Crushed d20 unofficial updates

Alzrius

The EN World kitten
For whoever is interested, this thread is for publically posting the unofficial updates and errata I made for the Crushed d20 product (which I reviewed here), based on the webcomic of the same name.

For those who want to know, I did email both Team Frog (the publishers) and the Brothers Grinn (the original creators of the characters and world) with these changes. It's been several months, and neither have responded. If by chance any of the aforementioned people see this thread and ask me to remove these, I'll do so.

Please note that this is based on the original printed booklet from 2001. If any changes were made to the product when it was uploaded to RPGnow as a PDF in 2003, I haven't seen them.
 
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The first part of this thread will deal with characters. All of the characters here were reinterpreted by applying the Anthropomorphic template from Savage Species onto the relevant animal, and then adding the same number of class levels in the original book. Note that for Crushed herself, I then increased her size to Medium, since that more closely matches her in the comics, despite the template making her a Small character.

Con Kitty wasn't in the original book. She was a promotional character sheet handed out at Gen Con 2001 to hype the book's release.

Con Kitty: Female anthrokitty Rogue 5; CR 6; Small monstrous humanoid (anthrokitty); HD 5d6+10; hp 30; Init +7; Spd 30 ft.; AC 18, touch 16, flat-footed 18; Base Atk +3; Grp +1; Atk +9 melee (1d4+2/19-20, small short sword) or +9 melee (1d3+2, claw) or +9 ranged (1d3+2/19-20, small dagger); Full Atk +9 melee (1d4+2/19-20, small short sword) or +9 melee (1d3+2, 2 claws) and +4 melee (1d4+2, bite) or +9 ranged (1d3+2/19-20, small dagger); Space/Reach 5 ft./5 ft.; SA sneak attack +3d6; SQ darkvision 60’, evasion, low-light vision, scent, trapfinding, trap sense +1, uncanny dodge; AL NG; SV Fort +3, Ref +9, Will +2; Str 15, Dex 20, Con 14, Int 16, Wis 12, Cha 14.

Skills and Feats: Appraise +8, Balance +19, Bluff +9, Climb +14, Craft (alchemy) +8, Disable Device + 11, Escape Artist +15, Hide +21*, Listen +8, Sleight of Hand +13, Spot +9, Swim +6, Use Magic Device +6, Use Rope +13; Agile, Quick Draw, Weapon Finesse (B).

Being an anthrokitty, Con Kitty has a +4 racial bonus on Climb, Hide, and Move Silently checks, and a +8 racial bonus on Balance and Jump checks (factored into above statistics). She uses her Dexterity modifier instead of her strength modifier for Climb and Jump checks (factored into above statistics). *In areas of tall grass or heavy undergrowth, the racial Hide bonus rises to +8 (adding another +4 to Con Kitty’s Hide modifier).

Evasion (Ex): If Con Kitty is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw.

Scent (Ex): This special quality allows Con Kitty to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Con Kitty can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When Con Kitty detects a scent, the exact location of the source is not revealed – only its presence somewhere within range. She can take a move action to note the direction of the scent. Whenever she comes within 5 feet of the source, she pinpoints the source’s location.

Trap Sense (Ex): Con Kitty has an intuitive sense that alerts her to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps.

Trapfinding (Ex): Con Kitty can use her Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Uncanny Dodge (Ex): Con Kitty can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even when caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Possessions: Leather armor, short sword, dagger, rogues outfit, 8 days rations, bikini chain mail, belt pouch, 50’ silk rope, thieves’ tools, trapmakers’ tools, waterskin.


Crushed Dume: Female anthrokitty Rogue 4; CR 5; Medium monstrous humanoid (anthrokitty); HD 4d6+12; hp 28; Init +7; Spd 30 ft.; AC 17, touch 15, flat-footed 17; Base Atk +3; Grp +5; Atk +8 melee (1d4+2/19-20, small short sword) or +8 melee (1d3+2, claw) or +8 ranged; Full Atk +8 melee (1d4+2/19-20, small short sword) or +8 melee (1d3+2, 2 claws) and +3 melee (1d4+2, bite) or +8 ranged; Space/Reach 5 ft./5 ft.; SA sneak attack +2d6; SQ darkvision 60’, evasion, low-light vision, scent, trapfinding, trap sense +1, uncanny dodge; AL NG; SV Fort +4, Ref +9, Will +2; Str 15, Dex 20, Con 16, Int 11, Wis 12, Cha 17.

Skills and Feats: Appraise +3, Balance +20, Bluff +8, Climb +10, Escape Artist +12, Hide +14*, Jump +14, Listen +7, Move Silently +16, Open Lock +10, Spot +8, Swim +8; Alertness, Run, Weapon Finesse (B).

Being an anthrokitty, Crushed has a +4 racial bonus on Climb, Hide, and Move Silently checks, and a +8 racial bonus on Balance and Jump checks (factored into above statistics). She uses her Dexterity modifier instead of her strength modifier for Climb and Jump checks (factored into above statistics). *In areas of tall grass or heavy undergrowth, the racial Hide bonus rises to +8 (adding another +4 to Crushed’s Hide modifier).

Evasion (Ex): If Crushed is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw.

Scent (Ex): This special quality allows Crushed to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Crushed can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When Crushed detects a scent, the exact location of the source is not revealed – only its presence somewhere within range. She can take a move action to note the direction of the scent. Whenever she comes within 5 feet of the source, she pinpoints the source’s location.

Trap Sense (Ex): Crushed has an intuitive sense that alerts her to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps.

Trapfinding (Ex): Crushed can use her Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Uncanny Dodge (Ex): Crushed can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even when caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Possessions: Leather armor, short sword, backpack, candle, crowbar, waterskin, 1 week’s rations.


Red Stephie: Female anthrodog Rog 1/Wiz 3; CR5; Medium monstrous humanoid (anthrodog); HD 2d8+6 plus 1d6+3 plus 3d4+9; hp 41; Init +1; Spd 30 ft.; AC 12, touch 11, flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, quarterstaff) or +2 melee (1d6+1, bite) or +2 ranged; Full Atk +2 melee (1d6+1, quarterstaff) or +2 melee (1d6+1, bite) or -2 melee (1d6+1, quarterstaff) and -6 melee (1d6+1, quarterstaff) or +2 ranged; Space/Reach 5 ft./5 ft.; SA sneak attack +1d6, spells; SQ darkvision 60’, low-light vision, natural armor +1, scent, trapfinding; AL NG; SV Fort +4, Ref +7, Will +8; Str 13, Dex 12, Con 16, Int 15, Wis 14, Cha 12.

Skills and Feats: Appraise +4, Bluff +4, Climb +7, Concentration +8, Escape Artist +4, Listen +10, Profession (cook) +8, Sleight of Hand +3, Spot +8, Swim +4, Use Magic Device +3; Alertness, Combat Casting, Endurance, Scribe Scroll, Track (B).

Being an anthrodog, Red Stephie has a +4 racial bonus on all Jump checks. She also has a +4 racial bonus to Survival checks when tracking by scent.

Scent (Ex): This special quality allows Red Stephie to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Red Stephie can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When Red Stephie detects a scent, the exact location of the source is not revealed – only its presence somewhere within range. She can take a move action to note the direction of the scent. Whenever she comes within 5 feet of the source, she pinpoints the source’s location.

Using the Track feat and the scent ability allows Red Stephie to follow tracks by smell, making a Survival check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Trapfinding (Ex): Red Stephie can use her Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Wizard Spells Prepared (4/3/2; DC 12 + spell level): 0 – detect magic, light, read magic, resistance; 1st – animate rope, charm person, magic missile; 2nd – continual flame, the endless pouch of doughnuts.

Spellbook: 0 - arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st – animate rope, charm person, magic missile; 2nd – continual flame, the endless pouch of doughnuts.

Possessions: Wizard’s outfit, quarterstaff, 8 days rations, spellbook, belt pouch.


Knaw: Female anthrorat Rog 5/Asn 1; CR 7; Small monstrous humanoid (anthrorat); HD 5d6 plus 1d6; hp 23; Init +5; Spd 15 ft., climb 15 ft.; AC 18, touch 16, flat-footed 18; Base Atk +3; Grp +1; Atk +9 melee (1d4+2/19-20, short sword) or +9 melee (1d4+2, bite) or +9 ranged (1d3+2/19-20, dagger); Full Atk +9 melee (1d4+2/19-20, short sword) or +9 melee (1d4+2, bite) or +9 ranged (1d3+2/19-20, dagger); Space/Reach 5 ft./5 ft.; SA death attack, sneak attack +4d6; SQ darkvision 60’, evasion, low-light vision, poison use, scent, trapfinding, trap sense +1, uncanny dodge; AL NE; SV Fort +1, Ref +11, Will +4; Str 14, Dex 20, Con 11, Int 11, Wis 17, Cha 12.

Skills and Feats: Climb +18, Disguise +9, Escape Artist +12, Hide +21, Jump +6, Listen +7, Move Silently +17, Open Lock +10, Search +9, Sleight of Hand +9, Survival +5, Swim +18; Alertness, Blind-Fight, Run, Weapon Finesse (B).

As an anthrorat, Knaw has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks (factored into above statistics). Knaw can always choose to take 10 on Climb checks, even if rushed or threatened. Knaw uses her Dexterity modifier instead of her Strength modifier for Climb and Swim checks (factored into above statistics). Knaw has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.

Death Attack (Ex): If Knaw studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Knaw’s choice). While studying the victim, Knaw can undertake other actions so long as her attention stays focused on the target and the target does not detect her or recognize her as an enemy. If the victim of such an attack fails a Fortitude save (DC 11) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim’s mind and body become enervated, rendering her helpless and unable to act for 1d6+1 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Knaw has completed 3 rounds of study, she must make a death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes his save) or if Knaw does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.

Evasion (Ex): If Knaw is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw.

Poison Use (Ex): Knaw is trained in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.

Scent (Ex): This special quality allows Knaw to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Knaw can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When Knaw detects a scent, the exact location of the source is not revealed – only its presence somewhere within range. She can take a move action to note the direction of the scent. Whenever she comes within 5 feet of the source, she pinpoints the source’s location.

Trap Sense (Ex): Knaw has an intuitive sense that alerts her to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps.
Trapfinding (Ex): Knaw can use her Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Uncanny Dodge (Ex): Knaw can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even when caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Possessions: Leather armor, short sword, six daggers, thieves outfit, 6 days rations, belt pouches.


Purity: Female anthrobear Clr 3; CR 6; Medium monstrous humanoid (anthrobear); 2d8+6 plus 3d8+6; hp 38; Init +0; Spd 30 ft.; AC 17, touch 10, flat-footed 17; Base Atk +4; Grp +10; Atk +10 melee (1d8+6, heavy mace) or +10 melee (1d4+6, claw) or +4 ranged (1d4+6, sling); Full Atk +10 melee (1d8+6, heavy mace) or +10 melee (1d4+6, 2 claws) and +5 melee (1d6+6, bite) or +4 ranged (1d4+6, sling); Space/Reach 5 ft./5 ft.; SA turn undead 4/day; SQ darkvision 60’, low-light vision, natural armor +2, scent; AL NG; SV Fort +5, Ref +4, Will +8; Str 23, Dex 11, Con 15, Int 17, Wis 14, Cha 13.

Skills and Feats: Climb +4, Concentration +5, Heal +5, Intimidate +4, Knowledge (religion) +7, Listen +5, Spot +5, Swim +3; Endurance, Run.

As a black (racially speaking) anthrobear, Purity has a +4 racial bonus on Swim checks (factored into above statistics). When Purity’s chain mail armor is removed, her Climb skill modifier becomes +9, and her Swim skill modifier becomes +13.

Scent (Ex): This special quality allows Purity to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Purity can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When Purity detects a scent, the exact location of the source is not revealed – only its presence somewhere within range. She can take a move action to note the direction of the scent. Whenever she comes within 5 feet of the source, she pinpoints the source’s location.

Cleric Spells Prepared (4/4/3; save DC 12 + spell level): 0 – create water, guidance, resistance, virtue; 1st – bless, detect evil, magic weapon, protection from evil*; 2nd – bull’s strength, cure moderate wounds*, resist energy.

*Domain spell. Domains: Good (cast good spells at +1 caster level), Healing (cast healing spells at +1 caster level).

Possessions: Chain mail, heavy mace, sling, 20 sling bullets, 2 vials of holy water, holy symbol, vestments, cleric’s robes.
 

This next post covers villains. Unlike the rest of this thread, these stats are original creations; that is, these characters from the webcomic have never been given stats before. I made them for my own enjoyment.

Bone Knaw uses the Bone Creature template from the Book of Vile Darkness, and as per the FAQ, that does have a CR adjustment. Black Stephie uses the normal vampire template and isn't a vampire spawn since her racial hit die together with her class levels push her over the 5 hit die minimum. Xintha was made from the ground up with the bugbear racial adjustments, instead of just laying sorcerer levels on a bugbear. Since her class levels are non-associated, each level only increases her CR by 1/2.

Bone Knaw: Undead female anthrorat Rog 5/Asn 1; CR 8; Small undead; HD 5d12 plus 1d12; hp 44; Init +7; Spd 15 ft., climb 15 ft.; AC 21, touch 18, flat-footed 21; Base Atk +3; Grp +1; Atk +11 melee (1d4+2/19-20, short sword) or +11 melee (1d4+2, bite) or +11 melee (1d3+2, claw) or +11 ranged (1d3+2/19-20, dagger); Full Atk +11 melee (1d4+2/19-20, short sword) or +11 melee (1d4+2, bite) and +6 melee (1d3+2, 2 claws) or +11 ranged (1d3+2/19-20, dagger); Space/Reach 5 ft./5 ft.; SA death attack, sneak attack +4d6; SQ cold immunity, damage reduction 5/bludgeoning, darkvision 60’, evasion, low-light vision, natural armor +1, poison use, scent, trapfinding, trap sense +1, uncanny dodge, undead traits; AL NE; SV Fort +1, Ref +13, Will +4; Str 14, Dex 24, Con --, Int 11, Wis 17, Cha 12.

Skills and Feats: Climb +20, Disguise +9, Escape Artist +14, Hide +23, Jump +6, Listen +7, Move Silently +19, Open Lock +12, Search +9, Sleight of Hand +11, Survival +5, Swim +20; Alertness, Blind-Fight, Run, Weapon Finesse (B).

As an anthrorat, Bone Knaw has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks (factored into above statistics). Bone Knaw can always choose to take 10 on Climb checks, even if rushed or threatened. Bone Knaw uses her Dexterity modifier instead of her Strength modifier for Climb and Swim checks (factored into above statistics). Bone Knaw has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.

Cold Immunity (Ex): Bone Knaw is immune to damage from cold-based attacks.

Death Attack (Ex): If Bone Knaw studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Bone Knaw’s choice). While studying the victim, Bone Knaw can undertake other actions so long as her attention stays focused on the target and the target does not detect her or recognize her as an enemy. If the victim of such an attack fails a Fortitude save (DC 11) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim’s mind and body become enervated, rendering her helpless and unable to act for 1d6+1 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Bone Knaw has completed 3 rounds of study, she must make a death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes his save) or if Bone Knaw does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.

Evasion (Ex): If Bone Knaw is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw.

Poison Use (Ex): Bone Knaw is trained in the use of poison and never risks accidentally poisoning herself when applying poison to a blade (and, being undead, is unaffected by poison anyway).

Scent (Ex): This special quality allows Bone Knaw to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Bone Knaw can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When Bone Knaw detects a scent, the exact location of the source is not revealed – only its presence somewhere within range. She can take a move action to note the direction of the scent. Whenever she comes within 5 feet of the source, she pinpoints the source’s location.

Trap Sense (Ex): Bone Knaw has an intuitive sense that alerts her to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps.

Trapfinding (Ex): Bone Knaw can use her Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Uncanny Dodge (Ex): Bone Knaw can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even when caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Undead Traits: Bone Knaw is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, fatigue and exhaustion effects, and damage to her physical ability scores (Strength, Dexterity, and Constitution). She is not subject to critical hits, nonlethal damage, ability drain, energy drain, or death from massive damage. Bone Knaw is immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Bone Knaw is not affected by raise dead and reincarnate spells or abilities, and resurrection and true resurrection work only if she is willing to return to life.

Possessions: Leather armor, short sword, six daggers, thieves outfit, belt pouches.


Black Stephie: Undead female anthrodog Rog 1/Wiz 3; CR7; Medium undead; HD 2d12 plus 1d12 plus 3d12; hp 44; Init +7; Spd 30 ft.; AC 20, touch 13, flat-footed 17; Base Atk +1; Grp +5; Atk +5 melee (1d6+4, quarterstaff) or +5 melee (1d6+4 plus energy drain, bite) or +5 melee (1d6+4 plus energy drain, slam) or +4 ranged; Full Atk +5 melee (1d6+4, quarterstaff) or +5 melee (1d6+4 plus energy drain, bite) or +5 melee (1d6+4 plus energy drain, slam) or +1 melee (1d6+4, quarterstaff) and -3 melee (1d6+4, quarterstaff) or +4 ranged; Space/Reach 5 ft./5 ft.; SA blood drain, children of the night, create spawn, dominate, energy drain, sneak attack +1d6, spells; SQ alternate form, cold resistance 10, damage reduction 10/silver and magic, darkvision 60’, electricity resistance 10, fast healing 5, gaseous form, low-light vision, natural armor +7, scent, spider climb, trapfinding, turn resistance +4, undead traits, vampire weaknesses; AL NE; SV Fort +1, Ref +11, Will +9; Str 19, Dex 16, Con --, Int 17, Wis 16, Cha 16.

Skills and Feats: Appraise +5, Bluff +14, Climb +10, Concentration +7, Escape Artist +6, Listen +19, Profession (cook) +9, Sleight of Hand +5, Spot +17, Swim +7, Use Magic Device +5; Alertness, Combat Casting, Combat Reflexes (B), Dodge (B), Endurance, Improved Initiative (B), Lightning Reflexes (B), Scribe Scroll, Track (B).

Being an anthrodog, Black Stephie has a +4 racial bonus on all Jump checks. She also has a +4 racial bonus to Survival checks when tracking by scent. As a vampire, she also has a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks (factored into above statistics).

Alternate Form (Su): Black Stephie can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that she does not regain hit points for changing form and must choose from among the forms mentioned here. While in her alternate form, Black Stephie loses her natural slam attack and dominate ability, but she gains the natural weapons and extraordinary special attacks of her new form. She can remain in that form until she assumes another, or until the next sunrise.

Blood Drain (Ex): Black Stephie can suck blood from a living victim with her fangs by making a successful grapple check. If she pins the foe, she drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each successful attack, she gains 5 temporary hit points.

Children of the Night (Su): As a vampire, Black Stephie can once per day call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve her for up to 1 hour.

Create Spawn (Su): A humanoid or monstrous humanoid slain by Black Stephie’s energy drain rises as a vampire spawn (see Core Rulebook III) 1d4 days after burial.

If she instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less hit dice and as a vampire if it had 5 or more hit dice. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time Black Stephie may have enslaved spawn totaling no more than 12 hit dice; any spawn she creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so Black Stephie can control a number of lesser vampires in this fashion. Black Stephie may voluntarily free an enslaved vampire in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su): Black Stephie can crush an opponent’s will just by looking into his or her eyes. This is similar to a gaze attack, except that she must use a standard action, and those merely looking at her are not affected. Anyone Black Stephie targets must succeed on a Will save (DC 16) or instantly fall under her influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Energy Drain (Su): Living creatures hit by Black Stephie’s slam attack or bite attack gain two negative levels. For each negative level bestowed, Black Stephie gains 5 temporary hit points. She may only use her energy drain ability once per round.

Fast Healing (Su): Black Stephie heals 5 points of damage each round so long as she has at least 1 hit point. If reduced to 0 hit points in combat, she automatically assumes gaseous form and attempts to escape. She must reach her coffin home within 2 hours or be utterly destroyed. (She can travel up to nine miles in 2 hours.) Any additional damage dealt to her in gaseous form has no effect. Once at rest in her coffin, Black Stephie is helpless. She regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Gaseous Form (Su): As a standard action, Black Stephie can assume gaseous form at will as the spell (caster level 5th), but she can remain in gaseous form indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Spider Climb (Ex): Black Stephie can climb sheer surfaces as though with a spider climb spell.

Scent (Ex): This special quality allows Black Stephie to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Black Stephie can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When Black Stephie detects a scent, the exact location of the source is not revealed – only its presence somewhere within range. She can take a move action to note the direction of the scent. Whenever she comes within 5 feet of the source, she pinpoints the source’s location.

Using the Track feat and the scent ability allows Black Stephie to follow tracks by smell, making a Survival check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Trapfinding (Ex): Black Stephie can use her Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Turn Resistance (Ex): Black Stephie is treated as a 10 hit dice creature for purposes of turning or rebuking.

Undead Traits: Black Stephie is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, fatigue and exhaustion effects, and damage to her physical ability scores (Strength, Dexterity, and Constitution). She is not subject to critical hits, nonlethal damage, ability drain, energy drain, or death from massive damage. Black Stephie is immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Black Stephie is not affected by raise dead and reincarnate spells or abilities, and resurrection and true resurrection work only if she is willing to return to life.

Vampire Weaknesses: Black Stephie cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, she recoils from a mirror or a strongly presented holy symbol. These things don’t harm her – they merely keep her at bay. She must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay is a standard action.

Black Stephie is also unable to cross running water, although she can be carried over it while resting in her coffin or aboard a ship. She is utterly unable to enter a home or other building unless invited in by someone with the authority to do so. She may freely enter public places, since these are by definition open to all.

Reducing Black Stephie’s hit points to 0 or lower incapacitates her but doesn’t destroy her (see the note on fast healing). However, certain attacks can slay her.

Exposing her to direct sunlight disorients her: She can take only a single move action or attack action and is destroyed utterly in the next round if she cannot escape. Similarly, immersing her in running water robs her of one-third of her hit points each round until she is destroyed at the end of the third round of immersion.

Driving a wooden stake through Black Stephie’s heart instantly slays her. However, she returns to life if the stake is removed, unless her body is destroyed. A popular tactic in this is to cut off a vampire’s head and fill its mouth with holy wafers (or their equivalent).

Wizard Spells Prepared (4/3/2; DC 13 + spell level): 0 – detect magic, light, read magic, resistance; 1st – animate rope, charm person, magic missile; 2nd – continual flame, the endless pouch of doughnuts.

Spellbook: 0 - arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st – animate rope, charm person, magic missile; 2nd – continual flame, the endless pouch of doughnuts.

Possessions: Wizard’s outfit, quarterstaff, spellbook, belt pouch.


Xintha: Female bugbear Sor 8; CR 8; Medium humanoid (goblinoid); HD 3d8+3 plus 8d4+8; hp 48; Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base Atk +6; Grp +8; Atk +9 melee (1d4+3/19-20, +1 dagger) or +8 ranged (1d4+3/19-20, +1 dagger); Full Atk +9/+4 melee (1d4+3/19-20, +1 dagger) or +8/+3 ranged (1d4+3/19-20, +1 dagger); Space/Reach 5 ft./5 ft.; SA spells; SQ darkvision 60’, natural armor +3, scent; AL CE; SV Fort +4, Ref +6, Will +6; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 15.

Skills and Feats: Climb +3, Concentration +10, Hide +4, Listen +4, Move Silently +6, Spellcraft +10, Spot +4; Alertness, Combat Casting, Extend Spell, Spell Focus (Enchantment).

As a bugbear, Xintha has a racial +4 bonus on Move Silently checks (factored into above statistics).

Scent (Ex): This special quality allows Xintha to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Xintha can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When Xintha detects a scent, the exact location of the source is not revealed – only its presence somewhere within range. She can take a move action to note the direction of the scent. Whenever she comes within 5 feet of the source, she pinpoints the source’s location.

Sorcerer Spells Known (6/7/7/5/3; save DC 12 + spell level; DC 13 + spell level for Enchantment spells): 0 – acid splash, daze, detect magic, disrupt undead, flare, light, read magic, resistance; 1st – charm person, magic missile, mount, shield, sleep; 2nd – daze monster, scorching ray, web; 3rd – fireball, hold person; 4th – phantasmal killer.

Possessions: Bracers of armor +1, cloak of charisma +4, dagger +1, sorceress’s outfit, belt pouch, 5 day’s rations.
 
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Next comes the new spells from the product. Note that this only covers the basic mechanics, and not the actual spell descriptions, since I'm trying to not reproduce more than necessary so as not to undermine any sales the product may still be garnering.

Rain of Fish
Conjuration (Summoning)
Level: Drd 5, Sor/Wiz 3
Components: V, S
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: Rain spread in a 20 ft. radius
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Theme Music
Enchantment (Charm)
Level: Brd 3, Clr 2, Sor/Wiz 4
Components: V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: See text
Duration: 1 round/level
Saving Throw: Negates
Spell Resistance: Yes

Dramatic Storm
Evocation
Level: Brd 3, Clr 2, Sor/Wiz 4
Components: V
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: See text
Duration: one statement
Saving Throw: None
Spell Resistance: No

The Endless Pouch Of…
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, F
Range: One container
Effect: small foodstuffs
Duration: 60 days
Saving Throw: None
Spell Resistance: No

Metal to Mutton
Transmutation
Level: Clr 4, Drd 4, Sor/Wiz 5
Components: V, S, M/DF
Range: Touch
Target: Metal equipment of one creature; or 10 lbs. or unattended metal/level
Duration: Instantaneous
Saving Throw: Negates
Spell Resistance: Yes

Barrel Full Of Monkeys
Conjuration (Summoning)
Level: Sor/Wiz 4
Components: V, S, F
Range: Medium (100 ft. + 10 ft./level)
Target: One barrel
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

David Caruso’s Career Move
Transmutation
Level: Brd 5, Sor/Wiz 6
Components: V
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: See text
Saving Throw: Yes
Spell Resistance: Yes
 

Next is magic items. Same as for spells, only the mechanics are listed here.

The Critical Blade Of Many Banes
Strong evocation and necromancy
Caster Level 17th

The Boots Of Love
Strong enchantment
Caster Level 12th
Craft Wondrous Item, charm monster
Price: 48,000 gp.
Weight: 1 lbs.

The Ring of the Squirrelly
Moderate transmutation
Caster Level 6th
Forge Ring, cat’s grace, spider climb
Price: 10,000 gp.

The Shrieking Monkey of Awareness
Strong abjuration
Caster Level 14th
Craft Wondrous Item, alarm
Price: 28,000 gp.

Thwanks Instant Ogre Armor
Strong transmutation
Caster Level 16th
Craft Magic Arms and Armor, shrink item
Price: 17,750 gp.
Cost: 8,875 gp + 710 XP.
 

Next is the only new race presented, the Ninja Frog. Apparently being a ninja is racial for them.

Frog Ninja Characters
Frog Ninja characters possess the following racial traits:
- +2 Dexterity, -2 Constitution
- A Frog Ninja’s type is monstrous humanoid (aquatic).
- A Frog Ninja’s base land speed is 20 ft., their base swim speed is 30 ft.
- Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
- +2 bonus to all Dexterity-based skills.
- Spider climb as the spell at will.
- Favored Class: Rogue.
- Automatic Languages: Frog, Secret Ninja Frog.
- Level Adjustment +0.
 

Last is the three new monsters. As with spells and magic items, just the mechanics are presented here. For the Dregs, being a construct, I had to interpret the creation guidelines, though I stayed as close to the monster description as possible.

Dregs
Large Construct
Hit Dice:
10d10+30 (85 hp)
Initiative: -1 (Dex)
Speed: 20 ft.
Armor Class: 20 (-1 Dex, +12 natural, -1 size), touch 8, flat-footed 20
Base Attack/Grapple: +7/+17
Attack: Slam +12 melee (2d10+6)
Full Attack: 2 slams +12 melee (2d10+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: As per materials
Special Qualities: Construct traits, damage reduction 5/admantine
Saves: Fort +8, Ref +7, Will +8
Abilities: Str 23, Dex 9, Con --, Int --, Wis 11, Cha 1
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11-18 HD (Large)

Construction
A dregs’s body is generally created out of whatever materials are available. This cosst only about 100 gp since the materials tend to be discarded and low-grade. Crafting the body requires a Craft check (DC 12) in the relevant sub-skill depending on the materials used (a drags made mostly out of wood would be made with Craft (woodworking), etc.).
CL 6th; Craft Construct, greater magic weapon, mending, caster must be at least 6th level; Price 800 gp; Cost 500 gp + 32 XP.

Spitter
Small Fey
Hit Dice:
1/3 d6 (2 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
Armor Class: 13 (+2 Dex, +1 size), touch 12, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Bite +2 melee (1d2-1)
Full Attack: Bite +2 melee (1d2-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spit
Special Qualities: Low-light vision
Saves: Fort +1, Ref +3, Will +0
Abilities: Str 8, Dex 15, Con 10, Int 8, Wis 8, Cha 7
Skills: Hide +6, Jump +3, Listen +5, Jump +3, Spot +1, Tumble +6
Feats: Alertness, Weapon Finesse (B)
Environment: Any
Organization: Gobs and gobs (1d20+5)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic neutral
Advancement: --
Level Adjustment: +0

Grapling
Small Monstrous Humanoid
Hit Dice:
2d8+2 (11 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 50 ft.
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/-2
Attack: Bite +2 melee (2d4+1)
Full Attack: Bite +2 melee (2d4+1) and 2 claws -3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Swarm
Special Qualities: Darkvision 60’
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 13, Dex 13, Con 13, Int 10, Wis 8, Cha 17
Skills: Balance +3, Climb +3, Hide +2, Listen +1, Search +1, Spot +1
Feats: Improved Initiative
Environment: Any
Organization: As created; as few as one, as many as a swarm (2-100)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic neutral
Advancement: --
Level Adjustment: +0
 

Alzrius said:
The first part of this thread will deal with characters. All of the characters here were reinterpreted by applying the Anthropomorphic template from Savage Species onto the relevant animal, and then adding the same number of class levels in the original book.
If Crushed is a d20 book subject to the OGL, how can you create errat for the book using a closed-content book like Savage Species? Such errata would not be avaible for use.
 

kingpaul said:
If Crushed is a d20 book subject to the OGL, how can you create errat for the book using a closed-content book like Savage Species? Such errata would not be avaible for use.

Because the results of applying the template to the animals results in a statblock that's 100% OGC.

Look at the statblocks above. None of them use any of WotC's IP. The anthropomorphic template itself cannot be reprinted, but the results of applying that template to a creature don't have any particular powers or qualities that aren't already in the SRD. Hence, this is available for use.
 

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