Converting "Real World" Animals and Vermin

It's kind of a toss-up for me, but I think the light is something of a distraction for other animals, more than a way for them to see. Let's keep the darkvision.
 

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Updated.

Is the name too confusing, implying they are animals? Perhaps call them "Depth Dwellers" instead?

Suggested DC for the Spot check in the ink cloud ability?
 

We could go either way with the name. What do you think, Cleon?

DC 20 to let them get away?

For the tentacle severing: 2 hp per arm, no damage to the creature?
 

It's kind of a toss-up for me, but I think the light is something of a distraction for other animals, more than a way for them to see. Let's keep the darkvision.

Is the name too confusing, implying they are animals? Perhaps call them "Depth Dwellers" instead?

Suggested DC for the Spot check in the ink cloud ability?

We could go either way with the name. What do you think, Cleon?

DC 20 to let them get away?

For the tentacle severing: 2 hp per arm, no damage to the creature?

How about keeping the darkvision and calling them "Deep Dwellers", then I can call my monster version a "Deepwater Giant Octopus" to distinguish between them.

As for the ink cloud, I would be tempted to make the faerie fire save Charisma-based, mainly so it doesn't jump if with Large Deep-Dwellers. We could hand-wave a justification that their bioluminescence is mainly social. Spot Check DC of 20 seems about right.

As for the tentacles, they don't have individual tentacle attacks any more so there seems little point in giving them severance hit points. It would save us all that "how to Sunder a tentacle" text, which regular SRD squids and octupus don't have.
 

Mmmph, I see what you're saying about the ink, but I really don't like Cha-based for an Ex ability. Just feels wrong somehow.

Yeah, I'm ok with dropping the sunder text. We don't have a bonus for attached arms or anything.
 




Max Spot, I think.

Stealthy, either Alertness or Skill Focus (Spot)?

Well there's no mention in the original of them having particularly keen eyesight or being difficult to surprise. Indeed, going by the Dragon Magazine version they're more likely to have skill points in Profession (farmer) and Craft (jewellery).

Although I will confess my Monster Version has a fairly good Spot modifier.:blush:
 

At the very least, I like the idea of ranks in Craft (jewlery/gemcutting). I'm not as keen on Profession (farmer), as they can take classes and allow the deep-dwelling commoners to handle that. ;) Knowledge (nature), though, might be a good fit for a generic member of the species.

Deep-dwelling octopi have established an agrarian society. Near the hottest land most nutrient-rich) part of a vent, they raise giant tube worms and clams. The clams and worms provide food and, when the shells are cleaned out, shelter. Farther from a vent, the octopoids tend fields of shrimp and mussels. Some octopoid communities are known to raise crabs and lobsters as well.

Knowledge (nature) applies to animals and vermin. Maybe Handle Animal (although many 3x crustaceans are given the vermin type)?

Deep-dwellers do not have a concept of money as such, but individuals may possess treasure. Pearls are often strung to form necklaces or bracelets, then sprayed with ink so as to glow. Octopoids are fine sculptors whose work would certainly be considered unique if brought to the surface.

Racial bonus on Craft (sculpting)?

A common ploy is for the octopi to approach their victims from above, having "turned off" their luminescence. In such cases characters take a -2 penalty to their surprise rolls.

I could see an argument for Move Silently and/or Stealthy.
 

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