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| Ront Iron-Roar11-13-05, 02:21 AM | In regards to native habitat and relation to the material plane. I have regarded the Aliens of Darwin IV as Abberations. Since, thier physiology works on a different system then ours. But, if your willing to make the changes you can turn them into animals by changes their saves. Here is some info on the creatures I intend to make. Alien Planet (http://dsc.discovery.com/convergence/alienplanet/slideshows/animals/part2/animal_slideshow2.html) Skewer Gargantuan Aberrations Hit Dice: 18d8+144 (225) Initiative: +6 Speed: Fly 200 ft (poor) Armor Class: 18 (-4 Size, +2 Dex, +10 Size), Flat-footed 16, Touch 8. Base Attack/Grapple: +13/+37 Attack: +21 Melee Proboscis Lance 4d6+12 Full Attack: +21 Proboscis Lance 4d6+12 Space/Reach: 20ft/ 15ft. Special Attacks: Blood Drain, Methane Burst, Impale 4d10+12, Jet, Trade off. Special Qualities: Alien Anatomy,Blindsight 400 ft, Immunities, Methane Pods, Terrestrial vulnerability. Saves: Fort +14 Ref +8 Will + 15 Abilities: Str 34 Dex 15 Con 26 Int 2 Wis 18 Cha 10. Skills: Listen + 30 Feats: Improved Initiative, Flyby Attack, Wingover, Adroit Flyby Attack, Alertness, Endurance, Weapon Focus (Proboscis Lance) Environment: Any, excluding underground and aquatic. Organization: Solitary, Pair or Pack (2-6) Challenge Rating: 10 Treasure: None. Alignment: Always Neutral Advancement:19-32 HD(Gargantuan) 33-54 HD(Collosal) Level Adjustment:-- As the party traverses the open plains they hear a sonic ping. The resonating noise sounding again as a broad shadow passes over. As you look above, you see an image out of a nightmare. Massive black wings patterned with violet patterns are held rigid as four massive pulsing sacks upon them expel whistling gas. A long serrated horn juts from what seems to be the creatures head stained a ruddy brown from dried blood. Immediately, the creature jets down with a shriek from its strange wings. Its lance-like horn angled towards your party. One of the most feared predators on Darwin IV, skewers count among their prey all large land animals, except the massive Groveback. Their formidable hunting array includes wings spanning 50 feet and equipped with four methane-powered "jet" pods that can generate speeds up to 200 mph. A skewer uses its speed to drive the long hollow lance protruding from its head deep into its victims. Prey are then carried aloft and sucked dry. Skewers hunt in small packs and are found across 90 percent of the planet. Combat A Skewer is an aerial combatant, swooping down to impale its prey upon its lethal proboscis and then climbing high into the sky draining them of blood, with its razor sharp tongue. If hunting in a pair or pack Skewers will trade off impaled creatures in mid-flight by flinging their prey off their proboscis to be impale and fed upon. Impale (Ex): When a Skewer uses an Aerial Charge it can impale a creature up to two sizes smaller then itself and carry it aloft. Immediately, dealing 4d10+12 damage each round the creature remains impaled. A creature can make a grapple or escape artist check to pull itself off the proboscis. Blood Drain(Ex): A Skewer drains blood, dealing 2d6 of Consitution damage in any round when it begins its turn impaling a victim. As long as a victim remains impaled the blood drain continues till the victims Constitution has become 0. Methane Burst(Ex): Once per 1d4 minutes, a Skewer can propel itself at amazing speeds. Moving up to ten times it’s speed while flying (2000ft). Jet(Ex): Once per 1d4 rounds, a Skewer can move up to its full speed as a free action. A Skewer often uses this in combination with its Aerial Charge ability to swoop in and impale its prey. Trade Off(Ex): Skewers are pack hunters, and as pack hunters they have learned special maneuvers to share food. As a full round action, a Skewer can fling an impaled creature off its proboscis, doing so entitles a foe to taking fall damage. If another, Skewer is within proximity it also can take a full round action to make an attack against the falling victim during its turn to impale the creature. Doing so entitles that the Skewer catching the victim uses its methane pods to fly faster to catch the victim. The use of its Burst and Jet is used during this maneuver; re-roll the time in which a Skewer can use these abilities again after a Skewer catches a victim in a Trade Off. Alien Anatomy(Ex): Do to the location of a Skewer's brain in its alien body, if not its strange nervous system a Skewer is not sleign by the effects of severing its head. Though, it is effectively rendered blind by do so. Blindsight(Ex): Skewers hunt by superior form of echo-location and by light sensitive cells upon their bodies. They effectively can locate any obect or creature with thier "sight". These traits grant them Blindsight of 400 ft. A Silence spell renders its foes as if they were under total concealment and Darkness spell as concealment. Immunities(Ex): Do to its lack of eyes a Skewer has immunity to gaze attacks, visual effects, illusions, and other forms of attack that rely on sight. Methane Pod (Ex): A Skewer’s flight is propelled by four pods that create and process methane, these pods are what are responsible for its Burst and Jet abilities. Because, the Pods continuously expel methane a Skewer cannot hover and it always moves each round. The pods can be targeted and any damage to them as various effects on the Skewer. A Methane Pod has an AC 15 and 20 hitpoints. For fire spells that hit that hit the Skewer or its pods. A Skewer must make an additional reflex save to avoid having its Methane Pods from catching fire. Use the rules for catching fire save that only total emmersion in water can put the flames out. In addition, the Skewers movement is halved, a Skewer gains a maneuverability of Clumsy until the Methane pods’ hit points becomes 20 once more. A Methane Pod which hitpoints total 0 is instantly destroyed, rendering the Skewers flight speed permantly halved and with a maneuverability of Clumsy. As well, all the numeral effects of its Jet and Methane Burst ability take twice as long. Terrestrial Vulnerability(Ex): A Skewer that has lost all of its pods or has fallen suffers severe penalties because of its own lack of mobility upon the ground. A grounded Skewer has the following ability changes to its Statistics. Initiative: -1 Speed: 5ft(cannot run or charge.) Armor Class: AC 11, Touch 3. Base Attack/Grapple: +13/-- Attack: + 4 Melee Proboscis Lance 4d6+3 Full Attack: + 4 Proboscis Lance 4d6+3 Space/Reach: 20ft/ 15ft. Special Qualities: Alien Anatomy, Blindsight 400 ft, Immunities, Methane Pods, Terrestrial vulnerability. Saves: Fort +14 Ref +1 Will + 15 Abilities: Str 17 Dex 1 Con 26 Int 2 Wis 18 Cha 10. A Skewer can only take partial actions. It uses its new dexterity modifier instead of its strength modifier for attack rolls. It can only attack creatures that are infront of it. In regards to sneak attacks regard the Skewer as being helpless. A Skewer with 1 or more function Methane Pods takes 1d6 damage each turn the methane it expels is released driving it against the ground. A Skewer with a Methane Pod on each wing can attempt to take flight. Doing so involves the Skewer using its partial action to push itself up off the ground. Doing so evokes a attack of opportunity. A successful hit resolves in the Skewer falling helpless once again. The following round after pushing itself up it can attempt to take flight. Doing so involves the use of the Skewers’ Methane Burst ability. Skills: A Skewer has a +10 bonus on Listen Checks. |
| Ront Iron-Roar11-13-05, 03:42 AM | Arrowtongue Huge Aberration Hit Dice: 18d8+198 (270) Initiative: +2 Speed: 40 ft. Armor Class: 20 (-2 Size, +2 Dex, +11 natural.) Flat-footed 18, Touch 10. Base Attack/Grapple: +13/+39 Attack: +21 melee Stamp (1d6+8) or +16 ranged Tongue (1d8+4 plus harpooning.) Full Attack: + 21 melee 2 Stamps (1d6+8) or +16 ranged Tongue (1d8+2 plus harpooning.) Space/Reach: 15ft/10ft. Special Attacks:Awesome Blow, Bizzare display, Harpooning, Pin, Poison. Special Qualities: Alien Anatomy,Blindsight 200 ft,Immunities, Scent. Saves: Fort +12 Ref +8 Will + 13 Abilities: Str 26 Dex 15 Con 23 Int 2 Wis 12 Cha 10 Skills: Hide + 11, Listen + 14, Jump+ 11 Move Silently + 15 Feats: Alertness, Improved Natural Attack (Tongue), Weapon Focus(Tongue), Track, Power Attack, Improved Bullrush, Awesome Blow. Environment: Any temperate plain. Organization: Solitary. Challenge Rating: 12 Treasure: None. Alignment: Always Neutral Advancement: 19-36(Huge) 37-54 HD(Gargantuan) Level Adjustment:-- A massive 8-foot tall monstrosity looms before you, a sauroid body supported by twin elephantine legs mounted with an eyeless arrow-shaped head tilting left and right as its crimson tip extends a slender razor tipped tongue. The flickering movements soon ceasing as the creature’s spots its prey. The dozens of spines that flow down its backside bristling and its massive wing-like fins spreading out as it let’s loose a trilling noise. Slowly, its tongue recedes into its red mouth before it lunges forward. An 8-meter-tall arrowtongue impales its prey with a 26-foot-long flicking, serrated, arrow-tipped appendage. Like many spiders on Earth (and like most predators on Darwin IV), arrowtongues are liquivores, injecting digestive juices into their prey and then sucking out the food. They also are fierce, solitary hunters found across the planet. Combat An arrowtongue is a vicious predator. Lashing out with its harpoon-like tongue and reeling in its prey as it pumps it full of digestive enzymes. When facing great numbers a arrowtongue usually will harpoon one creature pumping it full of poison before taking off with it. If corner, an Arrowtongue will lash out and fight with full force. Awesome Blow(Ex): As a standard action, an Arrowtongue may choose to subtract 4 from its melee atack roll and deliver an awesome blow. If the Arrowtongue hits a corporeal opponent smaller than itself with an awesome blow, its opponent smaller than itself with an awesome blow, its opponent must succeed on a reflex save DC equals the damage or be knocked flyinh 10 feet in the direction of the Arrowtongue's choice and fall prone. The attack creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking Arrowtongue than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle. Bizzare Display(Ex): As a full-round action, an Arrowtongue can flare out the spines upon its back and stretch out its appendages. All, the while it's bioluminescent spots flash brightly. Any opponent, with 30 ft of the Arrowtongue who can see the creature must make a Will Save DC 24 or take a morale penalty to of -2 to all attacks, damage rolls, Armor Class, and Saves against the Arrowtongue for as long as thier within 30 feet of the Arrowtongue. An opponent, who makes the will save is immune to this effect for 24 hours. However, this does not render the opponent immune to the Bizzare Display of other Arrowtongues. The DC is Constitution-Based. Harpooning (Ex): As a ranged attack, a Arrowtongue can launch its tongue up to 20 ft (no range increment.). A successful hit deals 1d6+2 damage as the harpoon tongue burrows into the victim. This exposes a victim to the Arrowtongues poison. An arrowtongue can reel in its harpoon tongue as a free action; treat this as a trip attempt (+21 attack bonus.) against any opponent attached to the tongue. Failure indicates that the tongue rips free dealing 1d8+4 damage. Success indicates that the opponent is pulled off his feet and dragged towards the arrowtongue. Where it is pinned and dealt an additional 1d8+4 damage each round and is subject to poison once more. An Arrowtongue can only reel in creatures smaller then itself. Harpooning a creature of its size or larger results in instant failure as the tongue rips free. Pinning(Ex): A Arrowtongue can automatically pin an opponent who has been reeled in by its tongue. Pinning deals hoof damage (1d6+8) each round the opponent is pinned. It can attack other opponents while maintaining the pin. But, it may only attack with its harpoon tongue. Doing so involves ripping its tongue free dealing tongue damage once more to the creature. It can only pin one creature at a time. Poison(Ex): Injury, Fortitude DC 22, initial damage 1d6 Dexterity damage, secondary 2d6 Dexterity damage. The save DC is Constitution-Based. Alien Anatomy(Ex): Do to the location of a Arrowtongues' brain in its alien body, if not its strange nervous system. A Arrowtongue, is not sleign by the effects of severing its head. Though, it is effectively rendered blind by do so. Blindsight(Ex): A Arrowtongue has blindsight out to 200 feet. A Silence spell renders a Arrowtongue effectively blind for the duration of the spell. Immunities(Ex): Arrowtongues have immunity to gaze attacks, visual effects, illusions, and other attack forms. Skills: +8 racial bonus on Hide and Listen checks. As well, as a +10 on all Listen checks. |
| I Am Famine11-13-05, 03:56 AM | Nice work Ront! I have to see the Alien Planet program and i've never read the book my Wayne Barlowe. I can only find a region 1 DVD version of it, I'm still looking for a region 2 version. Alas I would like to see how these creatures go, I might be tempted to use some in a campaign i'm hopefully soon to be running, if thats okay with you Ront... :D |
| Ront Iron-Roar11-13-05, 04:09 AM | Nice work Ront! I have to see the Alien Planet program and i've never read the book my Wayne Barlowe. I can only find a region 1 DVD version of it, I'm still looking for a region 2 version. Alas I would like to see how these creatures go, I might be tempted to use some in a campaign i'm hopefully soon to be running, if thats okay with you Ront... :D That's why I posted them. :D The Gyrosprinter is up next. |
| I Am Famine11-13-05, 04:29 AM | That's why I posted them. :D The Gyrosprinter is up next. HUZZAH! :D Seriously though cheers... :) |
| Ront Iron-Roar11-13-05, 04:34 AM | Gyrosprinter Medium Aberration Hit Dice: 2d8+4 (13) Initiative: +4 Speed: 50ft. Armor Class: 16 (+4 Dex, +2 Natural Armor) 12 Flat-footed, 14 Touch. Base Attack/Grapple:+1/+2 Attack: Hoof –4 melee (1d3) Full Attack: Hoof –4 melee (1d3) Space/Reach: 5ft/5ft. Special Attacks: -- Special Qualities: Alien Anatomy,Blindsight 200ft,Immunities, Inhalation Vulnerability, Instability,Sprint. Saves: Fort + 2 Ref + 4 Will + 4 Abilities: Str 12 Dex 19 Con 15 Int 2 Wis 12 Cha 6 Skills: Balance +12 Jump +12 Listen +12 Spot +12 Feats: Alertness Environment: Any plains. Organization: Solitary. Challenge Rating: 1/2 Treasure: None. Alignment: Always Neutral Advancement: 4-5 HD(Medium) Level Adjustment:-- Standing in the middle of the field is a strange creature. Its obsidian colored skull is exposed resembling a ring like cage. All the while, a long cylindrical proboscis extends from the gap in its skull and flicks along the ground. But, perhaps the most bizaare portion of this creature is its legs both of them. Where a regular quadraped would have two legs on its front and hind quarters. This creature only has 1, its 4 limbs seeming to meld together into twin legs. As it walks along its flexible spine undulates and arches like a coiled spring. Inhabiting the plains of both hemispheres on Darwin IV, these swift bipeds can run faster than 40 mph, aided by a remarkably flexible back that allows it to stretch out for 45-foot-long strides. The structure of its two heavily-muscled legs suggests descent from a quadrupedal ancestor. Since two legs present a greater challenge to maintaining balance while moving at high speeds, the gyrosprinter possesses a pair of small post-like organs above and behind its neck that function like bubble levels. Two huge nostrils on its back ensure a steady supply of Darwin IV's air to fuel its high energy levels. Tiny biolights glow on its hairless body. Combat A Gyrosprinter is a peaceful creature. It lacks any sufficient skills in combat or any weapons necessary to defend itself. Its best defense and first choice is to run from its enemies. Using its Sprint ability immediately to gain distance. Alien Anatomy(Ex): Do to the location of a Gyrosprinter 's brain in its alien body, if not its strange nervous system a Gyrosprinter is not sleign by the effects of severing its head. Though, it is effectively rendered blind by do so. Blindsight (Ex:) A Gyrosprinter possesses blindsight out to 200 ft. A Silence spell renders a Gyrosprinter effectively blind for the duration of the spell. Immunities(Ex): Daggerwrists have immunity to gaze attacks, visual effects, illusions, and other attack forms. Inhalation Vulnerability(Ex): Do to the large nostrils atop its back and its lung power. A Gyrosprinter is vulnerable to effects that involve inhalation. When in an enviroment where there is a poison with the inhale descriptor a Gyrosprinter takes a –2 penalty on Fortitude saves. The same goes for spells of the same descriptor, as well as smoke and etc. Instability(Ex): Do to its unique design, has a -4 penalty on its checks vs being bull-rushed or overrun. Sprint (Ex): Once per hour, a Gyrosprinter can move ten times its speed (500 feet.) when it makes a charge. Skills: A Gyrosprinter has a +8 racial bonus on Balance,Jump, Listen, and Spot checks. In addition, a Gryosprinter uses its dexterity modifier instead of its strength for jump checks. |
| Ront Iron-Roar11-13-05, 04:35 AM | HUZZAH! :D Seriously though cheers... :) Thanks, now onto the Emperor Sea Strider. |
| I Am Famine11-13-05, 04:45 AM | Wow, your a monster-statting machine. I would like to see Dok review them because if you have made any errors i'm certainly not going to be able to spot them! I'm trying to think how to incorporate some of these things into my campaign which is fantasy. Excellent work though as usual Ront! |
| Ront Iron-Roar11-13-05, 04:51 AM | Wow, your a monster-statting machine. I would like to see Dok review them because if you have made any errors i'm certainly not going to be able to spot them! I'm trying to think how to incorporate some of these things into my campaign which is fantasy. Excellent work though as usual Ront! I'd like to get those other guys opinions and tips. It would help alot. But, to incorporate you could always say there is a place where the far realms has tainted the land. These creatures could be mutations. |
| Hedstrong11-13-05, 11:16 AM | Hey there i havent really seen thus show but they're lookin great, i did notice these minor things though, Skewer: Hp's off a lil bit if you follow the formula its 4.5+8x18=225 Arrowtongue:Same thing its HP should be 76 4.5+5x8=76, The grapple modifier should be +14 (+6BA,+4Size,+4Strength), The hoof attack should be +9 for the attack(+6BA,+4Str,-1Size), The Tongue's aatack should be +7(+6BA,+2Dex-1Size) Other then these few thing i caught, your monsters are looking great. Fluffs pretty desriptive, and youve certainly thought out its special abilities well. Good job, hope ta see more of you back at the Lagoon. |
| Hyrael the Dreamer11-13-05, 11:38 AM | Oh, man this is nice to see. I thought about doing something like this a while ago, but never got around to it. Make a Daggerwrist! Im guessing 3 HD, str13, dex 15 con 12, int 3, wis 13, cha 7, claw 1d8 damage. |
| Ront Iron-Roar11-13-05, 05:03 PM | Hey there i havent really seen thus show but they're lookin great, i did notice these minor things though, Skewer: Hp's off a lil bit if you follow the formula its 4.5+8x18=225 Arrowtongue:Same thing its HP should be 76 4.5+5x8=76, The grapple modifier should be +14 (+6BA,+4Size,+4Strength), The hoof attack should be +9 for the attack(+6BA,+4Str,-1Size), The Tongue's aatack should be +7(+6BA,+2Dex-1Size) Other then these few thing i caught, your monsters are looking great. Fluffs pretty desriptive, and youve certainly thought out its special abilities well. Good job, hope ta see more of you back at the Lagoon. Oh yes, forgot the size bonuses and I'll make the HP changes as well. I'll be posting the Sea Striders next since they didn't get put on here last night. The next pair I'm going to do will be the Trunksucker and the Daggerwrist. |
| Ront Iron-Roar11-13-05, 05:26 PM | Here's the Sea Striders for ya. I know there's a few gaps between the HD of the parent and the nymph but, I intend to hopefull fill those in later with its other stages. As well, I plan on doing the Amoebic Sea later on. Emperor Sea Strider Colossal Aberration Hit Dice:30d8+220(452) Initiative: +3 Speed: 40ft. Armor Class: 25 (-1 Dex, -5 Size, +21 Natural.) Flat-footed 26 Touch 4. Base Attack/Grapple: +20/+51 Attack: +30 melee Bite (4d6+7) Full Attack: +30 melee Bite (4d6+7) Space/Reach: 40ft/ 30ft. Special Attacks: Trample 4d10+22 Special Qualities: Beacon, Immunity to Acid, Low-light Vision. Saves: Fort +21 Reflex +13 Will +19 Abilities: Str 41 Dex 8 Con 30 Int 2 Wis 14 Cha 10 Skills: Listen +24 Spot +28 Survival + 16* Feats: Alertness, Endurance, Blind-fight, Skill Focus (Spot), Skill Focus (Listen), Improved Toughness, Improved Natural Armor, Lightning Reflexes, Improved Initiative, Ability Focus(Trample) Environment: Amoebic Sea. Organization: Solitary, Pair, or Pod (Pair plus 2-6 Emperor Sea Strider Nymphs) Challenge Rating: 13 Treasure: None. Alignment: Always Neutral Advancement: Level Adjustment:-- A bright golden light illuminates the darkness. After squinting your eyes you note that the light is coming from some massive glowing creature. The source of the light centered just below the mouthless head of this enormous bipedal purple beast. A pair of glowing eyes stares down at you as a deep below resonates from the beast. Lifting a massive foot and then slamming it into the gelatinous surface of the Amoebic Sea .It next stride taking out a chunk from the sea with it. Moments later, dozens of chirping insectile creatures orbit the mote of light propelled by tiny wings. At over 60 feet tall, the sea strider is the largest life-form found on Darwin IV. It lives exclusively on the gelatinous surface of the Amoebic Sea, whose unique characteristics provide both support for the sea strider's enormous bulk and its sole source of food. The sea strider must maintain constant motion, feeding continuously on amoebic gel that it takes in through mouths on its feet. Behavioral displays include thunderous roars and blue biolights that accent its crested head, back and swaying tail. Combat An Emperor Sea Strider only has two priorities in combat. To defend its young, and then itself, it is rare that an Emperor Sea Strider will attack for any other reason. When in combat a Emperor Sea Strider attempts to plow its enemies into the surface of the Amoebic Sea. Or bull-rush its opponents into the psuedopods of the hungry sea. Beacon(Ex): A Emperor Sea Strider has a massive circular mote of ambient golden light. This light acts identical to the effect of a Daylight spell. This light is particularly attractive to the young of the Emperor Sea Strider. An Emperor Sea Strider Nymph gains a +10 bonus on Spot and Survival checks to discern the location of its parent. As well, the mate of the Emperor Sea Strider gains the same bonus. Immunity to Acid(Ex): Do to the caustic salt storms that plague the Amoebic Sea, an Emperor Sea Strider has adapted to the acidic nature of the storms. Granting it immunity to Acid. Low-light vision(Ex): A Emperor Sea Strider sees 4 times as far as a human in dimly lit areas. Trample(Ex): Reflex Half DC 35. The save DC is strength-based. Skills: An Emperor Sea Strider has a +8 racial bonus on Listen and spot checks. As well, as a +8* bonus on Survival checks to discern direction on the Amoebic Sea. This bonus has already been factored into the statistics of the Emperor Sea Strider, for it only dwells on the Amoebic Sea and the only knowledge Survival check pertains to it and direction. Emperor Sea Strider Nymph Small Aberrations Hit Dice: 2d8+2(10) Initiative: +4 Speed: Fly 30 ft(good) Armor Class: 16 (+1 size, +4 dex, +1 natural armor.) Flat-footed 12 Touch 15. Base Attack/Grapple:+1/-3 Attack:-- Full Attack:-- Special Attacks:-- Special Qualities: Flight, Immunity to Acid, Low-light vision. Saves: Fort +1 Ref +4 Will +5 Abilities: Str 3 Dex 18 Con 13 Int 1 Wis 14 Cha 8 Skills: Listen +9 Spot +9 Survival +6 Feats: Alertness Environment: Amoebic Sea. Organization: Pod ( 2-6 plus 2 Emperor Sea Striders.) Challenge Rating: 1/2 Treasure: None Alignment: Always Neutral. Advancement: 3-5 HD (Medium) Level Adjustment:-- Hatched from eggs, the tiny sea strider nymphs are attracted to an energy source located beneath the adult's mouthless head. Hollow, lighter-than-air creatures, they cannot yet walk, but they fly about Darwin IV on their short wings, like Earth's hummingbirds. Combat Emperor Sea Strider Nymphs are strictly non-combatants. Their only course of actions in combat is to flee as fast and as direct towards their massive parents. Flight(Ex): A Emperor Nymphs’ body is naturally buoyant. This buoyancy allows it to fly at a speed of 30 ft. This buoyancy also grants it a permanent feather fall effect(as the spell) with personal range. Immunity to Acid(Ex): Do to the caustic salt storms that plague the Amoebic Sea, an Emperor Sea Strider has adapted to the acidic nature of the storms. Granting it immunity to Acid. Low-light vision(Ex): A Emperor Sea Strider sees 4 times as far as a human in dimly lit areas. Skills: A Emperor Sea Strider Nymph has a +4 racial bonus on Listen and Spot checks. In addition, it has a +4* racial bonus on Survival checks to discern its location on the Ameobic Sea. This bonus has already been factored in because the Emperor Sea Strider Nymph is only encountered upon the Amoebic Sea. |
| Ront Iron-Roar11-13-05, 07:37 PM | Daggerwrist Medium Aberration Hit Dice: 4d8+12(28) Initiative: +3 Speed: 20 ft. Climb 20 ft. Armor Class: 15 (+3 Dex, +2 Natural.) Flat-footed 12 Touch 13. Base Attack/Grapple: +3/+5 Attack: Claw +6 melee 1d6+2 Full Attack: Claw +6 melee (1d6 +2). Space/Reach: 5ft/5ft. Special Attacks: Attach, Blood drain, Improved Grab, Pin 2d6+4, Pounce, Rake 1d4+2. Special Qualities: Alien Anatomy, Blindsight 200 ft, Glide,Immunities, Spines. Saves: Fort +4 Ref +4 Will +7 Abilities: Str 14 Dex 16 Con 16 Int 3 Wis 16 Cha 6 Skills: Balance +11 Climb +11 Hide +11* Jump + 11 Listen + 11 Move Silently +5 Feats: Alertness, Weapon Finesse Environment: Any forest. Organization: Solitary. Challenge Rating: 5 Treasure: None. Alignment: Always Neutral Advancement: 4-6 HD (medium) Level Adjustment:-- A pale lifeless corpse lies before you. Its grayed flesh riddles with red slashes but, among those wounds, the most notable is an oozing puncture mark. As you examine the wound you hear a clacking noise and then an insectile growl. You look up to see a strange creature peering down at you. A eyeless vulture like skull mounted upon a serpentine neck swivels side to side before arching. The front legs of this creature are armed with pickaxe like claws that grasp the branch strongly. After a few moments, large jagged spines on the creatures back rise up as the creature leaps towards you. Spreading its arms out wide as fleshy membranes catch the air. These human-size predators inhabit the treetops in mature pocket forests on Darwin IV. An extremely active animal, the daggerwrist uses its dagger-tipped forearms to swing from branches, but can also take to the air using glide membranes that deploy when its limbs are extended outward. Its diet consists mostly of trunk suckers. Daggerwrists possess a complex pseudo-jaw that features a heavily muscled tube tipped with a barbed mandible; this tube extends out to probe for prey in a snake-like fashion. Combat A Daggerwrist is an ambush predator, preferring to make surprise attacks upon its foes. Singling out its prey before leaping out from cover and pinning an opponent before draining it of its blood. Attach(Ex): When a Daggerwrist successfully pins an opponent it immediately deals proboscis damage 1d4+1 damage as the Daggerwrist drives its bloodsucking proboscis into its helpless opponent. It can immediately begin using its Blood Drain ability each round it remains attached. Blood Drain(Ex): Each round a Daggerwrist remains attached to an opponent it deals 2d4 temporary points of constitution damage as it drains the blood from its victim. Improved Grab (Ex): When a Daggerwrist hits an opponent in a pounce attack. It can immediately start a grapple check as a free action (+7 attack bonus). A successful grapple check means a Daggerwrist has pinned its opponent and can start raking its opponent and begin usings its Blood Drain. (+2 on attack bonus because of charge.) Rake(Ex): A Daggerwrist who has grappled an opponent can use a Rake attack each round its opponent is pinned. Dealing 1d4+1 each round it maintains the pin. Pin(Ex): A successful grapple check means the Daggerwrist has pinned its opponents. Jamming both of its claws into its opponent dealing 2d6+4 claw damage each round. A Daggerwrist cannot attack any other opponents while it maintains the pin. Pounce(Ex): If a Daggerwrist charges a foe during a Glide. It can make a full attack including two rakes. Spines(Ex): Any opponent attacking a Daggerwrist while flanking it with natural attacks or attempting a grapple is automatically 1d6 piercing damage. As it runs itself down onto its serrated spines. Glide(Ex): Do to the thick membranes attached to its body and limbs. A Daggerwrist can glide for short period of times. For each 5 feet of descent from leaping from a high surface, a Daggerwrist can Glide 20 feet. Regard, its flight maneuverability as poor. Doing so negates any falling damage taken. Alien Anatomy(Ex): Do to the location of a Daggerwrist's brain in its alien body, if not its strange nervous system. A Daggerwrist, is not sleign by the effects of severing its head. Though, it is effectively rendered blind by do so. Blindsight(Ex): A Daggerwrist has blindsight out to 200 ft. A Daggerwrist under the effects of a Silence spell is rendered effectively Blind for the duration of the spell. Immunities(Ex): Daggerwrists have immunity to gaze attacks, visual effects, illusions, and other attack forms. Skills: A Daggerwrist has a +8 racial bonus on Balance, Climb, Jump, Listen checks. A Daggerwrist can always take a 10 on climb checks, even if threatened or rushed. Trunksucker Small Aberrations Hit Dice: 1d8(4) Initiative: +1 Speed: 5ft. Climb 10 ft. Armor Class: 12(+1 size, +1 dex.) Flat-footed 11 Touch 12. Base Attack/Grapple: +0/-7 Attack:-- Full Attack:-- Special Attacks:-- Special Qualities: Scent, Stick, Glide. Saves: Fort +0 Ref +1 Will +4 Abilities: Str 4 Dex 12 Con 10 Int 1 Wis 12 Cha 6 Skills: Listen +7 Spot +6 Feats: Alertness Environment: Any Forest. Organization: Challenge Rating: 1/4 Treasure: None Alignment: Always Neutral. Advancement:1-3HD(Small) Level Adjustment:-- This flat creature pulses as a long tube like proboscis guzzles up sap from a gash in a tree. Its broad fan like appendages wrapping around the trunk as a long rigid tail is raised upwards. The end of its tail tapering into a golden diamond shaped organ. Small, gliding creatures, trunk suckers feed on the nutrient-rich layer that lies beneath the outer shingle of Darwin IV's plaque bark trees. They use powerful, clinging claws to affix themselves firmly to the trees while they draw out sap with their feeding tubes. Combat Trunksuckers are poor combatants. Possessing no real means of attack and very little defense besides gliding away and climbing up high. Stick(Ex): Do to its shape and a layer of adhesive material that lines their feet. A Trunksucker can immediately begin climbing upon a vertical surface after a glide with no penalty or check needed. Glide(Ex): Do to the thick membranes attached to its body and limbs. A Trunksucker can glide for short period of times. For each 5 feet of descent from leaping from a high surface, a Trunksucker can Glide 40 feet. Regard, its flight maneuverability as poor. Doing so negates any falling damage taken. Skills: A Trunksucker has a +4 racial bonus on Listen and Spot checks. |
| Ront Iron-Roar11-13-05, 08:17 PM | I'm going to a take a break for the moment with this thread. Though, I'll let you guys decide what the next creature will be. |
| savant_warlord1311-13-05, 08:32 PM | Do the groveback next!! |
| Hyrael the Dreamer11-13-05, 09:23 PM | the daggerwrist's Glide ability is a little combersome. there's a race in stormwrack that can glide, here's their text, word for word: "Gliding:Hadozee can use their arm-flaps to glide, negating damage from a fall of any height and allowing them to travel 20 ft horizontaly for every 5 feet of descent. A hadozee glides at a speed of 40 ft (average maeuverability)" |
| Ront Iron-Roar11-14-05, 11:12 AM | the daggerwrist's Glide ability is a little combersome. there's a race in stormwrack that can glide, here's their text, word for word: "Gliding:Hadozee can use their arm-flaps to glide, negating damage from a fall of any height and allowing them to travel 20 ft horizontaly for every 5 feet of descent. A hadozee glides at a speed of 40 ft (average maeuverability)" Ah yes, the monkey people. I don't have stormwrack but, I'll think on the changes to the gliding ability then. |
| Hyrael the Dreamer11-15-05, 12:50 PM | One thing you might want to mention is that the creatures of darwin IV do not keep their brains in their heads. thus, vorpal effects or a mind flayer's extract do not work on them, or only deal damage and blinds them (the 'head' only houses sensory equipment) |
| MidnightLightning11-15-05, 02:01 PM | You've already commented on how the Sea Strider uses the Amoebic sea to aid it in combat, so I'd give some stats for what the Amoebic sea is (possibly a swarm?). |
| Ront Iron-Roar11-15-05, 09:07 PM | I'll begin making the changes to the creatures. As well, Guys due to a busying schedule:whatsthis I'll be letting the creature creation be more open. Want to make a creature that hasn't been made yet? Go ahead! :D |
| Ront Iron-Roar11-15-05, 10:27 PM | I've given the Alien Anatomy ability to the creatures that depended on Blindsight. Most of the creatures with sight I considered must have had brains in thier head because of the location of their eyes. So I left the Emperor Sea Strider, Emperor Sea Strider Nymph, and Trunksucker out since they have regular vision. |
| Dominus Ex Machina11-16-05, 11:54 AM | You should come and check out my Alien Planet Flora/Fauna Stats - ASSISTANCE DESPERATELY NEEDED (http://boards1.wizards.com/showthread.php?t=485381) thread on the WIZARDS.COMmunity Star Wars RPG boards. We could really use someone with your creative talents over there! R.S.V.P. |
| savant_warlord1311-16-05, 06:22 PM | Here's the Sea Striders for ya. I know there's a few gaps between the HD of the parent and the nymph but, I intend to hopefull fill those in later with its other stages. As well, I plan on doing the Amoebic Sea later on. Emperor Sea Strider Colossal Aberration Hit Dice:20d8+220(306) Initiative: -1 Speed: 40ft. Armor Class: 25 (-1 Dex, -5 Size, +21 Natural.) Flat-footed 26 Touch 4. Base Attack/Grapple: +15/+46 Attack: +25 melee Bite (4d6+7) Full Attack: +25 melee Bite (4d6+7) Space/Reach: 40ft/ 30ft. Special Attacks: Trample 4d8+22 Special Qualities: Beacon, Immunity to Acid, Low-light Vision. Saves: Fort +16 Reflex +5 Will +14 Abilities: Str 41 Dex 8 Con 30 Int 2 Wis 14 Cha 10 Skills: Listen +20 Spot +25 Survival + 13* Feats: Alertness, Endurance, Blind-fight, Skill Focus (Spot), Skill Focus (Listen), Improved Toughness, Improved Natural Armor. Environment: Amoebic Sea. Organization: Solitary, Pair, or Pod (Pair plus 2-6 Emperor Sea Strider Nymphs) Challenge Rating: 13 Treasure: None. Alignment: Always Neutral Advancement: Level Adjustment:-- A bright golden light illuminates the darkness. After squinting your eyes you note that the light is coming from some massive glowing creature. The source of the light centered just below the mouthless head of this enormous bipedal purple beast. A pair of glowing eyes stares down at you as a deep below resonates from the beast. Lifting a massive foot and then slamming it into the gelatinous surface of the Amoebic Sea .It next stride taking out a chunk from the sea with it. Moments later, dozens of chirping insectile creatures orbit the mote of light propelled by tiny wings. At over 60 feet tall, the sea strider is the largest life-form found on Darwin IV. It lives exclusively on the gelatinous surface of the Amoebic Sea, whose unique characteristics provide both support for the sea strider's enormous bulk and its sole source of food. The sea strider must maintain constant motion, feeding continuously on amoebic gel that it takes in through mouths on its feet. Behavioral displays include thunderous roars and blue biolights that accent its crested head, back and swaying tail. Combat An Emperor Sea Strider only has two priorities in combat. To defend its young, and then itself, it is rare that an Emperor Sea Strider will attack for any other reason. When in combat a Emperor Sea Strider attempts to plow its enemies into the surface of the Amoebic Sea. Or bull-rush its opponents into the psuedopods of the hungry sea. Beacon(Ex): A Emperor Sea Strider has a massive circular mote of ambient golden light. This light acts identical to the effect of a Daylight spell. This light is particularly attractive to the young of the Emperor Sea Strider. An Emperor Sea Strider Nymph gains a +10 bonus on Spot and Survival checks to discern the location of its parent. As well, the mate of the Emperor Sea Strider gains the same bonus. Immunity to Acid(Ex): Do to the caustic salt storms that plague the Amoebic Sea, an Emperor Sea Strider has adapted to the acidic nature of the storms. Granting it immunity to Acid. Low-light vision(Ex): A Emperor Sea Strider sees 4 times as far as a human in dimly lit areas. Trample(Ex): Reflex Half DC 33. The save DC is strength-based. Skills: An Emperor Sea Strider has a +8 racial bonus on Listen and spot checks. As well, as a +8* bonus on Survival checks to discern direction on the Amoebic Sea. This bonus has already been factored into the statistics of the Emperor Sea Strider, for it only dwells on the Amoebic Sea and the only knowledge Survival check pertains to it and direction. Emperor Sea Strider Nymph Small Aberrations Hit Dice: 2d8+2(10) Initiative: +4 Speed: Fly 30 ft(good) Armor Class: 16 (+1 size, +4 dex, +1 natural armor.) Flat-footed 12 Touch 15. Base Attack/Grapple:+1/-3 Attack:-- Full Attack:-- Special Attacks:-- Special Qualities: Flight, Immunity to Acid, Low-light vision. Saves: Fort +1 Ref +4 Will +5 Abilities: Str 3 Dex 18 Con 13 Int 1 Wis 14 Cha 8 Skills: Listen +9 Spot +9 Survival +6 Feats: Alertness Environment: Amoebic Sea. Organization: Pod ( 2-6 plus 2 Emperor Sea Striders.) Challenge Rating: 1/2 Treasure: None Alignment: Always Neutral. Advancement: 3-5 HD (Medium) Level Adjustment:-- Hatched from eggs, the tiny sea strider nymphs are attracted to an energy source located beneath the adult's mouthless head. Hollow, lighter-than-air creatures, they cannot yet walk, but they fly about Darwin IV on their short wings, like Earth's hummingbirds. Combat Emperor Sea Strider Nymphs are strictly non-combatants. Their only course of actions in combat is to flee as fast and as direct towards their massive parents. Flight(Ex): A Emperor Nymphs’ body is naturally buoyant. This buoyancy allows it to fly at a speed of 30 ft. This buoyancy also grants it a permanent feather fall effect(as the spell) with personal range. Immunity to Acid(Ex): Do to the caustic salt storms that plague the Amoebic Sea, an Emperor Sea Strider has adapted to the acidic nature of the storms. Granting it immunity to Acid. Low-light vision(Ex): A Emperor Sea Strider sees 4 times as far as a human in dimly lit areas. Skills: A Emperor Sea Strider Nymph has a +4 racial bonus on Listen and Spot checks. In addition, it has a +4* racial bonus on Survival checks to discern its location on the Ameobic Sea. This bonus has already been factored in because the Emperor Sea Strider Nymph is only encountered upon the Amoebic Sea. The adult needs alot more HD than that, as well as a change to its trample attack. remember, they eat through their feet! And how does it get a -5 size penalty to AC? |
| R.M.G.C.L.F.11-16-05, 08:43 PM | No, aberration isn't right. Animal is only used for natural creatures, or creatures for which an entire alternate natural world has been made. They're biologically airtight. |
| Ront Iron-Roar11-17-05, 12:24 AM | No, aberration isn't right. Animal is only used for natural creatures, or creatures for which an entire alternate natural world has been made. They're biologically airtight. And, I stated in the beginning that I wasn't necessarily basing the encounters with them on Darwin IV. Do to that their from another world and put, them on Earth. I didn't necessarily put their depence on a denser atmosphere in their stats so they could be abit more easily used in normal DnD. But, a simple change to their saves can turn them into animals. |
| Dominus Ex Machina11-21-05, 11:23 AM | Say, uh, Ront Iron-Roar... You ever think of writing up roleplaying stats for the organisms featured in the National Geographic Channel special Extraterrestrial (http://channel.nationalgeographic.com/channel/extraterrestrial/)? |
| Hyrael the Dreamer11-21-05, 12:14 PM | My opinion, from what was in your link: Singularly Unimaginative the stuff was too similar to earth lifeforms. at least alien planet made an attempt at truly alien creatures, with no eyes or jaws. the skywhale is interesting, but this just doesnt inspire me with awe and wonder the way the groveback, sea strider, or daggerwrist did at least both programs get one thing right: wings. we can be fairly certain that, if we do find life in a gaseous atmosphere, there will be something with wings. but, it looks like all these planets have oxygen atmospheres. why not creatures composed partialy of methane crystals swimming through liquid helium seas? why not silicone blobs of acid-producing glands fliting through asteroid feilds, consuming dissolved minerals? Oxygen is actually a highly corrosive and flammible gass, and most other life forms would be horrified that we live in an atmosphere so full of it. there's probably some race out there thats even now developed a high-powered telescope and is searching the universe for an atmosphere compsed entirely of a seleniun-nitrogen compound, and is bypassing any planet with carbon or oxygen, on the basis that 'nothing could survive there'. Ye gods, astrobiology is so...dull. |
| R.M.G.C.L.F.11-21-05, 04:48 PM | My guess is that few people have the in-depth biochemical knowledge necessary to accurately design such a life-form, and shy away from the area for fear of being berated for their flawed concept. |
| Ront Iron-Roar11-21-05, 05:58 PM | Say, uh, Ront Iron-Roar... You ever think of writing up roleplaying stats for the organisms featured in the National Geographic Channel special Extraterrestrial (http://channel.nationalgeographic.com/channel/extraterrestrial/)? I dunno, I never liked that special. Waste of Micheal Dorn's voice. But, there were alot of specials on the science channel I dearly wish were on. I have been contemplating some of these evolution specials. |
| Ront Iron-Roar11-22-05, 06:35 PM | Do to the fact all my books are over at my friend's house I haven't made all the changes to my creatures. I upgraded the Trunksucker and made its glide better then the Daggerwrist to keep it from being completely pitiful. When, I get my MM I'll make animal versions of the creatures. I've got some free time so the changes to the Sea Strider and the creation of the Groveback are coming soon. |
| Dominus Ex Machina11-28-05, 11:26 AM | Say, uh, Ront Iron-Roar... You ever think of writing up roleplaying stats for the organisms featured in the National Geographic Channel special Extraterrestrial (http://channel.nationalgeographic.com/channel/extraterrestrial/)?I don’t know. I never liked that special. Waste of Michael Dorn's voice. But there were a lot of specials on the Science Channel I dearly wish were on. I have been contemplating some of these evolution specials. * denotes quote edited by Dominus Ex Machina for corrective spelling, grammatical, and/or technical purposes onlyWell I, for one, thought Extraterrestrial (http://channel.nationalgeographic.com/channel/extraterrestrial/) was an exemplary counterpart to Alien Planet (http://dsc.discovery.com/convergence/alienplanet/alienplanet.html). A waste of Dorn's voice? Nothing's a waste of Dorn's voice. And on the Science Channel (http://science.discovery.com), there's Carl Sagan's Cosmos (http://science.discovery.com/convergence/cosmos/cosmos.html), this one being the digitally remastered 25th Anniversary edition featuring enhanced CG animations... Not too keen on creatures from specials on evolution, though... |
| Ront Iron-Roar11-28-05, 07:49 PM | Alright, I got my books back and as soon as I can I'm making the Grove back. I haven't seen any of the new cosmos's lately. But, I saw his old ones. |
| Ront Iron-Roar12-01-05, 09:39 PM | Alright, if my power doesn't go out do to the weather again. I should have the Groveback done later tonight. But, I've made changes to the Sea Strider, bumped it up for you all. Since, I was unsure how to bump a creature up past 20th. I used the Epic bonus to BAB and Saves from the Epic from the DMs guide. |
| Ront Iron-Roar12-01-05, 11:25 PM | Here it is the long awaited Groveback. Just imagine this thing mounted with some plant monster? Groveback Gargantuan Aberration Hit Dice: 27d8+243 (351) Initiative: -2 Speed: 40 ft (Cannot Run) Armor Class: 21 (-4 Size, -2 Dex, +20 natural) Touch: 4 Flat-footed: 26 Base Attack/Grapple: +19/ +44 Attack: +33 melee Stamp (2d8+13) Full Attack: 2 Stamps +33 melee Stamp (2d8+13) Space/Reach: 20 ft/ 15 ft. Special Attacks: Trample (4d6+19), Sap Boost. Special Qualities: Barry, Blindsight 100 ft, Dehydration Vulnerability, Growth, Immunities, Partial Actions, Skid, and Scent. Saves: Fort + 20 Ref +8 Will +16 Abilities: Str 36 Dex 6 Con 28 Int 1 Wis 12 Cha 6 Feats: Alertness, Improved Toughness, Improved Natural Armor(3), Great Fortitude, Power Attack, Cleave, Weapon Focus(Stamp) Skills: Listen + 25 Survival +15 Environment: Temperate Plain Organization: Solitary or Pair. Challenge Rating: 11 Treasure: None. Alignment: Nuetral Advancement: 28-34(Gargantuan) Level Adjustment:- What once was an immobile grouping of trees soon becomes animated. Branches and trunks swaying and trembling as the ground around them begins to buckle as it bulges upward, soon enough a massive box-shaped head burst from the surface supported by long thick neck. Soon, enough a massive carapace supporting the multitude of vegetation rise soon after. Two thick muscular legs push the creature up from the earth as it shakes itself of clumps of dirt. These massive turtle-like creatures move around using a pair of thick, pillar-like forelegs, but most of the weight is carried by an enormous rear skid that leaves a distinctive deep trench in its wake. During a 10-year hibernation period, the 60-foot-high groveback remains largely buried and immobile just beneath Darwin IV's surface. Vegetation takes root and grows on its vast, porous carapace, a bizarre form of symbiosis that gives this behemoth its name. The small forest is shaken off when the animal emerges from dormancy. The large eye-shaped structures behind the nose are actually massive gill books that must be kept moist at all times. Combat A Groveback has very little interest in combat. It is content with its cycle of migration and then hibernation. But, a disturbed Groveback can prove a difficult opponent. Usually, only a Groveback with Growth will utilize its Sap Surge to boost its prowess during combat. Trample(Ex): Relfex DC 28 half, 4d6+19 damage. Sap Boost(Ex): A Groveback with Growth can utilize the sap pumped into its system by the plants that adhere to its porous shell. A Groveback gains a +8 conditional bonus on its strength and dexterity modifier. It can choose to run and it can take full-round actions. But, unfortunately do to the sap coursing through its body it gains a –2 penalty on saves as its body and mind copes with the massive amounts of energy it receives from the sap. The following stat changes apply to the Groveback. Armor Class: 27 (-4 Size, +2 Dex, +20 Natural) Touch: 8 Flat-footed: 26 Initiative: +2 Attack: + 37 melee Stamp (2d8+17) Full Attack: +37 melee 2 Stamps (2d8+17) Special Attacks: Trample 4d6+25 Saves: Fort +18 Ref +6 Will +14 Barry(Ex): If a Groveback, spends 1 minute it can barry itself entirely in the ground. It gains full concealment and it looses its Dehydration vulnerability, because its gill boxes are covered. Blindsight(Ex): A Groveback, has Blindsight of 100 feet. Dehydration Vulnerability(Ex): Do to its water absorbant form and the massive gillboxes on its head a Groveback, is more vulnerable to dehydrating effects. If a Groveback becomes Dehydrated or takes 28 Dessication damage, begin rolling for suffocation. Exposing the gill boxes to moisture water ceases the suffocation and the Groveback begins breathing normally again. Growth(Ex): At times, when a Groveback has barried itself for so long it has grown a layer of vegetation sprouting from its shell. Do to the reinforcement of its shell if not, the hardening of its flesh as the Sap begins pumping Chlorophyll into the Groveback it gains a +7 Natural Armor bonus to AC. Do to the growth upon its back, a Groveback is especially vulnerable to catching a flame, taking a –2 penalty on reflex saves to avoid catching fire. Immunities(Ex): Groveback has immunity to gaze attacks, visual effects, illusions, and other attack forms relying on sight. Partial Actions(Ex): A Groveback, is a naturally slow creature. Thus, it can only take partial actions. Skid(Ex): Do to its unique design, a Groveback has a massive rudder-like skid jutting down from its hind quarters, this skid pressing into the ground to stabalize the clumsy looking Groveback. Anything tracking a Groveback by tracks immediately, gains a +10 bonus on tracking a Groveback as it skid leaves a trench through the ground. As well, the Groveback gains an additional +4 on checks to resist bullrush, overrun, and similar effects. Skills: A Groveback, has a +8 racial bonus on Listen Checks. A Groveback, with Growth has a +8 bonus on Hide checks in forests or when crouching. This, bonus improves to a +20 when it is barried. |
| Ront Iron-Roar12-02-05, 11:14 AM | I'm paronoid about getting this thread deleted so... :bump: |
| Hyrael the Dreamer12-02-05, 10:40 PM | Eosapien! |
| Marcus Smythe12-03-05, 12:45 AM | Check the size on the Arrowtongue when you get a chance... I'm pretty sure, by the book itself, that that sucker is alot bigger than large.. Darwin fauna tends to be megafauna... and im recalling the Arrowtongue being an 8 meter (not 8 foot.. the website gets the size wrong, IIRC) near-apex predator (baring the Skewers and Eosapeins, of course) All in all, glad to see it done, love the book, and not going to nit-pick stats... |
| Ront Iron-Roar12-03-05, 12:49 AM | Check the size on the Arrowtongue when you get a chance... I'm pretty sure, by the book itself, that that sucker is alot bigger than large.. Darwin fauna tends to be megafauna... and im recalling the Arrowtongue being an 8 meter (not 8 foot.. the website gets the size wrong, IIRC) near-apex predator (baring the Skewers and Eosapeins, of course) All in all, glad to see it done, love the book, and not going to nit-pick stats... I was abit wierded out on that myself. Darn thing was nearly as big as the probe. The sight, said it was 8 foot and I'm like what the ****? But, after the Beach Quills and the Latarolope, I'll make the changes to the Arrowtongue, and then attempt the Eosapian. |
| Marcus Smythe12-03-05, 01:04 AM | Oh.. also when you check the book.. check the size on the Emperor Sea Strider. The sketch that has the groudned probe in the foreground and hte Sea Strider stepping over a hillock in the background!!!!.. would suggest a height on the order of stupid. REALLY stupid. As in 'its foot is more than 60 high' Im wondering if they scaled everything down alot for the special, to make it more believable.. I love Barlow, I love Expedition, but the creatures in there are often big beyond the understanding of biomechanics, even on a high O2, low-G world. If you dont have your book, I can haul out mine and try to get you linear dimensions from it... Id probably do an 'upper-lower' limit, scaling every creature I can by every other.. theres a couple of sizes quoted, and some other linear dimension bits.. with a ruler and patience I can get numbers on alot of the critters.. though some would be smooth impossible (no referent to any other being of known size).. |
| Ront Iron-Roar12-03-05, 01:29 AM | Oh.. also when you check the book.. check the size on the Emperor Sea Strider. The sketch that has the groudned probe in the foreground and hte Sea Strider stepping over a hillock in the background!!!!.. would suggest a height on the order of stupid. REALLY stupid. As in 'its foot is more than 60 high' Im wondering if they scaled everything down alot for the special, to make it more believable.. I love Barlow, I love Expedition, but the creatures in there are often big beyond the understanding of biomechanics, even on a high O2, low-G world. If you dont have your book, I can haul out mine and try to get you linear dimensions from it... Id probably do an 'upper-lower' limit, scaling every creature I can by every other.. theres a couple of sizes quoted, and some other linear dimension bits.. with a ruler and patience I can get numbers on alot of the critters.. though some would be smooth impossible (no referent to any other being of known size).. Hmmmmm, not sure if I really need to make the Sea Strider any bigger myself. Though, I juiced up the Arrowtongue and based it more so on the T-rex in the MM. Also, gave it a new ability I think will make it more unique. |
| Ront Iron-Roar12-03-05, 02:22 AM | Beachquill Tiny Vermin. Hit Dice: 1d8+1(4) Initiative: +5 Speed: 5ft. Armor Class: 13 (+2 Size, +1 Dex) Touch: 13 Flat-footed: 12 Base Attack/Grapple: +0/-12 Attack: +4 melee Stab (1d3-4 plus poison) Full Attack: +4 melee Stab (1d3-4 plus poison) Space/Reach: 1ft/1ft/ Special Attacks: Attach, Poison, Spring, Cumalitive Poison. Special Qualities: Blindsight 60 ft, Tremorsense, Vermin Traits. Saves: Fort +3 Ref +1 Will -1 Abilities: Str 1 Dex 12 Con 12 Int -- Wis 8 Cha 4 Feats: Improved Initiative(B), Weapon Finesse(B), Weapon Focus(Stab) Skills: Hide + 9 Jump + 13 Listen +4 Environment: Any land or underground. Organization: Solitary, Pair, Cluster (4-20), Garden (21-1000) Challenge Rating:2 Treasure: None. Alignment: Nuetral Advancement: Level Adjustment:- What seemed to be a field of purple Glass-like plants suddenly launches into the air. Dozens of these projectile creatures aiming to jam thier spiked proboscis into you. Short-range attack hunters, poison-tipped beach quills often strike in colonies. Individually among the smallest animals on Darwin IV, in packs they can fell even the largest animals on the planet. Each beach quill can propel itself with enormous velocity over short distances by means of a folded, muscular "foot" that snaps the animal through the concealing undergrowth toward its target. Beach quills stab into their prey, each of the animal's quills delivering a dose of neurotoxin. Combat Do to thier small size and poor ability to deal damage in melee, Beachquills prefer to strike from ambush. Catch prey flat-footed before stabbing into it and bringing it down with its poison. Attach(Ex): A Beachquill who has made a successful stab attack during its Spring can immediately adhere itself to an opponent, automatically dealing 1d3 damage and poison as it burrows into the tissue as long as its attack roll is higher than the accumulation of any natural armor, bonuses from armor, or any deflection bonus the opponent has. Once attached, the Beachquill, is flat-footed. A Beachquill can be attacked and even pulled free. Which, can be done with the completion of a successful pin. Pulling out deals another 1d3 damage however. Poison(Ex): Injury, Fortitude DC 15, initial and secondary 1d6 Strength damage. DC is consitution-based. Spring(Ex): As a Full round, action a Beachquill can launch itself into the air. Regard, the Beachquill's Stab Attack as a ranged touch attack with a +6 attack bonus that deals 1d4 damage with a range of 30 ft. A successful, attack means the Beachquill can attempt to attach itself. Cumalative Poison(Ex): A Beachquill's poison potence increases with higher quanity. For each round and for each Beachquill that has exposed an opponent to poison. The DC of the fortitude to resist the poison gains a +1 cumalative bonus on its difficulty. Blindsight(Ex): A Beachquill, has blindsight out to 60 feet. Tremorsense(Ex): A Beachquill, can immediately pin-point the location of any creature touching the ground within 60 feet of it. Mindless(Ex): A Beachquill, has no intelligence score doing so it is immunity to all mind-affects (Charms, compulsions, phantasms, patterns, and morale effects.) Skills: A Beachquill gains a +10 racial bonus on jump checks. It uses it dexterityt modifier instead of its strength for Jump Checks. |
| Marcus Smythe12-03-05, 02:24 AM | Also PMed this to you, but here for completeness... just got through reading the book close, and pulling out the measuring tape, and making some guesses... Observation Pod: 24' Rayback: 13 Tons, by the text. (Large Bull African Elephant: 7 tons, 13' tall. At that build, a 13 Ton Elephant would be approx 15.2' at the shoulder. Rayback is more slender, but longer, than the Elephant... perhaps 18' or so. Gyrosprinter: 15 meter stride. Assuming its feet dont leave the ground to run, and assuming that it can get a near-perfect extention on each stretch, that gives us no more than 15m for the length of each leg, plus the distance from shoulder to hip. As it CANT have a stride equal to that length (without its belly hitting the ground) Its height at the shoulder can be no less than around 7-8m. Call it roughly 24'.. or perhaps less, and some of its stride is off the ground, if we dont want it to be larger than the Rayback that predates it) Arrowtongue: (from Expedition, page 36, bottom of page, second column) "It stood about eight meters tall..." (Note the Arrowtonuge is alot longer, and looks a bit heavier, for its height than the Rayback, as well) Flipstick: 60m, page 59. Note, however, that the drawing on page 61 would create a 3m Rayback, if that is a 60m flipstick. God, I love inconsistency! Jet Darters: The ones in Plate VI, on page 38-39, are less than 1m long Grove Back: Page 53: Approx 5.5 Arrowtongues, or 44m, at the 'hump' of its back. Dying Groveback on Pg. 62 is about 1.3x that, or 70m (Note, the realtive size chart on page 55 is contradicted by the text in numerous places, and is probably where that 8' Arrowtonuge comes from... It also throse off some ratios from other pictures.) Emperor Sea Strider: This ones tough. The picture I wanted to rely on is too poor quality to make do. Were left with the skull, and hte standing picture of one. We know that the Obspod can fly through the large gill openings in the skull of the dead Sea Strider. This creates an unsolvable conflict with the 'relative size' chart on 55... the Sea Strider pictured there has a SKULL about the side of an Obspod (or would, if the skull was in view) and certainly couldnt admit an Obspod to its gill slit... So we know that gill opening is AT LEAST 1 Obspod high. That gill opening is about 1/18th the height of the E.S.S. on page 105, so the ESS is a minimum of 18 Obspods, or 432', high. It MUST be bigger than that, because thats 0 margin for error entering the gill-hole.. lets assume that hed want a 1/2 Obspod clearance on each side, or double that... around 800-900 feet tall as a not unreasonable guesstimate. Unths: 6 Meters... page 152 Symets: 2 Tons, page 173 Skewer: Roughly 1.3 Obspods in Wingspan, or approx 31' Wingspan, from page 179. Rugose Floater: Approx 80' high, page 179. Approx 180' high, page 178 Eosapein: Approx 34' High, page 179 Ebony Blisterwing: Approx 300' wingspan, page 179 All numbers are somewhere between 'best guess' and 'wild guess', but are based on the text, and should be within a 20% margin of error or so. For Reference: T-Rex... 5m tall, 12m long, 7 tons. As his build and an Arrowtongues are much alike, the 8m tall Arrowtongue would likely weigh around 28 Tons... Brachiosaurus: 13m Shoulder, 80 Tons... assuming the 'large' Grove-Back is 70m at the shoulder and no heavier for its height than Brachiosaurus (a conservative estimate, given its build), we're looking at about 12,500 tons.. or slightly more than a Ticonderoga class Guided Missile Cruiser. I wont even guess the gross weight of a Sea Strider. I'm not sure it should have hit dice... it, like Shai-Hulud from Dune, is more of a Terrain Feature, IMHO. In any event, love the stuff! Keep up the great work, and just tryin to help, since you cant get to your books. |
| Ront Iron-Roar12-03-05, 02:39 AM | Also PMed this to you, but here for completeness... just got through reading the book close, and pulling out the measuring tape, and making some guesses... Observation Pod: 24' Rayback: 13 Tons, by the text. (Large Bull African Elephant: 7 tons, 13' tall. At that build, a 13 Ton Elephant would be approx 15.2' at the shoulder. Rayback is more slender, but longer, than the Elephant... perhaps 18' or so. Gyrosprinter: 15 meter stride. Assuming its feet dont leave the ground to run, and assuming that it can get a near-perfect extention on each stretch, that gives us no more than 15m for the length of each leg, plus the distance from shoulder to hip. As it CANT have a stride equal to that length (without its belly hitting the ground) Its height at the shoulder can be no less than around 7-8m. Call it roughly 24'.. or perhaps less, and some of its stride is off the ground, if we dont want it to be larger than the Rayback that predates it) Arrowtongue: (from Expedition, page 36, bottom of page, second column) "It stood about eight meters tall..." (Note the Arrowtonuge is alot longer, and looks a bit heavier, for its height than the Rayback, as well) Flipstick: 60m, page 59. Note, however, that the drawing on page 61 would create a 3m Rayback, if that is a 60m flipstick. God, I love inconsistency! Jet Darters: The ones in Plate VI, on page 38-39, are less than 1m long Grove Back: Page 53: Approx 5.5 Arrowtongues, or 44m, at the 'hump' of its back. Dying Groveback on Pg. 62 is about 1.3x that, or 70m (Note, the realtive size chart on page 55 is contradicted by the text in numerous places, and is probably where that 8' Arrowtonuge comes from... It also throse off some ratios from other pictures.) Emperor Sea Strider: This ones tough. The picture I wanted to rely on is too poor quality to make do. Were left with the skull, and hte standing picture of one. We know that the Obspod can fly through the large gill openings in the skull of the dead Sea Strider. This creates an unsolvable conflict with the 'relative size' chart on 55... the Sea Strider pictured there has a SKULL about the side of an Obspod (or would, if the skull was in view) and certainly couldnt admit an Obspod to its gill slit... So we know that gill opening is AT LEAST 1 Obspod high. That gill opening is about 1/18th the height of the E.S.S. on page 105, so the ESS is a minimum of 18 Obspods, or 432', high. It MUST be bigger than that, because thats 0 margin for error entering the gill-hole.. lets assume that hed want a 1/2 Obspod clearance on each side, or double that... around 800-900 feet tall as a not unreasonable guesstimate. Unths: 6 Meters... page 152 Symets: 2 Tons, page 173 Skewer: Roughly 1.3 Obspods in Wingspan, or approx 31' Wingspan, from page 179. Rugose Floater: Approx 80' high, page 179. Approx 180' high, page 178 Eosapein: Approx 34' High, page 179 Ebony Blisterwing: Approx 300' wingspan, page 179 All numbers are somewhere between 'best guess' and 'wild guess', but are based on the text, and should be within a 20% margin of error or so. For Reference: T-Rex... 5m tall, 12m long, 7 tons. As his build and an Arrowtongues are much alike, the 8m tall Arrowtongue would likely weigh around 28 Tons... Brachiosaurus: 13m Shoulder, 80 Tons... assuming the 'large' Grove-Back is 70m at the shoulder and no heavier for its height than Brachiosaurus (a conservative estimate, given its build), we're looking at about 12,500 tons.. or slightly more than a Ticonderoga class Guided Missile Cruiser. I wont even guess the gross weight of a Sea Strider. I'm not sure it should have hit dice... it, like Shai-Hulud from Dune, is more of a Terrain Feature, IMHO. In any event, love the stuff! Keep up the great work, and just tryin to help, since you cant get to your books. I've got my books now. I've never read the book. Everything, I've done so far has been based on the special on the Discovery channel. Though, I did read Barlowes guide to extra terrestrials. I've been contemplating the Meskilinite or Overlord. I guess, I could bump the Sea Strider up to Collosal+. What, the heck was the Ebony Blisterwing and Rayback? And, the Symet? Your also free to make any of these creature's you want as well? |
| Marcus Smythe12-03-05, 02:46 AM | I'm barely competent to make D+D CHARACTERS, much less monsters... none of my statements are intended as criticism or contradiction! I've just thought of sending a D+D party to Darwin IV since I bought "Expedition" in 1994 or so... The Ray-Back.. imagine a slighly stockier, about 2/3 size Arrowtongue, with a different mouth structher and a blockier head. Several blunt 'spines' on its back, function unknown. Ebony Blisterwing is a 'Boomerang-with-tail' flying wing, supported apparently by massive gas-bubbles built into it... No discussion of it in the book. Symet- 2 ton hebivore, roughly 'symmetrical' (thus the name) Tail shaped like head. Idea is to confuse Sonar-sensing predators (its a prey animal for the Skewer). I'll see if I can find any pictures from the book on the web and link in here... http://www.waynebarlowe.com/expedition_pages/index_expedition.htm Link to Barlowe's site, has pictures of alot of hte critters you know, plus the Rayback and maybe a few others that didnt make the discovery channel... The animals on the ground in the Skewer picture on that page are Symets... |
| Ront Iron-Roar12-03-05, 02:59 AM | I'm barely competent to make D+D CHARACTERS, much less monsters... none of my statements are intended as criticism or contradiction! I've just thought of sending a D+D party to Darwin IV since I bought "Expedition" in 1994 or so... The Ray-Back.. imagine a slighly stockier, about 2/3 size Arrowtongue, with a different mouth structher and a blockier head. Several blunt 'spines' on its back, function unknown. Ebony Blisterwing is a 'Boomerang-with-tail' flying wing, supported apparently by massive gas-bubbles built into it... No discussion of it in the book. Symet- 2 ton hebivore, roughly 'symmetrical' (thus the name) Tail shaped like head. Idea is to confuse Sonar-sensing predators (its a prey animal for the Skewer). I'll see if I can find any pictures from the book on the web and link in here... http://www.waynebarlowe.com/expedition_pages/index_expedition.htm Link to Barlowe's site, has pictures of alot of hte critters you know, plus the Rayback and maybe a few others that didnt make the discovery channel... The animals on the ground in the Skewer picture on that page are Symets... Don't worry dude, i'm not offended in anyway. But, in otherwords the Lattorolope is the Symet? |
| Marcus Smythe12-03-05, 03:08 AM | In the book, those were 2 different creatures. The 'littoralope' of the movie is apparently a conflation of the 2... a symmetrical, bipedal animal, armoured, with that that boomerang head. The 'littoralope' of the book has the boomerang head, and is a quadruped. The 'symet' of the book is a biped, though one with a long body (legs paired near center), with a 'thicker' head, more like a half-circle than a boomerang, and symmetry. neither is armored in the book. -thinks- You know, this discussion of megafauna really does drive home one of the wierdnesses of D+D.. the idea of a guy, with a 3' long piece of steel, hacking up and killing an animal that weighs as much as a warship... or more (in the case of Collossal+ beasties like an Emperor Sea Strider... note that even the Grove-Back dwarfs a D+D Collassal Red Dragon...) Also the wierness that has a creature unable to miss, simply because its huge. To a fly, I'm Collossal to Collossal+, with (on its scale) a bajillion HD, and thus (on its scale) a +zillion BAB... I swing at flies and miss all the time. I wonder if anyone has ever statted out, on this site, the Sandwords of Arrakis... |
| Ront Iron-Roar12-03-05, 03:13 AM | I wonder if anyone has ever statted out, on this site, the Sandwords of Arrakis... Collosal+ Purpleworm, take away the stinger give it the ability to deal lightning damage in a 30 ft radius when it burrows through sand. Have it deal either acid or fire damage in a Death throes ability when it dies. |
| Dominus Ex Machina12-06-05, 11:42 AM | Eosapien!You should most definitely go do the roleplaying stats for this one, along with those for the Observation Pod, Rayback, Jetdarter, Littoralope/Symet, Rugose Floater, Ebony Blisterwing, Bladderhorn, Pronghead, Sac-back, and Unth...In the book, those were 2 different creatures. The Littoralope in the movie is apparently a confluence of the two: a symmetrical, bipedal animal, armoured, with that boomerang head. The Littoralope in the book has the boomerang head, and is a quadruped. The Symet in the book is a biped, though one with a long body (legs paired near center), with a 'thicker' head, more like a half-circle than a boomerang, and symmetry. * denotes quote edited by Dominus Ex Machina for corrective spelling, grammatical, and/or technical purposes onlyActually, Marcus Smythe, the Littoralope in the movie was a quadruped. |
| Ront Iron-Roar12-06-05, 06:12 PM | You should most definitely do the stats for this one, along with the stats for the Observation Pod, Rayback, Jetdarter, Littoralope/Symet, Rugose Floater, Ebony Blisterwing, Bladderhorn, Pronghead, Sac-back, & Unth...Actually, Marcus Smythe, the Littoralope in the movie was a quadruped. Yeah, really got to see the legs once it got impaled on the Skewer. |
| Dominus Ex Machina12-09-05, 11:50 AM | Eosapien!You should most definitely go do the roleplaying stats for this one, along with those for the Observation Pod, Rayback, Jetdarter, Littoralope/Symet, Rugose Floater, Ebony Blisterwing, Bladderhorn, Pronghead, Sac-back, and Unth...In the book, those were 2 different creatures. The Littoralope in the movie is apparently a confluence of the two: a symmetrical, bipedal animal, armoured, with that boomerang head. The Littoralope in the book has the boomerang head, and is a quadruped. The Symet in the book is a biped, though one with a long body (legs paired near center), with a 'thicker' head, more like a half-circle than a boomerang, and symmetry. * denotes quote edited by Dominus Ex Machina for corrective spelling, grammatical, and/or technical purposes onlyActually, Marcus Smythe, the Littoralope in the movie was a quadruped. Yeah, really got to see the legs once it got impaled by the Skewer. * denotes quote edited by Dominus Ex Machina for corrective spelling, grammatical, and/or technical purposes onlyNow when are you going to write up (or for that matter, are you ever going to write up) roleplaying stats for the Eosapien as per Hyrael the Dreamer's request? And when are you going to write up (or for that matter, are you ever going to write up) roleplaying stats for the Observation Pod, Rayback, Jetdarter, Littoralope/Symet, Rugose Floater, Ebony Blisterwing, Bladderhorn, Pronghead, Sac-back and/or Unth? |
| Ront Iron-Roar12-09-05, 07:27 PM | To many whens! :bigeyes: Well, dudes I'll make'm when I make'm. Once, more I'd like to suggest that people can participate and make stuff too. But, my next move is to post these creatures on the Monsters of the Black Lagoon thread to entice people to come here and make some for me. My creative monster building hype flares up every once in a while. Like earlier today I made Sammiel from Hellboy. Just haven't been enthusiastic lately on the Alien Planet stuff lately. But, that doesn't mean I'm going to quit. But, help is appreciated with Monster building. |
| Prak, the Mad12-09-05, 09:11 PM | might I suggest taking a look at the book "Expedition", it's the book that Alien Planet was based off of, and gives a better understanding of the life forms. Based on what I've seen of that, I would suggest giving the daggerwrists a higher intelligence and reconsidering their type, as they are, in the creator(Wayne D. Barlowe)'s original work a good candidate for sapience. edit:ok, so someone already brought up the book, but the NG thing.... looks like the planet was habited by Jim Henson... |
| Ront Iron-Roar12-09-05, 09:22 PM | might I suggest taking a look at the book "Expedition", it's the book that Alien Planet was based off of, and gives a better understanding of the life forms. Based on what I've seen of that, I would suggest giving the daggerwrists a higher intelligence and reconsidering their type, as they are, in the creator(Wayne D. Barlowe)'s original work a good candidate for sapience. What type, I mean Abberation gets it down pretty well. If they were natural denizens of earth they would have to change to something else. But, what? |
| Ront Iron-Roar12-09-05, 10:27 PM | Alright, I gave the Daggerwrist a 3 in intelligence. It can qualify for classes now and in addition it can technically understand and speak its language by DnD stats. |
| Dominus Ex Machina12-14-05, 11:42 AM | Too many whens! :bigeyes: Well dudes, I'll make them when I make them. * denotes quote edited by Dominus Ex Machina for corrective spelling, grammatical, and/or technical purposes onlyIt's always a question of when: when will you do this, when will you do that? Anyhoo, hope it'll be sometime really soon (and by "sometime really soon" I mean "sometime in the immediate immediate future")...Once more, I'd like to suggest that people can participate and make stuff too. * denotes quote edited by Dominus Ex Machina for corrective spelling, grammatical, and/or technical purposes onlyThat's a given with any creation-oriented thread...But my next move is to post these creatures on the Monsters of the Black Lagoon thread to entice people to come here and make some for me. * denotes quote edited by Dominus Ex Machina for corrective spelling, grammatical, and/or technical purposes onlyYou must mean kuromeru's Monster from the Black Lagoon (http://boards1.wizards.com/showthread.php?t=469465) thread. But it's still a good strategy when you're deadlocked in the throes of a creative "slump" for what seems like an eternity...My creative monster-building hype flares up every once in a while: like earlier today, when I made Sammiel from Hellboy. * denotes quote edited by Dominus Ex Machina for corrective spelling, grammatical, and/or technical purposes onlyKudos unto you!Just haven't been enthusiastic about the Alien Planet stuff lately. That doesn't mean I'm going to quit. * denotes quote edited by Dominus Ex Machina for corrective spelling, grammatical, and/or technical purposes onlyI can understand that...and I would most certainly hope not!But, help is appreciated with monster-building. * denotes quote edited by Dominus Ex Machina for corrective spelling, grammatical, and/or technical purposes onlyAnd I think I speak for everyone when I say, "I appreciate your appreciation."Might I suggest taking a look at the book Expedition; it's the book that Alien Planet was based off of and gives a better understanding of the life forms. Based on what I've seen of that, I would suggest giving the daggerwrist a higher Intelligence and reconsidering its type, as it is, in the creator (Wayne D. Barlowe)'s original work, a good candidate for sapience. What type? I mean: Abberation gets it down pretty well. If they were natural denizens of Earth, they would have to be changed to something else: but what? * denotes quote edited by Dominus Ex Machina for corrective spelling, grammatical, and/or technical purposes onlyTwo words: Magical Beast. Either that or Outsider...All right, Ive given the Daggerwrist a 3 in Intelligence. It can qualify for classes now and, in addition, it can technically understand and speak its language in D&D terms. * denotes quote edited by Dominus Ex Machina for corrective spelling, grammatical, and/or technical purposes onlyFrom what I've already seen of Alien Planet, daggerwrists have no discernable language, written or spoken. And if there's one thing Darwinian evolution's taught us, it's: Language = thought = intelligence = sentience. No language = no thought = no intelligence = no sentience. Which, in D&D terms (nay, roleplaying terms in general), equates as: Language = thought = intelligence = sentience = playability as character for players and DMs (GMs if playing the Star Wars Roleplaying Game). No language = no thought = no intelligence = no sentience = playability as character for DMs (GMs if playing the Star Wars Roleplaying Game) only. |
| Ront Iron-Roar12-14-05, 09:33 PM | I've been intermingling the book with the show. Right, now its a battle for first between the Litterolope, Rayback, Mr. Freeze, A template for Dorion Gray type character, and a DnD-ized Hulk template, in addition to creating the Luxons from Farscape. |
| MinionOfCthulhu12-15-05, 12:52 AM | Emperor Sea Strider: This ones tough. The picture I wanted to rely on is too poor quality to make do. Were left with the skull, and hte standing picture of one. We know that the Obspod can fly through the large gill openings in the skull of the dead Sea Strider. This creates an unsolvable conflict with the 'relative size' chart on 55... the Sea Strider pictured there has a SKULL about the side of an Obspod (or would, if the skull was in view) and certainly couldnt admit an Obspod to its gill slit... Not so tough. The height is stated in the book at around 190 meters tall, or 570 feet. |
| Ront Iron-Roar12-16-05, 06:11 PM | I'm not going by the book accurately guys. I'm deciding to make this DnD-ized so not everything would be huge or larger. I'm doing the Litter...latter...rolope next. Working on as I speak. |
| Ront Iron-Roar12-16-05, 07:42 PM | Littoralope Large Abberation Hit Dice: 8d8+48(94) Initiative: +4 Speed: 20 ft. Armor Class: 18 (-1 size, +9 Natural) Touch: 9 Flat-footed: 18 Base Attack/Grapple: +6/ +15 Attack: +7 melee Headbutt (1d8+2) Full Attack: +7 melee Headbutt (1d8+2) Space/Reach: 10ft /10ft. Special Attacks: -- Special Qualities: Blind sense 120 ft, Immunities, Scent, Strange Anatomy Saves: Fort +8 Ref+2 Will +9 Abilities: Str 20 Dex 8 Con 23 Int 2 Wis 16 Cha 2 Feats: Alertness, Improved Initiative Skills: Listen +17 Spot +9 Environment: Any Warm Plain. Organization: Solitary, Pair, Herd (2-12) Challenge Rating: 3 Treasure: Standard. Alignment: Always Nuetral Advancement: 9-12 (Large) Level Adjustment:-- What looks like a bizarre cross between a turtle, boomerang, and some large herd animal ambles along on four hoofed feet that sprout close to the middle of the creatures anatomy give the Littoralope a bizarre gate. Two boomerang shaped structures of almost identical build are set on either side of the beast making you wonder which end is the head? Placid, slow-moving quadrupeds with little evidence of intelligence, littoralopes depend on their armored hides and "two-headed" profile to confuse Darwin IV's predators. Its bizarre anatomy allows it to confuse foes and ultimately confound those who rely on other means of sight granting it some chance of survival. The colors of a Littoralope range from dark purple to the deepest jet. They often congregate in herds to improve thier chances of survival. Combat The Littoralope first course of action in combat is to run. It relies on confusing its opponent making them attack its false head instead of its real head. Its armored hide can deflect most other attacks to its body. Blindsight(Ex): A Littoralope can “see” by emitting high frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120ft. A silence spell negates this and renders the Litteralope effectively blind. Immunities(Ex): Do to its lack of eyes a Skewer has immunity to gaze attacks, visual effects, illusions, and other forms of attack that rely on sight. Strange Anatomy(Ex): The Littoralope possesse a tough protrusion of thick hide, armor plating, and extra skin jutting out from its flank that mimics its head. Any opponent with the ability to distinguish the Littoralopes anatomy by vision, while attacking a Littoralope must succeed on a DC 17 Spot check or they attack this false head. In regards to a foe using any other sensory such as blindsight, blindsense, or tremorsense only have a 50% chance of rolling a successful critical against a Littoralope. Regard, the head as having an object with a Hardness of 10 and an HP of 24. In addition, use the Littoralopes AC for this false head. This extra HP in no way is subtracted or added to the Litterolopes total HD when attacked or damaged. Skills: A Littoralope has a +8 racial bonus on Listen checks. |
| Ront Iron-Roar12-17-05, 10:48 PM | Rayback Huge Aberration Hit Dice: 15d8+75 (180) Initiative: +8 Speed: 60ft. Armor Class: 21 (-2 Size, +4 Dex, +9 natural.) Flat-footed: 17 , Touch: 12. Base Attack/Grapple: +11/+24 Attack: +15 ranged 30 ft Tongue (1d8+6) Full Attack: +15 ranged 30 ft Tongue (1d8+6) and +12 hoof (1d6+3) Space/Reach: 15ft/10ft. Special Attacks: Harpooning,Pin, Poison Special Qualities: Alien Anatomy,Blindsight 200 ft,Immunities, Scent, Sprint. Saves: Fort +11 Ref +9 Will +11 Abilities: Str 22 Dex 19 Con 20 Int 2 Wis 15 Cha 10 Skills: Hide +14 Listen +16 Spot +12 Survival +5 Feats: Alertness, Improved Initiative, Dodge, Mobility, Spring Attack. Environment: Any temperate plain. Organization: Solitary. Challenge Rating: 11 Treasure: None. Alignment: Always Neutral Advancement: 16-22 HD(Huge) Level Adjustment:-- As the party traverses the plain, they constantly feel a slight tingly sensation along thier spines as if they were being watched. With a sudden rush of movement and the sounds of pounding hooves suddenly a party member is skewer and lifted up into the air by a massive 6-meter tall maroon colored beast. The creature seems to resemble an arrowheaded flightly bird with broad fleshy spines rising up like frills. It suddenly dashes away with the struggling and screaming party member. Smaller than its rival predator the Arrowtongue, the Rayback occupies a slightly different feeding niche upon the open plains of Darwin IV. Faster and more agile, the Rayback can outsprint the Arrowtongue and, as a result, can tackle prey such as low-feeding flyers, young herd animals or ambushed Gyrosprinters. Notable for its particularly unpleasant temper, Raybacks will charge virtually anything that gets too near as was proven with almost comic regularity many times during the expedition. Combat Like its larger cousin the Arrowtongue, an Rayback is a vicious opponent. But, suprisingly it is far more aggressive and quicker. It chooses to dash in immediately snatching up an opponent and running off with it before pinning it down and draining it of its fluids. Harpooning (Ex): As a ranged attack, a Arrowtongue can launch its tongue up to 30 ft (no range increment.). A successful hit deals 1d8+6 damage as the harpoon tongue burrows into the victim. This exposes a victim to the Raybacks poison. An Rayback can reel in its harpoon tongue as a free action; treat this as a trip attempt (+17 attack bonus.) against any opponent attached to the tongue. Failure indicates that the tongue rips free dealing 1d8+6 damage. Success indicates that the opponent is pulled off his feet and dragged towards the Rayback. Where it is pinned and dealt an additional 1d8+6 damage each round and is subject to poison once more. An Rayback can only reel in creatures smaller then itself. Harpooning a creature of its size or larger results in instant failure as the tongue rips free. Pin(Ex): With a successful trip attack from a Harpooning a Rayback can pin its opponent. Automatically dealing 1d6+3 hoof damage each round in addition to 1d8+6 tongue damage in addition to exposing the opponent to poison each round. Poison(Ex): Injury, Fortitude DC 20, initial damage 1d6 Constitution damage, secondary 2d6 Constitution damage. The save DC is Constitution-Based. Alien Anatomy(Ex): Do to the location of a Rayback's brain in its alien body, if not its strange nervous system. A Arrowtongue, is not sleign by the effects of severing its head. Though, it is effectively rendered blind by do so. Blindsight(Ex): A Rayback has blindsight out to 200 feet. A Silence spell renders a Arrowtongue effectively blind for the duration of the spell. Immunities(Ex): Raybacks have immunity to gaze attacks, visual effects, illusions, and other attack forms. Sprint(Ex): Once per hour, an Rayback can move up to five times it speed. Skills: +6 racial bonus on Hide and Spot checks. As well, as a +10 on all Listen checks. |
| Ront Iron-Roar12-21-05, 11:14 AM | :bump: LOOK AT MY THREAD! Obey.........Obey..........OBEY! |
| Ront Iron-Roar12-23-05, 03:15 PM | Now, that I've been introduced to P.E.A.C.H I've decided to open this thread up alittle. More or less, with the mingling of the book and the show in the creatures I've decided that this isn't really much of an off-shoot of the Monster from the Black Lagoon thread. For all intensive purposes these creatures are DnD-ized. Thier not supposed to be accurate to the books necessarily. But, more or less compatible with DnD for anyone to use. In addition, I'm considering on making this thread into something to DnD-ize the various aliens and such in books, movies, shows, and etc. Think Farscape. Think Star Trek. Think Red Planet(Cartoon series) Think whatever. |
| Ront Iron-Roar12-29-05, 12:55 AM | To continue to keep this in the public's eye. |
| OamuTheMonk12-29-05, 01:34 AM | This is just a quick overview assessment of the creatures contained herein. It's a big job to look over all of them, but I will give more thorough breakdowns of the ones I particularly like/dislike/have suggestions regarding. Couple suggestions/comments: You have a number of abilities that are identically named to standard D&D monster abilities (Jet is one, from the Skewer, Attach is another), but have drastically different mechanical functions. This can be confusing. You should probably either change the name, or alter the ability, to make it function in a more consistent way with earlier precedents. As a general observation, when you do make up an entirely new special ability, you make it more complicated than is necessary; frequently, there are standard D&D special abilities that would work just as well (the Daggerwrist's Spines are just a more complicated Barbed Defense). Special abilities that are too complicated bog down combat and slow gameplay. All the entries could use a thorough proofreading. There are tons of spelling errors, and sometimes the syntax gets a little convoluted. Simplify if possible. Like I said, I'll make more detailed comments over time--I just wanted to give you a heads up on the king of blathering you are going to hear from me. You've got good foundation work here, but the screws could use some tightening. |
| Ront Iron-Roar12-29-05, 01:52 AM | nods~ When I'm a little less tired and I have my books with me I'll be sure to get to work. |
| OamuTheMonk12-29-05, 06:28 PM | I'm just gonna run through this guy, the skewer, And see if I can convince you that simplicity is better than comp...li...cat..ed..ness...ity. I'm also correcting any small goofs I see, in Red. Skewer Gargantuan Aberration Hit Dice: 18d8+144 (225) Initiative: +6 Speed: 5' (cannot run or charge) Fly 200 ft (poor) Armor Class: 18 (-4 Size, +2 Dex, +10 Natural), Flat-footed 16, Touch 8. Base Attack/Grapple: +13/+33 Attack: +22 Melee Proboscis Lance 4d6+18 (1 1/2 time Str, for a single natural weapon) Full Attack: +22 Proboscis Lance 4d6+18 Space/Reach: 20ft/ 15ft. Special Attacks: Blood Drain, Burst, Impale 4d10+12, Jet, Trade off. Special Qualities: Alien Anatomy,Blindsight 400 ft, Immunities, Methane Pods, Terrestrial vulnerability. Saves: Fort +14 Ref +8 Will + 15 Abilities: Str 34 Dex 15 Con 26 Int 2 Wis 18 Cha 10. Skills: Listen + 30 Feats: Improved Initiative, Flyby Attack, Wingover, Adroit Flyby Attack, Alertness, Endurance, Weapon Focus (Proboscis Lance) Environment: Any, excluding underground and aquatic. Organization: Solitary, Pair or Pack (2-6) Challenge Rating: 10 Treasure: None. Alignment: Always Neutral Advancement:19-32 HD(Gargantuan) 33-54 HD(Collosal) Level Adjustment:-- As the party traverses the open plains they hear a sonic ping. The resonating noise sounding again as a broad shadow passes over. As you look above, you see an image out of a nightmare. Massive black wings patterned with violet patterns are held rigid as four massive pulsing sacks upon them expel whistling gas. A long serrated horn juts from what seems to be the creatures head stained a ruddy brown from dried blood. Immediately, the creature jets down with a shriek from its strange wings. Its lance-like horn angled towards your party. One of the most feared predators on Darwin IV, skewers count among their prey all large land animals, except the massive Groveback. Their formidable hunting array includes wings spanning 50 feet and equipped with four methane-powered "jet" pods that can generate speeds up to 200 mph. A skewer uses its speed to drive the long hollow lance protruding from its head deep into its victims. Prey are then carried aloft and sucked dry. Skewers hunt in small packs and are found across 90 percent of the planet. Combat A Skewer is an aerial combatant, swooping down to impale its prey upon its lethal proboscis and then climbing high into the sky draining them of blood, with its razor sharp tongue. If hunting in a pair or pack Skewers will trade off impaled creatures in mid-flight by flinging their prey off their proboscis to be impale and fed upon. Impale (Ex): When a Skewer uses an Aerial Charge it can impale a creature up to two sizes smaller then itself and carry it aloft. Immediately, dealing 4d10+12 damage each round the creature remains impaled. A creature can make a grapple or escape artist check to pull itself off the proboscis. This is mechanically underdescribed. It's not really clear how this works. It seems like this attack always hits, always does damage, and always results in characters being dragged off into the sky. Not sure what Aerial charge is, or why the damage increases the way it does, but it's not necessary. It should probably go something like this: Impale (Ex): When a Skewer sucessfully damages a target up to two size categories smaller than itself with its Proboscis Lance, the target must make a DC 23 Reflex save, or become impaled on the Skewer's Lance. An Impaled character is considered Grappled by the Skewer, and moves as the skewer does. The skewer is not considered Grappled. On subsequent rounds, the Skewer can use it's Blood Drain ability against an impaled target. A skewer can only have one target impaled at a time. The Save DC is Dexterity based (for a more difficult DC 31 Impale, use Strength as the determining ability). Blood Drain(Ex): A Skewer drains blood, dealing 2d6 of Consitution damage in any round when it begins its turn impaling a victim. As long as a victim remains impaled the blood drain continues till the victims Constitution has become 0. Burst(Ex): Once per 1d4 minutes, a Skewer can propel itself at amazing speeds. Moving up to ten times it’s speed while flying (2000ft). This is ludicrously fast for D&D. For all mechanical purposes, this is a teleportation effect. Jet(Ex): Once per 1d4 rounds, a Skewer can move up to its full speed as a free action. A Skewer often uses this in combination with its Aerial Charge ability to swoop in and impale its prey. This is not how Jet works (although, on a slower monster, it's not a bad ability--sort of quickness lite). And you have another reference to the nonexistent Aerial Charge ability. Trade Off(Ex): Skewers are pack hunters, and as pack hunters they have learned special maneuvers to share food. As a full round action, a Skewer can fling an impaled creature off its proboscis, doing so entitles a foe to taking fall damage. If another, Skewer is within proximity it also can take a full round action to make an attack against the falling victim during its turn to impale the creature. Doing so entitles that the Skewer catching the victim uses its methane pods to fly faster to catch the victim. The use of its Burst and Jet is used during this maneuver; re-roll the time in which a Skewer can use these abilities again after a Skewer catches a victim in a Trade Off. This ability is very badly described, especially from a mechanical standpoint. Really, it could be as simple as: Trade Off(Ex): As a free action, a skewer may release an Impaled creature, dropping it into any space within it's natural reach. Any other skewer who threatens the space into which the creature is dropped may make an attack of opportunity against that creature, and possibly Impale it. Alien Anatomy(Ex): Do to the location of a Skewer's brain in its alien body, a Skewer is not slain by severing its head. However, it is blinded by doing so. Blindsight(Ex): Skewers hunt by superior form of echo-location and by light sensitive cells upon their bodies. They effectively can locate any obect or creature with thier "sight". These traits grant them Blindsight of 400 ft. A Silence spell renders its foes as if they were under total concealment and Darkness spell as concealment. Poorly worded. It seems like the echolocation is the important one here. The light-sensitive skin is just confusing matters. If you need to give both, have the Echolocation provide Blindsight 400', and have the light-sensitive skin provide blindsense 50'. Immunities(Ex): Do to its lack of eyes a Skewer has immunity to gaze attacks, visual effects, illusions, and other forms of attack that rely on sight. Methane Pod (Ex): A Skewer’s flight is propelled by four pods that fill and process methane, these pods are what are responsible for its Burst and Jet abilities. Because, the Pods continuously expel methane a Skewer cannot hover and it always moves each round. The pods can be targeted and any damage to them as various effects on the Skewer. A Methane Pod has an AC 15 and 20 hitpoints. For fire spells that hit that hit the Skewer or its pods. A Skewer must make an additional reflex save to avoid having its Methane Pods from catching fire. Use the rules for catching fire save that only total emmersion in water can put the flames out. In addition, the Skewers movement is halved, a Skewer gains a maneuverability of Clumsy until the Methane pods’ hit points becomes 20 once more. A Methane Pod which hitpoints total 0 is instantly destroyed, rendering the Skewers flight speed permantly halved and with a maneuverability of Clumsy. As well, all the numeral effects of its Jet and Burst ability take twice as long. I wouldn't do this. It's kind of a called shot, and it won't really add anything to the combat. It's too complicated. Try something like this: Snuff out(Ex): Whenever a Skewer takes fire damage, he must make a Reflex save (DC=Fire damage Taken) to avoid having his methane pods blow out and temporarily fail. A Skewer who is snuffed out loses the ability to fly for 1d3 rounds, and immediately begins falling. Each time a Skewer successfully saves against this effect, he takes a -2 penalty on reflex saves against being snuffed out. These saves are cumulative, but only last until the Skewer's next Move action takes place. Terrestrial Vulnerability(Ex): A Skewer that has lost all of its pods or has fallen suffers severe penalties because of its own lack of mobility upon the ground. A grounded Skewer has the following ability changes to its Statistics. Initiative: -1 Speed: 5ft(cannot run or charge.) Armor Class: AC 11, Touch 3. Base Attack/Grapple: +13/-- Attack: + 4 Melee Proboscis Lance 4d6+3 Full Attack: + 4 Proboscis Lance 4d6+3 Space/Reach: 20ft/ 15ft. Special Qualities: Alien Anatomy, Blindsight 400 ft, Immunities, Methane Pods, Terrestrial vulnerability. Saves: Fort +14 Ref +1 Will + 15 Abilities: Str 17 Dex 1 Con 26 Int 2 Wis 18 Cha 10. A Skewer can only take partial actions. It uses its new dexterity modifier instead of its strength modifier for attack rolls. It can only attack creatures that are infront of it. In regards to sneak attacks regard the Skewer as being helpless. A Skewer with 1 or more function Methane Pods takes 1d6 damage each turn the methane it expels is released driving it against the ground. A Skewer with a Methane Pod on each wing can attempt to take flight. Doing so involves the Skewer using its partial action to push itself up off the ground. Doing so evokes a attack of opportunity. A successful hit resolves in the Skewer falling helpless once again. The following round after pushing itself up it can attempt to take flight. Doing so involves the use of the Skewers’ Burst ability. Ditto for this stuff. Im not really sure how you could handle dragging one of these guys down, and pummeling him to death, but a blanket circumstance penaly on checks, Saves, Attacks, and AC (maybe-10) against a grounded Skewer is probably the way to go. Give him a DC 18 Strength check (at the reduced STR) to take off, as a full round action, provoking no AoOs if successful. Groundspeed (5' cannot run or charge) should be in the main stat block. Skills: A Skewer has a +10 bonus on Listen Checks. In any case, there are a lot of interesting concepts here. Making them fit into the D&D sandbox seems problematic (especially with regards to speed), but most of the issues I feel can be ironed out with a focus on simplicity. I almost wish that you would just sample the more interesting abilities of these creatures, and make monsters of your own. If you weren't under the pressure of adapting someone elses content, you might not try so hard for accuracy, and you might be able to focus more on playability. |
| Ront Iron-Roar12-29-05, 07:05 PM | I'm just gonna run through this guy, the skewer, And see if I can convince you that simplicity is better than comp...li...cat..ed..ness...ity. I'm also correcting any small goofs I see, in Red. Skewer Gargantuan Aberration Hit Dice: 18d8+144 (225) Initiative: +6 Speed: 5' (cannot run or charge) Fly 200 ft (poor) Armor Class: 18 (-4 Size, +2 Dex, +10 Natural), Flat-footed 16, Touch 8. Base Attack/Grapple: +13/+33 Attack: +22 Melee Proboscis Lance 4d6+18 (1 1/2 time Str, for a single natural weapon) Full Attack: +22 Proboscis Lance 4d6+18 Space/Reach: 20ft/ 15ft. Special Attacks: Blood Drain, Burst, Impale 4d10+12, Jet, Trade off. Special Qualities: Alien Anatomy,Blindsight 400 ft, Immunities, Methane Pods, Terrestrial vulnerability. Saves: Fort +14 Ref +8 Will + 15 Abilities: Str 34 Dex 15 Con 26 Int 2 Wis 18 Cha 10. Skills: Listen + 30 Feats: Improved Initiative, Flyby Attack, Wingover, Adroit Flyby Attack, Alertness, Endurance, Weapon Focus (Proboscis Lance) Environment: Any, excluding underground and aquatic. Organization: Solitary, Pair or Pack (2-6) Challenge Rating: 10 Treasure: None. Alignment: Always Neutral Advancement:19-32 HD(Gargantuan) 33-54 HD(Collosal) Level Adjustment:-- As the party traverses the open plains they hear a sonic ping. The resonating noise sounding again as a broad shadow passes over. As you look above, you see an image out of a nightmare. Massive black wings patterned with violet patterns are held rigid as four massive pulsing sacks upon them expel whistling gas. A long serrated horn juts from what seems to be the creatures head stained a ruddy brown from dried blood. Immediately, the creature jets down with a shriek from its strange wings. Its lance-like horn angled towards your party. One of the most feared predators on Darwin IV, skewers count among their prey all large land animals, except the massive Groveback. Their formidable hunting array includes wings spanning 50 feet and equipped with four methane-powered "jet" pods that can generate speeds up to 200 mph. A skewer uses its speed to drive the long hollow lance protruding from its head deep into its victims. Prey are then carried aloft and sucked dry. Skewers hunt in small packs and are found across 90 percent of the planet. Combat A Skewer is an aerial combatant, swooping down to impale its prey upon its lethal proboscis and then climbing high into the sky draining them of blood, with its razor sharp tongue. If hunting in a pair or pack Skewers will trade off impaled creatures in mid-flight by flinging their prey off their proboscis to be impale and fed upon. Impale (Ex): When a Skewer uses an Aerial Charge it can impale a creature up to two sizes smaller then itself and carry it aloft. Immediately, dealing 4d10+12 damage each round the creature remains impaled. A creature can make a grapple or escape artist check to pull itself off the proboscis. This is mechanically underdescribed. It's not really clear how this works. It seems like this attack always hits, always does damage, and always results in characters being dragged off into the sky. Not sure what Aerial charge is, or why the damage increases the way it does, but it's not necessary. It should probably go something like this: Impale (Ex): When a Skewer sucessfully damages a target up to two size categories smaller than itself with its Proboscis Lance, the target must make a DC 23 Reflex save, or become impaled on the Skewer's Lance. An Impaled character is considered Grappled by the Skewer, and moves as the skewer does. The skewer is not considered Grappled. On subsequent rounds, the Skewer can use it's Blood Drain ability against an impaled target. A skewer can only have one target impaled at a time. The Save DC is Dexterity based (for a more difficult DC 31 Impale, use Strength as the determining ability). Blood Drain(Ex): A Skewer drains blood, dealing 2d6 of Consitution damage in any round when it begins its turn impaling a victim. As long as a victim remains impaled the blood drain continues till the victims Constitution has become 0. Burst(Ex): Once per 1d4 minutes, a Skewer can propel itself at amazing speeds. Moving up to ten times it’s speed while flying (2000ft). This is ludicrously fast for D&D. For all mechanical purposes, this is a teleportation effect. Jet(Ex): Once per 1d4 rounds, a Skewer can move up to its full speed as a free action. A Skewer often uses this in combination with its Aerial Charge ability to swoop in and impale its prey. This is not how Jet works (although, on a slower monster, it's not a bad ability--sort of quickness lite). And you have another reference to the nonexistent Aerial Charge ability. Trade Off(Ex): Skewers are pack hunters, and as pack hunters they have learned special maneuvers to share food. As a full round action, a Skewer can fling an impaled creature off its proboscis, doing so entitles a foe to taking fall damage. If another, Skewer is within proximity it also can take a full round action to make an attack against the falling victim during its turn to impale the creature. Doing so entitles that the Skewer catching the victim uses its methane pods to fly faster to catch the victim. The use of its Burst and Jet is used during this maneuver; re-roll the time in which a Skewer can use these abilities again after a Skewer catches a victim in a Trade Off. This ability is very badly described, especially from a mechanical standpoint. Really, it could be as simple as: Trade Off(Ex): As a free action, a skewer may release an Impaled creature, dropping it into any space within it's natural reach. Any other skewer who threatens the space into which the creature is dropped may make an attack of opportunity against that creature, and possibly Impale it. Alien Anatomy(Ex): Do to the location of a Skewer's brain in its alien body, a Skewer is not slain by severing its head. However, it is blinded by doing so. Blindsight(Ex): Skewers hunt by superior form of echo-location and by light sensitive cells upon their bodies. They effectively can locate any obect or creature with thier "sight". These traits grant them Blindsight of 400 ft. A Silence spell renders its foes as if they were under total concealment and Darkness spell as concealment. Poorly worded. It seems like the echolocation is the important one here. The light-sensitive skin is just confusing matters. If you need to give both, have the Echolocation provide Blindsight 400', and have the light-sensitive skin provide blindsense 50'. Immunities(Ex): Do to its lack of eyes a Skewer has immunity to gaze attacks, visual effects, illusions, and other forms of attack that rely on sight. Methane Pod (Ex): A Skewer’s flight is propelled by four pods that fill and process methane, these pods are what are responsible for its Burst and Jet abilities. Because, the Pods continuously expel methane a Skewer cannot hover and it always moves each round. The pods can be targeted and any damage to them as various effects on the Skewer. A Methane Pod has an AC 15 and 20 hitpoints. For fire spells that hit that hit the Skewer or its pods. A Skewer must make an additional reflex save to avoid having its Methane Pods from catching fire. Use the rules for catching fire save that only total emmersion in water can put the flames out. In addition, the Skewers movement is halved, a Skewer gains a maneuverability of Clumsy until the Methane pods’ hit points becomes 20 once more. A Methane Pod which hitpoints total 0 is instantly destroyed, rendering the Skewers flight speed permantly halved and with a maneuverability of Clumsy. As well, all the numeral effects of its Jet and Burst ability take twice as long. I wouldn't do this. It's kind of a called shot, and it won't really add anything to the combat. It's too complicated. Try something like this: Snuff out(Ex): Whenever a Skewer takes fire damage, he must make a Reflex save (DC=Fire damage Taken) to avoid having his methane pods blow out and temporarily fail. A Skewer who is snuffed out loses the ability to fly for 1d3 rounds, and immediately begins falling. Each time a Skewer successfully saves against this effect, he takes a -2 penalty on reflex saves against being snuffed out. These saves are cumulative, but only last until the Skewer's next Move action takes place. Terrestrial Vulnerability(Ex): A Skewer that has lost all of its pods or has fallen suffers severe penalties because of its own lack of mobility upon the ground. A grounded Skewer has the following ability changes to its Statistics. Initiative: -1 Speed: 5ft(cannot run or charge.) Armor Class: AC 11, Touch 3. Base Attack/Grapple: +13/-- Attack: + 4 Melee Proboscis Lance 4d6+3 Full Attack: + 4 Proboscis Lance 4d6+3 Space/Reach: 20ft/ 15ft. Special Qualities: Alien Anatomy, Blindsight 400 ft, Immunities, Methane Pods, Terrestrial vulnerability. Saves: Fort +14 Ref +1 Will + 15 Abilities: Str 17 Dex 1 Con 26 Int 2 Wis 18 Cha 10. A Skewer can only take partial actions. It uses its new dexterity modifier instead of its strength modifier for attack rolls. It can only attack creatures that are infront of it. In regards to sneak attacks regard the Skewer as being helpless. A Skewer with 1 or more function Methane Pods takes 1d6 damage each turn the methane it expels is released driving it against the ground. A Skewer with a Methane Pod on each wing can attempt to take flight. Doing so involves the Skewer using its partial action to push itself up off the ground. Doing so evokes a attack of opportunity. A successful hit resolves in the Skewer falling helpless once again. The following round after pushing itself up it can attempt to take flight. Doing so involves the use of the Skewers’ Burst ability. Ditto for this stuff. Im not really sure how you could handle dragging one of these guys down, and pummeling him to death, but a blanket circumstance penaly on checks, Saves, Attacks, and AC (maybe-10) against a grounded Skewer is probably the way to go. Give him a DC 18 Strength check (at the reduced STR) to take off, as a full round action, provoking no AoOs if successful. Groundspeed (5' cannot run or charge) should be in the main stat block. Skills: A Skewer has a +10 bonus on Listen Checks. In any case, there are a lot of interesting concepts here. Making them fit into the D&D sandbox seems problematic (especially with regards to speed), but most of the issues I feel can be ironed out with a focus on simplicity. I almost wish that you would just sample the more interesting abilities of these creatures, and make monsters of your own. If you weren't under the pressure of adapting someone elses content, you might not try so hard for accuracy, and you might be able to focus more on playability. Thank you for the advice, you don't mind if I use your changes. But, if you must know the Aeriel Charge is a feat from the Draconomicon for flying creatures. But, it seems I forgot to put it in there oddly enough. The Skewer and Arrowtongue were rushed thier completion were on the same night when I was getting this thread up and going. |
| OamuTheMonk12-29-05, 07:54 PM | By all means, if I suggest something that you like, go ahead and use it. If you don't like, throw it in the round file. |
| Ront Iron-Roar01-03-06, 07:53 AM | Okay, now that I'm back and ready from the Holiday season I will be making the appropriate changes. In addition I have been thinking on various monsters I'm going to make that are completely custom. |
| Ront Iron-Roar01-08-06, 04:25 PM | The new and improved Skewer. I changed a few things and borrowed your ideas Oamu. Skewer Gargantuan Aberration Hit Dice: 18d8+144 (225) Initiative: +6 Speed: 5' (cannot run or charge) Fly 200 ft (poor) Armor Class: 18 (-4 Size, +2 Dex, +10 Natural) Flat-footed 16, Touch 8. Base Attack/Grapple: +13/+33 Attack: +22 Melee Proboscis Lance 4d6+18 Full Attack: +22 Proboscis Lance 4d6+18 Space/Reach: 20ft/ 15ft. Special Attacks: Blood Drain, Burst, Impale 4d10+12, Jet, Trade off. Special Qualities: Alien Anatomy,Blindsight 400 ft, Immunities, Methane Pods, Terrestrial vulnerability. Saves: Fort +14 Ref +8 Will + 15 Abilities: Str 34 Dex 15 Con 26 Int 2 Wis 18 Cha 10. Skills: Listen + 30 Feats: Improved Initiative, Flyby Attack, Wingover, Adroit Flyby Attack, Alertness, Endurance, Weapon Focus (Proboscis Lance) Environment: Any, excluding underground and aquatic. Organization: Solitary, Pair or Pack (2-6) Challenge Rating: 10 Treasure: None. Alignment: Always Neutral Advancement:19-32 HD(Gargantuan) 33-54 HD(Collosal) Level Adjustment:-- As the party traverses the open plains they hear a sonic ping. The resonating noise sounding again as a broad shadow passes over. As you look above, you see an image out of a nightmare. Massive black wings patterned with violet patterns are held rigid as four massive pulsing sacks upon them expel whistling gas. A long serrated horn juts from what seems to be the creatures head stained a ruddy brown from dried blood. Immediately, the creature jets down with a shriek from its strange wings. Its lance-like horn angled towards your party. One of the most feared predators on Darwin IV, skewers count among their prey all large land animals, except the massive Groveback. Their formidable hunting array includes wings spanning 50 feet and equipped with four methane-powered "jet" pods that can generate speeds up to 200 mph. A skewer uses its speed to drive the long hollow lance protruding from its head deep into its victims. Prey are then carried aloft and sucked dry. Skewers hunt in small packs and are found across 90 percent of the planet. Combat A Skewer is an aerial combatant, swooping down to impale its prey upon its lethal proboscis and then climbing high into the sky draining them of blood, with its razor sharp tongue. If hunting in a pair or pack Skewers will trade off impaled creatures in mid-flight by flinging their prey off their proboscis to be impale and fed upon. Impale (Ex): When a Skewer sucessfully damages a target up to two size categories smaller than itself with its Proboscis Lance, the target must make a DC 23 Reflex save, or become impaled on the Skewer's Lance. An Impaled character is considered Grappled by the Skewer, and moves as the skewer does. The skewer is not considered Grappled. On subsequent rounds, the Skewer can use it's Blood Drain ability against an impaled target. A skewer can only have one target impaled at a time. The Save DC is Dexterity based. Blood Drain(Ex): A Skewer drains blood, dealing 2d6 of Consitution damage in any round when it begins its turn impaling a victim. As long as a victim remains impaled the blood drain continues till the victims Constitution has become 0. Methane Burst(Ex): Once per 1d4 minutes, a Skewer can propel itself at amazing speeds by expelling extraordinary amounts of methane.. Moving up to 4 time it’s speed while flying (800 ft). It can only move in a straightline when doing so. Methane Jet(Ex): Once per 1d4 rounds, a Skewer can move up to its full speed as a free action by expelling a quickburst of methane. It can only move in a straight line when doing so. Trade Off(Ex): Trade Off(Ex): As a free action, a skewer may release an Impaled creature, dropping it into any space within it's natural reach. Any other skewer who threatens the space into which the creature is dropped may make an attack of opportunity against that creature, and possibly Impale it. Alien Anatomy(Ex): Do to the location of a Skewer's brain in its alien body, a Skewer is not slain by severing its head. However, it is blinded by doing so. Blindsight(Ex): Due to its ability to discern its surroundings through Echo location. A Skewer effectively has Blindsight of 400 ft. Immunities(Ex): Do to its lack of eyes a Skewer has immunity to gaze attacks, visual effects, illusions, and other forms of attack that rely on sight. Snuff out(Ex): Whenever a Skewer takes fire damage, he must make a Reflex save (DC=Fire damage Taken) to avoid having his methane pods blow out and temporarily fail. A Skewer who is snuffed out loses the ability to fly for 1d3 rounds, and immediately begins falling. Each time a Skewer successfully saves against this effect, he takes a -2 penalty on reflex saves against being snuffed out. These saves are cumulative, but only last until the Skewer's next Move action takes place. Terrestrial Vulnerability(Ex): A Skewer that has lost all of its pods or has fallen suffers severe penalties because of its own lack of mobility upon the ground. A grounded Skewer has the following ability changes to its Statistics. Initiative: Speed: 5ft(cannot run or charge.) Armor Class: 14(-4 Size, -2 Dex, +10 Natural) Touch: 4 Flat-footed: 16 Base Attack/Grapple: +13/-- Attack: + 9 Melee Proboscis Lance 4d6+6 Full Attack: +9 Proboscis Lance 4d6+6 Space/Reach: 20ft/ 15ft. Special Qualities: Alien Anatomy, Blindsight 400 ft, Immunities, Methane Pods, Terrestrial vulnerability. Saves: Fort +14 Ref +3 Will + 15 Abilities: Str 24 Dex 5 Con 26 Int 2 Wis 18 Cha 10. A Skewer can only take partial actions. It uses its new dexterity modifier instead of its strength modifier for attack rolls. It can only attack creatures that are infront of it. In regards to sneak attacks regard the Skewer as being helpless. A Skewer with 1 or more function Methane Pods takes 1d6 damage each turn the methane it expels is released driving it against the ground. A Skewer with a Methane Pod on each wing can attempt to take flight. Doing so involves the Skewer using its partial action to push itself up off the ground (Strength Check DC 18) Doing so evokes a attack of opportunity. A successful hit resolves in the Skewer falling helpless once again. The following round after pushing itself up it can attempt to take flight. Doing so involves the use of the Skewers’ Methane Burst ability. Skills: A Skewer has a +10 bonus on Listen Checks. |
| Dominus Ex Machina02-01-06, 11:56 AM | Now that you've done the Littoralope and Rayback, which one are you going to write up the stats for next: the Observation Pod, the Jetdarter, the Symet, the Rugose Floater, the Ebony Blisterwing, the Bladderhorn, the Pronghead, the Sac-back, or the Unth? Let us all know...AND SOON! |
| Ront Iron-Roar02-01-06, 09:27 PM | Easy buddy, I'll make it when I feel up to it. I mean I'm only one man. |
| Dominus Ex Machina02-02-06, 04:25 PM | How about just giving us a hint as to which one you're planning to do next? |
| Dominus Ex Machina02-15-06, 11:40 AM | :bump: |
| Dominus Ex Machina03-01-06, 11:59 AM | :bump: |
| Dominus Ex Machina03-04-06, 02:17 PM | :bump: |
| Ront Iron-Roar03-06-06, 10:54 AM | Dunno to tell the truth. But, the problem for me at the moment is that I'm getting a job pretty soon. As well the comp I used for all my monster goodness has recieved a virus. So more or less I'm stuck using school computers for my access to the forums. |
| Th_Ar_Al03-06-06, 11:56 AM | Everthought in give these creature a subtipe (Darwin IV native?) just to show they are from the same place =P |
| Dominus Ex Machina04-04-06, 12:21 PM | Ever thought of giving these creatures a subtype (Darwin IV native?) just to show that they're from the same place? * denotes quote edited by Dominus Ex Machina for corrective spelling, grammatical, and/or technical purposes onlyIf these creatures are going to have subtypes, I'd give 'em two: First, I'd give them the Native subtype, classing these creatures as being organisms native to the Material Plane. Next, I'd give them a Darwin IV subtype, classing their home planet of Darwin IV as being a single environment (or a combination of multiple environments) native to the Material Plane. |
| Dominus Ex Machina04-13-06, 12:53 PM | :bump: |
| Ront Iron-Roar04-13-06, 05:01 PM | You know I gotta get someone else to start making these things? Hmmm maybe I should PM Vorpal Tribble? |