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Old 10-07-2012, 02:47 PM   Top  -  End  -  #1
CthulhuEatYou
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Default Oh Halloween [3.5]



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

Demiplane of Halloween
Spoiler


Jack-o'-lanterns (Plant Creatures)
Spoiler


Withered Treant (Plant Creature)
Spoiler


Pumpkin-headed Creature (template)
Spoiler


Scarecrow (Construct)
Spoiler


Nightmare Animal (template)
Spoiler


Fear Monger (Prestige Class)
Spoiler


Strange-Folk (playable race, monster)
Spoiler


Hoodlum (undead)
Spoiler


Creatures by CR

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

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

A special thanks to Debby (Debihuman) for errata, pointers and additional content for the thread.

Last edited by CthulhuEatYou : 10-31-2012 at 06:30 PM.
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Old 10-07-2012, 08:37 PM   Top  -  End  -  #2
Debihuman
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Default Re: Oh Halloween [3.5]

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

Jack-'O'Lanterns

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

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

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

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

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

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

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

my creations

Last edited by Debihuman : 10-07-2012 at 08:45 PM.
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Old 10-08-2012, 08:14 AM   Top  -  End  -  #3
CthulhuEatYou
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Default Re: Oh Halloween [3.5]

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

Jack-'O'Lanterns

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

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

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

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

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

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


Will add more content later today :)

Edit: Added Fear Mongers (Prestige class) and some Knowledge check guides
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Halloween Inspired 3.5 content
Eldritch Cultist [3.5 Base Class]

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Last edited by CthulhuEatYou : 10-08-2012 at 02:47 PM.
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Old 10-08-2012, 02:19 PM   Top  -  End  -  #4
Debihuman
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Default Re: Oh Halloween [3.5]

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

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

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

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

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

Scarecrow: Hit Dice: 3d10+20 (36 hp)
__________________
P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

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

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

my creations

Last edited by Debihuman : 10-08-2012 at 02:20 PM.
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Old 10-08-2012, 02:35 PM   Top  -  End  -  #5
CthulhuEatYou
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Default Re: Oh Halloween [3.5]

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

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

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

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

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

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

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

Thanks!
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Halloween Inspired 3.5 content
Eldritch Cultist [3.5 Base Class]

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Last edited by CthulhuEatYou : 10-08-2012 at 02:36 PM.
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Old 10-08-2012, 02:40 PM   Top  -  End  -  #6
CthulhuEatYou
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Default Re: Oh Halloween [3.5]

Fix'd

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

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Old 10-08-2012, 11:28 PM   Top  -  End  -  #7
Debihuman
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Default Re: Oh Halloween [3.5]

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

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

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

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

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

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

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

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

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

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

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

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

my creations

Last edited by Debihuman : 10-09-2012 at 12:13 AM.
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Old 10-09-2012, 02:20 AM   Top  -  End  -  #8
silphael
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Default Re: Oh Halloween [3.5]

About the whole, I love it ^^

About Fear Monger, I will say that you can remove the "any non-good". Using fear as a weapon is technically a more peacefull mean that, I don't know, striking people to death... I'm not particulary fond of alignement restricted class that aren't either Exalted or Vile. Plus, they are already a very large pool of caster PrC that are Evil ^^
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Old 10-09-2012, 04:09 AM   Top  -  End  -  #9
CthulhuEatYou
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Default Re: Oh Halloween [3.5]

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

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

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

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

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

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

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

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

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

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

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

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

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

Last edited by CthulhuEatYou : 10-09-2012 at 04:10 AM.
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Old 10-09-2012, 06:02 PM   Top  -  End  -  #10
Cipherthe3vil
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Default Re: Oh Halloween [3.5]

For some reason I am absolutely in love with the Strange-Folk.
Maybe it's just because I love Halloween and I'm a bit biased because of their background.
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Old 10-10-2012, 07:45 AM   Top  -  End  -  #11
CthulhuEatYou
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Default Re: Oh Halloween [3.5] - Update: Warp Cat

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

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

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

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

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

Combat

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

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

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

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

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

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

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

Combat

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

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

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

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

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

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

Knowledge (The Planes) Information
20 Warp Cats are dangerous pranksters that can teleport and warp out of existence.
25 Warp cats are hyper intelligent creatures can usually use psionic abilities to misdirect and “prank” unsuspecting victims.
30 Some warp cats are mad, instead of simply pranking the unsuspecting, go out of the way to kill them.
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Halloween Inspired 3.5 content
Eldritch Cultist [3.5 Base Class]

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

Last edited by CthulhuEatYou : 10-14-2012 at 11:05 AM. Reason: Fixed
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Old 10-10-2012, 07:47 AM   Top  -  End  -  #12
CthulhuEatYou
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Default Re: Oh Halloween [3.5]

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

A Vitreous Drinker with a Robe of Eyes, for that extra eye feel.
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Old 10-10-2012, 10:51 AM   Top  -  End  -  #13
Debihuman
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Default Re: Oh Halloween [3.5]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Debby
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Old 10-10-2012, 12:26 PM   Top  -  End  -  #14
Debihuman
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Default Re: Oh Halloween [3.5]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Combat

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

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

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

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

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

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

Debby
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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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Old 10-10-2012, 05:20 PM   Top  -  End  -  #15
CthulhuEatYou
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Default Re: Oh Halloween [3.5]

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

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

Spoiler


Fixed

Spoiler


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

Spoiler


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

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

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

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

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

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

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

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

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

Debby[

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

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


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

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

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

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

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

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

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

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

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

Again, thanks you very much! :)
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Old 10-11-2012, 02:49 PM   Top  -  End  -  #16
Debihuman
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Default Re: Oh Halloween [3.5]

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

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

Debby
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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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Old 10-11-2012, 02:51 PM   Top  -  End  -  #17
CthulhuEatYou
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Default Re: Oh Halloween [3.5]

Sure? :/ Well, will remove it for now then, and see if I can think of an alternative
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Old 10-11-2012, 05:36 PM   Top  -  End  -  #18
Midwoka
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Default Re: Oh Halloween [3.5]

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

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

If you aren't giving Strange-folk access to features gained from having the Human Subtype, perhaps you should consider removing the Human Subtype altogether. It isn't really fair to say they are Human but have nothing which makes them so other than a remote origin. That's not really sufficient to warrant the Subtype.
Um... Plenty of races have the human subtype because of branching off from humans a long time ago. And few of them have any of the abilities you listed (the extra skill point per level is the most common, along with Medium size and 30 ft. speed...). Those abilities are the features of the human race, not the human subtype. The subtype does nothing except mark the character for human-only effects, or let them meet prerequisites.
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Old 10-11-2012, 08:57 PM   Top  -  End  -  #19
Debihuman
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Default Re: Oh Halloween [3.5]

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

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

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

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

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

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

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

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

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

Debby
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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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Old 10-12-2012, 11:26 AM   Top  -  End  -  #20
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Default Re: Oh Halloween [3.5]

Laban

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

Knowledge (the Planes) Information
20 Labans are strange little humanlike childlike creatures that can change shape.
25 A Laban’s magic bag is truly a peculiar item that can transform living creatures to candy
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Last edited by CthulhuEatYou : 10-14-2012 at 01:43 PM.
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Old 10-12-2012, 11:31 AM   Top  -  End  -  #21
CthulhuEatYou
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Default Re: Oh Halloween [3.5]

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

Debby
Feel free to do so :)
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Old 10-13-2012, 01:22 AM   Top  -  End  -  #22
Debihuman
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Default Re: Oh Halloween [3.5]

Here are corrections for Mad Warp Cat:

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

And corrections for Laban

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

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

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

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

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

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

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

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

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

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

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

For example:

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

Debby
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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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Last edited by Debihuman : 10-13-2012 at 01:35 AM.
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Old 10-13-2012, 06:51 AM   Top  -  End  -  #23
CthulhuEatYou
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Default Re: Oh Halloween [3.5]

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

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

Quote:
And corrections for Laban

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

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

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

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

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

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

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

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

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

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

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

For example:

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

Debby
Will look into it :)
Edit: I will not make it size depended as the creature is still only turned into a single piece of candy. I have decided it turns all creatures touched into fine pieces of strange candy weighting 0.5 lb no matter what.
Creatures stuck over the head with the bag without turning will now suffocate AND be blinded.
It's now a reflex save.
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Old 10-13-2012, 09:09 AM   Top  -  End  -  #24
CthulhuEatYou
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Default Re: Oh Halloween [3.5]

Skeletal Troubadour

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

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

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

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

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

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

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

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

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

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


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


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

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

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

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

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

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

Knowledge (Religion) Information
16 Dancing dead are the victims of the Skeletal Troubadour’s enthralling music.
21 A dancing dead is not in pain, as one would expect with the undead, but are rather overly music enthusiastic skeletons that will do everything to dance on forever.
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Halloween Inspired 3.5 content
Eldritch Cultist [3.5 Base Class]

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

Last edited by CthulhuEatYou : 10-15-2012 at 10:15 AM.
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Old 10-13-2012, 09:25 AM   Top  -  End  -  #25
Tanuki Tales
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Default Re: Oh Halloween [3.5]

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

I see nowhere in the RAW that having the human subtype grants anything except how certain spells and items interact with things.
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Old 10-13-2012, 12:53 PM   Top  -  End  -  #26
Debihuman
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Default Re: Oh Halloween [3.5]

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

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

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

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Old 10-13-2012, 03:18 PM   Top  -  End  -  #27
Tanuki Tales
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Default Re: Oh Halloween [3.5]

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

Debby
I saw it.

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

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

The "Human traits" racial feature however, such as the Karsite from Tome of Magic possess, does give you all those stats plus whatever extra.
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Last edited by Tanuki Tales : 10-13-2012 at 03:18 PM.
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Old 10-13-2012, 06:14 PM   Top  -  End  -  #28
Debihuman
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Default Re: Oh Halloween [3.5]

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

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

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

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

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Old 10-13-2012, 06:30 PM   Top  -  End  -  #29
Tanuki Tales
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Default Re: Oh Halloween [3.5]

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

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

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

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

Can you point out any examples from RAW of the human subtype granting all the racial traits humans receive without something else in it's traits giving it all those goodies?
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Last edited by Tanuki Tales : 10-13-2012 at 06:40 PM.
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Old 10-14-2012, 12:31 AM   Top  -  End  -  #30
Debihuman
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Default Re: Oh Halloween [3.5]

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

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

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

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

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

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

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