My next project!

#37
Knight Otu said:
I think I'll withhold from commenting until we know if we go template.

no, don’t. it could be awhile before I hear back from them, if ever with all the e-mail problems we’ve been having, so have a look now. if there is something that needs to be changed upon going to template, I can worry about it later.


#38
Knight Otu said:
Remove, and add this to the general text:
MANTIS-FEYs can cause their abdomebs to glow at will with an eerie green light. This light sheds bright illumination in a 5-foot radius and shadowy illumination in a 10-foot radius.

BOZ said:
you sure that should only be flavor text?

Knight Otu said:
Compare to Lantern Archon or Visilight (MM3).

I don’t see much under the lantern archon except “bright as a torch”, and I still don’t have the MM3.

Knight Otu said:
Copied from the choker, that's why I marked some bits with the ?. Also, an additional standard action can be a deadly weapon in the hands of a caster.

yeah, on second thought, move action only might be wiser.


#39
Knight Otu said:
How many HD does it have?

It’s a 5-HD magical beast.


Campaign
If the preservation spell (see p. 101) is cast upon the corpse of a STAG-BIRD, its feathers and antlers can be used to enhance spells or increase weapon damage.
The corpse of a male STAG-BIRD produces 1d100 usable feathers. The feathers can be used in two ways. When used as the component in a. feather fall spell, the feather of the STAG-BIRD doubles the normal duration of the spell, regardless of the caster's level. The feather loses its potency after one use. If fashioned into a writing quill and used to inscribe a fly spell, the STAG-BIRD's feather enhances the normal potency of the spell to function several levels higher than the caster who inscribes it. The enhancement amounts to +1 caster level per hit die of the STAG-BIRD. The feather loses this magicaJ property once the fly spell has been inscribed.
The antlers of a STAG-BIRD can be used to increase the potency of any weapons that spend time in the air. If fashioned into arrowheads, darts, or javelin tips, they increase the damage die by one level. Thus, a d6 becomes a d8.
The heart of the STAG-BIRD contains the essence of its supernatural wisdom and intelligence. By eating the heart, a character gains one of the following abilities: 25% chance of detect thoughts (as per the spell), 25% chance of clairvoyance (as per the spell), 25% chance of detect evil (as per the spell), or 25% chance of wisdom (as per the potion). All spell effects operate at a caster level equal to the minimum caster level, but last a number of days equal to the STAG-BIRD's hit dice. There is a 5% chance that the effects will be permanent. The heart of the STAG-BIRD is large enough to bestow its properties on a number of medium-size PCs equal to its hit dice, or half again this number of small-sized characters.
 

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#37
Well, then, taking some cues from the ghost template:
Fear Aura (Su): The terrible vision of the ghost causes fear to all in a 60-foot radius who gaze upon its loathsome form. Viewers must make a Willpower save (DC 15) or flee in terror and temporarily lose two points of Wisdom. The ghost can press this attack up to three times per night, but characters only lose Wisdom the first time they fail their save. It returns to haunt its prey each night until the moon is full.
Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a <DC X> Will save or immediately take 2 points of Wisdom damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours. <The save DC is Charisma-based.>

Paralyzing Howl (Sp): During the full moon, the ghost can issue a terrifying howl that can paralyze as a hold person spell (caster level equals ghost's HD+5).: This attack affects only those who inflicted harm upon it in life or desecrated (ate from) its carcass. It can perform this action once per round.
Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures that inflicted harm upon the ghost in life or ate from its carcass within a 30-foot spread must succeed on a <DC X> Will save or be affected as by a hold person spell (caster level 5 + the ghost's HD). This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours. <The save DC is Charisma-based.>

Reflection Susceptible: The ghost is susceptible to its own horrifying reflection, and avoids crossing still water or approaching similar reflective surfaces. When encountering its own reflection, it must make a Will save (DC 15). Failure results in the creature fleeing and going to ground until the following night.

Trumpet of Doom (Su): Once its victims are immobilized and the innocents have fled, the ghost trumpets a final, mournful lamentation to bring death to its slayers. All listeners within 150 feet must make a Fortitude save (DC 10 + 2 for every 3 HD of ghost) or die from fright.
Trumpet of Doom (Su): Once per day, the ghost can trumpet a final, mournful lamentation to bring death to its slayers. All listeners within 150 feet must make a <DC X> Fortitude save or die from fright. This is a sonic mind-affecting fear and death effect. <The save DC is Charisma-based.>

#38
and I still don’t have the MM3.
It's straight from the visilight, trust me. ;)
Though judging from the quesar entry in the BoED, it could go both ways...

#39
...If fashioned into a writing quill and used to inscribe a fly spell, the STAG-BIRD's feather enhances the normal potency of the spell to function several levels higher than the caster who inscribes it. The enhancement amounts to +1 caster level per five hit dice of the STAG-BIRD. The feather loses this magicaJ property once the fly spell has been inscribed.
The antlers of a STAG-BIRD can be used to increase the potency of any weapons that spend time in the air. If fashioned into arrowheads, darts, or javelin tips, the weapons deal damage as though they were one size larger.
The heart of the STAG-BIRD contains the essence of its supernatural wisdom and intelligence. By eating the heart, a character gains one of the following spell-like abilities it can use 1/day: 25% chance of detect thoughts, 25% chance of clairvoyance, 25% chance of detect evil, or 25% chance of owl's wisdom. All spell effects operate at a caster level equal to the minimum caster level. The character retains the ability for a number of days equal to the STAG-BIRD's hit dice. (The heart of the STAG-BIRD is large enough to bestow its properties on a number of medium-size PCs equal to its hit dice, or half again this number of small-sized characters.?)
 

#37 and #39 look good.


#38
Knight Otu said:
It's straight from the visilight, trust me.
Though judging from the quesar entry in the BoED, it could go both ways...

then I’ll leave well enough alone and leave it in the combat section, but use your text. :)


more new stuff in a day or two. :)
 


Already caught that buddy. :) Microsoft Word is a wonderful program - it catches a good number of the spelling mistakes for you. ;)

#40
just to show you how many formatting errors I usually have to fix... ;) lazy at the moment, but there are probably not too many things to fix here. These guys seem to be Rakasta knock-offs, and even have the hand held claw things! :)

Medium-Size Humanoid (TIGERMEN)
HitDice:2d8+2(ll hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 14 (+2 hide armor, +2 Dex) Flat-footed AC: 12, touch AC: 12
Attacks: Tiger claws +1/+1 melee or javelin +3 ranged
Damage: Tiger claws ld4+2/1d4+l or javelin ld6+2
Face/Reach: 5 ft. by 5 ft/5 ft.
Special Attacks: None
Special Qualities: Low-light vision
Saves: Fort +1, Ref +5, Will +0
Abilities: Str 15, Dex 14, Con 12, Int9, Wis 10, Chall
Skills: Hide* +5, Listen +2, Move Silently +6, Spot +2
Feats: Ambidexterity, Exotic Weapon Proficiency (Tiger Claws), Two Weapon Fighting
Climate/Terrain: Subtropical forest
Organization: Solitary, pair, gang (2-5), band (10-100 plus 25% noncombatants plus 1 2nd-level barbarian champion per 20 adults and 1 ranger leader of 4th- to 6th-level), or tribe (20-200 plus 25% noncombatants plus 1 3rd level barbarian champion per 20 adults, 1 3rd- to 5th-level adept, 1 ranger leader of 5th- to 8th-level, and 2-5 tigers).
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
TIGERMEN are intelligent, bipedal creatures with the body structure of a man and the face of a tiger. Their bodies are often striped like tigers, and those few born without stripes are teased and ridiculed among the TIGERMEN. TIGERMEN are territorial tribal people that live in the jungles. They value strength, hunting, and martial pursuits, following the Tiger General in his conquests.
Combat
The TIGERMEN are masters of jungle warfare. They excel at hit and run tactics, emerging from the jungle without warning and then melting away after bloodying their opponents. Since jungle conditions are so claustrophobic, TIGERMEN favor short-ranged missile weapons like javelins. They let loose a rain of these and then close with their tiger claws.
Poison (Ex): Some TIGERMEN tribes favor the use of poison on their javelins. Large scorpion venom (Injury DC 18, Id6 Str Initial and Secondary Damage) is the most popular poison in use.
Feats: TIGERMEN receive Exotic Weapon Proficiency (Tiger Claws) and Two Weapon Fighting as bonus feats.
Skills*: TIGERMEN receive a +2 racial bonus to Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, their Hide bonus increases to +4.
New Exotic Weapon: Tiger Claws
Tiger claws, also known as bagh nakh, are nasty weapons favored by the TIGERMEN. Users grasp a metal crossbar, from which several curved blades protrude. Tiger claws are usually used in pairs.
Weapon Tiger Claw
Cost 4gp
Damage 1d4
Critical x3
Range Increment -
Size T
Weight llb.
Type Piercing


#41
I'll just post these other two as a whole, since I'm barely waking up and not really into thinking much. ;) these two undead seem to be friends or something.

Medium-Size Undead
HitDice:6dl2(39hp)
Initiative: +3 (Dex)
Speed: 30 ft., fly 60 ft. (perfect)
AC: 13 (+3 Dex) Flat-footed AC: 10, touch AC: 13
Attacks: 2 claws +5 melee
Damage: Claw ld6+2
Face/Reach: 5 ft. by 5 ft/5 ft.
Special Attacks: Razor nails, improved grab, devouring maw, create spawn
Special Qualities: Undead, alternate form, damage reduction 15/+1, +4 turn resistance, cold resistance 20, electricity resistance 20, fast healing 5
Saves: Fort +2, Ref +8, Will +6
Abilities: Str 15, Dex 16, Con -, Int 14, Wis 12, Cha 17
Skills: Bluff+12, Diplomacy +14, Disguise +12, Gather Information +12, Listen +12, Move Silently +10, Spot +3
Feats: Alertness, Dodge, Mobility, Spring Attack
Climate/Terrain: Any land
Organization: Solitary or solitary plus 2-5 OWL-UNDEAD
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral evil
Advancement: 7-18 HD (Medium-Size)
LADY-UNDEAD appear as graceful, beautiful women who integrate themselves into society. Although they look like normal members of society, they are actually corporeal undead who thrive on eating babies. Some LADY-UNDEAD hide their blood thirst and remain active in their community for years before succumbing to the hunger.
No one knows why LADY-UNDEAD prefer the flesh and blood of babies, although some women speculate they are the ghosts of women who died in childbirth and seek revenge against that which killed them.
Combat
LADY-UNDEAD prefer to rely upon their good looks and magnetism to lull their adult victim's into a sense of security. Under cover of night, they fly cribside for a meal in the dark. When consumed with blood lust, a LADY-UNDEAD will not hesitate to use its full host of attacks upon anyone who would stand in the way of its unholy meal.
Razor Nails (Ex): Wounds caused by a LADY-UNDEAD's razor-sharp claw attacks bleed for 1 point of damage per round there- after in addition to the normal damage dealt by the attack. Multiple wounds from claw attacks result in cumulative bleeding loss. The bleeding can be stopped only by a successful Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing circle, and so on).
Improved Grab (Ex): If the LADY-UNDEAD hits with a claw attack, it deals damage as normal and may attempt to start a grapple as a free action without provoking an attack of opportunity.
Devouring Maw (Su): Once the LADY-UNDEAD has successfully grappled an opponent, she begins to devour her victim using the sharp-toothed maw at the nape of her neck. This attack is in lieu of the normal unarmed strike damage inflicted on a held opponent. The LADY-UNDEAD chews the victim's flesh, inflicting Id6 points of damage and Id4 hp permanent Constitution drain each round the hold is maintained.
Create Spawn (Su): A humanoid or monstrous humanoid baby slain by the LADY-UNDEAD's devouring maw attack rises as a OWL-UNDEAD (see the description of this creature on page 36) Id4 days after burial. The OWL-UNDEAD is under the command of the LADY-UNDEAD who created it and remains enslaved until its master's death.
Alternate Form (Su): A LADY-UNDEAD can assume the shape of a large owl as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.


#42
Tiny Undead
HitDice:2dl2(13hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 20 ft., fly 40 ft. (average)
AC: 14 (Dex +2, size +2) Flat-footed AC: 12, touch AC: 14
Attacks: 2 talons +5 melee or bite +2 melee
Damage: Talon Id3-1 or bite Id3-1
Face/Reach: 2 1/2 ft. by 2 1/2 ft./O ft.
Special Attacks: Chilling scream, rend, spell-like abilities
Special Qualities: Undead, scent, +2 turn resistance
Saves: Fort +0, Ref +2, Will +3
Abilities: Str 9, Dex 14, Con -, Int 12, Wis 11, Cha 14
Skills: Bluff +7, Escape Artist +7, Hide +15, Intimidate +5, Listen +5, Move Silently +7, Spot+5, Tumble +7
Feats: Improved Initiative, Weapon Finesse (claws)
Climate/Terrain: Any land or underground
Organization: Clutch (2-5) or clutch plus 1 langsuyar
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 3-6 HD (Tiny)
OWL-UNDEADs are corporeal undead, giving life to the children slayed by LADY-UNDEAD or those born dead. OWL-UNDEADs look like perverse owls, using their beaks to gash and their talons to rend flesh.
Combat
A OWL-UNDEAD usually announces itself through ghost sound baby cries in the darkness, luring the curious to their untimely deaths. Such creatures are not above toying with their prey, however, and often alter their aural illusions to confuse listeners, increasing volume as a victim gets further away or becoming quieter as he or she approaches.
Chilling Scream (Su): OWL-UNDEADs can let loose a chilling keening, channeling their rage and suffering into a powerful and confounding sonic attack. When a OWL-UNDEAD screams, all living creatures within a 20-foot spread must succeed at a Will save (DC 13) or be affected by confusion, as the spell cast by a 7th-level bard. The effect lasts 7 rounds. A creature that successfully saves against this attack cannot be affected by the same OWL-UNDEAD's chilling scream for one day.
Rend (Ex): A OWL-UNDEAD that hits with both talon attacks latches onto the opponent's body and tears the flesh. This automatically deals an additional Id6 points of damage.
Spell-like abilities: At will-ghost sound, change self, expeditious retreat, ventriloquism. I/day-invisibility. These abilities are as the spells cast by a 4th-level bard (save DC 12 + spell level).
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
 
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#40
Feats: Ambidexterity, Exotic Weapon Proficiency (Tiger Claws), Two Weapon Fighting
Obviously, drop Ambidexterity. It doesn't have the requisite Dex for TWF, so that needs to be fixed some way.
Give them Weapon Familiarity with tiger claws.

Weapon Tiger Claw
Cost 4gp
Damage 1d4
Critical x3
Range Increment -
Size T
Weight llb.
Type Piercing
Tiger Claw - light exotic weapon
Cost: 4 gp; Damage: 1d3 (Small), 1d4 (Medium); Critical 20/x3; Weight: ? lb.; Piercing
 

Any thoughts for #41 & 42?

Knight Otu said:
Obviously, drop Ambidexterity. It doesn't have the requisite Dex for TWF, so that needs to be fixed some way.

well, since it has Dex 14... how about if I raise that by one point? ;)

Knight Otu said:
Give them Weapon Familiarity with tiger claws.

which would, of course, eliminate the third feat (and of course they should only have had one feat in the first place). :)

borrowing a bit from the rakasta entry for working on these weapons:

Tiger Claws: Also known as bagh nakh, the TIGERMEN favor these nasty weapons, which are usually used in pairs. Users grasp a metal crossbar, from which several curved blades protrude. A tiger claw is a light exotic weapon that deals 1d4 (Medium) of piercing damage on a hit with a critical range of x3. Cost: 4 gp (one pair of claws). Weight: 1 lb.
 

#40
well, since it has Dex 14... how about if I raise that by one point?
wink.gif
And, say, drop Str by one, so we keep 3 even and 3 odd stats.

which would, of course, eliminate the third feat (and of course they should only have had one feat in the first place).
smile.gif
And which, of course, was my plan all along.

Thoughts on the others forthcoming.
 

#41
Special Qualities: Undead, alternate form, damage reduction 15/+1, +4 turn resistance, cold resistance 20, electricity resistance 20, fast healing 5
DR 5/silver?

Feats: Alertness, Dodge, Mobility, Spring Attack
Drop one, or turn it into a bonus feat. (Alertness?)

Razor Nails (Ex): Wounds caused by a LADY-UNDEAD's razor-sharp claw attacks bleed for 1 point of damage per round there- after in addition to the normal damage dealt by the attack. Multiple wounds from claw attacks result in cumulative bleeding loss. The bleeding can be stopped only by a successful Heal check (DC 16) or the application of any cure spell or other healing spell (such as heal). The check DC is Charisma-based.

Improved Grab (Ex):. To use this ability, the LADY-UNDEAD must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can devour its victim.

Devouring Maw (Su): Once the LADY-UNDEAD has successfully grappled an opponent, she begins to devour her victim using the sharp-toothed maw at the nape of her neck. The LADY-UNDEAD chews the victim's flesh, inflicting 1d6 points of damage and 1d4 points of Constitution drain with a successful grapple check.

#42
Feats: Improved Initiative, Weapon Finesse (claws)
Make Weapon Finesse a bonus feat:
Feats: Improved Initiative, Weapon FinesseB

Chilling Scream (Su): OWL-UNDEADs can let loose a chilling keening, channeling their rage and suffering into a powerful and confounding sonic attack. When a OWL-UNDEAD screams, all living creatures within a 20-foot spread must succeed at a Will save (DC 13) or be affected by confusion, as the spell cast by a 7th-level bard. The effect lasts 7 rounds. A creature that successfully saves against this attack cannot be affected by the same OWL-UNDEAD's chilling scream for one day. The save DC is Charisma-based.

Rend (Ex): If a OWL-UNDEAD hits with both talon attacks, it latches onto the opponent's body and tears the flesh. This automatically deals an additional 1d6 points of damage.

Spell-like abilities: At will-disguise self (DC 13), expeditious retreat, ghost sound (DC 12), ventriloquism (DC 13). 1/day-invisibility. Caster level 4th. The save DCs are Charisma-based.
 

#41 & 42 look good, thanks. :)


#40
Knight Otu said:
And, say, drop Str by one, so we keep 3 even and 3 odd stats.

good point. :)

how does this guy look now? What should I do to make the attack lines look right?

Medium Humanoid (TIGERMEN)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Dex, +2 hide armor), flat-footed 12, touch 12
Base Attack/Grapple: +1/+3
Attack:
Full Attack: Tiger claws +1/+1 melee (1d4+2/1d4+1) or javelin +3 ranged (1d6+2)
Space/Reach: 5 ft/5 ft.
Special Attacks: Poison
Special Qualities: Low-light vision, weapon familiarity
Saves: Fort +1, Ref +5, Will +0
Abilities: Str 14, Dex 15, Con 12, Int 9, Wis 10, Cha 11
Skills: Hide* +5, Listen +2, Move Silently +6, Spot +2
Feats: Two-Weapon Fighting

Environment: Warm forest
Organization: Solitary, pair, gang (2-5), band (10-100 plus 25% noncombatants plus 1 2nd-level barbarian champion per 20 adults and 1 ranger leader of 4th- to 6th-level), or tribe (20-200 plus 25% noncombatants plus 1 3rd level barbarian champion per 20 adults, 1 3rd- to 5th-level adept, 1 ranger leader of 5th- to 8th-level, and 2-5 tigers)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: ???

TIGERMEN are intelligent, bipedal creatures with the body structure of a man and the face of a tiger. Their bodies are often striped like tigers, and those few born without stripes are teased and ridiculed among the TIGERMEN. TIGERMEN are territorial tribal people that live in the jungles. They value strength, hunting, and martial pursuits, following the Tiger General in his conquests.

Combat
The TIGERMEN are masters of jungle warfare. They excel at hit and run tactics, emerging from the jungle without warning and then melting away after bloodying their opponents. Since jungle conditions are so claustrophobic, TIGERMEN favor short-ranged missile weapons like javelins. They let loose a rain of these and then close with their tiger claws.
Some TIGERMEN tribes favor the use of poison on their javelins, large scorpion venom being the most popular.
Poison (Ex): Injury, Fortitude DC 14, initial damage and secondary damage 1d4 Con. The save DC is Constitution-based.
Weapon Familiarity: TIGERMEN treat tiger claws as martial weapons, rather than exotic weapons.
Skills: TIGERMEN have a +2 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +4.

Tiger Claws: Also known as bagh nakh, the TIGERMEN favor these nasty paired weapons. Users grasp a metal crossbar, from which several curved blades protrude. A tiger claw is a light exotic weapon that deals 1d4 (Medium) of piercing damage on a hit with a critical range of x3. Cost: 4 gp (one pair of claws). Weight: 1 lb.
 

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