AHSN (Aberration Home Shopping Network) [Archive] - Wizards Community

Post/Author/DateTimePost
tryco

10-19-06, 03:34 PM
AHSN: the Aberration Home Shopping Network

First set up by Ni’akkin on the “Mindflayer/ Creepy Technology Problems” thread, the AHSN is back.
We present you all kinds of alien technology to use in your setting that we present.
To further assist you, you are free in putting your own ideas on this thread. Thanks for your help.

We have weapons, ideas and tips for you, that you are freely to use in your game.

(Because I didn’t know where to put this, I thought of putting it there where it originated)

Spewer (Ni’akkin)
Spewers are small creatures that most humaniod creatures would mostly closely link with familiars or animal companions. In the fact they almost physically bonded with their master and come in diffrent varieties. In a way they much resemble large bloated frogs that wrap around the forearm instead of having legs. Spewers come in three diffrent varieties. Spewers are exotic weapons and require the feat Exotic Weapon Proficeincy (sp) (Bio-weapons) to use properly. A spewer must wait 1d3 rounds between each firing. The Green and Black spewers require ranged touch attacks to hit.

Red Spewer: 4d4 points of fire damage. (15 ft. cone)

Green Spewer: Poison (First Damage: Paralzation 1d4 minutes, Secondary: None.) DC: 14

Black Spewer: 2d4 points of acid damage. Half of the original damage on the following round.

Grandi Megi Slug (Ni’akkin):
Large custom grown slugs by the tsochari for mind flayer use, these mighty but stupid slugs hold a mighty destructive power deep in their stomachs. By focusing the material of their recent meals in a disgusting process through its seven stomachs a Grandi Megi can expel the now volatile and large substance at a considerable distance and at high velocities. Unfortunately the slugs only have enough energy in them to force out such a blast once per day. And after 5 such uses, the final 6th blast rips it to pieces from the inside.Targets inside of a 30 ft. radius of the focal point take 10d12 of acid damage (Ref save for half). These fine slugs are prime examples of our ingenious technology for wiping out the more "resilient" scrouge abominations.

Septi Staff (Ni’akking):
Long snakelike creatures known as Septi are captured and killed for the purpose of making this weapon. By "installing" various crystals into the dead animal's body they can focus the lambient light inside of it into deadly uses. For a description of their uses see Golem011's post (the bottom half)

Memory Taker/Implanter (Ni’akkin):
Various creatures can be placed inside of this large vats of a greenish solution. One inside, various tentacles with bone needles on their tips burrow into the victims...uh I mean subjects skull and begins to suck the memories out of them. Abberations with the proper codes can view and play back the visual and audio memories of the trapped creature or if in a fit of rage (or hunger) they may decide to terminate the subject. In which case a large creature with an open fang lined maw and plated with metal forces its way down the subjects throat and begins to pull out the entrails and also the soul of the trapped creature. Once finished the contents are divided into two seprate containers. One for the abberation to use as it wishes (the fleshy one) the other shipped off to factories in order too help power abberation weaponry against the fell undead plague. Also with the proper control and a steady hand one can actually falsify memories inside of the subjects mind, just in the off case of the subject freeing itself.

Organ Plant (Return of the flumph):
Since many of the aberrations' experiments require the dissection, mutation, or cybernetic augmentation of living victims, the Illithids and Neogi came up with these hideous factories. The buildings are rectangular indoor courtyards with smooth, tilled floors and glass ceilings, filled with rows and rows of metal cots with humanoids strapped to them. Each cot is equiped with a number of high-tech looking metal machines or computers that can be controlled either through interface modules or via the aberrations' telepathy. These machines can quickly remove the skin, blood, or any internal organ of the victim without killing it; only the brain cannot be removed without causing death (unless you put the brain in one of those Mi-Go canisters from Lovecraft). Crews of mind flayers and other aberrations capable of fine manipulation work around the clock at the Organ Plant, extracting organs, replacing them with grafts and symbionts, and even building horrific constructs out of stolen flesh. The scraps left over from the factory are fed to the beholders.

With the Organ Plant to work with, any aberration with ten ranks in profession (biomechanic) can perform any established biological procedure without having to make a check (no chance of failure). Any new or experimental procedures that have not yet been thoroughly mechanized can still fail, but receive a +4 circumstance bonus to succeed.

The victims strapped to the cots are under the effects of a device that casts hold person on anyone strapped to the cot. The biologists can make the victim conscious or unconscious with the flick of a switch (the victim is still paralysed either way).


Beholder Body Suit (Return of the flumph):
Over a dozen living humanoids cut, twisted, burned, and tumored into a single being. The body suit is a biodevice of illithid make that is issued to beholders about to be sent into battle. The twelve or so humans that make up the suit are connected in their circulatory, nervous, and lymphatic systems, and they have no arms or legs or other mobile appendages, nor do they have eyes or ears...but they have been left their mouths. The body suit screams in madness and agony as its twisted, congealed body is worn by the beholder as a suit of armor. The humans making up the suit are so tortured and ruined that there is no hope for them.
The body suit looks like a beholder-shaped mass of pink skin and flesh with lumps that conceal vital organs and many scars, burn marks, stitches, and toothless, always-screaming mouths; the original bodies are barely distinguishable. The beholder wearing it gains a +5 bonus to armor class, and any humanoids who look upon the suit must succeed at a charisma check (DC: 16) or be so overcome with horror that they faint away for 1d4 minutes. Even those who succeed suffer from a -1 morale penalty to attack rolls until they can no longer see the suit or it is destroyed.



for some additional rules of some articles: see post 21 and beyond from Watchdog_of_Hades.
tryco

10-19-06, 03:35 PM
Tsochar Augmented Host (Return of the flumph)
By fitting a humanoid with a number of special grafts, symbionts, and surgical adjustments, the aberrations can make a perfect host for Tsochar parasites. These hosts are indistinguishable from normal members of their species (until you cut them open, at least), but suffer from all of the following:
1. Modified slave plates (earlier post) can be telepathically activated by any Tsochar within 60 feet to kill a disobediant host.
2. Modified rib cage and cartiledge sheaths prevents Tsochar parasite from taking any damage when the host is injured.
3. Tsochar can enter or leave host as a free action without provoking attacks of oppurtunity.
4. Tsochar parasite can cause host to grow four meaty tentacles, each of which can slam for 1d6+strength bonus damage. The Tsochar parasite can use these even when the host is in control of the rest of its own body. These tentacles withdraw into the body when not in use.

Grell Spider Addition (Return of the flumph)
Grell warriors-the footsoldiers of the aberrations-are sometimes outfitted with cybernetic additions to improve their combatworthiness. A grell with these cyborg implants has four of its tentacles replaced by spiderlike robot arms, a metal dome over much of its body, and an energy beam staff (earlier post) attached close to the beak.
The grell in question loses 10 feet off its fly speed, but gains an energy staff attack as an added attack each round, gains +6 to its AC, and replaces four of its tentalces with claw attacks. These claws deal 2d6 points of damage plus the grell's strength bonus plus 2d6 lightning from the electrified claws. It also gains 4 points of strength and constitution and loses 2 points of dexterity. The claws can use improved grab.

Illithid Seeing Lobe (Return of the flumph)
A sphere of bone skull plates and metal sheets nailed together contain a living, humanoid brain (along with the machines and spells that sustain it). These bodiless brains are dead in the sense that the human soul has been banished from them, but is biologically alive...and useable.
Each of these spheres has a psionic link with one Illithid. The Illithid's telepathy extends within 60 feet of the sphere, and it can read the thoughts of any who stand within that radius. Furthermore, it can use its psionic abilities-including their mind blast-through the brain, so long as it is on the same plane as the controlling Illithid. These spheres are well disguised (hide +15), and move about by means of the Illithid's levitation power (or by being carried by minions).

Neogi Foster Host (Return of the flumph)
After much mutation and adaption, a humanoid host can take the place of a neogi in housing neogi larvae. Rather than sacrifice one of their own number, the neogi can lay their eggs in the body of a modified humanoid, who swells up to gargantuan size, becomes immobile, loses all but one point of intelligence, and eventually explodes into a swarm of young neogi.

Grell heavy combat armor (Urial angel of death)
Used for times when large numbers of undead attack an even more powerful type of armor is required for grell. It functions as fullplate armor, the grell loses his fly speed but gains a 30ft land speed. This also gives a force shield giving an additional +2 deflection armor bonus, finally two lightning lances (LoM) are installed with unlimited chargesin the suit acting as natural weapons for any grell wearing it.

Acid-bomb spitter (Tryco)
This weapon looks alot like a large reptile. it sits around the shoulder of an aberration (like the mindflayer). when you push its throat it shoots a acid-bomb dealing 3d6 points of damage in a radius of 10ft. You have to make a range touch attack against the target. range increment is 150 ft. to a maximum of 450 ft.

Poison Grenade (Tryco)
This weapon looks like a large seed. It works like a grenade-like weapon.
When it hits a target, it explodes in a cloud of spores. Target must make a fortitude save (DC 17) or be poisoned.

The creator of the spore grenade can choose from:
Ungol dust (DMG0
Insanity mist (DMG)
Burnt othur fumes. (DMG)
Sufferfume (BoVD)
Urthanyk (BoVD)
Mist of nourn (BoVD)
Ishentav (BoVD)
Burning angel wing fumes (BoVD)
Basilisk Breath (BoVD)
you can choose from other poisons which can be inhaled



for some additional rules of some articles: see post 21 and beyond from Watchdog_of_Hades.
tryco

10-19-06, 03:36 PM
Tips for making bioweapons (The Colonel)
1) Same thing, described differently:
eg. Use the stats for a crossbow but make it a bone/spine/quill throwing symbiot.
eg. Launcher for alchemists fire/acid (adds a few range increments to ordinary grenades - or not) but it also secretes them
Pick some small animal stat from the MM.
2) Using biomods to duplicate some magic:
eg. a long pointy critter that delivers an electric shock ... yes it's a +1 shocking shortspear ... only ickier.
3) Critter launchers:
Pick a stat from the MM for, eg, a small spider or something. Now describe it as something much uglier and fire it at people. Maybe give one type a mind control (dominate person?) ability like the X-com/half life headcrabs.
4) Tame Swarms
5) Biozombies ... maybe as a plague by giving them the create spawn ability.
6) Heavily grafted things that are still recognisable as human ... think Clive Barker.

Aboleth Mucus Launcher (Thelastofthefallen)
Fitting over one tentacle, this allows an Aboleth to shoot its mucus as a grenade like weapon with a range inc. of 20 ft. Creatures struck must save as normal for the mucus. In addition, if an creature or area on land is struck, that square is covered in a grease like effect, as the spell cast by a sorcerer of the Aboleth's HD.

Aboleth Voidgland Mucus (Thelastofthefallen)
This tiny symbiot is imbedded in the Aboleth's mucus glands. The Aboleth's mucus, in addition to its normal effect, allows it to survive in a vacuum with no ill effects for one hour per point of constitution of the Aboleth has. The Aboleth still needs to provide so means of locomotion.

Violater (Return of the flumph)
Diminutive Aberration
HD: 1d8-2 (2)
AC: 14 (10+4 size)
In: +0
Spd: 10
At: latch +5/grapple +10
D: latch 1+burrow
Saves: Fort -2 Ref +4 Will +0
Abilities: Str 4 Con 6 dex 10 int 3 wis 8 cha 4
SA: burrow
SQ: limited lifespan
Feat: weapon finesse (or whatever the feat that lets you use your dex for melee attacks is called)
AL: NE
CR: 1

A slimy, mutated brine shrimp the size of a rat with short flippers for legs and a trio of phallic-looking tentacles in place of a head.

Violaters are bioengineered endopredators launched from a handheld weapon.

COMBAT
When first fired at an enemy, the person who launches the violater uses his own attack bonus to hit instead of the violater's. Every round after that, however, the violater must attack on its own.

Burrow: If a violater hits someone in melee, it makes a grapple check without provoking attacks of oppurtunity (similar to improved grab). If it succeeds, it can (on the following round) burrow into the victims flech, dealing 1d6 damage per round. In 1d4 rounds, it reaches a vital organ, killing the victim. Removing the endopredator before this can happen requires a heal check (DC: 14) and deals 3d6 damage to the victim regardless of success or failure. Leaving its host is a free action.

Limited Lifespan: A violater only lives for one minute (ten rounds) after being fired. However, it is capable of burrowing into (and possibly killing) more than one person in this time.

Ideas:

Golem011
Wire humans into machines and drain out all their DNA... leaving them with one point of CON and one point of STR. Heh heh heh.
Also, the controllers will be able to see his memories etc from what they drain out of him.

Lyinginbedmon
They're from space, they must have light engines, and weaponry.
Travelling along the train of thought that Undead would be capable of survival in the depths in space, and that some forms of undead are born naturally, without arcane or divine action, I imagine a lot of their weapons and defenses would as a result be divinely powered.

So, perhaps some of the aberrations (Probably the Neogi or the Aboleths) have devised a method of extracting the divine spark from humans. My mind sets this as appearing as a long, almost cobra-like, tube that snakes its way down the throat and begins sucking out whatever it can find, be it physical or ethereal. In the end, it would probably start turning the rest of the body into a food source, involving a cooking solution cooking the internal organs with a harmless chemical reaction, then whatever passes for culinary needs. The aberrations can then use this 'divine spark' (If indeed that is what it is) as a power for their weaponry, which would naturally deal more damage to undead.

This could be a major turning point for the campaign, an undead invasion from space that keeps the aberrations so busy that the PCs manage to survive their trip to the surface without being noticed.

Golem011
Metal plates with magic and psionic energy infused within them.
The abberations will capture a human, put him into a coma, then insert the discs into his temples and his cheekbones. Then they'll memory blank him and send him back within the human area... they can now see what he's doing, who he talks to, and read his thoughts whenever they want. If he becomes a threat or is in danger of having the plates removed and destroyed, the controllers merely activate the magic and he dissolves... as if affected by a disintegration spell. If brought back to life, the discs are gone, along with any entry wounds and of course, his memory.
A more combat-oriented thing would be a stave ended with several prisms. The stave would channel magical energy through these prisms (controlling and aiming it) and allow the user to fire a split-beam or a more powerful single beam. This would be a ranged touch attack, and would deal, say, 4D6 points of fire damage on single beam. When a button is pressed, the four parts of the prism split and hinge off allowing, say, a 15ft cone dealing 2D4 points of fire damage to all within it.

Lyinginbedmon
If you want some neat mind-control spells with a real aberration-feel to them, check out the Necrotic Cyst spells from Libris Mortis. If you want all the casters to be able to use it without using a feat on Mother Cyst, just state that all the aberrations are born with Mother Cyst as a bonus feat.

Necrotic Awareness (Clr/Sor/Wiz 1) - Sense encysted subjects
Necrotic Bloat (Clr/Sor/Wiz 3) - Encysted subject takes 1d6 damage/level
Necrotic Burst (Clr/Sor/Wiz 5) - Encysted subject killed, cyst begins to roam as a Skulking Cyst (Same book)
Necrotic Cyst (Clr/Sor/Wiz 2) - Encyst undead sac of tissue in subject
Necrotic Domination (Clr/Sor/Wiz 4) - Completely control encysted subject
Necrotic Empowerment (Clr 8, Sor/Wiz 4) - Draw personal vigor from mother cyst
Necrotic Eruption (Clr/Sor/Wiz 6) - Encysted subject killed, those nearby damaged and possibly encysted
Necrotic Scrying (Clr/Sor/Wiz 2) - Hear or see encysted subject at a distance
Necrotic Tumor (Clr/Sor/Wiz 7) - Permanently control encysted subject
Necrotic Termination (Clr/Sor/Wiz 9) - Permanently eliminates encysted subject

All of these spells have Focus: Caster must possess a mother cyst, so you need one to cast any of them. Using these spells, the aberrations could create an entire infrastructure within the human world to keep them from overstepping their bounds.
They might even use Necrotic Tumor as a recreation method, by taking control of the subject and using Necrotic Scrying to see what happens when they take certain actions, something like the Matrix I guess.

tryco
what about creatures that shoot little bugs, that paralize you, or take over your mind like parasites. or drugs them, so they become dependent on something.

weapondragon92190
what if there was a weapon that took the brains out of people without the need for a grapple. since almost all of technology tries to make life easier this would do good for a mindflayer... yes?

tryco
what about oozes that attack on command and brainwashes the target, or paralizes it, or doing other kind of damage. like eating its brain and keeping it fresh for the mindflayers. so they don't have to put their lives in danger.
tryco

10-21-06, 05:42 PM
The AHSN presents to you:

Tyranid weaponry.
all weapons below are made by tryco

Ranged weapons:
Barbed Strangler
The barbed strangler is a large cannon-like weapon that binds two of the creature’s arms together in a projectile shooter. Beneath the weapon is a sack that holds seedpods, who strangle creatures when hit.
Target must make a reflex saving throw (DC 15) or be affected like a web spell.

Venom cannon
The venom cannon looks like a larger version of the barbed strangler, only it shoots large acid projectiles that do 4d8 points of damage. The venom cannon binds three of the creatures arms together and hasn’t got a sack underneath it.
Range 60 ft.

Devourers
Devourers are a cone-like weapon that binds two of the creatures’ hands. It shoots bugs that when it hits the target, the following round it furrows into the flesh dealing 1d4 damage every round. After 1d4 rounds the bug reaches a fatal organ and the creatures dies. A heal check (DC 16) or cure disease can eliminate the problem, dealing 2d4 points of damage. The victim can make a grapple check to get the bug off, before it burrows in.
Creatures immune to critical hits are not affected by this weapon.
Range 25 ft. works as a repeating crossbow.

Deathspitter
Deathspitters are is a big one-shot-per-round cannon. It looks like a smaller version of the venom cannon. It shoots an creature that explodes on hit, dealing 2d6 + 1d6 acid damage.
Range 40 ft.

Fleshborer
A fleshborer looks like a micro machine gun shooting small beetle-like creatures. One round after it hits the target in starts to burrow into the creature, dealing 1d2 points of constitution damage per hit per round, until the creature is dead. The target can make a grapple check to get the beetle off, before it burrows in. . A heal check (DC 16) or cure disease can eliminate the problem.
Creatures immune to critical hits are not affected by this weapon.
Range 20ft.

Spinefist
One Spinefist look like a hand bound together and each finger replaced with darts. When hit with a dart it deals 1d4 points of damage and poison. Range 20 ft. (max 60 ft.)
Poison:
Fort DC 16, first round -2 penalty to str, dex en con, second round 1d4 rounds paralyzed.

Melee weapons:
Bonesword
A bonesword is a powerful weapon grafted into the arm of the creature, used by leaders of large groups. It works like a masterwork longsword, dealing 1d10 + 1d6 points of electricity damage. All allies in 20 ft. of the creature are under the effect of rage.

Crushing claws
Crushing claws are large crab like claws that are grafted into two of the creatures arms. The creature gains two new special attacks:
Constrict (ex): the creature can deal damage equal to twice its normal claw damage plus its strength bonus on a successful grapple check.
Improved grab (ex): To use this ability, the creauter must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Lash whip
A lash whip is a living rope of muscle, which is grafted into the arm of the creature. It can be used to trip and disarm opponents. To use the lash whip doesn’t provoke an attack of opportunity, and you can’t be tripped on your own trip attempt.
A lash whip counts like a +1 whip, dealing 1d6 points of acid damage.

Rending claws
Rending claws are two large claws grafted onto the ends of the creature’s front legs. If the creature hadn’t have hands, it has the ability to grab things. The claws are sharp and very strong which give the creature the ability to use rake, dealing 2d4 points of damage.

Scything talons
Scything talons are two large blade-like claws that are grafted onto the ends of the creature’s front legs. The claws are very sharp, dealing 2d6 points of damage.




could anybody please PEACH and contribute
tryco

10-22-06, 12:35 PM
Bought to you by AHSN:

Tyranid Biomorph enhancements:
all grafts below are made by tryco

Acid maw
A creature with acid maw has a green sac underneath its beak, giving him a poison attack on bite attacks.
Poison: DC 16, first round: -2 str., second round: -2 str., -2 con.

Adrenal Glands
A polyp-like organism clamps himself to the neck of the host, pumping extra adrenaline into the creature, giving him a +2 bonus on initiative, and a +2 wisdom bonus. Also if the creature can only use single actions (like a zombie) it gains another move action.

Bio-plasma
A creature with bio-plasma has two glands in the back of its beak, which gives the creature a +2 on his bite attack.

Bonded Exoskeleton
Only a creature with a natural armor can have bonded exoskeleton. The hide of the creature gets a second layer, giving the creature a DR 3.

Enhanced senses
The creature’s senses become extremely refined; it can see, smell, hear and taste its prey long before it becomes aware of the creature’s presence. It triples the range with which it can detect creatures with a normal scent ability (The creature can detect opponents within 90 feet by sense of smell. If the opponent is upwind, the range increases to 180 feet; if downwind, it drops to 45 feet). Also, the DC to track prey via scent only increases by 1 every hour that the trail is cold. The creature can tell the gender and race of the prey it is tracking just by scent and taste alone.

Extended Carapace
Carapaces that shield certain this become extended, giving the creature a +2 AC.

Feeder Tendrils
When the creature gets a hold on the target with the tentacles, it can gain a telepathic bond with the creature, reading it’s though, and knowing the creature’s dark secrets. The target must make a fortitude save (DC 10 + ½ creatures HD + int. mod) or become stunned for 3d4 rounds by the creature bashing through it’s memory.

Flesh Hooks
These flesh hooks come forth from the creatures chest, burrowing into the target’s body, giving the creature a +4 on grapple checks.

Implant attack
The tong of the creature becomes a sharp spike, which can extend 3 ft. giving the creature an extra attack dealing 1d4 points of damage and giving +2 on grapple checks.

Leaping
The creature grows extra powerful muscles in his hind legs, which allows the creature to move x3 your normal movement action during a charge.

Mace-tail
The end of the creatures tail becomes a hard knob, granting the creature an extra attack, dealing 2d6 + str. Bonus of bludgeoning damage.

Scythe-tail
The end of the creatures tail becomes a sharp scythe, granting the creature an extra attack, dealing 2d6 + str. Bonus of slashing damage.

Regenerate
The creature gains fast healing 2.

Reinforced chitin
The hide of the creature strengthens giving the creature +1 HD

Spine banks
The creature with spine banks grows rows of poison spines into the back of the creature. As a move action, the creature can shower the creatures adjacent to you in a rain of poison needles. The targets must each make a reflex saving throw (DC 18) to evade the needles.
Poison: DC 16, first and second round: -2 str.

Spore Cyst
The creature grows symbiotic creatures into his back. When not in melee, the creature with spore cyst can release one of the creatures with a move action. The creature hovers around randomly with 5 ft per round. With it hits something (or gets hit) it explodes, creating a gas cloud in a 10 ft. radius, centered on him. The cloud is poisonous.
Poison: DC 16, first round: nauseated for 1d4 rounds, second round: unconsciousness for 1d4 rounds.

Toxic Miasma
The creature grows a large tube out of the back of the creature, which clouds the creature in a poisonous fog. All creatures in 5 ft. of the creature with toxic miasma must make a fortitude saving throw (DC 10 + ½ creatures HD + con. Bonus) or be nauseated for 1d4 rounds.

Toxic sacs
The creature grows toxin sacs underneath the front arms, giving the creature poison damage on claw attacks.
Poison: DC 16, first round: -2 dex, second round: -2 con.

Tusked
A creature with tusks grows a large tooth on its chin. When a creature with tusks charges it can inflicted 1d4 extra damage.

Winged
The creature grows to bat-like wings out of the back. The creature gains a fly speed of 30 ft.




last seen, there were 74 views on this thread. can anybody give a comment. please.
LivingShadow

10-22-06, 12:46 PM
spike spitter

This creature wraps around the host's forearm and draws nutrients from the host's blood. Once per round as a standard action by the host it may be commanded to fire a spike at high velocity as a ranged attack. The spike does 1d6 piercing damage and has a critical rating of 19-20x2.
Golem011

10-22-06, 02:18 PM
My stuff got on there, huzzah. Some very... interesting ideas here, which I shall use in my campaigns...

Still want contributors?
tryco

10-22-06, 04:10 PM
@golem011: always

@livingshadow: something like the spinefist, but i'm glad that you put something on here.
LivingShadow

10-22-06, 06:01 PM
Another try:

brain jacker

This creature wraps around a person's arm like the spike spitter and survives in the same way. As a standard action it fires a small claw as a ranged touch attack. If the attack hits the victim must save v. dominate monster DC 17.
BobTigerClaw

10-22-06, 06:49 PM
aren't tyranids from warhammer 40k? n-e ways...

Having a hard time guarding your lair? can't find good reusable traps? look no further shoppers, let me present the Beh-Ladian Spore Mines.

These small felshy hovering masses contain deadly acids and poisons. They drift harmlessly thru your dungeon corridors and follow simple telepathic orders. You'll barely notice their odor (stentch 30ft around... ) The great thing about these things is that when they explode, they release a toxic vapor (Beh-Ladian poison Con damage) (+2d6 acid damage in 10ft around them... spores travel further 20... 30 wtv)
Someone killed by one of these mines will liquify and spawn 1d4 spore mines. Now THATS recycling.
tryco

10-23-06, 09:05 AM
@livingshadow: cool

@BobTigerClaw: yes, tyranids are warhammer 40K, but i just find them so cool.
cool mines, but where can i find Beh-Ladian poison.
LivingShadow

10-23-06, 05:44 PM
Glad you liked it.

Yet another try:

Eye Scope

This symbiote attatches to the host right over one of their eyes. When attached it gives infrared vision (essentially darkvision 60 ft), low light vision, doubles the range increments of ranged weapons of any kind, and grants a +8 bonus to spot checks.
BobTigerClaw

10-24-06, 02:30 PM
follow up on Beh-Ladian poison...

the only known source of this poison is the spore mines themselves... very few have been able to extract it without killing the spore mines.

Beh-Ladian Spore Mines Poison:

Inhaled (DC 15) primary damage: 1d4 Con secondary damage: 2d6 Con

very rare (bargain with illithyd or Beholder alchimists or beings from the Far-Realms)

((feel free to make it deadlier/weaker to fit your campaign))
Watchdog_of_Hades

10-25-06, 01:00 PM
This is... the best thread ever.

Just one thing (until I get past the first three entries): what's the Grandi Megi Slug's blast do? Is it the 10d12 acid damage? Or is the 10d12 the damage for when it shoots its sixth blast?

And how much do things cost? Or are they not meant to be bought?

Edit:
Encyster
This biological enhancement takes the form of a dark gray orb with a mouth lined with tiny, razor-sharp teeth. It is attached to a creature's chest, and five tendrils of varying lengths reach from it to bury in the back of the host's head, his neck, his elbows, his stomach, and his waist. Gaining an encyster deals the subject 2d6 damage and takes 1 minute. The host must have a mother cyst.

The encyster feeds off of necrotic energy. If the subject is not targeted by at least one necrotic spell of at least 3rd level each day, the encyster begins to burrow into the host's chest. This deals 1d4 damage per minute for 5 minutes. After that, the encyster eats the mother cyst and detaches, dealing the victim 10d6 damage. The mother cyst and encyster are lost, and to cast necrotic spells, the former host loses the benefit of the Mother Cyst feat (though it may be taken again).

The encyster makes the host immune to all effects of necrotic spells. However, if more than 20 necrotic spell levels target the host in 24 hours, the encyster explodes, dealing 2d6 damage to the host and causing all creatures within 30 feet (including the former host) to make Fortitude saves (DC 15) or gain necrotic cysts.

Any creature engaged in a grapple with a host must make a Fortitude save (DC 18) each round or gain a cyst as the encyster bites him with its tiny maw and attempts to implant a tiny seed in him that turns into a cyst in 1d4 rounds.

It is possible to remove an encyster from an unconcious or dead host (not just willing). This takes about an hour, and requires a DC 25 Heal check to avoid killing the encyster. It kills the host.

Cost: 7,000 gp. They're grown by mind flayers, usually, but can be found in other subterranean locations.
Watchdog_of_Hades

10-25-06, 06:13 PM
Shifting Pack
These items are made from several unique ethereal filcher and ethereal marauder organs. It weighs 20 pounds and takes up the armor slot on a body. Various tubes, also originating from those creatures, are magically fused to places on the organs and on the wearer of the pack.

Any creature wearing a shifting pack can spend a full-round action that provokes attacks of opportunity to shift to the Ethereal Plane from the Material Plane, or vice versa.

The shifting pack can be attacked. It has an AC equal to the wearer's touch AC plus 4, no hardness, and 10 hit points. However, if it suffers any damage at all, it must be repaired in (10 minus damage taken) minutes or enough important fluids will leak out to render it totally useless.

The pack can be removed fairly easily, despite being fused to the wearer, dealing a mere 5 damage. If a creature has worn a pack before and has a source of fire, it can take 1 fire damage to reattach the pack through crude cauterization.

If a creature has never before donned a shifter pack before, it's not so easy, though. Conditioning a creature to wear a pack takes 2 hours, 100 gold worth of medical equipment (which can be reused), and a successful DC 30 Heal check. Unfortunately, this process involves cutting very close to vital organs. If the Heal check is failed, something important gets stabbed or cut open, and the subject dies.

Cost: 12,000 gp. Can be crafted from a dead filcher and marauder, with a DC 25 Heal check and a DC 30 Profession (Biomechanic) check.



Mouther Armor
Made from a gibbering mouther, still alive, and bonded to a creature, this grants a +6 armor bonus to AC, with a 10% arcane spell failiure chance and a -0 check penalty. Once put on and bonded with the creature, this cannot be removed without killing the host (without Wish, etc.). However, every round the host is engaged in a grapple, the other party takes 1d3 Constitution damage as mouther mouths drain its blood. Also, a rudimentary link between nervous systems gives the host the ability to use the gibbering mouther's spittle attack.

Donning a set of mouther armor takes one gibbering mouther, 4 hours, a successful DC 20 Heal check, and 1d6 health (permanently). Failing the check deals 5d6 damage to the host and 4d4 to the mouther.

Cost: one mouther and 1d6 HP, requires a DC 20 Heal check.
Watchdog_of_Hades

10-25-06, 07:19 PM
Biological Dungeon
These are amazing creations. Representing years of work from dozens of organ plants (first post), these giant dungeons are made entirely from various creatures' organs. But that's not all. Somewhere in the labyrinth, often an inaccessible room, a creature has been grafted into the dungeon, giving the lucky subject control over the entire thing. Sensory organs permeating the entire complex give the controller blindsight, blindsense, and tremorsense throughout the entire dungeon. Often, these dungeons will have a means of locomotion. Often, muscle tissue throughout the building gives the controller the ability to crush anything he likes within it, dealing 20d6 bludgeoning damage a round. Any more specific information is impossible to give, because these buildings are made to order. The orders of extremely powerful creatures, of course, since money doesn't buy stuff like this.
tryco

10-26-06, 04:50 AM
@watchdog_of_hades: thanks for the compliment.
i think the last blast of the grand megi slug takes 10d12 damage, others are i think 2d12.

nice grafts, i like the biological dungeon.

@BobTigerClaw: nice poison. deadly

@livingShadow: nice eyescope, maybe i'll use it. looks cool.
tryco

10-26-06, 05:37 AM
the eye sneak

this graft resembles a small eye with a muscle attach to it's back. the other end can be attached to your wrist. the eye them telepathicly sends you images from what it sees.
this way you can look around corners, underneath doors, through locks and other things.
Haruspex

10-26-06, 07:31 AM
Backup brain

A ball the size of your fist made entirely of flesh, this graft latches to your head and lets you use it's skill ranks and Int modifier instead of yours when making knowledge checks. It has an Intelligence of 18 and ten ranks in at least one Knowledge skill. More knowledge skills cost more obviously. Spells such as Fox's Cunning may be cast on the backup brain to make it smarter still.
Watchdog_of_Hades

10-26-06, 12:33 PM
Avolakia Farming Globe
Although most commonly used by the Avolakia (MM2), these globes are of great uses to other species as well. A sphere of black, rotted flesh, this item has a flap in it that can be used to put things in or take them out. Their use is not widely known, and takes a DC 25 Knowledge (Dungeoneering) check to figure out.

If a piece of an unintelligent undead is placed inside a feeding globe, it will spawn an entire unintelligent undead of the same kind in 10 days.

An Avolakia farming globe has 0 hardness and 30 hit points. If a Cure spell is cast on it, it takes twice the amount it would normally be healed, and if an Inflict spell is cast upon it, it is healed the amount it would be damaged.

Cost: 24,000 gp. Requires Craft Wonderous Item, the ability to cast Harm, a vial of unholy water, and 20,000 gold worth of various magical potions.
Watchdog_of_Hades

10-26-06, 01:50 PM
Could I suggest these changes to the following items?

Spewers are small creatures that most humaniod creatures would mostly closely link with familiars or animal companions. In the fact they almost physically bonded with their master and come in diffrent varieties. In a way they much resemble large bloated frogs that wrap around the forearm instead of having legs. Spewers come in three different varieties. Spewers are exotic weapons and require the feat Exotic Weapon Proficeincy (sp) (Bio-weapons) to use properly. A spewer must wait 1d3 rounds between each firing. The Green and Black spewers require ranged touch attacks to hit, with a range of 30 feet.

Red Spewer: 4d4 points of fire damage. (15 ft. cone)
Green Spewer: Poison (First Damage: Paralzation 1d4 minutes, Secondary: None.) DC: 14
Black Spewer: 2d4 points of acid damage. Half of the original damage on the following round.

Cost: 1,100 gp. Can be found in temperate marshes with a DC 25 survival check.

Large custom grown slugs by the tsochari for mind flayer use, these mighty but stupid slugs hold a mighty destructive power deep in their stomachs. By focusing the material of their recent meals in a disgusting process through its seven stomachs a Grandi Megi can expel the now volatile and large substance at a considerable distance and at high velocities. This deals 2d12 damage to a target within 120 feet and requires a ranged touch attack. Unfortunately, the slugs only have enough energy in them to force out such a blast once per day. And upon the sixth use, it is blown to pieces from the inside. Creatures inside a 30 ft. radius of the focal point take 10d12 of acid damage (Ref save DC 20 for half). These fine slugs are prime examples of our ingenious technology for wiping out the more "resilient" scourge abominations.

Cost: 2,000 gp, farmed by mind flayers. A grand megi slug requires 1 sp worth of fungus a day to survive.

Long snakelike creatures known as Septi are captured and killed for the purpose of making this weapon. By "installing" various crystals into the dead animal's body they can focus ambient light for deadly uses.

As a standard action, the wielder of a Septi staff may make a ranged touch attack, dealing 4d6 points of fire damage to a target within 60 feet. As a free action, the wielder may press a button that changes the orientation of the crystals. The new configuration deals 2d4 fire damage in a 15-foot cone.

Cost: 20,000 gp. Septi can be found underground with a DC 30 Survival check, and the crystals require a DC 20 Craft (Glassblowing) check to make.

If a helpless or willing creature is placed inside one of these large vats full of greenish liquid, a number of tentacles with very sharp bone needles on their tips burrow into the victim's... er, subject's skull. Any aberration that knows a code (changing from vat to vat) can view and play back the visual and audio memories of the trapped creature. The aberration can implant or take away any memories, operating at the rate of 10 minutes of memory per minute. In the case of implanting a memory, use the rules for Modify Memory. A removed memory cannot even be restored by Wish or Miracle.

Alternatively, the aberration may choose to terminate the subject. In this case, a creature forces its way down the victim's throat, ripping out the organs and soul. This kills the victim. The soul is sent elsewhere, to power aberration weaponry that requires such a component.

Cost: 100,000 gp. The vat requires 10,000 gold worth of various metals, and the thin, watery solution requires 90,000 gold worth of very valuable alchemical mixtures and potions.

Over a dozen living humanoids cut, twisted, burned, and tumored into a single being, the body suit is a biodevice of illithid make. It is issued to beholders about to be sent into battle. The twelve or so humans that make up the suit are connected in their circulatory, nervous, and lymphatic systems, and they have no arms or legs or other mobile appendages, nor do they have eyes or ears... but they have been left their mouths. The body suit screams in madness and agony as its twisted, congealed body is worn by the beholder as a suit of armor. The humans making up the suit are so tortured and ruined that there is no hope for them.

The body suit looks like a beholder-shaped mass of pink skin and flesh with lumps that conceal vital organs and many scars, burn marks, stitches, and toothless, always-screaming mouths; the original bodies are barely distinguishable. The beholder wearing it gains a +5 armor bonus to armor class, and any humanoids who look upon the suit must succeed at a Will save (DC: 16) or be so overcome with horror that they faint away for 1d4 minutes. Even those who succeed suffer from a -1 morale penalty to attack rolls until they can no longer see the suit or it is destroyed.

Cost: 15,000 gp. Making it requires a week of work and an organ plant.

By fitting a humanoid with a number of special grafts, symbionts, and surgical adjustments, the aberrations can make a perfect host for Tsochar parasites. These hosts are indistinguishable from normal members of their species (until you cut them open, at least), but suffer from all of the following:
1. Any Tsochar within 60 feet may choose to kill the host (no save), activating plates that dice the creature.
2. Modified rib cage and cartiledge sheaths prevents Tsochar parasite from taking any damage when the host is injured.
3. Tsochar can enter or leave host as a free action without provoking attacks of oppurtunity.
4. Tsochar parasite can cause host to grow four meaty tentacles, each of which can slam for 1d6+strength bonus damage. The Tsochar parasite can use these even when the host is in control of the rest of its own body. These tentacles withdraw into the body when not in use.

Modifying a creature for Tsochar infestation requires a DC 25 Profession (Biomechanic) check and an organ plant.

Grell warriors - the footsoldiers of the aberrations - are sometimes outfitted with cybernetic additions to improve their combatworthiness. A grell with these cyborg implants has four of its tentacles replaced by spiderlike robot arms, a metal dome over much of its body, and an Septi staff (earlier in this post) attached close to the beak.

The grell in question loses 10 feet off its fly speed, but gains an energy staff attack as an added attack each round, gains +6 to its AC (using the armor slot), and replaces four of its tentalces with claw attacks. These claws deal 2d6 points of damage plus the grell's strength bonus plus 2d6 lightning from the electrified claws. It also gains 4 points of strength and constitution and loses 2 points of dexterity. The claws can use improved grab.

Cost: 50,000 gp. Creation requires a DC 30 Craft (Mechanics) check, a DC 20 Craft (Armor) check, and 50,000 gp worth of parts.

Used for times when large numbers of undead attack an even more powerful type of armor is required for grell. It functions as fullplate armor, the grell loses his fly speed but gains a 30ft land speed. This also gives a force shield giving an additional +2 deflection armor bonus, finally two lightning lances (LoM) are installed with unlimited chargesin the suit acting as natural weapons for any grell wearing it.

Cost: four times the cost of a lightning lance plus 8,000 gp.

This weapon is usually crafted to resemble a large reptile. It sits around the shoulder of an aberration (usually a mindflayer). When pressure is applied to its throat (a standard action), it shoots an acid bomb, dealing 3d6 points of damage in a radius of 10ft. This requires a ranged touch attack against the target or a 5' square (AC 10). Range increment is 150 ft. to a maximum of 450 ft.

Cost: 11,000 gp.
tryco

10-26-06, 02:08 PM
some handy notes.
i just made a note of the first two posts to your changes.
Watchdog_of_Hades

10-26-06, 03:54 PM
Thanks. It's just... there was some ambiguity.
SquirrelMortis

10-26-06, 08:05 PM
This thread looks awesome! I hope you're still accepting contributors. The weapons you have remind me a bit of the Yuzaan Vong from those star wars books.
Watchdog_of_Hades

10-26-06, 09:27 PM
A blatant rip-off from the movie Existenz (or however you spell it)

Vertebra Launcher
This projectile weapon is fashioned from the bones of any sort of small ichthyoid. It resembles a fleshy, boney, fluid-dripping pistol, and with a ranged touch attack (range increment 30 feet), the wielder can deal 2d6 damage. It can be used up to 33 times.

Cost: 3,000 gp. Can be crafted with the complete body of any fish-like creature of Tiny size and a DC 25 Craft (biomechanic) check.
HarlequinHelsing

10-26-06, 09:30 PM
I agree. This thread is incredible. If you are still accepting conributors, then I'd like to submit...
The Auxillary Liver
This large parasite attaches itself to the host's back or abdomen. When attached, it feeds off the host's vital fluids, permanently draining 1 point of Constitution as long as it remains attached. However, If the host is dealt an injury, tubes extend from the parasite to direct blood back into back into the body, albeit rather slowly. The host gains fast healing 2. In addition, the parasite metabolizes poison, giving the host a +3 bonus on secondary saves against poison.
Attaching an Auxillary Liver parasite safely is diffucult and, more often than not, painful. A DC 25 Heal check is needed to perform the procedure safely and with minimal damage to the host. A failure of 5 or less attaches the parasite, but drains 2 Constitution instead. Failure by 6 or more means the parasite attaches itself to the victim's heart, killing the creature and the parasite as all of the host's blood is drained from it's body. Removing an Auxillary Liver parasite deals 3d6 damage to the host. A successful Heal check (DC 20) halves this damage.
Cost: 1600 gp to buy, 2000 gp to attach/detach.
tryco

10-27-06, 05:41 AM
@HarlequinHelsing: nice liver. we allways need contributers. they don't nersesserly(sp?) have to post items, but they can also post ideas, and tips.

@Watchdog_of_hades: cool launcher.

@SquirrelMortis: yeah, those items also make me think of yuuzhang vong. for the contributers question, see what i answered HarlequinHelsing.
SquirrelMortis

10-27-06, 04:27 PM
Hmmm, how about this.

Wisper Horn

The Wisper Horn is a strange parasit that breeds mostly in humid dungeons, where few creatures live. It resembles a thick black slug covered in pulsing red veins. A clawed appendage reaches out of it's back end. It uses this to crack into the hosts mind.
The Wisper Horn attatches its own sentience into the hosts brain, taking a way one point of the hosts wisdom score. However, it gives the host the ability to use detect thoughts at will, and telepathy to any creature within 100 ft.
Costs 2,000 gp.
HarlequinHelsing

10-27-06, 06:00 PM
Sporebomb Symbiont
A sporebomb symbiont is a large sack of tissue with tendrils extending in every direction from it. The parasite is comlpetely innocuous once attached to its host, though it filters spores through the host's bloodstream. As a result, the host gains immunity to the symbiont's poison for as long as it remains attached and 24 hours after that. While attaching itself, the sporebomb wraps its tendrils around the host, which then fill with gas and spores. Should any part of the parasite be struck in combat (striking the host is all but impossible without hitting the symbiont as well), it explodes, expelling a large cloud of spores. These fill a 10-foot radius area around the host and are highly toxic (Inhaled DC 19, 2d6 con/2d6 con). The host is immune to the spores due to the lasting effects of the parasite. The spores begin to grow inside affected creatures killed by the poison. One week after death the spores will have completely grown in the body and begun to reproduce, creating more Sporebomb Symbionts. After this point ressurection is impossible without a Wish or Miracle spell.
Price: 3700 gp
Watchdog_of_Hades

10-28-06, 03:28 PM
Horror of horrors! It's been a full 17-and-some hours since I submitted something!

Aggani Symbiote
This bio-implant can lie just below the diaphragm of any humanoid creature. It sends out tendrils of iron-hard biological material, reinforcing the host's skeletal structure.

The host has a 30% chance to avoid critical hits and gains 1 natural armor. However, the room the symbiote takes up impairs the movement of the diaphragm. The host can only hold his breath for 1 round per point of Constitution before making checks, and the DC for a forced march begins at 15 and increases by 3 every hour.

Cost: 8,000 gp.
Watchdog_of_Hades

10-29-06, 01:01 PM
Ezythan Infection
These microscopic creatures dwell in the sweat glands of a creature. Due to long periods of selective breeding and magic being shot into their chromosomes until they turned inside-out*, they can release a quick-setting fluid that becomes iron-hard, granting additional protection to the host creature.

Any creature with an ezythan infection that is forced to make a Will save against a fear effect (Phantasmal Killer, dragon's aura, etc.), regardless of success, gains a +1 natural armor bonus to AC one round later as the tiny creatures secrete a liquid that mixes with the sweat of fear and, when it reaches air, hardens to provide a layer of iron-hard material. This bonus lasts for 10 rounds. If the creature already has natural armor, it increases by 1.

Cost: none. If a creature with an infection touches another creature, the other must make a DC 15 Fortitude save (no voluntary failiure) or gain the benefits of the microorganism. Regardless of success, the new potential host is fatigued for one day, starting 1d4 days after the touch, as his body tries to fend off the foreign organism.



*line from 8-bit theater. (http://www.nuklearpower.com/daily.php?date=060323)
tryco

11-04-06, 03:53 PM
some ideas:

Jetpack:
a sack of tishue that is grafted to your back. it gives you fly speed of 40 ft. in a straight line.

Tentacles:
these tentacles are grafted to your back. it gives you additional attacks dealing 1d6 + str mod of damage.
Watchdog_of_Hades

11-05-06, 10:09 AM
Neural Recorder
Specially bred by, most commonly, drow and illithids, neural recorders are marvelous tools. There are two varieties, though they share one purpose: record the memories of a creature and store them for later use.

One variety resembles a three-inch long worm, extremely flat. If placed on the face, it will wriggle towards the eye and through the tunnel into the brain used by the optic nerve. It then slithers around through the brain through the course of one minute (during which the host is confused), memorizing every little bit of it. After this, the recorder stays hidden in the brain, awaiting activation. At any later point, the host can make use of the worm. This initiates five rounds of confusion as the worm moves throughout the brain, replacing or destroying cells as necessary to make the brain as it was during the initial tour. The host loses all memories, levels, and experience gained between the time when the recorder was implanted and when it was activated. All lasting mind-affecting effects that were not in effect when the worm was embedded are dispelled, and all such effects that were in effect when the worm was embedded are restored. This kind costs 16,000 gp.

Another type resembles a large fleshy sack with a long, thin tendril protruding from it. The tendril can be inserted into an ear, and it will then proceed to store all information about the brain, as the previous variety. It can remember any number of brains. An alternative use is to have the recorder remove all memories gained between two times specified by the subject. At any time, the recorder can be commanded to do one of two things. First, it can give back an entire brain copy, doing the same thing as the variety mentioned above. Alternatively, it can restore a single memory that it removed. These cost 46,000 gp.
tryco

11-07-06, 05:34 PM
the sound slug
this small black slug sits around our the outside of your ear. it increases the sound you hear. it gives you a +6 on listen checks. but when you roll a natural 20 it increases the sound so much, you're deafened for 1d4 rounds.


more contributers please.
Watchdog_of_Hades, your doing great, some nice things there.
but i wish there were some more people contributing here.
HarlequinHelsing

11-07-06, 06:06 PM
Yay! The thread's back! I was worried for awhile...
Unfortunately, I have no new ideas right now. Maybe later tonight.
MaarakthePatient

11-07-06, 10:59 PM
Great thread, great ideas. Hopefully I can add some more.

Armored Thrall- A parasite lodged in the brain and digestive system of a living creature gives it an unstoppable hunger for metals of all kinds. Over time, the skin and bones become infused with metal giving the creature a natural armor bonus and a Con bonus, with a Penalty to Dex. These bonuses increase overtime as the creature continues to eat metal. Every 3 months the bonus increases by +1, until it reaches a maximum of +6. For every +2 gained to natural armor and Con in this manner, a -1 penalty is applied to Dex. This does not stack with an already existing natural armor bonus. If the creature does not ingest at least 5 pounds of metal within a week, it must make a Fort save of DC 20 + (5 for every week it hasn't eaten metal). Failing the save, the creature finds the first metal object it can and eats it. If it is able to stop eating metal for five weeks, the parasite dies causing 1d4 con damage; the bonuses and penalties acrued still apply.

After the armor begins to grow, the creature takes 2d6 damage on a failed DC 15 Fort save from the spell rusting grasp, the rust monster's attack, and similar rusting effects. There's a 20% chance that the armor will manifest natural weapons, roll a 1d4: 1-Claw attack 2-Bite attack 3-Horns 4-Armor spikes. Damage is determined using the size table in the MM. If the creature already has a natural attack, the size catagory for damage is moved up to the catagory.
tryco

11-13-06, 07:39 AM
the shield bug
This bug sits on the cheast of a creature. when activated it surrounds the wearer in a green transparant shield. the wearer gains a DR 10/2+ and he can't drown or be affected by other means. the shield will last 12 hours unless the wearer makes a will save DC 24, at which the bug deactivates by it's self. after the bug has bean used, it has to recharge the time in which it has bean used. (so when the bug has bean used for 11 hours, it has to recharge for 11 hours).

in the time that the bug is activated, the wearer can't eat or drink and can starve if he hasn't eated in the time before he activated the bug.


please contribute:bigeyes:
BobTigerClaw

11-13-06, 08:38 AM
COOOOL, this post is still going :P

some ideas: what kind of pests would plague the aberrations?
weird rats with tentacles? swarms of psionic energy eating bugs? or intelect devourring leech like critters? (swarms)

stepping up a bit higher in the "squid food chain" think of all the other "animals" that would have been bred to deal with those pests? ((for anyone who watches American Dad)) a nasty, rat eating pancreas?

does the AHSN have a pet of the month section?

i might stat something later with a description... untill then, don't eat too many lobsters, unless you want to anger the Cthu.... (i don't even dare say the whole word) :coolcthul
tryco

11-13-06, 09:53 AM
having problems with illithids, the AHSN has the answer:

Blast Scarabs
Fine Vermin (Swarm)
HD: 6d8 +6 (33 hp)
Init: +1
Speed: 20 ft. climb 20 ft.
AC: 13 (+1 dex, +2 natural), touch 11, flat-footed 12.
BAB/ grapple: +4 /-
Attack: swarm (2d6)
Full Attack: swarm (2d6)
Space/ Reach: 10ft./-
SA: burrowing, distraction, redirect mindblast.
SQ: tremorsense 20 ft., swarm traits, vermin traits.
Saves: fort +6, Ref +3, Will +3
Abilities: str 11, dex 13, con 13, int -, wis 12, cha 2
Skills: hide +13, listen +5
Environment: underground
Organization: individual swarm of cluster of swarms (2-10)
CR: 6
Treasure: none
Alignment: always neutral
Advancement: none
LA: -

As you walk through the tunnels of the underdark, you suddenly hear something moving up ahead. Then suddenly hundreds of scarab-like creatures swarm the tunnel and move towards you. They’re all black, but with purple strips covering their shells.

The Blast Scarabs are a pest to the mindflayers. They are able to redirect their mindblast, knocking the mindflayer unconscious, and then they start to burrow into their flesh.

Combat
Blast Scarabs will try to cover their victim and then start burrowing into their flesh, eating it from the inside.
Burrowing (ex): see Draconomicon p. 167
Distraction (ex): see Draconomicon p. 167
Redirect mindblast (su): when a Blast Scarab swarm is targeted by a mindblast, and it makes it saving throw, it can redirect the mindblast to the original attacker. If the attacker fails the same saving throw it’s affected normally.
CelestialBarbarian

11-13-06, 05:47 PM
Has anyone created any new maug grafts? I was thinking of creating some sort of graft that would allow flight. What sounds better, simply enchanting a maug's body with a fly spell the way you could enchant a wondrous item, or giving it a pair of wings?

Thanks!
HarlequinHelsing

11-13-06, 06:02 PM
Og-Shadath's Ocular Augment
This wormlike parasite stretches across both of the host's eyes. This negates low-light vision, decreases darkvision by 30 feet (minimum 0), or if the host has none of these abilities, imposes a -2 penalty on Search and Spot checks. While the parasite is affixed, the host is immune to abilities and attacks that rely on sight, and once per day the worm can produce a True Seeing effect that lasts for 1 minute.
Price: 10,700 gp.
I'm so glad this thread's back. :dancin:
Return of the Flumph

11-13-06, 06:08 PM
Has anyone created any new maug grafts? I was thinking of creating some sort of graft that would allow flight. What sounds better, simply enchanting a maug's body with a fly spell the way you could enchant a wondrous item, or giving it a pair of wings?

Thanks!

Maug Flight Graft

This graft allows the creature to fly at its base land speed with average maneuverability.
CelestialBarbarian

11-13-06, 06:34 PM
Maug Flight Graft

This graft allows the creature to fly at its base land speed with average maneuverability.

I'm kind of leaning toward maug wings that grant a fly speed of 60' (40' in heavy armor) with good maneuverability, like the fly spell, and maybe grant two wing buffet attacks--sort of like a powered-down version of the warforged winged cape.

Can anyone figure out how they're pricing the existing maug grafts? They don't seem to follow the pricing rules for magic items. Thanks! :)
Watchdog_of_Hades

11-15-06, 09:19 PM
Nudger

A nudger can bump things. Like threads where people like Watchdog are currently running low on ideas, but will probably put something up within 24 hours.
tryco

11-16-06, 03:03 AM
blasting kabuto.
this looks like a biological statue of some sort. it seems to breath slowly. on the horizon hundrerds of flying creatures fly towards this flying city, they look like red dragons, there are some great wyrms between them too. then suddenly the statues seem to waken. as you look around there are hundrerds of them, only on this side of the city. the statues begin to make vomitting sounds, and suddenly a large fireball erupts from the place which looks a lot like a mouth. as the flying creatures come flying towards the city they are greated with hundrerds of fireballs. the fight doesn't last long, as the dragons are slain, their riders fall to their death, 2000 ft. below them.


the blasting kabuto is a strong defense creature for aberrations and other creatures. when its commanded to attack enemies, telepathical or other wise, it begins to erupt a fireball, with a range of 300 ft. it must make a range touch attack, with a +6 bonus. the fireball deals 4d6 points of damage. it can shoot fireballs every 1d4 rounds.
CelestialBarbarian

11-16-06, 03:15 AM
I came up with the following two maug grafts:


Battle Wings: The battle wings, typically made of metal, take the place of a cloak. The wings provide a flying speed of 60’ (40’ in heavy armor) with good maneuverability. The wings allow the maug to make two wing buffet attacks, even while flying, as though a separate creature were using them. Treat the wing buffets as primary natural weapons. Add the following to Table A2-3:


Size Damage Per Wing Buffet (2)
Fine -
Diminutive 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 3d6

A maug with battle wings can learn the Greater Wing Buffet feat even if it doesn’t have all the prerequisites. A maug with battle wings can apply the Improved Natural Attack feat to the wing buffets they grant. As masterwork grafts, battle wings grant a +1 non-magical enhancement bonus to attacks rolls. A maug can make the wings from special metals, like adamantine, alchemical silver or cold iron, at the standard additional cost of such special metals. The wings can also be enchanted like magical weapons for the standard additional costs of the enchantment.

Prerequisites: Graft Flesh, bull’s strength, fly, creator must be a maug; Market Price: 48,000 gp.

Greater Battle Wings: Like battle wings, greater battle wing, typically also made of metal, also take the place of a cloak. The wings provide a flying speed of 120’ (80’ in heavy armor) with good maneuverability. The wings allow the maug to make two greater wing buffet attacks, even while flying, as though a separate creature were using them. Treat the wing buffets as primary natural weapons. Add the following to Table A2-3:


Size Damage Per Wing Buffet (2)
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 3d6
Colossal 4d6

A maug with greater battle wings can apply the Improved Natural Attack feat to the wing buffets they grant. As masterwork grafts, greater battle wings grant a +1 non-magical enhancement bonus to attacks rolls. A maug can make the wings from special metals, like adamantine, alchemical silver or cold iron, at the standard additional cost of such special metals. The wings can also be enchanted like magical weapons for the standard additional costs of the enchantment.

Prerequisites: Graft Flesh, bull’s strength, soar, creator must be a maug; Market Price: 138,000 gp.


Greater Wing Buffet is a feat from my campaign world, and soar is a spell from my campaign world.
HarlequinHelsing

11-17-06, 05:58 PM
:censored: ! It died again, and I'm out of ideas. CLEAR!
:bump:
tryco

11-18-06, 05:04 PM
having trouble with aboleth, the AHSN has the answer.
these special bred jellyfish kill the aboleth while feeding.

Muscus blood Jellyfish
Diminutive Vermin (aquatic, Swarm)
HD: 12d8 (54 hp)
Initiative: -2
Speed: swim 40 ft. (1 square)
AC: 12 (+4 size, -2 dex), touch 12, flat-footed 12.
BAB/grapple: +9/-
Attack: Swarm (poison)
Full Attack: Swarm (poison)
Space/Reach: 10 ft./ -
SA: poisonous grip.
SQ: swarm and vermin traits, tremorsense 30 ft., sense Aboleth.
Saves: Fort +8, Ref +2, Will +4
Abilities: Str 1, Dex 7, Con 10, Int -, Wis 10, Cha 2
Skills: Hide +18, Swim +3
Feats: -
Enivironment: Aquatic
Organization: Solitary, Flotilla (2-5 swarms) or colony (7-12 swarms)
CR: 6
Treasure: none
Alignment: Always neutral
Advancement: none
LA: -

As you like over the side of the ship you see a whole swarm of jellyfish swimming next to the ship. As you’re nearing the lair of the aboleth the jellyfish hurry forward, trying to be first to eat.

The Muscus blood Jellyfish are dark purple-coloured Jellyfish that twirl their tentacles around behind them, this way they acquire high speed. The Muscus blood Jellyfish are specially bread to counter Aboleth. They have the same muscus in their blood as Aboleth and need to feed on them to replenish. When they feed they insert a highly toxic poison. The Aboleth dies while they feed.

Combat:
The Muscus blood Jellyfish will try to enter combat as quickly as possible and try to attach to the Aboleth, so it can feed.
Poisonous grip (ex): when a Muscus blood Jellyfish is within 5 feet of an Aboleth it can attach it self to it and insert a highly toxic poison, dealing 1d4 con damage per round.
Sense Aboleth (ex): a swarm Muscus blood Jellyfish can sense an Aboleth up to 200 feet.
Tremorsense (ex): a Muscus blood Jellyfish can detect and pinpoint any creature in the water within 30 feet.
Swarm traits (ex): see page 316 of the Monster Manual
Vermin traits (ex): the Muscus blood Jellyfish is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
HarlequinHelsing

11-18-06, 10:18 PM
Hemoeruptive Heartspider
This slightly dangerous organism burrows into the host's heart and extends throughout the circulatory system, thickening the blood and making slightly acidic as well as raising the host's blood pressure to incredibly high levels. This effect causes the host to lose 2 points of Constitution and 1 point of Dexterity as long as the parasite remains. However, it also gains DR 2/--. Should the host be struck in melee, the wound erupts with acidic blood, spraying the attacker. Unless using a reach weapon, the attacker takes 1d4 acid damage.
The parasite can be removed with a Neutralise Poison spell, followed by a Remove Disease spell. Ability points lost due to the oranism recover at a rate of 1 per day.
Cost: 2700 gp.
Watchdog_of_Hades

11-19-06, 12:13 AM
I think this is my... if not best, at least most imaginative work yet.

Edit: although it bears resemblance to the Heartspider, it took me long enough to make this (including distractions like food) that I didn't see the spider until I posted this.

Incisive Erythrocyte Production
This biological implant is installed within the marrow of the bone of a creature. It's a kind of microorganism, specially bred to take red blood cell producers and alter them slightly in such a way as to make the red blood cells created by them very dangerous. It steals a small amount of the nutrients sent to the marrow, but not enough to cause harm.

To insert these microorganisms into the marrow of bones, all that is needed is an injection of several hundred of these in a water-based mixture. No Heal check or anything is needed.

The red blood cells of a host to this peculiar symbiote are slightly larger than usual. However, upon contact with air (such as from a cut), a chemical reaction takes place that eats away all but a razor-thin disk of iron-hard material. This would be extremely dangerous for the host, but the same iron-hard cells coat the walls of veins and blood pressure increases dramatically. Whenever the host takes piercing or slashing damage (or anything that involves breaking the skin), a 5-foot line of rapidly dissolving red blood cells sprays from the wound into the square of the attacker. This deals 2 piercing damage to him and 1 the round afterwards (regardless of whether he moves). The creature continues to spurt blood in an adjacent 5-foot square of his choice until the wound is healed or for 10 rounds after the attack, but every 2 rounds, the host takes 1 Constitution damage from loss of blood.

If there is a wooden or similarly soft floor, or the edge of the attacker's square opposite the one bordering the host is a wall of such a material, the damage is also dealt to the surface.

Yes, I'm aware what melee combat between two hosts would be like. Mutual suicide.

Cost: 100 gold. This may be put used multiple times (maximum 5), each adding 2 to the initial damage dealt and 1 to the secondary. Constitution damage is unchanged. This represents adding a dose of microorganisms to another significant bone.
tryco

11-19-06, 01:10 PM
having trouble with spellcasters (and beholders), the AHSN has the answer:

Negarcane wasps.
fine vermin (swarm)
HD: 4d8+4 (22 hp)
Initiative: +3
Speed: 10 ft., fley 60 ft. (average)
AC: 14 (+3 dex, +1 natural), touch 13, flat-footed 11
BAB/grapple: +3/-
Attack: swarm (2d6)
Full Attack: (2d6)
Space/Reach: 5 ft./ -
SA: -
SQ: Swarm and vermin traits, anti-magic aura.
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 1, Dex 16, Con 13, int -, wis 10, cha 2.
Skills: -
Feats: -
Enivironment: any land and underground
Organization: swarm
CR: 3
Treasure: none
Alignment: always neutral
Advancement: -
LA: -

As you walk through the dark corridors of the caves suddenly you hear a buzzing sound like thousands of insects. Suddenly hundreds of bright yellow wasps fly around the corner. You shoot a ray of lighting into it, but just before it hits the swarm, it disappears.

Negarcane wasps are specially bred to counter magic users. Their anti-magic aura renders magic useless, at which they attack.

Combat:
Negarcane wasps just fly into the attack, letting their anti-magic aura do the job.
Anti-magic aura (sp): the negarcane wasps possess an aura in which magic is rendered useless. All magical effects, including spell-like abilities and supernatural abilities, within 5 feet of the swarm will not function.
Swarm traits (ex): see page 316 of the Monster Manual
Vermin traits (ex): the Negarcane wasps is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
Watchdog_of_Hades

11-20-06, 06:50 PM
Neural Impulse Transmitter
These implants are kept partially in the brain, although tendrils branch out throughout the host's body. A network of very fine strands branch out through the part of the brain that governs motor control. They pick up on the host's attempts to move and send the message along the correct tendrils, stimulating the muscles in the limb intended to move without the host having to act at all (aside from trying to move the muscle). This makes the host immune to paralysis, magical or otherwise.
tryco

11-22-06, 09:54 AM
soon to come!

bio-diseases.
CelestialBarbarian

11-22-06, 03:46 PM
soon to come!

bio-diseases.

Are there non-bio-diseases?
tryco

11-22-06, 03:50 PM
with bio-diseases i mean diseases that are genetical altered.
CelestialBarbarian

11-22-06, 05:52 PM
with bio-diseases i mean diseases that are genetical altered.

Ah, so you mean bio-weapons? :)
HarlequinHelsing

11-22-06, 06:29 PM
Bio-Caltrops
This tiny organisms appear to be little more than slightly spiky balls of tissue. However, they are much more dangerous than meets the eye. When threatened, the spikes on the bio-caltrops triple in size and fill with a weak poison (Injury, DC 16, 1d3 dex/1 str plus 1d3 dex). Anyone affected by the poison also suffer from a base land speed reduced by 10 ft. The bio-caltrops attack whenever a creature enters or exits their square, making one attack roll using the same rules as regular caltrops (attack bonus +3 melee, damage 1d2 piercing plus poison).
The bio-caltrops use their poison to reproduce. Creatures failing their saves against the poison twice for a single dose become hosts for the quickly-growing infection. Hosts take 1d4 damage every minute the infection is in their body (no save), and must make a DC 16 Fortitude save every 10 minutes or take 1 point of Strength and Dexterity damage as the infection consumes muscle and nerve tissue. The infection can be removed with a sucessful Heal check (DC 25; successful or not, the host takes 1d8 damage) or with a neutralize poison spell followed immediately by remove disease. Creatures reduced to 0 Strength or Dexterity by the infection die.
Price: 720 gp (enough for one 5-foot square).
BobTigerClaw

11-23-06, 11:24 AM
Abobo's Bilestone Ooze Dispencer

A strange obelisk of obsidian like stone stands in the middle of the room. It's 20ft high, roughly 7ft wide and there are small 5ft wide holes on each face of the lowest part. The obelisk feels slightly warm and greasy to the touch.

This is the creation of a Derro maned Abobo. In his years serving Aboleth masters, Abobo developed his skills working with Bilestone. One of his creation is the Ooze Dispencer. Working like an upside down pez dispencer it releases oozes when triggered (magical or mechanical). The great thing is, Bilestone has an intresting effect on the mind of non-aberrations.
((o.o.c. i don't know how much info i can give on Bilestone but for those intrested it's on page 27 of Lords of Madness))
It fits around 10 medium oozes or 5 large ones depending on the configuration. Can be costom made to fit your dungeon, lair, infested watery place, whatever... if you got the Bilestone, we can build it!

Abobo's working on more Bilestone, aberration friendly, traps :cool:

((o.o.c. how can i post pics from my computer into here, i have a smal diagram of the Ooze dispencer))

cool swarms tryco ;)
i like your caltrops Harlequin, they work a bit like my spore mines :P more developed tho
HarlequinHelsing

11-23-06, 10:49 PM
Og-Shadath's Affliction
Og-Shadath's Affliction: supernatural disease; Contact DC 19; incubation 1d2 days; damage (see below).
Originally created (and contracted) by the mad orc Grom Og-Shadath, this highly contagious disease may appear somewhat beneficial at first. Unlike other diseases, successful saves do not allow an afflicted character to recover; they only stop the spread of the disease briefly. The disease does not deal ability damage like other diseases, since it is in fact biochemically breeded and (almost) perfected. The effects are cumulative, and are based off the number of unsuccessful saves:
1st: Eyes become cloudy and vision is blurred. Pus oozes from behind the eyes. This imposes a -2 penalty to Search and Spot checks, and the creature's low-light vision is negated and darkvision reduced by 30 feet to a minimum of 0. The pus is dangerous to creatures unaffected by the disease. By making a ranged touch attack, an afflicted creature can blind a target within 20 feet for 1d4 minutes and expose them to the disease.
2nd: Skin hangs more loosely off the creature's frame as muscle tissue is consumed, and becomes slimy with a transluscent liquid. This effect deals 2 points of Strength and Dexterity drain, but the liquid secreted grants the creature a +3 bonus on Escape Artist checks. Creatures attacking the afflicted with natural weapons or unarmed attacks, as well as grappling, take 1d2 points of acid damage and are exposed to the disease.
3rd: Condition of the eyes worsen as they turn yellow and begin to bloat. Blood thickens, and heart rate slows. The creature is now blind, gaining all the penalties and bonuses associated with that, and takes 3 Constitution drain. However, the blood is thicker and more readily clots, giving the afflicted DR1/--.
4th: The disease begins to take over the nervous system. The afflicted creature takes 1 point of Wisdom drain and must now make a DC 15 Will save every round or take no actions that round, considered flat-footed for that round. If an afflicted creature fails their save in two consecutive rounds, they must make a third save or be confused for that round.
5th: Og-Shadath's affliction has almost taken over the entire body. The creature must two more Fortitude saves (same DC). Failure on at least one means the creature is dead. Failure on both means that the disease has reached such great concentration within the creature that it takes control of the corpse. (I will post details for this later.)
Price: n/a. There is only one known strand of Og-Shadath's affliction, which was quarantined in his tomb when he died (ironically, from his own disease). But who knows, maybe the disease could be recovered from it's creator's grave...
tryco

11-24-06, 01:03 AM
:eek: great posts guys.

i really like some of it:
@ HarlequinHelsing: bio-caltrops, cool. maybe some other bio stuff. a bio-quarterstaff. and maybe some sporemines, like BobTigerClaw said.
the disease is also great, really scary, i like it.:D

@BobTigerClaw: great obelisk. i like to see more "Aberration friendly traps":D

i'm a bit busy, but i hope to put something up later this week.
HarlequinHelsing

11-24-06, 01:47 PM
Hmm... a bio-quarterstaff... interesting. I'm thinking about making other bio-versions of adventuring gear, but for now here's the result of the dreaded Og-Shadath's Affliction:
Afflicted
Medium Undead
HD: 5d12+5 (38 hp)
Initiative: -4
Speed: 30 ft.
AC: 14 (-4 dex, +8 natural), touch 6, flat-footed 14
Base Attack/ Grapple: +2/+5
Attack/Full Attack: Slam +5 melee (1d6+3 plus 1d4 acid disease)
Special Attacks: Acid, Blinding Pus, Disease
Special Qualities: Blind, Blindsight 30 ft., DR 5/--, Undead Traits
Saves: Fort +1, Ref -3, Will +1
Abilities: Str 17, Dex 3, Con --, Int 6, Wis 3, Cha 7
Skills: Escape Artist +12, Listen +4
Feats: Improved Toughness, Iron Will
Environment: any
Organization: Solitary
CR: 2?
Treasure: none
Alignment: Always NE
Advancement: none
LA: --
The abomination before you looks like it may have once been human, but is far from that now. Tattered flesh hangs loosely off the creature's frame, and green liquid oozes out of every desecrated pore. Organs drag behind it as it shambles forward, not seeming to have total control over itself. The head hangs loosely to one side. Its eyes can barely be seen through thick yellow pus.
Acid: The afflicted secretes a dangerous acid from its skin, a result of the disease that killed it. Creatures struck by the afflicted in combat, as well as striking it with natural weapons and grappling, take 1d4 acid damage.
Blind: the afflicted is blind and gains all the bonuses and penalties associated with it.
Blinding Pus: Another result of the fatal disease, the pus covering the afflicted's eyes can be very harmful. Once every 1d4 rounds an afflicted can hurl a glob of the pus at a target within 20 feet. If they succeed on a ranged touch attack, the target is blinded for 1d6+1 minutes and must make a Fort save or be exposed to the disease (see below).
Disease: Og-Shadath's Affliction: Supernatural disease: Contact DC 19; Incubation 1d2 days: damage special (see previous post). Unlike other diseases, a creature can't recover from Og-Shadath's Affliction by making successful saves; they only stop the spread of the disease briefly.

Still to come: More of Og-Shadath's experiments, both before and after his death, and possibly a brief history of Grom Og-Shadath himself...? Also, bio-versions of standard adventuring gear.
HarlequinHelsing

11-26-06, 07:54 PM
Anyone home...?
Nothing new right now except a :bump: and a concept.
Og-Shadath's Venom Combine
A bio-mechanical machine that can combine poisons and acids to make them that much deadlier, or potions to make them that much more beneficial. Also, can be used to inject poisons into oozes. They wouldn't be affected by it, but their attacks would inflict the poison as well. I'll work out the formalities later, for right now it's just a thought.
tryco

11-27-06, 04:10 AM
an idea, couldn't find a way to right it out.

a poison that affects only magic and psionic users. it takes away certain spell and power levels (from highest up) and disruptes magical communications and other magical effects the creature has. it's a so strong poison, that even creatures immune to it have to make a fort save (DC high).
HarlequinHelsing

11-27-06, 11:32 AM
Mind if I give it a try?
Og-Shadath's Arcane Venom
Poison; Injury DC 24; Initial special (see below); Secondary 1d6 primary spellcasting ability (Int, Wis, or Cha).
Grom Og-Shadath was always intensely paranoid. Mostly about everything and everyone, but especially about arcane magic. After nearly losing his sight in a battle with a sorceror, he became determined to exterminate all spellcasters in the world. This venom was brewed for that purpose. It worked better than expected and destroyed most of his divine casting ability in an accident during its creation, ultimately leading to his destruction as he could not fight off the dreaded Og-Shadath's Affliction in time.
Initial Damage: The initial damage of Og-Shadath's final toxin is specifically detrimental to spellcasters. Creatures affected by the poison lose 1d4 spells per day of their highest spell level. Should this reduce their spells per day of that level to 0 or less, they lose an additional 1d4 spells per day of the next-lowest level. Spellcasters whose entire repetoire of spells is drained by this ability must make a Will save (DC 24) or gain a negative level and lose the ability to cast spells for 2d4 days.
Price: 1670 gp.

This the kind of thing you were looking for?
tryco

11-27-06, 03:30 PM
looks good,

just a few twiches:
should also be usable against psionic.
should work faster
should also affect mind-influencing effects (like hive-mind) (it's a plot device in my campaign)
HarlequinHelsing

11-27-06, 07:36 PM
Mind-influencing effects? As in taking a hit to the Will saves to avoid them? Still not sure if I understand what you mean by this.
As for working faster, you're gonna have to talk to WotC about that one. Sorry, I go by the DMG :P .
I was thinking about opening it up to psionics too, but then I thought I'd just make a seperate poison for them. Then I remembered Cascade Flu, a hateful little disease that I based a trap off of. Spellcasters have nothing like it, so I decided to lay off the psionics for awhile.
Finally,
Bio-Bullets
These armoured slugs curl up tightly in a ball when threatened, making them as durable as steel and as aerodynamic as a standard sling bullet, which just happens to be their main use in abberant society. When a bio-bullet hits its target, it uncurls and begins to burrow into the creature. This automatically deals 1 Constitution damage to the creature plus an additional 1d3 damage per round (or 2 Constitution and 1d4 damage per round if the shot was a critical hit.) The slug can be removed and reused, but removing it from a living creature takes a DC 20 Heal check and deals 1d8 damage to the creature.
Price: n/a. Bio-Bullets can only be produced by a Feeder Slug (see below).

Feeder Slug
The sole purpose of these large, armoured slugs is to produce Bio-Bullets. To do this, they must attach themselves to and feed off of a host creature. Feeder Slugs are capable of producing 1 bio-bullet every hour, but for each produced the host takes 1d3 damage. The bio-bullets retain a special bond to the Feeder Slug that produced them. Once per day a Feeder Slug can send out a subtle telepathic signal to all Bio-Bullets it has produced within 100 feet. The slugs answer enthusiastically, removing themselves immediately and violently from their target and slithering towards the Feeder Slug at a speed of 10 feet per round. This deals 1d8 damage per slug burrowed within the target to the creature.
Price: 8,305 gp.
HarlequinHelsing

11-28-06, 11:04 AM
Evolution Vat
This large obsidian jar is filled with a briny green liquid that glows slightly in the dark. The liquid is actually a weak acid with millions of highly adaptive organisms swimming within it. A creature entering the vat will have most of its skin burned away by the acid (dealing 1d4 damage per round of exposure), leaving perfect conditions for the organisms to evolve within it. Every minute that a creature spends immersed in the vat one random ability score (roll d6 to determine) is increased by 1d4 points while another is decreased by 1d4 (this may be the same score and may result in no change for that minute). Once per 3 minutes of exposure, there is a 25% chance that one of the organisms evolved within the creature into another symbiont (determine randomly), but there is also an equal chance that the organisms evolved into a bio-disease. Unlike normal exposure to disease, if this occurs, the creature is not entitled to a saving throw to fight off the infection.
Price: 21,730 gp.

Lifestealer Symbiont
Often used to keep subjects immersed in an Evolution Vat alive, this parasite is a series of thin tubes connecting two creatures. While connected, either creature can heal themselves 1d8 damage as a move action by inflicting the same amount to the other. If the creature damaged is unwilling, it is entitled to a Fort save (DC 15+damage dealt) to negate both the damage and the healing. Once per day, either creature can siphon 1d4 Strength or Constitution from the other (the recieving creature loses these bonuses at a rate of one per day as the other heals them.) The DC to negate this effect is 20. If the creature damaged by either of these effects is unconscious or helpless, they are not entitled to a saving throw for either.
Price: 1,980 gp.
tryco

11-28-06, 11:46 AM
looks great, i'm a bit out of ideas, but this looks really great.

keep them going.
tryco

11-28-06, 04:25 PM
Flying hunter

High in the sky you see something that looks like a V-figure. It has pointy wings sticking forward, and has gray scales. Suddenly it dives forward. It seems completely motionless, except for the fact that its moving around. As it comes close it unleashes a couple of acid bombs and moves away at high speed.

The Flying Hunter is a biological ship, that flies by simple contact. The flying hunter can carry only one person of size Small and Medium. The person must enter a hand through two layers of gray scales, at which a gap will open in which the person can enter.
The person must lie on his stomach with his head forward in the ship. The ship has it’s own organs and organ systems. By touching different parts of the ship, the ship will do something (fly around, shoot acid projectiles). by pushing a muscle near the back of the ship, the Flying Hunter will start to fly (first 20 feet/ round, then 40 feet/ round, then at last 60 feet/ round). by moving a muscle in front of the ship, the Flying Hunter will move around. it will take practise to fully understand the ship.
The flying hunter can submerge only in water (not lava, acid pools etc.), protecting the person inside. The person can still breathe oxygen for 4 hours. The Flying Hunter has a gap in front in which the person can look outside, even under water.
When squeezing a muscle inside the ship the person inside can unleash two acid projectiles. The target must make a reflex save (DC 16) or take 2d4 points of acid damage, on a successful save dealing only half damage.


Based heavily on the Cylon raider from battlestar Galactica 2003



more than a 1.000 looks, i'm proud (my best thread ever)
HarlequinHelsing

11-29-06, 03:15 PM
Congrats Tryco.
Forum Hunter
This huge being serves the incredibly important purpose of sending probes throughout the boards and dragging members, kicking and screaming, to the AHSN (grapple bonus +17). Once per day it can use Summon Watchdog_of_Hades as a spell-like ability
:P It would be nice though...:rolleyes:

I'll post something real later today.
Watchdog_of_Hades

11-29-06, 07:08 PM
Ow ow ow! Being summoned hurts! For revenge, I shall punish you with my latest creation!

Silkspitter Patch
These curious and dangerous creatures are plant-like in nature. Each one is less than a quarter of an inch high and wide, but within is a phenomonal amount of extraordinarily thin webbing. These are very sticky, and hollow rather than solid. They pump digestive juices through some of these into their prey, melting it on the spot and gathering the nutrients by sucking up the digested victim through other strands of webbing.

They are harmless on their own, but in patches they are forces to be reckoned with. They grow on any surface they can, and expand continually, burning the energy they got from their last victim. They are popular for the defense of underground cave complexes, dungeons, and other enclosed spaces.

If any creature enters a 5-foot square occupied by a silkspitter patch, all the tiny organisms simultaneously shoot strands of webbing at it. With a hissing sound a fraction of a second long, the offending creature is suddenly entangled by thousands of hair-thin filaments. This deals 3 damage for each 5-foot square firing at the creature, repeated at the beginning of the creature's turn every round until it dies (or the silkspitters are killed). The stickiness and extreme flexibility of these strands make the creature Entangled as well if it doesn't succeed on a DC 20 Reflex save. Breaking free requires a DC 15 Strength check.

If two or more silkspitter patches share a border or corner, count them as part of the same "group." If a creature steps on a 5-foot square that is part of a larger group, all silkspitters within 10 feet that are part of the same group will attack.

If a 5-foot square of silkspitters is on smooth ground, they can be scraped off, but this counts as stepping on them and all nearby silkspitters will attack, assuming that they are in the same group and within the 10' range of the disturber. This is a full-round action that provokes attacks of opportunity.

If a 5-foot square of silkspitters is on fairly rough ground, the only feasible way to get rid of them is with an area-of-effect ability. Each 5-foot square has 5 hit points and 3 effective Hit Dice (for death spells, for example).

Cost: 500 gp per 5' square. They don't cost nearly that much to grow, but only a few have discovered how to farm and ship them properly, and they have agreed to set this high price for them, improving everyone's earnings. They viciously defend their secret, and will kill anyone who finds out the method.



I actually got this idea during Biology, half-listening to someone's PowerPoint presentation. I saw a ribosome with a strand of RNA coming out of it, and the idea grew from there. I'll probably post stats for upgraded patches too, later.
HarlequinHelsing

12-01-06, 06:20 PM
Sorry Watchdog_Of_Hades, desperate times call for desperate measures. Here, have a :behold: for your pain.
False Life Beetle
This black insect can reanimate recently deceased bodies, at the expense of great pain and a (greatly) shortened lifespan if not attended to with magic. When placed on the chest of a corpse less than one hour old, the beetle burrows into the heart and uses a small electrical charge to restart it. Between the electric shock and the insect burrowing into its heart, the victim takes 1d4 Constitution damage upon awaking (there is no level loss from this ressurection). The beetle, however, doesn't restart life systems out of the kindness of its heart; it feeds off blood, but can't acquire it unless the blood is in motion. This effect deals 1 point of damage per round to the victim until the beetle is removed. Removing a False Life Beetle from a creature takes a DC 25 Heal check or a Remove Disease spell; either way, the beetle dies upon removal.
Price: 3460 gp.

:88E: Go, my Forum Hunter, bring them to the AHSN!:evillaugh
...Please? :allalone:
Watchdog_of_Hades

12-02-06, 09:47 AM
If you fail the Heal check, does the patient die? You are operating on the heart...
Watchdog_of_Hades

12-02-06, 06:58 PM
Silkspitter Mutations
The farmers of silkspitters are constantly searching for ways to improve their odd crop. As such, there are many variations, some simply more deadly, others with supernatural powers.

Damage Increases: If you want more than 3 damage per round, add ((damage beyond 3)^2)*25 gold to the cost of each 5' square.
Range Increases: For increased range on your silkspitters, add ((5' squares beyond 10)^2)*25 gold to the cost of each 5' square.
Energy Resistance: To give a 5' square of silkspitters resistance to an energy type, add ((resistance/5)^2)*25 gold to the cost.
HarlequinHelsing

12-02-06, 07:12 PM
If you fail the Heal check, does the patient die? You are operating on the heart...

Oh, didn't think about that. The patient would die if you failed by 5 or more, or take 1d6 Constitution damage otherwise. Thanks for pointing that out.
tryco

12-06-06, 09:37 AM
just a :bump:

i'm a bit out of ideas now, hope to get some more ideas soon.
HarlequinHelsing

12-06-06, 03:18 PM
Watched some National Geographic video on cloning in my science class yesterday. Pretty boring, but there was some stuff in there that gave me ideas for new implants and such.
Norem Cells
These implants are created in three varieties: neural, muscular, and cardio. Their sole purpose is to regrow damaged tissue over 20 times as fast as it would take an average human. However, in order to do this they must take hold in such tissue and cause slight permanent damage to it. Upon implantation, the creature loses 1 point of one ability that the implant is designed to repair (see below). By regrowing damaged tissue, the Norem Cells allow ability damage healing for 2 keyed abilities to occur at the rate of 1 per hour instead of 1 per day. The implant's keyed abilities are listed below.
Neural: Intelligence, Wisdom.
Muscular: Strength, Dexterity.
Cardio: Constitution (see below).
Cardio Cells only bestow their benefit to Constitution damage, but they also heal hit point damage and the heightened rate.
A creature with the Faster Healing feat from Complete Warrior heals at the rates listed in the book, except in hours instead of days.
Price: 1740 gp (Neural), 1810 gp (Muscular), 1970 gp (Cardio).
tryco

12-06-06, 04:14 PM
I’m busy with playing the Geneforge 4 Demo, and the living tools grabbed my interest, so here they are.

Living tools

The living tools look like a handle with four thin tentacles attach to it. Each tentacle is around 1 feet long. When some one holds a living tool, he can send commands by which the living tool will react. When a living tool is brought into place, it will stay into place, for one minute. This way a person can use 5 living tools at any give time. One living tool gives the holder a +2 circumstance bonus on Disable Device and Open Lock checks. A living tool can be used 5 times, after which it will be rendered useless (it has been used to much).
price: 150 gp
HarlequinHelsing

12-07-06, 07:59 PM
As promised some time ago...
*EDIT: Finally motivated enough to finish this. A little late, but at least it's done.*
Og-Shadath's Venom Combine
This large obsidian bio-machine serves more purposes than its name would suggest. Be that as it may, its first and foremost function is combining and amplifying two doses of poison. The Combine can be used to mix two doses of poison when used in this way. The new poison created has all the qualities of the original two poisons, with the following changes:
-The DC is increased by 1d4 from the higher of the two original.
-Damage to the same ability score is not added together. Instead, the damage is increased by 1 die of the highest value.
-Market Price is equal two one and one-half the value of the two poisons combined.
-Cost: The price of the original two poisons, plus reagents totalling half the price of the more expensive poison.
The Combine also serves two other purposes: it can combine a poison and an acid, or it can infuse a living creature's bloodstream with either poison or acid. If used to mix poison and acid, the mixture retains the qualities of both parts, with two exceptions. First, the poison loses its secondary damage. Second, the poison forces a Fortitude save every round the target takes damage from the acid. It always deals initial damage in this way.
While the machine can be used to infuse a living creature's bloodstream with acid or poison, it is potentially very dangerous for the patient and those around them. The procedure takes 1 hour and 1 quart of the substance to be infused with. As soon as the procedure begins, the subject must make a Fortitude save (against the DC of the poison used or against a base of 20 for acid). Failure means that the shock to the system killed the patient instantly. If this should occur, there is a 10% chance that the body will violently expel the poison or acid from the body, exposing everyone within 10 feet to the substance. A Reflex save (DC 20) is allowed to avoid this. If the initial save is successful, the procedure may continue, although regardless of the degree of success the subject permanently loses 1d4 Constitution. Every 10 minutes, the subject must make another Fortitude save against the same DC or take another 1d4 Constitution damage. After the procedure is completed, should the subject be struck in melee, the attacker takes damage as if exposed to the poison or acid. This effect cannot be suppressed or resumed.
Price: 27,360 gp.
Watchdog_of_Hades

12-08-06, 11:50 PM
Input Recorder
This fleshy sac, about the size of a small egg, is inserted into the back of the skull. It records all the information received by the carrying creature if it is "on." It can store twenty-four hours of information at a time. By spending ten minutes, a creature may analyze one minute of time during which the recorder was "on." This allows him to take 20 on all Spot and Listen checks made in that time frame, and to flawlessly remember anything seen or heard in that time (such as script that was impossible to decipher at the time). The host may turn the recorder on and off at will, and it can store information indefinitely.

Cost: 1,250 gp.
tryco

12-16-06, 05:45 AM
to put some life into this thread, i found something from the old thread:

“Vinn motioned for his allies to stay low and approach the ridge he was looking over, yet his hand was shaking like the death throes of the Neogi scout they had just taken out not 5 minutes ago. No one had ever seen the old ranger show any signs of fear, sending a sense of impending dread through the party as they slowly approached. The sounds of battle could be heard below as they a peered over the edge, all gasping in turn as the horrific sight below registered in their terror filled eyes.”

“Below was something out of the adventures worst nightmares. Undead monstrosities clad in shinning metallic armors, riding chariots with no horses, and brandishing long metal tubes that produced beams of searing light fought a small skirmish with Mind flayers clad in living armors, wielding creatures in their hands that spit streams of smoking acid or belched gouts of flame. One Mind flayer rode a giant purple wurm and carried a huge slug-like creature on his shoulder that looked like it was made up of several smaller creatures fashioned together through magic born of madness. As it leveled the slug thing on the last group of undead using a boulder for cover, it spat forth a bioluminescent orb with a horrendous sound like a thousand droning insects. When the orb struck in the middle of the undead a thunderous explosion erupted, shattering their bodies into flying debris.”

“A deadly calm fell over the field as the Illithid slowly approached each body to make sure their enemies had truly met their final death. As they finished their solemn work a loud buzzing sound filling the air seemed to be approaching, gaining momentum and volume. As the sound grew almost too loud to bear the adventures looked up to see a giant caterpillar like creature filling the sky over them, a thousand wings beating so rapidly as to be but a blur kept it afloat. As it approached the Illithid gathered together around the giant purple wurm in the clearing. As it settled over the clearing its underbelly split open, disgorging hundreds of black tentacles down towards the assembled unit. Each was gently grabbed and pulled up into the belly of the beast, including the massive purple wurm, which seemed to be a mere fly to the giant insect. As the unit disappeared into the giant beast its underside closed up and it flew off towards the direction it had come.”

maybe an idea:
listing all the grafts from all D20 books:
from eberron, forgotten realms, d20 modern (maybe changing things a bit to fit DnD) and other sources (chaositech).

another thing:
can i put the stats for the illithid arsenal online, it's from one of the dragon magazines. or is this illigal.
Adrez Nesnsid

12-16-06, 08:16 AM
Damn! This thread is awesome!
tryco

12-16-06, 11:01 AM
great you like it.
maybe you could post some things up, most of us are out of ideas:blush:
Watchdog_of_Hades

12-16-06, 01:31 PM
I could come up with more... I'm just insufficiently motivated at the moment.
HarlequinHelsing

12-20-06, 12:34 AM
Now that I'm back in the land of the living, I could too. Right as soon as I find my notes...
Also, maybe I should finish up the Venom Combine sometime. Oh well. I'll get to it, if I don't get distracted. Hey, butterflies!
HarlequinHelsing

12-22-06, 01:02 PM
Telesensory Mindspider
This graft to the brain includes two components: a fleshy 'recieving' sac which is surgically implanted in the host's brain, and a free-roaming 'sensor' that looks like a large spider. The recieving implant is semi-obtrusive, and the host loses 1 Intelligence as long as the sac remains in the brain. It communicates telepathically with the sensor, and at any time the host can acess the mindspider's sensory input. If the sensor is within 1 mile of the host, the host can see and hear through the spider. The sensor generally acts on its own accord, although the host can communicate on a most basic level with it telepathically, sending signals like 'Go that way' or 'Find what's behind that hole.'
If the sensor should be destroyed, the reciever overloads and explodes. This is, as would be expected, very dangerous to the host; if this should occur, the host must make a Fortitude save (DC 30) or die. Success means the host only takes 1d6 Intelligence, Wisdom, and Charisma damage.
Price: 4,270 gp.
Watchdog_of_Hades

12-24-06, 11:13 AM
Spore Launcher
A spore launcher is a formidable weapon. A living creature, it creates spores that can be shot out just by pressing the right spot on it. There are a variety of spores, and a few different types of weapon. Each type may require a Knowledge (bioweapons) check to use, and this is only made once. The result increases with the character's Knowledge (bioweapons) modifier.

The cost of the weapons are based on the cost of the spore variety, multiplied by numbers given in the weapon type description.

Each weapon can only be used once every day, but you can save up to three doses simultaneously in the weapon. For example, if you use the weapon on Tuesday, then need to fight on Thursday, you can use two doses (one for Tuesday to Wednesday, and one for Wednesday to Thursday).

You can increase the save DC of a spore using this formula: ((DC increase)^1.5)*40 gold. A calculator is nice for this, but you can also just multiply the increase by its square root if you have a head for math. Or, heck, just square the DC increase and multiply by 25-30 gold. That should work for any reasonable increase.

Types of weapon:

Jet: shoots out spores in a 15-foot line. To operate one requires a DC 5 Knowledge (bioweapons) check, or to simply be told how to use it. Leave the cost of the spores as is.

Burst: shoots out spores in a 10-foot radius burst. Requires a DC 5 Knowledge (bioweapons) check to use properly. For each 3 by which the Knowledge check exceeds 5, you may delay the burst of spores for up to one round. Multiply the cost of the spore variety by 1.5.

Spray: 10-foot cone. To use a spray weapon, you must have a Knowledge (bioweapons) check of 10. Leave the cost of the spores as is.

Types of spore:

Hallucinogen: the target must make a DC 15 Fortitude save or have its mind fill with random images. This causes the target to be affected as by a Confusion spell, with the weapon wielder counting as the caster. This lasts for 5d6 rounds. Costs 1,300 gold.

Poisonous: one minute after exposure to the spores, the target must make a DC 16 Fortitude save or take 2d4 Strength and Constitution damage. Costs 900 gold.

Infectious: the deadliest kind of spore, these lodge in every crevice of the target, even inside it if inhaled, and grow over time. This deals 2 points of Strength, Dexterity, and Constitution damage each day after exposure. One week after exposure, regardless of remaining ability scores, the spores have grown enough to completely block the victim's trachea, killing it. Within 2d4 hours, the body explodes in a 10-foot radius cloud of infectious spores. This fate can only be avoided by a Remove Disease spell or more powerful magic. Costs 2,000 gold.

Paralyzing: causes the target to become paralyzed for 2d4 rounds if he fails on a DC 15 Fortitude save. Costs 1,200 gold.

Phobiagenic: gives the target a long-lasting fear of anything reasonable. This gives him a -4 penalty to all attack rolls, damage rolls, and saves against things that resemble that thing. This can be avoided with a DC 14 Will save. Costs 900 gold.

Insomnia: makes the target an insomniac if he fails a DC 17 Fortitude save. 24 hours after being affected, the target takes one damage to each mental ability score. Each period of 24 hours after that, he takes two damage to each mental ability score. If he reaches 0 at any mental ability score solely because of this effect, he dies from exhaustion. This effect can only be broken by Deep Slumber or a more powerful sleep spell. Costs 1,000 gold.

If you have any more ideas, please let me know.
Watchdog_of_Hades

12-28-06, 08:22 PM
Yeah, I'm almost too overwhelmed by my own genius to post too. I know how you feel.
HarlequinHelsing

12-30-06, 05:16 PM
Finally, an idea. Yes, it does look a little like a bio-needler from Halo, but it was an idea nonetheless.
Spikeshot Cannon
Grafted to the arm, a spikeshot cannon looks like a large, fleshy football with eight long rib-like bones protruding from the top. It can be used as both a melee and ranged weapon. Firing the cannon as a ranged weapon is a full-round action. One spike is retracted into the body of the graft, coated with a sticky acid, and fired at high velocity with a maximum range of 100 feet and no range increment. This deals 2d8 piercing damage to the target as well as 1d4 acid for 2 rounds afterwards. The spike can continue through its first target and strike any number of additional targets in its 100 foot path, although the attack rolls to hit them are made at a cumulative -2 penalty per prior target. It can also potentially continue through doors, walls, etc. provided it deals enough damage to destroy them. If the attack misses, the attack is considered embedded in the target before it. An embedded spike deals an extra 1d4 acid damage per round embedded and imposes a -1 penalty on attacks, saves, and checks until removed. Damage and penalties from multiple spikes stack. A spike can be safely removed with a DC 25 Heal check; otherwise, it deals 1d8 damage.
If used as a melee weapon, the spikeshot cannon deals 1d12 damage minus (8-the number of remaining spikes). If a critical hit is scored, a spike is embedded in the target, imposing the extra damage and penalties associated with it.
A spikeshot cannon can be fired 8 times before spikes must be regrown. Regrowing spikes takes 1 minute of concentration and deals 1d2 Strength and Constitution damage to the host. It takes an additional 1d4 minutes for new spikes to fully harden. If used within this time, attack and damage rolls are made at a -2 penalty.
Price: 4,750 gp.
HarlequinHelsing

01-03-07, 05:54 PM
Grr...
:bump:
tryco

01-03-07, 06:09 PM
sorry, i've got no inspiration.
maybe i'll post something later.
nice spikeshot cannon though.
stargate525

01-05-07, 08:09 PM
the shield bug
This bug sits on the cheast of a creature. when activated it surrounds the wearer in a green transparant shield. the wearer gains a DR 10/2+ and he can't drown or be affected by other means. the shield will last 12 hours unless the wearer makes a will save DC 24, at which the bug deactivates by it's self. after the bug has bean used, it has to recharge the time in which it has bean used. (so when the bug has bean used for 11 hours, it has to recharge for 11 hours).

in the time that the bug is activated, the wearer can't eat or drink and can starve if he hasn't eated in the time before he activated the bug.

hmm, this sounds AWFULLY familiar. *casts a significant glance at his forum name, then mutters something about lost underwater civilizations* ;)


Sorry if I am posting something that's already been done, but I was too lazy to do more than glance through right now.

Ryzehn Commune
This creature resembles manta ray just smaller than someone's palm, with an extremely long tail. It burrows into the host's brain, lodging itself in the rear of the brain and sending small, minuscule tendrils throughout the brain. The tail works its way through the body until the tip lie just underneath the palm of the host's dominant hand (left for lefties, right for everyone else). The tendrils gather information on the host's brain until it can understand conscious thought and all senses, a process that takes 1d6 rounds. The tail acts as a tube with which to plant offspring into other hosts. Any personal contact requires the one touched to make a DC 15 fort save or become host to a larval Ryzehn. The larva takes 1d8 days to mature, after which time it becomes a full Ryzehn. Only then is the power of these parasites realized.

A Ryzehn has a telepathic link with its offspring, parents, and siblings to a maximum of three generations in either direction, past this the genetic variations become too much for reliable contact. The Ryzehn send and receive information on their hosts, which leaks into the hosts' brains. All hosts have an empathic bond with any other contactable host within 2 miles. Eventually, a person can learn to channel his thoughts and emotions through the Ryzehn, a process that takes 1d4 months after the initial infection. After this time, the host is considered to have a telepathic bond as well as an empathic one, and the range increases to 5 miles.

Removing a Ryzehn is a difficult task, requiring a DC 30 heal check. Failure by 5 or less means that some of the tendrils were left inside the brain, the host suffers 1d4 permanent INT loss. Failure by 5 to ten means that the host was not removed, and beyond that means that the Host died in the procedure. In any case, the Ryzehn is killed upon removal. Should the host die, the Ryzehn will attempt to insert itself into the next body that comes in contact with the corpse, but will starve to death in 2d10 days if it remains in the corpse.

A Ryzehn who loses contact with any other Ryzehn for two weeks will attempt to restart the Commune. Any offspring of this new commune cannot contact members of other Communes, including the 'parent' commune.
LivingShadow

01-08-07, 05:33 PM
Spider legs

This graft attaches to the back of the subject and promptly grows four spider limbs. These limbs are retractable and can also weild weapons standard penalties for multiweapon fighting -2 due to the fact that the limbs aren't very coordinated. They also grant a natural attack doing damage as approprite for the size of creature implanted on. These legs cannot be used to do Dex related skills due to their lack of coordination. Alternatly the wearer can focus all the legs to locomotion adding 20 to their land speed.
tryco

01-10-07, 07:42 AM
hmm, this sounds AWFULLY familiar. *casts a significant glance at his forum name, then mutters something about lost underwater civilizations* ;)

:P here have a :cookie: for figuring it out.

question to everybody here:
where do you get inspiration for these ideas? i'm almost empty for ideas and need to recharge.

he who has ideas, post them.
LivingShadow

01-10-07, 04:52 PM
I look at mechanical things or things granted by classes and try to figure out how to turn it into a graft or symbiote.
stargate525

01-10-07, 06:16 PM
Same. I usually go off on a tangent of some other popular reference, and make changes as I see fit.

The one I posted above, for instance, started with the borg.
HarlequinHelsing

01-10-07, 06:19 PM
I pull ideas out of my ass. :D Also, I use Lovecraft for inspiration sometimes. Biology videos are good too, but most of them are mind-numbingly boring. Unfortunately, I'm out of ideas as well. I'll try to get something up as soon as I can.
tryco

01-11-07, 10:30 AM
maybe i'll use some ideas from above.

another question:
there are alot of ideas in here. but how do you incorporate these in your campaign?
in my campaign there is a traveling caravan of jawa traders. these quy's find out diffrent kind of grafts and things and try to sell them.
Watchdog_of_Hades

01-11-07, 12:49 PM
I don't use them. I just really like making them up. If I used them, then I'd probably have an Underdark-based industry that had some branches above-ground. People would grow the component parts, breed for new abilities, et cetera.

And I currently have no inspiration. I probably will soon.
HarlequinHelsing

01-11-07, 06:31 PM
I'm in between campaigns right now, so I'm not using them. Og-Shadath is probably going to play a big part in the next campaign, so he might have a cult formed in his honor that sells bio-stuff. I like the idea of Jawa traders though.
Watchdog_of_Hades

01-14-07, 06:31 PM
Symbiont Scout
These creatures are tiny, about as large as a good-sized wasp and sharing the same general shape. They can be attached to the back of the host's head by a thin, short cord with 1 hit point and no hardness. The cord is permanently attached to the host, but can be detached from the scout. If the cord is attached to the scout, one of two things can happen.

First, the host can give the scout simple instructions. The complexity of these is limited to ones such as "Fly in a 50-foot radius circle and if there are any large creatures other than this group, return immediately."

Second, the scout can give the host all of the sensory information it gathered during the disconnected time.

The scout has blindsight 30 feet in addition to normal sight, darkvision 60 feet, a fly speed of 40 feet, a swim speed of 20 feet, and a negligible ground speed. It has 18 AC (+8 size) and 2 hit points.
HarlequinHelsing

01-21-07, 05:16 PM
*sigh*:bump:
tryco

01-21-07, 05:26 PM
damn, you've beaten me to the :bump: :D

still got no inspiration. everytime i think of something, it's already done.

EDITgot something.
hand replacements.

the dark figure walks towards you, shrouded in a white mist. he has one arm hiding under his robe, holding in the other a shiny sword. he opens his robe, revealing instead of a hand a dragons head, with teeth twice as sharp as the sword, ready to snap.

hand replacements are objects or living things, that are grafted in to the hand or under-arm of the character. there are diffrent kind of hand replacements:

weapon:
a person can choose to graft a weapon into his arm.

head:
a person can choose to graft the head of a particular monster/ animal into his arm. this way he gains a natural bite attack and other special attacks, that the head of the particular monster/ animal would normaly have.

see here for additonal info (http://www.d20srd.org/srd/psionic/powers/graftWeapon.htm)
HarlequinHelsing

01-24-07, 11:54 PM
*sigh* At least it's an idea...
Audio Unifier
This worm rests in the ear canal of a creature and emits a high-pitched hum constantly. This drowns out most other sounds, imposing a -2 penalty on Listen checks but giving the host immunity to all sonic effects.
Price: 2,200 gp.

Not much, but something to maybe breathe some life into the thread.

As a sidenote, where has Watchdog_of_Hades disappeared to?
Return of the Flumph

01-25-07, 03:22 PM
*sigh* At least it's an idea...
Audio Unifier
This worm rests in the ear canal of a creature and emits a high-pitched hum constantly. This drowns out most other sounds, imposing a -2 penalty on Listen checks but giving the host immunity to all sonic effects.
Price: 2,200 gp.

Precursor to the Babble Fish?
HarlequinHelsing

01-25-07, 03:31 PM
What?? Sorry, maybe I'm just being a little slow since I jsut woke up, but I've never heard of a Babble Fish before. Care to explain? Or perhaps post a new idea?:D
stargate525

01-25-07, 03:44 PM
What?? Sorry, maybe I'm just being a little slow since I jsut woke up, but I've never heard of a Babble Fish before. Care to explain? Or perhaps post a new idea?:D
Babelfish is a creature in Hitchhikers guide to the Galaxy that goes into the brain through the ear canal and translates all spoken word into the host's native language in exchange for feeding off some of the host's energy.
chiaboco

01-25-07, 04:14 PM
wow. im really impressed with the stuff you guys have thought up.
sadly I have really nothing to contribute, but I did manage to think of one idea. is there anyway to make a graft that removes the hosts legs and instead gives the host some form of levitation. the graft also is covered in spikes like a porqupine. best i can think of right now.
HarlequinHelsing

01-25-07, 04:24 PM
is there anyway to make a graft that removes the hosts legs and instead gives the host some form of levitation. the graft also is covered in spikes like a porqupine. best i can think of right now.

Ooh, I like it. Mind if I try to finish up the idea?

Babelfish is a creature in Hitchhikers guide to the Galaxy that goes into the brain through the ear canal and translates all spoken word into the host's native language in exchange for feeding off some of the host's energy.

Thank you very much for clarifying that. I have neither seen nor read the Hitchiker's Guide to the Galaxy, so that might explain my confusion.
tryco

01-26-07, 09:24 AM
yes, more than 2.300 views and more than 110 posts.
i'm proud about this thread and all the contributers, great job.
:dancin: :w00t: :clap:


i still haven't got anything. i'm ashamed about this.:(
chiaboco

01-26-07, 03:22 PM
go right ahead.
tryco

01-28-07, 04:57 AM
just :bump: ing it so it doesn't have to sit on the second page.

idea:
an organism that has some kind of fluid around his mouth with the stone to mud spell-like ability on it.
handy for mining opperations.
Return of the Flumph

01-28-07, 08:00 AM
I'm thinking of a living Spelljamming Ship now, something like a giant, mutant manta ray with a building on its back. Maybe they have to feed it meat instead of fuel?

Too lazy to stat it out.
tryco

01-28-07, 08:10 AM
here's my idea worked out. also includes a controle beelte graft.

Mining Beetle
Size/Type: Large Vermin
Hit Dice: 7d8+21 (52 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +5/+15
Attack: Bite +10 melee (4d6+9+1d4 acid)
Full Attack: Bite +10 melee (4d6+9+1d4 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trample 2d8+3
Special Qualities: Darkvision 60 ft., spell-like abilities, vermin traits
Saves: Fort +8, Ref +2, Will +2
Abilities: Str 23, Dex 10, Con 17, Int Ø, Wis 10, Cha 9
Skills: —
Feats: —
Environment: Temperate forests
Organization: Cluster (2-5) or mass (6-11)
Challenge Rating: 4
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Level Adjustment: —

The mining beetle looks like a giant stag beetle, but is black with green strips running over its shell. When the mining beetle has a large rock in his mandibles it can use its stone to mud ability. it can also choose to unleash a weak acid on its mandibles, which it can use to hurt its opponents.

Combat
A mining beetle will start the battle with charging at his opponents, hoping to trample them. Then he will use it’s powerful bite attack to do more damage to them.

Spell-like abilities (sp): at will – stone to mud
Trample (Ex): Reflex half DC 19. The save DC is Strength-based


Control beetle
This graft is used to bind a certain creature to your will. This graft comes in two parts. Both parts look like hand-sized beetles. The only difference is the color. One part is red and sits on the neck of the controlled creature. The other is blue and sits on the arm of the controlling creature. Every day the controlled creature must make a will save (DC 26 or be affected by the controle animal, controle monster or controle person spell, which ever is appropriate.
The graft has 5 hp, hardness 4.
HarlequinHelsing

01-28-07, 02:53 PM
Cool idea, Tryco. There's just one thing I'd consider changing. Maybe take out the Rock to Mud spell-like ability and replace it with a weak acid that could do damage with the bite attack (probably 1d4 tops, doesn't affect metal).

Still working on chiaboco's levitation graft. I'll probably have it up within the next 2 or 3 days.
Watchdog_of_Hades

01-28-07, 04:14 PM
Aquatic Sodium Defense System
This is a favorite of aboleths and other aquatic creatures. It appears to be a large patch of seaweed, with very wide leaves that stretch about ten feet from the body, which consists of a large sphere. The ends of the heat-resistant leaves are anchored to the walls of underwater tunnels, and contain millions of tiny pores that strip the sodium from the surrounding salt-water.

If anything approaches within ten feet of the body, the leaves snap together to form a spherical prison around the victim. A DC 20 Reflex save avoids this. One round after the prey is trapped, it takes 2d6 fire damage as the leaves release their stored sodium into the water, heating it immensely. For the next three rounds, the prey takes 4d6 fire damage per round as the water nears boiling.

While trapped, a creature may make a DC 20 Strength check or deal the leaves 10 slashing damage or 20 piercing damage to escape.

If the prey dies, the sphere that is the seaweed's body will open a small mouth and devour the creature over the course of an hour.

Regardless of whether the prey dies, the Aquatic Sodium Defense System cannot repeat this process for another hour.
tryco

01-28-07, 04:15 PM
@HarlequinHelsing: i inserted the acid damage with it, because i didn't know if acid damage affected stone (melting it in some way). but thanks for the idea.

@watchdog_of_Hades: nice, but how large is it, and what size of prey can it catch. otherwise a very nice idea.
chiaboco

01-29-07, 12:01 PM
2-3 days? cant wait. anyway new idea, what would you name a graft that replaces one of the hosts arms with a scythe, makes the host grow Carapace (sp?) and forces the host to develop a hive mind type int. of course the hive would be under the control of either a mind flayer or perhaps a grell. questions? comments? anything would help.
tryco

01-29-07, 04:33 PM
hmmm, makes me think of a tyranid (wh 40k). i would center the name around the hive mind ability. maybe with the carapace related in the name.

very nice idea. i need to work more on hiveminds.
HarlequinHelsing

01-29-07, 06:07 PM
I just had an insane, possibly Pan's Labyrinth-inspired idea. I'm thinking about a very large toad with an extradimensional stomach. Owners would use it for safekeeping, but if the toad was ever killed everything would be lost. Maybe some other fun abilities too. But first, as promised, I'll get chiaboco's graft up. Looks like they're gonna be immune to tripping and will be able to dish out some damage with Jump checks. Sound good so far?
tryco

01-30-07, 04:59 AM
haha, a toad of holding :rofl:

i have an idea, just need to work it out.

EDIT:
he, we're on page 5 already.
tryco

01-30-07, 07:36 AM
The Kladathy gland.

The kladathy gland is a terrifying creature that scares even the strongest souls, often results in insanity. An already mad wizard successfully captured a specimen and found out that the terror that fills its victims comes from a gland underneath the brain of the creature. The gland releases a pheromone,that makes the Kladathy look more terrifying, striking fear in the hearts of its victims.

A Kladathy gland is grafted underneath the brain of a creature. It requires a heal check (DC 25) to put it into place. Failure means that the creature gains a -2 on Int and Wis.
When a Kladathy gland is in place, the creature can release the pheromone. Everyone who looks at creature must make a will save or be affected by fear. Failure by 4 or more, results in -2 Int and Wis. When one of the abilities is brought to 0, the victim will go insane.


maybe not perfect, but i think you'll get the idea.
CelestialBarbarian

01-30-07, 09:07 AM
haha, a toad of holding :rofl:

A toad of holding has one major drawback: if you fill it beyond capacity it croaks. ;)
stargate525

01-30-07, 09:43 AM
A toad of holding has one major drawback: if you fill it beyond capacity it croaks. ;)

:rimshot:
CelestialBarbarian

01-30-07, 09:48 AM
:rimshot:

:D
tryco

02-01-07, 04:59 PM
a new one, couldn't think of a better name:

Scatter blob

A scatter blob is a jelly the size of a fist. It can be fired from any biological ranged weapon. When it hits a hard surface, it will scatter hundreds of shards in a 10 feet range. Everybody who stands in the 10 feet range must make a reflex saving throw (DC 18). Failure means that the subject has been hit by one of the shards. The victim then must make a Fortitude saving throw (DC 18) or be paralyzed for 1d2 hours. On success the victim is dealt 1d4 sub-dual damage.
The scatter blob comes in a biological sack that can be attached to any biological ranged weapon. 10 Scatter blobs can be fired from one sack.
HarlequinHelsing

02-01-07, 07:41 PM
Blarg. Being sick sucks. Haven't really had much of an opportunity to think about anything except getting well today and yesterday. Sorry chiaboco, I'll try to get the levitation graft up by Saturday.
tryco

02-02-07, 02:17 AM
Blarg. Being sick sucks. Haven't really had much of an opportunity to think about anything except getting well today and yesterday. Sorry chiaboco, I'll try to get the levitation graft up by Saturday.

your right, being sick sucks. get well soon.
HarlequinHelsing

02-03-07, 10:37 PM
I apologize for the lack of a more creative name. Maybe if inspiration strikes later I'll fix it.

Chiaboco's Wings
This extensive grafts look like a fleshy half-dome covered in spikes. They replace the creature's legs, wrapping up to about mid-belly, but give it the ability to levitate about 2 feet off the ground while moving at the creature's base land speed. This allows the grafted creature to ignore and penalties from moving across difficult surfaces, and also allows for the crossing of any flat surfaces, including liquids. The levitation granted by Chiaboco's Wings is fairly weak, however, and can only support the grafted creature and the creature's light load. If the weight carried exceeds a light load, or if the creature is grappled, it must begin making Strength checks every round (DC 15, +1 per round) or fall to the ground, unable to move until the weight is decreased. The grafted creature can levitate higher than 2 feet, but if it does Strength checks must be made to stay aloft as with weight and the creature is affected as if it was the target of a Levitate spell until it returns to a normal altitude.
The spikes on Chiaboco's Wings make for fairly effective weapons. While they cannot be used in standard melee situations, they deal 2d4 piercing damage (for a Medium graft) to anyone charging the grafted creature. As part of a charge, a grafted creature can make a DC 20 Jump check and forego all attacks that round to throw itself into the air towards the target, attempting to land on them. This deals 4d6 damage to the target and knocks them prone. A Reflex save (DC=10+1/2 the grafted creature's HD+ Str Modifier) halves the damage allows them to stay on their feet.
Chiaboco's Wings are especially powerful when grafted to a psionic character. By expending 2 power points, such a creature can increase their base land speed by 10 feet for 24 hours. (this is usable once in any given 24-hour period). A psionic creature may also expend 2 power points per minute instead of making Strength checks for weight.
Price: 37,800 gp.
Iyestorm

02-07-07, 01:26 PM
Okay, I've got some. I'm sorry, but I'm really *really* rusty on the rules of D&D--I've forgotten how to stat creatures--so bear with me; a description's all you're getting. If you want to help stat them, be my guest.

Parasitic Imitation Sac:


These creatures are hard to detect and come in all shapes and sizes depending on what they eat.

In their natural forms, they are tiny, clear, transparent sacs, much like a jellyfish without tentacles.

However, upon contact with an object, living or otherwise, they attempt to feed off of it. In order to do so, they must be able to fit on or around it. The most common objects are usually debris such as pebbles, leaves, the claws of wandering beasts, and whatnot. This is fortunate for the creature, as they move at an extremely slow speed. Upon swallowing or attaching to something, they take the form of said object and feed off of it. Doing this makes them grow larger.

When attached to a living thing, the sac will engulf as much of it as it possibly can, and conform to the shape of said thing. It then secretes chemicals which nullify the pain, so that the host has no idea that the sac is even there. Gradually, it will grow larger and encroach on the being's body, replacing itself with the body parts it has eaten, growing and encroaching at a rate of an inch per day. Fortunately for the host, the sac can truly substitute for the lost body parts. The sac functions just like any limb it has eaten. The ruse is almost perfect; the only clue that your limb has been replaced by a Parasitic Imitation Sac is a continual feeling of numbness, and perhaps a Fort save (DC15) for loss of Dex.

The Parasitic Imitation Sac cannot, however, replace any vital organs on the body, such as the brain, heart, or lungs. If the sac becomes large enough and begins engulfing an area with a vital organ inside, such as the head or body, the host takes 1D4 Con damage each round the creature eats such an area, until the creature is removed or the host dies. Note that the creature must fully engulf the area in order for this to happen; a smaller sac feeding off of one's ear is harmless for the moment, as it is eating the ear and not the brain.

Upon being killed by a Sac, the creature will continue to feed on the corpse. If the Sac killed the creature before it had the chance to encroach over at least half of the body, then it will merely eat the corpse and eventually revert to its origional form, though obviously much larger than it was when it started, and it will repeat the process of searching for matter to consume and imitate. Because the Sac is imitating the corpse while digesting it, the corpse will appear to be just as whole as it was when it was alive, and will not decompose. This is a tell-tale sign that the Sac was the culprit.

However, if the sac has devoured at least half of the host before it dies, it will keep the host's form, and gain the physical stats of the host. However, the creature will be animalistic in nature, and the only instinct it feels is that of hunger. The Sac may keep this form or discard it at will, which it will if it cannot find food in that form within five days.

It takes a *very* good eye to detect a Sac (Search or Spot DC40), although if it's attached itself to yourself or a comerade, or another living thing willing to let you look, it is slightly easier (DC 35). However, once detected, it is relatively easy to remove (Heal DC 12). Failure by 5 or more means that the Sac was removed, but left an infection. Failure by 10 or more means that the Sac was removed, but improperly like a leech, and the host cannot stop bleeding without magical help. (Cure spells, regeneration, and the like.) Of course, if the Sac is removed too late, it also results in the loss of the limb that the Sac had eaten.

However, there is another, more amusing way to remove the sac, and that is to simply cut it off. This also results in the loss of the limb, but the Sac is still alive, and it will run away as fast as it can. You can't say it wouldn't be amusing to see your arm run away after being chopped off. It's a great party trick.

These sacs can reproduce in various ways. If the Sac finds a host and grows large enough, it can incubate the host with tiny eggs. After doing so, it will soon detach itself and let the offspring eat the host from the inside, eventually killing it. It takes a Fort save DC 18 for the host's immune system to kill off the eggs. If a baby sac eats the brain, it may become a Blue Sac. If it eats the heart, it may become a Green Sac, and if the host was an outsider or a demon, it may become a red.

In addition, a Sac may reproduce upon meeting another Sac. Or they may eat each other and become one new Sac, depending.

There are many breeds of this parasite.

Parasitic Mutation Sac

Reddish in color instead of clear. They take the general shape of things, but instead of looking like a perfect imitation, they exaggerate the features, making the origional look twisted. Examples of mutations include small hands on one's fingers, arms branching out of the arm, growth of claws, eyes, and more. Leave the mutations up to a D%, or the DM. The possibilities are endless. These may have far more use than a regular PIS, giving bonuses and penalties (The most common are bonuses to strength and/or constitution, but penalty to Dex.) randomly. Unlike the PIS, the Parasitic Mutation Sac grows outward as well as inward, resulting in things like giant limbs and such. They can still eat inanimate objects. Put one on your weapon, it looks cool. Same thing if it eats you, so it's not all bad. Please don't sue.

Symbiotic Imitation Sac

Blueish in color, these Sacs actually have an intelligence score (starts at 6). They can replace vital organs, even the brain, though they usually prefer to feed off of it rather than replace it completely. If attached to the brain, they slowly gain the intelligence, memories, and thoughts of the host; the sac gains intelligence at a rate of one point per day, until it reaches the intelligence level of the host. Once attached to the brain, they can telepathiclly communicate with the host in whatever language the host knows. They can be reasoned with as well, oftentimes convinced into keeping the host alive in exchange for letting the host do all the thinking (They do tend to be lazy sometimes. Hey, it's an easy life.). Sometimes though, they get bored, and coerce the host into doing things (Ability to cast Geas 1/week). Usually, though, they're content to have mental conversations with the host as they feed off of them.

Hosts who have reached an agreement with the SIS gain increased mental faculties. They may add the intelligence bonus of the Sac to any intelligence-based check they make. In addition, they may freely reroll any Will save they make, but they must take the reroll for better or worse. Lastly, they can detect other Sacs within 10 feet. A Host with a Sac on the head and body is no longer in danger of being eaten by other Sacs, as the SIS will regulate exactly how much they grow, with the exception of the Parasitic Mutation Sac, which grows rather unpredictably. The SIS must make a will save (DC20) once every week to discourage the Parasitic Mutation Sac from encroaching on the host.

Intelligent beings often have a healthy, friendly relationship with their Symbiotic Imitation Sacs. However, these beings are individuals, and as such have their own goals and alignments--or gain them after gaining intelligence. In addition, these Sacs often have a distaste for creatures of lesser intelligence. Therefore, there are times when the Sac may wish to dispose of its host. If it wants, it can simply leave of its own accord, which they generally do on true idiots or people that they'd simply rather not kill. Note that if they are loyal, they will do this with their host to find some other sap when the time comes to reproduce. However, a generally better way is to simply eat the brain of the host, if not the entire host. Consuming the brain adds whatever intelligence bonus the host had to the Sac's total intelligence. For example, eating the brain of someone with an Intelligence score of 12 would add 1 point to the Sac's intelligence. The rules for eating a corpse are the same as with all the other sacs, except this one may have the intelligence to pose as the person it ate, as well as the intelligence needed to cast any spells the host may have known.

What's good for the goose is good for the gander. These Sacs are particularly rare because they make damn good snacks for Illithids. If killed and prepared in the correct way, these Sacs can be eaten and have their intelligence bonus added to the consumer's Intelligence. If the consumer is psionic, such as the Illithid, then the intelligence gain is increased by 1D4 per size category.

Parasitic Regeneration Sac

These green sacs act almost exactly like the Parisitic Imitation Sac. However, they cannot be removed so easily. The Heal DC is increased to 20. In addition, cutting off the Sac does not make it flee. Rather, it runs back to its spot on the host and reattaches itself with regeneration. However, a week after it attaches itself, and as long as it is attached, it gives the host regeneration. In addition, it can safely attach itself to the torso and eat vital organs there. Or, it can stop growing if it so desires, and just feed of the continually regenerating limb of the host.

The PRS grows much faster than its other relatives, at a rate of three inches a day. In addition, they have many more reproductive options than those of the other Sacs. Once the PRS reaches medium size or larger, damage done with a slashing weapon will cause it to reproduce, like the heads of a hydra. If the Sac was attached to a living host, the offspring may immediately take one of three forms: Its natural form, that of the host (Note: the Sac will be the shape of the host, but will only be as large as it can be, in other words, a Mini-Me), or that of the limb that the host just lost. It can be amusing to see the offspring of this Sac take such a form years later, when it is eating something else, but still has that shape. It'd be like seeing a tree growing out of a hand. In addition, the eggs that this sac lays in the host are impossible to get rid of without divine help, but they do not kill the host due to regeneration. The baby sacs will remain inside the host until they grow too large to fit, in which case they leak through the various holes in the hosts body. This process deals 1D6 subdual damage per round for 5 rounds to the host, not to mention 1D10 of ego damage.

*The AHSN cannot be held responsible for consumers subscribing to the rumor that body parts eaten by this Sac grow back larger.*

Carnivorous Imitation Sac

These Sacs are extremely dangerous. They grow at a rate of one foot/round, and eat much faster than their more docile cousins. However, their chemicals aren't as strong, so after three rounds of being attached, the host begins to feel pain (1D4 Subdual) and is eaten much faster and messier. This Sac deals 1D4 damage every turn it is attached, though the first three rolls are almost unknown by the host (the DM may describe it as weakness or something). These Sacs are predators, not parasites, although the term "Carnivore" is misleading, as they can still eat any other matter.
chiaboco

02-08-07, 02:38 PM
sorry i've been away for so long. busy life latley. HarlequinHelsing, great job on that. *bonus points of the name too:D * no ideas at the moment but as soon as I get some more i'll be back.
HarlequinHelsing

02-08-07, 10:16 PM
Sweet Cthulhu Iyestorm, those are fantastic. I'd love to see more of your work.
Glad you liked it Chiaboco. Let me know if you need anything else.
I bagged the Toad of Holding idea, fulfilling my need for froggies by writing out an adventure based on a giant one :D . I'll get something up within the next 4 days if I can.
Keep up the great work, everyone.
tryco

02-09-07, 02:33 PM
Sweet Cthulhu
:rofl: hahaha, sorry never heard that one before.
feeling better already?

some very nice things here. i love the parasitic imitation sac, very nice thing (well, not really, but you know what i mean).

haven't posted anything lately, was very very busy.
maybe something will pop up later.
HarlequinHelsing

02-12-07, 06:07 PM
And so, two weeks and three illnesses later, I'm finally clear of all cold and flu symptoms (plus I've got my voice back). Thanks to everyone for their concern. I think just a :bump: for right now but I've got a new disease in the works for later on this week. Basically, it causes the afflicted creature to become obsessed with a single action and take penalties for not performing said action very, very often.
chiaboco

02-13-07, 07:14 PM
that sounds like it can make a session very interesting. especially if the action is an embarrassing one. 2 questions. first what do you think about an intelligent viral infection that causes the infected person to slowly grow an boil (absess, or other large lump) and after say, a 1 week incubation period the boil breaks and out pops several tiny versions of the infected creature. this mini creatures are obsessed with the death of the original creature. and after 2 weeks, or they kill the original creature they dissolve into the infection and start the process all over again. im thinking the infection should be some form of inhaled gas or perhaps a liquid that needs to be ingested somehow. (aka poison and the such.) and the second is, can someone please give me tips on how to write up the stuff I have ideas for. I dont want to have to keep distracting everybody from their own ideas. thanks in advance.
HarlequinHelsing

02-15-07, 02:03 AM
Actually chiaboco, that sounds like a pretty good idea on how to transform ideas into words. If I get a chance I'll type up some guidelines and tips.

Og-Shadath's Addiction
Og-Shadath's Addiction: Supernatural disease; Inhaled DC 22; Incubation 1 day; Damage 1 Wis (see below).
It is presumed that this disease was the cause of Grom Og-Shadath's compulsive research and development of biotechnology. The disease was formed after a failed attempt to create a drug that cured insanity. Og-Shadath bioengineered cells capable of limited sensory deprivation, causing the patient to instantly become more focused on a single task. Unfortunately, the cells mutated and reproduced at an alarming rate, creating a highly contagious plague. The disease is only slightly damaging to the victim's mental health; however, after the incubation period, the cells begin to take effect. The victim must make a Will save (DC 22) after the first attack roll, skill check, or spell cast post-incubation. Success means the cells were rendered dormant for another 24 hours. Failure means the cells have successfully focused on the action and are now hell-bent on performing it. This has a number of effects based on the degree of failure:
DC-1 to 3: Weak addiction. Every hour the creature does not perform the action, they must make another Will save or take a cumulative -1 penalty on all attack rolls, saves, and skill checks until the action is performed.
DC-4 to 6: Moderate addiction. If the afflicted creature does not perform the selected action within 10 minutes, they must make a Will save or become fatigued. Rest cannot eliminate these penalties; only performing the action.
DC-7 to 9: Strong addiction. If the selected action is not performed within 1 minute, the creature must make a Will save or take 1 point of Wisdom and Charisma damage. Unlike other ability damage, this does not heal naturally until the victim performs the action.
DC-10 or greater: Overwhelming addiction. Every minute the selected action is not performed, the creature must make a Will save or be forced to perform it. If the action cannot be performed (the spell cast is not prepared or a material-dependent skill is not available), the victim must make another Will save or go insane, as the spell.
Effects are cumulative; thus, a higher addiction would be affected by all lower addiction penalties. Unlike normal diseases, Og-Shadath's Addiction does not require Fortitude saves per day. If the victim makes (3+number below target DC) consecutive saves, they do not have to make saves for another 24 hours. If this is accomplished 3 times in a row, the disease is cured.
Price: n/a. Diseases really shouldn't be sold on the open market. :D

By the way chiaboco, I really like your disease idea. Can't wait to see it if you can get the idea into words.
chiaboco

02-20-07, 09:29 AM
still workin on that sadly. just stoping by to show im stil trying to be part of the thread. it would be kinda funny if diseases were sold on the open market. I can just see it now... "mummy rot! 100 gp here! would you like a vial sir it's only- no dont touch that!" *crash* "aaaargh!" okay well maybe its not that funny, but it would make an interesting event.
HarlequinHelsing

02-20-07, 06:25 PM
No, that's actually pretty funny, chiaboco. I enjoyed it. Have a :behold:.

No new ideas today, just popping in after my leave of absence to clarify that I'm still alive.
If there's anyone here...:allalone:
Watchdog_of_Hades

02-24-07, 01:16 AM
I'm still alive-ish too. I think this is my first post in a month or more, though. So it's more like I'm undead.

Szin
Szin are small creatures that feed off of metal to enhance their coats. Their nutritional demands are considerable, but they tend to be quite useful in many cases. They appear to be plated balls of metal, not unlike armadillos, with two suction cup-like parts on short stalks coming out of their undersides.

A szin, when placed against a nonmagical metal object, latches on firmly with its suction cups and emits a loud, low-pitched hum that gets higher until it quickly leaves human hearing range. Two rounds after attachment, the suctions cups begin breaking down the metal, emitting a constant hum (always outside most creatures' hearing ranges, only audible to creatures with vulnerability to sonic) that breaks apart the metal in that area. This deals one damage per round to any metal object, ignoring hardness.

A typical szin is a Tiny creature with an AC of 20 (+4 size, +6 natural). Every 30 damage one deals to a metal object, its natural armor increases by one.

Every day, a szin must deal at least 5 damage to one or more metal objects.

Szin are often found on the Elemental Plane of Earth, or other metal-rich areas. They can be bought for around 1000 gold, normally.
chiaboco

02-24-07, 12:56 PM
hey everyone. i had just put in my idea for the boil virus and the computer said i wasnt logged in when i whent to submit so im a bit frustrated and need some time to cool off before i can post it again. but to keep this from being a pointless post heres my new idea, a virus called luck's draw. (subject to change) what it does is depending on the die result it can either permently raise 2 stats by a small amount or it slowly mutates the host driving them insane while twisting their appearance. after a while they get a strange idea that, by killing others they can make their own pain go away. heres the catch though, the creatures it kills can only be intelligent. I should probably have the boil up by tommorow.

yay i now i have my very own pet beholder! I shall name him mister nibbles.
Watchdog_of_Hades

02-24-07, 05:02 PM
Creeping Flesh
This enhancement is grown from cells of the host creature. It is sold as a tiny cyst, and is inserted into a shallow wound in the neck of the host. Over the course of three days, it grows and spreads until tiny tendrils have invaded the torso, neck, and head of the host.

From then on, if the host is dealt damage from a critical hit, the fake flesh flows to fill the wound, forming solid walls where the walls of blood vessels, lungs, bones, or even the heart used to be, also contributing some of itself to the effort to regrow the damaged tissue. Effectively, the creeping flesh grants the host regeneration 2, which only converts damage from physical critical hits into nonlethal.

Creeping flesh cysts usually cost about 600 gold.
chiaboco

02-25-07, 01:00 PM
okies! now that im calmed down and the such, heres what I had posted before.
necroil virus
this virus is released from a special type of fungus. the fungus is only found on corpses near where a evil spell caster became a lich. the mushrooms grow up to 5 inches tall and range from dark purple to red in color. when a creature with body heat comes within 30 feet of the mushroom it explodes releasing a tiny sphere of green vapor. if the creature inhales the vapor they must make two fort saves. the first save is a dc 12 save and thats to resist the pre effects of the vapor. if the save fails the "host" permenatley looses 1d4 points in con. the second save is a dc 18. if the host passes the save they regain any lost points of con and are immune to further contammination from the virus. if they fail the save they loose another 1d4 points of con. if they become infected there is a 1 week incubation period. at the end of the week a large boil forms on the back of the hosts' neck. the boil has as many hp as lost by the host due to the virus. if the host does not remove the boil within 24 hours it pops and releases a number of small purple vapors. (1d8) within 20 minutes these vapors form themselves into tiny coppies of the former host. (these copies shall becalled puffs) the puffs sole purpose in "living" is to kill the origional creature. if they cannot kill the former host within 1d4 week(s) they dissolve and become the fungus that spreads the virus. the puffs have as many hp as the host lost due to the virus. they deal 1 damage per hit and deal 1 point of temp con damage. if a puff manages to kill the former host it dissolves into the gaseous form again and re-enters the corpse. 10 minutes after entering the corpse the puff turns the corpse into a zombie like plant called a necroil pod zombie. the zombie has all of the physical stats and natural weapons of the origional creature but none of its supernatural effects or spells and spell like abilities. the zombie has a very special effect however, whenever struck by a peircing or slashing weapon there is a 1 in 6 chance that a pod inside the zombie will rupture reeasing the virus into the air. 24 hours after the zombie is killed a new mushroom forms where it's heart was (if said creature had a heart) truely brave (or dumb) creatures can attempt to harvest the pods from the zombie. if successful the pods can be treated as a splash weapon that deals no damage but releases the virus. the pods break when hit against a hard surface.

well what do you think? I hope it was okay for my first try.
HarlequinHelsing

02-25-07, 03:11 PM
Welcome back, Watchdog. How's life without life? :P

Chiaboco: Looks great, just a few things I'd like to point out:
-The saves right off the bat for damage make it feel more like a poison than a disease. I'd suggest making it one-time damage after the incubation period, then the boil begins growing if they fail the save again. Come to think of it, I don't remember seeing an incubation period (EDIT: Nevermind, found it), but if you're writing up a disease it's nice to have all the crunch up at the top by the title.
-Paragraphs make reading things a lot easier and help you sort out ideas. It's good to start with some fluff, like you did, but I'd make it a new paragraph at 'At the end of the week'. Maybe make a third paragraph describing what happens after they die.

These are all really nitpicky, though. Really well done for your first time. Can't wait to see Luck's Draw.
yay i now i have my very own pet beholder! I shall name him mister nibbles.
:rofl:

Still having a lack of ideas, but I'll try to get something up soon.
tryco

02-25-07, 05:07 PM
hi, just want to say i'm still around.

i still haven't got any ideas (well, not as good as i've seen lately). but i'll post something anyway.

an idea:
a jell like substance. when smeared over the skin it grows out to tough (sp?) scales (in 3 rounds), giving it a +4 natural armor. the scales last 5 minutes, after which they fall off.

maybe something will jump into my mind and will grow out to a good idea.
HarlequinHelsing

02-25-07, 06:36 PM
Woah! I really like that idea, tryco, like a rapid-mutation gel. Maybe a different ability depending on where you apply it. If you wouldn't mind I'd really like to finish up on your idea.
tryco

02-26-07, 10:38 AM
sure, go ahead.
tryco

02-26-07, 04:13 PM
got something new:

Spell bombs

Spell bombs are small spheres one foot across. The outer layer is made from a thick membrane-like substance; hold together by green bone-like fragments. When a creature moves within 20 feet of the spheres, the spheres explode, giving an effect depending on the kind of sphere. There are four known kinds of spell bombs.

Solis spell bomb:
This spore bomb releases a blinding light that heals 4d6 points of damage to all creatures hit by the light. Creatures still have to make a reflex saving throw (16 DC) or be blinded for 1d4 rounds.

Vilis spell bomb:
This spell bomb releases a shockwave of green spores in a 40 feet area. Awakening the living, animating the non-living everything the spores’ touches. Creatures still have to make a reflex saving throw (18 DC) or be dealt 1d6 bludgeoning damage and be knocked prone.

Incendis spell bomb:
This spell bomb releases a shockwave of fire in a 40 feet area. Creatures must make a reflex saving throw (18 DC) or be dealt 3d6 fire damage. The 40 feet area will be set a fire, dealing 1d6 fire damage every round to the one who stands within the area. The spell bomb also creates two medium fire elementals, attacking everybody in an 80 feet area from where the spell bomb exploded.

Nexis spell bomb:
This spell bomb releases a shockwave of black mist of a 40 feet area. Every creature that inhales the mist must make a fortitude saving throw (18 DC) or be dealt 1d4 con damage. The spell bomb also creates 4 shades, attacking everybody in an 80 feet area from where the spell bomb exploded.

you can make more if you like.

a cookie for the one who knows where i got these ones from.
HarlequinHelsing

02-26-07, 05:47 PM
sure, go ahead.

Yay! Thanks, I'll have it up within a week.
Also...Those look suspiciously like Spellbombs from the Mirrodin block. Sunbeam, Lifespark, Pyrite, and Necrogen, if I'm not mistaken. It'd be interesting to see how Aether would work in a D&D setting, maybe dismissing all extraplanar creatures, countering summoning spells for awhile, and dealing damage to anyone who tries to cast one. Or something like that.
That's actually one of the few cards that translates well into D&D. Well done.
tryco

02-26-07, 06:31 PM
Also...Those look suspiciously like Spellbombs from the Mirrodin block. Sunbeam, Lifespark, Pyrite, and Necrogen, if I'm not mistaken. It'd be interesting to see how Aether would work in a D&D setting, maybe dismissing all extraplanar creatures, countering summoning spells for awhile, and dealing damage to anyone who tries to cast one. Or something like that.
That's actually one of the few cards that translates well into D&D. Well done.

Correct, here have :cookie:
about the aether spellbomb, i thought of letting it summon monsters, but that already happened with two other spell bombs. maybe dealing damage to characters/creatures who try to cast a spell.

i was also thinking about making other spell bombs: psionic, confussion, summoning, etc.
Cryforge

02-26-07, 09:50 PM
This is a really cool thread.

Cystleech Pumper
This object resembles a pistol, though it has a purplish fleshy appearance. This strange weapon is loaded by glass canisters containing tiny aberrant vermin called cystleeches. When a canister containing a cystleech is pressed into the fleshy exterior of the pumper, the weapon sucks in the leech like a human would slurp up spaghetti. The canister is cracked and not reusable. A canister containing a cystleech costs 45 gp on average. The pumper can hold up to three leeches at any one time.

Despite the fact that it looks like a ranged weapon, a cystleech pumper is actually a melee weapon. A succesful hit deals 1d3 bludgeoning damage, and initiates a grapple check from the weapon (it has a +20 grapple bonus). Success indicates that the weapon quickly suctions itself to the opponent's flesh and pumps a cystleech under its flesh (ignoring AC, DR etc.). Failure on the grapple check indicates that the pumper does not gain a hold of the enemy's flesh, and that the cystleech is pumped into the open air. Since these creatures die from exposure to oxygen, they soon become useless after writhing on the ground for a few seconds.

If a creature has a cystleech under its skin, its visible as a tube-shaped lump beneath it's top layer of skin. It throbs slightly, and the area around the lump becomes bruised and discolored. It is very easy to hit and smash the leech (AC 0, hp 1), but doing so is unwise, because its body contains powerful toxins. (Fort save DC 15 negates, initial damage is 1d4 Con, secondary damage is 1d4 Con and paralysis for 1d4 hours.)

If the cystleech is unharmed, it begins to infuse the victim with an aberrant cyst. The cyst appears as a large lump forming around the cystleech. As the cyst gets larger and larger, the cystleech shrinks and eventually (1d3 days) dies away (not harming the host) if the cyst is left untreated, the victim seems unharmed for 1d4 days after the cystleech dies before violently changing (DC 30 Fort save negates). The change applies the pseudonatural template to the creature and wipes it of any memories of its former life, making it a violent maddened beast.

Removing a cystleech requires a DC 15 Heal check. Removing a cyst requires a DC 35 Heal check or a remove curse, limited wish, wish, or miracle spell.

A cystleech pumper is an exotic weapon. It weighs 4 lbs. and has a critical threat range of 18-20/x2. A critical hit not only doubles the bludgeoning damage, but also gives the weapon an additional +2 on its grapple check. A cystleech pumper costs 250 gp on average. It cannot be magically enchanted with weapon properties, for it is biotechnical and partly alive.

:coolcthul
stargate525

02-26-07, 10:33 PM
Cystleech Pumper

Downright. Evil. Assassin. Weapon.

especially if you let the thing burrow into someplace not visible to the actual host... like that place on the back you can never reach.
tryco

02-27-07, 07:25 AM
Cystleech Pumper


nice idea.
would i also be a good idea if, instead of the cystleech, you would put an illithid tadpole into a canister?
would make a nice adventure. people dissapear, returning later, going total crazy, and slowly turn into an illithid. that would be just creapy.
btw: this would also work great with cystleech *starts to make adventure notes:plotting: *
keep good ideas coming.
HarlequinHelsing

03-02-07, 09:55 PM
Wow, 500-mile/24-hour whirlwind trips are fun. Here's tryco's idea that I've been working on.

Evolution Gel
This viscous purple jelly is usually contained in crystal jars lined with a thin layer of lead around the inside. Biologically engineered microorganisms within the gel have the unique capability to evolve living matter at a startling rate. However, the evolution caused by the gel disappears just as fast. When applied to a creature (a full-round action), the gel has different effects depending on where it was applied:
-Head: The creature's skull hardens, and plates grow from their brow to their neck. For 1d4 minutes after the gel is applied, the creature is immune to mind-affecting spells and effects and has a 25% chance of ignoring a critical hit. When the gel's duration expires, the creature takes a -1 penalty on Will saves against mind-affecting spells and effects for 1 minute.
-Eyes: Evolution sharpens the creature's vision, giving them +30' darkvision, low-light vision, and a +2 bonus on Search and Spot checks for 1 minute. The creature cannot adjust quickly enough to the de-evolution of its eyes, however, and is dazed for 1d4 rounds after the gel expires.
-Ears: For 1d4 minutes after the gel is applied, the creature gains a +2 bonus on initiative rolls and a +4 bonus on Listen checks. After the gel's effects wear off, everything seems much, much louder. The creature is deafened for 1 round afterwards and takes a -2 penalty on Listen checks for 1d4 rounds.
-Chest: After the gel is applied to the chest, evolution hardens the creature's skin into tough scales, giving them a +3 bonus to their natural armor for 1 minute. The scales slough off after the duration expires, and the creature suffers no ill effect after use.
-Arms: Muscle tissue is evolved, giving the creature a +1d4 bonus to Strength for 2d4 rounds. After the gel expires, the creature takes an equal penalty to Strength for 1d4 minutes, as everything seems much heavier.
-Hands: The creature's hands evolve into bestial claws for 1d4 minutes. These can be used as natural attacks that deal 1d6 slashing damage plus the creature's Str modifier, or as a secondary weapon at a -5 penalty (and only half the Str modifier to damage). When the gel expires, the creature takes awhile to get reaccustomed to the normal shape of its hands. For 1 minute afterwards they take a -1 penalty on attack rolls and Dexterity-based skill checks.
-Legs: Sinew and muscle in the legs grows quickly after application of the gel. The creature gains +10 ft. base land speed and a +3 bonus on Jump checks for 1 minute. However, the creature becomes unaccustomed to the weight of its body on its legs, and falls prone when the gel expires.
-Feet: The creature's feet flatten, widen, and grow small claws. For 1d4 minutes after the gel is applied, the creature gains a +4 bonus to resist being bull rushed or tripped, and suffers no ill effect after the gel has expired.
The gel takes effect 1d4-1 rounds after application. Each jar holds three applications of the Evolution Gel.
Price: 2,730 gp.
tryco

03-03-07, 03:48 PM
wow :eek: that's really great.
HarlequinHelsing

03-04-07, 06:25 PM
wow :eek: that's really great.

Thanks very much.

I just had an idea, but it's gonna take me awhile to get it written up since it will involve searching through a lot of books to see how WotC wrote up the rulings on what I'm trying to accomplish. Basically, it's a jelly that when fired from a ranged weapon turns to crystal on impact. That means it can, depending on how you use it (and how much), fully encase the target in crystal, pin them to a wall with it, hamper movement, or if you had the time, make a wall out of crystal. Three days, I think, and I'll have it written up. *Goes off in search of books*
tryco

03-04-07, 06:30 PM
i ones saw in a star trek enterprise episode a jelly, when it hit something (a wall in this case), it would start to shoot crystal darts all over the place, dealing damage or paralize(sp?) or something.
it would fit nicely with what you're going to make.
HarlequinHelsing

03-07-07, 11:59 PM
I would like for this to be more than a :bump:, but a lot of stuff has come up, very quickly. 48 hours, perhaps? I'll get the crystal jelly up as soon as I can.
tryco

03-09-07, 11:14 AM
hi,

it's been a while since i posted something, but here is something if been thinking of for a while.
instead of a large piece of tekst, i made stats for it.

Granesito

http://s99.middlebury.edu/BI330A/projects/Howard/images/macrophage.jpg

In the dungeon corridor before you are two green-white balls. They float slowly through the corridor. Beneath them hang tens of tendrils, slowly touching every inch of the floor and walls.

The granesito or “big eaters” are large flying oozes, that slowly move across dungeons and caverns. They lash out at everything that’s not supposed to be there (like adventurers) and try to digest them. Materials they can’t digest are sometimes seen in their bodies, only to be thrown away after a while.

Size/Type: Large Ooze
Hit Dice: 6d10+36 (69 hp)
Initiative: -5
Speed: 10 ft. (2 squares), fly 20 ft., swim 20 ft.
Armor Class: 4 (-1 size, -5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +4/+10
Attack: Slam +5 melee (2d4+3 plus 1d4 acid)
Full Attack: Slam +5 melee (2d4+3 plus 1d4 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid, constrict, improved grab
Special Qualities: Blindsight 60 ft., ooze traits
Saves: Fort +8, Ref -3, Will -3
Abilities: Str 15, Dex 1, Con 22, Int Ø, Wis 1, Cha 1
Skills: swim +10
Feats: —
Environment: any underground
Organization: Solitary or ground (2-5)
Challenge Rating: 5
Treasure: 1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)
Alignment: Always neutral
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Level Adjustment: —

Acid (Ex)
A granesito secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.
Constrict (Ex)
A granesito deals automatic slam and acid damage with a successful grapple check.
Improved Grab (Ex)
To use this ability, a granesito must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.


notes:

the granesito is based on macrophages, from the human body.
i was thinking, make the granesito bio-engineerd creatures, built for cleaning dungeon corridors.
the granesito would also fit well in organ plants (earlier posts). treat an organ plant as a human body and the granesito as some kind of white blood cell.
tryco

03-10-07, 06:26 AM
here's another one that just came up:

Shock legs.
The shock legs are grafts that take the shock when landing after a jump. When they’re grafted into the back legs of a creature, the creature takes damage as if the jump was 20 feet shorter.

the name could definatly be beter, if you have a good name for this graft, tell it me and i'll chance it.
HarlequinHelsing

03-13-07, 05:46 PM
:bump:

I can't seem to focus my thoughts on the crystal gel, and for that I apologize. I will get it up as soon as inspiration strikes.
LivingShadow

03-14-07, 02:14 PM
Try looking at Grell crystal It may give you a few ideas.
tryco

03-18-07, 10:32 AM
i hate :bump:s without ideas.

maybe i'll think of something later.
tryco

03-19-07, 08:53 AM
here are some more spell bombs. a follow up from page 5.

Psychic spell bomb.
This spell bomb releases a shockwave in a 40 feet radius. All creatures in the area must make a will save (DC 18) or be stunned for 1d6 rounds. Then the spell bomb releases a purple cloud that covers a 20 feet area around the spell bomb. Every one who walks into the cloud must make a will save (DC 18) or be confused for 1d4 rounds.

Madness spell bomb.
Maybe the most dangerous and rare spell bomb. This spell bomb emits a 20 feet radius aura of madness. Every creature that stands in this aura must make a will save (DC 20+1 for every round in the aura) or gains 1d4 wis. damage. When their wisdom reaches 0 the creature turns into a pseudo natural creature (when HD is 4 or lower), or a half-farspawn creature (Lords of Madness, p. 151)(when HD is 5 or higher).
When somebody tries to damage the spell bomb it emits a shockwave in a 20 feet radius. All creatures in the area must make a will save (DC 22) or be stunned for 2d4 rounds. After this the spell bomb cracks open en a giant psurlon (Lords of Madness, p. 164) crawls out, attacking everybody in the area.


with the last one my fantasy got on the loose, feals great:D
still working on the aether spell bomb, can't find an orginal idea :(
chiaboco

03-20-07, 11:24 AM
hey everyone. im not excatly feeling too good as of late so no new stuff from me. just stopping by to let you all know that I haven't abondoned you all. gret job on the evoloution gell HarlequinHelsing. hopefully i'll be back on my feet soon and be able to start posting again.:weep:
LivingShadow

03-20-07, 04:30 PM
Guess what this is based off of.

Bio-mechanical enhancement disease

Infection method: Injury (typically by needle)

Incubation period: 1 year

Effect: Each day they victim must make a DC 25 Fort save or have their body mutated more and more biomechanic (creatures may automaticly fail this save if they choose). When the save is failed the victim takes 1d4 points of Con drain because they are turning into a construct (they turn into a full construct, gain the contruct type , when their Con is reduced to 0). In addition to the con drain the vitcim has a random part of their body completely transformed roll 1d8 to figure out what part. If that part has already been rolled then the victim must wait another day for a mutation.


1d8 Result Body Part Transformed
1 Left Arm
2 Right Arm
3 Left Leg
4 Right Leg
5 Left Eye
6 Right Eye
7 Torso
8 Brain

When an arm is transformed the Victim gains a claw attack in that arm that does damage normal for thier size and gains a +6 racial bonus to Str. When a leg is transformed the Victim gains a +10 racial bonus to speed and a +4 bonus to Dex. When an eye is transformed the Victim gains infrared vision (treat as see in darkness). When the torso is transformed the Victim gains DR 10/adamantine. When the Brain is transformed the Victim gains a +8 racial bonus to Int. The mutations look as if the part has been replaced by a metal version of the origional.

Price (1 dose):500,000gp
stargate525

03-20-07, 05:04 PM
the Borg?

out of curiosity, you should specify when the person becomes a construct, as it's possible to die from the con damage before you're completely turned. If you roll something already turned, do you re-roll, or have to wait another day?
LivingShadow

03-20-07, 05:10 PM
No, Hint: X-Men.

Will edit to answer your questions.
HarlequinHelsing

03-20-07, 06:36 PM
hey everyone. im not excatly feeling too good as of late so no new stuff from me. just stopping by to let you all know that I haven't abondoned you all. gret job on the evoloution gell HarlequinHelsing. hopefully i'll be back on my feet soon and be able to start posting again.:weep:

Thanks man, I really appreciate it. Hope you feel better.

LivingShadow, what happens if the victim dies from Consitution drain before the disease runs its course? Do they just die? Also, I find it a little odd that a disease described as turning the victim into a construct, never actually does so. When would that happen (the type change)? Would it happen after they're fully transformed? It would help if you cleared this up. Oh, and how much damage do the claws deal?
Also: That's like what happened to Wolverine isn't it? Just a guess, not a huge X-Men fan. But the DR and claws would point to that.

**EDIT: Well, it would appear Stargate brought up like half of my questions. Sorry about that.
LivingShadow

03-21-07, 02:42 PM
No again. Hint #2: cyclops. (Will make it obvious after the next guess.)

Wolverine had his enhancements done in a labratory (he was known as weapon X) and later on had his metal skeleton ripped out. The DR and claws were based on logic and video game pics.

More edits to clear up your questions.
chiaboco

03-21-07, 03:58 PM
well im feeling a bit better so im gonna post something finally.

luck's draw (back-story)
while melo was conducting anatomy "reaserch" on a elf, a group of adventurersforced their way into his tower and began to slay his "reaserch" subjects. melo, getting tired of heros always busting in at the most Inappropriate times, released his latest experiment into the elf and then escaped.
shortly after, the adventurers busted into his lab and found the elf chained to a table. the elf seemed to be in great condition. he had no injuries, scars, or anything of the sort. the elf asked the group to help him escape, so the adventurers did just that.
shortly after though, the elf started to complain about a horriable headache and burning sensation in his stomach. just as the cleric was about to look at the elf he said that the pain was gone.
shrugging, the cleric turned around and heard a loud tearing noise. as he turned around again, a large scaled creature hurled itself at him.

luck's draw
lucks draw is a chemical made by melo the beast. (evil npc wiz I use in campies) because his subjects kept croaking before he could get any reliable data, he created a chemical that would not only keep them alive longer but force their bodies to go into overdrive.
that seemed good at first, but soon after the subjects began to mutate into monsters. melo, overjoyed at this, refined the chemical into a poison like substance that could be applied to any bladed object.
when a creature is subject to the chemical they must make a fort save (dc 35) or become subject to the chemical's second effect. the first effect gives the creature +4 to str, dex, and con. as well as a fast healing of 1 and a +2 natural ac.
the secondairy effect however, is not so pleasant. the creature begins to feel an overwhelming pain in their body that flares when-ever they are near another living creature. if they cannot get away from the creature within 2 rounds they under-go a painful transformation.
their skin becomes scale-like and they grow large black claws. (about 5-6 inches) their mind also shatters reducing their int and wis to 2. but because of the transformation their physical stats increase by 1d4+2. they also attack any living creature within 100 feet at the first chance they get.
after a few days, (1d4-1) the creatures body breaks down and dissolves.


well thats it. hope the paragraphs made it an easier read. if it seems a little choppy, thats because when i wrote it down in my notebook it was a bit more violent and graphic. wow bit more than I thought it would be. heh....
well any comments or questions feel free to say.
tryco

03-21-07, 06:00 PM
nice writen. i wished i could write something nice like that. great job.

notes to all of us:
the first reason the AHSN was set up (by Ni'akkin) was to make grafts that would upgrade aberrations. i would be nice to move that way again. mostly to upgrade the high intellegent aberrations (illithids, aboleth, beholders and others). not that i don't enjoy these great grafts. but we're more focusing on humanoids. (this is not Humanoid Grafts Home Shopping Network:P ).
i would also like stories, ideas and tips in how to use these grafts. this way DM's and PC's can get ideas on how to use these things effectivly. that's why i loved the story from chiaboco. it can be very inspriring.
i hope to work on these things myself.
LivingShadow

03-21-07, 06:03 PM
Wouldn't abberations be interested in ways to upgrade their minions?

Either way I'll keep what you said in mind for my next creation.
chiaboco

03-22-07, 09:32 AM
thanks for the compliment, that really made my day. anyway quick question, what types of creatures give mind flayers the biggest problems?
still somewhat out-of-it.
tryco

03-22-07, 11:06 AM
anyway quick question, what types of creatures give mind flayers the biggest problems?
still somewhat out-of-it.

anything that hasn't a mind, like undead, oozes. they can't enslave them and can't eat their brains (mostly because they don't have any). illithids fear undead the most. (can't sense them, can't be attacked with mindblast (or other mind-affecting powers and can't be slain by removing the brain.

also githyanki and githzerai. they are in a constant war with them.
Of all races, mind flayers have special enmity for githyanki and githzerai. Both of these races hunt illithids.

hope it helped.
LivingShadow

03-22-07, 02:55 PM
Also don't forget the various infighting between the abberations.

Since noone guessed again on my disease I'll tell you. The person I based that off of was Cable, Cyclops's son. Look him up and you can see why.

To contribute.

Mindflayers, have you been having trouble with undead? Tired of not being able to sense them or being able to crush them with your minds? Well now with this new product from AHSN you can worry no more. The anti-dead fungus attacks and kills any undead that gets within 15 ft of it by releasing a cloud of spores that grow on the intruder and disrupt the magic animating them. The cloud gives off light and to alert you when it is triggered allowing you to prepare in advance. One order of 5000 gp gets you 5 fungi which you can place anywhere in or around your lair.

Stats:
Anti-dead Fungus

Activation:When any undead get withing 15 ft.

Effect: With a loud bang (DC 0 Listen to hear) it releases brightly glowing spores into the air. When these spores land on any undead they start messing with the magic animating the creature causing 5d8 points of damage while the undead is in range and for 2 rounds afterwards.
tryco

03-22-07, 04:36 PM
here's something new:

To all the your aberrations under you. Don’t you also hate those pesky adventurers, all with their magical swords and metal armor? Killing your minions without a good reason, just for their greed. Don’t worry, AHSN has the answer: Melting dust. This dust melts all kinds of metal with great ease. Throw it at those pesky adventurers and their armor and (most of their) weapons will melt away. They come in bags that burst open when thrown at something (like a nice suit of armor). For 1000 gp you can buy a small bag containing enough melting dust to cover a nice 20 ft. area.

Stats:
Melting dust

Activation: On touch with metal.

Effect: when the bag (or anything in which it’s contained) burst open, it releases the dust into the air, covering a 20 ft. burst area. When metal enters the area it’s directly liquefied, becoming instantly useless. Metal that is infused with magic must make a reflex saving throw (DC 20) or be liquefied.
HarlequinHelsing

03-22-07, 08:20 PM
So we're moving back to grafts, eh? *Sets Crystal Gel on back burner* How about a gith graft? Here's my thought: a sort of mucus sac, implanted over the brain, that'll probably provide some sort of protection from psionics and mind-affecting spells and effects. But wait, there's more! If it's ruptured, possibly by a mindflayer intrusion, the creature's brain is poisoned. I think there might be a small chance that it'd rupture prematurely after a critical hit or something. Alright, I swear to the gods of Madness that this one will be done in...*counts* two days. Life won't get in the way this time. :D
chiaboco

03-24-07, 09:17 AM
thanks for the speedy replies. I think I should be able to pop out a few more ideas now. never really thought about oozes.... what if a flayer had a wire mesh (say chicken wire or the such) over a pit. now lets say that it were enchanted to be able to hold up to, i dunno, 300 pounds. what is keeping a ooze from sliding over the mesh and falling into the pit below?
side note- i'm feeling fine now.
LivingShadow

03-24-07, 04:42 PM
what is keeping a ooze from sliding over the mesh and falling into the pit below?


Surface tension?
HarlequinHelsing

03-24-07, 07:39 PM
Alright, I lied. Turns out life got in the way yet again, and I don't have my brain graft ready yet. Really sorry, guys, I'll do my best to have it tomorrow.
chiaboco

03-25-07, 12:50 PM
thread question. is this thread just about grafts on the abberations and their minions, or can it include ways to keep their homes/lairs/ect.. safe? anyways heres my new idea for the day.

dont you all just hate it when you're trying to make a new slave and one of those animated plants comes waltzing into your lair causing a comotion?
well us here a the ASHN sure do. so to all you troubled abberations out there here is our latest invention. It's called the pyrospore carrier.
all you do is graft this onto one of your dumber slaves and set it loose on those pesky plants.

pyrospore carrier.
the pyrospore carrier appears as a 3 foot long silver tube attached to the shoulder (or back if it's got no shoulders) of the host creature by a series of thick purple root-like tubes.
to attach the carrier you must first create a cut in the host's body part that this is to be placed on. (the cut must be large enough to deal 3 points of damage) then you place the carrier on the wound and it bonds to the host. this bonding process permenantely lowers the hosts hp by 3 (the 3 point wound).
when bonded the carrier slowly begins mutating the hosts cells into a napalm like substance. all hosts are immune to harm from the cells however.
when the creature is struck with a p or s type weapon its skin ruptures spraying its blood across the attacker.
once per round as a full round action the host can shoot a glob of it's own blood at an opponent. the size of the glob varries. by sacrificing 2 hp to the carrier, the host can shoot a glob that deals 1d6 dmg. for every 2 hp added increase the dmg dealt by an extra 1d6.
when the glob hits a hard surface (like a wall or a shield) it explodes in a 4 foot burst that coats all creatures within in the blood. other wise it coats only the target creature.
whenever a creature comes into contact with the blood or is coated in it, they take 1 damage a round for 2d6 rounds or until submerged underwater. when submerged, the blood washes cleanly off and dissolves harmlessly into the water.
if a plant comes into contact with the blood however, they take damage each round equal to the number of rounds coated. (1r=1dmg, 2r=2dmg)
when the host is slain the body explodes scattering its remaining blood in a 7 foot radius.
coated creatures take an additional 1 point of damage for each round for each additional coating.

okay for an tip on a evil way to use this graft, add a graft that launches some type of quill or dart. host dies, blood and quills fly. if the quills happen to slay another host well then you have a chain reaction.
tryco

03-25-07, 02:44 PM
thread question. is this thread just about grafts on the abberations and their minions, or can it include ways to keep their homes/lairs/ect.. safe?

both. i just wanted to get away from the grafts for humanoids part.

wow, page 7, on the way to page 10:D
tryco

03-25-07, 02:45 PM
Don’t you also hate when you’re nicely firing at those adventures with your arrows and when you’re almost finished your arrows turn up empty. When you go back to your lair to get some more, and finally come back, you can start al over again because those pesky adventures healed themselves.
You don’t have to worry anymore AHSN has the answer. This graft allows you to grow darts and arrows from your own body. Now you don’t have to go away without worrying about your supply of arrows.

Stats:
Wrist dart shooters

Activation: At will.

Effect: as a free action a creature can create a dart or arrow (creatures choice) which is automatically placed into the creatures hand (or claw). As an attack action the creature can throw the dart or shoot the arrow (if he has a bow).
HarlequinHelsing

03-25-07, 09:18 PM
Since the dawn of time, mindflayers have been the bane of any creature that walks the multiverse with a brain between its ears. A brain-bane, if you will. Now, unless you're not like us at the AHSN and can function perfectly well without a brain, the illithid threat may seem all to real and more than a little scary. Well, fear no more, ladies and gibbering mouthers, for the AHSN presents the solution: the Anti-Illithid Brain Sheath.

Anti-Illithid Brain Sheath
This cranial graft looks like a fragile membrane filled with a thick yellow liquid, although once implanted it is almost unnoticeable. The liquid is filled with millions of psychic microorganisms that disrupt telepathic communication, both benevolent and otherwise, to the grafted creature. As a result, the creature gains a +6 bonus on saves against mind-affecting spells, powers, and effects, and must make a DC 20 Will save to communicate telepathically with any creature. As long as the graft remains intact, the host cannot manifest psionic powers or use psi-like abilities. Should the membrane ever be broken, the liquid floods over and seeps into the creature's brain, making it a deadly psionic poison. Should this happen while the host is still alive (see below), the creature must make a DC 26 Fortitude save or be killed outright. Even on a successful save the victim takes 1d4 Intelligence, Wisdom, and Charisma drain, and may never again manifest psionic powers or use psi-like abilities (only a Wish, Miracle or Reality Revision can reverse this effect). Any creature ingesting the host's brain after the membrane has been broken immediately contracts Cascade Flu (XPH, around pg. 70 but I don't have my books around), takes 2d6 Intelligence, Wisdom, and Charisma damage (Fortitude DC 26 half), and is nauseated for 1d4 rounds. If the creature ingesting the brain can manifest powers or use psi-like abilities, they take an additional 1d4 Intelligence, Wisdom, and Charisma drain (no save)and lose the ability to use their psychic abilities for 24 hours.
Any attempt to eat the host's brain automatically breaks the membrane. It may also be broken prematurely if the host is struck by a critical hit in combat or takes falling damage. The chance for each of these actions to prematurely rupture the membrane is detailed below.
Critical hit (bludgeoning): 30%
Critical hit (slashing): 10%
Critical hit (piercing): 5%
Falling damage: 1%/5 damage taken
Only nonmindless corporeal creatures gain the benefits of the Anti-Illithid Brain Graft.
Market Price: 5720 gp.
chiaboco

03-27-07, 11:07 AM
great job on the brain sheath HarlequinHelsing. tryco, is there a way for the darts or arrows to be made poisonus without the host ingesting the poison in question?
anyways here is my idea for the day.

hey all you brain-munchers out there! dont you hate it when your trying to enjoy a nice brain soup, and a pesky mage brings in some construct or another? well look no further. we here at the AHSN headquarters have spent many pain filled days coming up with this little guard dog. Just let him get the sent of a construct you have nothing to worry about again.

stone mulcher
the stone mulcher appears as a blue dog. (shapes and sizes may vary) aside from the blue fur (or skin for the hairless types) it appears normal in every other way. however at you command the mulcher's special effect activates.

at will, (your will) the stone mulcher secretes a pale green ooze from it's body. any construct coming into contact with it ooze takes 2d20 acid damage for 2 rounds. afterwards the ooze evaporates into nothingness.

if the mulcher happens to get hit by a construct, it shoots out quills in a 5 foot radius. the quills only affect constructs. on a non construct the quills seem like feathers and fall limply to the ground. each quill deals 1d6 dmg for 2 rounds per quill. the mulcher can as a full round action, launch 1d20 quills in a straight line up to 60 feet away.

the mulchers stats are as follows:
Size/Type: small Magical Beast
Hit Dice: 3d10+3(22)
Initiative: +3
Speed: 40 ft.
Armor Class: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple: +4/+4
Attack: Bite +4 melee (1d6), quills (1d6)
Full Attack: Bite +4 melee (1d6), quills (1d6)
Space/Reach: 5 ft./60 ft.
Special Attacks: quills
Special Qualities: anti construct ooze
Saves: Fort +4, Ref +9, Will +2
Abilities: Str 10, Dex 20, Con 10, Int 4, Wis 13, Cha 11
Skills: Hide +3, Listen +5, spot +7
Feats: toughness
Environment: anywhere
Organization: any
Challenge Rating: 2
Treasure: None

im not too good at statting monsters. if anyone can think of something beter feel free to use that instead.
tryco

03-27-07, 12:19 PM
tryco, is there a way for the darts or arrows to be made poisonus without the host ingesting the poison in question?

here's the answer.

To all you no-poison creatures. Don’t you get jealous at all those creatures with poison. All those creatures have to do is give their enemies a wipe and wait till they fall over because they're to weak to stand.
But don’t worry anymore AHSN has the answer. Come along to one of our rare and hidden outposts and have a poison gland grafted into you. Now you don’t have to be jealous anymore, because you have the same thing. If you can pay for it, even a more deadly one. You can have them grafted on any place you want. In your mouth, for a deadly bite, in your claw, so you don’t have to come all that close to your enemy, or where ever you want.

Stats:
The poison-gland

Effect:
Your attack (with the natural weapon of choice) gains poison damage. The damage of the poison depends on the poison-gland of choice.

Price: 10 times the price given in the DMG (p. 297). 15 times the price given in Dungeonscape (p. 129).


actually strange that nobody thought about this one.
Octavian_5

03-28-07, 07:57 PM
Bio-Bomb: A modification that, when activated, causes the host's body to explode, dealing 2d6, 2d8, or 2d10 damage to a 15 ft. radius. The Bio-Bomb is activated by a code word or action, such as "Rosebud", or snapping your fingers three times and whistling the Star-Spangled Banner. Good for suicide bombers.
Price: 3,000 gold for 2d6 version, 10,000 for 2d8, and 15,000 for 2d10.

Sticher: The Sticher is a creature resembling a beetle, with a great many legs. Used as a biological weapon that, when activated, gather up body parts. It then "stitches" them together to form a body that it uses to wreak havoc. The Stitcher is usually located in the head or spine. It can generally use any body part, so long as what the part came from had an identifiable anatomy. The Stitcher, when controlling the shell, gains all abilities that the donor had.
Price: 550,000 GP.
chiaboco

03-29-07, 01:11 PM
great job on the poison gland tryco. well heres my idea for the day.

grapples have been the bane of all wizards for the longest time. well fear no more my magical friends! we here at AHSN have come up with the perfect solution to those pesky grapples.

serpent rib
the serpent rib is a series of bones that replace the hosts rib cage. (if any)
the tips of the ribs jut 1 inch through the skin. the ribs are a pale white color and have small streaks of green running through the center. the ribs are actully a semi-intelligent parasite that feeds off of the hosts magical energies.
because of this the parasite will do all in its power to keep the host alive.

as a aoo the host can command the "ribs" to extend up to 8 feet forward striking any opponents in the way multiple times. each opponent gets hit 1d6 times for 1d8 dmg per hit. if an opponent goes to grapple the host from behind, the parasite goes into defensive mode and causes multiple (1d20 +5) spines to tear through the skin on the host's back. this causes severe discomfort on the host however, dealing 1d4+1 dmg in the process.

if the host is casting a spell the parasite gets a temporary boost and is able to attack one opponent within 15 feet during the turn thew spell is cast. during this turn the "ribs" secrete a powerful poison. on a successful hit the poison immediatley deals 1 point of con and str dmg. the host is immune to the effects of this poison however.

the drawback to this, shall we say, "relationship" is taht if the host does not cast at least one spell within 24 hours, the parasite grows hungry and starts draining points of con. (1 per 24 hours per time. 1day=1 2day=2 3day=3 so on so forth) also the process of replacing the hosts ribs is a very unpleasant one, permenantely lowering the hosts con by 1point.

the con loss is there because of the removal of the ribs. the con loss from the parasite feeding however, is only temporary.

the parasite itself, only has 5 hp and has no means of movement or self defense at all.
tryco

03-29-07, 02:40 PM
First of: welcome Octavian_5, haven't seen you around on this thread.some nice ideas.

is it possible to have the bio-bombs implanted into somebody else (actually it can, it's dnd :D). and is it possible to make some stats for the sticher. a special ability would be something like: stichs corpes. anyway, nice ideas and keep them coming.

nice ribs chiaboco. very painfull, i like it :D.

maybe i'll think of something later, had a very hectic week.
Octavian_5

03-29-07, 04:17 PM
Yeah...I don't have the new DnD, so no stats for me. but basicly, all the parts make the stats for the shell, with each part having the stats of the donor it came from. So, a shell with a right arm form an ogre and the left from a human, so attacks with the right would use the ogre's stats, and so on.

About the Bio-Bomnb, it's mainly used for suicide bombers, but if you implant it in someone, instant unwilling servant (and instant story hook!)
chiaboco

03-29-07, 06:56 PM
suicide bombers? i can picture goblins running at the heros and going boom!
would be funny to see the expresions on my pc's faces.

new idea for a graft. hey a 2-fer day weee!

the graft is a type of spinal replacement that kicks in when the "host" dies.

vivanion spinal worm
the worm looks like a humans spine with small red streaks on it. When inserted into the host it slowly eats away the hosts spine. if the host passes a dc 20 fort save they survive with nothing more than a stiff back. If they fail however, they die.

the graft has two main functions. the first grants the host a fast healing of 1. the second requires that the host dies. when the host dies (after a successful implant) the worm posseses the host's body, revives it's motor skills, and attacks the creature(s) that killed the host. shortly after re-animating (2 hours max) the worm dies and the body falls to the floor completley dead.

aside from the death part the other drawback is that if used on a non mind-flayer, the worm instantly kills the host. this is done to keep "heros" form using the illithids (sp?) tech against them. outside the host the worm is killed with a minor blow. (1d4hp -1. min 1)
HarlequinHelsing

03-29-07, 10:01 PM
Fresh out of ideas right now. Welcome, Octavian_5, always nice to have fresh blood contributing. (I assume we all bleed blood here.)
Octavian_5

03-30-07, 05:22 PM
Most of us, yeah...unless you live in Ryleh. Ia! Cthulhu fhtagn!
chiaboco

03-31-07, 12:10 PM
just sayin hi, no ideas at the moment.
I want a santa-thulu plushie! waah!
Octavian_5

03-31-07, 01:24 PM
Finger Claws:

Small, blade-like claws inserted underneath the fingernails, Entirely uncomfortable, but they cause any unarmed attacks to do double damage.
Price: 3,000 GP per finger.

Skinsacks:
Small compartments inserted into the skin, they are impossible to see through clothing, and nearly so if not. It acts as a small bag, in which up to 3 small items may be placed.
Price: $4,500 GP.
tryco

03-31-07, 01:56 PM
here's something new. it took a while but here it is ...

Lost … again. Seems like the wild wilderness is nothing for you. But don’t head home right now. First head for AHSN. We have the answer: the Búsprocur. This graft will allow you to find your way in and around the wilderness. Now you don’t have to get lost.
The Búsprocur looks like a piece of bony material that is fitted on the face, just above the eyes. The piece of Búsprocur is slightly darker that the skin around it.

Stats:
Búsprocur

Activation: automatically

Effect: you gain a +5 bonus on survival checks. You also gain the special quality: Natural Cunning you gain immunity to maze spells, prevents you from ever becoming lost, and enables you to track enemies. Further, you are never caught flat-footed.
HarlequinHelsing

04-02-07, 10:41 PM
:bump: I wish I had some ideas...
Watchdog_of_Hades

04-03-07, 01:13 AM
I haven't been active in a while, my DMing position being usurped having decreased how much control I have over the world (and so, much of my interest in D&D). I might be getting back into it, but in the event that I'm not, I'll put this idea out there so that if I fail to stat it up, someone else might be able to.

It's like a machine that applies the Symbiotic Creature template to a pair of creatures, except that both creatures are governed by the host. The guest is killed in the process of attaching it, and if the two bodies detach, the process is permanently undone. A creature can get as many Symbiotic Creature templates as it likes, but every one past the first has a cumulative chance of killing the host (and thus, all the guests).

Edit: looking over the Symbiotic Creature template, I find it mechanically distasteful. So if someone else does it and it's not too much trouble, I'd take it as a kindness to my idea if that were unused.

Edit again: I realize I may have been too vague for people who don't have Savage Species. Pretty much, this machine grafts creatures onto other creatures.
TheDarkPrince

04-04-07, 11:15 PM
Vine Whip: 1d6 damage, x3 critical, slashing

This whip sets roots into its owner and feeds off of his extra nutrients. The whip allows its wielder to trip and disarm opponents, can be dropped to avoid either, and grants reach. The wielder can also attack adjacent opponents even though the whip grants reach.

Vine Shield: +2 ac, no dexterity penalty, 5% spell failure

This shield consists of vines that take root in the wielder. The vines don't hinder the wielder as they move and twist to get out of his way.

More disgusting versions could be made easily, with the vines taking root somewhere else in the body, etc.
chiaboco

04-05-07, 05:32 PM
im all tapped out for ideas at the moment.
TheDarkPrince

04-05-07, 09:45 PM
Crab Armor:

A crab like symbiote attaches to the user, forming a flexible, yet hardy carapace around the host.
+7 AC, +3 Dex, -2 Armor check pen.

My girlfriend suggested, as a disease, an uncontrollable version of herpes that grows to consume the recipients entire body. (She knows nothing of the game, yet this is pretty good....)

She also suggested a tape-worm like creature, that after reaching maturity in the host's stomach, burts forth in a mess of blood and bile, wrapping around the host and consuming him.

Man I love her.:D
TheDarkPrince

04-05-07, 10:07 PM
A poison, or a disease, that causes your flesh to slowly liquify, and near the end, your eyes fall out of thier sockets. They are still functional, but your muscles no longer control them, meaning you have to use them by holding them. The process takes days, maybe even months. Every time you fail a save, a little more liquifies, passing a save just holds the progressin off until the next day.
TheDarkPrince

04-05-07, 10:13 PM
My Girlfriend: (This is almost word for word, with certain things changed or added in for mechanics) A fungus that gives off spores, and on contact with the skin they "hijack" the hosts skin cells, feeding off of his nutrients, and uses the host as a breeding ground for more fungus. Slowly drains Constitution, and when the host is depleted, he becomes a compost heap for more fungus. :D
TheDarkPrince

04-05-07, 10:23 PM
Ever get tired of large parties of pesky adventurer's? Well look no further. Here at AHSN we've got the perfect solution: The strangler bomb. Merely implant the seed into a minion so it can gestate, and then when your minion's adrenal glands pump with the excitement of battle, the seed will trigger, bursting forth from the minion's body with hundreds of constricting vines.

Stats: Pouch of seeds (10 seeds) 500 gp

20 foot radius, centered on host, 2d6 damage to all entangles within. Reflex (DC 20) save avoids entanglement. Damage dealt each round. (As per constrict ability)
HarlequinHelsing

04-05-07, 11:47 PM
Damn, quadruple post. You were on a roll there DP. Your girlfriend has some pretty cool ideas, if you don't mind I'd like to steal the fungus concept and flesh it out a little more. Strangler Bomb's awesome, I like it a lot.
tryco

04-06-07, 04:51 AM
hi,

just saying hello (and that i'm still around).
i've got an idea, just want to flesh it out before i post it here.

@TheDarkPrince: your girlfriend has some really sick ideas, i love it. nice strangler bomb. the other things are simple, but really really handy. nice job.
chiaboco

04-06-07, 01:42 PM
your girlfriend has some pretty interesting ideas.
tryco

04-06-07, 01:57 PM
based on the bow from Oddworld: Strangers wrath
the Live Ammo Crossbow is considerd a light crossbow, except noticed diffrent.

Don’t you get tired of firing always those non-living, non-thinking projectiles? Always shooting with the same things: darts, bolts, arrows and a lot of other almost useless things. Don’t worry the AHSN has the answer. The AHSN brings to you the living ammo crossbow. Coming in three different variants (bone, double and tissue) this crossbow shoots live, thinking ammo at you enemies.

Stats:
Live Ammo Crossbow (LAC)

Effect:
LAC:
Bone: the Bone LAC is a crossbow made out of the bone of a medium (or larger) creature and is considered an exotic weapon. The bone of the crossbow is often polished to increase the range by 15 ft, making a total of 95 ft.
Double: the Double LAC is a wooden crossbow with two shafts. You can shoot both of the ammo with the same attack bonus in the same attack action.
Tissue: the Tissue LAC is a crossbow, which is almost fully made out of flesh. It has backbone running through it. The Tissue LAC is considered a repeating crossbow with a +2 bonus to hit, but the range decreases with 10 ft, making a total of 70 ft. the Tissue LAC can hold up to 5 pieces of ammo.


ammo coming soon (or make them yourself).
Octavian_5

04-06-07, 08:17 PM
Hmm...I've got an idea for ammunition...
TheDarkPrince

04-06-07, 08:21 PM
You could use a modified version of the strangler bomb in the LAC's.

Milk Sack:

Ever get tired of having to constantly feed your minions? Well here at AHSN we have the cheap and effective answer. The Milk Sack. Attach this sack to the back of a minion, and the sack will feed off of him, making a yellowish milk that will fulfill all of your minion's nutritional needs.

Game effects: Only need to feed the minion with milk sack, sack provides enough milk for 10 medium sized creatures. (Including 3 meals per day, otherwise one meal a day for 30 creatures.)
TheDarkPrince

04-08-07, 03:50 PM
Flubber. Nuf said.
HarlequinHelsing

04-08-07, 04:19 PM
:rofl:

Hey, congrats on 8 pages tryco. I'd celebrate with a new graft, but I still don't have any ideas.
TheDarkPrince

04-09-07, 12:06 AM
The Darkness: you play I believe in a thing called love, and anyone in the vicinity dies from burst eardrums......


Ok sorry about taking up space with jokes......I'll have some new stuff in a little while. Later.
tryco

04-09-07, 04:17 AM
:dancin: :cheer: Yipee :cheer: :dancin: 8 pages.
you may also congrat yourselfs with a job well done and a job going strong :P:D

i'm still thinking a few stuff out, but more grafts will come (and live ammo for the LAC).
planetouched

04-09-07, 07:58 AM
One of my PCs found a black bracer that he cannot take off. Suggestions for this? I was thinking about making it an organism that had some type of protection. I'm a big fan of the micro-organisms, keep it up guys!
TheDarkPrince

04-09-07, 09:16 PM
Planetouched: Maybe the bracer could be some kind of Emotional Leech. It will continue to absorb all emotion that is anything except (insert emotion). (Maybe boredom?? Or anger?)

Makes character immune to mood effecting spells and abilities, but character is in a constant state of anger, boredom, etc.
HarlequinHelsing

04-10-07, 05:36 PM
Some good ideas there, TheDarkPrince.

I won't be posting for awhile. I'm going on a short hiatus to deal with some personal issues. I should be back in a week or two, but until then, try not to let the thread die, alright?
TheDarkPrince

04-11-07, 01:01 AM
Will do.....or won't do, depends on how you look at it.....

Night all, more ideas later.
turalisj

04-11-07, 04:36 AM
Planetouched: Maybe the bracer could be some kind of Emotional Leech. It will continue to absorb all emotion that is anything except (insert emotion). (Maybe boredom?? Or anger?.

Black Heart Armband: Designed by a mentally derranged Illithid Sorcerer (aren't they all?), this armband reacts to the wearer's emotion. The effect changes depending on the emotion.

Happy: When th wearer is happy, this gauntlet eminates an aura of despair in a 30ft radius. Anyone, friend or foe, is affected as though by a Hexblade's Curse. The will saving throw is always a dc 15.

Angry: When the wearer is angry, he/she suffers a -4 penalty to strength and dexterity checks, and his/her speed is cut in half.


I'll add more emotions later, right now I need sleep....
TheDarkPrince

04-12-07, 09:33 PM
Spell grafts: by attaching grafts of skin that have been magically cured and enscribed upon, the user may use the spells enscribed scrolled therein as spell like abilities 3/day.

Still need to figure out the game stats, so I'll add more later.
HarlequinHelsing

04-12-07, 10:07 PM
Hey all, I'm back sooner than expected, and gone again just as fast. Out of town until Saturday, maybe I can get some ideas up then.
tryco

04-14-07, 08:33 AM
just want to say i'm still here.
had a hectic weak, and hope to get some stuff done.

here are my ideas for ammo for LAC:

a big big bumble bee that flies at an enemie and inserts him with somekind of poison.
a black or grey wasp the size of your thumb. somekind of sniper ammo.

so if somebody wants to work on them, go ahead.
TheDarkPrince

04-14-07, 01:30 PM
I like the sniper wasp. I just saw the movie Shooter, so sniping is kinda stuck in my head. I'll think about it, and try to make it.
HarlequinHelsing

04-14-07, 11:41 PM
Back again. Not a new item, but a new idea.

Bio-Manacles.

Like normal manacles, but scary. Has a grapple bonus and rolls for opposed grapple checks if the subject tries to escape. And if they do (i.e, opposed grapple check or Escape Artist) and the Bio-Manacles win, they secrete acid to discourage him from ever trying it again.

Will write it up soon.
chiaboco

04-17-07, 06:25 PM
hey. no ideas but just showing my face. got a new job and the such so my life's a little chaotic at the moment. hopefully i'll have some new things soon.
Ni'akkin

04-18-07, 11:13 AM
:eek:

Er...wow...I didn't think that anyone had turned this into a thread of its own, but lo and behold. I finally figure out my password after a good...er....maybe year long absence and I find this lil' darling message about this thread waiting for me.

Believe me, I'm not going to let my brain child (Though it can rightly be considered tryco's by this point) flounder but I need to finish going through the rest of the thread so I know that I won't be remaking certain things...I think I'm on like page...4 maybe...


But I did notice a question by dog_of_hades way back about the Grandi Megi Slug and a slight typo that I made in it and never fixed. The corrected verison is below...

Grandi Megi Slug:
Large custom grown slugs by the tsochari for mind flayer use, these mighty but stupid slugs hold a mighty destructive power deep in their stomachs. By focusing the material of their recent meals in a disgusting process through its seven stomachs a Grandi Megi can expel the now volatile and large substance at a considerable distance and at high velocities. Targets inside of a 30 ft. radius of the focal point take 10d12 of force damage (Ref save for half). Unfortunately the slugs only have enough energy in them to force out such a blast once per day. And after 5 such uses, the final 6th blast rips it to pieces from the inside, a relatively harmless (For the wielder) process. These fine slugs are prime examples of our ingenious technology for wiping out the more "resilient" scrouge abominations.
Ni'akkin

04-18-07, 01:46 PM
Also another note, don't feel that you guys are limited to just grafts. The AHSN is for all kinds of creepy abberration technology not just what your attaching to your minions. Its also what your using yourself or giving them to use...with a certain amount of trust.

In the works is a new bio-weapon, Ni'Akkin approved..stay tuned.
HarlequinHelsing

04-18-07, 06:00 PM
Welcome back, Ni'Akkin. Since you've been locked out for awhile I never got the chance to thank you for starting the original thread. So, uh, thanks. For starting the original thread. :)

Bio-Manacles
Bio-Manacles look like a thick, hollow, fleshy cone. With teeth. More dangerous than normal manacles, this organism bites down on any organic material inserted into it, dealing 1d4 damage initially and an additional 1 damage every 5 minutes. The creature bound in the manacles can attempt to escape with either an opposed grapple check or an Escape Artist check. The bio-manacles have a grapple bonus of +17. However, if the attempt does not succeed, the manacles begin to secrete acid. This deals 1d4 damage for three rounds after the failed attempt. Electricity damage to either the creature or the manacles also causes this acid damage, while fire brought in contact with the manacles causes them to release their grip immediately. Bio-manacles have 20 hit points, an AC of 7, and DR 2/--.
Market Price: 1,300 gp.
tryco

04-19-07, 08:35 AM
i also want to say Welcome back Ni'akkin.

i'm still having a hectic week, but i hope to put some nice ideas on for later.

another thing ... a good idea would be to put some nice ideas into the organ plant (see alot of pages back). i still have to look at things that are already in the organ plant, so i don't make double ideas.
Ni'akkin

04-19-07, 11:37 PM
Genobolia

Magical Disease; Contact/Inhaled 20; Incubation: 1d3 Day; 1d6 Con, 2d6 Wis

This is truly one of the more diabolic experiments of the xenophobic ethergaunts, the genobolia virus is a healer or clerics worst nightmare. Those few survivors of this disease claim that it picks and chooses it's victims and their partially correct. Genobolia is a disease that can only harm and kill a specific kind of creature (Based on the strain encountered) by mutating the hosts white blood cells into a sort of parasitic fungus that blossoms from the victims skull, where it joins the neck. The thin white tube then releases more spores containing genobolia into the air. Originally this virus was only meant for humanity, who the ethergaunts viewed as the most numerous pests to exterminate, but upon viewing the success altered it to...suit other species (Types and sub-types) as well. Unlike normal diseases Genobolia requires four successive saving throws to overcome, since any particular strain is bred to kill a certain species and is completely and utterly harmless to any other. Thus the hardiness of individual strains.
HarlequinHelsing

04-22-07, 06:10 PM
:bump:

Cool disease Ni'akkin.
HarlequinHelsing

04-26-07, 05:37 PM
:bump: again. Anyone home? I'm personally a little out of ideas, but I didn't know that was contagious...
tryco

04-27-07, 08:53 AM
I'm BACK

was really busy lately, but now i'm really for some new grafts, biological weapons and other things.

(haven't got anything yet, but there will be some soon).
turalisj

04-28-07, 10:30 AM
What about a graft that attaches to the arm and shoots out a long spine?
Aktariel

04-28-07, 11:52 AM
Kudos to you all. Some really good ideas. I've been a fan of bio-tech in DnD ever since Fiend Folio, and the Daelkyr were just icing on the cake.

IDHMBIFOMATM, but I'll be back home in less than a week and I'll take a long hard look at FF and Lords of Madness.

And then set about conquering the world! Ahahahahahaha.

I mean, making some really nasty illithid grafts.

Well, it's almost the same thing, in the end.


EDIT: Preliminary Ideas include Battle Suits, Bio-Psi Cannons, and Symbiotes that replace everything short of your skin and brain. [For the sheer brokenness, of course.] Because Illithids should be the DnD eqivalent of Yautja.
TheDarkPrince

04-30-07, 08:07 PM
KABOOOM!!! Er.....I mean :bump: !!!
Watchdog_of_Hades

04-30-07, 08:31 PM
Illithid gel
Made from mashed-up illithid tadpoles, illithid gel is a clear creamy substance that paralyzes the mind. If smeared over most of a creature's head (or other brain casing), three full-round actions, it causes the creature to enter a state not unlike a coma. The creature can not take any actions or sense its environment, but is also immune to all mind-affecting effects. Illithid gel can only be applied to willing or helpless creatures, and may be resisted with a DC 20 Will save.

The gel lasts for twelve hours unless removed before that time. Removing the gel is a full-round action that provokes attacks of opportunity. When a creature awakens, it is dazed for one round, then dazzled for another.

Illithid gel may be applied multiple times with overlapping effects. The creature still needs to breath, eat, and the like, so starvation could conceivably be a problem if a creature is kept in this state for long periods of time.

Illithid gel has no effect on brainless creatures or creatures immune to mind-affecting effects, and can usually be bought for 5 gp.
tryco

05-02-07, 07:15 AM
cool stuff watchdog. very evil.

i think i'll post some new stuff later today or maybe tomorrow.
LivingShadow

05-02-07, 02:50 PM
Nice idea watchdog but I have a few questions.

Are the tadpoles used to make the gel still alive or have thier minds been crushed by the elder brain?

How many tadpoles does it take to make one dose?
CelestialBarbarian

05-02-07, 03:02 PM
Illithid gel
Made from mashed-up illithid tadpoles, illithid gel is a clear creamy substance that paralyzes the mind. If smeared over most of a creature's head (or other brain casing), three full-round actions, it causes the creature to enter a state not unlike a coma. The creature can not take any actions or sense its environment, but is also immune to all mind-affecting effects. Illithid gel can only be applied to willing or helpless creatures, and may be resisted with a DC 20 Will save.

The gel lasts for twelve hours unless removed before that time. Removing the gel is a full-round action that provokes attacks of opportunity. When a creature awakens, it is dazed for one round, then dazzled for another.

Illithid gel may be applied multiple times with overlapping effects. The creature still needs to breath, eat, and the like, so starvation could conceivably be a problem if a creature is kept in this state for long periods of time.

Illithid gel has no effect on brainless creatures or creatures immune to mind-affecting effects, and can usually be bought for 5 gp.

Who makes this stuff and why do they bother? Are mindflayers killing their own tadpoles, and if so, why? If you have someone willing or helpless, why bother to put it into a coma? Why would the creature be dazzled after awakening when being dazzled comes from overstimulation of the eyes?
turalisj

05-02-07, 05:38 PM
I think he meant dazed.
CelestialBarbarian

05-02-07, 05:59 PM
I think he meant dazed.

Since he wrote, "When a creature awakens, it is dazed for one round, then dazzled for another," it's pretty clear that he didn't mean "dazed" when he wrote "dazzled."
Watchdog_of_Hades

05-03-07, 10:53 PM
LivingShadow: they're dead, and it takes 20 tadpoles to make one dose.

CelestialBarbarian: you might want to keep someone incapacitated for a long time with no chance of him trying to run away (for example, if you're bringing the head of a bandit gang to town to face justice). Mind flayers might make the gel if they were running short of hosts for the tadpoles, or people who just cleared out an illithid city because they might as well do something useful with the young. I chose to make them dazzled because it has the effects I want (people still being groggy and sort of out of it) and I couldn't think of any better effect.
turalisj

05-04-07, 07:37 AM
Nausea?
tryco

05-05-07, 10:06 AM
lightning dart

this silver-coated dart is an ammo that's made specially for the Live Ammo Crossbow, bio version. it consists of two parts: the silver-coated dart and a bug-shaped gland. the lightning dart is specially made for the LAC (bio version) because the gland requeres some sort of tissue to do its work. the dart can be shot with other kinds of weapons, but it wont have the lightning aura ability.

arm the LAC: put the Lightning dart into place and place the bug-shaped gland on the underside of the LAC
fire the LAC: the dart will do normal damage and is considered silver for all creatures that are vulnareble to it. the dart will not break when it strikes a wall.
lightning damage: whenever the dart hits the target or is shot into a wall, when the gland is pressed a signal is given to the dart and it will release an aura of lightning, dealing 3d6 lightning damage to all creatures in a 10 ft. area, centered on the dart.
Watchdog_of_Hades

05-06-07, 01:24 AM
Toxin Grips
Toxin grips are composed of dozens of tiny flesh-colored flowers that can be affixed to a creature's hands. Each is at the end of a thin tube that can be up to 10 feet long. These tubes connect to small sacs containing a sticky, clear toxin. These sacs may be carried, held, or even sewn under the skin.

A creature using toxin grips may make an unarmed melee attack against a creature within reach. If he hits, the foe must make a DC 14 Fortitude save to avoid becoming fatigued. If the enemy is already fatigued, he becomes exhausted, and if exhausted, falls unconscious for 2d4 hours. Immunity to fatigue, etc. does not affect this, but immunity to poison prevents it. Additionally, the dose of toxin is painless and it's difficult to realize that this drowsiness is not normal. It takes a DC 10 Wisdom check to notice its effect.

Every round in a grapple, a creature with toxin grips may make an unarmed melee attack against the opponent's flat-footed AC, with the same result. If the enemy is pinned, the attack roll is unnecessary and the Fortitude save DC increases to 20.

A set of toxin grips is worn on one hand, may be used up to 50 times, and usually costs 200 gold.
tryco

05-07-07, 05:15 PM
just a small idea that jumped into my mind.

activational adrenaline gland

this adrenaline gland, unlike others, can be activated at will, giving the creature an +4 str, +2 dex and a +2 con bonus and a 20 ft speed bonus for 2d4 rounds. after these rounds the adrenaline gland can't be used for 3d6 rounds and the creature will be fatigued for the same amount of rounds the gland has been active.
planetouched

05-08-07, 01:28 PM
Pardon any similarities here, but I've always been an Animorphs fan, and I aint talkin the crappy TV show...

Brain Slugs
This race of parisites come from another world, taking each one by no othere means than what the planet already has. The most recent method of deplyment is though water. The brain slugs larvae are invisible to the naked eye, and thrive off water. Anyone who drinks slug infested water must make a Fort save (DC 15) to resist drinking more, as this type of water is addictive. The save for after drinking a total of 1 gallon of slugwater, there is enough brain slug tissue to start incubation. The parasite moves through the bloodstream, stopping when it gets to the brain. After one week, the slug will have taken control of its host. The brain slug's first instinct is to blend into scociety untill an order has been issued; not such a hard task, having possesion of the hosts memories as well as all of their body functions. During this one week period, the host will be obsessed with water, specifially the slug water, often called "Purified" water. Any other drink or nourishment leaves a terrible taste in the hosts mouth, and will avoid it at all costs, especially alcohol, the brain slug's one weekness (see, booze does make everything better!). The only way to detect a brainslug in its larvae form, is to sucseed in a DC30 Search or a DC25 Heal check, and both must be done specifically to the water of blood containing it in a labratory with at least 200 GP worth of testing equiptment.
Another more direct form of deplyment is to insert a fully grown brain slug into the ear of the host. This is a very painful process, and may only be done when a creature is held or helpless. This is a process that take no less than a minute, where the host can do nothing but scream as loudly as they are able.
After a Brain slug has taken control of a host, they must drink at least a gallon of water (preferably purified) each day to keep from being exhasted. Alcohol still is considered their bane, but only if taken at more than a gallon per day for a week. A brainslug that goes without watewr for more than a week shrivles up and dies, leaving no trace in the brain. Unfortunatly, this is also the time it takes for a normal person to die of dehydration, and the proper checks must be made.
The only time a brain slug breaks character is if another brain slug of higher rank is threatened. Brain slugs can detect other brain slugs within one mile and have a very weak form of telepithay.
The overal goal of brainslugs are to slowly take over the wolrd before moving on to the next one.

Recently, agents of Lolth have discovered the true nature of these slugs, and are attempting to use them as weapons. Unfortunatly, they do not know what they're dealing with.


Oh, and a small group of young druids are trying to fight them off.
tryco

05-13-07, 09:12 AM
Bump
this large gland is made from virtual tissue that, after pushing the gland, releases virtual hormons made from bits that are able to thrust a sertain thread to the highest possible position on the part of the forum it was placed in.
the Bump may only be used ones every 24 hours and only when the bump is necesery.
LivingShadow

05-20-07, 07:33 AM
Blade leach

This creature functions as a melee weapon doing 1d8/19-20x2 damage. When slipped round the hand it anchors itself making it difficult to remove. Attaching a Blade Leach causes 1 point of Dex damage and each day that you wear it it does another point of Dex damage. It is immpossible to disarm you of a Blade leach and all attempts to do so automaticly fail.

Price: 200gp per leach
tryco

05-25-07, 04:40 PM
it has been a while, but i have a new idea.
it's just a little background story, but i'm hoping to give some nice rules later.


Bio-Battlesuits

Kalam crawled through the dust of the Dead Rock Mountain Pass. He held his crossbow close as he moved to the edge of the rock formation. Slowly he peered over the rocks. He grasped for air as he saw what had terrorized the Pass for the last two weeks. Three Large ... things stood there.
They looked like large creatures, beasts, but stood motionless in the blazing sun that shined into the Pass. They stood on two powerful legs, each with three sharp nails. The things had two strong muscled arms, one ending a razor sharp blade of at-least 7 feet long, the other ending in a long tube. The thing had no head, but it had some-kind of chair build into its guts. In the chair sat a figure holding his arms straight up, into the rib-cage. Kalam tried to see what the figure was, but could only see a vague outline of the creature.
Then suddenly one of the things moved, his tubular arm stretched right out and then moved his way. Before Kalam could react a green projectile was shot from the tube. He felt a sudden pain in his guts. He looked down and saw that a huge hole was blown into his stomach, the green projectile went right through the stone. The pain went right through his body and then everything went black.
He gained a moment of conscience and he saw the thing moving right over him. In the chair sat a humanoid creature with a octopus-like head. Two milky white eyes looked him, emotionless. Then the blade-arm went up. The last thing Kalam saw was the blade moving down on him.
HarlequinHelsing

05-25-07, 08:50 PM
*whistles* It has been a long time since I've posted here, hasn't it?

Sorry, still no new ideas right now. But awesome job on the Bio-Battlesuit flavor, tryco.
Dex

05-26-07, 08:14 AM
Dartflies
Ammunition for the Living Ammunition Crossbow.
These are a form Stirge, bred to be more proboscis and less body, looking like chitinous spines with a tiny set of wings and an abdomen at the end. They have one purpose: to home in on and stab any creature they are fired at. They can control their trajectory to some extent in flight, granting a +2 bonus on attack rolls. On striking, they deal normal LAC damage, plus 1 wounding. Dartflies that miss the target fly off to pester someone with a phobia of mosquitoes, and those that strike the target are recoverable.
Cost: 10gp for a cocoon of 5.

Mind-Jammer
This is a somewhat dubious symbiont for mental protection. It is a florescent green, flat sea slug-like creature, the size of a saucer, affixing itself to the top or back of the wearer's head. The wearer may not use circlets or headbands (or other items in said slot) while the Mind-Jammer is being worn. Every time the wearer fails a save against a mind-affecting effect, the Mind-Jammer takes control, ceasing all movement and actions for 2d4 rounds (counts as dazed), after which the wearer is in control again. The Mind-jammer requires 1 point of Charisma per day.
LivingShadow

05-31-07, 05:11 PM
(From the book Scorpia)

The Invisible Sword

This poison does 3d6 con initial and secondary damage with a DC 20 fort save. It is delivered directly to the bloodstream by either injury or ingestion. It differs from most poisons in its activation. It may be triggered by activating a item of some sort (type specified before manufacture) and when that item is triggered only then does the poison take effect.

The Invisible Sword can be used to keep total control over slaves, as an assassination technique, or even a suicide poison.

Price:5000 gp per dose
TheDarkPrince

06-03-07, 10:51 PM
Nimblewright Arms:

Grafts- Kinda like prosthetic arms, but allow the graftee to use a Nimblewright's rapiers as natural weapons, and they can retract into the arms, making it impossible to disarm.
tryco

06-16-07, 11:10 AM
hi,

just :bump: - ing this, so it doesn't get lost in the archives.

i'm to busy lately to get further with the bio-battlesuits, but maybe i'll give another story :D.
for the ones who also don't have any ideas, write stories involving the grafts and stuff found here, maybe some little things will give others ideas for more grafts.

keep this thread alive.
tryco

06-27-07, 01:12 PM
hi,

i've been to busy to do some nice thinking about some grafts, but here's a little story (:P)to help some think about grafts.
don't let this thread die.

[The infidels will arrive soon]. The voice of the Elder warned all the soldiers in the colony of the coming attack of the weaklings.
Nik'al, a illithid warrior, lay low at the entrance of the colony, a few slave warriors hid behind him. The new fungus from Mi'tar'si covered their backs, this way they look almost just like the surrounding stones and flora. Soon the new slaves would enter, not knowing what would happen to them.
[Nik'al, you will see them soon]. This was the first time the Elder spoke to Nik'al directly. He was honored. This gave him all the courage he would need to destroy the invaders. As the Elder told him the weaklings slowly entered the illithid territory. There were eight of them, all fully armed. They carefully looked around, one of them looked almost right into the eyes of the illithid. Slowly they walked past the ambush point. As the last one went past, Nik'al suddenly jumped from his hiding place and threw a small seed. The seed exploded in mid air, unleashing all kinds of tentacles. The tentacles quickly snatched three victims.
The remaining slaves that hid behind Nik'al charged at intruders, their arms and hands grafted with all kinds of new weapons from Mi'tar'si. Lulu, a drow slave, and equipped two long razor sharp swords, charged forward and sliced its target in three, one leg and an arm and head fell bloody to the ground. Taki, a dwarven warrior slave, stood at the cave wall, his arm twisted into a dart-cannon of flesh. He shot a large dart made of bone, piercing the head of a large humanoid, it looked a lot like a orc, but different. The half-orc's head got pierced against cave wall, holding his dead body up. The remaining intruders ran for their lives, their faces filled with horror. Nik'al pointed a finger at them. Taki held his arm out, and with an old eye-graft he targeted the last one and with a bone dart he ended the life of the human. The other fleeing intruders would be captured or killed by another hunting party.
[Well done Nik'al] the Elder said, [The colony will be pleased].
Nik'al looked at the new captured slaves who were entangled in the tentacles, their faces had such horror on their faces that Nik'al tentacles started to tingle of pleasure. The Colony would be really pleased.
tryco

06-29-07, 11:17 AM
ah, come'on people.

atleast tell me that my writing sucks.
can't anybody make some nice and cool grafts.

my bio-battlesuits will come, as is christmas, but i'm a bit busy with school and everyting.

T.
LivingShadow

06-29-07, 05:02 PM
The only thing that I see wrong with it is that mindflayers can't really feel positive emotions. (LoM) However, other than that it was good writing.
TheDarkPrince

06-30-07, 03:08 AM
That seed thing sounds like the tyranid barbed strangler. Weren't there stats for that a while ago?

Great job with the story. Did you like the Nimblewright arms?
tryco

06-30-07, 03:50 AM
all that i used from the AHSN is the eye graft.
the rest i made up, not realising that some where already done :D

The illithid hardly feel any emotion, but the satisfaction from a compliment from an elder brain is something that they can't let pass by. I also read somewhere that the tentacles of the illithid move and twich accordanly (sp?) to the emotion of the illithid. slow and controled movement, relaxed, quick and almost uncontroled movement, angry (what would a beserk illithid look like:P).

now it's somebody elses turn to make a story. I tried to make a story involving a siege of a city by bio-battlesuits, but until know it didn't really worked.
HarlequinHelsing

06-30-07, 04:12 PM
Haha, it's story time!

Sure, I'll go ahead and write one. Grom Og-Shadath's getting a little unused. Gimme about a week and I'll have it up.

And sorry I haven't posted for awhile. Life has been flashing before my eyes lately (as in moving so fast I have no chance to catch up, it took me almost until today to figure out what day it was yesterday).
tryco

07-17-07, 08:40 AM
Hi,

If been busy lately, so i haven't found much time to work op the Bio-Battlesuits. I will also be going on holiday next week so i won't have much time to work.

I did make so kind of work-map to begin with. I was thinking of using the mecha from D20 future to start with, and adding rules making them more DnD and more Biological.

Bio-Battlesuits:

Sizes:
- Large
- Huge
- Gargantuan
- Colossal

Movement:
- Walking
-- bi-pedal
-- Quadruple
-- Multi-legged

- Swimming
-- jet-movement
-- tail-fins

- Flying
-- Bat-wings
-- Bird-wings
-- Dragonfly-wings

Armor:
- Tough Skin
-- DR 2
- Wood
-- DR 3
- Bone
-- DR 4
- Chitin
-- DR 5
- Stone
-- DR 10
- Crystal
-- DR 15

Weapons:
- Close-Combat
-- Slashing
-- Piercing
-- Bludgeoning

- Range

- Magical
-- Rays
-- Projectiles

Items:
-sensors
-- Blindsight
-- Teromsense


Maybe this is a start for some people to be busy with while i'm away.

But for the time being: i will also work on something on this list.
if anybody has more ideas: please comment.
HarlequinHelsing

07-17-07, 02:12 PM
Woah. That helps a lot, tryco. Thanks. I'll start work on a bio-battlesuit I had an idea for now.
tryco

07-22-07, 04:06 PM
I'm going on holiday tomorrow, so i can't post anything for the couple of weeks. My imagination is at a downpoint rightnow so nothing new from my part.
i tried to stat the bio-battlesuit from my first story but i thought i was a bit low on quality, so maybe something will jump into mind during my vacation.

keep up the good work and don't let this get lost in the archives.
TheDarkPrince

07-30-07, 01:34 AM
Assassins spine- This is an implant, and semi-organic construct that consists of a fleshy sac, and a long, retractable quill or spine. The spine is hollow, and on any unarmed attack delivers any poison stored in the sac.

Assassins Spine 1d2 damage x2 crit


Cheers! :D


P.S. How should the poison sac be filled? The entirety of the implant is put into the fore-arm.....should there be some kind of hole, or tubing? Or should it create its own poison, with a limited amount of uses?

Thanks.
chiaboco

08-06-07, 12:59 PM
hey everyone. just came back from p.a. and I decided to see if this thread was still active. i'm happy to see that it is.
(dont kill me for being gone so long. please?)
tryco

08-16-07, 03:32 PM
Hi,

I'm back.
i see in the time i've been gone, not much has happened (too bad).
i thought of a few things. i tried to be busy on the bio-battlesuits, but i can't think of anything "unique", something that difference the Bio-battlesuits from the mecha, version.

but here's something else.

morphfungi
Morphifungi are able to transform the one who wears it into a certain kind of creature according to the [I]Polymorph[/I} spell (add construct to the list). The fungi is only able to transform the wearer into one creature, the creature depends on the one who creates the fungi.

the wearer can only wear the Morphfungi for two hours, after which the fungi begins to feed on the wearer, dealing 1 con. damage per hour (damage is temporarily).


i was thinking of something like the cape of Batman in Batman begins, but i can't think of a nice name and how i can put some nice rules into it.
i was thinking of a thin but strong membrane, that can become solid with a touch (or thought). but i don't know how and how to put the glide rules into it.

about the poison sac, i was thinking of unlimited amount of use, most creatures have it (think of spiders, snakes and others, some of them can create poison so fast it has unlimited amount of use). or you could think of a certain amount of usage in one hour, giving it time to make more.

thanks.
TheDarkPrince

08-21-07, 02:35 PM
I think it will deliver poison with every hit.

Thanks, Cheers! :D
tryco

08-27-07, 10:20 AM
a :bump: so nobody will forget this thread.
LivingShadow

09-21-07, 05:52 PM
This thread seem to be dieing. Consider this a bump. (Also wouldn't it fit better to have this in the equipment and combat section.)

Bone shard launcher

This creature fixes itself around the forearm dealing 1 point of dex damage every day it remains attached. It can be used as an exotic ranged weapon with the following stats.

1d4: 18-20x2, Range 40 ft, One Handed

A character equiped with a bone shard launcher may use all their attacks when making a full attack with it.

Cost:200 GP per launcher
tryco

09-22-07, 07:59 AM
I was thinking of letting this die out for the moment,
re-read the whole thread, edit a few things, add some things and then re-launch it again (maybe with another name).
This way new people may look at it and add new fresh ideas (new ideas from old people :D also welcome).

But anyway, i feels good to be on page 10 of this thread:D
Chrontius

12-30-07, 05:14 PM
How about stealing inspiration from Cyberpunk 2020's cybernetics? They've got some great warped ideas. And some great non-warped ones.

Some of the ones that could have been my favorite grafts are the ones from Races of the Dragon. They managed to take what could have been entirely awesome material and come up with really stupid names for 'em and horrible fluff. (An eye without any way to blink?! wtf.)

So, some RotD inspired material:

Elbow Spurs:
These backwards-facing spikes or blades are potent close-combat weapons, allowing a skilled martial artist to block attacks as well as reinforcing the hardest striking point on the human body.
Locaiton: arms
Description: This graft takes the form of a row of sharp spikes down the forearm, increasing in size as they approach the point of the elbow. They are often flanked by smaller scales of the donor dragon's color. In combat, they may be used as a natural weapon dealing d8 piercing, 19-20x3, or to block attacks, providing 1 point of shield bonus to AC. They have no armor check penalty or spell failure chance, which makes them popular with a specific group of sorcerers and wizards.

These spurs are grown by injecting or inserting a small sample of the scale root of a dragon taken from the barb at the dragon's elbow, after alchemical treatment to allow the tissues to grow in humanoids. As their donors are much larger than their hosts, they will grow disproportionally large.

gold, silver, copper, brass - bronze dragons cannot donate; spurs are the dragon's color.
white, red, green, blue, black - chromatics' are usually black (save the red's, which are actually red) but flanked by the scale color.

Construction: ?

Donor: ?

Sacrifice: None

Price: 1,000 gp?