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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Dec 18, 2012 12:06 pm
  

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Palladium Books® Freelance Writer

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Posts: 3161
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
FLITTERBICK

Many lumberjacks tells the tale of working alongside a friend one minute to only have him
killed a second later by these deadly “kamikaze” creatures. The Flitterbick is a flying squirrel
with the astounding ability to fly so fast that it virtually becomes invisible to the naked eye.
The animal for the most part is harmless to humanoids, yet it chooses to travel at sub-sonic
through the forest which can lead to a collision that will kill both the squirrel and anything
unfortunate enough to get in its path. The Flitterbick is an amazing acrobat, capable of
traveling full speed through the dense forests of the Great Northern Wilderness without so
much as a scratch. That being said, despite its amazing reflexes, superior eye coordination,
and the ability to make mid-flight adjustments at sub-sonic speeds, it often has accidental
encounters with humanoids or any large animal (grizzly bear) that just happens to step out
from behind a tree. If the squirrel was smart, it fly over the trees or at a slow, near gliding
speed, but instead it deliberately flies at half to full speed straight through the middle of the
forest. Why the squirrel chooses to do this remains a mystery. Their diet consist lichens, all
mast-crop nuts, tree sap, insects, carrion, bird eggs & nestlings, buds and flowers. Yet they
seem to have an obsession for mushrooms that is so essential they race about the forest
trying to get to the next mushroom before another Flitterbick does. They also fly as fast as
they can to escape predators (owls, hawks, foxes, etc), even though nothing in the forest
has the slightest chance of catching them.

Flitterbicks nest in hotels in trees, preferring large-diameter trunks and dead trees. They
sometimes use cavities created by woodpeckers. Accept when rearing young, the squirrel
will frequently go from nest to nest. They often share nests. In one nests, over 30
individuals can be found co-habituating, although usually nests contain 2-5 individuals. The
sharing of nests is important in maintaining body temperature in the winter, as flitterbicks do
not hibernate. In all but the most severe weather conditions, the squirrels are active
year-round.

The Eight Attributes: I.Q. 1D4+1 (low animal intelligence), M.E. 1D4, M.A. 1D4, P.S.
1D6, P.P. 3D6+12, P.E. 2D6+6, P.B. 3D6, Spd 2D6 (on the ground), 2D4x100 (flying).
Hit Points: 1D6 + P.E. attribute
S.D.C.: 2D6+6
Horror Factor: 9 if you know one might be in the area.
P.P.E.: 3D6
Magic: None
Psionics: None
Natural Abilities: Fly at sub-sonic speed (can reach maximum speed in four seconds),
flight is silent, can stop quickly, make sharp turns and hover at will, extraordinary vision
(see a two foot/0.6 m object with perfect clarity, two miles away), can fly through a thick
forest without hitting a tree at full speed, nightvision 1000 feet (305 m), acrobatics 90%,
prowl 85%, climbing 85%, swimming 65%, land navigation 55%, escape artist 70%, and leap
12 feet (3.6 m) high and 45 feet (13.7 m) long from a standing position.
Attacks Per Melee: 4
Damage: Bite does 1D4 points of damage, a collision at half to full speed inflicts
1D6x10 points of damage, plus humanoid opponents weighting under 400 lbs (180 kg) are
knocked off their feet and tumble for 1D6 yards/meters. Note: Unfortunately, the Flitterbick
will also take the same amount of damage unless it makes a successful roll with punch, but
that is not likely enough to save the poor creature.
Bonuses: +4 to initiative, +2 to strike (+3 in flight only), +3 to automatic dodge (+5
in flight only), and +5 to roll with punch/impact. These are in addition to attribute bonuses.
Value: Fur/Pelt: 15 gold; meat (whole animal 10 gold). Western Alchemist will pay 70
gold per animal because they use some unknown part of the squirrel to make potions of
Fleet Feet and Superhuman Speed. These animals are next to impossible to domesticate or
train. To hyperactive and refuse to stay put.
Average Life Span: 3-5 years, although they should live for 8 but most never make it.
Habitat: Great Northern Wilderness, Eastern Territory, and eastern forests of the Timiro Kingdom.
Language: None
Enemies: They are their own worst enemies, but as rodent they are prey upon by
numerous predators if they can catch them.
Allies: None
Physical Appearance: A flying squirrel with thick light brown or cinnamon fur on their
upper body with a furry membrane between the front and rear leg. It is grey in color on the
flanks and whitish underneath. They have large eyes and a flat tail.
Size: 1-1.5 feet (.30-.45 m) long.
Weight: 6.5-8 lbs (2.92-3.6 kg).


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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Dec 18, 2012 12:13 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3161
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
SLIVER CAT

This wild cat can be found in the forests lounging lazily up in the tree. Even if approached,
the cat will do nothing to suggest it’s even dangerous. If threatened, they will use their
unique chameleon ability to blend into their surroundings, and seemingly disappear. But one
must not be fooled by its sloth behavior. Sliver cats have an incredibly long tail that is
prehensile and extremely muscular. It ends in a thick, round knob roughly a foot (.3 m) in
diameter. One side of the knob is smooth and reinforced by thick bone, while the other side
is studded with long, vicious spikes. The cat uses its tail like a military flail and lashes out at
amazing speed. Sliver Cat lurk in branches about four to eight feet (1.21 to 2.43 m) from
the ground waiting for unsuspecting prey to pass underneath, when it will strike with its tail,
knocking the prey down, rendering them senseless. After the prey has been stunned, the
cat reverses its tail and strikes out again, impaling the hapless victim with its tremendous
spike then it hosts them up into the tree to feed on. While humanoids do need to worry
about becoming food, they are not the main food source. Sliver Cat’s typical prey consists
of rabbits, rodents, and young deer. However, the cat is notorious territorial and doesn’t
take kindly to any disturbance. Quite often a lumberjack has started working on a tree to
only end up knocked senseless from behind. During the day the cat does as little as
possible, it’s more or less active during the night, but even then it will almost never leave
the tree. While agile and efficient amid the branches, the cat is clumsy and slow on the
ground. Males and females avoid each other accept during mating season. Females usually
have a litter of 2 to 4 young. Domestication is possible but only with cubs. The older the
cats get, the more lethargic they become. In a Silver Cat’s entire life time, it may only
spend a week or less out of a tree.

Alignment: Considered anarchist
The Eight Attributes: I.Q. 1D4+2 (low animal intelligence), M.E. 1D6, M.A. 1D6, P.S.
3D6+8, P.P. 1D6+6, P.E. 2D6+4, P.B. 2D6+4, Spd 1D6+4.
Hit Points: 4D6+12
S.D.C.: 2D6+24
Natural A.R.: 8
Horror Factor: 6
P.P.E.: 3D6
Magic: None
Psionics: None, however it has the same sensitivity to the supernatural and potential
psychic energy as most felines.
Natural Abilities: Keen vision, nightvision 400 feet (122 m), climb 98%, prowl 85%,
swim 35%, prehensile tail, and leap 12 feet (3.6 m) high and 20 feet (6 m) across, W.P.
chain (equal to 10th level). Note: The tail is incredibly strong, able to carry 20 times their
P.S. in pounds, and lift/drag twice as much as it can carry.
Special Abilities: Chameleon (same as the wizard spell, unlimited duration) and critical
strike or knockout from behind or by surprise attack.
Attacks Per Melee: Three
Damage: Claws do 2D6 points of damage, bite 2D4 damage, and club tail 3D6+2
damage + P.S. attribute bonus (if any).
Bonuses: +3 to initiative, +1 to strike (+5 with the tail), +1 to parry (+3 with the
tail), +5 to dodge for the tail itself, and +4 to save vs. horror factor.
Vulnerability: These lazy animals tire rather quickly if they engage intense physical
activity for any length of time (6 minutes the most). They are easily spooked by fire,
especially if torches are waved in their face. Once grounded, the cat is slow and clumsy
and can be easily killed.
Average Life Span: 15-20 years
Value: Fur: 50-60 gold.
Habitat: The southern forests of the Great Northern Wilderness and the woodlands of
the Eastern Territory, Timiro Kingdom, and Western Empire.
Language: None
Enemies: They don’t care for lumberjacks or anyone else that trespasses into their
territory.
Allies: Though weary of humanoids, the can be domestic under the right amount of training.
Physical Appearance: A large cougar with a beautiful silver colored coat, with white
around the eyes and paws, and an incredibly long tail with a spiked club at the end. It has
bright red eyes that are vertical slit. The eyes are a dead give away at night or chameleon.
Size: Body 3 ½ -5 ½ feet (1-1.67 m), plus tail: 9 to 12 feet (2.74-3.65 m).
Weight: 200-300 lbs (90 to 135 kg).



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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Dec 18, 2012 1:15 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6995
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Nice additions, Reagren. Kind of taken aback by how slow that last cat was, however. 1D6+4 seems REALLY slow for a large cat.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Dec 18, 2012 2:30 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3161
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
That cat never leaves the tree and its slowness is a natural part of it anatomy. What's really
scary is there are some in this country who believe the Sliver Cat is REAL!!!


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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Dec 18, 2012 3:49 pm
  

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Adventurer

Joined: Fri Aug 21, 2009 9:01 pm
Posts: 607
Location: "France...We come from France."
Comment: "Incredible Cosmic Power! ...teeny tiny living space."
Reagren Wright wrote:
What's really scary is there are some in this country who believe the Sliver Cat is REAL!!!
That is true of many creatures. Many people believe that faeries, dragons and unicorns are real.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Dec 19, 2012 2:16 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6995
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Chickago

Chickagos are large flightless birds used for riding. Extremely shy, these birds are hard to capture. Once trained, however, Chickagos are highly loyal and obedient. Excellent swimmers and climbers, they do well on any type of terrain. With sharp claws for digging into ice, they can even be made to cross ice shelves and glaciers.
Chickago racing establishments have started popping up in some areas where gambling on them is a popular pastime. Fighting them against one another in illegal gambling dens has also cropped up, particularly amongst the trolls and orcs. Abuse of these birds has made them a protected species in some kingdoms where their well-being is a concern.
Chickagos live in flocks of 2d6 members, typically near bodies of water (lakes, rivers, ponds, streams, etc.). They will wander into plains areas when seeking food sources, making them easy prey for larger predatory animals.

Alignment: Any
Attributes: I.Q. 2d4 (high animal intelligence), M.E. 1d6+4, M.A. 1d6+4, P.S. 4d6+2, P.P. 3d6, P.E. 3d6+10, P.B. 4d6, Spd 4d6X2+2
Hit Points: P.E. attribute number X2
S.D.C.: 1d4X10+10
Natural A.R.: 6
Horror Factor: 6
P.P.E.: 3d6
O.C.C.: Not applicable
Natural Abilities: Climb 90%, swim 90%, keen eyesight and hearing, can leap 8 feet high or 16 feet lengthwise. Only 01-05% of Chickagos are capable of flight (flying at ground speed X2).
Attacks Per Melee: Two per round
Damage: Kick with clawed feet does 3d6 points of damage, bite 2d4+2 damage, head butt or peck 1d6
Bonuses: +1 on initiative, +1 to strike and parry, +2 dodge
Magic: None
Psionics: None
Average Life Span: 12-30 years
Value: Meat (whole animal): 80 gold; untrained: 1,000 to 6,000 gold, trained: 12,000 to 72,000 gold
Habitat: Ophid's Grasslands, Northern Mountains, Great Northern Wilderness, Old Kingdom
Language: None, other than squawks and chirps, but can learn to understand commands in any language
Enemies: Large predatory animals, and they are captured and trained as mounts.
Allies: None, animal
Physical Appearance: They are very pretty birds with short feathers not suited for flight. Most remain the yellow plumage color of their early years, but males will develop other colors in later years, including feathers in red, pink, white, light blue, indigo, light green, violet, magenta, black and silver.
Size: 6-8 feet tall
Weight: 300-800 pounds
Behavior: Chickagos are herbivores, feeding mainly on plant materials such as grass and plants, as well as fruit and seeds. They nest on the ground and are fierce in protection of their young. They are a species nearing extinction and considered endangered in much of the Palladium World.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Dec 19, 2012 2:24 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3161
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
According to the Field Guide to North American Monsters by W. Haden Blackman (a book used
by monsterologist, copyright 1998) 12 Sliver Cats live in the forests of the Great Lakes region
and central Canada. Unfortunately it only got two stars or two jersey devils meaning the
chance of you finding one are just above slim.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Dec 19, 2012 2:52 pm
  

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Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6995
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Worm Mount

Worm Mounts have been trained by riders in some areas due to their ability to cross quicksand and to burrow through the ground. Trey are popular with ogres, orcs, goblins and trolls. As the continue to get bigger and bigger as they age, they vary in size, so a rider seeking a mount specifically suited to their size will have quite a selection.
Worm Mounts prove difficult to train for many, which is why the best Worm Mounts are raised in pits where their escape is prevented by magical means. As Worm Mounts grow increasingly larger as they age, smaller ones more suited to smaller riders will be more immature, less trained and more temperamental. Those of advanced age found in the wild, however, are likely to be completely untrainable, as they are typically cranky, aggressive and hostile. Worm mounts also require large amounts of food the older they get, so a wild one will be capable of eating those who approach it rather than allow itself to be captured. Training is not needed in some cases where the rider can control the animal magically or by psionic means, also.

Alignment: Considered Anarchist
Attributes: I.Q. 2d4 (high animal intelligence), M.E. 1d6, M.A. 1d6, P.S. 4d6+2, P.P. 1d6+10, P.E. 2d6+10, P.B. 1d6, Spd 2d6
Hit Points: P.E. attribute number X2
S.D.C.: 2d6+10, plus 2 points per foot of length
Natural A.R.: 12
P.P.E.: 2d4
O.C.C.: Not applicable
Natural Abilities: The Worm Mount is virtually blind, but has an excellent sense of smell and the head is encircled by dozens of small motion detectors that act as sensors, registering every minute movement (range of detection: 200 feet). The acute sense of smell and natural motion detectors enables the worm to accurately locate and track prey; track by smell 89%. Other Abilities: Swim in quicksand as if in water 90% at twice ground speed, burrow through dirt/soil at half ground speed, and swim through water 30%.
Attacks Per Melee: Two per round
Damage: Bite does 2d6 damage, or slamming an opponent with its body doing 1d6 damage per 5 feet of length.
Bonuses: +1 to attack with body, +2 to strike with bite, +5 to save vs. poisons and toxins
Magic: None
Psionics: None
Average Life Span: 60 years
Value: Trained: 10,000 gold
Habitat: Baalgor Wastelands, Land of the Damned
Languages: None, but can learn to understand commands in any language
Enemies: None per se
Allies: None, animal
Size: 5 feet long per year of age; 5-300 feet long
Weight: 15 pounds per foot of length

Not sure about the weight, so any feedback would be helpful.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Dec 22, 2012 8:09 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6995
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Well, the world didn't end, so I'd better get busy with more monsters. I will have three days with nothing else to do since I won't be able to get online, so I hope to have more posted on Wednesday. Merry Christmas everyone.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Dec 26, 2012 1:47 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6995
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Frog Prince

Frog Princes are the basis for many folk tales telling of frogs who are magically transformed into princes. In truth, Frog Princes are humanoid amphibians with the ability to transform into elf form when the need arises. Contrary to the name, Frog Princes can be male or female. Their frog-like appearance allows them to go unnoticed, blending in with their surroundings. They live in swampy areas in families of 2d6 members. When dealing with other humanoids, they assume an elven form, but they will remain in frog-like form when dealing with faerie folk.
Many have captured Frog Princes believing them to be capable of magically bestowing great wealth only to discover that they are incapable of such magic, and such has led to their deaths. Thus Frog Princes limit their dealings with humanoids in general.

Alignment: Any, but most are of good alignments
Attributes: I.Q. 2d6+4, M.E. 3d6+2, M.A. 3d6+2, P.S. 3d6, P.P. 3d6+2, P.E. 3d6, P.B. 2d6, Spd 4d6
Hit Points: P.E. attribute number plus 1d6 per level of experience
S.D.C.: 2d6+10 plus any bonuses gained from O.C.C. and physical skills
Natural A.R.: None; needs armor to protect itself
Horror Factor: 8
P.P.E.: 4d6
O.C.C.s Available to Frog Princes: Any, but typically become thieves, men at arms and entertainers.
Natural Abilities: Swim 95%, prowl 75%, nightvision 40 feet, can hold breath 1d4+4 minutes, leap 20 feet up or 40 feet across. Their own shapechanging ability enables them to recognize or sense a Changeling 40% +4% per level of experience (they are -30% to recognize other shapechangers).
Limited Metamorphosis (Special): Frog Princes can transform at will into an elf of their same gender and general age (height and weight double, adds +1d6 to P.S., P.E. and P.B., and doubles S.D.C.). They cannot change into any other race. Duration of the metamorphosis is indefinite- will change to his natural form when slain, unconscious, sleeping or too drunk to concentrate.
Attacks Per Melee: Three per round or by hand to hand combat training, whichever is greater.
Bonuses: +2 to initiative, +2 to dodge, +1 save vs. magic
Magic: By O.C.C. only
Psionics: Standard
Average Life Span: 400 years; some have lived to 600
Habitat: Varied; any moist area near ponds, marshes and swamps
Languages: Elven and two of choice (+15%)
Enemies: None per se
Allies: Elves and Faerie Folk
Physical Appearance: They look like humanoid frogs. They vary in coloration from brown or gray to green and yellow.
Size: 2-4 feet tall
Weight: 50-150 pounds
Behavior: Frog Princes are shy and unassuming. When in leadership roles, they will often allow others to act in their place, leading from a place of safety. They are very mindful of their surroundings, using them to advantage. They can be aggressive in battle and make excellent tacticians. Frog Princes lay eggs underwater which develop into tadpoles, and they spend much of their formative years in the water.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Dec 26, 2012 2:34 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6995
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Shield Bear

The Shield bear is a very intelligent animal which can be trained to guard in the same way a dog can be trained. It is an animal that is very much ursine but has a thick skin like a dragon, having a dense, shell-like exterior which makes it resemble an armadillo. Its sharp claws and teeth are like a bear's, making it quite formidable.

Alignment: Any
Attributes: I.Q. 2d4 (high animal intelligence), M.E. 2d6, M.A. 3d6+4, P.S. 5d6, P.P. 4d6, P.E. 4d6, P.B. 2d6, Spd 2d6
Hit Points: 1d4X10+40
S.D.C.: 2d4X10+30
Natural A.R.: 12
Horror Factor: 14
P.P.E.: 3d6
O.C.C.: Not applicable
Natural Abilities: Superior physical strength and endurance, nightvision 20 feet, prowl 35%, track by small 70% and swim 70%.
Attacks Per Melee: 4
Damage: Claws do 3d6+6 points of damage, bite does 2d6 damage, and a bear hug does 2d6+6 damage per melee round.
Bonuses: +3 initiative, +5 to strike, +2 to parry, +10 to save vs. horror factor and +2 to save vs. poison and disease
Magic: None
Psionics: None
Average Life Span: 20-30 years
Value: 60,000 gold
Habitat: Forest; Baalgor Wastelands
Languages: None, but can learn commands in any language
Enemies: None per se
Allies: None, animal
Size: Body: 5-6 feet tall
Weight: 1200-2600 pounds
Behavior: This creature feeds largely on leaves, roots, fruit and nuts, but is also known to kill deer, bison and small animals as well. Shield Bears do not hibernate. Females give birth to a litter of 1 or 2 young after a gestation of 6-8 months. The young remain with their mother for about one year. They are generally solitary animals and have home ranges of up to 20 square miles. They are too heavy to climb trees and are not built for such activity.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Dec 26, 2012 3:57 pm
  

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Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Swan Maiden

Contrary to the name, Swan Maidens can be male or female. They appear as elves wearing feathered cloaks, but in truth the "cloaks" are plumage and wings which allow them to fly even when they are not transformed into swans. These shapechangers are akin to faerie folk, being very graceful, tall and slender, and having pointed ears. They are very calm and regal most of the time. They do not typically wear clothing, as the feathers and wings cover them when not in flight, and their magical nature causes the air and light around their bodies to have a shimmering effect, obscuring their bodies from view, but they can wear clothing if they so choose.
Until recent years, they were believed to have become extinct, yet over the last two decades they have been popping up in the land of the South Winds.

Alignment: Any, but most are of good alignments
Attributes: I.Q. 3d6, M.E. 3d6+2, M.A. 3d6+2, P.S. 3d6, P.P. 3d6+2, P.E. 4d6, P.B. 4d6, Spd 4d6 (X2 for flight)
Hit Points: P.E. +1d6 per level of experience
S.D.C.: 3d6+5 plus and bonuses gained by O.C.C. and physical skills
Natural A.R.: None; needs armor to protect itself
Horror Factor: 8
P.P.E.: 2d4X10 plus P.E. attribute number. These P.P.E. points are added to those available if an occupation as a practitioner of magic is pursued.
O.C.C.s Available to Swan Maidens: Any
Natural Abilities; Fly, swim 95%, dive and swim up to four feet underwater, and has insulated, water repellant feathers in her "cloak". Their own shapechanging ability enables them to recognize or sense a Changeling 40% +4% per level of experience (they are -30% to recognize other shapechangers).
Limited Metamorphosis (special): Swan Maidens can transform at will into swans; swimming speed is doubled and flying speed is triple normal. Duration of the metamorphosis is indefinite- will change to her natural form when slain, unconscious, sleeping or too drunk to concentrate.
Attacks Per Melee: Three or by hand to hand combat training, whichever is greater, or two by magic.
Bonuses: +1 to save vs. magic
Magic: ALL Swan Maidens have the following natural magic abilities: Change wind direction, create mild wind, wind rush, call lightning, dissipate gases, calm storms, levitate. Equal to a 4th level warlock. Note: These magical abilities are in addition to any possible magic powers derived from a magic O.C.C.
Psionics: Standard
Average Life Span: 300 years; some have lived to 500
Habitat: Land of the South Winds
Languages: Elven and two of choice (+20%)
Enemies: None per se
Allies: Elves and Faerie Folk
Physical Appearance: They look like elves with feathered cloaks which are actually plumage and wings.
Size: 5-6 feet tall, wingspan 4-5 feet
Weight: 120-180 pounds

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Dec 26, 2012 5:05 pm
  

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Demon Cat Dwarves

Demon Cat Dwarves are a race of magically altered dwarves with deformities which give them animal abilities. They are short, grotesque people who are hairless, with the females typically covering their bald heads with wigs. They are not actually demons, though some seem to have the abilities of such. The reason they are called Cat Dwarves is that most are born with thin whiskers on their faces resembling cats, which they keep throughout life, cat-like fangs and claws, and vestigial tails.
The Demon Cat Dwarves were originally normal dwarves who were magically altered for use as weapons in the great dwarf/elf wars, but their alterations made them incapable of breeding with regular dwarves. They live in underground tunnels and caves of mountains in groups of 2d8 members.
Demon Cat Dwarves are ill-tempered and wicked, disliking most other peoples. They are tolerated by dwarves and dwarvlings, goblins and trolls. They are hated, however, by actual demonic races for some unknown offense in times past.

Alignment: Any, but usually selfish or evil
Attributes: I.Q. 2d6+2, M.E. 2d6, M.A. 3d6, P.S. 3d6, P.P. 3d6, P.E. 4d6, P.B. 2d6, Spd 2d6
Hit Points: P.E. attribute number plus 1d6 per level of experience
S.D.C.: 4d6 plus bonuses gained from O.C.C.s and physical skills, or if gained as part of a Special Ability (see Demon Cat Dwarves Abilities Table)
Horror Factor: 12-18; 10 plus 2d8 additional
P.P.E.: 1d4X10+10
O.C.C.s Available to Demon Cat Dwarves: Any except long bowman (too short), knight, palladin or priest
Natural Abilities: Nightvision 60 feet, good day vision, impervious to fire, as well as any Special Abilities (Roll on Demon Cat Dwarves Abilities Table).
Attacks Per Melee: Three or by hand to hand combat training, whichever is greater.
Damage: Bite 1d6 damage, claws 1d6, or by weapon (These damages may be replaced by increased damage for bite and claws, and other natural weapons are available as Special Abilities on the Demon Cat Dwarves Abilities Table)
Bonuses: +2 to strike, +2 to save vs. magic, +2 to save vs. horror factor
Magic: ALL Demon Cat Dwarves have the following natural magic abilities: Mend stone, mend metal, tongues, repel animals and concealment. Equal to a 4th level wizard. Note: These magical abilities are in addition to and possible magic powers derived from a magic O.C.C.
Psionics: Standard
Average Life Span: 300 years; some have lived to 500
Habitat: Land of the Damned, The Northern Mountains and the Old Kingdom
Languages: Dwarven and two of choice (+15%)
Enemies: Demonic races
Allies: Dwarves and Dwarvlings
Physical Appearance: They are short, hairless, ugly dwarves with claws and tails, as well as other types of various mutations.
Size: 3 to 3 and 1/2 feet tall
Weight: 100-180 pounds

Demon Cat Dwarves Abilities Table
Roll four times to determine random abilities. Only one type of bite and one type of claws can be selected, bonuses do not stack.
01-05% - See the invisible
06-10% - Impervious to cold
11-15% - Impervious to Electricity
16-20% - Bite: 2d6 damage
21-25% - Bite: 3d6 damage
26-30% - Bite: 4d6 damage
31-35% - Claws: 2d6 damage
36-40% - Claws: 3d6 damage
41-45% - Hooves: 3d6 kick damage
46-50% - Combat Tail: 2d6 blunt damage
51-55% - Fire Breath: 3d6 damage, range 20 feet, can perform two breath attacks per melee round
56-60% - Spit Acid: 4d6 damage, range 20 feet, can perform twice per melee round
61-65% - Single Horn: Add +1d6 to ram attack and head butt
66-70% - Pair of Horns: Add +2d4 to ram attack and head butt
71-75% - Triple-Horned: Add 3d6 to ram attack and head butt
76-80% - Gills: Breathe without air/underwater
81-85% - Glider Flaps: Allows flying/gliding leap for 200 feet across or down
86-90% - Feathered Arms/Wings: Allows flight at X3 ground speed
91-95% - Natural A.R. of 8, +10 S.D.C.
96-00% - Natural A.R. or 10, +20 S.D.C.

_________________
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Last edited by Stone Gargoyle on Thu Dec 27, 2012 3:20 pm, edited 1 time in total.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Dec 26, 2012 6:47 pm
  

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Hootari

The Hootari are a race of evil humanoid owl people with a dislike for other humanoid creatures. They hunt other sentient creatures for food, including Frog Princes, Lizard Men, Wabbits, Hoppitti, and Ratlings, in addition to other non-sentient creatures such as amphibians, lizards and rodents. They are nocturnal hunters, being magically linked to the night. They are giant humanoids, between 10 and 15 feet tall, but they can magically change size to try and pass for normal humans. Hootari are most powerful at night, having their mass and strength decrease during the daylight hours (Hit Points, S.D.C. and P.S. are halved during daylight hours). They also gain strength during the full moon (Hit Points, S.D.C. and P.S. attribute number is doubled during the nights of the full moon).
Hootari are solitary creatures, living alone unless taking a mate for breeding purposes, and highly territorial. If two males occupy the same 20 square mile territory, they will fight for dominance until one is either killed or forced to leave. They are most prevalent in the Great Northern Wilderness and have been seen in the Land of the Damned. When threats to their territory have been discovered, Hootari will try to walk among humans, using their ability to change size and disguises so as to blend in.

Alignment: Miscreant or diabolic evil
Attributes: I.Q. 2d6+4, M.E. 2d6+4, M.A. 2d6, P.S. 4d6+6, P.P. 4d6, P.E. 4d6+1, P.B. 2d6, Spd 4d6 (X5 for flight)
Hit Points: P.E. +1d6 per level of experience
S.D.C.: 1d6X10+20 plus any from O.C.C. and physical skills
Natural A.R.: 6
Horror Factor: 12
P.P.E.: 6d6
O.C.C.s Available to Hootari: Any
Natural Abilities: Superior strength and endurance, poor daylight vision (100 feet), exceptional nightvision 1000 feet, exceptional sense of smell enables it to pinpoint its prey in the dark (2000 foot range), can turn head 200 degrees, track by smell 80%, track by sound 60%, see the invisible, fly, and prowl (silent glide attack) 50%
Reduce Size (special): The Hootari can half its size once per night to become a 5-7 foot tall humanoid, halving its Hit Points, S.D.C. and P.S. attribute number. This metamorphosis lasts for one hour; can be canceled any time. Does not change the Hootari's appearance at all, so additional measures must be taken for the Hootari to disguise itself. Remember, the Hootari sees its Hit Points, S.D.C. and P.S. doubled during the full moon, so halving doubled stats will make the Hootari's stats the same as normal when reducing its size during the nights of the full moon.
Attacks Per Melee: Three or by hand to hand combat, whichever is greater
Damage: Bite does 2d4 points of damage, claws/talons add 3d6 damage to kicks.
Special Combat Considerations for Hootari: As giants, Hootari inflict more damage than human-sized creatures, even bare-handed. Open-handed slap does 1d6 damage, a restrained punch does 2d4 damage, a full strength punch does 2d6 damage +P.S. damage bonus, a full strength kick does 3d6 damage +P.S. damage bonus (even before adding additional claw damage), a power punch does 4d6 damage +P.S. damage bonus but counts as two attacks. Said increased damage in not applicable when Hootari are reduced in size.
Bonuses: +2 to initiative, +3 to strike, +3 to dodge, +8 to save vs. horror factor
Magic: ALL Hootari have the following natural magic ability: Fear. Equal to a 4th level wizard. Note: This magic ability is in addition to any possible magic powers derived from a magic O.C.C.
Psionics: Standard
Average Life Span: 500 years, some have lived to 800
Habitat: Great Northern Wilderness, Land of the Damned
Languages: Three of choice (+10%)
Enemies: Wolfen, giant humanoids in general
Allies: None
Appearance: Hootari are giant humanoids with the heads and wings of owls, but their upper torsos are completely human, including having human arms and hands. Their lower torsos are birdlike, having birdlike feet and talons/claws.
Size: 10-15 feet tall; 9 feet plus 1d6 additional
Weight: 300-500 pounds
Notes: Hootari are capable of using swords which humans must use two-handed as single-hand weapons. They prefer swords but will also use axes and other types of weapons. They cannot wear armor, as this interferes with flight, unless it is custom made or they wear only partial armor which leaves their back exposed. Hootari generally dislike clothing, as it hinders their movement and it is costly for them to have made, but they will strip clothing off of dead bodies or steal them in order to try and pass for human when reducing their size.

_________________
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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Dec 26, 2012 8:05 pm
  

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Joined: Fri Aug 21, 2009 9:01 pm
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I like the Demon Cat Dwarves. It is interesting to see creatures that have lots of optional extra abilities.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Dec 26, 2012 8:13 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Gryphon Chick wrote:
I like the Demon Cat Dwarves. It is interesting to see creatures that have lots of optional extra abilities.
It was a lot of fun doing that one.
Anything anyone would like to see done?

_________________
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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Dec 27, 2012 4:03 pm
  

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Shield Giant

Shield Giants are said to have been created as the minions of a very powerful and ancient god, but if so, that god no longer lays any claim to them. Few in number, it is said that only one of them is born in a century. Shield Giants are solitary, usually not living within 200 miles of one another, and will only live in family groups when raising a child.
Having thick hide like dragons, they are imposing opponents. If not for their sense of fair play, Shield Giants could easily defeat other giants, being magically able to change their size to tower over the tallest of them. When meeting other peoples, Shield Giants will change size to be a closer match to those they are meeting with. This does, however, leave them more vulnerable to attack. They rarely assume their larger, increased size, using this only when facing much larger opponents and monsters.

Alignment: Principled
Attributes: I.Q. 3d6, M.E. 2d6, M.A. 4d6, P.S. 5d6+2, P.P. 4d6, P.E. 4d6+6, P.B. 2d6, Spd 2d6
Hit Points: P.E. +1d6 per level of experience
S.D.C.: 2d4X10+20 plus any from O.C.C.s and physical skills
Natural A.R.: 12
Horror Factor: 14
P.P.E.: 1d4X10+20
O.C.C.s Available to Shield Giants: Any, typically men of arms
Natural Abilities: Superior physical strength and endurance, considered supernatural. Resistant to heat and fire (half damage), nightvision 40 feet, good overall vision and hearing.
Change Size (special): Shield Giants can change their size to become smaller, closer to the size of humans, or increase their size to become even larger. Either size change/metamorphosis lasts for only one hour and can be canceled any time.
Reduce Size: The Shield Giant halves his size to become a 6-8 foot tall humanoid. -1d6 to all unarmed physical strike damage, -2 to Horror Factor, -3 to A.R.; weight, P.S., Hit Points and S.D.C. are halved.
Increase Size: The Shield Giant doubles his size to become a 24-32 foot tall giant. +1d6 to all unarmed physical strike damage, +2 to Horror Factor, +3 to A.R.; weight, P.S., Hit Points and S.D.C. are doubled.
Attacks Per Melee: Three per round or by hand to hand combat, whichever is greater.
Damage: Restrained, open-handed slap does 1d6 damage, a restrained punch does 2d4 damage, a full strength punch inflicts 2d6 damage +P.S. damage bonus, a full strength kick does 3d6 damage +P.S. damage bonus, a power punch does 4d6 damage +P.S. damage bonus but counts as two attacks, or by weapon.
Bonuses: +2 initiative, +2 to strike, +2 to pull punch, +1 to roll with impact or fall, +8 to save vs. horror factor, +1 to save vs. poison, drugs and disease.
Magic: By O.C.C. only
Psionics: Standard
Average Life Span: 600 years, but some have lived to 1000!
Habitat: Baalgor Wastelands, Old Kingdom
Languages: Troll/Giantese and two of choice (+10%)
Enemies: None per se
Allies: None per se
Physical Appearance: Giant, with golden or bronze reptilian skin, dark eyes.
Size: 12-16 feet tall
Weight: 1200-1600 pounds
Favorite Weapons: Giant-sized large swords, battle axes, ball and chain, and blunt. They typically do not wear armor, or clothing for that matter.

_________________
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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Dec 29, 2012 5:48 pm
  

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Adventurer

Joined: Fri Aug 21, 2009 9:01 pm
Posts: 607
Location: "France...We come from France."
Comment: "Incredible Cosmic Power! ...teeny tiny living space."
Stone Gargoyle wrote:
Gryphon Chick wrote:
I like the Demon Cat Dwarves. It is interesting to see creatures that have lots of optional extra abilities.
It was a lot of fun doing that one.
Anything anyone would like to see done?
More variants and offshoots of Dwarves. Maybe a type of undead dwarf.

_________________
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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Dec 29, 2012 7:36 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6995
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Gryphon Chick wrote:
Stone Gargoyle wrote:
Gryphon Chick wrote:
I like the Demon Cat Dwarves. It is interesting to see creatures that have lots of optional extra abilities.
It was a lot of fun doing that one.
Anything anyone would like to see done?
More variants and offshoots of Dwarves. Maybe a type of undead dwarf.
I'll keep that in mind. I have a few other ideas brewing as well...

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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 Post subject: Re: Monstrous Creations
Unread postPosted: Mon Dec 31, 2012 2:16 pm
  

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Comment: "Your inferiority complex might be justified."
Knocker

Knockers are supernatural creatures resembling dead dwarves and are mistakenly believed to be undead. What they are are carnivorous creatures which will eat living flesh as well as carrion who dwell underground where they are known to prey on miners. They are known for frequenting graveyards as well. They are blind creatures which track by smell and sense where people are by their heat, and they are most attracted by the scent of blood. They are sometimes found on the battlefield gnawing on corpses.

Alignment: Selfish or evil
Attributes: I.Q. 1d6 (animal intelligence), M.E. 2d6, M.A. 1d6, P.S. 3d6, P.P. 3d6, P.E. 4d6, P.B. 2d6, Spd 2d6
Hit Points: P.E. attribute number X3
S.D.C.: 3d4X10
Natural A.R.: 12
Horror Factor: 13
P.P.E.: 1d4X10
O.C.C.: Not applicable
Natural Abilities: Sense/smell prey 90%, track by smell 85%, can sense heat of prey in a fight, allowing it to fight without penalties for being blind and gets an additional bonus of +1 to strike. Vulnerable to fire (double damage), impervious to cold, immune to poisons and toxins, impervious to disease, and can burrow through dirt at half normal ground speed.
Attacks Per Melee: Two
Damage: Bite 1d6, claws 1d4, punch 1d6, kick 2d4
Bonuses: +1 to strike, +2 to save vs. magic, +6 to save vs. horror factor
Magic: None
Psionics: None
Average Life Span: Immortal (unless killed)
Value: None
Habitat: Found in mountains; Land of the Damned, the Northern Mountains, Old Kingdom Mountains
Languages: None
Enemies: All intelligent, handsome or pretty beings
Allies: None, animal
Size: 3 to 3 and 1/2 feet tall
Weight: 80-120 pounds

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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 Post subject: Re: Monstrous Creations
Unread postPosted: Mon Dec 31, 2012 2:53 pm
  

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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Urgog

Urgogs are a race of toad-like humanoids who are warlike and predatory, attacking other peoples whom they perceive as threats. They are ugly, bloated people, yet are highly vain, believing themselves to be beautiful, and they typically spend large amounts of money in attempts to make themselves more attractive. This includes collecting jewelry and clothing. Their homes are often also filled with art that they collect from other peoples, for in spite of having no real talent for art themselves, they like the social status of owning such things. The less honest of their race will attack other peoples to steal their possessions.
Urgogs have toxic skin and poisonous venom sacs and are rather nasty to come into contact with. The acid in their skin stains any clothing they wear, eventually ruining it, but they would rather wear stained and ruined clothing than appear destitute.
They live in areas with lots of grass, and around ponds and lakes.

Alignments: Any, but lean toward selfish or evil
Attributes: I.Q. 2d6+2, M.E. 2d6, M.A. 2d6, P.S. 3d6+4, P.P. 3d6, P.E. 2d6+10, P.B. 1d6, Spd 2d6+10
Hit Points: P.E. +1d6 per level of experience
S.D.C.: 1d4X10, plus any gained by O.C.C. and physical skills
Natural A.R.: 8
Horror Factor: 10
P.P.E.: 2d6
O.C.C.s Available to Urgogs: Any
Natural Abilities: Swim 70%, nightvision 40 feet, prowl 30%, and resistant to poisons and toxins (half damage). Leap up to 7 feet high and 20 feet long.
Attacks Per Melee: Three or by hand to hand combat, whichever is greater
Damage: Bite does 2 points of damage, can spit/secrete poison for 2d6 damage at a range of 20 feet (half damage if a successful save vs. poison is made; 14 or better, P.E. bonus applies). They also exude toxic secretions when they are touched, causing irritation to mucous membranes, causing 1d4 points of damage for 1d4 melee rounds unless washed off with soap and water.
Bonuses: +1 initiative, +1 to strike, +3 to dodge, +4 to save vs. poisons (immune to its own poison and toxicity, resistant to all other poisons, taking only half damage), +2 to save vs. horror factor
Magic: By O.C.C. only
Psionics: Standard
Average Life Span: 40 years, but some have lived to 60
Habitat: Ophid's Grasslands, Land of the South Winds, Eastern Territory Grasslands
Languages: Own language, both spoken and written, plus two of choice (+15%)
Enemies: None per se
Allies: None per se
Size: 4 to 4 and 1/2 feet tall
Weight: 75-100 pounds
Notes: They tend to be very hostile, aggressive and territorial. They are highly materialistic, with social status being based on how many things they have accumulated. Fatness is considered a sign of wealth, also. A typical small tribe of Urgog will have 1d4X10 members. They build their homes in mud mounds and are known to accumulate large amounts of treasure.

_________________
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 Post subject: Re: Monstrous Creations
Unread postPosted: Mon Dec 31, 2012 3:32 pm
  

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Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
This one is one that could be used in a Steampunk type setting.

Gremlin

Gremlins are a type of pixie with gray reptilian skin. They possess a type of jinx magic that is different from other faerie folk, as theirs causes tools to break when used and machines to malfunction. They stand approximately one foot tall and have black or gray hair. They prefer to live in towns there they can have access to things built by men, and delight in causing wagon wheels to fall off, doorknobs to come loose, and machines to malfunction or fall apart. They thrive on mischief, basically. The larger a town the better, since the more havoc they cause the better they feel.

Alignment: Any, but most lean toward anarchist and miscreant
Attributes: I.Q. 3d6, M.E. 2d6+2, M.A. 2d6+2, P.S. 1d6, P.P. 3d6+6, P.E. 2d6, P.B. 2d6+1 (minimum of 6), Spd 4d6 running and 2d6X10+50 flying
Size: 12 inches tall and weighs one pound
Natural A.R.: 9
Hit Points: P.E.X6
S.D.C.: 5d6
Horror Factor/Awe: 8
P.P.E.: 1d6X100
Natural Abilities: Fly and hover, nightvision 60 feet, keen normal vision, turn invisible at will, sense location of ley lines 30%, and they can pass through metal much like a ghost.
Jinx Machines and Tools: Causes constructs, vehicles, buildings and tools to break or fall apart and machines to become inoperable and unable to be repaired for 1d4 hours. Attempts to fix said objects and structures will automatically fail or cause the item further damage.
Magic Spells: Sleep, mend stone, mend metal and chameleon
Psionics: None
Combat: Four physical hand to hand attacks per melee or two using magic
Bonuses: +1 initiative, +1 to strike, +1 to parry, +2 dodge in flight, +2 to pull punch, +2 to roll with impact, +2 on all saving throws, +6 to save vs. horror factor
R.C.C. Skills: Speaks Faerie and Gobblely 98%, player characters can learn two additional languages at the base skill +25% skill bonus, basic mechanics 70%, masonry 70%, carpentry 70%, pick locks 80%, pick pockets 60%, prowl 60%, climb 70/60%, faerie lore 90%, gymnastics 64% and select one W.P. of choice. Skills do not increase.
Average Life Span: As pixies, they are effectively immortal and can only die when being slain.
Habitat: Villages and towns, wherever large concentrations of people live. Found in all areas of the Palladium World and in the Realm of Kh'ron (See Kronos God of Time topic thread).
Notes: May wear soft leather armor or colorful clothes. They don't trust most big folk but are more daring than faeries when approaching humanoids. Knives are a favorite weapon and tool. Mischievous and destructive.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Jan 01, 2013 5:42 pm
  

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Hero

Joined: Fri Oct 01, 2010 1:56 pm
Posts: 1108
Location: Texas... what country are you from?
Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present".
Stone Gargoyle wrote:
This one is one that could be used in a Steampunk type setting.

Gremlin

Gremlins are a type of pixie with gray reptilian skin. They possess a type of jinx magic that is different from other faerie folk, as theirs causes tools to break when used and machines to malfunction. They stand approximately one foot tall and have black or gray hair. They prefer to live in towns there they can have access to things built by men, and delight in causing wagon wheels to fall off, doorknobs to come loose, and machines to malfunction or fall apart. They thrive on mischief, basically. The larger a town the better, since the more havoc they cause the better they feel.

Alignment: Any, but most lean toward anarchist and miscreant
Attributes: I.Q. 3d6, M.E. 2d6+2, M.A. 2d6+2, P.S. 1d6, P.P. 3d6+6, P.E. 2d6, P.B. 2d6+1 (minimum of 6), Spd 4d6 running and 2d6X10+50 flying
Size: 12 inches tall and weighs one pound
Natural A.R.: 9
Hit Points: P.E.X6
S.D.C.: 5d6
Horror Factor/Awe: 8
P.P.E.: 1d6X100
Natural Abilities: Fly and hover, nightvision 60 feet, keen normal vision, turn invisible at will, sense location of ley lines 30%, and they can pass through metal much like a ghost.
Jinx Machines and Tools: Causes constructs, vehicles, buildings and tools to break or fall apart and machines to become inoperable and unable to be repaired for 1d4 hours. Attempts to fix said objects and structures will automatically fail or cause the item further damage.
Magic Spells: Sleep, mend stone, mend metal and chameleon
Psionics: None
Combat: Four physical hand to hand attacks per melee or two using magic
Bonuses: +1 initiative, +1 to strike, +1 to parry, +2 dodge in flight, +2 to pull punch, +2 to roll with impact, +2 on all saving throws, +6 to save vs. horror factor
R.C.C. Skills: Speaks Faerie and Gobblely 98%, player characters can learn two additional languages at the base skill +25% skill bonus, basic mechanics 70%, masonry 70%, carpentry 70%, pick locks 80%, pick pockets 60%, prowl 60%, climb 70/60%, faerie lore 90%, gymnastics 64% and select one W.P. of choice. Skills do not increase.
Average Life Span: As pixies, they are effectively immortal and can only die when being slain.
Habitat: Villages and towns, wherever large concentrations of people live. Found in all areas of the Palladium World and in the Realm of Kh'ron (See Kronos God of Time topic thread).
Notes: May wear soft leather armor or colorful clothes. They don't trust most big folk but are more daring than faeries when approaching humanoids. Knives are a favorite weapon and tool. Mischievous and destructive.

Steampunk nothing! Cut a few of these buggers loose in Rifts and watch the CS scramble for cover! :lol:

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Jan 02, 2013 3:50 pm
  

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Location: "France...We come from France."
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JuliusCreed wrote:
Stone Gargoyle wrote:
This one is one that could be used in a Steampunk type setting.

Gremlin

Gremlins are a type of pixie with gray reptilian skin. They possess a type of jinx magic that is different from other faerie folk, as theirs causes tools to break when used and machines to malfunction. They stand approximately one foot tall and have black or gray hair. They prefer to live in towns there they can have access to things built by men, and delight in causing wagon wheels to fall off, doorknobs to come loose, and machines to malfunction or fall apart. They thrive on mischief, basically. The larger a town the better, since the more havoc they cause the better they feel.

Alignment: Any, but most lean toward anarchist and miscreant
Attributes: I.Q. 3d6, M.E. 2d6+2, M.A. 2d6+2, P.S. 1d6, P.P. 3d6+6, P.E. 2d6, P.B. 2d6+1 (minimum of 6), Spd 4d6 running and 2d6X10+50 flying
Size: 12 inches tall and weighs one pound
Natural A.R.: 9
Hit Points: P.E.X6
S.D.C.: 5d6
Horror Factor/Awe: 8
P.P.E.: 1d6X100
Natural Abilities: Fly and hover, nightvision 60 feet, keen normal vision, turn invisible at will, sense location of ley lines 30%, and they can pass through metal much like a ghost.
Jinx Machines and Tools: Causes constructs, vehicles, buildings and tools to break or fall apart and machines to become inoperable and unable to be repaired for 1d4 hours. Attempts to fix said objects and structures will automatically fail or cause the item further damage.
Magic Spells: Sleep, mend stone, mend metal and chameleon
Psionics: None
Combat: Four physical hand to hand attacks per melee or two using magic
Bonuses: +1 initiative, +1 to strike, +1 to parry, +2 dodge in flight, +2 to pull punch, +2 to roll with impact, +2 on all saving throws, +6 to save vs. horror factor
R.C.C. Skills: Speaks Faerie and Gobblely 98%, player characters can learn two additional languages at the base skill +25% skill bonus, basic mechanics 70%, masonry 70%, carpentry 70%, pick locks 80%, pick pockets 60%, prowl 60%, climb 70/60%, faerie lore 90%, gymnastics 64% and select one W.P. of choice. Skills do not increase.
Average Life Span: As pixies, they are effectively immortal and can only die when being slain.
Habitat: Villages and towns, wherever large concentrations of people live. Found in all areas of the Palladium World and in the Realm of Kh'ron (See Kronos God of Time topic thread).
Notes: May wear soft leather armor or colorful clothes. They don't trust most big folk but are more daring than faeries when approaching humanoids. Knives are a favorite weapon and tool. Mischievous and destructive.

Steampunk nothing! Cut a few of these buggers loose in Rifts and watch the CS scramble for cover! :lol:
Yes, I can see them wreaking havok on battle armor. Oh, the humanity!

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Jan 02, 2013 4:11 pm
  

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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Gryphon Chick wrote:
JuliusCreed wrote:
Stone Gargoyle wrote:
This one is one that could be used in a Steampunk type setting.

Gremlin

Gremlins are a type of pixie with gray reptilian skin. They possess a type of jinx magic that is different from other faerie folk, as theirs causes tools to break when used and machines to malfunction. They stand approximately one foot tall and have black or gray hair. They prefer to live in towns there they can have access to things built by men, and delight in causing wagon wheels to fall off, doorknobs to come loose, and machines to malfunction or fall apart. They thrive on mischief, basically. The larger a town the better, since the more havoc they cause the better they feel.

Alignment: Any, but most lean toward anarchist and miscreant
Attributes: I.Q. 3d6, M.E. 2d6+2, M.A. 2d6+2, P.S. 1d6, P.P. 3d6+6, P.E. 2d6, P.B. 2d6+1 (minimum of 6), Spd 4d6 running and 2d6X10+50 flying
Size: 12 inches tall and weighs one pound
Natural A.R.: 9
Hit Points: P.E.X6
S.D.C.: 5d6
Horror Factor/Awe: 8
P.P.E.: 1d6X100
Natural Abilities: Fly and hover, nightvision 60 feet, keen normal vision, turn invisible at will, sense location of ley lines 30%, and they can pass through metal much like a ghost.
Jinx Machines and Tools: Causes constructs, vehicles, buildings and tools to break or fall apart and machines to become inoperable and unable to be repaired for 1d4 hours. Attempts to fix said objects and structures will automatically fail or cause the item further damage.
Magic Spells: Sleep, mend stone, mend metal and chameleon
Psionics: None
Combat: Four physical hand to hand attacks per melee or two using magic
Bonuses: +1 initiative, +1 to strike, +1 to parry, +2 dodge in flight, +2 to pull punch, +2 to roll with impact, +2 on all saving throws, +6 to save vs. horror factor
R.C.C. Skills: Speaks Faerie and Gobblely 98%, player characters can learn two additional languages at the base skill +25% skill bonus, basic mechanics 70%, masonry 70%, carpentry 70%, pick locks 80%, pick pockets 60%, prowl 60%, climb 70/60%, faerie lore 90%, gymnastics 64% and select one W.P. of choice. Skills do not increase.
Average Life Span: As pixies, they are effectively immortal and can only die when being slain.
Habitat: Villages and towns, wherever large concentrations of people live. Found in all areas of the Palladium World and in the Realm of Kh'ron (See Kronos God of Time topic thread).
Notes: May wear soft leather armor or colorful clothes. They don't trust most big folk but are more daring than faeries when approaching humanoids. Knives are a favorite weapon and tool. Mischievous and destructive.

Steampunk nothing! Cut a few of these buggers loose in Rifts and watch the CS scramble for cover! :lol:
Yes, I can see them wreaking havok on battle armor. Oh, the humanity!

I was thinking strictly in terms of PFRPG, but I suppose they would do well to wreak havoc in other settings as well. :lol:

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sun Jan 06, 2013 7:47 pm
  

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Reagren Wright wrote:
DEMON BOAR

According to Wolfen lore, the god Hoknar bragged to his brother Locknar that boar hunting
had become too easy for him, so the god of mischief created a race of wild boar so savage
and ferocious that his brother gave up boar hunting after being mauled by a single one. If
the legend is true its remains to be seen, but anyone who hunts Demon Boars is likely to
admit one almost needs to be a god to go after one. Demon Boars like their smaller cousins,
are omnivorous scavengers, eating almost anything organic they come across, as well as
young deer, fish, and small mammals. Anything that appears threatening is attacked with
savage vigor. It lacks any sense of fear or caution and will tenaciously fight to the death. A
male lowers its head, charges, and then slashes upward with his tusks, sometimes trample
the opponent with its immense girth. Females are just as dangerous, perhaps even more so
when they are protecting their young. It’s easy to get the pigs mad. If wounded enough,
they go into blood frenzy, attack everything in sight (a sow will never attack her offspring)
until it’s dead or no longer poses a threat. Climbing into a tree won’t do any good either, for
the hog will collide into the tree until it topples. Even for a group of experienced Wolfen
hunters taking on a single Demon Boar can be risky, yet for some it’s worth the risk. Demon
Boar are farmed for their meat, and in the Western Empire only the nobility are able to
afford even a single slice on a dinner plate. In the Eastern Territory, Demon Boar meat ranks
among the highest priced types of meat and only the finest taverns and inns offer in on
their menus.

Males are solitary animals while females and their offspring (both sub-adult males and
females) live in groups numbering around 20 animals, although groups of over 50 have been
seen in the Northern Hinterlands. They forage in the early morning and late afternoon or at
night, but rest for periods during both night and day. The pigs can be lured into the open
with prodigious amounts of food, especially sweet apples and piles of raw meat. However,
once the pig makes an appearance, it will attack any humanoids in the area before turning
its attention to the food pile.

Alignment: Considered miscreant
The Eight Attributes: I.Q. 1D6 (low animal intelligence), M.E. 1D6, M.A. 1D6, P.S.
5D6+6, P.P. 2D6, P.E. 6D6, P.B. 1D6+4, Spd 5D6, but can double its speed in burst lasting
4D6
minutes.
Hit Points: 6D6+8
S.D.C.: 6D6+20
Natural Armor Rating: 8
Horror Factor: 10
P.P.E.: 4D6
Magic: None
Psionics: None.
Natural Abilities: Superior endurance, nightvision 40 feet (12 m), track by smell 70%,
swimming 40%, and takes half damage from cold (even magical).
Special Abilities: When the boar loses all of its S.D.C., it goes into a frenzy state, attacking
everything in sight with full force. It will not stop attacking until everything around it is
killed or incapacitated. Frenzy bonuses and abilities: One additional attack per melee, +30%
increases to hit points and Spd attribute, +1D6 damage, +1 to strike, parry, and dodge. The
pig feels no pain, ignores all damage inflicted upon it, and cannot be subdued by charm,
sleep, fear magic, and becomes impervious to horror factor, and most psionics. This frenzy
last equal to P.E. attribute in melee rounds.
Damage: Tusks do 3D6+2 points of damage, head butt 2D6 damage, and trample 3D6
damage.
Bonuses: +4 to initiative, +4 to strike, +2 to parry, +2 to dodge, +3 to save vs.
poison & disease, +8 to save vs. horror factor.
Value: Hide 75-100 gold; meat (whole animal 250-400 gold). They cannot be domesticated.
Average Life Span: 10-12 years
Habitat: Ophid Grasslands and the western forests of the Great Northern Wilderness. There
are alleged sightings in the Disputed Region of the Eastern Territory but have yet to be
confirmed.
Language: None.
Enemies: They are a prey animal for wolves, tigers, bears, mountain lions, and Wolfen. Full
grown adults, due to their size, strength, and vicious aggression, are generally avoided.
Allies: None
Physical Appearance: They are a giant species of wild boar and domestic pig. Unlike a
normal boar, they lack fur on their body. Their skin is ochre in color, becoming bright red
when they frenzy. Both adult males and females develop huge tusks from their upper and
lower canine teeth. The upper tusks are bent upwards in males. There is a sharp rigid
running down the length of the male’s spine.
Size: Full grown adults are 10 to 12 feet (3.0 to 3.6 m) from snout to tail. A full grown
male’s tusks measure 20-28 inches (50-70 cm).
Weight: Full grown adults can weight over a 1000 lbs (450 kg).


Mate, I see where my GM got the idea for last nights game! LOL South Watch had offered a sizable reward (title and land 200 acres or 500,000 gold in old kingdom coinage) to anyone who could kill one and instruct others to do the same. A short solo mission that I opted to take and do as a solo mission. Apparently there is an over population of them there or a big banquet or something. I don't know!

Thankfully they can't fly or jump 60' high! I must confess though, the GM acted rather shocked when I first encountered it through the eyes of my falcon familiar. I didn't freak out! First I cast invisibility superior (didn't want it knowing I was coming), then fly like an eagle found my falcon and my mighty quarry, and flew up to 60'. And proceeded to lob lightning at it.

I fight smart, or at least I try to.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Mon Jan 07, 2013 8:36 pm
  

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Palladium Books® Freelance Writer

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Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Glad you survived your encounter. The tale of how two party members and a half dozen
hunters npcs (in red shirts) got slaughtered by four boars takes to long to tell but its a funny
one. The idea of a vicious hogzilla I've always found deliciously wicked :twisted:


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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Jan 09, 2013 1:11 am
  

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I forgot 1 key thing. Before he started calling lightning, he did 4 concentric, though not really evenly spaced, wall of ivy around the boar. He knows enough about wounded animals from personal experience with regular boars to at least try to avoid that. Plus I did not want that thing hurting anyone, and there happened to be a village near by. So, for my added precaution I earned 1000 exp. For a flawless victory against a great menace I got 300 exp. :lol: Well, I really can't gripe too much...after all, he's new to our house rules so, it's cool.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Jan 09, 2013 1:15 pm
  

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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
pblackcrow wrote:
Thankfully they can't fly or jump 60' high!
It would not take much to give them bat-like leathery wings, though, for flight at X3 ground speed!

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Jan 09, 2013 8:43 pm
  

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Stone Gargoyle wrote:
pblackcrow wrote:
Thankfully they can't fly or jump 60' high!
It would not take much to give them bat-like leathery wings, though, for flight at X3 ground speed!


Perhaps the god who created them will add that feature now that some smart*** wizard has mastered them and told others how to conquer them. Or make them like this: http://kaijuverse.deviantart.com/art/Hogzilla-302528074. Or perhaps not.

But I do expect to hear from the gods Hoknar and his brother, Locknar just any game now. Look at what this mortal has done. Provided my GM used that background.

Neat, concept though. Based on actual bores too. I remember an issue of bow hunters. Check out: https://www.google.com/search?q=HOGZILL ... 24&bih=616

One thing about it though, my PC sure as hell fed some people with that kill.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Jan 10, 2013 3:18 pm
  

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Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
pblackcrow wrote:
Stone Gargoyle wrote:
pblackcrow wrote:
Thankfully they can't fly or jump 60' high!
It would not take much to give them bat-like leathery wings, though, for flight at X3 ground speed!


Perhaps the god who created them will add that feature now that some smart*** wizard has mastered them and told others how to conquer them. Or make them like this: http://kaijuverse.deviantart.com/art/Hogzilla-302528074. Or perhaps not.
Hmmm... firebreathing bipedal pig people... I think I am inspired to create such a thing. :-)

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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Jan 11, 2013 1:42 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Stone Gargoyle wrote:
pblackcrow wrote:
Stone Gargoyle wrote:
pblackcrow wrote:
Thankfully they can't fly or jump 60' high!
It would not take much to give them bat-like leathery wings, though, for flight at X3 ground speed!


Perhaps the god who created them will add that feature now that some smart*** wizard has mastered them and told others how to conquer them. Or make them like this: http://kaijuverse.deviantart.com/art/Hogzilla-302528074. Or perhaps not.
Hmmm... firebreathing bipedal pig people... I think I am inspired to create such a thing. :-)
Okay, here is my take on a dragon-type boar:

Dragon Boar

The Dragon Boar is not a true dragon, but is so named because of its fire breath and great leather wings. It is a creature created by magic. Legend has it that it was created to keep hunters from poaching boars in the forest of an old kingdom.
Dragon Boars are ferocious, aggressive and mean-spirited creatures of low intelligence.

Alignment: Evil
Attributes: I.Q. 1d4 (low animal intelligence), M.E. 1d6, M.A. 1d6, P.S. 5d6, P.P. 3d6, P.E. 4d6, P.B. 2d6, Spd 4d6 (as quadruped, ground speed is 1/4 for bipedal movement; X4 in flight)
Hit Points: P.E. attribute number +40
S.D.C.: 2d6X10+20
Natural A.R.: 12
Horror Factor: 14
P.P.E.: 2d4X10
O.C.C.: Not applicable
Natural Abilities: Fly, nightvision 60 feet, impervious to fire, prowl 44%, track by smell 44%, and swim 50%. Heals twice as quickly as a human. Can walk as biped or quadruped.
Fire Breath: Inflicts 4d6 points of damage; range: 10 feet. Can be used once per melee round.
Attacks Per Melee: Three
Damage: Tusks do 2d6+3 points of damage, head butt 1d6 damage, trample 4d6 damage, front leg kick 1d6, back leg 2d6, flying or running charge and ram with head down does 5d6 damage
Bonuses: +3 on initiative, +4 to strike, +3 to dodge on ground, +4 to dodge in flight, and +2 to save vs. magic
Magic: None
Psionics: None
Average Life Span: 1000 years, though some have lived to 1800
Value: Hide: 500 gold, Meat (whole animal): 1000-2000 gold, Bones: 400-500 gold.
Habitat: Land of the Damned, the Great Northern Wilderness
Languages: None, except for grunts and squeals
Enemies: Large predatory animals
Allies: None, animal
Size: Body: 10-12 feet; tail: 2-3 feet; wingspan: 18-22 feet
Weight: 2000-4000 pounds
Behavior: Dragon Boars live in groups of up to 8 members. They prefer to have a source of water and shelter close by. They are carnivores primarily and feed on mall to medium sized mammals, but they will also eat grass, fruit and roots. They are aggressive and mean-spirited and are known to attack anything if startled. They breed in the spring, but typically only do so once every ten years, and 2-4 young are born after a gestation period of 5-6 months.

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Last edited by Stone Gargoyle on Sat Jan 12, 2013 2:04 pm, edited 3 times in total.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Jan 11, 2013 5:24 pm
  

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Champion

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Stone Gargoyle wrote:
The Dragon Boar is not a true dragon, but is so named because of its fire breath and great leather wings. It is a creature created by magic. Legend has it that it was created to keep hunters from poaching boars in the forest of an old kingdom.
Dragon Boars are ferocious, aggressive and mean-spirited creatures of low intelligence.

If I didn't know better, I would swear you were referring to my ex. :lol:

Guys...Meat (whole animal): 200-400 gold? Guys, come on! Think, reason! That's 2000-4000 pounds of nice lean pork. And this isn't D&D, so please stop devaluing meat. I could feed a large village or small town. Also, there is also ivory in those teeth to be priced.

I believe my 7th level wizard could take one. If you're willing to run the game, Stone. One thing though, my web cam broke a few days ago, but I can order another next month. Figure his fame with killing the one will most likely spread to other kingdoms and fiefdoms, they will send riders, blah, blah, blah. Which will gives me another chance to think out side the box.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Jan 11, 2013 6:25 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
pblackcrow wrote:
Guys...Meat (whole animal): 200-400 gold? Guys, come on! Think, reason! That's 2000-4000 pounds of nice lean pork. And this isn't D&D, so please stop devaluing meat. I could feed a large village or small town. Also, there is also ivory in those teeth to be priced.
True, I have a hard time knowing how much to value the meat at. And, yes, should probably set a value on the bones. I will give it some thought and fix the prices when I figure out how much they are worth.

pblackcrow wrote:
I believe my 7th level wizard could take one. If you're willing to run the game, Stone. One thing though, my web cam broke a few days ago, but I can order another next month. Figure his fame with killing the one will most likely spread to other kingdoms and fiefdoms, they will send riders, blah, blah, blah. Which will gives me another chance to think out side the box.
Possibly. I don't have a decent webcam either, though, and my time online in limited to times when I am at the public library. We would have to figure something out. Contact me by PM about it. 8)

Update: Okay, it does appear I undervalued the meat. Going by prices for the wild boar, and considering it is ten times the meat, you are looking at 1000-2000 gold for the meat. I also seem to have undervalued the hide, which will now be valued at 500 gold. The bones would probably go for 400-500 gold. I will edit the entry accordingly.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Jan 12, 2013 2:49 pm
  

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Palladium Books® Freelance Writer

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Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
The weight of an animal does not determine the value of its meat. In Monsters and Animals,
the meat of a blue whale is 600-1200 gold. Meat/oil of a gray whale is 200 gold. Wild boar is
100-200 gold for the whole animal. For the value of the Demon boar I is simply doubled the
value of the boar. I think its important to remember non-adventure characters are doing the
majority of the hunting for these animals so the price should be based on availability, difficult
of acquiring, processing, and demand of ordinary people.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Jan 12, 2013 3:00 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Reagren Wright wrote:
The weight of an animal does not determine the value of its meat. In Monsters and Animals,
the meat of a blue whale is 600-1200 gold. Meat/oil of a gray whale is 200 gold. Wild boar is
100-200 gold for the whole animal. For the value of the Demon boar I is simply doubled the
value of the boar. I think its important to remember non-adventure characters are doing the
majority of the hunting for these animals so the price should be based on availability, difficult
of acquiring, processing, and demand of ordinary people.
Well, originally I had accounted for the fact that the creature is basically impervious to fire, so hard to cook, plus the meat tastes terrible due to it being a monster. It is extremely difficult to acquire, being that it is a fire-breathing creature that rarely breeds.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Jan 23, 2013 4:47 am
  

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D-Bee

Joined: Thu Nov 01, 2012 12:04 am
Posts: 31
Reagren Wright wrote:
Glad you survived your encounter. The tale of how two party members and a half dozen
hunters npcs (in red shirts) got slaughtered by four boars takes to long to tell but its a funny
one. The idea of a vicious hogzilla I've always found deliciously wicked :twisted:


my poor ranger, ravaged by succubi then killed by a demon boar and thn my dog disguises himself as me... what are the odds the dog I bought would turn out to be a direling!!


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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Jan 26, 2013 3:00 pm
  

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Comment: "Your inferiority complex might be justified."
This was posted as its own thread by pblackcrow introducing his Shadow Walkers race:
viewtopic.php?f=5&t=136610

I will be writing up a race of winged angel-like creatures tomorrow and should have them up on Tuesday.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Jan 29, 2013 4:13 pm
  

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Comment: "Your inferiority complex might be justified."
Stone Gargoyle wrote:
I will be writing up a race of winged angel-like creatures tomorrow and should have them up on Tuesday.
Update: I have these written up and will be posting them tomorrow, probably. I also wrote up one other creature and have ideas for a couple more.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Jan 30, 2013 4:36 pm
  

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Aerie

Aerie are winged elves having claws and fangs. They were created to be a weapon during the great elf/dwarf wars by wizards who grafted animal abilities onto elven volunteers. The process used to create them affected their minds, lowering their intelligence and turning them into savage creatures. They were ultimately too wild to control, and the magic used to create them prevented them from breeding with ordinary elves. Aerie are extremely aggressive, ill-tempered creatures which fight anything they come across and feed on elves and other bipedal creatures.
The elves have attempted to solve the problem they created by hunting Aerie and killing any they find. Less intelligent creatures have been known to mistake Aerie for some kind of angelic beings and will defend them against those who hunt them.
Aerie are known to travel in groups of 3d6 members and reside in high places in the mountains.

Alignment: Any, but usually diabolic or miscreant
Attributes: I.Q. 2d6+4, M.E. 2d6, M.A. 2d6, P.S. 4d6, P.P. 4d6, P.E. 4d6, P.B. 4d6, Spd 4d6 (X5 for flight)
Hit Points: P.E. attribute number X2, +1d6 per level of experience
S.D.C.: 1d4X10+10, plus any gained by O.C.C. and physical skills
Natural A.R.: 6, but also uses armor to protect itself
Horror Factor: 12
P.P.E.: 1d4X10
O.C.C.s Available to Aerie: Any men of arms
Natural Abilities: Flight, nightvision 60 feet, track humanoids 60%, track animals 55%, keen hearing (60% likelihood of hearing an intruder, even from behind), keen hawk-like color vision (can see a rabbit two miles away).
Attacks Per Melee: Four per round, or by hand to hand combat training, whichever is greater.
Damage: Bite inflicts 1d6 points of damage or claws 2d6 damage, or by weapon.
Bonuses: +3 initiative, +2 to strike, +3 to dodge, +5 to dodge when flying at or near maximum speed, +2 to save vs. Horror Factor, +2 to save vs. magic
Magic: None
Psionics: Standard
Average Life Span: 500 years
Value: 500 gold for alchemical purposes
Habitat: Old Kingdom mountains, Baalgor mountains, and also believed to inhabit the mountains that divide the Northern Wilderness and the Land of the Damned.
Languages: Elven and two of choice (+10%)
Enemies: Elves, dwarves and most other bipeds
Allies: None, though some misguided creatures will try to protect them.
Physical Appearance: Appear to be elves with feathered wings sprouting out of their backs, long sharp claws, and fangs.
Size: 5-6 feet tall; 12-16 foot wingspan
Weight: 120-180 pounds
Notes: Aerie love all forms of weapons and combat, but typically must scavenge, loot and kill to obtain weapons and armor. Any armor must be altered to fit on their winged form, also.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Jan 30, 2013 5:10 pm
  

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Martyrs

Martyrs are elf-like creatures with shaggy hair/fur, horns and hooves, often being mistaken for Satyrs. They are naturally muscular with fur all over with the exception of their face and chest and belly, and they have lion-like tails. Natural warriors, it is a common misconception that they were created as a minion race of a war god. In truth, they were created to be a weapon during the great elf/dwarf wars by wizards who grafted animal abilities onto elven volunteers. The process used to create them affected their minds, lowering their intelligence and turning them into savage creatures. They were ultimately too wild to control, and the magic used to create them prevented them from breeding with ordinary elves. Martyrs are extremely aggressive, ill-tempered creatures which fight anything they come across and feed on elves and many other bipedal creatures.
The elves have attempted to solve the problem they created by hunting Martyrs and killing any they find. Martyrs of course fight back, and have allied themselves with trolls and other evil creatures in the past.

Alignment: Any, but lean toward evil alignments
Attributes: I.Q. 2d6+4, M.E. 2d6, M.A. 2d6, P.S. 4d6, P.P. 4d6, P.E. 4d6, P.B. 2d6, Spd 4d6
Hit Points: P.E. attribute number X2, +1d6 per level of experience
S.D.C.: 1d4X10+20, plus any gained by O.C.C. and physical skills
Natural A.R.: 9
Horror Factor: 10
P.P.E.: 1d4X10
O.C.C.s Available to Martyrs: Any men of arms or blacksmith
Natural Abilities: Nightvision 200 feet, normal day vision, track humanoids 60%, track animals 55%
Attacks Per Melee: Four per round, or by hand to hand combat training, whichever is greater
Damage: Bite inflicts 1d6 damage, claws/punch inflicts 2d6 damage, kick 3d6+4, head butt 2d6+4
Bonuses: +4 initiative, +3 to strike and parry, +4 dodge, +3 to roll with impact, +5 to save vs. Horror Factor, +2 on all other saving throws
Magic: None
Psionics: Standard
Average Life Span: 500 years
Habitat: Forest areas
Languages: Elven and Gobblely, plus two additional languages (+10%)
Enemies: Elves, humans and Faerie Folk
Allies: None per se; have been known to work with trolls, goblins and orcs in the past
Physical Appearance: Elves with shaggy fur/hair over most of their bodies, long stag-like horns, hooved feet, clawed hands and lion-like tails
Size: 5-6 feet tall
Weight: 240-320 pounds
Notes: Martyrs love all forms of weapons and combat, but typically must scavenge, loot and kill to obtain weapons and armor. They have been known to forge their own, however. They do not typically wear clothes other than weapons and armor.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Mar 07, 2013 9:03 pm
  

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The Faery Queens of the the Unseelie Court
The Queens of ice are a cold, hard and unyielding bunch, bring trouble to their door and find out why they are queens of a bunch of sadistic savage psychopaths. They follow the rules of the Fae nobles so they can't lie to you or kill you outright (but can torture you until you wish for death) unless you involve yourself in their affairs. They love to see mortals making difficult life or death choices. Don't seek them out, talk to them or attract their attention and you will have a happier life, very few that get involved with them come out on the better side of things (or even the living side of things). However they tend to only be active in their times of the months/seasons and do tend to rest during the opposite season. Generally its only the king that can change their minds when they are set, and sometimes even the king (Aillil) can't. Mabh is the mother of Maillaidh and Macha, and is more powerful then either however both can infuence her. Aillil is the father to both and are the only two progeny that aillil hadwith mabh. There are more children but they are either Aillil's children with another or Mabh's children with another. During summer Mabh's power is reduced by half, unless she is with Aillil or extraordinarily involved, in that case she can work at full power during the night but must sleep during the day. If any of the Queens are killed they will reform\reappear during their aligned time of the year, unless the were killed by something extremely powerful (%99.99 of the rune weapons don't make the class, neither do dragons, the summer faeries or demon\devil lords, for it to stick it has to be done by Godlike entities.


Mallaidh (MAL-ee), Dark Queen of Autumn, mistress of the harvest.
Alignment: Aberrant
The Eight Attributes: I.Q: 16, M.E: 18 , M.A. 22, P.S: 25, P.P: 25, P.E: 18, P.B: 30, Spd: 28 running, as spell when flying
Hit Points: 1200 (600 for 2nd ed)
S.D.C.: 800 (only 2nd ed)
Natural A.R.: 14
Horror Factor: 18 when smiling (awe), 16 when angry
P.P.E.: 1500
Magic: All Air Elemental @ lvl 8, all wizard 1-6 @ lvl 8, All cold based elemental and wizard spells @ lvl 10
Psionics: None, however she can detect when someone uses psionics around her.
Natural Abilities: Keen vision, nightvision 600 feet (~300m).
Special Abilities: Immune to Cold, 1/2 damage from lightning, takes double damage from fire. Can conjure things out of ice like a conjurer for no cost. Has godlike powers like demon lords (see dragons and gods). 6th level illusionist
Attacks Per Melee: 8
Damage: Ice spears do 3D6+4+ps bonus dam, Ice Sickle does 2d6 + 2d6 cold damage and returns when thrown.
damage + P.S. attribute bonus (if any).
Bonuses: +8 to initiative, +8 to strike, +12 to parry, +8 to dodge, and +6 to save vs. magic/wards/circles. +10 vs psionics. Immune to poison. Gets 1 reroll on failed saves.
Vulnerability: Hot ambient temperatures weaken her (1/2 combat bonuses), x2 damage from heat and fire. Mallaidh is weakest during spring, and gets her magical abilities halved during this time.
Average Life Span: Immortal until killed by a god/godlike being.
Value: Maeve is a semi-deific being like the demon lords, so her body parts would be worth that of a demon lord/godling. Good luck getting them though.
Habitat: Faerie, but likes walking through autumnal forests.
Language: All
Enemies: Faeries of light (Technically, she is on the best terms with the light faeries out of the 3 queens of dark), Creatures from the Outer Dark, Demons and Devils.
Allies: Fae
Physical Appearance: Graceful elfin features, Reddish auburn hair, likes wearing golds browns and greens. Looks to be about 18
Size: 6'4, but can change size at will
Weight: You ask, im not, i like my life.
Other:
Mallaidh is the nicest of the Dark queens and sometimes takes a mortal lover, who generally doesn't live through the process but dies happyish anyway. Mallaidh is the one that relates to mortals most out of the three, and likes the process of mortal emotional discovery due to mental state alteration. Also throws awesome parties that are the envy of the heavens. Extremely Jealous of any that interfere with her current "man" she will got at great lengths to stick in the knife ... and twist it sideways.

Mabh (MEEV or Mab), Dark Queen of Winter, Mistress of all that is Cold and Dark
Alignment: Crazy psycho Hosebeast
The Eight Attributes: I.Q: 26, M.E: 22 , M.A. 22(normal 28 when angry), P.S: 30, P.P: 26, P.E: 24, P.B: 31 (18 when angry as she takes on a demonic cast), Spd: 36 running, as spell when flying
Hit Points: 3000 (1500 for 2nd ed)
S.D.C.: 2000 (only 2nd ed)
Natural A.R.: 14
Horror Factor: 16 when smiling, 22 when angry
P.P.E.: 3000
Magic: All Air Elemental @ 12lvl, all wizard 1-12 @ lvl10, All cold based elemental and wizard spells @ lvl 12
Psionics: None, however she can detect when someone uses psionics around her.
Natural Abilities: Keen vision, nightvision 2000 feet (~660m).
Special Abilities: Immune to Cold, 1/2 damage from lightning, takes double damage from fire. Can conjure things out of ice like a conjurer for no cost. Has godlike powers like demon lords (see dragons and gods). Induce nightmares, 10th level illusionist
Attacks Per Melee: 12
Damage: Ice Claws do 4D6 dam x2 vs supernatural creatures and beings , Ice Mourning Star (spelt correctly in this case) does 3d8+6 and save vs spells at or be frozen solid (like petrify, doesnt work on non-mortals).
damage + P.S. attribute bonus (if any).
Bonuses: +10 to initiative, +12 to strike, +16 to parry, +10 to dodge, and +8 to save vs. magic/wards/circles. +12 vs psionics. Immune to poison. Gets 1 reroll on failed saves.
Vulnerability: Hot ambient temperatures weaken her (1/2 combat bonuses), x2 damage from heat and fire. During summer Mabh stats are halved, unless in the company of Aillil. She can function at full strength during the summer night, but then has to sleep during the summer day to make up for it.
Average Life Span: Immortal until killed by a god/godlike being.
Value: Mab is a semi-deific being like the demon lords, so her body parts would be worth that of a demon lord/godling. Good luck getting them though.
Habitat: Faerie, doesn't like the "real" world very much.
Language: All
Enemies: Faeries of light, Creatures from the Outer Dark, Demons and Devils, Angels. In fact pretty much everyone who isn't dark fae.
Allies: Dark Fae.
Physical Appearance: The most beautiful crazy psycho hosebeast you have ever met. Long thin features, elfin grace, Platinum hair. Looks to be about 30 - 35, can raise the interest of a dead man. Faeries are fertility spirits, and it shows, especially in Mabhs case. A fair few men would do(and have done) pretty much anything to spend some quality time with her.
Size: 6'10, but can change size at will
Weight: not polite to ask, in fact the last person who asked had his spine ripped out.
Other:
Mabh is the powerhouse of the unseelie court, and isn't afraid to do what is needed to be done to whomever its needs to be done to. Is cold and calculating but revels in bloodshed and destruction and only feels hatred for those whom are lesser. She is also willing to work with her enemies when the need has arisen, but has usually come out the better in those situations as she basically killed or neutered (sometimes literally) the others involved.

Macha (MAH-ka), Dark Queen of Spring and War.
Alignment: Miscreant
The Eight Attributes: I.Q: 20, M.E: 22 , M.A. 20, P.S: 28, P.P: 26, P.E: 24, P.B: 20, Spd: 24 running, as spell when flying
Hit Points: 800 (400 for 2nd ed)
S.D.C.: 600 (only 2nd ed)
Natural A.R.: 16
Horror Factor: 16
P.P.E.: 3500
Magic: All Air Elemental @ 8lvl, all wizard 1-6 @ lvl 6, All cold based elemental and wizard spells @ lvl 8
Psionics: None, however she can detect when someone uses psionics around her.
Natural Abilities: Keen vision, nightvision 1000 feet (~300m). Metamorphosis at will,
Special Abilities: Immune to Cold, 1/2 damage from lightning, takes double damage from fire. Conjurer lvl12, things made out of ice are no cost. Has godlike powers like demon lords (see dragons and gods). 9th level illusionist
Attacks Per Melee: 12
Damage: Ice shards (range 500ft) do 5D8 dam, Ice Flamberge does 5d6 +3d6cold damage.
damage + P.S. attribute bonus (if any).
Bonuses: +10 to initiative, +10 to strike (includes WP), +10 to parry, +10 to dodge, and +10 to save vs. magic/wards/circles. +10 vs psionics. Immune to poison. Gets 1 reroll on failed saves.
Vulnerability: Hot ambient temperatures weaken her (1/2 combat bonuses), x2 damage from heat and fire. Autumn is the time of year when Macha is weakest, and this halves her hth combat abilities.
Average Life Span: Immortal until killed by a god/godlike being.
Value: Mab is a semi-deific being like the demon lords, so her body parts would be worth that of a demon lord/godling. Good luck getting them though.
Habitat: Faerie, doesn't like the "real" world very much.
Language: All
Enemies: Has fought pretty much everyone.
Allies: Dark Fae.
Physical Appearance: Older looking (50-55) but still good looking. Likes martial outfits in black and red (harder to see blood stains you see)
Size: 7', but can change size at will
Weight: not prudent to ask, she might actually tell you.
Other:
Macha is violent, very violent. She likes to watch blood slowly cool and freeze. She is the Dark Faeries Grand Marshal, and has the horn of Caillech, which she uses to rouse the unseelie court to war. Macha responds to any questioning of her power by using whatever weapons she has at hand to prove them wrong, and then usually calms down when watching her opponents die. She also likes martial tunes and they have been known to occasionally turn her wrath (to someone else usually) and not kill the music maker.
Has a personal redcap guard, who are very loyal and will defend her with their lives.

Equipment.
All the queens have been collecting for centuries, so they basically have pretty much any magic item they need, but do tend to rely on their own abilities as they can conjure up most things anyway.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Mar 08, 2013 2:11 pm
  

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kiralon,

This thread wasn't really intended for deities and such, as those normally get their own thread.
The first one and last one seem to have really low SDC for deities. You have no OCCs listed for them, and have errantly listed their OCC levels under their abilities. Overall, these do not seem very well written.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Mar 09, 2013 12:20 am
  

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Stone Gargoyle wrote:
kiralon,

This thread wasn't really intended for deities and such, as those normally get their own thread.
The first one and last one seem to have really low SDC for deities. You have no OCCs listed for them, and have errantly listed their OCC levels under their abilities. Overall, these do not seem very well written.


Constructive criticism always welcome (i will rewrite these but i was hoping for comments on their abilities and such but english was never my strong suit, im more a maths/sci sort of guy), this is the shortened version as they are 3-5 pages each, and these are designed to not actually be deities but closer to immortals, powerful yes but get the right things and you can bring them down, they are missing equipment lists and backstory, and things that i have common to trooping fairy types.

Faeries don't have levels, not sure about second ed but first ed faeries don't really have levels, just hp and stats. first ed fairies mostly cast spells as a level 9 caster (+3 spell strength save 15 or higher for spell magic)

Im going to put in their immediate follower types and the classes of faery, for example these 3 are trooping faeries and trooping faeries have the following limitations (as opposed to solitary faeries who have slightly different rules, like they can lie for example)

Trooping Faerie
Trooping faeries are rarely found alone and generally work together well in groups. On quiet nights you can see and hear them walking through the trees following paths only they can see singing and dancing and generally having a good time.
- All Trooping Faeries have innate magic that varies between them but unless specified hits at level 9 strength.
- Can not Lie, a trooping faerie can't lie to even save its own life, it can mislead by saying things like big monsters like that can possibly have firebreath but if asked specifically say that the basilisk will petrify you.
- Have to try to follow through with their promises or after the first 3 months they lose %10 health per month until dead.
Cold wrought iron is iron hammered into shape cold, steel (even though steel is uncomfortable to trooping faeries and can give allergic reaction symptoms) doesn't have the same effect.
- Cold worked Iron does 1d6 damage per touch. Cold wrought iron weapons do an extra 1d6 damage and automatically penetrate their natural armour. Damage by cold worked iron weapons leave nasty burn like wounds that take twice the amount of healing.
- Cold worked iron will also disrupt trooping faerie spells on contact (fools gold, wall of force etc) but magic resumes after the iron is removed. However using cold iron on a faerie is going to get a response, usually immediate and fatal, possibly even from faeries that weren't involved. Trooping faeries don't like cold iron brought into their domain little own used on them, so use as a last resort.

The best way to win the respect and favour of the trooping faeries is to be kind and courteous, especially to strangers. They also respect quick wit and intelligence over brute force. They dislike liars boasters and other oafish behaviour but come down hard on people that steal and people that lie. Trespassing is also greatly frowned upon even if was accidently done, and it is the same with spying.
- Faeries also enjoy hunting, feasting, music making, drinking and sex and like mortal company who are good at these.
Trooping faeries mostly can (and do) breed with humanoids who catch their interest or who have had there interest caught.

The powerful trooping faeries can be summoned with a small ritual sacrifice and saying their name 4 times to the different directions of the wind (NSEW) and if the sacrifice is good enough they may appear.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Mar 12, 2013 2:51 pm
  

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kiralon wrote:
Stone Gargoyle wrote:
kiralon,

This thread wasn't really intended for deities and such, as those normally get their own thread.
The first one and last one seem to have really low SDC for deities. You have no OCCs listed for them, and have errantly listed their OCC levels under their abilities. Overall, these do not seem very well written.


Constructive criticism always welcome (i will rewrite these but i was hoping for comments on their abilities and such but english was never my strong suit, im more a maths/sci sort of guy), this is the shortened version as they are 3-5 pages each, and these are designed to not actually be deities but closer to immortals, powerful yes but get the right things and you can bring them down, they are missing equipment lists and backstory, and things that i have common to trooping fairy types.
My personal opinion is that you should make them deities. You are dealing with the Triple Goddess archetype, after all, and you do them disservice by toning them down.

kiralon wrote:
Faeries don't have levels, not sure about second ed but first ed faeries don't really have levels, just hp and stats. first ed fairies mostly cast spells as a level 9 caster (+3 spell strength save 15 or higher for spell magic)

Im going to put in their immediate follower types and the classes of faery, for example these 3 are trooping faeries and trooping faeries have the following limitations (as opposed to solitary faeries who have slightly different rules, like they can lie for example)

Trooping Faerie
Trooping faeries are rarely found alone and generally work together well in groups. On quiet nights you can see and hear them walking through the trees following paths only they can see singing and dancing and generally having a good time.
- All Trooping Faeries have innate magic that varies between them but unless specified hits at level 9 strength.
- Can not Lie, a trooping faerie can't lie to even save its own life, it can mislead by saying things like big monsters like that can possibly have firebreath but if asked specifically say that the basilisk will petrify you.
- Have to try to follow through with their promises or after the first 3 months they lose %10 health per month until dead.
Cold wrought iron is iron hammered into shape cold, steel (even though steel is uncomfortable to trooping faeries and can give allergic reaction symptoms) doesn't have the same effect.
- Cold worked Iron does 1d6 damage per touch. Cold wrought iron weapons do an extra 1d6 damage and automatically penetrate their natural armour. Damage by cold worked iron weapons leave nasty burn like wounds that take twice the amount of healing.
- Cold worked iron will also disrupt trooping faerie spells on contact (fools gold, wall of force etc) but magic resumes after the iron is removed. However using cold iron on a faerie is going to get a response, usually immediate and fatal, possibly even from faeries that weren't involved. Trooping faeries don't like cold iron brought into their domain little own used on them, so use as a last resort.

The best way to win the respect and favour of the trooping faeries is to be kind and courteous, especially to strangers. They also respect quick wit and intelligence over brute force. They dislike liars boasters and other oafish behaviour but come down hard on people that steal and people that lie. Trespassing is also greatly frowned upon even if was accidently done, and it is the same with spying.
- Faeries also enjoy hunting, feasting, music making, drinking and sex and like mortal company who are good at these.
Trooping faeries mostly can (and do) breed with humanoids who catch their interest or who have had there interest caught.

The powerful trooping faeries can be summoned with a small ritual sacrifice and saying their name 4 times to the different directions of the wind (NSEW) and if the sacrifice is good enough they may appear.
You really need to do them in proper format if you want them to be proper NPCs or playable characters. Are they supposed to have the same stats as normal faeries or what?

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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Mar 14, 2013 2:04 am
  

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Hmm, do you call the demon lords gods because thats what i was aiming for, faerie lords of great power. Maybe not in the same class as mephisto and co but only by a smidgeon.
If you have some ideas for toning them up im happy to borrow them :)
The triple goddess idea is a good idea, i'd steal it if i hadn't built upon the spirits of the land from adventures in the northern wilderness and mostly used that up with with the maiden, mother and crone.
Both the good and bad faerie queens have 4 daughters (1 for each of the seasons), Titania's winter daughter was caught and basically turned into the heart of winter (see northern hinterland magic/rune weapons) and Mabh's summer child was caught at the same time and made into the summer crown and the pc's had to try to "rescue" them, and were rewarded or punished on how close they managed to stop the Dagda Mor and his minions of the outer dark from getting to the tree of wooden clogs

A lot of the faeries i have are trooping faeries (like the queens) and have the same limitations, the solitary faeries are a little bit again, so the bit about the trooping faeries applies to the queens, should i put the trooping faeries blurb at the top of the all the trooping faeries, (i dont in my write ups, i just say trooping faerie or solitary faerie as the faerie type.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Mar 14, 2013 12:25 pm
  

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kiralon wrote:
Hmm, do you call the demon lords gods because thats what i was aiming for, faerie lords of great power. Maybe not in the same class as mephisto and co but only by a smidgeon.
If you have some ideas for toning them up im happy to borrow them :)
The triple goddess idea is a good idea, i'd steal it if i hadn't built upon the spirits of the land from adventures in the northern wilderness and mostly used that up with with the maiden, mother and crone.
Both the good and bad faerie queens have 4 daughters (1 for each of the seasons), Titania's winter daughter was caught and basically turned into the heart of winter (see northern hinterland magic/rune weapons) and Mabh's summer child was caught at the same time and made into the summer crown and the pc's had to try to "rescue" them, and were rewarded or punished on how close they managed to stop the Dagda Mor and his minions of the outer dark from getting to the tree of wooden clogs

A lot of the faeries i have are trooping faeries (like the queens) and have the same limitations, the solitary faeries are a little bit again, so the bit about the trooping faeries applies to the queens, should i put the trooping faeries blurb at the top of the all the trooping faeries, (i dont in my write ups, i just say trooping faerie or solitary faerie as the faerie type.
You would have to follow the format of the Dragons and Gods book to tone them up properly. While they are faeries queens, they are deities in their own right as well, and it would not take much to write them up as such. Some of the demon lords are written up in the Dragons and Gods book, and you could use them for examples.
As far as the faeiries, I just would like to see them written up properly in the regular format (Starting with Alignment and Attributes). Your write-up is a tad general and not in proper format.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Mar 14, 2013 9:51 pm
  

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Comment: Kill it with Fire.
er i did start with alignment and stats, in fact i copied the one above and put the info in as i went down. Im confused, i didnt bold things, i just removed occ because they are more of a rcc then have an occ. Do i have to bold the points, is that what your saying ?

Also note these are first ed faeries, thus the bits about only for 2nd ed.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Mar 15, 2013 12:26 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6995
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
kiralon wrote:
er i did start with alignment and stats, in fact i copied the one above and put the info in as i went down. Im confused, i didnt bold things, i just removed occ because they are more of a rcc then have an occ. Do i have to bold the points, is that what your saying ?

Also note these are first ed faeries, thus the bits about only for 2nd ed.
I was referring to the Troop Faeries that are not done in format. As for the Faerie Queens, I have already stated my issues with them.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Mar 16, 2013 12:45 am
  

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Champion

Joined: Wed Jan 25, 2012 10:05 pm
Posts: 2358
Comment: Kill it with Fire.
Now i understand, I split faeries into 2 types, trooping faeries and solitary faeries and they have different things about them, mostly the faeries in the first ed book are solitary faeries and they have different issues but they can touch and use iron for example. What i was saying is that the queens are trooping faeries, so they have the weaknesses that the trooping faerie class have, the trooping faerie isnt a creature type, its a classification same with solitary faeries, and all faeries are either one or the other.
Daoine Sidhe - trooping faerie (fairly lords and ladies)
Urisk - Solitary faeries
Coblynau - Trooping Faeries
etc


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