"Davy Jones" Template [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
Chigaru

07-20-06, 08:30 PM
I've got a decent library of D&D books, but none of them describe a good way of making a template that slowly changes the base creature over time. Using the ideas from the Geomancer PRC in Complete Divine regarding drifts, I've been able to pull together a good list of traits that the base creature slowly adapts, but I'm having trouble deciding whether to have the transformation take place over HD/level growth or simply put it in a time window.

A reference tool that I used was the new Pirates of the Caribbean and the monster-ified crew of the Flying Dutchman, but the movie implied that the changes took place over several years.

What's a good system to use when deciding when to implement changes in the base creature over time?
Chigaru

07-21-06, 01:13 AM
"Davy Jones Template" (since I haven't thought of a good name, I'm gonna use the source of the inspiration)
"Davy Jones" is an acquired template that can be added to any humanoid, monstrous humanoid, giant, animal or dragon type, hereafter known as the base creature. Unlike other templates, the Davy Jones template is varied in its effects, and takes time to take effect. Depending on the source, either the base creature or the source of the curse that generates the template chooses up to three different sea animals from the list below. Each animal causes a physical change which is easily discernible on the base creature. These changes take place over time or HD advancement, DM's discretion. Each change is individual per creature chosen, and only one change may occur at a time. Changes can be made every 1d4+1 days. All changes cease once the base creature has experienced 6 total changes.
Size and Type: Humanoids and giants change to Monstrous Humanoid (aquatic). Animals change to Magical Beast (aquatic). Dragons gain the aquatic subtype. All other subtypes remain, creature size does not change.
Challenge Rating: Same as base creature +?.
Alignment: The creature's alignment does not change immediately. However, each time the creature experiences a "drift" it must make a DC ? Will save or experience a chaotic alignment change. If the creature was already chaotic, this save is unnecessary.
Abilities, Skills and Special Qualities: The base creature gains water breathing and a default swim speed equal to its land speed. The base creature gains a +8 bonus to Swim checks and can take 10 even when rushed or threatened on any Swim check. Ability score changes are dependant on the type of sea animals chosen. If a special ability, ability score bonus or penalty or special quality overlap, use the better of the two.

Angler fish: Traits include an oversized lower jaw, glowing spots appearing up the sides of the base creature, blackened eyes and the growth of a dangling, glowing antennae from the forehead. 1st change: Creature gains 1d6 bite attack. 2nd change: Creature receives a +2 bonus on Dexterity. 3rd change: Creature grows an antenna. Every 1d6 rounds, the creature can attempt to daze any target within 15 ft. (3 squares) that can see the antenna (Spell-like ability, Caster level 4, DCs are Charisma based.) Produces dim light in a 15 ft. radius.

Barracuda:Traits include an elongated, enlarged jaw, slimy skin and very flexible body parts. 1st change: Creature receives +2 Dex bonus. 2nd change: Creature gains 1d6 bite attack.

Blowfish: Traits include elastic skin, small spines and blackened eyes. 1st change: Creature receives a +2 bonus to grapple checks made to pin an opponent. 2nd change: Creature receives a -2 penalty to constitution. 3rd change: Creature gains a 1d6 piercing damage bonus to grapple checks or to unarmed attacks.

Coral/Barnacles: Traits include either a growth of barnacles over the skin or the replacement of skin with a coral-like substance. 1st change: Creature receives a -2 penalty to dexterity but a +2 bonus to constitution. 2nd change: Creature no longer needs to breathe. 3rd change: Creature gains +3 to natural armor.

Crab/Lobster: Traits include hard, rough shell-like skin, a claw replacing one or both of the hands and crab or lobster legs. 1st change: Creature gains a 1d4 slam attack and a 1d6 crush attack when grappling an enemy. Whichever hand the claw grows on cannot perform subtle functions that require the use of several fingers and opposable thumbs, but still can grab and twist objects. As such, the DM may bestow penalties on various skill checks. 2nd change: Creature receives a -2 penalty to dexterity but a +2 bonus to constitution 3rd change: Creature gains +2 natural armor.

Crocodile: Traits include dry, scaly skin and an elongated, enlarged jaw. 1st change: Creature gains +2 to natural armor. 2nd change: Creature receives a -2 dexterity penalty but a +2 strength bonus. 3rd change: Creature gains a 1d6 bite attack.

Dolphin/Whale: Traits include gray, rubbery skin, an elongated, widened snout and the formation of a vestigial blowhole at the base of the snout. 1st change: Creature's swim speed increases by 5 ft. 2nd change: Creature receives a -2 deterity penalty but a +2 constitution bonus. 3rd change: Creature receives a 1d8 underwater charge slam attack and a 1d6 bite attack.

Electric Eel: Traits include slimy skin and a narrowed, elongated jaw. 1st change: Creature gains a +4 bonus to grapple checks. 2nd change: Creature receives a -2 penalty to constitution but a +2 bonus to dexterity. 3rd change: Creature deals 1d3 points of damage with a successful grapple check on any creature of its size category or smaller as well as 1d6 points of shock damage on any creature with a successful grapple check.

Great White Shark: Traits include the growth of a dorsal fin, dentricled skin and several rows of jagged teeth. 1st change: Creature gains immunity to poison and disease and a penalty to its swim speed by 5 ft. 2nd change: Creature receives a +2 bonus to strength but a -2 penalty to dexterity. 3rd change: Creature gains a 1d8 bite attack. 4th change: Creature gains limited regenerative abilities (1 hp per 1d6 rounds.)

Hammerhead Shark: Traits include a hammer-shaped head, a dorsal fin, dentricled skin and several rows of jagged teeth. 1st change: Creature gains immunity to poison and disease. 2nd change: Creature gains a 1d6 bite attack. 3rd change: Creature gains limited regenerative abilities (1 hp per 1d8 rounds.)

Jellyfish/Anemones: Traits include growth of furlike tentacles on the body and faintly glowing, transluscent skin or a similar growth of furlike tentacles and a rubbery, reddish skin. 1st change: Creature receives a -2 constitution penalty. 2nd change: Creature gains a poisonous coating on its body which deals 1 point of constitution damage on a successful attack. Can only do such damage once every 1d4+1 rounds.

Manatee: Traits include blubbery skin and widened facial features. 1st change: Creature gains resistances against extreme cold environments. 2nd change: Creature receives a -2 dexterity penalty but a +2 constitution bonus. 3rd change: Creature gains +2 natural armor and a 1d4 slam attack.

Manta Ray: Traits include slick skin and flaps between the creature's arms and legs. 1st change: Creature gains a swim speed increase of 10 ft. 2nd change: Creature gains a glide speed of 20 ft. per 10 ft. of descent.

Octopus: Traits include slippery, squishy skin and the growth of thick tentacles either under the face or on the hands. 1st change: Creature gains a +2 on grapple checks. 2nd change: Creature receives a -2 penalty to strength and constitution but a +2 bonus to dexterity. 3rd change: Creature can squeeze through spaces designed for creatures up to two sizes smaller than it. 4th change: Creature gains a ranged ink ability that can blind a creature for 1d6 rounds. Range increment is 10 ft. with a maximum of 15 ft. Ability can only be used once per 1d4+1 rounds.

Sargasso: Traits include wet, green, leafy skin. 1st change: Creature gains +1 natural armor. 2nd change: Creature can photosynthesize. 3rd change: Creature no longer needs to breathe.

Ship: Traits include skin becoming wood-like and growths of standard ship accessories, such as a steering wheel. 1st change: Creature no longer needs to breathe. 2nd change: Creature receives a -2 penalty to dexterity. 3rd change: Creature gains damage reduction 5/magic and fire.

Snapping turtle: Traits include a shell growing over the creatures torso and green, scaly skin. 1st change: Creature gains +2 natural armor. 2nd change: Creature receives a -2 penalty to dexterity but a +2 bonus to constitution. 3rd change: Creature gains a 1d6 bite attack.

Squid: Traits include an elongated skull, large, black eyes, the growth of small tentacles around the mouth, the eventual replacement of the mouth with a beak and the replacement of arms with large tentacles. 1st change: Creature gains a -2 penalty to strength and constitution but a +2 bonus to dexterity. 2nd change: Creature gains a 1d6 bite attack. 3rd change: Creature receives a grapple bonus of +4. 4th change: Creature can use an ink ability similar to the octopus' ink ability. 5th change: Creature (or DM) can choose how many tentacles replace its arms, up to two tentacles per arm. Each arm the creature "loses" can no longer perform the function of normal arms, but can still be used for various shipboard skills. For each tentacle, the creature gains an additional attack per turn, but each attack used per turn detracts an additional 1 from all of its attacks made that turn.

Starfish: Traits include an easily dried skin and the formation of bumps all over the skin. 1st change: Creature receives a -2 penalty to dexterity. 2nd change: Creature cannot spend more than 48 hours in a dry environment. If it does, it must make a fortitude check every hour until it gets back into a relatively wet, moist, humid or damp environment or it will dry up and die. 3rd change: Creature gains fast healing 1.

Stingray: Traits include a slick skin, flaps growing out of the sides of its body and a long tail with a stinger. 1st change: Creature's swim speed increases by 5 ft. 2nd change: Creature receives a -2 penalty to strength but a +2 bonus to dexterity. 3rd change: Creature receives a 1d4 piercing tail attack that deals 1 point of constitution damage on a successful hit. Constitution damage may only be dealt once every 1d3+1 rounds.

Tiger shark: Traits include a dorsal fin, dentricled skin and rows of sharp, jagged teeth. 1st change: Creatures gains immunity to poison and disease. 2nd change: Creature receives a -2 penalty to strength but a +2 bonus to dexterity. 3rd change: Creature's swim speed increases by 10 ft. 4th change: Creature gains a 1d4 bite attack.

I feel like I just wrote a term paper T_T....
Alana Bloodwright

07-21-06, 08:09 AM
I like it, though you might want to alter the type bit to only alter Humanoid and Giant into Monstrous Humanoid. It makes no sense for a Dragon or Animal to suddenly become a Monstrous Humanoid.
Chigaru

07-21-06, 01:29 PM
....You've got a good point there.

How would I go about changing it so that it can still affect dragons and animals, but not change their types to monstrous humanoid? Perhaps it would change animals to magical beast (aquatic) and simply add the aquatic subtype to dragons?
kliate

07-21-06, 01:40 PM
Try this:

Size and Type: Humanoids and Giants change to Monstrous Humanoids. Animals change to Magical Beasts. All other creatures retain their type, its size does not change.
Chigaru

07-21-06, 02:05 PM
All right, changed it up like that. Thanks for the help so far, guys.
Rerecros

07-21-06, 02:22 PM
:rolleyes: they are outsiders (water, evil).
Monstrous humanoids are mortal, they are claimed souls.
Chigaru

07-21-06, 02:30 PM
*shrugs*

I said inspiration, man. I'm not planning on having the actual Davy Jones in my campaign anywhere.

And they aren't necessarily evil. Look at the barnacle guy. He wasn't evil. He was miserable as hell, but not evil.
Callahan

07-21-06, 02:56 PM
here's a thought:

Full fathom five thy father lies;
Of his bones are coral made;
Those are pearls that were his eyes:
Nothing of him that doth fade
But doth suffer a sea-change
Into something rich and strange.
Quote from The Tempest. Act i. Scene. 2.

The creatures in the movie are actually undead. In ancient times people thought that if you die at sea your body slowly turns in to barnacles and other parts of the ocean.
Chigaru

07-21-06, 03:02 PM
....

'Kay. But like I said already. Inspiration. If there's some kind of "Curse of the Black Pearl Template" that would be undead, sure, but I don't really consider the guys from the 2nd movie undead.
Rerecros

07-21-06, 03:09 PM
No, the first PotC had undead, the second had fiends.
The souls aboard the flying dutchmen All contained the same essence, and were merging.

I count anyone who sold their soul as having an evil subtype.
R.M.G.C.L.F.

07-21-06, 04:36 PM
I must say that, against all odds, I have found something which would be a legitimate use of the Deathless type. o_o

These are clearly not undead, whatever you want to think. Undead are creatures of negative energy, things of death, whereas the crew of the Flying Dutchman are literally bursting with life. It's not clean or particularly pleasant, but that is the true way of organic things. Each one is remaining alive, but that life is expanding, extending, changing to be one with the sea.

Perhaps the Outsider type would work, or you could use the Aberration type.
Ront Iron-Roar

07-21-06, 09:13 PM
I must say that, against all odds, I have found something which would be a legitimate use of the Deathless type. o_o

These are clearly not undead, whatever you want to think. Undead are creatures of negative energy, things of death, whereas the crew of the Flying Dutchman are literally bursting with life. It's not clean or particularly pleasant, but that is the true way of organic things. Each one is remaining alive, but that life is expanding, extending, changing to be one with the sea.

Perhaps the Outsider type would work, or you could use the Aberration type.


I'm thinking Outsider (Aquatic, Native) would work.
Mithral Icesilver

07-22-06, 01:04 PM
On EN World, there is a very similar template, except that the changes are in the form of individual features. Shade's Seaclaimed Creature Template can be found at: http://www.enworld.org/showthread.php?t=168181 (just copy the URL if you wish to avoid the "You are now leaving WotC" screen).

Concerning this template: Outsider (Native) would probably work well as a type, yes.

Edit: Just to avoid confusion, I've got nothing to do with Shade's template other than thinking it's a really cool template.