xiuhcoatl (CR 18)
    Show
    LN Gargantuan dragon (fire)
    Init +4; Senses dragon senses, Fog vision; Perception +30
    Aura fire (10 ft., 1d6 fire), frightful presence (270 ft., DC 25)

    DEFENSE
    AC
    36, touch 6, flat-footed 36 (+30 natural, -4 size)
    hp 310 (23d12+161)
    Fort +20, Ref +13, Will +19
    DR 15/magic; Immune fire, electricity, paralysis, sleep; SR 29
    Weaknesses Vulnerability to cold

    OFFENSE
    Speed
    50 ft., fly 300 ft. (perfect)
    Melee bite +33 (4d6+19/19-20), 2 claws +33 (2d8+13/19-20), tail slap +30 (2d8+19)
    Space 20 ft.; Reach 15 ft. (20 ft. with bite)
    Special Attacks breath weapon (120-ft. line, DC 28, 18d8 lightning), crush (Medium creatures, DC 28, 4d6+19), tail sweep (Small creatures, DC 28, 2d6+19)
    Spell-Like Abilities (CL 23rd; concentration +27)
    At will—bless, detect magic, suggestion (DC 17), activate link
    Spells Known (CL 13th; concentration +17)
    6th (4/day)—antimagic field, contingency
    5th (6/day)—polymorph, dominate person, wall of force
    4th (7/day)—fear (DC 18), fire shield, greater invisibility, stoneskin
    3rd (7/day)—dispel magic, displacement, haste, tongues
    2nd (7/day)—alter self, detect thoughts, misdirection, resist energy, see invisibility
    1st (7/day)—alarm, grease (DC 15), magic missile, shield, true strike
    0 (at will)—arcane mark, bleed, light, magehand, mending, message, open/close, prestidigitation, read magic

    STATISTICS
    Str
    37, Dex 10, Con 25, Int 18, Wis 19, Cha 18
    Base Atk +23; CMB +40; CMD 50 (54 vs. trip)
    Feats Bleeding Critical, Critical Focus, Flyby Attack, Hover, Improved Critical (bite), Improved Critical (Claw), Improved Initiative, Iron Will, Multiattack, Power Attack, Weapon Focus (Bite), Weapon Focus (Claw)
    Skills Appraise +30, Bluff +30, Diplomacy +30, Fly +12, Intimidate +30, Knowledge (arcana) +30, Perception +30, Sense Motive +30, Spellcraft +30, Stealth +14
    Languages Nahuatl, Draconic, Giant, 2 bonus languages

    SPECIAL ABILITIES
    Fire Aura (Su)

    An adult Xiuhcoatl is surrounded by an aura of blue flame. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the Xiuhcoatl's turn. An old Xiuhcoatl's aura extends to 10 feet. An ancient Xiuhcoatl's damage increases to 2d6. Any creature occupying the Xiuhcoatl’s square, grappling it, or otherwise attacking it with natural attacks must make a DC 15 reflex save or catch fire.
    Borne Aloft (Su)
    Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
    Cloud Sight (Su)
    A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.
    Spoiler: Ancient Xiuhcoatl (CR 19)
    Show
    LN Gargantuan dragon (fire)
    Init +4; Senses dragon senses, Fog vision; Perception +33
    Aura fire (10 ft., 2d6 fire), frightful presence (300 ft., DC 27)
    DEFENSE
    AC
    39, touch 6, flat-footed 39 (+33 natural, -4 size)
    hp 362 (25d12+200)
    Fort +22, Ref +14, Will +21
    DR 15/magic; Immune fire, electricity, paralysis, sleep; SR 30
    Weaknesses Vulnerability to cold

    OFFENSE
    Speed
    50 ft., fly 300 ft. (perfect)
    Melee bite +36 (4d6+21/19-20), 2 claws +36 (2d8+14/19-20), tail slap +33 (2d8+21)
    Space 20 ft.; Reach 15 ft. (20 ft. with bite)
    Special Attacks breath weapon (120-ft. line, DC 30, 20d8 lightning), crush (Medium Creatures, DC 30, 4d6+21), storm breath, tail sweep (Small Creatures, DC 30, 2d6+21)
    Spell-Like Abilities (CL 25th, concentration +30)
    At will--bless, detect magic, find the path, suggestion (DC 18), activate link
    Spells Known (CL 15th, concentration +20)
    7th (4/day)--limited wish, spell turning
    6th (6/day)--antimagic field, contingency, greater dispel magic
    5th (7/day)--polymorph, telekinesis (DC 20), dominate person, wall of force
    4th (7/day)--fear (DC 19), fire shield, greater invisibility, stoneskin
    3rd (7/day)--dispel magic, displacement, haste, tongues
    2nd (7/day)--alter self, detect thoughts (DC 17), misdirection (DC 17), resist energy, see invisibility
    1st (8/day)--alarm, grease (DC 16), magic missile, shield, true strike
    0 (at will)--arcane mark, bleed, light, mage hand, mending, message, open/close, prestidigitation, read magic

    STATISTICS
    Str
    39, Dex 10, Con 27, Int 20, Wis 21, Cha 20
    Base Atk +25; CMB +43; CMD 53 (57 vs. trip)
    Feats Bleeding Critical, Critical Focus, Flyby Attack, Hover, Improved Critical (bite), Improved Critical (Claw), Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell, Weapon Focus (Bite), Weapon Focus (Claw)
    Skills Appraise +33, Bluff +33, Diplomacy +33, Fly +12, Intimidate +33, Knowledge (arcana) +33, Knowledge (history) +33, Perception +33, Sense Motive +33, Spellcraft +33, Stealth +16
    Languages Nahuatl, Draconic, Giant, 3 bonus languages

    SPECIAL ABILITIES
    Fire Aura (Su)

    An adult Xiuhcoatl is surrounded by an aura of blue flame. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the Xiuhcoatl's turn. An old Xiuhcoatl's aura extends to 10 feet. An ancient Xiuhcoatl's damage increases to 2d6. Any creature occupying the Xiuhcoatl’s square, grappling it, or otherwise attacking it with natural attacks must make a DC 15 reflex save or catch fire.
    Borne Aloft (Su)
    Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
    Storm Breath (Su)
    An ancient or older Xiuhcoatl can use its breath weapon to create a storm of lightning. This functions as call lightning storm, but the damage is equal to the Xiuhcoatl’s breath weapon. The Xiuhcoatl can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is equal to the Xiuhcoatl's breath weapon DC. Additional uses of this ability extend the duration by an additional 1d6 rounds.
    Cloud Sight (Su)
    A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.
    Spoiler: Wyrm Xiuhcoatl CR 20
    Show
    LN Gargantuan dragon (fire)
    Init +3; Senses dragon senses, Fog vision; Perception +35
    Aura fire (10 ft., 2d6 fire), frightful presence (330 ft., DC 28)

    DEFENSE
    AC
    41, touch 5, flat-footed 42 (-1 Dex, +36 natural, -4 size)
    hp 391 (27d12+216)
    Fort +23, Ref +14, Will +22
    DR 20/magic; Immune fire, electricity, paralysis, sleep; SR 31
    Weaknesses Vulnerability to cold

    OFFENSE
    Speed
    50 ft., fly 300 ft. (perfect)
    Melee bite +39 (4d6+22/19-20), 2 claws +39 (2d8+15/19-20), tail slap +36 (2d8+22)
    Space 20 ft.; Reach 15 ft. (20 ft. with bite)
    Special Attacks breath weapon (120-ft line, DC 31, 22d8 lightning), crush (Medium creatures, DC 31, 4d6+22), storm breath, tail sweep (Small creatures, DC 31, 2d6+22)
    Spell-Like Abilities (CL 27th; concentration +32)
    At will—bless, detect magic, find the path, suggestion (DC 18), activate link
    Spells Known (CL 17th; concentration +22)
    8th (4/day)—greater shout, prismatic wall
    7th (6/day)—limited wish, mass hold person, spell turning
    6th (6/day)—antimagic field, contingency, greater dispel magic
    5th (7/day)—polymorph, telekinesis (DC 20), dominate person, wall of force
    4th (7/day)—fear (DC 19), fire shield, greater invisibility, stoneskin
    3rd (7/day)—dispel magic, displacement, haste, tongues
    2nd (7/day)—alter self, detect thoughts, misdirection, resist energy, see invisibility
    1st (8/day)—alarm, grease (DC 16), magic missile, shield, true strike
    0 (at will)—arcane mark, bleed, light, magehand, mending, message, open/close, prestidigitation, read magic

    STATISTICS
    Str
    41, Dex 8, Con 27, Int 20, Wis 21, Cha 20
    Base Atk +27; CMB +46; CMD 55 (59 vs. trip)
    Feats Bleeding Critical, Critical Focus, Flyby Attack, Hover, Improved Critical (bite), Improved Critical (Claw), Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell, Stunning Critical, Weapon Focus (Bite), Weapon Focus (Claw)
    Skills Appraise +35, Bluff +35, Diplomacy +35, Fly +15, Intimidate +35, Knowledge (arcana) +35, Knowledge (history) +35, Perception +35, Sense Motive +35, Spellcraft +35, Stealth +17
    Languages Nahuatl, Draconic, Giant, 3 bonus languages

    SPECIAL ABILITIES
    Fire Aura (Su)

    An adult Xiuhcoatl is surrounded by an aura of blue flame. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the Xiuhcoatl's turn. An old Xiuhcoatl's aura extends to 10 feet. An ancient Xiuhcoatl's damage increases to 2d6. Any creature occupying the Xiuhcoatl’s square, grappling it, or otherwise attacking it with natural attacks must make a DC 15 reflex save or catch fire.
    Borne Aloft (Su)
    Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
    Storm Breath (Su)
    An ancient or older Xiuhcoatl can use its breath weapon to create a storm of lightning. This functions as call lightning storm, but the damage is equal to the Xiuhcoatl’s breath weapon. The Xiuhcoatl can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is equal to the Xiuhcoatl's breath weapon DC. Additional uses of this ability extend the duration by an additional 1d6 rounds.
    Cloud Sight (Su)
    A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.
    Spoiler: Great Wyrm Xiuhcoatl (CR 22)
    Show
    LN Colossal dragon (fire)
    Init +3; Senses dragon senses, Fog vision; Perception +38
    Aura fire (10 ft., 2d6 fire), frightful presence (360 ft., DC 30)

    DEFENSE
    AC
    40, touch 1, flat-footed 41 (-1 Dex, +39 natural, -8 size)
    hp 449 (29d12+261)
    Fort +25, Ref +15, Will +24
    DR 20/magic; Immune fire, electricity, paralysis, sleep; SR 33
    Weaknesses Vulnerability to cold

    OFFENSE
    Speed
    50 ft., fly 300 ft. (perfect)
    Melee bite +38 (4d8+24/19-20), 2 claws +38 (4d6+16/19-20), tail slap +35 (4d6+24)
    Space 30 ft.; Reach 20 ft. (30 ft. with bite)
    Special Attacks breath weapon (140-ft. line, DC 33, 24d8 lightning), crush (Large creatures, DC 33, 4d6+24), storm breath, tail sweep (Medium creatures, DC 27, 2d8+24)
    Spell-Like Abilities (CL 29th; concentration +35)
    At will—bless, detect magic, discern location, find the path, suggestion (DC 19), activate link
    Spells Known (CL 19th; concentration +25)
    9th (4/day)—time stop, weird
    8th (6/day)—greater shout, prismatic wall, screen
    7th (6/day)—limited wish, mass hold person, spell turning
    6th (7/day)—antimagic field, contingency, greater dispel magic
    5th (7/day)—polymorph, telekinesis (DC 21), dominate person, wall of force
    4th (7/day)—fear (DC 20), fire shield, greater invisibility, stoneskin
    3rd (7/day)—dispel magic, displacement, haste, tongues
    2nd (8/day)—alter self, detect thoughts, misdirection, resist energy, see invisibility
    1st (8/day)—alarm, grease (DC 17), magic missile, shield, true strike
    0 (at will)—arcane mark, bleed, light, magehand, mending, message, open/close, prestidigitation, read magic

    STATISTICS
    Str
    43, Dex 8, Con 29, Int 22, Wis 23, Cha 22
    Base Atk +29; CMB +53; CMD 62 (66 vs. trip)
    Feats Bleeding Critical, Critical Focus, Empower Spell, Flyby Attack, Hover, Improved Critical (bite), Improved Critical (Claw), Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell, Stunning Critical, Weapon Focus (Bite), Weapon Focus (Claw)
    Skills Appraise +38, Bluff +38, Diplomacy +38, Fly +15, Intimidate +38, Knowledge (arcana) +38, Knowledge (history) +38, Perception +38, Sense Motive +38, Spellcraft +38, Stealth +15, Use Magic Device +38
    Languages Nahuatl, Draconic, Giant, 4 bonus languages

    SPECIAL ABILITIES
    Fire Aura (Su)

    An adult Xiuhcoatl is surrounded by an aura of blue flame. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the Xiuhcoatl's turn. An old Xiuhcoatl's aura extends to 10 feet. An ancient Xiuhcoatl's damage increases to 2d6. Any creature occupying the Xiuhcoatl’s square, grappling it, or otherwise attacking it with natural attacks must make a DC 15 reflex save or catch fire.
    Borne Aloft (Su)
    Old or younger Xiuhcoatls fly with good maneuverability while all older Xiuhcoatls have perfect.
    Storm Breath (Su)
    An ancient or older Xiuhcoatl can use its breath weapon to create a storm of lightning. This functions as call lightning storm, but the damage is equal to the Xiuhcoatl’s breath weapon. The Xiuhcoatl can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is equal to the Xiuhcoatl's breath weapon DC. Additional uses of this ability extend the duration by an additional 1d6 rounds.
    Divine Aid (Sp)
    Once a week, a great wyrm Xiuhcoatl can call upon celestial powers for aid. This functions as a miracle.
    Cloud Sight (Su)
    A very young or older sky dragon's sight is not impeded by clouds or fog, or by spells that create areas of fog.
    Last edited by Perturbulent; 2014-03-31 at 02:46 PM. Reason: Atomic Damage....what?

  6. - Top - End - #156
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    DwarfBarbarianGuy

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    Default Re: Call to Brew! [Crossroads]

    So there's Xiuhcoatl...any feedback?

    After that, I'm in the mood for something a bit calmer.
    I think I'll claim the White Buffalo...

  7. - Top - End - #157
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    Default Re: Call to Brew! [Crossroads]

    Quote Originally Posted by Admiral Squish View Post
    Cipactli
    Honestly, I think that going bigger would have made them more threatening. Juvenile's alright for really low-level parties, but hatchling is just silly. A tiny-sized creature that's not just stronger than an average full-grown human, but stronger than a sizable majority of humans. tiny size is like a foot-and-a-half, max.
    Then there's the swallow whole ability. At small size, it's practically useless against PCs. It could be used to eat a wizard's familiar, but that's pretty much it. And at tiny, there's pretty much no point anymore.
    In the full attack section, it should be primary bite, secondary bites, and claws OR tail slap. As they're being used as a secondary attack, though, the claws in the full attack should deal half str damage.
    I guess you're right. I imagined the Cipactli as a CR 5 monster, and it came out a fair bit stronger than that, so I was just trying to compensate. I figured that reproducing like crazy was part of their M.O., so it made sense to include little baby cipactlis. I guess they are kind a dinky, though. I can cut the hatchlings out.

    I guess I also need to reduce their STR scores, too. The legends don't really say anything about Teocipactli being especially strong or tough, just insatiably hungry. What do you think is a more reasonable STR score for the adult? I'll reduce it accordingly for the juvenile. (Reducing STR would change its attack bonus, its attack damage, CMB and CMD, and... anything else?)

    Should I make an age-category beyond "elder"? Following the "increase in size every time HD doubles" rule, that beast would have 32 HD! I'm not sure what CR that would be, but I think it'd be getting into epic territory, wouldn't it?


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

    Xiuhcoatl:

    Sorry nobody's commented on it yet; it's very nice! I guess I'll bite...

    I'm very impressed that you decided to make it into a full-blown dragon, rather than a simple giant snake. Dragons take a lot more work, and I think the payoff was worth it. I've actually been thinking along similar lines, that the uktena could fill the role of a North Vespuccian dragon. But I didn't claim it because I feel like I've already bitten off a lot with all the monsters I claimed. (Out of curiosity, how does one build a dragon?)

    Technically, the environment would be "Mesovespuccia" in this context.

    I noticed that you gave it teleport as an SLA for the "Old" category; there are some restrictions on teleportation in the setting, but as long as it's not too easy for it to take others along with it (or maliciously send them to unpleasant places), it should be fine, methinks.

    I like that its breath weapon deals lightning damage. In the myths, they're creatures of storm and fire.

    For some reason, I really like that its scales are normally turquoise underneath all the fire. I don't know why, but that seems like the perfect touch.

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

    My other homebrews

    I noticed that Admiral Squish bumped me up in the Top Contributor rankings, but didn't link to any of my monsters. I didn't want it to seem like I got there without doing anything, so here are my creations for the setting so far:

    {TABLE]Mishe-Nahma, King of Fishes| A monstrous sturgeon, large enough to swallow an entire canoe in a single gulp.
    Mahaha|Inuit folklore; An Arctic phantom from Inuit mythology that tickles its victims to death.
    Qiqirn|Inuit folklore; A huge, hairless canine that causes seizures in men and dogs alike.
    Qupqugiaq| Inuit folklore;a ten-legged polar bear with a mean streak and hypnosis-vison. Because real polar bears weren't scary enough.
    [/TABLE]

    If you feel like critiquing any of my older monsters, please feel free to do so. I realize that some of them probably need updating; I'm particularly unsure of how much damage the qiqirn's "Aura of Convulsion" ability should do to a convulsing character every turn. I want it to scale with the character's strength, so tougher characters are put in the unusual position of having their strength work against them.
    My Homebrew Projects

    Crossroads: The New World - Tribes, colonists, trade confederacies, and empires both new and old collide in an alt-history North America, circa 1750 A.D. (On the road to publication!)

  8. - Top - End - #158
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    Default Re: Call to Brew! [Crossroads]

    Okay, claims updated, and link posted. I'll dig in to review in just a moment.
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    Default Re: Call to Brew! [Crossroads]

    Oh, I just realized that the extradimensional nature of a cipacti's stomach makes it an ideal component in the creation of a bag of holding. I've updated the creature-entry, but unfortunately I have no idea how much cheaper it would be to use a cipactli's stomach as the base for a bag of holding, or whether using it would be worth the expense and danger of killing one.

    How much do you think a wizard would pay for a cipactli's stomach? Would they make good spell-components, do you think?
    My Homebrew Projects

    Crossroads: The New World - Tribes, colonists, trade confederacies, and empires both new and old collide in an alt-history North America, circa 1750 A.D. (On the road to publication!)

  10. - Top - End - #160
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    Admiral Squish's Avatar

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    Default Re: Call to Brew! [Crossroads]

    Okay, getting into it:

    Xiuhcoatl
    First off, very impressive build, I'm surprised at how quick you pulled it off!

    Initially, I was thinking of it as a unique outsider, so the depiction of it as a dragon really surprised me, but it's a really interesting take on it. I hadn't really thought about the place of dragons in the crossroads setting until now, but I could totally see new world dragons being serpentlike and sinuous creatures. Similar body plans show up multiple times in the myths I've found. Horned serpents show up all over the place.

    General:
    The fire aura seems like it could use a significant boost, both in categories it applies to and in the damage it deals. I mean, it's one of their iconic abilities. Maybe at birth it only deals damage to anyone who grapples it or hits it with an unarmed/natural attack (Only deals the damage once/round. Then as it gets bigger the damage and the range increases. Maybe 1d6/size category, so it's only 1d6 for a wyrmling and it's up to 6d6 at great wyrm. Range is trickier, but the 5 ft/10 ft thing you got goin' now works fine.

    As mentioned by superdave, the teleport ability don't quite jive with the rules of the setting at large. I said the same thing about the clurichuan, teleportation just doesn't work that way in this setting. If these guys can teleport from any one place to any other place, why can't a mortal spellcaster figure out how they do it and make it happen?

    All the blocks have immunity to atomic. Is that supposed to be electric, maybe? I don't know of any sources of atomic damage.

    I'm not sure if draconic's gonna be a language in this setting yet, but I can fix that myself later depending on the decision.

    You only ever refer to them as serpents/snakes, but their attacks indicate they've got legs and wings. I honestly like the idea of them flying supernaturally, slithering through the air. Can we drop the wings at least, if not legs and wings? None of the myths mention wings anywhere.

    Specific:
    Wyrmling math checks out.
    Very young math checks out
    Young math checks out.
    Juvenile math checks out
    Adult math checks out
    Mature math checks out
    Old's bite and claw attack bonuses are off, you forgot the WF bonus. Also, as mentioned above, no teleport so the spell list needs revising from here down. Though, you could just replace it with 'Activate Link'. We'll fix it later to the actual name of the link spell.
    Very old math checks out.
    Ancient math checks out. What kind of action is storm breath? Just a normal breath attack?
    Wyrm's math checks out
    Great wyrm's math checks out

    All in all, a very solid monster, and a very comprehensive project.
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  11. - Top - End - #161
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    DwarfBarbarianGuy

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    Default Re: Call to Brew! [Crossroads]

    Ok, so I've fixed the teleport issue. I've fixed Old's bite and claw. I removed wings, cause, wow what an oversight! I built a template around normal dragons, and I simply never thought to remove that.

    The constant risk of catching fire I thought was sufficient (that's 3d6 damage a round until one uses a full-round action to put it out, then a move action to rise from prone....so quite nasty...). I thought any more would be pretty crazy. Maybe anyone within the range catches fire instead though, if you think that's not enough, it seems to make more sense to me than raising the heat just passively surrounding it.

    I was cautious of adding anything like that to the young ones because although it's pretty signature of their species...the young of any species are not what we think of first. The young aren't the archetypal scary monsters we're thinking of, so having that ability seems to be a little too much.

    Atomic vs Electric....wow. I was typing at work, and someone put in a word changer, such that any time the word electric appears, it automatically changes it to atomic. This was their funny little prank. I didn't realize it changed text in boxes such as these...and as a result, wasn't aware that anyone but me was seeing that. -sigh-

    Finally, on being dragons: at first I wasn't thinking dragon either, but as I did more research, that's how they felt. I considered a unique outsider, but that seemed to raise more awkward questions than I'd expect it answer. On top of that, unique outsiders aren't much fun to over use in my experience. Dragon just worked for me.

    I wasn't terribly certain on languages yet, but it seemed to fit in the same sort of realm as giant, and whatever a specific animal speaks to another animal. Maybe not the big elevated magical language which it has been in other settings, but the roars and snappings of draconic seem right to me. I was also very aware that all language stuff was likely to change somewhat.

    Storm Breath is (as written and as intended) just a variant method of breath weapon.

    @superdave, I'll take a look at your beasties before I work on my next bit.

  12. - Top - End - #162
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    Default Re: Call to Brew! [Crossroads]

    Looking at Native American houses of he area for the time period, hey end o be ipis for raveling, or huge 200 foot long affairs. Like Haakapaiziz they should probably be bigger than colossal
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  13. - Top - End - #163
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    Default Re: Call to Brew! [Crossroads]

    Cihuateotl is done as 3.5 monster and she needs to be updated to pathfinder/crossroads format. I think she needs additional feats though.

    Debby
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  14. - Top - End - #164
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    DwarfBarbarianGuy

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    Default Re: Call to Brew! [Crossroads]

    Would it be acceptable or even have any precedent for a creature to lack any conventional attacks?

  15. - Top - End - #165
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    Default Re: Call to Brew! [Crossroads]

    Sorry I haven't yet had the chance to comment on the Cihuateotl. I've been violently ill since yesterday. I'll try to review properly later today if I feel better.
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  16. - Top - End - #166
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    Default Re: Call to Brew! [Crossroads]

    White Buffalo
    A woman clad in white furs stands ahead. She seems strangely out of place but calls out in greeting. In another moment a white buffalo stands there. In every way a buffalo but for its fur.
    CR 17
    NG Large Outsider
    Init +10; Senses darkvision 60 ft., low-light vision, scent; Perception +34
    Aura Protective Aura

    DEFENSE
    AC 29, touch 15, flat-footed 23; (+6 Dex, +14 natural, –1 size)
    hp 243 (18d10+126)
    Fort +20, Ref +14, Will +20
    Immune charm, compulsion, disease, poison, acid, cold, and petrification.
    Resistances electricity 10 and fire 10.
    DR 10/Evil; Uncanny Dodge; SR 25

    OFFENSE
    Speed 60 ft.
    Melee gore +28 (2d6+16)
    Space 10 ft.; Reach 5 ft.
    Special Attacks
    Grant a Full Life
    If a White Buffalo feels a creature is evil, corrupt, or otherwise unable to properly allow peace where it would be, the White Buffalo may force it to experience the whole of its life at once. Any creature targeted with this ability must make a DC 28 will save to resist the sensation. If the target fails its will save it must make a Fort save DC 28 or die, experiencing the full sensation of a long life lived. This will leave only bones and dirt (if either is appropriate for the creature type). These are not sufficient remains to raise the creatures from unless using Limited Wish, Wish, Miracle, or True Resurrection. If it succeeds on the Fort save, it still takes 3d6 damage. This is a mind-affecting effect. Using Grant a Full Life is standard action. A creature cannot be targeted by this ability again for 24 hours.
    Spell-Like Abilities (CL 18th)
    At will—aid, calm emotions, continual flame, detect evil, discern lies (DC 23), dispel evil (DC 24), dispel magic, holy aura (DC 27), holy smite (DC 23), holy word (DC 26), invisibility (self only), plane shift (DC 26), remove curse, remove disease, remove fear
    7/day—cure light wounds, True-Seeing
    2/day— heal

    STATISTICS
    Str 32, Dex 22, Con 24, Int 17, Wis 25, Cha 29
    Base Atk +18; CMB +30; CMD 36 (40 vs. trip)
    Feats Skill Focus (Diplomacy, Knowledge (nature), Perception, and Sense Motive), Improved Initiative, Iron Will, Great Fortitude, Lightning Reflexes, Toughness
    Skills +30 Bluff, +24 Craft (Pipe), +36 Diplomacy, +24 Knowledge (geography), +30 Knowledge (nature), +24 Knowledge (planes), +24 Knowledge (Religion), +34 Perception, +34 Sense Motive
    Languages True Speech
    Special Ability
    Change Shape (Su)

    A White Buffalo can assume any animal or humanoid form 3/day as if using polymorph.
    Sanctuary (Sp) The White Buffalo is continually under a Sanctuary effect (DC 20)
    Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the White Buffalo. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals White Buffalo's HD). The defensive benefits from the circle are not included in an White Buffalo's statistics block.
    Truespeech (Su) The White Buffalo can speak with any creature that has a language, as though using a tongues spell (caster level equal to White Buffalo's Hit Dice). This ability is always active.

    ECOLOGY
    Environment
    temperate plains
    Organization solitary
    Treasure Standard (Hide or Pipe)
    The White Buffalo is a distinctly different creature than the buffalo. It has appeared as long as 12 feet and as tall as 7 feet at the shoulder. No one has ever seen more than one White Buffalo. Truly there are many who believe there is only one, holding the White Buffalo to be a being of near-deity importance.
    Myths abound about the White Buffalo’s import as a symbol of peace. Its coming is said to bring an era of endless peace. However, seeing as it has been seen before that cannot be entirely true. Certainly, it is a benevolent creature with many good intentions. Maybe he does only appear at auspicious times.
    Many myths tell how how a woman garbed in white offered a pipe to those who would accept her hospitably.

    Spoiler: White Buffalo's Pipe
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    The White Buffalo's Pipe is an ancient symbol of peace. By smoking this pipe, the user gains the benefits of the White Buffalo's Protective Aura for 1 day.
    Value?
    Last edited by Perturbulent; 2014-03-31 at 02:33 PM. Reason: Raising CR

  17. - Top - End - #167
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    Default Re: Call to Brew! [Crossroads]

    Quote Originally Posted by Perturbulent View Post
    Would it be acceptable or even have any precedent for a creature to lack any conventional attacks?
    This would make their challenge rating very low most often. The problem is that if the party attacks such a creature, they usually have a much higher chance of defeating it.

    Since this is such a general question it is really difficult to answer. Why wouldn't it have conventional attacks? I've seen monsters without attack scores but too often, either they are so weak that they aren't even worth using in any game, or they are so overpowered to compensate that they're poorly balanced. What you don't want is a one-trick pony or a glass cannon.

    Just to remind you: you can do anything in homebrew. It could be awesome and if not, we can help fix it afterwards :-)

    Debby
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  18. - Top - End - #168
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    Default Re: Call to Brew! [Crossroads]

    Alright, feeling better, I'm coming in to review:

    Cihuateotl
    Alright, another great creation!
    The dagger entry in the attack line doesn't need the secondary bonus.
    I will say, that's a very long list of abilities.
    Skills seem funky. I think some of the bonus totals are off (why is diplomacy four points higher than bluff?), and by my math they should have 7 skills. If there are racial modifiers involved, they should be noted with asterisks.
    The alternate form thing should mention that true seeing reveals her true form, which then triggers the horrific appearance.
    Confounding claws seems like it should be a will save rather than a reflex save.
    *whistle* That horrific appearance ability is HARSH. I'm not certain it's unbalanced at this level, but daaaaang, yo.

    White Buffalo
    I was thinking these guys should be significantly more powerful than CR 5. I mean, the white buffalo calf woman story is a big deal, and they are a pretty large tribe. This is a being that should be on par with some of the stronger angels or demons. A messenger of the gods, if not quite a deity herself.
    Honestly, I hesitate to get into the details because there's gotta be a lot of changes to upgrade it to the appropriate level.
    Edit: I just updated the standings and you're now in first place! Congrats!
    Last edited by Admiral Squish; 2014-03-04 at 04:00 PM.
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  19. - Top - End - #169
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    Default Re: Call to Brew! [Crossroads]

    I dunno, I kinda like the idea of an atomic-powered dragon. (I think that a uranium dragon would technically be a metallic, rather than chromatic. ) Maybe the party could run into one of 'em in the desert somewhere?

    White Buffalo looks pretty cool. The CR is lower than anticipated (I was expecting a minor deity - I guess that'd technically be White Buffalo-Calf Woman, though - but I think what you've got here works nicely. Well done!

    Any tips on how to handle the bag of holding thing for the Cipactli's stomach? I'm kinda stuck on that one...

    Edit: the Cihuateotl is genuinely terrifying! I like the idea that children are her Achilles' heel; very appropriate.
    Last edited by SuperDave; 2014-03-04 at 06:12 PM.
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    Default Re: Call to Brew! [Crossroads]

    Quote Originally Posted by Admiral Squish View Post
    Alright, feeling better, I'm coming in to review:

    Cihuateotl
    Alright, another great creation!
    The dagger entry in the attack line doesn't need the secondary bonus.
    Doh, fixed.

    I will say, that's a very long list of abilities.
    Skills seem funky. I think some of the bonus totals are off (why is diplomacy four points higher than bluff?), and by my math they should have 7 skills. If there are racial modifiers involved, they should be noted with asterisks.
    Synergy bonuses. That's why there are no ranks in Gather Information and why diplomacy is 4 higher than bluff. :-)

    The alternate form thing should mention that true seeing reveals her true form, which then triggers the horrific appearance.
    It does. Last sentence :-)

    Confounding claws seems like it should be a will save rather than a reflex save.
    Will it is now.

    *whistle* That horrific appearance ability is HARSH. I'm not certain it's unbalanced at this level, but daaaaang, yo.
    It's supposed to be nasty. I stole it from the ghost's ability. Changed it to 1d3 rather than 1d4 for the damage. Still nasty but not quite so bad.
    Last edited by Debihuman; 2014-03-04 at 06:19 PM.
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    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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  21. - Top - End - #171
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    Default Re: Call to Brew! [Crossroads]

    Is that more along the lines you were going for?
    As was mentioned, I wasn't going so much for White Buffalo-Calf Woman as I was the general concept of White Buffalo. I've updated it to reflect more what you imagined.

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    Default Re: Call to Brew! [Crossroads]

    For the stomach, I'd just say any character with Craft Wondrous Item can convert the stomach into a bag of holding by spending a day chanting over it. However there should be a 5% chance or so of it becoming a bag of devouring instead.

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    Default Re: Call to Brew! [Crossroads]

    Chihuateotl
    I forgot about synergy bonuses. Is dumb.
    Alternate form just says it triggers horrific appearance but doesn't actually mention that it shows the creature's real form.
    Ahh, if you got the ability from a real critter like ghost, I'm not gonna argue it.
    I'll start on a PF conversion in a mo'.

    White Buffalo:
    I understand, but even if you weren't going for the white buffalo calf woman herself, it shill should be similarly powerful. If angels, the primary messengers of the divine in the Judeo Christian religion, are CR 20, and the white buffalo, the primary messengers of the divine in the Lakota religion, are CR 5, that sorta implies that one religion is just inherently more powerful, doesn't it?
    Anyways, I very much like the remodel, getting into details here:
    There's a } instead of a ] in the formatting around the resistances.
    Personally, I'd argue that since it's probably the biggest attack they've got, I would say remove the per day limit on grant a full life and make it so you can't be affected by it again once you've saved.
    Similarly, change shape probably shouldn't have a /day limit
    That's quite a list of SLAs. Maybe true seeing instead of see invisibility, but other than that I can't find any problems with the list.
    I double-checked the math, too, and it all looks good! I think the attack bonus is off by 1, but everything else is spot-on.
    Thanks for accommodating my crazy demands.

    Cipactli
    I don't know if just chanting over it is enough. Maybe it requires materials of X vp value to do? I do like the idea of there being a chance of making a devouring bag, though.
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  24. - Top - End - #174
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    Default Re: Call to Brew! [Crossroads]

    Quote Originally Posted by Admiral Squish View Post
    Cipactli
    I don't know if just chanting over it is enough. Maybe it requires materials of X vp value to do? I do like the idea of there being a chance of making a devouring bag, though.
    Unless they're really, really easy to come across free bags of holding shouldn't break any economies.
    Last edited by zabbarot; 2014-03-07 at 02:13 PM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

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    Default Re: Call to Brew! [Crossroads]

    And it still requires the feat. To adjust for the economy, remember, just value the vp of the stomach as 40% the cost of making a bag of holding, because that's all it is. (40% instead of 50% to account for the bag of devouring chance)

  26. - Top - End - #176
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    Default Re: Call to Brew! [Crossroads]

    A shaggy wolf has been following the party for 3 days now. He’s kept his distance, and no one is quite sure why. That said, the wizard isn’t looking so hot, it may be time to get him to a town to see a cleric.

    Hvcko Capko
    CR 9
    N Large magical beast
    Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +13
    Aura of Disease, Stench

    DEFENSE
    AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size)
    hp 126 (12d10+60)
    Fort +13, Ref +11, Will +6;
    Defensive Abilities Immune to disease, sickened, and nauseated.
    Stench (ex) DC 21

    OFFENSE
    Speed
    50 ft.
    Melee bite +14 (2d6+3/ plus Festering Bite plus trip)
    Space 10 ft.; Reach 5 ft.
    Special Attacks Festering bite

    STATISTICS
    Str
    17, Dex 16, Con 20, Int 5, Wis 13, Cha 12
    Base Atk +12; CMB +16 (+20 grapple); CMD 23 (27 grapple)
    Feats Skill Focus (Perception, Stealth), Improved Initiative, Ability Focus (Aura of Disease), Improved Natural Attack, Iron Will
    Skills +13 Perception, +15 Stealth

    SPECIAL ABILITIES
    Aura of Disease
    (Su): All creatures within 60’ of Hvcko Capko must make a Fort save DC 23 (constitution based) or contract a disease. Roll a d6 to determine which.
    1: boot soup
    2: bubonic plague
    3: cackle fever
    4: devil chills
    5: green haze
    6, mindfire
    Any creature can only be affected by this ability once every 24 hours.
    Additionally, all diseases have a frequency of 1/hour instead of 1/day when in the range Aura of Disease. Save DCs are based for all disease with Hvcko Capko’s aura are 23 (constitution based) unless they would normally be higher.
    Festering Bite (Su)
    A creature struck by Hvcko Capko’s bite must immediately make a save vs. all diseases it currently has or suffer their effect.
    Stench (Ex) DC 21 (constitution based)


    ECOLOGY
    Environment
    Warm Plains and Mesas
    Organization Pair or Pack
    Treasure Incidental

    The Hvcko Capko is grim. It looks like a large shaggy wolf with strangely large eyes. Its tail resembles a horse’s, but from a distance may not seem remarkable. Those who get close are immediately smitten with a horrible smell and likely something contagious. It tends to hunt in pairs or packs. They need not aggress normally. They tend to use their superior speed to follow a creature across the plain until it passes out or dies. It stays far enough away that should its prey attempt to retaliate, it will simply skitter farther away before moving back into range of its Aura of Disease.

    If a Hvcko Capko does get close, the froth in his teeth is palpable. It snarls wildly and the whole situation seems uncomfortable. If forced to fight, the Hvcko Capko’s will focus on one enemy at a time, and use flanking tactics.



    Side Note: CR may be terribly off. This felt unusually hard to gauge.

    Edit: I also made the edits necessary to White Buffalo. You've got a really good eye for the math...wow.
    Last edited by Perturbulent; 2014-03-10 at 06:44 AM.

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    Default Re: Call to Brew! [Crossroads]

    Quote Originally Posted by Admiral Squish View Post
    Chinese Imported
    Péng (鹏)- An enormous creature that transforms from a fish to a bird and back.
    Just a small nitpick, Kūnpéng (鲲鹏) is the "enormous creature that transforms from a fish to a bird and back"..

    Péng (鹏) by itself is just an oversized Roc..

    BTW, being Asian, I know Chinese mythology, culture, etc. quite well..
    If you need any help on the Chinese setting I'd be very glad to do so..

    Regrettably I haven't done any homebrew in the past so I'm too inexperienced to provide much help on the monsters.
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    Default Re: Call to Brew! [Crossroads]

    Hvcko Capko
    Man, you're just a brewin' machine, huh?
    All the math looks right, though you forgot the -1 size mod on attacks again.
    I think the reach should be 5 ft, since it's a long creature, rather than a tall one.
    I might tweak the list of diseases to be more native in origin, but I don't think we've actually made any yet.
    Overall, a very cool and very interesting monster.

    ----------

    Ahh, nertz. I'll fix it quick as I can.

    Well, if you want to help out with the chinese area, we actually just started focusing on the Fusang region last week. We'd love to hear your input on it in the setting thread. There a bunch of people that have been looking forward to this area.
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    Default Re: Call to Brew! [Crossroads]

    Silly me on the size mods. Reach is fixed. Bubonic plague is the only one that seems out of place... but I was trying to give a breadth of possible effects too, cover all the abilities plus a little more. Small Pox might be able to cover the same exact statistics and would make sense thematically (I imagine it crossing over early, and seeing its actually effect on native population, I feel the Hvcko Capko may have snagged it, too)

    Any idea if the CR makes sense or not?

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    Default Re: Call to Brew! [Crossroads]

    Quote Originally Posted by Perturbulent View Post
    Silly me on the size mods. Reach is fixed. Bubonic plague is the only one that seems out of place... but I was trying to give a breadth of possible effects too, cover all the abilities plus a little more. Small Pox might be able to cover the same exact statistics and would make sense thematically (I imagine it crossing over early, and seeing its actually effect on native population, I feel the Hvcko Capko may have snagged it, too)

    Any idea if the CR makes sense or not?
    I'm not sure VT's CR estimator works as well with Pathfinder but here it is:

    Vorpal Tribble’s CR estimator

    #1. Divide creature's average HP by 4.5 to 6.5.
    4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD., 6.5 for 20-25 HD.

    #2. Add 1 for each five points above 10 its AC is, subtracting 1 for every 5 below.

    #3. Add 1 for each special attack (+2 to +5 or more if it has a decent number of spells in its spell-like abilities).

    #4. Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity. Subtract 1 for each vulnerability.

    #5. Add 1 for every two bonus feats it has.

    #6. Divide total by 3. This should be its rough CR.
    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.
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