Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Old School Nefarium - Road to Adventure Link (1/20/16)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mark Chance" data-source="post: 4122496" data-attributes="member: 2795"><p><strong>Vermin-Kin</strong></p><p></p><p><span style="color: limegreen">Here's a template I worked up for a new campaign I'm working on.</span></p><p></p><p>[sblock=Vermin-Kin Template]</p><p>A vermin-kin is a magical beast that appears to be nothing more than a common monstrous vermin. As is often the case, appearances are deceiving. Vermin-kin are intelligent, and they have spell-like abilities. "Vermin-kin" is an inherited template that can be applied to any Medium, Large, or Huge vermin, hereafter called the "base creature". Areas not addressed below are not changed from the base creature.</p><p></p><p><strong>Type:</strong> The base creature's type changes to magical beast.</p><p></p><p><strong>Hit Dice:</strong> The vermin-kin has the same number of Hit Dice as the base creature, but it's Hit Dice are d10s instead of d8s.</p><p></p><p><strong>Base Attack:</strong> The vermin-kin's Base Attack Bonus is equal to its Hit Dice.</p><p></p><p><strong>Special Attacks:</strong> The vermin-kin retains the special attacks of the base creature. It also gains the following special attack.</p><p></p><p><em>Control Vermin (Ex):</em> Vermin-kin continually exude a pheromone detectable to vermin of the base creature's species. This species of vermin within a 30-foot radius will not attack the vermin-kin unless controlled by an outside force or the vermin-kin itself attacks the creature. As a standard action, a vermin-kin can compel the proper species of vermin within range to move or attack as directed. Vermin receive no saving throw against this effect.</p><p></p><p><em>Spell-Like Abilities:</em> Vermin-kin can use a limited number of cleric spells. A vermin-kin's base creature determines what cleric domains its spells come from. The highest level spell a vermin-kin can use is equal to its Charisma modifier. Each spell-like ability can be used once per day. Caster level equals the vermin-kin's Hit Dice. Save DCs are equal to 10 + spell level + the vermin-kin's Charisma modifier. For example, a Large vermin-kin scorpion has a +2 Charisma modifier. It uses the 1st- and 2nd-level spells from the Evil and Death domains. Thus, a Large vermin-kin scorpion can use <em>cause fear, death knell, desecrate</em>, and <em>protection from good</em> once per day each.</p><p></p><p><strong>Table: Vermin-Kin Spell-Like Abilities</strong></p><p><em>Base Creature : Domains</em></p><p>Ant : Earth, Law</p><p>Bee : Good, Sun</p><p>Beetle : Plant, Strength</p><p>Centipede : Evil, Death</p><p>Praying mantis : Luck, Protection</p><p>Scorpion: Destruction, Evil</p><p>Spider : Evil, Knowledge</p><p>Wasp : Air, Evil</p><p></p><p><strong>Special Qualities:</strong> The vermin-kin is not mindless like the base creature. It otherwise retains the special qualities of the base creature.</p><p></p><p><strong>Saves:</strong> A vermin-kin's good saves are Fortitude and Reflex, not just Fortitude like the base creature.</p><p></p><p><strong>Abilities:</strong> A vermin-kin has an Intelligence score. To determine a vermin-kin's Intelligence, average the base creature's Wisdom and Charisma, and then add the base creature's Hit Dice. After this, change Charisma to 10 + the base creature's Hit Dice.</p><p></p><p><strong>Skills:</strong> A vermin-kin receives skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. Its racial skills are Climb, Intimidate, Notice, Search, Stealth, and Survival. All vermin-kin speak Sylvan. Vermin-kin with an Intelligence higher than 11 often know humanoid, monstrous humanoid, or giant languages.</p><p></p><p><strong>Feats:</strong> A vermin-kin retains the base creature's feats (if any) as bonus feats. It also receives feats as normal for a creature of its Hit Dice. All vermin-kin have Iron Will as a bonus feat.</p><p></p><p><strong>Challenge Rating:</strong> As base creature +1.</p><p></p><p><strong>Alignment:</strong> A vermin-kin's alignment depends on the base creature.</p><p></p><p><strong>Table: Vermin-Kin Alignment</strong></p><p><em>Base Creature : Alignment</em></p><p>Ant : Any lawful</p><p>Bee : Always lawful good</p><p>Beetle : Any neutral</p><p>Centipede, scorpion, spider, wasp : Any evil</p><p>Praying mantis : Any good</p><p></p><p><strong>Treasure:</strong> Standard</p><p></p><p><strong>Advancement:</strong> Vermin-kin advance to up three times the Hit Dice of the base creature. The first third involves no increase in size. The second third increase size by one category.[/sblock]</p><p>[sblock=Sample Vermin-Kin</p><p>Vermin-Kin Huge Hunting Spider; CR 6]</p><p>Always E Large magical beast</p><p><strong>Init</strong> +3; <strong>Senses</strong> darkvision 60 ft., tremorsense 60 ft., Listen +4, Spot +12</p><p>-----</p><p><strong>AC</strong> 16 (-2 size, +3 Dex, +5 natural), touch 11, flat-footed 13; Combat Expertise</p><p><strong>hp</strong> 60 (8 HD)</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +9, <strong>Will</strong> +4</p><p>-----</p><p><strong>Speed</strong> 40 ft. (8 squares), climb 20 ft.</p><p><strong>Melee</strong> bite +10 (2d6+6 plus poison)</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +8; <strong>Grp</strong> +20</p><p><strong>Atk Options</strong> Combat Reflexes (4 AoO/round), control vermin, poison</p><p><strong>Spell-Like Abilities</strong> (CL 8th)<strong>:</strong></p><p>1/day - <em>confusion</em> (Will 18), <em>clairaudience/clairvoyance, desecrate, detect secret doors, detect thoughts, divination, magic circle against good, protection from good, unholy blight</em> (Will partial 18)</p><p>-----</p><p><strong>Abilities</strong> Str 19, Dex 17, Con 14, Int 14, Wis 10, Cha 18</p><p><strong>SQ</strong> web</p><p><strong>Feats</strong> Alertness, Combat Expertise, Combat Reflexes, Iron Will (B)</p><p><strong>Skills</strong> Climb +12, Disguise +9, Hide +7, Intimidate +15 (does not include modifier for size difference), Jump +15 (+19 with running start), Move Silently +14, Spot +12</p><p>-----</p><p><strong>Control Vermin (Ex):</strong> Vermin-kin continually exude a pheromone detectable to vermin of the base creature's species. This species of vermin within a 30-foot radius will not attack the vermin-kin unless controlled by an outside force or the vermin-kin itself attacks the creature. As a standard action, a vermin-kin can compel the proper species of vermin within range to move or attack as directed. Vermin receive no saving throw against this effect.</p><p></p><p><strong>Poison (Ex):</strong> A vermin-kin hunting spider has a poisonous bite, Fortitude save DC 16, inflicts 1d8 Strength initial and secondary damage. The save DC is Constitution-based.</p><p></p><p><strong>Tremorsense [60’] (Ex):</strong> Can detect and pinpoint a creature or object within 60 ft. in contact with the ground, or within any range in contact with their webs.</p><p></p><p><strong>Web (Ex):</strong> Vermin-kin hunting spiders often wait in their webs or in trees, then lowers silently on silk strands and leap onto prey. A strand is strong enough to support the spider and one creature of the same size. A vermin-kin hunting spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.</p><p></p><p><strong>Skills:</strong> Vermin-kin hunting spiders have a +4 racial bonus on Hide checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Vermin-kin hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks.</p><p>-----</p><p><strong>Environment</strong> temperate forests</p><p><strong>Organization</strong> solitary or colony (2-5)</p><p><strong>Treasure</strong> standard</p><p><strong>Advancement</strong> 9-16 HD (Huge); 17-24 HD (Gargantuan)[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4122496, member: 2795"] [b]Vermin-Kin[/b] [color=limegreen]Here's a template I worked up for a new campaign I'm working on.[/color] [sblock=Vermin-Kin Template] A vermin-kin is a magical beast that appears to be nothing more than a common monstrous vermin. As is often the case, appearances are deceiving. Vermin-kin are intelligent, and they have spell-like abilities. "Vermin-kin" is an inherited template that can be applied to any Medium, Large, or Huge vermin, hereafter called the "base creature". Areas not addressed below are not changed from the base creature. [b]Type:[/b] The base creature's type changes to magical beast. [b]Hit Dice:[/b] The vermin-kin has the same number of Hit Dice as the base creature, but it's Hit Dice are d10s instead of d8s. [b]Base Attack:[/b] The vermin-kin's Base Attack Bonus is equal to its Hit Dice. [b]Special Attacks:[/b] The vermin-kin retains the special attacks of the base creature. It also gains the following special attack. [i]Control Vermin (Ex):[/i] Vermin-kin continually exude a pheromone detectable to vermin of the base creature's species. This species of vermin within a 30-foot radius will not attack the vermin-kin unless controlled by an outside force or the vermin-kin itself attacks the creature. As a standard action, a vermin-kin can compel the proper species of vermin within range to move or attack as directed. Vermin receive no saving throw against this effect. [i]Spell-Like Abilities:[/i] Vermin-kin can use a limited number of cleric spells. A vermin-kin's base creature determines what cleric domains its spells come from. The highest level spell a vermin-kin can use is equal to its Charisma modifier. Each spell-like ability can be used once per day. Caster level equals the vermin-kin's Hit Dice. Save DCs are equal to 10 + spell level + the vermin-kin's Charisma modifier. For example, a Large vermin-kin scorpion has a +2 Charisma modifier. It uses the 1st- and 2nd-level spells from the Evil and Death domains. Thus, a Large vermin-kin scorpion can use [i]cause fear, death knell, desecrate[/i], and [i]protection from good[/i] once per day each. [b]Table: Vermin-Kin Spell-Like Abilities[/b] [i]Base Creature : Domains[/i] Ant : Earth, Law Bee : Good, Sun Beetle : Plant, Strength Centipede : Evil, Death Praying mantis : Luck, Protection Scorpion: Destruction, Evil Spider : Evil, Knowledge Wasp : Air, Evil [b]Special Qualities:[/b] The vermin-kin is not mindless like the base creature. It otherwise retains the special qualities of the base creature. [b]Saves:[/b] A vermin-kin's good saves are Fortitude and Reflex, not just Fortitude like the base creature. [b]Abilities:[/b] A vermin-kin has an Intelligence score. To determine a vermin-kin's Intelligence, average the base creature's Wisdom and Charisma, and then add the base creature's Hit Dice. After this, change Charisma to 10 + the base creature's Hit Dice. [b]Skills:[/b] A vermin-kin receives skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. Its racial skills are Climb, Intimidate, Notice, Search, Stealth, and Survival. All vermin-kin speak Sylvan. Vermin-kin with an Intelligence higher than 11 often know humanoid, monstrous humanoid, or giant languages. [b]Feats:[/b] A vermin-kin retains the base creature's feats (if any) as bonus feats. It also receives feats as normal for a creature of its Hit Dice. All vermin-kin have Iron Will as a bonus feat. [b]Challenge Rating:[/b] As base creature +1. [b]Alignment:[/b] A vermin-kin's alignment depends on the base creature. [b]Table: Vermin-Kin Alignment[/b] [i]Base Creature : Alignment[/i] Ant : Any lawful Bee : Always lawful good Beetle : Any neutral Centipede, scorpion, spider, wasp : Any evil Praying mantis : Any good [b]Treasure:[/b] Standard [b]Advancement:[/b] Vermin-kin advance to up three times the Hit Dice of the base creature. The first third involves no increase in size. The second third increase size by one category.[/sblock] [sblock=Sample Vermin-Kin Vermin-Kin Huge Hunting Spider; CR 6] Always E Large magical beast [b]Init[/b] +3; [b]Senses[/b] darkvision 60 ft., tremorsense 60 ft., Listen +4, Spot +12 ----- [b]AC[/b] 16 (-2 size, +3 Dex, +5 natural), touch 11, flat-footed 13; Combat Expertise [b]hp[/b] 60 (8 HD) [b]Fort[/b] +8, [b]Ref[/b] +9, [b]Will[/b] +4 ----- [b]Speed[/b] 40 ft. (8 squares), climb 20 ft. [b]Melee[/b] bite +10 (2d6+6 plus poison) [b]Space[/b] 15 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +8; [b]Grp[/b] +20 [b]Atk Options[/b] Combat Reflexes (4 AoO/round), control vermin, poison [b]Spell-Like Abilities[/b] (CL 8th)[b]:[/b] 1/day - [i]confusion[/i] (Will 18), [i]clairaudience/clairvoyance, desecrate, detect secret doors, detect thoughts, divination, magic circle against good, protection from good, unholy blight[/i] (Will partial 18) ----- [b]Abilities[/b] Str 19, Dex 17, Con 14, Int 14, Wis 10, Cha 18 [b]SQ[/b] web [b]Feats[/b] Alertness, Combat Expertise, Combat Reflexes, Iron Will (B) [b]Skills[/b] Climb +12, Disguise +9, Hide +7, Intimidate +15 (does not include modifier for size difference), Jump +15 (+19 with running start), Move Silently +14, Spot +12 ----- [b]Control Vermin (Ex):[/b] Vermin-kin continually exude a pheromone detectable to vermin of the base creature's species. This species of vermin within a 30-foot radius will not attack the vermin-kin unless controlled by an outside force or the vermin-kin itself attacks the creature. As a standard action, a vermin-kin can compel the proper species of vermin within range to move or attack as directed. Vermin receive no saving throw against this effect. [b]Poison (Ex):[/b] A vermin-kin hunting spider has a poisonous bite, Fortitude save DC 16, inflicts 1d8 Strength initial and secondary damage. The save DC is Constitution-based. [b]Tremorsense [60’] (Ex):[/b] Can detect and pinpoint a creature or object within 60 ft. in contact with the ground, or within any range in contact with their webs. [b]Web (Ex):[/b] Vermin-kin hunting spiders often wait in their webs or in trees, then lowers silently on silk strands and leap onto prey. A strand is strong enough to support the spider and one creature of the same size. A vermin-kin hunting spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. [b]Skills:[/b] Vermin-kin hunting spiders have a +4 racial bonus on Hide checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Vermin-kin hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. ----- [b]Environment[/b] temperate forests [b]Organization[/b] solitary or colony (2-5) [b]Treasure[/b] standard [b]Advancement[/b] 9-16 HD (Huge); 17-24 HD (Gargantuan)[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Old School Nefarium - Road to Adventure Link (1/20/16)
Top