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| Space_Dragon01-13-08, 07:48 PM | Due to the alien ecosystem being built in Shardworld, it may be difficult to keep track of all the creatures and how they interact. Thus, every god can summarize his/her/its important species here, along with diet, habitat, and (if applicable) stats. |
| Space_Dragon01-13-08, 08:03 PM | STATIONARY PLANTS The following floraforms are immobile, mundane organisms that take the place of trees or grass in Shardworld. None of them warrant a statblock. Floatstem These small, vinelike plants resemble long threads or coils of brownish plant matter, ranging from 1 to 4 meters in length and averaging 5 centimeters in diamater at the base. Some strains are smooth-skinned, while others have sharp thorns. Floatstems are usually long enough for part of their length to float on the surface of the water (hence the name). Floatstems grow in coastal seas and saltwater marshes, where they can quickly cover a large area of shallow water in intertwining growths. They draw most of their nutrients from the seabed, but also play host to photosynthetic algeas, who supplement their energy intake. The upper parts of the stems are bright green and slimy because of the algea coatings. Floatstems are grazed on by fish, night scourges, and coastal davons. Often, floatstems will grow on the outer bark of a sea stalk. Burrpod A burrpod is a floating, thick skinned bulb about the shape of a watermellon and twice that size. Their bodies contain organic oil sacks, which are light enough to keep them afloat. They are a deep, dark green in color, and are covered in thorns and barbs. Burrpods constantly roll and bob about in the waves, exposing all of their surface area to the sunlight for photosynthesis. They reproduce by periodically firing hundreds of corn kernel-sized spores into the air, which are carried by the wind to new waters. It takes approximately three months for a burrpod spore to reach full size. Thanks to their thick outer shells and strong immune systems, burrpods are only rarely killed by parasites. Daggerfish and toothy black bags are the only things that have been known to eat them. Ciliphyte This strain of floatstem has developed a symbiotic relationship with the tiny earth elementals known as cilicits. The stony worms form an impenatrable "skin" around the plant, the cilicits reproducing at a proportionate ratio to the plant's growth. A ciliphyte is hard and shale gray in color, and feeds through numerous, tiny pores that the cilicits strain for heat and toxins. A ciliphyte can grow to a length of seven meters, with a one-meter diameter base. Despite their great size, these plants are non-vascular; their insides are made of dead and fossilized cells. Only the outer layers of cilicits and plant matter are alive. Ciliphytes absorb water and nutrients through their entire surface area, and their inorganic skin makes them largely immune to toxins and disease organisms. As the plant grows larger, its roots dig deeper into the ground, anchoring it securely in place. Due to the support given by the firm exoskeleton, ciliphytes can extend out of the water (assuming it is shallow). They require an aqueous or muddy area to first take root. Ciliphytes reproduce by releasing spores and occasional free-living cilicits into the water. In half-submerged cases, the upper parts of the organism use rainstorms, dew, or geyser eruptions to release their spawn. When a plant spore takes root, it emits a pheromone that attracts cilicits to colonize it. Unlike their floatstem ancestors, ciliphyte plants lack thick skins or thorns, and thus rely on the worms for protection; if the plant cannot attract a skin for itself, it dies. Sea Stalk The first new plant species to arise after the appearance of the sun, sea stalks are well adapted to a cyclical day and night. These aquatic stalks can grow up to forty meters in height, with the base of a large one measuring one and a half meters in diameter. Unlike floatstems, these plants are inflexible, possessing a barklike skin and calcified endoskeleton (precursor to wood). Each stalk is topped with a gigantic bud, that opens during the day to reveal huge, floating leaves. These leaves cover a roughly circular area of ocean surface, which can reach up to five meters in diameter. At sundown, the leaves fold up into hard buds, which remain sealed until the following dawn. Sea stalks reproduce, like their floatstem ancestors, by budding. Every so often, a number of swollen growths or "knobs" appear on the sides of the stalk, eventually bursting to release a cluster of spores. Those that are not eaten by microscopic animals eventually sink to the bottom, where they take root in sand, mud, or solid rock. After a brief chemiosynthetic stage (where they live off the soil and water alone), the tangle of roots sends a stalk rocketing skyward, connecting to the surface and growing a bulb in just a few days. Minerals that the plant cannot use are pumped out by the roots, where they eventually form crystalline mineral deposits around the plant's base. This attracts large numbers of cilicits, which grow somewhat larger than usual due to the abundant food and shelter. Toothy black bags and fish have been known to bite off the spore knobs as they swim by, or even (over the course of several attacks) destroy the leaves, while davons swoop down to pick at the open leaves during the day. These large animals occasionally draw the attention of obsidian reavers. Sea stalks sometimes form massive, underwater forests, each plant struggling to fill the space between the leaves of its neighbors to get enough sunlight. Whenever a sea stalk is killed by black bags or disease, a dozen or more sporelings immediately race against each other to take its place. Some sea stems are covered in commensualistic floatstems and algea mats, providing refuge for small fish, who in turn attract fisherpods to eat them. So far, sea stalk forests are the most productive ecosystem in Shardworld. Rivertree Rivertrees are land plants that resemble giant nettles. A rivertree can grow up to four meters in height, and has tough, woody flesh. Their trunks reach one meter in diameter, and split into three to six branches about halfway up. Each branch ends in an erect bulb, nearly identical to that of a sea stalk, which opens to form a leafy platform when the sun is overhead. Rivertrees grow near freshwater, relying on cillicits to spread the moisture. Some strains have adapted to life in the stormtree marshes; these ones tend to be shorter, so as to avoid being struck by lightning. Rivertrees were the first plants to develop sexual reproduction. In the center of each leaf platform, protected by the bulb at night, is a large, orange flower. These flowers are tube shaped, and contain large amounts of nectar and pollen. Small davons squirm halfway into the flower to drink the nectar, and become covered in pollen, which they then spread to other rivertree blossoms. Some species of rivertree spread their young by attaching the sticky seeds to davons, which soon drop off and hopefully land near a water source. Others generate hollow armor beasts to carry their seeds to an ideal location. The davon-seeders are much more common near the rivers and lakes, while armor-makers are more common in stormtree bogs. A rivertree grows about two meters a year until reaching full size, and begins blossoming after its first year. Stormtree These are similar to rivertrees, only taller, made of actual hardwood, and without branches; just a single leaf bulb at the top. They stand seven meters tall, jutting into the air in search of both sunlight and lightning. While closed into a bulb, the leaves reveal a metallic undersurface, which draws lightning strikes. Since the bulbs close whenever there is not enough sunlight, it can be taken for granted that they will be ready when a thunderstorm appears. A stormtree has a much more elaborate root system than the rivertrees and sea stalks, entrenching itself into the soil for nearly one hundred meters around. An area infested with stormtree roots becomes watery due to the plant's electromagnetic properties, and the ambient energies in the soil make it easy for algea, cillicits, and other simple organisms to begin growing. Because of their wide root spread, stormtrees never grow closer than 120-150 meters from one another, allowing other, less "rooty" plants to set up shop in between. Stormtrees blossom much like rivertrees do, their one leafy bulb revealing bluish white flowers when open. After being pollinated by nectar-feeding organisms, a group of stormtrees will simultaneously shoot green lightning beams into the sky, working together to create a Greenstorm. These fast-moving rainstorms cover many square miles with rain and stormclouds, and are filled with lightning. Occasionally, a special, green lightning bolt will strike the ground, planting a baby stormtree in the soil. These seedlings fill up on water and electrical power from the storm, giving them a head start in their growth process. Stormtrees are most common in mountainous or steppeland terrain, where they soon create oasises of wetland among the rocks. Arcvine The arcvine phylum is a large one, containing hundreds of species of sedentary plant. Some use rocks or other plants to support themselves; others are sturdy enough to stand on their own. Some are free living, others are at least partly parasitic. Some are no bigger than small herbs; others grow taller than the rivertrees. All arcvines share the following traits. -Black leaves. Due to the small percentage of their surface that comes in contact with the sun, arcvine leaves are extremely good at absorbing all types of light, giving them a pitch black color. -Wood. Upon reaching their full size (which varies by species), arcvine stems begin to turn into woody trunks with bark. Most thorny varieties lose their thorns at this point. -Arcs. Arcvines can somehow sense the presence of another of their species, and the plants will grow in an arch pointing toward each other. When they connect, the plants fuse together, forming an upside down U shape. Some types can merge multiple vines, creating tangled arches with dozens of "legs." This fusion allows them to reproduce. -Arcvines do not produce flowers (as they fertilize themselves well enough). Their seeds are diffused either by the wind, or by sticking to passing animals. Arcvines are one of the most abundant plants in existance. Various strains of them grow in swamps, along riverbanks, and along the seashore. They constitute much of the lower foliage of the rivertree forests and storm marshes. |
| Delfedd01-13-08, 09:05 PM | Black Bag Black bags are Large colonies of Microorganisms. They are shaped like a black bag with sixteen tendrils extending from it. These tendrils are used for locomotion and capturing prey. The black bags eat primarily algae and occasionally other black bags. Black bag colonies have no organs, as they are simply a colony of Microrganisms living together. Recently, Toothed Black Bags have been forming. These are far more agressive and have the beginings of organs in their teeth, which are made from older, dead, or dying microorganisms. They Prey on anything in the seas, and range from the depths of the sea to the shallows, occassionally going up rivers. |
| Camu01-14-08, 06:27 AM | Cilicits Small flat wormlike creatures. They are an anorganic lifeform and are the equivalent from algea and plankton to plant and animal life. There core exists of some sort of clay encased in strong stone rings. Each ring is about the size of a grain of sand. Their size ranges from 3 to 20 segments. To grow, they absorb particles and minerals from the water. Their size is limited by this. To reproduce, long chains break up into several smaller ones. It is unknown if they have any predators. Hollow Armor Hollow armors are cilicits that are made out of mineral plates, with a mucus layer on the inside. They crawl and climb around with the aid of 4 crystaline legs. These small hollow cilicits live in symbiosis with many of plant/elemental hybrids. They would carry the seeds of these plants around, and in time, would burrow themselfes in a good spot for the new plant to form. In exchange, the plant would now produce new hollow armors, allong with new fruit/seeds. This would complete the life cycle of the armors. Obsidian Eals Obsidian Eal Medium size aberration Hit Dice: 3d8+9 (23 hp) Initiative: +4 Speed : 30ft ; Swim 40ft ; Climb 20ft Armor Class: 18 (+0 size, +4 dex, +4 natural), touch 14, flat footed 14 Base Attack/Grapple: +3/+4 Attack: Bite +7 melee (1d6+0) Space/Reach: 5ft/10ft Special Attacks: Stunning Shock; Lethal Shock; Constrict; Improved grab Special Qualities: damage reduction 10/adamantine, darkvision 60ft; cold resistance 5; electricity immunity; telepathy 20ft (only between other eals) Saves: Fort +4, Ref +5, Will +5 Abilities: Str 11, Dex 18, Con 16, Int 5, Wis 13, Cha 9 Skills: Climb +13; Hide +12; Spot +3 Feats: Improved Initiative, Combat Reflexes Organisation:clutch (3-5), colony (6-12) Challenge Rating: 4 Alignment: always neutral Advancement: 5 HD (medium), 6-12 HD (large) Constrict (Ex): After it get bites a victim, the eel will start to wrap its body around it, crushes it, dealing 2d4 damage. Stunning Shock (Su): The eel can send out an electric shock, shocking a single target within 5ft. This attack deals 2d8 subdual damage to a living target. (reflex half DC 12) Lethal Shock (Su): When more eels are together (25 ft), the eels can work together to form a stronger electric field. This field has a 25ft radius and has the centre around one of the contributing eels. The shock does 1d8damage for each eel contributing. (reflex half DC 10 + # eels contributing) |
| Space_Dragon01-18-08, 02:31 PM | Ciliphyte added. |
| Camu01-20-08, 06:27 PM | Magma Rays Enormous elemental beasts, said to be of cilicit origin. Completely adapted to swim in the molten metal and rock, they propel themselfes through the blazing ocean with there obsidian wings, similar to manta rays. Rumors say they live in the core of the world and it is said that the currents they create there, causes the world to spin. |
| Space_Dragon01-21-08, 02:16 PM | Rainsack A rainsack resembles a huge, bloated, black bulb, with swollen, light greenish bags of buoyant gas growing from its upper body. The bottom (which is the largest part) of the plant hangs down like a sack (hence the name). Built into the bottom of the dangling bulb is a single, mouthlike orifice that constantly oozes a trickle of pure water. A rainsack is about four meters tall and three meters across. The dripping "mouth" is about two meters in diameter. Rainsacks are ravenous photsynthesizors, and live entirely on solar radiation. As a byproduct of their bizarre metabolism, they produce water, which rains down to earth in trickles called "skyfalls." The reproduction of the rainsack occurs by binary fission. The creatures grow and divide quickly, making them ubiquitous throughout the skies. Their only source of attrition so far is the cloudcalves, who sometimes crush the sacks either by accident or to protect their territory. When a cloudcalf attacks, the rainsack will try (succesfully or otherwise) to fend it off with thorny vines from its mouth, which resemble smaller versions of Moth Igura's appendages. Rainsack Huge Plant Hit Dice: 6d8+18 (45) Initiative: +2 Speed: fly 10 ft. Armor Class: 14 (-2 size, -2 dex, +8 natural) touch 6, flat footed 14 Base Attack/Grapple: +4/+17 Attack: 4 vines +7 melee (1d4+5) Space/Reach: 15 ft./20 ft. Special Attacks: Improved Grab, Constrict Special Qualities: immune to lightning, skyfall Saves: Fort +8, Ref +1, Will +1 Abilities: Str 20 Con 16 Dex 6, Int -, Wis 10, Cha 1 Skills: - Feats: Improved Initiative, Lightning Reflexes, Power Attack Challenge Rating: 5 Alignment: always neutral Advancement: 7-12 HD (Huge), 13-18 HD (Gargantuan) Improved Grab (Ex): You know damned well how Improved Grab works. Constrict (Ex): If it begins a round with a victim held in one of its vines, a rainsack crushes it, dealing 2d4+10 damage. Skyfall (Ex): A rainsack secretes half a liter of fresh, drinkable water per round. |
| voodooguy01-22-08, 12:10 AM | Phyla:Glowmeracota Commonly known as Night Scourge Spawned from the joined powers of the sun deity and Moth Igura, these fungal organisms are the first parasites on The World. They were first created through the transformation of Glowsacks. They appear as bleached fungal cysts (which glow ghostly in the night) with threads varying in thickness from hair to cables reaching into the surrounding area in search of plants to attach to, to feed on. They do this by attaching these fibrous threads onto the skin of the plant, and then digging in through the organism as a normal plant would dig through the earth with it's roots. As plants are devoured and grown over, the Night Scourge will produce more base cysts around it's perimeter area. These cysts act as cores which take stolen nutrient and produce spores. Whenever a full compliment of spores is made, the cyst explodes, sending millions of the microbial spawn through the air. |
| Dinoflagellata01-22-08, 08:43 PM | fire elementals are, at their most base form, vessels for the Fire Deity to explore, and see this world without waiting for a weird flame to start. when they are uninhabited, they simply look like small-huge sized tornadoes of flame. The whirlwind isn't necessarily fast moving unless the elemental is threatened. They mostly avoid combat, and will simply wander the Earth as long as they can, taking their time and possibly waiting in one place for years. When they are inhabited by the Fire God, they sport a large blue eye at the tip of the whirlwind and move under It's complete control. |
| Space_Dragon01-24-08, 01:11 AM | Umbra Lichen The oldest lichen strain in Shardworld is a parasite, growing on any bioluminescent organism it touches and slowly devouring its host. Complex animals like davons can use their advanced immune systems to keep the parasite from getting out of control. Simpler creatures, such as nightblights and sea scourges, are quickly cannibalized by the lichen. Infected creatures have patches of a brownish mold growing on their epithelial tissues (including skin, throat, and vascular systems), and suffer from chronic malnutrition, dehydration, and secondary bacterial infection. There are several varieties of umbra lichen, some terrestrial and some aquatic. This is an air/waterborne disease. Umbra Lichen Infection: inhaled Fortitude Save: DC 14 Incubation: one day Damage: 1 point of strength and constitution damage. Special: only infects bioluminescent organisms. |
| Space_Dragon01-25-08, 01:59 AM | CARNIVOROUS PLANTS These plants can move around to varying degrees, and all of them prey on free living wildlife. None of the ones in this post are stattable monsters; those will get their own posts. Fisherpod A light greenish bulb about the size of a lemon, the fisherpod can crawl slowly (about one inch per minute) across the seabed, rooting itself in place with its many suction cups when it finds a good spot. Although they undergo some photosynthesis, most of their energy comes from the small fish and microorganisms they lure into their maws. They can be likened somewhat to a sea anemone in form and function. After it has rooted itself, the pod opens, becoming a luscious, undersea flower with red, yellow and green petals. The bright coloration of the flower, as well an attractive chemical it releases into the water, cause small fish to come and investigate. When they draw close enough, the petals snap shut into a bulb again, trapping the prey inside of its body cavity for digestion. A guppy-sized fish takes an hour or so to digest. When it is about to die (lifespan of 2-4 years), a fisherpod buds, creating dozens of seeds. As it dies, the pod releases a final surge of pheromones, attracting fish who unwittingly allow the seeds to stick to their bodies. After several days of riding the fish, the tiny seed drops off and germinates, growing to maturity in about a month. Although most fisherpods roam the rocks and sea stalk forests, some seeds are dropped on the shells of obsidian reavers. The resulting fisherpods are symbiotes, releasing a more potent pheromone that attracts bigger fish, which the reaver kills and eats. The roots of the fisherpods dig into the reaver's outer shell, which provides them with the nutrients they need out of the surpluss food attracted by the plants. Fisherpods are sometimes eaten by large fish and black bags. The ones that stick to obsidian reavers are preyed on less often, for obvious reasons. Daggerfish sometimes destroy the pods, but also serve as one of the most reliable vectors for seed dispersion. Stranling Stranlings are Diminutive, vinelike plants that crawl around like caterpillars. A stranling is six inches long, half an inch thick, and covered in tiny thorns. Stranlings feed by both photosynthesis and predation, hunting insects among the folliage and stems of larger plants. Stranlings are ambush predators, hiding near thing that insects like to eat and waiting. When a bug comes within reach, the plant leaps on it with incredible speed and wraps around it, crushing it to death. After the prey has been constricted, the stranling drinks its juices through its hollow thorns. These thorns also carry a mild venom. Stranling stings only produce a painful blister (like a bee sting) on larger creatures, but are often fatal to insects. If the constriction can't kill a bug, the poison can. Stranlings reproduce sexually, fertilizing one another and then dividing into several pieces. They supplement their diet with rivertree nectar, serving as a secondary pollen spreader. |
| Delfedd01-25-08, 11:28 AM | Dovans A single dovan looks like a simple insect with six wings and a wormlike body. As a whole, they can detect things visually, but a single Dovan can hardly see at all. When in proximity with another Dovan, a band of bioelectricity quickly forms between the two. Dovans are remarkably good at storing energy. A Dovan who has eaten a glowsack will store the energy and begin glowing. They can maintain this glow for days. Given an abundant supply of food, a Dovan can continue glowing for months, and some have been known to glow for years. When an illuminated Dovan colony meets a dark Dovan colony, the two are naturally attracted to each other. They exchange one dovan, and soon both colonies are glowing brightly. When a Dovan is attacked, the damage is spread out among the entire colony. The process by which a Dovan digests its food causes it to be inextricably linked to the plant life. Many Dovans make their homes in Igura's swamp, granting life giving light at all times. This causes the plants to grow at an astonishing rate, allowing the Dovans to eat their fill without endangering the overall ecosystem. Once a year, however, all the Dovans meet at the place that They where constituted. They swarm together, with flashing lights and a mad buzzing. At the end of this three day ritual, the dovans go their seperate ways, filled with the knowledge of the other colonies. Fish: Fish range in size from miniscule creatures barely larger than black bags, to monsters nearly rivals in size to the obsidian reavers. All fish share several qualities. Entirely Aquatic Sense of smell, taste hearing, and touch Distinct body parts resperatory system, including gills Light sensitive spots Other than that, a fish can look like nearly anything. Here is a list of the most common fish. Daggerfish Daggerfish are communities similar to Dovans in that they work together as a unit. Daggerfish almost exclusively eat Burrpods. A daggerfish uses it's sharp nose to ram into a burrpod. This causes a tiny nick in the burrpods armor. When all the daggerfish work together to do this, the burrpod is soon a pile of green, soft meat. Daggerfish are preyed upon black bags, and also prey upon black bags. All that really matters is who senses who first. Like all fish, Daggerfish are attracted to fisherpods. Unfortunately for the fisherpod, the Daggerfish always attack en masse. Armormouth Armormouths are the only species that regularly eats Daggerfish. Their mouth is broad and the lower jaw extends like a shovel. They use it to scrape along the bottom of the ocean. The sand that they acquire lines their mouths and allows them to eat daggerfish with relative ease. Gallfish A gallfish is a truely bizzare creature. It's brain is rather small, and it buries itself under layers and layers of sand. The Gallfish has ten or more mouths, which are distributed over a 60 foot radius. Each mouth is on a long ribbon of flesh. Some mouths are filter feeders, and some are specialized for plant eating, and some are carnivorous. By cutting off every head, the Gallfish loses the ability to breathe. Galfish are unique in that they have no light sensors at all. More fish later Also. For simplicities sake, can we just assume that the ecosystems are continually growing until it runs into another type of ecosystem? So the swamp and the Skyeater forests continue to grow out instead of being stuck in the same place until someone spends more AP. |
| Camu01-25-08, 01:12 PM | edit |
| Sakon2201-25-08, 03:21 PM | Non-Stated Populace: Observers (AKA Moon Rocks): Large, white rocks, about the size of a soccer ball. They gently float no more than two feet from the ground and gain energy from lunar light. Aside from their floating and pale glow they appear like little more than white rocks. These creations' sole purpose is to explore and observe, as their name might note. After a prolonged period of time (usually about a month after creation) a blue sphere of light can be seen at the core of each Observer. Thence forth, the glow becomes more and more intense until the rock is split asunder and the glowing orb travels quickly and directly towards the Moon. The Moon then learns everything that moon rock experienced. The remaining bits of the rock slowly grow in size until they reach adult form and then goes on to continue the work of its predecessor. These creations are frequently used as a physical form for Liadon the Moon God. Spiked Observers: Created by Liadon while in a more paranoid mood. They are little more than standard Observers with crystalline spikes jutting randomly out from its core. Ithilosse (Moon Blossoms): White flowers, found predominately around areas associated with the moon such as Lunar Wolf dens, the Moon's Mountain, 'dead' Observers, etc. They are almost entirely like paper-white flowers except they are extremely tolerant to abuse and extreme temperature, and emit a faint white glow when in blossom. |
| Anuvrix01-25-08, 05:20 PM | Thickshadow Medium Shadow Hit Dice: 9d12 (58) Initiative: +2 Speed: fly 40 ft. (Perfect) Armor Class: 14 (+2 Dex, +2 Deflection) touch 14, flat footed 12 Base Attack/Grapple: +4/- Attack: Freezing Touch +6 melee (1d6 Cold, Plus 1d2 Strength drain) Space/Reach: 5ft./5ft. Special Attacks: Strength damage, Shadow Form Special Qualities: Darksense 60ft., Incorporeal traits, Shadow traits Saves: Fort +3, Ref +5, Will +7 Abilities: Str -- Con -- Dex 15, Int 3, Wis 12, Cha 14 Skills: Hide +14*, Listen +9, Search +6 Spot +9 Feats: Alertness, Dodge, Mobility, Combat Reflexes Environment: Any Organization: Solitary, Pair, or Mass (3-300)** Challenge Rating: 7 Treasure: None Alignment: always neutral Advancement: 10-14 HD (large) Level Adjustment: -- Thickshadows are creatures formed of darkness, peacefully feeding off of the shadows of another creature. Their touch, when angered, can freeze the very material of a being. Thickshadows protect their "parent creature" fervently, and will assist It in combat, even taking hits for him until badly wounded. A thickshadow is impossible to see when completely immersed in shadow, but can be spotted easily when exposed to bright light. Thickshadows cannot speak intelligibly. Combat Thickshadows are peaceful and docile until attacked or hurt. Strength Damage: The strike of a thickshadow deals 1d2 Str damage to a foe, a creature reduced to 0 Str by a thickshadow dies. This is a cold effect. Shadow Form: A thickshadow assumes the shape of the shadow of the creature it is following, To strike a thickshadow, one must either shine an extremely bright light upon it, revealing the shadowstuff it is made of, or attack your own shadow, and hit yourself in the process. When formed to a creatures shadow, the thickshadow's AC is equal to the AC of the "parent Creature". When not in conflict with the creature it follows, the thickshadow grants shadow traits to the "parent creature". ________________________________________ ___________________________________ Shadow Traits: +4 to hide when in shadows Shadow Blend special ability +2 deflection bonus to AC Darksense(similiar to darkvision, but only sensing what the shadows touch) 60ft. |
| Space_Dragon01-25-08, 05:46 PM | Also. For simplicities sake, can we just assume that the ecosystems are continually growing until it runs into another type of ecosystem? So the swamp and the Skyeater forests continue to grow out instead of being stuck in the same place until someone spends more AP. I've been working under that assumption. Sedentary plant and animal forests will naturally expand. Thickshadow Cool creature! The CR should be a lot lower, though. No more than 5 or 6. |
| Anuvrix01-26-08, 10:04 PM | (Actually, it is based off of the Greater Shadow from MM1. Which is a cr 8. I basically just added some abilities, and removed the create spawn ability.) (btw, I created a new subtype in making him, extremely similiar to undead, except they cannot be turned, and they have a fast healing of 5 while immersed in shadow. which warrants the +1 to CR from Greater shadow.) (Changed CR to 7) |
| Space_Dragon01-26-08, 10:37 PM | The greater shadow is horrendously over-CR'd, in that case. I agree that the template warrants bumping the CR up a point or two, but 9 is still way excessive. Go with 7. |
| Sakon2201-27-08, 09:40 PM | Lunar Wolf Medium Magical Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Bite +3 melee (1d6+1) Full Attack: Bite +3 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Trip, Spell like abilites Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1* Feats: TrackB, Weapon Focus (bite) Environment: Temperate forests Organization: Solitary, pair, or pack (7–16) Challenge Rating: 2 Alignment: Almost always neutral Advancement: 3 HD (Medium); 4–6 HD (Large) Level Adjustment: — Lunar Wolves or Arcane Hunters look much like an average arctic wolf but with the innate ability for disrupting the flow of magic and finding those who use it. It greatly enjoys the taste of magic imbued flesh but will seek out other prey if nothing arcane is immediately available. combat: A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Spell-Like Abilities: 1/hour - dispel magic (DC 14) as the spell cast by a 3rd-level sorcerer; 1/hour - detect magic as the spell cast by a 3rd-level wizard. Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent. |
| Space_Dragon01-30-08, 06:27 PM | Added stormtree; will likely open up a whole new can of worms to inhabit lightning-rod charged ecosystems. |
| voodooguy01-30-08, 07:00 PM | Sigil Star (I'm not very good with making stats, so, if anyone wants to do that knock yourself out. Just know they're Colossal, nearly immortal [They regenerate after a year], and they're very very fast.) Sigil stars each represent a piece of knowledge. Each one represents a number or letter, and together in their patterns they form concepts. All together, they form all knowledge. To even understand them you would have to have the knowledge of what each one stands for. currently, the only one to know their identities is Iok, as he was the one that made them. They do not attempt to hide themselves from view. From any point in the void you can clearly see the sigil star's forms. If ever forced into a battle, a sigil star will try to use it's confusion spell-like ability. If the attacker persists, the star launches orbs of powerful destructive light. If one were to die, all related concepts would lose cohesion, and a domino effect of chaos would spill through the skies. However, after a year, the sigil would regenerate and take it's place to restore order. Stats Courtesy of Space_Dragon: Sigil Star Size/Type: Collosal Outsider (fire) Hit Dice: 16d8+130 (202 hp) Initiative: +4 Speed: fly 240 (48 squares) (perfect) Armor Class: 22 (-8 size, +4 dex, +12 natural, +6 deflection) touch 12, flat footed 18 Base Attack/Grapple: +16/+42 Attack: slam +18 melee (2d8+15 and 4d6 fire) or 2 light rays +12 ranged touch (8d6, half normal half fire) Space/Reach: 60 ft./20 ft. Special Attacks: Confusing Flare Special Qualities: spell resistance 25, regeneration 20/cold, true seeing Saves: Fort +18, Ref +14, Will +14 Abilities: Str 30, Con 26, Dex 18, Int 4, Wis 18, Cha 22 Skills: Spot +23, Listen +23, Search +23, Intimidate +25, Perform (unknowable cosmic dance) +25 Feats: Dodge, Mobility, Flyby Attack, Shot on the Run, Power Attack, Combat Reflexes Environment: the sky Organization: solitary Challenge Rating: 15 Alignment: always neutral Advancement: - Level Adjustment: - Light Rays (Su): A sigil star's light rays have a range increment of 60 ft. Confusing Flare (Su): Once per encounter, all within 100 ft. must succeed at a will save (DC 24) or become confused for 10 rounds. The save DC is charisma based. |
| Space_Dragon01-30-08, 07:25 PM | Holy crap!!! These things remind me of the crystalline entity, from Stark Trek. These things will be pretty important once the shardination occurs! I'll try to come up with stats for you sometime this week. |
| voodooguy01-30-08, 07:52 PM | Thank you! Oh, by the by, what is this Shardination? Sounds important and nasty. |
| Space_Dragon01-30-08, 08:32 PM | Note that this project is called "Shardworld." Think about it. |
| voodooguy01-30-08, 08:36 PM | Ah, when the page is removed. |
| Space_Dragon01-30-08, 08:47 PM | Sigh.... No. At some point in the distant future, Shardworld will fall into chaos and violence, culminating with the Creator destroying it in disgust. That will transform the world into a cloud of shards or planetoids, and realign the planar cosmology somewhat. This is the state that Shardworld was in when Ooulzoth discovered it, in the original Lords of Creation project. |
| Sakon2201-30-08, 10:52 PM | Sounds like a grand ole time, and yet it also makes me feel like I'm in a spin off...which is dismaying. Oh, and I've added the pwetty flowers to the observer post. |
| Space_Dragon01-30-08, 10:56 PM | Sounds like a grand ole time, and yet it also makes me feel like I'm in a spin off...which is dismaying. Hate to break it to you, but you are. Of course, you could also see the glass as half full, and think of this as "new and improved." :D Oh, and I've added the pwetty flowers to the observer post. Noted. |
| voodooguy01-30-08, 11:39 PM | Tenochs These are snowy white bipedal creatures of medium height. They slouch forward and sport three pointed fingers per limb. Upon their back are four pods with glowing intricate lines etched upon them. From these lines project the insectile wings that carry these creatures so quickly. Their heads are much like their maker's, the only difference being the glowing numeral rune in place of the abyssal socket. They have no thought processes at all, operating automatically, shelving and retrieving orbs, transcribed and untouched. They work together to lift the orbs they deliver to their master. They need no sustenance, being made of the plane-stuff that makes up Archsutc. And simply inhabiting the plane around them seems to sustain them well enough. However, were they ever to leave the confines of that divine library, they quickly crumble into oblivion. -------------------------------------------------------------------------- |
| Delfedd01-30-08, 11:44 PM | Sorry, but these definately seem like a 2 AP endevor. AHA! I just had an awesome idea. I'm going to make something eat the sigil stars. They're not just going to eat the body though. They're going to eat the mind. And I'm thinking that's how i'm going to naturally evolve towards intellegence. Please, no one steal that idea. |
| voodooguy01-30-08, 11:47 PM | Sorry, but these definately seem like a 2 AP endevor. Crap. Am I going to have to rewrite all that? Also, Zomg! Major chaos on the horizon! |
| Space_Dragon01-30-08, 11:56 PM | Just make them simpler for now (little white worms or something) and spend another AP to upgrade them into humanoids later. That should only be a minor retcon. Don't worry delfedd, I've had my own ideas for sentient life from the beginning. |
| Delfedd01-30-08, 11:56 PM | not quite on the horizon. Waaay over the horizon. Why don't you just spend a CP? I'm thinking that I'm going to give you one for the plane making. If not, you should copy it into a word doc and save it. That's what I do. |
| voodooguy01-31-08, 12:01 AM | Yeah I guess Ill just spend that CP then. Btw that should really be in the rules post, I can't see it anywhere. The Cp -> Ap thing that is. |
| Moose_Fisher02-01-08, 08:59 PM | Nonsentient creations Waterclot For unknown reasons, water gathers together and manifests limited intelligence. These "waterclots" grow larger with age, as they are able to hold more water within themselves. They are predominantly found within the Water Sphere, acting as its custodians. They are nearly invisible in water, but on land they appear as tall, oversized drops of water. (These are Shardworld's version of Water Elementals; the stats are the same for now.) Aurasaras (Needs stats) The Aurasaras are part portal, part living creature. Boiling water from the Water Sphere is constantly flowing from the outer edge of the creature's mouth, which forms its serpentine body. Behind the mouth is a collection of watery, specialized organs and brains used for movement and reasoning. Knowledge is passed onto the next generation, allowing new Aurasaras to find food and landmarks with ease. An Aurasaras receives all the nutrients it needs to survive from the water flowing through the portal; it only eats to increase in size. Larger Aurasaras usually undergo a form of binary fission, creating two smaller daughters. Some Aurasaras are able to repress their urge to split, growing to massive sizes. An infestation of Aurasaras can lead to flooding, as the water flowing out of their mouth-portals quickly flows though its system to the surrounding area. Sentient Creations Deefos With a carnivorous, wolfish head; four long, flexible tentacles; and a powerful, scaly tail; Deefos are one of the ocean's top predators. This dominance is less from their strength or speed, and more from their intelligence and pack hunting behavior. A group of Deefos is referred as a pack, and a pack may have a name for itself. Packs consist of one or more families living in harmony, caring for children, and cooperating in hunts. Individual Deefos name their children (or themselves) after a significant trait. Examples include Gorger, Bluescale, Prophet, Longtail, Thinker, and Quickarm. Each pack will have at least one Mouth of Poshisra. These Deefos claim to have a greater connection with their creator, Poshisra, and lead the packs with moral and mundane advice. Deefos not of the Mouths usually join the group when the divine 'communicate' with them, leaving those 'unspoken' to place their faith in the Mouths or doubt their decisions. The Deefos that have doubts with the Mouths are the most likely to convert to the worship of other deities, or no worship at all. [needs stats] |
| Space_Dragon02-02-08, 07:53 PM | Arcvine added to my list of mundane plants. Mist spawn coming soon. |
| Space_Dragon02-11-08, 04:02 PM | Mist Spawn Mist spawn are nomadic, elemental creatures that feed on magical energy. Possessed of animal intelligence, they often hunt in concert with lunar wolves, sharing the meat of any magical creatures they can bring down. Unlike lunar wolves, however, mist spawn also give birth to living spells using their excess energy. This ensures a continuing food supply. A mist spawn in its natural form resembles a thin, spidery form made of some brittle, snowy white substance. Walking around on five legs and waving a pair of thin tentacles overhead, they vaguely resemble smaller versions of Moth Igura. At will, a mist spawn can become a cloud of fog or mist; an ability they use to travel quickly or ambush their prey. Mist spawn also run very quickly, and can leap for dozens of meters straight into the air. They have even been seen leaping between the tops of hillocks or up and down cliffs. Combined with their gaseous form ability, this makes them some of the most mobile organisms in the world. When two mist spawn encounter each other, they both enter mist form and fuse together. Together, they form a localized stormcloud, which floats into the sky and begins raining and thundering over a small area. In the wake of this storm, vast fog banks occur on the ground below. When this mist clears, the two mist spawn will have become eight. Whenever it has fed well, a mist spawn releases a low level living spell. These amorpheous creatures can siphon magical energy out of the wind surrounding them, and eventually divide like amoebas to make more living spells. Thus, the mist spawn never go hungry. Mist Spawn Size/Type: Medium Elemental (air, water) Hit Dice: 4d8 (18 hp) Initiative: +8 Speed: 40 ft. Armor Class: 18 (+8 dex), touch 18, flat footed 10 Base Attack/Grapple: +3/+7 Attack: 2 tentacles +11 touch (1d4+2 and Improved Grab) and claw +8 melee (2d6+6) Space/Reach: 5 feet/5 feet (10 ft. with tentacle) Special Attacks: Gaseous Form, Improved Grab Special Qualities: spell resistance 20, absorb magic, ghost touch, skills Saves: Fort +4, Ref +9, Will +2 Abilities: Str 18, Con 10, Dex 26, Int 2, Wis 12, Cha 8 Skills: Spot +8, Hide +8, Climb +14,* Tumble +18,* Jump +54* Feats: Weapon Finesse, Multiattack, Spring Attack* Environment: Any Organization: Solitary Challenge Rating: 5 Alignment: Always Neutral Advancement: Medium (5-8 HD), Large (9-12 HD) Level Adjustment: - Gaseous Form (Ex): A mist spawn can become a cloud of mist at will. In this state, it becomes amorpheous, gains damage reduction 5/magic, and gains a fly speed of 20 (perfect), but cannot attack. Improved Grab (Ex): If it hits a creature of its own size or smaller with a tentacle attack, it can attempt to start a grapple as a free action without provoking attacks of ooportunity. Held creatures take automatic tentacle damage each round. Ghost Touch (Su): Can attack and grapple incorporeal things without the usual miss chance. Absorb Magic (Su): If a mist spawn kills a living spell, or if a spell fails to overcome its damage reduction, it gains one temporary hit point per spell level. Skills (Ex): +10 Climb, +10 Tumble, +50 Jump. |
| Anuvrix02-21-08, 08:49 AM | Shadow Wisps Shadow wisps are born when the "eggs" of the Thickshadows are coagulated into a mass. When they hatch, they split into long wispy tendrils. These are completely harmless and float along on the winds, feeding on the shadows of clouds. (sort of like lamprey) Mimicks Primarily residing on the plane of shadow, these beings are shadowy replicas of creatures in the Real World. They look like pitch-black versions of their Real counterpart, with only two physical discrepancies: Mimicks lack mouths, and only have mist-filled sockets for eyes. A mimick exists for each and every living creature in the Real world. However, only Intelligent Creatures’ mimicks are intelligent. Occasionally disturbances happen on the plane of shadow, such as a Real being traveling there. If a Real being meets his/her mimick, the mimick goes insane and will stop at nothing to ensure the death of it’s Real counterpart. If a mimick and it’s counterpart touch while on the Real plane, the Real being absorbs the shadow and dies. Shortly thereafter, a Niman (a mimick who can have emotion) is born on the plane of shadow. Such spawnings are rare, and the child is usually left to fend for itself. Niman Niman are a playable race, spawned in the likeness of someone who was killed my his Mimick while on the Real Plane. Niman are exactly like Mimicks, but display emotion and thoughtfulness. Traits Shadow traits (have same stat bonuses as the base race) +2 to Wisdom, Niman are particularly quick witted. -2 to Intelligence, thay lack some of their counterpart's intelligence. |
| Delfedd02-21-08, 02:01 PM | I don't remember you making these. |
| Anuvrix02-21-08, 04:03 PM | I don't remember you making these. I was told to retcon my post, so I did. (http://forums.gleemax.com/showpost.php?p=15092952&postcount=296) If there is a complaint about their being intelligent, they are only intelligent if their counterparts on the real world are. I just paid the AP as if they were all Intelligent. The Nimans won't come into play until planar travel is developed among sentient races. |
| GeminiDreams02-24-08, 02:00 AM | Shard Pheonix Size/Type: Gargantuan Elemental Hit Dice: 12d8 (48 hp) Initiative: +11 Speed: fly 120 (24 squares) (perfect) Armor Class: 23 (-4 size, +11 dex, +6 natural), touch 17, flat footed 12 Base Attack/Grapple: +9/+26 Attack: Bite +20 (3d6 damage plus 1d2 Con damage) Space/Reach: 20 feet (long)/20 feet Special Attacks: Death Throes Special Qualities: Reflective form, Semi-translucence, DR 15/Bludgeoning, Elemental traits, Immune to Cold, Vulnerable to Fire +100% Saves: Fort +8, Ref +13, Will +9 Abilities: Str 21, Con 10, Dex 32, Int 2, Wis 21, Cha 22 Skills: Spot +17, Tumble +14 Feats: Fly-By Attack, Weapon Finesse, Improved Natural Armor, Wingover, Dodge Environment: In clouds Organization: Solitary or Two Challenge Rating: Alignment: Always Neutral Advancement: Large (4-7 HD), Huge (8-11 HD), Colossal (18+ HD) Level Adjustment: - Shard Pheonixes were the first creatures made by Icil, the Bringer of Cold, and are the bringers of snow. They resemble crystalline lizards with eight fine, ice wings and many icy shards for legs. They are entirely made of ice. Most reside near the poles were fairly little sunlight strikes them, but when the sun moves away from a part of the planet for extended periods they tend to move to those parts, wishing to expand. They reproduce by literally smashing into each other in midflight, causing each one to split into two equal halves, instinctively releasing pieces until they form back into their parental forms. These released pieces are what cause snow fall and some refer to the shattering as they collide as White Strikes. Apart from that they are fairly solitary and will use their only weapon, their bite, when provoked. Their entire purpose of life is to exist and spread anew, creating a continual cycle of rebirth and snow, spreading Icil's influence. After colliding with each other they regain size by flying through clouds and other sources of moisture, such as some of the higher Rainsacks. Once moisture contacts their body they use it to shape their bodies into larger and larger versions of themselves until they reach a desired size, at which time they collide into each other and the cycle continues. Combat: Shard Pheonixes hardly ever involve themselves in combat, but when they do they are usually doing so because they see the other as a threat to their survival and will stop at nothing to insure their own survival. Although their only attack is a bite, it is usually enough to finish off most smaller creatures, as the icy shards in a Shard Pheonixes' mouth rend and tear at the creature, often times piercing vital organs. Death Throes: When a Shard Pheonix is killed it releases all of its contents worth of ice in the surrounding 100' area. These jagged ice pieces of itself rip through most flesh and cause 8d6 Piercing damage to any creature in the area who does not succeed on a DC 24 Reflex save. Those who do succeed take half. Reflective Form: Because being made of ice yields a reflective quality, most ray spells have a 30% chance to bounce off the Shard Pheonixes' body. Semi-Translucence: The Shard Pheonixes' naturally clear body is often times very hard to see unless something is coating it, such as snow, but even then it may be difficult. An uncoated Shard Pheonix grants a 50% miss chance to any ranged attack against it and a 25% miss chance to any melee attack against it. A coated Shard Pheonix grants a 20% miss chance to any ranged attack against it and a 5% miss chance to any melee attack against it. Let there be snow! =D Also if anyone sees anything that I should change just tell me, and also, I don't know what CR to give these things. |
| Anuvrix03-27-08, 12:59 PM | Just a little sad, but neccessary:bump: . |
| Hellsbells03-30-08, 12:27 PM | Can someone tell me what the hell shardworld is? |
| GeminiDreams04-02-08, 02:36 AM | Icites: These small bugs are composed almost entirely of ice except for a liquid cold center. This center looks deep blue but when composed it drains down the subjects throat with a very cooling sensation, relaxing them and coating their insides with a sort of anti-freeze that improves their cardiac capabilities for the cold. Stat wise, when composed they offer Cold Resistance: 1 Month after Ingestion: Cold Resistance 0 3 Weeks after Ingestion: Cold Resistance 11 2 Weeks after Ingestion: Cold Resistance 16 1 Week after Ingestion: Cold Resistance 18 After Ingestion: Cold Resistance 20 They form reproduce through a form such similar to Meiosis. Icilates: These microscopic white fish swim near the top of all large body of waters. They can not be noticed until a period of extreme cold occurs, in which case they promote immediate freezing of the top section of the water, encasing the whole of the water before the rest of the water becomes too cold, thus preventing lifeforms in the water to die during periods of extreme cold. They reproduce by Meiosis whenever they have absorbed enough water although they stop reproducing once the concentration of Icilates in an area becomes a certain value. |
| Space_Dragon04-09-08, 06:43 PM | Floranids These plantlike creatures display an extreme form of sexual dimorphism. The males (or "brothers") are intelligent and vaguely humanoid, while the female "mothers" are immobile and nearly mindless. Created by Moth Igura, floranids currently dwell in the mountains, making their homes on protected mesas and flying to nearby stormtree marshes to hunt. Each tribe-or "family"-of florinids consists of a single mother and several dozen brothers. The mother gives birth to a continual supply of sons, who defend her and bring her food. When a son dies, its brothers bring it to the mesa of another family and feed it to the local mother, who absorbs its DNA and uses it to keep the genepool flowing. Once every few years, a thriving mother will give birth to a daughter, who flies away with a small contingent of brothers to plant herself and grow into a new mother. Floranids are omnivorous (though they prefer meat), and have developed some primitive tools (like crude ropes and pottery) to help them carry things around. Male florinids are bipedal, superficially insectoid creatures with locustlike wings, sideways opening mandibles that hide a deadly acid gland, and large claws on their feet. Their hands are humanlike, and have opposable thumbs. Inside, however, they are clearly plants; their internal anatomy consists of vascular cavities full of water, sap, and bark, with a hydrostatic muscle system. Although sentient, brothers are somewhat childlike in mentality, which makes their violent hunting techniques rather disturbing. A brother can live for up to fifty years. Females resemble huge, bloated plants, surrounded by waving, squirming vines and topped with an enormous, reddish flower or open pod with an articulated esophogus and teeth. Mothers cannot move, and are incapable of higher reasoning, but they can tell the difference between friend and foe. A mother can live for hundreds of years. The first and oldest mother, known as the Queen, is sentient. Very sentient. Telepathic too. Did I mention she was a high level cleric? Kay, well she is. The Queen is the higher authority over all the florinid families, and acts as an intermediary between them and their god. The brothers revere her almost as a living godess in her own right. Florinids are enemies of the living armors; these two races attempt to kill and eat each other whenever they meet. Floranid, Brother Size/Type: Medium Plant Hit Dice: 4d8 (18 hp) Initiative: +3 Speed: 30 ft./fly 60 ft. (good) Armor Class: 15 (+3 dex, +2 natural), touch 13, flat footed 12 Base Attack/Grapple: +3/+4 Attack: 2 claws +6 melee (1d6+1) Space/Reach: 20 feet (long)/20 feet Special Attacks: Spit Special Qualities: plant traits Saves: Fort +4, Ref +4, Will +1 Abilities: Str 12, Con 10, Dex 16, Int 8, Wis 10, Cha 10 Skills: Spot +4, Hide +4, Survival +1 Feats: Flyby Attack, Weapon Finesse Environment: Mountains Organization: solitary, pair, hunting party (2d6+1), or tribe (4d12+10 and 1 mother). Challenge Rating: 2 Alignment: Usually neutral Advancement: by character class (favored class cleric) Level Adjustment: +1 Spit (Ex): Three times per day, a florinid can spit a gobbet of acid as a ranged touch attack (+6 to hit, 20 ft. range increment). The spittle deals 2d8 points of acid damage. Note: sisters (juvenile mothers) have the same stats as brothers, except their intelligence score is 2 and their natural armor is +4 (for a total AC of 17). Floranid, Mother Size/Type: Huge Plant Hit Dice: 12d8+36 (90 hp) Initiative: +3 Speed: - Armor Class: 15 (-2 size, -1 dex, +8 natural), touch 7, flat footed 15 Base Attack/Grapple: +9/+22 Attack: 4 vines +12 melee (1d6+5) and bite +7 melee (2d6+7) Space/Reach: 20 feet/20 feet (0 ft. with bite) Special Attacks: Improved Grab, Swallow Whole, Poison Cloud Special Qualities: plant traits Saves: Fort +11, Ref +4, Will +6 Abilities: Str 20, Con 16, Dex 8, Int 2, Wis 12, Cha 12 Skills: Spot +15 Feats: Lightning Reflexes, Iron Will, Power Attack, Cleave, Improved Initiative Environment: Mountains Organization: solitary plus 4d12+10 brothers Challenge Rating: 9 Alignment: Usually neutral Advancement: 9-16 HD (Huge), 17-24 HD (Gargantuan) Level Adjustment: - Improved Grab (Ex): If it hits a Large or smaller creature with a vine attack, the mother can attempt to start a free action without provoking attacks of opportunity. Every round that it maintains a hold (in addition to doing automatic vine damage), it pulls the creature ten feet closer to itself. When the victim is pulled onto the mother's space, she can bite it. Swallow Whole (Ex): If a grappled creature of Medium or smaller size is bitten by the mother, she can attempt to swallow it. If the victim fails at another grapple check, he is swallowed at the beginning of the mother's next turn. While inside the mother, a creature takes 2d6+7 damage per round plus 6 acid damage. Climbing one's way out (to return to the mouth) requires a Climb check (DC 19). Cutting one's way out entails dealing 10 damage to the mother's vascular cavity (AC 15) with a light weapon, at which point the mother regurgitates her prey into an adjascent square. Poison Cloud (Ex): Once per encounter, a mother can give off a cloud of thick, toxic pollen for a radius of thirty feet. All within the area besides florinids have their vision reduced to five feet, and must succeed at a fortitude save (DC 19) every round or take 5 points of subdual damage. The Queen Size/Type: Huge Plant/Cleric Gestalt Hit Dice: 15d8+45 (112 hp) Initiative: +3 Speed: - Armor Class: 19 (-2 size, -1 dex, +12 natural), touch 7, flat footed 15 Base Attack/Grapple: +10/+24 Attack: 4 vines +14 melee (1d6+6) and bite +9 melee (2d6+9) Space/Reach: 20 feet/20 feet (0 ft. with bite) Special Attacks: Improved Grab, Swallow Whole, Poison Cloud, Spells Special Qualities: plant traits Saves: Fort +12, Ref +4, Will +14 Abilities: Str 22, Con 16, Dex 8, Int 20, Wis 20, Cha 20 Skills: Spot +22, Listen +22, Knowledge (religion) +15, Knowledge (local) +15, Spellcraft +17, Concentrate +19, Heal +13, Diplomacy +17, Intimidate +10, Sense Motive +12, Survival +17 Feats: Lightning Reflexes, Iron Will, Power Attack, Cleave, Improved Initiative, Quicken Spell Environment: Mountains Organization: Unique Challenge Rating: 15 Alignment: Usually neutral Advancement: I'll keep you posted Level Adjustment: - Improved Grab (Ex): If it hits a Large or smaller creature with a vine attack, the mother can attempt to start a free action without provoking attacks of opportunity. Every round that it maintains a hold (in addition to doing automatic vine damage), it pulls the creature ten feet closer to itself. When the victim is pulled onto the mother's space, she can bite it. Swallow Whole (Ex): If a grappled creature of Medium or smaller size is bitten by the mother, she can attempt to swallow it. If the victim fails at another grapple check, he is swallowed at the beginning of the mother's next turn. While inside the mother, a creature takes 2d6+7 damage per round plus 6 acid damage. Climbing one's way out (to return to the mouth) requires a Climb check (DC 20). Cutting one's way out entails dealing 15 damage to the mother's vascular cavity (AC 19) with a light weapon, at which point the mother regurgitates her prey into an adjascent square. Poison Cloud (Ex): Once per encounter, a mother can give off a cloud of thick, toxic pollen for a radius of thirty feet. All within the area besides florinids have their vision reduced to five feet, and must succeed at a fortitude save (DC 20) every round or take 10 points of subdual damage. Spells (Ex): The queen casts spells as a fifteenth level cleric, and has access to the Plant and War domains. |
| Dinoflagellata04-09-08, 10:04 PM | Crystal elementals are a subset of fire elementals that have the same stats as earth elementals. They look a lot like sea urchins, rather than humanoid. The have many spines of crystal, and many legs below. They mostly remain underground, in the underlight. but every once in a while they arise en masse, swarming the surface, every 50 years or so. While they are not actively antagonistic, they can be likened to locusts, destroying without intention to do so or not. They differ from the fire elemental thematically. Fire elementals are the outward passion of the mind: emotion, wanderlust, rage. Crystal elementals are the inward passion of the mind: contemplation, stalwartness, hatred. |
| Camu04-12-08, 11:26 AM | Carved Minion These rocklike constructs are similar to the automatons from monster manual 2, except they are made out of rock. |
| Space_Dragon04-12-08, 07:10 PM | Florinids updated with stats for mothers and the Queen. Peepers coming next. |
| Camu04-13-08, 05:01 AM | Here are the componid stats: Componid Size/Type: Medium Abberation Hit Dice: 7d8 (45 hp) Initiative: +8 Speed: 30 ft. Armor Class: 18 (+4 dex, +4 natural), touch 14, flat footed 14 Base Attack/Grapple: +5/+7 Attack: 2 claws +9 melee (1d8+2/19-20 x 3) & Sting +4 melee (1d4+1 + poison) Space/Reach: 5 feet /5 feet Special Attacks: augmented critcal Special Qualities: damage reduction 5/adamantine, telepathy 80ft Saves: Fort +5, Ref +6, Will +8 Abilities: Str 15, Con 16, Dex 18, Int 13, Wis 12, Cha 13 Skills: Spot +10, Hide +12, Move silently +12, Survival +1 Feats: Combat Reflexes, Weapon Finesse, Improved initiative, Iron WillB Environment: Mountains & underground Organization: solitary, pair, hunting party (2d6+1), or tribe (4d12+10). Challenge Rating: 2 Alignment: Usually neutral Advancement: Level Adjustment: +2 Endonid shaping: As a free action, the endonid part of the componid is able to cast a spell. There caster level is ½ HD Nanonid healing: The tiny nanonids inside a componid provide fast healing 1. They also provide a +4 save vs poisons and diseases. Limbs can be regrown over the course of 1d4+1 week. Augmented critical: The metallic claws of the componid are razorsharp. There critical range is 19-20 x3 Double mind: The mind of a componid is compossed of both the exonid and the endonid. They get Iron will as a bonus feat Poison: DC 15; 1d4 str/1d4 str |
| GhostVampire04-13-08, 11:33 AM | Eye of the Wasteland The Eyes of the Wasteland are the eyes and ears of Nyx. Thus allowing him to explore more of the world at one time. Each Eye of the Wasteland is about the size of a human eye. It looks like a eye made out of salt with a pebble for a pupil. They can float or burrow through sandy soil to move around. Eyes of the Wasteland only need to feed twice in their lives. They feed when they are first created and if they get hurt. Their foods of choice are salt or sand if salt can not be found. If an eye is destroyed it will collect its salt together and form two new, small Eyes of the Wasteland. |
| voodooguy04-18-08, 06:38 PM | The Septuagint are the demons of Shardworld. They are once-stars which have lost name and meaning but not knowledge. They are smart and cunning beings with a great deal of power to swing around. They are essentially immortal as they feed upon life, literally, to replenish themselves. This feeding is an act of will, the exact method and profit varies from demon to demon. They bow to no one unless ordered by their true name. A foolish thing to do, since one way or another, they will find some way around the order to cause you harm. As the name implies, there will be 70 demons in all, each will be born of a loss or drastic change in an important part of shardworlds. Not necessarily nine will be created out of each one though, that number was mainly to get a start in the event this actually picks up interest among people. |
| Anduril-Reforged04-30-08, 02:53 PM | Phase Wraiths Phase Wraiths are Aeroth's agents of the timeline. They exist for the sole purpose of traveling throughout the timeline to survey and gather information. They are large, black-hued creatures covered in small white dots. Their skin is hard, and has a glossy look. Phase Wraiths feature four small, yellow eyes. Their frontal appendages are large and muscular with long claws, and can act as arms or legs. These are roughly twice the size of their back legs, making the creatures appear to be sitting on their haunches when at rest. They are surrounded by a faint, blue aura at all times. There are only 23 in existence. They do not reproduce. (You'll have to forgive me if these stats look wrong or don't make sense. I'm relatively new to this. If you have a suggestion for improvement, by all means, say so.) Phase Wraith Size/Type: Large Magical Beast Hit Dice: 8d10+24 (68 hp) Initiative: +1 Speed: 40 ft. (all fours); 10 ft. (standing) Armor Class: 18 (+1 dex, +8 natural, -1 size), touch 10, flat footed 17 Base Attack/Grapple: +4/+9 Attack: Claws +10 melee (1d10+5) or Slam +9 melee (1d8+9) Full Attack: 2 claws +10 melee (1d10+5) Space/Reach: 5 feet/5 feet Special Attacks: Improved Grab Special Qualities: Spell Resistance 15, Damage Reduction 10/, Low-light Vision, Scent Special Abilities: Time Shift 6/day, Memory Encasement Saves: Fort +12, Ref +5, Will +6 Abilities: Str 20, Con 18, Dex 12, Int 6, Wis 17, Cha 7 Skills: Spot +10, Listen +10, Sense Motive +8 Feats: Weapon Focus (Claw) Environment: Any Organization: Solitary or Group Challenge Rating: 7 Alignment: Always Neutral Advancement: Large (9-12 HD) Level Adjustment: - Skills: Because they are information gatherers, Phase Wraiths have very good vision, smell, and hearing. Natural Armor: Phase Wraiths' hard, glossy skin make them difficult to damage, providing armor and damage reduction. Time Shift: Perhaps the most important trait of a Phase Wraith is its ability to shift into another time. Phase Wraiths can travel anywhere in the timeline both forward and back, unless they are commanded otherwise by Aeroth. This makes them incredibly difficult to kill, since they can simply phase out of the current time whenever they are low on hit points. Time shifting also heals a Phase Wraith 5d6 hit points, since the ability directly channels the divine power of the Time God. Time Shifting is a full-round action that provokes an attack of opportunity. Phase Wraiths can use this ability up to six times each day. Memory Encasement: Upon their creation, Aeroth gave Phase Wraiths the ability to encase their memories in a sphere of blue energy. The resulting orb, about 3 inches in diameter, contains the sights, sounds, and scents of these memories. The memory can be conveyed through the orb upon touch. Once the memory has been viewed, it expires, and the orb disintegrates. The Phase Wraiths deliver these orbs to be stored in the Shrine of Time, where they will later be viewed by Aeroth. |
| GeminiDreams05-02-08, 01:13 AM | Stats for the Crafted. The Sculptor Size/Type: Large Construct/Wizard Gestalt Hit Dice: 12d10 (120 hp) Initiative: +0 Speed: 20 ft. Armor Class: 19 (+9 natural), touch 10, flat footed 17 Base Attack/Grapple: +9/+11 Attack: - Space/Reach: 10 ft./10 ft. Special Attacks: - Special Qualities: Create Spawn, Immunity to Cold, Vunerability Saves: Fort +12, Ref +4, Will +14 Abilities: Str 13, Con -, Dex 11, Int 22, Wis 16, Cha 15 Skills: Spot +22, Listen +22, Knowledge (religion) +15, Knowledge (local) +15, Spellcraft +17, Concentrate +19, Heal +13, Diplomacy +17, Intimidate +10, Sense Motive +12, Survival +17 Feats: Lightning Reflexes, Iron Will, Power Attack, Cleave, Improved Initiative, Quicken Spell Environment: Mountains Organization: Unique Challenge Rating: 15 Alignment: Usually neutral Advancement: I'll keep you posted Level Adjustment: - Eh, I'll finish it later, I'm not feeling very creative at the moment. Also, if it looks like I'm copying The Queen it's because I used her stat-block as a baseplate so I didn't have to write all the headings, but I'll be changing everything. |
| Dinoflagellata05-21-08, 10:16 PM | The Quiet Island Peoples: The Fiery Ithilosse and Fire-stingers are two very diverse groups, but they do share some similarities. This is a starting point on their cultures, and I plan to get into minutiae later. Physiology: They share a similar build, resembling muscular and tall humanoids. They are both medium size. The Fire-stingers, like all bugs, have a chitinous covering over their bodies, while the Fiery Ithilosse have a hard, viney covering. The Fire stingers have four arms: two upper and two lower. The upper arms (major arms) end in pincers and are not very useful for anything but fighting. The lower arms (minor arms) end in five-fingered hands and are used for language and the manipulation of objects. They also have a large stinger that extends over the body, and can be used to sting targets with or project a scalding hot substance, that causes fire damage. The Ithilosse have only two arms, but three legs, giving them exceptional balance. Their arms also end in five fingers, and are used for the same purpose. Directly between both shoulders on a Fiery Ithilosse is a flower, about the length and width of the neck of a human about the same size and build. Their is a large white flame that surrounds this area. It cannot be doused with water, and only goes out when the Ithilosse dies (or its soul/mind is transferred elsewhere). In this fire is a great eye, ranging from red to yellow in color. They rarely need to eat, obtaining sunlight and water naturally, but they can ingest food with their feet (in fact, calling someone a third-foot-up is the same as calling them a glutton). Language: Despite very different cultures, all of the people on the Quiet Island speak the same language, which, for lack of a better word, I call firespeak. The dialects, however, can run very thickly, not just from species to species, but tribe to tribe as well. It is likely that a Fire-stinger from the brockinfenger tribe and an Ithilosse from the Strahngwyrds tribe could find it nearly impossible to speak with one another. They all use sign language, as neither species is capable of making noise from their bodies (they do, however, have a sense of sound). Religion: As of right now, the only thing that all tribes have in common is the worship of the Fire Deity. Gods worshiped, legends told, stories made, heroes admired, and myths believed vary wildly from place to place (and no tribe has all of the facts straight). An Ithilossse may have more in common with a nearby Fire-stinger tribe than another Ithilosse tribe on the other side of the island. There are, however, a few generalities: The Fire-Stingers commonly worship Them and Iok, seeing as one created their progenitors and the other nourished them. The Fiery Ithilosse worship Moth Igura and Liadon for practically the same reasons. Poshisra would be worshiped by tribes that fish or live near the coast, while Aramorg gains cave-dwelling followers, or those that use crystals often. Aeroth would be worshipped as a star-mover, and would be prayed to by philosophical types. Morroj would be worshipped if he still existed due to the cultures enjoying shadow puppets (is Them the shadow God now? little confused about that whole 'child' thing). Nyx is seen as lord of the afterlife, which is known as "The Sirroco" by the inhabitants of the Quiet Island. Icil is unkown for now, because the Fire-stingers and Fiery Ithilosse live in the tropics, far away from ice and snow. Qualax is, in most tribes, pretty much the devil, seen as a smart, tricky, and deceitful. There are one or two tribes that worship him, but in general he is an enemy in myths. Some particularly devoted (read: crazy) followers of anti-Qualax sects vow to always be touching the ground, or something connected to the ground. They believe that when you touch nothing but air, the evil of the wind enters your soul. This practice is not very widespread. I'm pooped for now, but I'll finish this later. |
| Dinoflagellata05-23-08, 11:50 PM | Sorry that later has to have been so much later after I mentioned I would finish this later. Here we go: Spellcasting and psionics: At any given moment you could count the number of spellcaster on the Quiet Island on one hand. The fact that most spells require verbal components is the primary factor for this, but there is a bit of a religious and cultural stigma against arcane magic. Most spellcasters are hermits. There are divine minds on the Island and, while not unheard of, are not abundant either. While the magic arts are quite underdeveloped, the psionic arts are at the peak of any current civilization (the fact that they are the only civilization that know psionics is a very important factor in that title). Wilders are about three times as common as psions, and psions normally learn one on one with a master, while wilders learn communally with other gifted youths. While psionic powers commonly manifest themselves at puberty, they can come earlier and often appear later. When someone (of any race, not just These two) gains a power point pool (by any means) then their body goes through a transformation. The skin takes on a tint of grey, and some or all of the eyes become black. The extent of change is dependent on the species. For instance: the first shedding of Fire-stinger's skin after manifesting psionic ability reveals a drastic shift to almost entirely grey skin, but the eyes remain almost the same color as before. Meanwhile the Fiery Ithilosse's white eye-flame turns a pitch-black shade as the plant sleeps after it gets its first power points, but the skin-change is hardly noticeable. The psionicists of different tribes receive different treatment: from nothing out of the ordinary to the elevation into a prophet-like figure. In general, though, the Greys of the Fire-stingers are considered to be like warrior-priests, while Blackeyes tend to be trained into leadership positions in the Ithilosse tribes. These come with their stereotypes, of course: the doddering old psions of the Ithilosse and the frenzied, mad, and bloodthirsty Grey wilders. Reproduction: Call me sick if you will, but I have pondered on and thought out how these two races make children. Psionic powers are not genetic. Fire-stingers: The female carries the fertilized eggs inside her, until they are ready to come out, at which point they burst out and eat the mother (the mother is not alive during this). There are about 6-8 pups born per parent, but inter-sibling predation and disease normally reduces that number to 3-4. Because of this, female Fire-stingers are usually neutered. Because cultural views of psionicists having intercourse at all, so are most males. Fiery Ithilosse: Fiery Ithilosse release spores during group mass spawning, which germinate in the flower. After a period of that, they are planted in a group plot and cared for much like crops. Eventually a flower with a white flame sprouts, then an eye, then it uproots itself with three legs, then grows five-fingered arms. Subsistence: There is a large variance in the diet of the people of the Quiet Island. from larger insects to fruit from rivertrees to skrumps to fish to fisherpods. Because of the many natural weapons they have, some tribes of Fire-stingers believe the use of tools for hunting to be a sign of inferiority, but most know when a tool will help them eat. The Ithilosse are much more accustomed to weapons use. Currently both peoples have not developed more than just spears and atl-atl. Both cultures have a tendency to enjoy the taste of each other, so while few tribes will actively hunt the other species, they are not above eating a downed enemy. Other: Sign language names for Gods: Fire Deity: Right hand balled into a fist, left hand has fingers outstretched and placed behind the right hand. This is the true name of the Fire Deity, and devout followers will reject giving It any spoken name (often just saying any of the synonyms I use). Poshisra: The fingers of the right hand wiggle over the left. Aeroth: both hands make sinuous, snaking curves parallel to each other. |
| Dinoflagellata05-25-08, 10:11 PM | Sorry for the triple post, but this seems like the best place to ask: what exactly are the ramifications of the sun shattering. I don't think plants are at that much of a decline, because there are still Sunshards in orbits, and I'd thought that the sunshards on land were bountiful and powerful enough to sustain life. Although now that I think about it, most sunshards in the ocean would sink, so that would shift productivity from the surface layer to the bottom of the sea, making the deep sea plentiful but all but the waters closest to the shore would die out. I'd always posted day as when the moon wasn't out, but others have thought of it the other way around, should we decide some of these things? |
| voodooguy05-25-08, 10:39 PM | The orbiting shards are very few, so rare that fledgling civilizations would possibly name them and label them renegade sigil stars. The shards don't give off so much light that they would help the world everywhere from the precious few in orbit. As for the ones on land, for the purpose of characters getting to where they need to be I have exaggerated how plentiful they are, and that they may have a general size. There will be areas where plants grow in a dense and lively forest around a particularly large shard, while in other areas a four foot shard would support a small plain. And still in others, there may be shards too small to support anything larger than a tree, a patch of grass, or perhaps nothing at all save wind-harnessing creatures of Them and night-scourge. This is unless Space_Dragon decides to create chemosynthetic plants or lunarsynthetic plants. Or, something totally different and weird, like walking forests or some such. It is my opinion that it would be closer to day with the moon out, given that it seems to create its own silvery light independently. Edit: I have a question as well, is the sky still made of The Shadow that Morroj created? |
| Moose_Fisher05-25-08, 11:13 PM | The World is really messed up... I have a feeling that there will be a lot of retcons before this is over.:yuck: Would the areas around the sun shards be stuck in eternal day; or do they 'flicker out' from time to time? |
| voodooguy05-25-08, 11:27 PM | Not messed up, just different. I've gone through this game with an alien mindset to my actions, and so far... I think we're getting good and strange. We've created vistas and lands, unseen on an what we would call an average world, and made it common. As far as the shards go, I'm thinking eternal day. But I won't make that volatile if you don't ;) |
| Moose_Fisher05-25-08, 11:37 PM | Well, I ment messed up as in "We don't know what's going on to remain consistant". Hmmm, those eternal day animals and plants are going to have a hard time outside their 'points of light'.:D |
| voodooguy05-25-08, 11:43 PM | To quote a famous campy movie involving a lot of giant reptiles: "Life always finds a way." But seriously, is the sky still inky black with shadow? |
| Anduril-Reforged05-26-08, 12:34 AM | No. The shadow disappeared when Them consumed Morroj. So the world isn't quite as dark as it was, and the Sigil Stars are more visible. |
| voodooguy05-26-08, 12:58 AM | Ah, thank you. I needed someone else to say that before it would solidify. |
| Dinoflagellata05-26-08, 09:57 PM | I've got a few questions about Sunshards: 1. How big are they on average? I've been assuming that they were about the size of a human and width of about a half a human, but I'm not entirely sure. 2. How do they work as portals does just touching one transport the toucher to Archsutc? or does it have to be touching the shard in a specific way, or at a certain angle? 3. How much energy does an individual sunshard give out? I'd assumed that the only difference between the sun and a shard was that the shards didn't reach as far, but it looks like the power is dependent on the size. also about the day/night thing: I see your point; my reasoning was: Pre-sunsplosion: Day = when sun is out and moon is not Night = when sun is not out and moon is Post-sunsplosion: Day = when moon is not out Night = when moon is out Although, now that I think about it, wouldn't all races that came in after the sunsplosion (everyone but the Florinids, Un'Chari and Living Armors, IIRC) have very little concept of day/night? They might even consider Day to be dependent on area, not time: Race made post-sunsplosion: Day = Where sunshards are near Night = Where sunshards are not near |
| voodooguy05-26-08, 11:35 PM | 1. On average, yes that would be the size. Weird cases can exist though, with a field of very small shards, or perhaps a large chunk that supports a large area. 2. Just touching it. 3. Yes, power depends on size. The larger the shard, the further the field of daylight it can sustain. On the day/night cycle: I thought that the races would begin to call day whatever time was brightest, therefore making the moon the day-bringer. And the areas that had no sun-shards would be referred to as a different ecosystem. |
| Dinoflagellata05-27-08, 09:57 PM | one last question: does the thing touching the sunshard to teleport have to be living? It seems stupid, but I'm just making sure. |
| voodooguy05-28-08, 12:36 AM | Hmmm, that's interesting. I'll say only living works. |
| Anduril-Reforged07-03-08, 11:34 PM | Eladrin Eladrins in Shardworlds are very similar to the eladrins in D&D, but there are some major differences. They are always chaotic good, but instead of being crusaders against evil (due to a significant lack of it in their plane), they are protectors of the realm of Andilar. They love peace and free-spiritedness, but their main goal is to keep Andilar guarded against those who stir up trouble or cause harm. Bralani Nearly identical to their D&D counterparts, Bralanis are short, stocky, but very dexterous elf-like beings with long, silvery hair and eyes that constantly change colors. There are males and females. They can turn into a whirlwind of dust, snow, or sand at will, but usually remain in their fleshly form while on Andilar. Ghaele Ghaeles are a bit different in Shardworlds. Instead of being subtle and behind-the-scenes, ghaeles form the backbone of the eladrin forces. They are bold and straightforward, preferring blitz tactics and overpowering the enemy, if it comes down to fighting. Instead of opalescent eyes, they have pupils and irises that are both a deep blue. They can transform into an incorporeal globe of light at will. Ghaeles in Shardworlds are all male. Nylia Nylia are the Shardworlds addition to the eladrin subtype. They are basically celestial nymphs (a.k.a. ridiculously hot). The same way nymphs have a strong connection to nature, nylia have a strong connection to Andilar, and are therefore quite fond of it. They are kind to the good of heart, but will unmercifully attack those who would do harm. Obviously, all nylia are female. As eladrins, nylia have a fly speed of 100 ft. (perfect). Bralanis reproduce among themselves, but ghaeles and nylia are a little different: they reproduce with each other. They choose a life partner as young adults, and their children are born as either ghaeles (male) or nylia (female), a child having all the abilities and features of one subrace or the other, based on the gender. There are no half-breeds among them. Eladrins in Shardworlds have an almost telepathic connection with the plane of Andilar. It is not a living plane, like Iothnaal, but it provides whatever the eladrins need. All eladrin dwellings, clothing, goods, and weapons are made of Andilar's ground, which is a unique substance that can be soft or hard, flexible or stiff, depending on what the eladrins require. In fact, some might think that the eladrins are made of the plane itself. Eladrins do not need to eat or drink, and they need only a little sleep. They live to be about 500-600 years old. Even in old age, they do not appear ugly and wrinkled, but simply very matured. (The eladrins' stats are based on their counterparts in the Monster Manual. I don't feel like typing them up. Ghaeles and bralanis have the same stats as listed, and nylia stats are the same as a nymph's, with the following exceptions: fly speed replaces swim speed, AC is 21 (+3 Dex, +4 deflection, +4 natural), and Hit Dice is 10d6+10 (43 hp).) |
| Dinoflagellata07-16-08, 09:21 PM | Skrumps: A Skrump is, on average, somewhere between the size of a rooster and a small pig. It appears like a solitary, bloated Dovan, with mandibles and large compact eyes. Its wings have evolved into leg-like appendages that allow it to waddle around. In most species of Skrump, at least one pair of the original six wings is left vestigial and useless for locomotion. Only one species of Skrump is known to be able to fly, and even then, not for very long, or with very good maneuverability. Skrump Diet varies from region to region, from insects to fruit and other vegetation to other Skrumps to even fish or other aquatic food. Most Fiery Ithilosse tribes have learned to domesticate these creatures, and use them for a reliable food source. The domestic Skrump also produces a hard exoskeleton that can be used to build tools. In some tribes, the number of Skrumps a family has can be used to measure wealth and status. One of the most unique things about Skrumps as a food source is a trait they have inherited from their Dovan ancestors. Dovans have always had the ability to take on forms of their prey (producing water when eating the water producing glowsacks, for example), and the Skrumps too take on characteristics of their diet. A Skrump subsisting only on fruit of a specific Rivertree will begin to taste like that fruit, as well as developing the color and texture on its skin. The extent of the transformation varies from species to species and breed to breed, but some are capable of taking in very interesting properties. A species that feeds solely on (the unintelligent, eyeless) fiery Ithilosse plant, will begin to glow white and have an iridescent fire about it. A Skrump that eats too much of a bug that is poisonous to the Fiery Ithilosse will become poisonous itself. If a fish whose oils are used for medicinal purposes is eaten too abundantly, then the Skrump may begin producing oils that can cure the sick. Clever breeders have found ways to take advantage of these interesting mechanics. The domestic Skrump, varying from breed to breed, does not usually retain much besides the flavor, if anything, of its food, but there are villages, most famously the Frinneah tribe int the North, that have a bustling trade in medicinal and (more secretly) poison Skrumps. |
| Space_Dragon01-13-08, 07:48 PM | Due to the alien ecosystem being built in Shardworld, it may be difficult to keep track of all the creatures and how they interact. Thus, every god can summarize his/her/its important species here, along with diet, habitat, and (if applicable) stats. |
| Space_Dragon01-13-08, 08:03 PM | STATIONARY PLANTS The following floraforms are immobile, mundane organisms that take the place of trees or grass in Shardworld. None of them warrant a statblock. Floatstem These small, vinelike plants resemble long threads or coils of brownish plant matter, ranging from 1 to 4 meters in length and averaging 5 centimeters in diamater at the base. Some strains are smooth-skinned, while others have sharp thorns. Floatstems are usually long enough for part of their length to float on the surface of the water (hence the name). Floatstems grow in coastal seas and saltwater marshes, where they can quickly cover a large area of shallow water in intertwining growths. They draw most of their nutrients from the seabed, but also play host to photosynthetic algeas, who supplement their energy intake. The upper parts of the stems are bright green and slimy because of the algea coatings. Floatstems are grazed on by fish, night scourges, and coastal davons. Often, floatstems will grow on the outer bark of a sea stalk. Burrpod A burrpod is a floating, thick skinned bulb about the shape of a watermellon and twice that size. Their bodies contain organic oil sacks, which are light enough to keep them afloat. They are a deep, dark green in color, and are covered in thorns and barbs. Burrpods constantly roll and bob about in the waves, exposing all of their surface area to the sunlight for photosynthesis. They reproduce by periodically firing hundreds of corn kernel-sized spores into the air, which are carried by the wind to new waters. It takes approximately three months for a burrpod spore to reach full size. Thanks to their thick outer shells and strong immune systems, burrpods are only rarely killed by parasites. Daggerfish and toothy black bags are the only things that have been known to eat them. Ciliphyte This strain of floatstem has developed a symbiotic relationship with the tiny earth elementals known as cilicits. The stony worms form an impenatrable "skin" around the plant, the cilicits reproducing at a proportionate ratio to the plant's growth. A ciliphyte is hard and shale gray in color, and feeds through numerous, tiny pores that the cilicits strain for heat and toxins. A ciliphyte can grow to a length of seven meters, with a one-meter diameter base. Despite their great size, these plants are non-vascular; their insides are made of dead and fossilized cells. Only the outer layers of cilicits and plant matter are alive. Ciliphytes absorb water and nutrients through their entire surface area, and their inorganic skin makes them largely immune to toxins and disease organisms. As the plant grows larger, its roots dig deeper into the ground, anchoring it securely in place. Due to the support given by the firm exoskeleton, ciliphytes can extend out of the water (assuming it is shallow). They require an aqueous or muddy area to first take root. Ciliphytes reproduce by releasing spores and occasional free-living cilicits into the water. In half-submerged cases, the upper parts of the organism use rainstorms, dew, or geyser eruptions to release their spawn. When a plant spore takes root, it emits a pheromone that attracts cilicits to colonize it. Unlike their floatstem ancestors, ciliphyte plants lack thick skins or thorns, and thus rely on the worms for protection; if the plant cannot attract a skin for itself, it dies. Sea Stalk The first new plant species to arise after the appearance of the sun, sea stalks are well adapted to a cyclical day and night. These aquatic stalks can grow up to forty meters in height, with the base of a large one measuring one and a half meters in diameter. Unlike floatstems, these plants are inflexible, possessing a barklike skin and calcified endoskeleton (precursor to wood). Each stalk is topped with a gigantic bud, that opens during the day to reveal huge, floating leaves. These leaves cover a roughly circular area of ocean surface, which can reach up to five meters in diameter. At sundown, the leaves fold up into hard buds, which remain sealed until the following dawn. Sea stalks reproduce, like their floatstem ancestors, by budding. Every so often, a number of swollen growths or "knobs" appear on the sides of the stalk, eventually bursting to release a cluster of spores. Those that are not eaten by microscopic animals eventually sink to the bottom, where they take root in sand, mud, or solid rock. After a brief chemiosynthetic stage (where they live off the soil and water alone), the tangle of roots sends a stalk rocketing skyward, connecting to the surface and growing a bulb in just a few days. Minerals that the plant cannot use are pumped out by the roots, where they eventually form crystalline mineral deposits around the plant's base. This attracts large numbers of cilicits, which grow somewhat larger than usual due to the abundant food and shelter. Toothy black bags and fish have been known to bite off the spore knobs as they swim by, or even (over the course of several attacks) destroy the leaves, while davons swoop down to pick at the open leaves during the day. These large animals occasionally draw the attention of obsidian reavers. Sea stalks sometimes form massive, underwater forests, each plant struggling to fill the space between the leaves of its neighbors to get enough sunlight. Whenever a sea stalk is killed by black bags or disease, a dozen or more sporelings immediately race against each other to take its place. Some sea stems are covered in commensualistic floatstems and algea mats, providing refuge for small fish, who in turn attract fisherpods to eat them. So far, sea stalk forests are the most productive ecosystem in Shardworld. Rivertree Rivertrees are land plants that resemble giant nettles. A rivertree can grow up to four meters in height, and has tough, woody flesh. Their trunks reach one meter in diameter, and split into three to six branches about halfway up. Each branch ends in an erect bulb, nearly identical to that of a sea stalk, which opens to form a leafy platform when the sun is overhead. Rivertrees grow near freshwater, relying on cillicits to spread the moisture. Some strains have adapted to life in the stormtree marshes; these ones tend to be shorter, so as to avoid being struck by lightning. Rivertrees were the first plants to develop sexual reproduction. In the center of each leaf platform, protected by the bulb at night, is a large, orange flower. These flowers are tube shaped, and contain large amounts of nectar and pollen. Small davons squirm halfway into the flower to drink the nectar, and become covered in pollen, which they then spread to other rivertree blossoms. Some species of rivertree spread their young by attaching the sticky seeds to davons, which soon drop off and hopefully land near a water source. Others generate hollow armor beasts to carry their seeds to an ideal location. The davon-seeders are much more common near the rivers and lakes, while armor-makers are more common in stormtree bogs. A rivertree grows about two meters a year until reaching full size, and begins blossoming after its first year. Stormtree These are similar to rivertrees, only taller, made of actual hardwood, and without branches; just a single leaf bulb at the top. They stand seven meters tall, jutting into the air in search of both sunlight and lightning. While closed into a bulb, the leaves reveal a metallic undersurface, which draws lightning strikes. Since the bulbs close whenever there is not enough sunlight, it can be taken for granted that they will be ready when a thunderstorm appears. A stormtree has a much more elaborate root system than the rivertrees and sea stalks, entrenching itself into the soil for nearly one hundred meters around. An area infested with stormtree roots becomes watery due to the plant's electromagnetic properties, and the ambient energies in the soil make it easy for algea, cillicits, and other simple organisms to begin growing. Because of their wide root spread, stormtrees never grow closer than 120-150 meters from one another, allowing other, less "rooty" plants to set up shop in between. Stormtrees blossom much like rivertrees do, their one leafy bulb revealing bluish white flowers when open. After being pollinated by nectar-feeding organisms, a group of stormtrees will simultaneously shoot green lightning beams into the sky, working together to create a Greenstorm. These fast-moving rainstorms cover many square miles with rain and stormclouds, and are filled with lightning. Occasionally, a special, green lightning bolt will strike the ground, planting a baby stormtree in the soil. These seedlings fill up on water and electrical power from the storm, giving them a head start in their growth process. Stormtrees are most common in mountainous or steppeland terrain, where they soon create oasises of wetland among the rocks. Arcvine The arcvine phylum is a large one, containing hundreds of species of sedentary plant. Some use rocks or other plants to support themselves; others are sturdy enough to stand on their own. Some are free living, others are at least partly parasitic. Some are no bigger than small herbs; others grow taller than the rivertrees. All arcvines share the following traits. -Black leaves. Due to the small percentage of their surface that comes in contact with the sun, arcvine leaves are extremely good at absorbing all types of light, giving them a pitch black color. -Wood. Upon reaching their full size (which varies by species), arcvine stems begin to turn into woody trunks with bark. Most thorny varieties lose their thorns at this point. -Arcs. Arcvines can somehow sense the presence of another of their species, and the plants will grow in an arch pointing toward each other. When they connect, the plants fuse together, forming an upside down U shape. Some types can merge multiple vines, creating tangled arches with dozens of "legs." This fusion allows them to reproduce. -Arcvines do not produce flowers (as they fertilize themselves well enough). Their seeds are diffused either by the wind, or by sticking to passing animals. Arcvines are one of the most abundant plants in existance. Various strains of them grow in swamps, along riverbanks, and along the seashore. They constitute much of the lower foliage of the rivertree forests and storm marshes. |
| Delfedd01-13-08, 09:05 PM | Black Bag Black bags are Large colonies of Microorganisms. They are shaped like a black bag with sixteen tendrils extending from it. These tendrils are used for locomotion and capturing prey. The black bags eat primarily algae and occasionally other black bags. Black bag colonies have no organs, as they are simply a colony of Microrganisms living together. Recently, Toothed Black Bags have been forming. These are far more agressive and have the beginings of organs in their teeth, which are made from older, dead, or dying microorganisms. They Prey on anything in the seas, and range from the depths of the sea to the shallows, occassionally going up rivers. |
| Camu01-14-08, 06:27 AM | Cilicits Small flat wormlike creatures. They are an anorganic lifeform and are the equivalent from algea and plankton to plant and animal life. There core exists of some sort of clay encased in strong stone rings. Each ring is about the size of a grain of sand. Their size ranges from 3 to 20 segments. To grow, they absorb particles and minerals from the water. Their size is limited by this. To reproduce, long chains break up into several smaller ones. It is unknown if they have any predators. Hollow Armor Hollow armors are cilicits that are made out of mineral plates, with a mucus layer on the inside. They crawl and climb around with the aid of 4 crystaline legs. These small hollow cilicits live in symbiosis with many of plant/elemental hybrids. They would carry the seeds of these plants around, and in time, would burrow themselfes in a good spot for the new plant to form. In exchange, the plant would now produce new hollow armors, allong with new fruit/seeds. This would complete the life cycle of the armors. Obsidian Eals Obsidian Eal Medium size aberration Hit Dice: 3d8+9 (23 hp) Initiative: +4 Speed : 30ft ; Swim 40ft ; Climb 20ft Armor Class: 18 (+0 size, +4 dex, +4 natural), touch 14, flat footed 14 Base Attack/Grapple: +3/+4 Attack: Bite +7 melee (1d6+0) Space/Reach: 5ft/10ft Special Attacks: Stunning Shock; Lethal Shock; Constrict; Improved grab Special Qualities: damage reduction 10/adamantine, darkvision 60ft; cold resistance 5; electricity immunity; telepathy 20ft (only between other eals) Saves: Fort +4, Ref +5, Will +5 Abilities: Str 11, Dex 18, Con 16, Int 5, Wis 13, Cha 9 Skills: Climb +13; Hide +12; Spot +3 Feats: Improved Initiative, Combat Reflexes Organisation:clutch (3-5), colony (6-12) Challenge Rating: 4 Alignment: always neutral Advancement: 5 HD (medium), 6-12 HD (large) Constrict (Ex): After it get bites a victim, the eel will start to wrap its body around it, crushes it, dealing 2d4 damage. Stunning Shock (Su): The eel can send out an electric shock, shocking a single target within 5ft. This attack deals 2d8 subdual damage to a living target. (reflex half DC 12) Lethal Shock (Su): When more eels are together (25 ft), the eels can work together to form a stronger electric field. This field has a 25ft radius and has the centre around one of the contributing eels. The shock does 1d8damage for each eel contributing. (reflex half DC 10 + # eels contributing) |
| Space_Dragon01-18-08, 02:31 PM | Ciliphyte added. |
| Camu01-20-08, 06:27 PM | Magma Rays Enormous elemental beasts, said to be of cilicit origin. Completely adapted to swim in the molten metal and rock, they propel themselfes through the blazing ocean with there obsidian wings, similar to manta rays. Rumors say they live in the core of the world and it is said that the currents they create there, causes the world to spin. |
| Space_Dragon01-21-08, 02:16 PM | Rainsack A rainsack resembles a huge, bloated, black bulb, with swollen, light greenish bags of buoyant gas growing from its upper body. The bottom (which is the largest part) of the plant hangs down like a sack (hence the name). Built into the bottom of the dangling bulb is a single, mouthlike orifice that constantly oozes a trickle of pure water. A rainsack is about four meters tall and three meters across. The dripping "mouth" is about two meters in diameter. Rainsacks are ravenous photsynthesizors, and live entirely on solar radiation. As a byproduct of their bizarre metabolism, they produce water, which rains down to earth in trickles called "skyfalls." The reproduction of the rainsack occurs by binary fission. The creatures grow and divide quickly, making them ubiquitous throughout the skies. Their only source of attrition so far is the cloudcalves, who sometimes crush the sacks either by accident or to protect their territory. When a cloudcalf attacks, the rainsack will try (succesfully or otherwise) to fend it off with thorny vines from its mouth, which resemble smaller versions of Moth Igura's appendages. Rainsack Huge Plant Hit Dice: 6d8+18 (45) Initiative: +2 Speed: fly 10 ft. Armor Class: 14 (-2 size, -2 dex, +8 natural) touch 6, flat footed 14 Base Attack/Grapple: +4/+17 Attack: 4 vines +7 melee (1d4+5) Space/Reach: 15 ft./20 ft. Special Attacks: Improved Grab, Constrict Special Qualities: immune to lightning, skyfall Saves: Fort +8, Ref +1, Will +1 Abilities: Str 20 Con 16 Dex 6, Int -, Wis 10, Cha 1 Skills: - Feats: Improved Initiative, Lightning Reflexes, Power Attack Challenge Rating: 5 Alignment: always neutral Advancement: 7-12 HD (Huge), 13-18 HD (Gargantuan) Improved Grab (Ex): You know damned well how Improved Grab works. Constrict (Ex): If it begins a round with a victim held in one of its vines, a rainsack crushes it, dealing 2d4+10 damage. Skyfall (Ex): A rainsack secretes half a liter of fresh, drinkable water per round. |
| voodooguy01-22-08, 12:10 AM | Phyla:Glowmeracota Commonly known as Night Scourge Spawned from the joined powers of the sun deity and Moth Igura, these fungal organisms are the first parasites on The World. They were first created through the transformation of Glowsacks. They appear as bleached fungal cysts (which glow ghostly in the night) with threads varying in thickness from hair to cables reaching into the surrounding area in search of plants to attach to, to feed on. They do this by attaching these fibrous threads onto the skin of the plant, and then digging in through the organism as a normal plant would dig through the earth with it's roots. As plants are devoured and grown over, the Night Scourge will produce more base cysts around it's perimeter area. These cysts act as cores which take stolen nutrient and produce spores. Whenever a full compliment of spores is made, the cyst explodes, sending millions of the microbial spawn through the air. |
| Dinoflagellata01-22-08, 08:43 PM | fire elementals are, at their most base form, vessels for the Fire Deity to explore, and see this world without waiting for a weird flame to start. when they are uninhabited, they simply look like small-huge sized tornadoes of flame. The whirlwind isn't necessarily fast moving unless the elemental is threatened. They mostly avoid combat, and will simply wander the Earth as long as they can, taking their time and possibly waiting in one place for years. When they are inhabited by the Fire God, they sport a large blue eye at the tip of the whirlwind and move under It's complete control. |
| Space_Dragon01-24-08, 01:11 AM | Umbra Lichen The oldest lichen strain in Shardworld is a parasite, growing on any bioluminescent organism it touches and slowly devouring its host. Complex animals like davons can use their advanced immune systems to keep the parasite from getting out of control. Simpler creatures, such as nightblights and sea scourges, are quickly cannibalized by the lichen. Infected creatures have patches of a brownish mold growing on their epithelial tissues (including skin, throat, and vascular systems), and suffer from chronic malnutrition, dehydration, and secondary bacterial infection. There are several varieties of umbra lichen, some terrestrial and some aquatic. This is an air/waterborne disease. Umbra Lichen Infection: inhaled Fortitude Save: DC 14 Incubation: one day Damage: 1 point of strength and constitution damage. Special: only infects bioluminescent organisms. |
| Space_Dragon01-25-08, 01:59 AM | CARNIVOROUS PLANTS These plants can move around to varying degrees, and all of them prey on free living wildlife. None of the ones in this post are stattable monsters; those will get their own posts. Fisherpod A light greenish bulb about the size of a lemon, the fisherpod can crawl slowly (about one inch per minute) across the seabed, rooting itself in place with its many suction cups when it finds a good spot. Although they undergo some photosynthesis, most of their energy comes from the small fish and microorganisms they lure into their maws. They can be likened somewhat to a sea anemone in form and function. After it has rooted itself, the pod opens, becoming a luscious, undersea flower with red, yellow and green petals. The bright coloration of the flower, as well an attractive chemical it releases into the water, cause small fish to come and investigate. When they draw close enough, the petals snap shut into a bulb again, trapping the prey inside of its body cavity for digestion. A guppy-sized fish takes an hour or so to digest. When it is about to die (lifespan of 2-4 years), a fisherpod buds, creating dozens of seeds. As it dies, the pod releases a final surge of pheromones, attracting fish who unwittingly allow the seeds to stick to their bodies. After several days of riding the fish, the tiny seed drops off and germinates, growing to maturity in about a month. Although most fisherpods roam the rocks and sea stalk forests, some seeds are dropped on the shells of obsidian reavers. The resulting fisherpods are symbiotes, releasing a more potent pheromone that attracts bigger fish, which the reaver kills and eats. The roots of the fisherpods dig into the reaver's outer shell, which provides them with the nutrients they need out of the surpluss food attracted by the plants. Fisherpods are sometimes eaten by large fish and black bags. The ones that stick to obsidian reavers are preyed on less often, for obvious reasons. Daggerfish sometimes destroy the pods, but also serve as one of the most reliable vectors for seed dispersion. Stranling Stranlings are Diminutive, vinelike plants that crawl around like caterpillars. A stranling is six inches long, half an inch thick, and covered in tiny thorns. Stranlings feed by both photosynthesis and predation, hunting insects among the folliage and stems of larger plants. Stranlings are ambush predators, hiding near thing that insects like to eat and waiting. When a bug comes within reach, the plant leaps on it with incredible speed and wraps around it, crushing it to death. After the prey has been constricted, the stranling drinks its juices through its hollow thorns. These thorns also carry a mild venom. Stranling stings only produce a painful blister (like a bee sting) on larger creatures, but are often fatal to insects. If the constriction can't kill a bug, the poison can. Stranlings reproduce sexually, fertilizing one another and then dividing into several pieces. They supplement their diet with rivertree nectar, serving as a secondary pollen spreader. |
| Delfedd01-25-08, 11:28 AM | Dovans A single dovan looks like a simple insect with six wings and a wormlike body. As a whole, they can detect things visually, but a single Dovan can hardly see at all. When in proximity with another Dovan, a band of bioelectricity quickly forms between the two. Dovans are remarkably good at storing energy. A Dovan who has eaten a glowsack will store the energy and begin glowing. They can maintain this glow for days. Given an abundant supply of food, a Dovan can continue glowing for months, and some have been known to glow for years. When an illuminated Dovan colony meets a dark Dovan colony, the two are naturally attracted to each other. They exchange one dovan, and soon both colonies are glowing brightly. When a Dovan is attacked, the damage is spread out among the entire colony. The process by which a Dovan digests its food causes it to be inextricably linked to the plant life. Many Dovans make their homes in Igura's swamp, granting life giving light at all times. This causes the plants to grow at an astonishing rate, allowing the Dovans to eat their fill without endangering the overall ecosystem. Once a year, however, all the Dovans meet at the place that They where constituted. They swarm together, with flashing lights and a mad buzzing. At the end of this three day ritual, the dovans go their seperate ways, filled with the knowledge of the other colonies. Fish: Fish range in size from miniscule creatures barely larger than black bags, to monsters nearly rivals in size to the obsidian reavers. All fish share several qualities. Entirely Aquatic Sense of smell, taste hearing, and touch Distinct body parts resperatory system, including gills Light sensitive spots Other than that, a fish can look like nearly anything. Here is a list of the most common fish. Daggerfish Daggerfish are communities similar to Dovans in that they work together as a unit. Daggerfish almost exclusively eat Burrpods. A daggerfish uses it's sharp nose to ram into a burrpod. This causes a tiny nick in the burrpods armor. When all the daggerfish work together to do this, the burrpod is soon a pile of green, soft meat. Daggerfish are preyed upon black bags, and also prey upon black bags. All that really matters is who senses who first. Like all fish, Daggerfish are attracted to fisherpods. Unfortunately for the fisherpod, the Daggerfish always attack en masse. Armormouth Armormouths are the only species that regularly eats Daggerfish. Their mouth is broad and the lower jaw extends like a shovel. They use it to scrape along the bottom of the ocean. The sand that they acquire lines their mouths and allows them to eat daggerfish with relative ease. Gallfish A gallfish is a truely bizzare creature. It's brain is rather small, and it buries itself under layers and layers of sand. The Gallfish has ten or more mouths, which are distributed over a 60 foot radius. Each mouth is on a long ribbon of flesh. Some mouths are filter feeders, and some are specialized for plant eating, and some are carnivorous. By cutting off every head, the Gallfish loses the ability to breathe. Galfish are unique in that they have no light sensors at all. More fish later Also. For simplicities sake, can we just assume that the ecosystems are continually growing until it runs into another type of ecosystem? So the swamp and the Skyeater forests continue to grow out instead of being stuck in the same place until someone spends more AP. |
| Camu01-25-08, 01:12 PM | edit |
| Sakon2201-25-08, 03:21 PM | Non-Stated Populace: Observers (AKA Moon Rocks): Large, white rocks, about the size of a soccer ball. They gently float no more than two feet from the ground and gain energy from lunar light. Aside from their floating and pale glow they appear like little more than white rocks. These creations' sole purpose is to explore and observe, as their name might note. After a prolonged period of time (usually about a month after creation) a blue sphere of light can be seen at the core of each Observer. Thence forth, the glow becomes more and more intense until the rock is split asunder and the glowing orb travels quickly and directly towards the Moon. The Moon then learns everything that moon rock experienced. The remaining bits of the rock slowly grow in size until they reach adult form and then goes on to continue the work of its predecessor. These creations are frequently used as a physical form for Liadon the Moon God. Spiked Observers: Created by Liadon while in a more paranoid mood. They are little more than standard Observers with crystalline spikes jutting randomly out from its core. Ithilosse (Moon Blossoms): White flowers, found predominately around areas associated with the moon such as Lunar Wolf dens, the Moon's Mountain, 'dead' Observers, etc. They are almost entirely like paper-white flowers except they are extremely tolerant to abuse and extreme temperature, and emit a faint white glow when in blossom. |
| Anuvrix01-25-08, 05:20 PM | Thickshadow Medium Shadow Hit Dice: 9d12 (58) Initiative: +2 Speed: fly 40 ft. (Perfect) Armor Class: 14 (+2 Dex, +2 Deflection) touch 14, flat footed 12 Base Attack/Grapple: +4/- Attack: Freezing Touch +6 melee (1d6 Cold, Plus 1d2 Strength drain) Space/Reach: 5ft./5ft. Special Attacks: Strength damage, Shadow Form Special Qualities: Darksense 60ft., Incorporeal traits, Shadow traits Saves: Fort +3, Ref +5, Will +7 Abilities: Str -- Con -- Dex 15, Int 3, Wis 12, Cha 14 Skills: Hide +14*, Listen +9, Search +6 Spot +9 Feats: Alertness, Dodge, Mobility, Combat Reflexes Environment: Any Organization: Solitary, Pair, or Mass (3-300)** Challenge Rating: 7 Treasure: None Alignment: always neutral Advancement: 10-14 HD (large) Level Adjustment: -- Thickshadows are creatures formed of darkness, peacefully feeding off of the shadows of another creature. Their touch, when angered, can freeze the very material of a being. Thickshadows protect their "parent creature" fervently, and will assist It in combat, even taking hits for him until badly wounded. A thickshadow is impossible to see when completely immersed in shadow, but can be spotted easily when exposed to bright light. Thickshadows cannot speak intelligibly. Combat Thickshadows are peaceful and docile until attacked or hurt. Strength Damage: The strike of a thickshadow deals 1d2 Str damage to a foe, a creature reduced to 0 Str by a thickshadow dies. This is a cold effect. Shadow Form: A thickshadow assumes the shape of the shadow of the creature it is following, To strike a thickshadow, one must either shine an extremely bright light upon it, revealing the shadowstuff it is made of, or attack your own shadow, and hit yourself in the process. When formed to a creatures shadow, the thickshadow's AC is equal to the AC of the "parent Creature". When not in conflict with the creature it follows, the thickshadow grants shadow traits to the "parent creature". ________________________________________ ___________________________________ Shadow Traits: +4 to hide when in shadows Shadow Blend special ability +2 deflection bonus to AC Darksense(similiar to darkvision, but only sensing what the shadows touch) 60ft. |
| Space_Dragon01-25-08, 05:46 PM | Also. For simplicities sake, can we just assume that the ecosystems are continually growing until it runs into another type of ecosystem? So the swamp and the Skyeater forests continue to grow out instead of being stuck in the same place until someone spends more AP. I've been working under that assumption. Sedentary plant and animal forests will naturally expand. Thickshadow Cool creature! The CR should be a lot lower, though. No more than 5 or 6. |
| Anuvrix01-26-08, 10:04 PM | (Actually, it is based off of the Greater Shadow from MM1. Which is a cr 8. I basically just added some abilities, and removed the create spawn ability.) (btw, I created a new subtype in making him, extremely similiar to undead, except they cannot be turned, and they have a fast healing of 5 while immersed in shadow. which warrants the +1 to CR from Greater shadow.) (Changed CR to 7) |
| Space_Dragon01-26-08, 10:37 PM | The greater shadow is horrendously over-CR'd, in that case. I agree that the template warrants bumping the CR up a point or two, but 9 is still way excessive. Go with 7. |
| Sakon2201-27-08, 09:40 PM | Lunar Wolf Medium Magical Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Bite +3 melee (1d6+1) Full Attack: Bite +3 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Trip, Spell like abilites Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1* Feats: TrackB, Weapon Focus (bite) Environment: Temperate forests Organization: Solitary, pair, or pack (7–16) Challenge Rating: 2 Alignment: Almost always neutral Advancement: 3 HD (Medium); 4–6 HD (Large) Level Adjustment: — Lunar Wolves or Arcane Hunters look much like an average arctic wolf but with the innate ability for disrupting the flow of magic and finding those who use it. It greatly enjoys the taste of magic imbued flesh but will seek out other prey if nothing arcane is immediately available. combat: A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Spell-Like Abilities: 1/hour - dispel magic (DC 14) as the spell cast by a 3rd-level sorcerer; 1/hour - detect magic as the spell cast by a 3rd-level wizard. Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent. |
| Space_Dragon01-30-08, 06:27 PM | Added stormtree; will likely open up a whole new can of worms to inhabit lightning-rod charged ecosystems. |
| voodooguy01-30-08, 07:00 PM | Sigil Star (I'm not very good with making stats, so, if anyone wants to do that knock yourself out. Just know they're Colossal, nearly immortal [They regenerate after a year], and they're very very fast.) Sigil stars each represent a piece of knowledge. Each one represents a number or letter, and together in their patterns they form concepts. All together, they form all knowledge. To even understand them you would have to have the knowledge of what each one stands for. currently, the only one to know their identities is Iok, as he was the one that made them. They do not attempt to hide themselves from view. From any point in the void you can clearly see the sigil star's forms. If ever forced into a battle, a sigil star will try to use it's confusion spell-like ability. If the attacker persists, the star launches orbs of powerful destructive light. If one were to die, all related concepts would lose cohesion, and a domino effect of chaos would spill through the skies. However, after a year, the sigil would regenerate and take it's place to restore order. Stats Courtesy of Space_Dragon: Sigil Star Size/Type: Collosal Outsider (fire) Hit Dice: 16d8+130 (202 hp) Initiative: +4 Speed: fly 240 (48 squares) (perfect) Armor Class: 22 (-8 size, +4 dex, +12 natural, +6 deflection) touch 12, flat footed 18 Base Attack/Grapple: +16/+42 Attack: slam +18 melee (2d8+15 and 4d6 fire) or 2 light rays +12 ranged touch (8d6, half normal half fire) Space/Reach: 60 ft./20 ft. Special Attacks: Confusing Flare Special Qualities: spell resistance 25, regeneration 20/cold, true seeing Saves: Fort +18, Ref +14, Will +14 Abilities: Str 30, Con 26, Dex 18, Int 4, Wis 18, Cha 22 Skills: Spot +23, Listen +23, Search +23, Intimidate +25, Perform (unknowable cosmic dance) +25 Feats: Dodge, Mobility, Flyby Attack, Shot on the Run, Power Attack, Combat Reflexes Environment: the sky Organization: solitary Challenge Rating: 15 Alignment: always neutral Advancement: - Level Adjustment: - Light Rays (Su): A sigil star's light rays have a range increment of 60 ft. Confusing Flare (Su): Once per encounter, all within 100 ft. must succeed at a will save (DC 24) or become confused for 10 rounds. The save DC is charisma based. |
| Space_Dragon01-30-08, 07:25 PM | Holy crap!!! These things remind me of the crystalline entity, from Stark Trek. These things will be pretty important once the shardination occurs! I'll try to come up with stats for you sometime this week. |
| voodooguy01-30-08, 07:52 PM | Thank you! Oh, by the by, what is this Shardination? Sounds important and nasty. |
| Space_Dragon01-30-08, 08:32 PM | Note that this project is called "Shardworld." Think about it. |
| voodooguy01-30-08, 08:36 PM | Ah, when the page is removed. |
| Space_Dragon01-30-08, 08:47 PM | Sigh.... No. At some point in the distant future, Shardworld will fall into chaos and violence, culminating with the Creator destroying it in disgust. That will transform the world into a cloud of shards or planetoids, and realign the planar cosmology somewhat. This is the state that Shardworld was in when Ooulzoth discovered it, in the original Lords of Creation project. |
| Sakon2201-30-08, 10:52 PM | Sounds like a grand ole time, and yet it also makes me feel like I'm in a spin off...which is dismaying. Oh, and I've added the pwetty flowers to the observer post. |
| Space_Dragon01-30-08, 10:56 PM | Sounds like a grand ole time, and yet it also makes me feel like I'm in a spin off...which is dismaying. Hate to break it to you, but you are. Of course, you could also see the glass as half full, and think of this as "new and improved." :D Oh, and I've added the pwetty flowers to the observer post. Noted. |
| voodooguy01-30-08, 11:39 PM | Tenochs These are snowy white bipedal creatures of medium height. They slouch forward and sport three pointed fingers per limb. Upon their back are four pods with glowing intricate lines etched upon them. From these lines project the insectile wings that carry these creatures so quickly. Their heads are much like their maker's, the only difference being the glowing numeral rune in place of the abyssal socket. They have no thought processes at all, operating automatically, shelving and retrieving orbs, transcribed and untouched. They work together to lift the orbs they deliver to their master. They need no sustenance, being made of the plane-stuff that makes up Archsutc. And simply inhabiting the plane around them seems to sustain them well enough. However, were they ever to leave the confines of that divine library, they quickly crumble into oblivion. -------------------------------------------------------------------------- |
| Delfedd01-30-08, 11:44 PM | Sorry, but these definately seem like a 2 AP endevor. AHA! I just had an awesome idea. I'm going to make something eat the sigil stars. They're not just going to eat the body though. They're going to eat the mind. And I'm thinking that's how i'm going to naturally evolve towards intellegence. Please, no one steal that idea. |
| voodooguy01-30-08, 11:47 PM | Sorry, but these definately seem like a 2 AP endevor. Crap. Am I going to have to rewrite all that? Also, Zomg! Major chaos on the horizon! |
| Space_Dragon01-30-08, 11:56 PM | Just make them simpler for now (little white worms or something) and spend another AP to upgrade them into humanoids later. That should only be a minor retcon. Don't worry delfedd, I've had my own ideas for sentient life from the beginning. |
| Delfedd01-30-08, 11:56 PM | not quite on the horizon. Waaay over the horizon. Why don't you just spend a CP? I'm thinking that I'm going to give you one for the plane making. If not, you should copy it into a word doc and save it. That's what I do. |
| voodooguy01-31-08, 12:01 AM | Yeah I guess Ill just spend that CP then. Btw that should really be in the rules post, I can't see it anywhere. The Cp -> Ap thing that is. |
| Moose_Fisher02-01-08, 08:59 PM | Nonsentient creations Waterclot For unknown reasons, water gathers together and manifests limited intelligence. These "waterclots" grow larger with age, as they are able to hold more water within themselves. They are predominantly found within the Water Sphere, acting as its custodians. They are nearly invisible in water, but on land they appear as tall, oversized drops of water. (These are Shardworld's version of Water Elementals; the stats are the same for now.) Aurasaras (Needs stats) The Aurasaras are part portal, part living creature. Boiling water from the Water Sphere is constantly flowing from the outer edge of the creature's mouth, which forms its serpentine body. Behind the mouth is a collection of watery, specialized organs and brains used for movement and reasoning. Knowledge is passed onto the next generation, allowing new Aurasaras to find food and landmarks with ease. An Aurasaras receives all the nutrients it needs to survive from the water flowing through the portal; it only eats to increase in size. Larger Aurasaras usually undergo a form of binary fission, creating two smaller daughters. Some Aurasaras are able to repress their urge to split, growing to massive sizes. An infestation of Aurasaras can lead to flooding, as the water flowing out of their mouth-portals quickly flows though its system to the surrounding area. Sentient Creations Deefos With a carnivorous, wolfish head; four long, flexible tentacles; and a powerful, scaly tail; Deefos are one of the ocean's top predators. This dominance is less from their strength or speed, and more from their intelligence and pack hunting behavior. A group of Deefos is referred as a pack, and a pack may have a name for itself. Packs consist of one or more families living in harmony, caring for children, and cooperating in hunts. Individual Deefos name their children (or themselves) after a significant trait. Examples include Gorger, Bluescale, Prophet, Longtail, Thinker, and Quickarm. Each pack will have at least one Mouth of Poshisra. These Deefos claim to have a greater connection with their creator, Poshisra, and lead the packs with moral and mundane advice. Deefos not of the Mouths usually join the group when the divine 'communicate' with them, leaving those 'unspoken' to place their faith in the Mouths or doubt their decisions. The Deefos that have doubts with the Mouths are the most likely to convert to the worship of other deities, or no worship at all. [needs stats] |
| Space_Dragon02-02-08, 07:53 PM | Arcvine added to my list of mundane plants. Mist spawn coming soon. |
| Space_Dragon02-11-08, 04:02 PM | Mist Spawn Mist spawn are nomadic, elemental creatures that feed on magical energy. Possessed of animal intelligence, they often hunt in concert with lunar wolves, sharing the meat of any magical creatures they can bring down. Unlike lunar wolves, however, mist spawn also give birth to living spells using their excess energy. This ensures a continuing food supply. A mist spawn in its natural form resembles a thin, spidery form made of some brittle, snowy white substance. Walking around on five legs and waving a pair of thin tentacles overhead, they vaguely resemble smaller versions of Moth Igura. At will, a mist spawn can become a cloud of fog or mist; an ability they use to travel quickly or ambush their prey. Mist spawn also run very quickly, and can leap for dozens of meters straight into the air. They have even been seen leaping between the tops of hillocks or up and down cliffs. Combined with their gaseous form ability, this makes them some of the most mobile organisms in the world. When two mist spawn encounter each other, they both enter mist form and fuse together. Together, they form a localized stormcloud, which floats into the sky and begins raining and thundering over a small area. In the wake of this storm, vast fog banks occur on the ground below. When this mist clears, the two mist spawn will have become eight. Whenever it has fed well, a mist spawn releases a low level living spell. These amorpheous creatures can siphon magical energy out of the wind surrounding them, and eventually divide like amoebas to make more living spells. Thus, the mist spawn never go hungry. Mist Spawn Size/Type: Medium Elemental (air, water) Hit Dice: 4d8 (18 hp) Initiative: +8 Speed: 40 ft. Armor Class: 18 (+8 dex), touch 18, flat footed 10 Base Attack/Grapple: +3/+7 Attack: 2 tentacles +11 touch (1d4+2 and Improved Grab) and claw +8 melee (2d6+6) Space/Reach: 5 feet/5 feet (10 ft. with tentacle) Special Attacks: Gaseous Form, Improved Grab Special Qualities: spell resistance 20, absorb magic, ghost touch, skills Saves: Fort +4, Ref +9, Will +2 Abilities: Str 18, Con 10, Dex 26, Int 2, Wis 12, Cha 8 Skills: Spot +8, Hide +8, Climb +14,* Tumble +18,* Jump +54* Feats: Weapon Finesse, Multiattack, Spring Attack* Environment: Any Organization: Solitary Challenge Rating: 5 Alignment: Always Neutral Advancement: Medium (5-8 HD), Large (9-12 HD) Level Adjustment: - Gaseous Form (Ex): A mist spawn can become a cloud of mist at will. In this state, it becomes amorpheous, gains damage reduction 5/magic, and gains a fly speed of 20 (perfect), but cannot attack. Improved Grab (Ex): If it hits a creature of its own size or smaller with a tentacle attack, it can attempt to start a grapple as a free action without provoking attacks of ooportunity. Held creatures take automatic tentacle damage each round. Ghost Touch (Su): Can attack and grapple incorporeal things without the usual miss chance. Absorb Magic (Su): If a mist spawn kills a living spell, or if a spell fails to overcome its damage reduction, it gains one temporary hit point per spell level. Skills (Ex): +10 Climb, +10 Tumble, +50 Jump. |
| Anuvrix02-21-08, 08:49 AM | Shadow Wisps Shadow wisps are born when the "eggs" of the Thickshadows are coagulated into a mass. When they hatch, they split into long wispy tendrils. These are completely harmless and float along on the winds, feeding on the shadows of clouds. (sort of like lamprey) Mimicks Primarily residing on the plane of shadow, these beings are shadowy replicas of creatures in the Real World. They look like pitch-black versions of their Real counterpart, with only two physical discrepancies: Mimicks lack mouths, and only have mist-filled sockets for eyes. A mimick exists for each and every living creature in the Real world. However, only Intelligent Creatures’ mimicks are intelligent. Occasionally disturbances happen on the plane of shadow, such as a Real being traveling there. If a Real being meets his/her mimick, the mimick goes insane and will stop at nothing to ensure the death of it’s Real counterpart. If a mimick and it’s counterpart touch while on the Real plane, the Real being absorbs the shadow and dies. Shortly thereafter, a Niman (a mimick who can have emotion) is born on the plane of shadow. Such spawnings are rare, and the child is usually left to fend for itself. Niman Niman are a playable race, spawned in the likeness of someone who was killed my his Mimick while on the Real Plane. Niman are exactly like Mimicks, but display emotion and thoughtfulness. Traits Shadow traits (have same stat bonuses as the base race) +2 to Wisdom, Niman are particularly quick witted. -2 to Intelligence, thay lack some of their counterpart's intelligence. |
| Delfedd02-21-08, 02:01 PM | I don't remember you making these. |
| Anuvrix02-21-08, 04:03 PM | I don't remember you making these. I was told to retcon my post, so I did. (http://forums.gleemax.com/showpost.php?p=15092952&postcount=296) If there is a complaint about their being intelligent, they are only intelligent if their counterparts on the real world are. I just paid the AP as if they were all Intelligent. The Nimans won't come into play until planar travel is developed among sentient races. |
| GeminiDreams02-24-08, 02:00 AM | Shard Pheonix Size/Type: Gargantuan Elemental Hit Dice: 12d8 (48 hp) Initiative: +11 Speed: fly 120 (24 squares) (perfect) Armor Class: 23 (-4 size, +11 dex, +6 natural), touch 17, flat footed 12 Base Attack/Grapple: +9/+26 Attack: Bite +20 (3d6 damage plus 1d2 Con damage) Space/Reach: 20 feet (long)/20 feet Special Attacks: Death Throes Special Qualities: Reflective form, Semi-translucence, DR 15/Bludgeoning, Elemental traits, Immune to Cold, Vulnerable to Fire +100% Saves: Fort +8, Ref +13, Will +9 Abilities: Str 21, Con 10, Dex 32, Int 2, Wis 21, Cha 22 Skills: Spot +17, Tumble +14 Feats: Fly-By Attack, Weapon Finesse, Improved Natural Armor, Wingover, Dodge Environment: In clouds Organization: Solitary or Two Challenge Rating: Alignment: Always Neutral Advancement: Large (4-7 HD), Huge (8-11 HD), Colossal (18+ HD) Level Adjustment: - Shard Pheonixes were the first creatures made by Icil, the Bringer of Cold, and are the bringers of snow. They resemble crystalline lizards with eight fine, ice wings and many icy shards for legs. They are entirely made of ice. Most reside near the poles were fairly little sunlight strikes them, but when the sun moves away from a part of the planet for extended periods they tend to move to those parts, wishing to expand. They reproduce by literally smashing into each other in midflight, causing each one to split into two equal halves, instinctively releasing pieces until they form back into their parental forms. These released pieces are what cause snow fall and some refer to the shattering as they collide as White Strikes. Apart from that they are fairly solitary and will use their only weapon, their bite, when provoked. Their entire purpose of life is to exist and spread anew, creating a continual cycle of rebirth and snow, spreading Icil's influence. After colliding with each other they regain size by flying through clouds and other sources of moisture, such as some of the higher Rainsacks. Once moisture contacts their body they use it to shape their bodies into larger and larger versions of themselves until they reach a desired size, at which time they collide into each other and the cycle continues. Combat: Shard Pheonixes hardly ever involve themselves in combat, but when they do they are usually doing so because they see the other as a threat to their survival and will stop at nothing to insure their own survival. Although their only attack is a bite, it is usually enough to finish off most smaller creatures, as the icy shards in a Shard Pheonixes' mouth rend and tear at the creature, often times piercing vital organs. Death Throes: When a Shard Pheonix is killed it releases all of its contents worth of ice in the surrounding 100' area. These jagged ice pieces of itself rip through most flesh and cause 8d6 Piercing damage to any creature in the area who does not succeed on a DC 24 Reflex save. Those who do succeed take half. Reflective Form: Because being made of ice yields a reflective quality, most ray spells have a 30% chance to bounce off the Shard Pheonixes' body. Semi-Translucence: The Shard Pheonixes' naturally clear body is often times very hard to see unless something is coating it, such as snow, but even then it may be difficult. An uncoated Shard Pheonix grants a 50% miss chance to any ranged attack against it and a 25% miss chance to any melee attack against it. A coated Shard Pheonix grants a 20% miss chance to any ranged attack against it and a 5% miss chance to any melee attack against it. Let there be snow! =D Also if anyone sees anything that I should change just tell me, and also, I don't know what CR to give these things. |
| Anuvrix03-27-08, 12:59 PM | Just a little sad, but neccessary:bump: . |
| Hellsbells03-30-08, 12:27 PM | Can someone tell me what the hell shardworld is? |
| GeminiDreams04-02-08, 02:36 AM | Icites: These small bugs are composed almost entirely of ice except for a liquid cold center. This center looks deep blue but when composed it drains down the subjects throat with a very cooling sensation, relaxing them and coating their insides with a sort of anti-freeze that improves their cardiac capabilities for the cold. Stat wise, when composed they offer Cold Resistance: 1 Month after Ingestion: Cold Resistance 0 3 Weeks after Ingestion: Cold Resistance 11 2 Weeks after Ingestion: Cold Resistance 16 1 Week after Ingestion: Cold Resistance 18 After Ingestion: Cold Resistance 20 They form reproduce through a form such similar to Meiosis. Icilates: These microscopic white fish swim near the top of all large body of waters. They can not be noticed until a period of extreme cold occurs, in which case they promote immediate freezing of the top section of the water, encasing the whole of the water before the rest of the water becomes too cold, thus preventing lifeforms in the water to die during periods of extreme cold. They reproduce by Meiosis whenever they have absorbed enough water although they stop reproducing once the concentration of Icilates in an area becomes a certain value. |
| Space_Dragon04-09-08, 06:43 PM | Floranids These plantlike creatures display an extreme form of sexual dimorphism. The males (or "brothers") are intelligent and vaguely humanoid, while the female "mothers" are immobile and nearly mindless. Created by Moth Igura, floranids currently dwell in the mountains, making their homes on protected mesas and flying to nearby stormtree marshes to hunt. Each tribe-or "family"-of florinids consists of a single mother and several dozen brothers. The mother gives birth to a continual supply of sons, who defend her and bring her food. When a son dies, its brothers bring it to the mesa of another family and feed it to the local mother, who absorbs its DNA and uses it to keep the genepool flowing. Once every few years, a thriving mother will give birth to a daughter, who flies away with a small contingent of brothers to plant herself and grow into a new mother. Floranids are omnivorous (though they prefer meat), and have developed some primitive tools (like crude ropes and pottery) to help them carry things around. Male florinids are bipedal, superficially insectoid creatures with locustlike wings, sideways opening mandibles that hide a deadly acid gland, and large claws on their feet. Their hands are humanlike, and have opposable thumbs. Inside, however, they are clearly plants; their internal anatomy consists of vascular cavities full of water, sap, and bark, with a hydrostatic muscle system. Although sentient, brothers are somewhat childlike in mentality, which makes their violent hunting techniques rather disturbing. A brother can live for up to fifty years. Females resemble huge, bloated plants, surrounded by waving, squirming vines and topped with an enormous, reddish flower or open pod with an articulated esophogus and teeth. Mothers cannot move, and are incapable of higher reasoning, but they can tell the difference between friend and foe. A mother can live for hundreds of years. The first and oldest mother, known as the Queen, is sentient. Very sentient. Telepathic too. Did I mention she was a high level cleric? Kay, well she is. The Queen is the higher authority over all the florinid families, and acts as an intermediary between them and their god. The brothers revere her almost as a living godess in her own right. Florinids are enemies of the living armors; these two races attempt to kill and eat each other whenever they meet. Floranid, Brother Size/Type: Medium Plant Hit Dice: 4d8 (18 hp) Initiative: +3 Speed: 30 ft./fly 60 ft. (good) Armor Class: 15 (+3 dex, +2 natural), touch 13, flat footed 12 Base Attack/Grapple: +3/+4 Attack: 2 claws +6 melee (1d6+1) Space/Reach: 20 feet (long)/20 feet Special Attacks: Spit Special Qualities: plant traits Saves: Fort +4, Ref +4, Will +1 Abilities: Str 12, Con 10, Dex 16, Int 8, Wis 10, Cha 10 Skills: Spot +4, Hide +4, Survival +1 Feats: Flyby Attack, Weapon Finesse Environment: Mountains Organization: solitary, pair, hunting party (2d6+1), or tribe (4d12+10 and 1 mother). Challenge Rating: 2 Alignment: Usually neutral Advancement: by character class (favored class cleric) Level Adjustment: +1 Spit (Ex): Three times per day, a florinid can spit a gobbet of acid as a ranged touch attack (+6 to hit, 20 ft. range increment). The spittle deals 2d8 points of acid damage. Note: sisters (juvenile mothers) have the same stats as brothers, except their intelligence score is 2 and their natural armor is +4 (for a total AC of 17). Floranid, Mother Size/Type: Huge Plant Hit Dice: 12d8+36 (90 hp) Initiative: +3 Speed: - Armor Class: 15 (-2 size, -1 dex, +8 natural), touch 7, flat footed 15 Base Attack/Grapple: +9/+22 Attack: 4 vines +12 melee (1d6+5) and bite +7 melee (2d6+7) Space/Reach: 20 feet/20 feet (0 ft. with bite) Special Attacks: Improved Grab, Swallow Whole, Poison Cloud Special Qualities: plant traits Saves: Fort +11, Ref +4, Will +6 Abilities: Str 20, Con 16, Dex 8, Int 2, Wis 12, Cha 12 Skills: Spot +15 Feats: Lightning Reflexes, Iron Will, Power Attack, Cleave, Improved Initiative Environment: Mountains Organization: solitary plus 4d12+10 brothers Challenge Rating: 9 Alignment: Usually neutral Advancement: 9-16 HD (Huge), 17-24 HD (Gargantuan) Level Adjustment: - Improved Grab (Ex): If it hits a Large or smaller creature with a vine attack, the mother can attempt to start a free action without provoking attacks of opportunity. Every round that it maintains a hold (in addition to doing automatic vine damage), it pulls the creature ten feet closer to itself. When the victim is pulled onto the mother's space, she can bite it. Swallow Whole (Ex): If a grappled creature of Medium or smaller size is bitten by the mother, she can attempt to swallow it. If the victim fails at another grapple check, he is swallowed at the beginning of the mother's next turn. While inside the mother, a creature takes 2d6+7 damage per round plus 6 acid damage. Climbing one's way out (to return to the mouth) requires a Climb check (DC 19). Cutting one's way out entails dealing 10 damage to the mother's vascular cavity (AC 15) with a light weapon, at which point the mother regurgitates her prey into an adjascent square. Poison Cloud (Ex): Once per encounter, a mother can give off a cloud of thick, toxic pollen for a radius of thirty feet. All within the area besides florinids have their vision reduced to five feet, and must succeed at a fortitude save (DC 19) every round or take 5 points of subdual damage. The Queen Size/Type: Huge Plant/Cleric Gestalt Hit Dice: 15d8+45 (112 hp) Initiative: +3 Speed: - Armor Class: 19 (-2 size, -1 dex, +12 natural), touch 7, flat footed 15 Base Attack/Grapple: +10/+24 Attack: 4 vines +14 melee (1d6+6) and bite +9 melee (2d6+9) Space/Reach: 20 feet/20 feet (0 ft. with bite) Special Attacks: Improved Grab, Swallow Whole, Poison Cloud, Spells Special Qualities: plant traits Saves: Fort +12, Ref +4, Will +14 Abilities: Str 22, Con 16, Dex 8, Int 20, Wis 20, Cha 20 Skills: Spot +22, Listen +22, Knowledge (religion) +15, Knowledge (local) +15, Spellcraft +17, Concentrate +19, Heal +13, Diplomacy +17, Intimidate +10, Sense Motive +12, Survival +17 Feats: Lightning Reflexes, Iron Will, Power Attack, Cleave, Improved Initiative, Quicken Spell Environment: Mountains Organization: Unique Challenge Rating: 15 Alignment: Usually neutral Advancement: I'll keep you posted Level Adjustment: - Improved Grab (Ex): If it hits a Large or smaller creature with a vine attack, the mother can attempt to start a free action without provoking attacks of opportunity. Every round that it maintains a hold (in addition to doing automatic vine damage), it pulls the creature ten feet closer to itself. When the victim is pulled onto the mother's space, she can bite it. Swallow Whole (Ex): If a grappled creature of Medium or smaller size is bitten by the mother, she can attempt to swallow it. If the victim fails at another grapple check, he is swallowed at the beginning of the mother's next turn. While inside the mother, a creature takes 2d6+7 damage per round plus 6 acid damage. Climbing one's way out (to return to the mouth) requires a Climb check (DC 20). Cutting one's way out entails dealing 15 damage to the mother's vascular cavity (AC 19) with a light weapon, at which point the mother regurgitates her prey into an adjascent square. Poison Cloud (Ex): Once per encounter, a mother can give off a cloud of thick, toxic pollen for a radius of thirty feet. All within the area besides florinids have their vision reduced to five feet, and must succeed at a fortitude save (DC 20) every round or take 10 points of subdual damage. Spells (Ex): The queen casts spells as a fifteenth level cleric, and has access to the Plant and War domains. |
| Dinoflagellata04-09-08, 10:04 PM | Crystal elementals are a subset of fire elementals that have the same stats as earth elementals. They look a lot like sea urchins, rather than humanoid. The have many spines of crystal, and many legs below. They mostly remain underground, in the underlight. but every once in a while they arise en masse, swarming the surface, every 50 years or so. While they are not actively antagonistic, they can be likened to locusts, destroying without intention to do so or not. They differ from the fire elemental thematically. Fire elementals are the outward passion of the mind: emotion, wanderlust, rage. Crystal elementals are the inward passion of the mind: contemplation, stalwartness, hatred. |
| Camu04-12-08, 11:26 AM | Carved Minion These rocklike constructs are similar to the automatons from monster manual 2, except they are made out of rock. |
| Space_Dragon04-12-08, 07:10 PM | Florinids updated with stats for mothers and the Queen. Peepers coming next. |
| Camu04-13-08, 05:01 AM | Here are the componid stats: Componid Size/Type: Medium Abberation Hit Dice: 7d8 (45 hp) Initiative: +8 Speed: 30 ft. Armor Class: 18 (+4 dex, +4 natural), touch 14, flat footed 14 Base Attack/Grapple: +5/+7 Attack: 2 claws +9 melee (1d8+2/19-20 x 3) & Sting +4 melee (1d4+1 + poison) Space/Reach: 5 feet /5 feet Special Attacks: augmented critcal Special Qualities: damage reduction 5/adamantine, telepathy 80ft Saves: Fort +5, Ref +6, Will +8 Abilities: Str 15, Con 16, Dex 18, Int 13, Wis 12, Cha 13 Skills: Spot +10, Hide +12, Move silently +12, Survival +1 Feats: Combat Reflexes, Weapon Finesse, Improved initiative, Iron WillB Environment: Mountains & underground Organization: solitary, pair, hunting party (2d6+1), or tribe (4d12+10). Challenge Rating: 2 Alignment: Usually neutral Advancement: Level Adjustment: +2 Endonid shaping: As a free action, the endonid part of the componid is able to cast a spell. There caster level is ½ HD Nanonid healing: The tiny nanonids inside a componid provide fast healing 1. They also provide a +4 save vs poisons and diseases. Limbs can be regrown over the course of 1d4+1 week. Augmented critical: The metallic claws of the componid are razorsharp. There critical range is 19-20 x3 Double mind: The mind of a componid is compossed of both the exonid and the endonid. They get Iron will as a bonus feat Poison: DC 15; 1d4 str/1d4 str |
| GhostVampire04-13-08, 11:33 AM | Eye of the Wasteland The Eyes of the Wasteland are the eyes and ears of Nyx. Thus allowing him to explore more of the world at one time. Each Eye of the Wasteland is about the size of a human eye. It looks like a eye made out of salt with a pebble for a pupil. They can float or burrow through sandy soil to move around. Eyes of the Wasteland only need to feed twice in their lives. They feed when they are first created and if they get hurt. Their foods of choice are salt or sand if salt can not be found. If an eye is destroyed it will collect its salt together and form two new, small Eyes of the Wasteland. |
| voodooguy04-18-08, 06:38 PM | The Septuagint are the demons of Shardworld. They are once-stars which have lost name and meaning but not knowledge. They are smart and cunning beings with a great deal of power to swing around. They are essentially immortal as they feed upon life, literally, to replenish themselves. This feeding is an act of will, the exact method and profit varies from demon to demon. They bow to no one unless ordered by their true name. A foolish thing to do, since one way or another, they will find some way around the order to cause you harm. As the name implies, there will be 70 demons in all, each will be born of a loss or drastic change in an important part of shardworlds. Not necessarily nine will be created out of each one though, that number was mainly to get a start in the event this actually picks up interest among people. |
| Anduril-Reforged04-30-08, 02:53 PM | Phase Wraiths Phase Wraiths are Aeroth's agents of the timeline. They exist for the sole purpose of traveling throughout the timeline to survey and gather information. They are large, black-hued creatures covered in small white dots. Their skin is hard, and has a glossy look. Phase Wraiths feature four small, yellow eyes. Their frontal appendages are large and muscular with long claws, and can act as arms or legs. These are roughly twice the size of their back legs, making the creatures appear to be sitting on their haunches when at rest. They are surrounded by a faint, blue aura at all times. There are only 23 in existence. They do not reproduce. (You'll have to forgive me if these stats look wrong or don't make sense. I'm relatively new to this. If you have a suggestion for improvement, by all means, say so.) Phase Wraith Size/Type: Large Magical Beast Hit Dice: 8d10+24 (68 hp) Initiative: +1 Speed: 40 ft. (all fours); 10 ft. (standing) Armor Class: 18 (+1 dex, +8 natural, -1 size), touch 10, flat footed 17 Base Attack/Grapple: +4/+9 Attack: Claws +10 melee (1d10+5) or Slam +9 melee (1d8+9) Full Attack: 2 claws +10 melee (1d10+5) Space/Reach: 5 feet/5 feet Special Attacks: Improved Grab Special Qualities: Spell Resistance 15, Damage Reduction 10/, Low-light Vision, Scent Special Abilities: Time Shift 6/day, Memory Encasement Saves: Fort +12, Ref +5, Will +6 Abilities: Str 20, Con 18, Dex 12, Int 6, Wis 17, Cha 7 Skills: Spot +10, Listen +10, Sense Motive +8 Feats: Weapon Focus (Claw) Environment: Any Organization: Solitary or Group Challenge Rating: 7 Alignment: Always Neutral Advancement: Large (9-12 HD) Level Adjustment: - Skills: Because they are information gatherers, Phase Wraiths have very good vision, smell, and hearing. Natural Armor: Phase Wraiths' hard, glossy skin make them difficult to damage, providing armor and damage reduction. Time Shift: Perhaps the most important trait of a Phase Wraith is its ability to shift into another time. Phase Wraiths can travel anywhere in the timeline both forward and back, unless they are commanded otherwise by Aeroth. This makes them incredibly difficult to kill, since they can simply phase out of the current time whenever they are low on hit points. Time shifting also heals a Phase Wraith 5d6 hit points, since the ability directly channels the divine power of the Time God. Time Shifting is a full-round action that provokes an attack of opportunity. Phase Wraiths can use this ability up to six times each day. Memory Encasement: Upon their creation, Aeroth gave Phase Wraiths the ability to encase their memories in a sphere of blue energy. The resulting orb, about 3 inches in diameter, contains the sights, sounds, and scents of these memories. The memory can be conveyed through the orb upon touch. Once the memory has been viewed, it expires, and the orb disintegrates. The Phase Wraiths deliver these orbs to be stored in the Shrine of Time, where they will later be viewed by Aeroth. |
| GeminiDreams05-02-08, 01:13 AM | Stats for the Crafted. The Sculptor Size/Type: Large Construct/Wizard Gestalt Hit Dice: 12d10 (120 hp) Initiative: +0 Speed: 20 ft. Armor Class: 19 (+9 natural), touch 10, flat footed 17 Base Attack/Grapple: +9/+11 Attack: - Space/Reach: 10 ft./10 ft. Special Attacks: - Special Qualities: Create Spawn, Immunity to Cold, Vunerability Saves: Fort +12, Ref +4, Will +14 Abilities: Str 13, Con -, Dex 11, Int 22, Wis 16, Cha 15 Skills: Spot +22, Listen +22, Knowledge (religion) +15, Knowledge (local) +15, Spellcraft +17, Concentrate +19, Heal +13, Diplomacy +17, Intimidate +10, Sense Motive +12, Survival +17 Feats: Lightning Reflexes, Iron Will, Power Attack, Cleave, Improved Initiative, Quicken Spell Environment: Mountains Organization: Unique Challenge Rating: 15 Alignment: Usually neutral Advancement: I'll keep you posted Level Adjustment: - Eh, I'll finish it later, I'm not feeling very creative at the moment. Also, if it looks like I'm copying The Queen it's because I used her stat-block as a baseplate so I didn't have to write all the headings, but I'll be changing everything. |
| Dinoflagellata05-21-08, 10:16 PM | The Quiet Island Peoples: The Fiery Ithilosse and Fire-stingers are two very diverse groups, but they do share some similarities. This is a starting point on their cultures, and I plan to get into minutiae later. Physiology: They share a similar build, resembling muscular and tall humanoids. They are both medium size. The Fire-stingers, like all bugs, have a chitinous covering over their bodies, while the Fiery Ithilosse have a hard, viney covering. The Fire stingers have four arms: two upper and two lower. The upper arms (major arms) end in pincers and are not very useful for anything but fighting. The lower arms (minor arms) end in five-fingered hands and are used for language and the manipulation of objects. They also have a large stinger that extends over the body, and can be used to sting targets with or project a scalding hot substance, that causes fire damage. The Ithilosse have only two arms, but three legs, giving them exceptional balance. Their arms also end in five fingers, and are used for the same purpose. Directly between both shoulders on a Fiery Ithilosse is a flower, about the length and width of the neck of a human about the same size and build. Their is a large white flame that surrounds this area. It cannot be doused with water, and only goes out when the Ithilosse dies (or its soul/mind is transferred elsewhere). In this fire is a great eye, ranging from red to yellow in color. They rarely need to eat, obtaining sunlight and water naturally, but they can ingest food with their feet (in fact, calling someone a third-foot-up is the same as calling them a glutton). Language: Despite very different cultures, all of the people on the Quiet Island speak the same language, which, for lack of a better word, I call firespeak. The dialects, however, can run very thickly, not just from species to species, but tribe to tribe as well. It is likely that a Fire-stinger from the brockinfenger tribe and an Ithilosse from the Strahngwyrds tribe could find it nearly impossible to speak with one another. They all use sign language, as neither species is capable of making noise from their bodies (they do, however, have a sense of sound). Religion: As of right now, the only thing that all tribes have in common is the worship of the Fire Deity. Gods worshiped, legends told, stories made, heroes admired, and myths believed vary wildly from place to place (and no tribe has all of the facts straight). An Ithilossse may have more in common with a nearby Fire-stinger tribe than another Ithilosse tribe on the other side of the island. There are, however, a few generalities: The Fire-Stingers commonly worship Them and Iok, seeing as one created their progenitors and the other nourished them. The Fiery Ithilosse worship Moth Igura and Liadon for practically the same reasons. Poshisra would be worshiped by tribes that fish or live near the coast, while Aramorg gains cave-dwelling followers, or those that use crystals often. Aeroth would be worshipped as a star-mover, and would be prayed to by philosophical types. Morroj would be worshipped if he still existed due to the cultures enjoying shadow puppets (is Them the shadow God now? little confused about that whole 'child' thing). Nyx is seen as lord of the afterlife, which is known as "The Sirroco" by the inhabitants of the Quiet Island. Icil is unkown for now, because the Fire-stingers and Fiery Ithilosse live in the tropics, far away from ice and snow. Qualax is, in most tribes, pretty much the devil, seen as a smart, tricky, and deceitful. There are one or two tribes that worship him, but in general he is an enemy in myths. Some particularly devoted (read: crazy) followers of anti-Qualax sects vow to always be touching the ground, or something connected to the ground. They believe that when you touch nothing but air, the evil of the wind enters your soul. This practice is not very widespread. I'm pooped for now, but I'll finish this later. |
| Dinoflagellata05-23-08, 11:50 PM | Sorry that later has to have been so much later after I mentioned I would finish this later. Here we go: Spellcasting and psionics: At any given moment you could count the number of spellcaster on the Quiet Island on one hand. The fact that most spells require verbal components is the primary factor for this, but there is a bit of a religious and cultural stigma against arcane magic. Most spellcasters are hermits. There are divine minds on the Island and, while not unheard of, are not abundant either. While the magic arts are quite underdeveloped, the psionic arts are at the peak of any current civilization (the fact that they are the only civilization that know psionics is a very important factor in that title). Wilders are about three times as common as psions, and psions normally learn one on one with a master, while wilders learn communally with other gifted youths. While psionic powers commonly manifest themselves at puberty, they can come earlier and often appear later. When someone (of any race, not just These two) gains a power point pool (by any means) then their body goes through a transformation. The skin takes on a tint of grey, and some or all of the eyes become black. The extent of change is dependent on the species. For instance: the first shedding of Fire-stinger's skin after manifesting psionic ability reveals a drastic shift to almost entirely grey skin, but the eyes remain almost the same color as before. Meanwhile the Fiery Ithilosse's white eye-flame turns a pitch-black shade as the plant sleeps after it gets its first power points, but the skin-change is hardly noticeable. The psionicists of different tribes receive different treatment: from nothing out of the ordinary to the elevation into a prophet-like figure. In general, though, the Greys of the Fire-stingers are considered to be like warrior-priests, while Blackeyes tend to be trained into leadership positions in the Ithilosse tribes. These come with their stereotypes, of course: the doddering old psions of the Ithilosse and the frenzied, mad, and bloodthirsty Grey wilders. Reproduction: Call me sick if you will, but I have pondered on and thought out how these two races make children. Psionic powers are not genetic. Fire-stingers: The female carries the fertilized eggs inside her, until they are ready to come out, at which point they burst out and eat the mother (the mother is not alive during this). There are about 6-8 pups born per parent, but inter-sibling predation and disease normally reduces that number to 3-4. Because of this, female Fire-stingers are usually neutered. Because cultural views of psionicists having intercourse at all, so are most males. Fiery Ithilosse: Fiery Ithilosse release spores during group mass spawning, which germinate in the flower. After a period of that, they are planted in a group plot and cared for much like crops. Eventually a flower with a white flame sprouts, then an eye, then it uproots itself with three legs, then grows five-fingered arms. Subsistence: There is a large variance in the diet of the people of the Quiet Island. from larger insects to fruit from rivertrees to skrumps to fish to fisherpods. Because of the many natural weapons they have, some tribes of Fire-stingers believe the use of tools for hunting to be a sign of inferiority, but most know when a tool will help them eat. The Ithilosse are much more accustomed to weapons use. Currently both peoples have not developed more than just spears and atl-atl. Both cultures have a tendency to enjoy the taste of each other, so while few tribes will actively hunt the other species, they are not above eating a downed enemy. Other: Sign language names for Gods: Fire Deity: Right hand balled into a fist, left hand has fingers outstretched and placed behind the right hand. This is the true name of the Fire Deity, and devout followers will reject giving It any spoken name (often just saying any of the synonyms I use). Poshisra: The fingers of the right hand wiggle over the left. Aeroth: both hands make sinuous, snaking curves parallel to each other. |
| Dinoflagellata05-25-08, 10:11 PM | Sorry for the triple post, but this seems like the best place to ask: what exactly are the ramifications of the sun shattering. I don't think plants are at that much of a decline, because there are still Sunshards in orbits, and I'd thought that the sunshards on land were bountiful and powerful enough to sustain life. Although now that I think about it, most sunshards in the ocean would sink, so that would shift productivity from the surface layer to the bottom of the sea, making the deep sea plentiful but all but the waters closest to the shore would die out. I'd always posted day as when the moon wasn't out, but others have thought of it the other way around, should we decide some of these things? |
| voodooguy05-25-08, 10:39 PM | The orbiting shards are very few, so rare that fledgling civilizations would possibly name them and label them renegade sigil stars. The shards don't give off so much light that they would help the world everywhere from the precious few in orbit. As for the ones on land, for the purpose of characters getting to where they need to be I have exaggerated how plentiful they are, and that they may have a general size. There will be areas where plants grow in a dense and lively forest around a particularly large shard, while in other areas a four foot shard would support a small plain. And still in others, there may be shards too small to support anything larger than a tree, a patch of grass, or perhaps nothing at all save wind-harnessing creatures of Them and night-scourge. This is unless Space_Dragon decides to create chemosynthetic plants or lunarsynthetic plants. Or, something totally different and weird, like walking forests or some such. It is my opinion that it would be closer to day with the moon out, given that it seems to create its own silvery light independently. Edit: I have a question as well, is the sky still made of The Shadow that Morroj created? |
| Moose_Fisher05-25-08, 11:13 PM | The World is really messed up... I have a feeling that there will be a lot of retcons before this is over.:yuck: Would the areas around the sun shards be stuck in eternal day; or do they 'flicker out' from time to time? |
| voodooguy05-25-08, 11:27 PM | Not messed up, just different. I've gone through this game with an alien mindset to my actions, and so far... I think we're getting good and strange. We've created vistas and lands, unseen on an what we would call an average world, and made it common. As far as the shards go, I'm thinking eternal day. But I won't make that volatile if you don't ;) |
| Moose_Fisher05-25-08, 11:37 PM | Well, I ment messed up as in "We don't know what's going on to remain consistant". Hmmm, those eternal day animals and plants are going to have a hard time outside their 'points of light'.:D |
| voodooguy05-25-08, 11:43 PM | To quote a famous campy movie involving a lot of giant reptiles: "Life always finds a way." But seriously, is the sky still inky black with shadow? |
| Anduril-Reforged05-26-08, 12:34 AM | No. The shadow disappeared when Them consumed Morroj. So the world isn't quite as dark as it was, and the Sigil Stars are more visible. |
| voodooguy05-26-08, 12:58 AM | Ah, thank you. I needed someone else to say that before it would solidify. |
| Dinoflagellata05-26-08, 09:57 PM | I've got a few questions about Sunshards: 1. How big are they on average? I've been assuming that they were about the size of a human and width of about a half a human, but I'm not entirely sure. 2. How do they work as portals does just touching one transport the toucher to Archsutc? or does it have to be touching the shard in a specific way, or at a certain angle? 3. How much energy does an individual sunshard give out? I'd assumed that the only difference between the sun and a shard was that the shards didn't reach as far, but it looks like the power is dependent on the size. also about the day/night thing: I see your point; my reasoning was: Pre-sunsplosion: Day = when sun is out and moon is not Night = when sun is not out and moon is Post-sunsplosion: Day = when moon is not out Night = when moon is out Although, now that I think about it, wouldn't all races that came in after the sunsplosion (everyone but the Florinids, Un'Chari and Living Armors, IIRC) have very little concept of day/night? They might even consider Day to be dependent on area, not time: Race made post-sunsplosion: Day = Where sunshards are near Night = Where sunshards are not near |
| voodooguy05-26-08, 11:35 PM | 1. On average, yes that would be the size. Weird cases can exist though, with a field of very small shards, or perhaps a large chunk that supports a large area. 2. Just touching it. 3. Yes, power depends on size. The larger the shard, the further the field of daylight it can sustain. On the day/night cycle: I thought that the races would begin to call day whatever time was brightest, therefore making the moon the day-bringer. And the areas that had no sun-shards would be referred to as a different ecosystem. |
| Dinoflagellata05-27-08, 09:57 PM | one last question: does the thing touching the sunshard to teleport have to be living? It seems stupid, but I'm just making sure. |
| voodooguy05-28-08, 12:36 AM | Hmmm, that's interesting. I'll say only living works. |
| Anduril-Reforged07-03-08, 11:34 PM | Eladrin Eladrins in Shardworlds are very similar to the eladrins in D&D, but there are some major differences. They are always chaotic good, but instead of being crusaders against evil (due to a significant lack of it in their plane), they are protectors of the realm of Andilar. They love peace and free-spiritedness, but their main goal is to keep Andilar guarded against those who stir up trouble or cause harm. Bralani Nearly identical to their D&D counterparts, Bralanis are short, stocky, but very dexterous elf-like beings with long, silvery hair and eyes that constantly change colors. There are males and females. They can turn into a whirlwind of dust, snow, or sand at will, but usually remain in their fleshly form while on Andilar. Ghaele Ghaeles are a bit different in Shardworlds. Instead of being subtle and behind-the-scenes, ghaeles form the backbone of the eladrin forces. They are bold and straightforward, preferring blitz tactics and overpowering the enemy, if it comes down to fighting. Instead of opalescent eyes, they have pupils and irises that are both a deep blue. They can transform into an incorporeal globe of light at will. Ghaeles in Shardworlds are all male. Nylia Nylia are the Shardworlds addition to the eladrin subtype. They are basically celestial nymphs (a.k.a. ridiculously hot). The same way nymphs have a strong connection to nature, nylia have a strong connection to Andilar, and are therefore quite fond of it. They are kind to the good of heart, but will unmercifully attack those who would do harm. Obviously, all nylia are female. As eladrins, nylia have a fly speed of 100 ft. (perfect). Bralanis reproduce among themselves, but ghaeles and nylia are a little different: they reproduce with each other. They choose a life partner as young adults, and their children are born as either ghaeles (male) or nylia (female), a child having all the abilities and features of one subrace or the other, based on the gender. There are no half-breeds among them. Eladrins in Shardworlds have an almost telepathic connection with the plane of Andilar. It is not a living plane, like Iothnaal, but it provides whatever the eladrins need. All eladrin dwellings, clothing, goods, and weapons are made of Andilar's ground, which is a unique substance that can be soft or hard, flexible or stiff, depending on what the eladrins require. In fact, some might think that the eladrins are made of the plane itself. Eladrins do not need to eat or drink, and they need only a little sleep. They live to be about 500-600 years old. Even in old age, they do not appear ugly and wrinkled, but simply very matured. (The eladrins' stats are based on their counterparts in the Monster Manual. I don't feel like typing them up. Ghaeles and bralanis have the same stats as listed, and nylia stats are the same as a nymph's, with the following exceptions: fly speed replaces swim speed, AC is 21 (+3 Dex, +4 deflection, +4 natural), and Hit Dice is 10d6+10 (43 hp).) |
| Dinoflagellata07-16-08, 09:21 PM | Skrumps: A Skrump is, on average, somewhere between the size of a rooster and a small pig. It appears like a solitary, bloated Dovan, with mandibles and large compact eyes. Its wings have evolved into leg-like appendages that allow it to waddle around. In most species of Skrump, at least one pair of the original six wings is left vestigial and useless for locomotion. Only one species of Skrump is known to be able to fly, and even then, not for very long, or with very good maneuverability. Skrump Diet varies from region to region, from insects to fruit and other vegetation to other Skrumps to even fish or other aquatic food. Most Fiery Ithilosse tribes have learned to domesticate these creatures, and use them for a reliable food source. The domestic Skrump also produces a hard exoskeleton that can be used to build tools. In some tribes, the number of Skrumps a family has can be used to measure wealth and status. One of the most unique things about Skrumps as a food source is a trait they have inherited from their Dovan ancestors. Dovans have always had the ability to take on forms of their prey (producing water when eating the water producing glowsacks, for example), and the Skrumps too take on characteristics of their diet. A Skrump subsisting only on fruit of a specific Rivertree will begin to taste like that fruit, as well as developing the color and texture on its skin. The extent of the transformation varies from species to species and breed to breed, but some are capable of taking in very interesting properties. A species that feeds solely on (the unintelligent, eyeless) fiery Ithilosse plant, will begin to glow white and have an iridescent fire about it. A Skrump that eats too much of a bug that is poisonous to the Fiery Ithilosse will become poisonous itself. If a fish whose oils are used for medicinal purposes is eaten too abundantly, then the Skrump may begin producing oils that can cure the sick. Clever breeders have found ways to take advantage of these interesting mechanics. The domestic Skrump, varying from breed to breed, does not usually retain much besides the flavor, if anything, of its food, but there are villages, most famously the Frinneah tribe int the North, that have a bustling trade in medicinal and (more secretly) poison Skrumps. |