Showing posts with label Semi-Random Crunch. Show all posts
Showing posts with label Semi-Random Crunch. Show all posts

Sunday, June 17, 2007

Semi-Random Crunch - The Greenjacket

Graa! Otu Update! Templated Creature! Work As Always!

Greenjacket Huge Vermin Hit Dice: 6d8+6 (33 hp)
Initiative: +6
Speed: 10 ft. (2 squares), fly 40 ft. (good), climb 20 ft., swim 20 ft.
Armor Class: 16 (–2 size, +3 Dex, +5 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+15
Attack: Sting +5 melee (1d6+3 plus poison)
Full Attack: Sting +5 melee (1d6+3 plus poison) and bite +0 (1d6+1)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 16, Dex 17, Con 13, Int –, Wis 14, Cha 2
Skills: Balance +11, Climb +11, Hide -1, Listen +6, Spot +10, Survival +2*, Swim +11
Feats:
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 4
Advancement: 7–18 HD (Huge)
Level Adjustment:
A thin but huge, bright green and black creature that resembles a mixture between a mosquito and a wasp flies through the mangroves.
The greenjacket is a frail vespid that more resembles a mosquito. It is striped green and black, with yellow dots on its forehead. Unlike many vespids, it is a solitary creature, and both the male and the female possess a stinger.
The greenjacket is well at home in the swamps, and even swims in the muddy waters in which it is born to ambush its prey.
Poison (Ex): Injury; Fortitude save DC 14; initial and secondary damage of 1d6 Con. The save DC is Constitution-based.
Skills: Greenjackets have a +4 racial bonus on Hide and Listen checks, and a +8 racial bonus on Balance, Climb, Spot, and Swim checks. A greenjacket can always choose to take 10 on a Climb check, even if rushed or threatened. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Wednesday, May 23, 2007

Semi-Random Crunch - The Leornis

Well, would you look at that. I've got stuff that, more or less, only needs to be formatted, saved to be published quickly... and still nothing appears on here. :p
Simple concept here, turning a creature into a bird.

Leornis
Large Animal
Hit Dice: 5d8+5 (27 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 16 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Talon +6 melee (1d8+4)
Full Attack: 2 talons +6 melee (1d8+4) and bite +1 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +8, Will +2
Abilities: Str 19, Dex 19, Con 13, Int 2, Wis 12, Cha 6
Skills: Balance +8, Hide +6*, Jump +12, Listen +5, Move Silently +14, Spot +5**
Feats: Alertness, Run B, Stealthy
Environment: Warm plains
Organization: Solitary, pair, or flock (6–10)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6–8 HD (Large)
Level Adjustment:
The creature pouncing out of hiding is a large bird with pale yellow feathers and a wicked beak. Its wings are small and probably cannot carry it aloft, but they are topped with sharp claws, though these are dwarfed by the talons on the creature's powerful legs. The creature's head is framed with several rows of large feathers spread backwards.
Leornithes are large flightless birds that hunt other animals for food. They are about nine feet high, and live in small flocks. When hunting in a flock, they often attack animals much larger than themselves, but alone or in pairs, they only attack smaller creatures and occasionally resort to scaring away smaller predators from their prey, or eat carrion.
Pounce (Ex): If a leornis charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a leornis must hit with its bite 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 rake.
Rake (Ex): Attack bonus +7 melee, damage 1d4+2.
Skills: Leornithes have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. **In areas of bright illumination, leornithes have a +4 circumstance bonus on Spot checks.

Monday, May 14, 2007

Semi-Random Crunch - The Ulhgra

Since I didn't exactly get anything updated in my prepared posts while I had no connection, here's the second templated monster. Again, no points for guessing the base creature. ;)
I'm also contemplating to post the manticore-touched template later.

Ulhgra
Medium Humanoid (Orc)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 studded leather armor), touch 10, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged (1d6+3)
Full Attack: Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 120 ft., light blindness, stonecunning
Saves: Fort +4, Ref +0, Will –1
Abilities: Str 17, Dex 11, Con 14, Int 10, Wis 9, Cha 4
Skills: Handle Animal -1, Intimidate +3, Listen +2, Spot +2
Feats: Alertness
Environment: Underground
Organization: Gang (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or band (30–100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1
Treasure: Standard
Alignment: Often lawful evil
Advancement: By character class
Level Adjustment: +1
A powerfully-built orc clutches a seemingly well-kept falchion, sizing you up with a surprisingly bright expression.
Ulhgras are a powerful but rare subrace of orcs living almost solely underground and isolated. Sometimes claimed to be the original orc race that was displaced by the elves and dwarves, they are highly organized and as smart and perceptive as humans. They look down on their cousins and most other races, but have a grudging respect for those who can hold their own in battle. Many ulhgras keep slaves and animals for work, and the number of slaves an ulhgra can keep is a status symbol.
An ulhgra's hair usually is black. It has lupine ears and reddish eyes. They prefer wearing uniform colors that blend into the darkness of the underground world. Their equipment is well-kept. An adult male ulhgra is a little over 6 feet tall and weighs about 210 pounds. Females are slightly smaller. Ulhgras speak Orc and Common, and many know Goblin or Giant as well. The favored class of ulhgras is ranger.
Ulhgras use concealment and ambushes to great advantage to keep their low numbers from dwindling further, and are quite adept at organized assaults and misdirection. Ulhgras honor whatever rules of engagement are considered to be standard for their near neighbors if these neighbors strictly follow them as well, but are quick to exploit any lapses, real or perceived, as chances to break the status quo.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds the ulhgra for 1 round. On subsequent rounds, it is dazzled as long as it remains in the affected area.
Stonecunning (Ex): This ability grants the ulhgra a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. An ulhgra that merely comes within 10 feet of unusual stonework can make a Search check as if it were actively searching, and it can use the Search skill to find stonework traps as a rogue can. An ulhgra with this ability can also intuit depth, sensing its approximate depth underground as naturally as a human can sense which way is up. The ulhgra has a sixth sense about stonework, an innate ability that it gets plenty of opportunity to practice and hone in its underground homes.
Skills: The ulhgra has a +4 racial bonus on Intimidate checks, and a +2 bonus on Handle Animal checks.
This ulhgra is a 1st level warrior. Its statistics before the racial adjustments were Str 13, Dex 11, Con 12, Int 10, Wis 9, and Cha 8.

Sunday, May 06, 2007

Semi-Random Crunch - The Octocore

While I'm preparing some more substantial stuff to post, I'm posting some creatures created by homebrew templates of mine. No points given for guessing the base creature! :p And for the first instance, also no points given for guessing the ...er... inspiration. ;)

Octocore
Small Magical Beast (Aquatic, Augmented Animal)
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Arms +5 melee (0); or spike +5 ranged (1d4)
Full Attack: Arms +5 melee (0) and bite +0 melee (1d3); or spike +5 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, spikes
Special Qualities: Darkvision, ink cloud, jet, low-light vision
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 12, Dex 17, Con 13, Int 2, Wis 12, Cha 3
Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
Feats: Weapon Finesse
Environment: Warm aquatic
Organization: Solitary, pair, or nettle (5 – 10)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 3–6 HD (Medium)
Level Adjustment:
A reddish octopus crawls along the beach. From its head, betweeen its eyes, eight long and thin spikes grow, seemingly easy to detach. Its arms are backed with barbs.
These sea creatures are relatively harmless, but like to annoy travelers at beaches and rivers by sniping at them from afar with their head spikes. They are however rather cowardly, and will attempt to escape if cornered. Unlike other octopuses, octocores are social creatures, and often form small “ambush” groups.
Improved Grab (Ex): To use this ability, an octocore must hit an opponent of any size with its arms 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 automatically deals bite damage.
Spikes: An octocore can shoot a single spike from its head as a standard action. This attack has a range of 120 feet with no range increment, dealing 1d4 points of damage plus 1/2 his Strength modifier. The octocore can launch only eight spikes in any 24-hour period.
Ink Cloud (Ex): An octocore can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octocore normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): An octocore can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: An octocore can change colors, giving it a +4 racial bonus on Hide checks.
An octocore also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks.
An octocore has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Friday, September 15, 2006

Semi-Random Crunch - Unleash Aspect of Creativity

While I compose the coming updates, here's a spell to enjoy.

Unleash Aspect of Creativity
Conjuration (Creation) [Aspect]
Level: Bard 5
Components: V, S, (DF), XP
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One created creature
Duration: 1 hour/level
This spell extracts your imagination and enhances it, forming it into an aspect of your creativity. The aspect appears as a creature almost identical to you, and its statistics are based on yours. It receives a +10 insight bonus to a single Craft, Perform or Profession skill, chosen at the time of casting.
The aspect of creativity suffers a –10 penalty on all attack rolls, and can only cast Conjuration (Creation) spells, Illusion (all except shadow) spells, and Transmutation spells that target objects. The aspect and you share the same prepared spells or available spell slots, as appropriate. If the aspect casts a spell, it is expended just as if you cast it. Aspects cannot cast spells with the Aspect descriptor.
The aspect has equipment appropriate to the skill it receives the bonus to, and basic clothing. The aspect and all its equipment dissipate at the end of the spell.
For the duration of the spell, you suffer a –2 penalty to all mental ability scores. If the aspect of creativity is killed, the spell ends, and you suffer 2 points of ability drain to all mental ability scores. If you are killed, the spell ends immediately.
XP Cost: 50 XP

Tuesday, May 09, 2006

Semi-Random Crunch - Dire Voice

Since I anticipate there will be some large amount of howling on ENWorld when it gets back up, here's a feat that'll help :D

Dire Voice [General]
Your voice carries great power and threat.
Prerequisites: Charisma 15, Persuasive
Benefits: You get a +2 bonus on all Intimidate checks.
Add +1 to the Difficulty Class for all saving throws of your racial sonic special attacks, exceptfor spells.

Balance-wise it is half a Persuasive, and one or more halves of Ability focus. In most cases, the one who takes this feat only will have one such special ability, but a few creatures benefit more from it, for which I added a few prerequisites.

Monday, May 08, 2006

Semi-Random Crunch - Ashnar's Shield Swarm

My Living Enworld character Ashnar (one of currently two) is a lawful evil wizard specialized in evocation, but the school of abjuration is close to his heart as well (necromancy may be as well, but that's not the topic).
However, he hasn't been much of a protector yet, but I hope to propose a spell that helps with that once ENWorld comes back up.

Ashnar's Shield Swarm
Abjuration [Force]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 1 ally/level
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Small shields of force start hovering around the targets, intercepting attacks made against him or her.
You create one shield per caster level, to a maximum of ten shields, and distribute them among you and your allies as you wish, except that no character may have more than five of these shields. Affected allies gain a shield bonus to their Armor Class equal to the number of shields distributed to them. This bonus applies against incorporeal touch attacks, since it is a force effect. The shields have no armor check penalty or arcane spell failure chance.
Shields that cannot be distributed are lost.

Obviously based on the shield spell, this spell offers the possibility to ward multiple characters in the same action, but probably with a lower bonus than shield or mage armor. Also, it cannot stop magic missile like the standard shield spell. It is second level because I do think that on the whole, it is still stronger than shield. I'm looking forward to what Rystil Arden, who is pretty much a balance expert over at ENWorld, has to say about the spell. ;)