We've been working primarily in 3.5 here so far, yeah? What do you know about Pathfinder RPG formatting for creatures, classes, etc.?
I spoke with the guy who ran the contest that produced all those evil dinosaur images... He said he would run another one if we wanted an image for something... What sort of things might you have an idea of that you would really like to see an image of it? Mind you, it could take a while for him to implement the contest, run it, and post the entries, but it would be neat nonetheless. He said he was glad that other people had found uses for the imagery, so in all reality, you could still do up some of those ones that still strike your fancy. I need to go back and review them before I would give another suggestion or request.
I am working on something right now in all Word docs trying to write out some base classes, and player race / monster race stats (including savage progression HD stats for some) in Pathfinder format - so I can begin working on the nitty gritties of the campaign setting (I want to release the player information first and then the campaign setting information...). That is what is on my mind currently - and this is all for Nymian Beastlands. I am working on base classes called Beastmaster, Outrider, Shaman (reworking 3.5 Spirit Shaman from 'Complete Divine'), Primordial Hunter (reworking the PrC on this forum by Nilbog and crew to a base class), Junglethorn (psionic wilderness class sim. to Soulknife from ExPsH), and producing some new bloodlines for sorcerers (dinopriminal, saurian, etc.). I have the full player race list on the Nym wiki page - which I am also trying to outline and write out, including updated PF stats.
Aside from that, I am in desperate need of some templated dinosaurs and prehistoric animals. I also should let you know that there are others currently revising and rewriting all new balanced stats on (so far) dinosaurs (and hopefully) other animals of our past - on this forum. These stats should be considered standard and balanced as they are being written and revised. I specifically need prehistoric animals with the Celestial, Axiomatic, and Anarchic templates applied to them (you can be creative with the combinations however you please), and there are a few others that could be acceptable in the campaign setting too - just nothing aberrant, clockwork, draconic, infernal, or abyssal. This setting is not made for evil in large quantities - it should be good, neutral, lawful, or chaotic in nature. Another thing that could be great is critters which have been awakened (as the spell, awaken) - which as I believe had been covered pretty damn completely by you on these boards, yeah? I will be attempting to create material in purely PF stats and formatting, but may have to utilize some 3.5 resources to get me to the point where I can afford the PF material that may have it updated and revised (ie, 'The Great Beyond', and 'Gods and Magic').
Can you think of any other simple templates (not including Kaiju and those developed here already)? Also, if you may have played or know anything about 'Isle of Dread', what things that we might be missing that could have been a big draw to that game setting/module...? I never got to play it, so I am only hearing about it from others so far. I know that it had a large following of fans, and there had to be something to it that was worth visiting (and maybe revisiting in some way). I just want to create a whole planet whose cultures has been developed around this prehistoric theme. Any ideas on what else could be included in that, which maybe I have not already thought of? Also consider that I will be attempting to create enough information to fill the following texts: a player's handbook, storyteller's guide, bestiary (maybe multiples if necessary for both simple animals and other developed or fantastic critters), a 'Secrets of Nym' supplement, potentially an atlas (yes, I know - I dare to dream), and maybe something dealing with magic, monster player races ('Races of Omarka'), or something else to sort of wrap it all up. I have yet to work on anything magic related because I despise writing out spell formatting and making good mechanics outside of the 10 + 1x or 1/2x HD + Applicable Ability Modifier realm of simplicity in making decent magical critter abilities. What about constructs relating to dino/prims? I brought that up for the Drei, and still think there could be some interesting ways to play with the idea. If it's not living (or even if it is - like a plant - or was - like a corpse), you can build with it... Creepy, but true. Dinosaur make big building blocks, and lots of other critters got just as big.
And yes - I mentioned clockwork animals and that I didn't want them for a reason - I want it later, for Secrets of Nym... But I am not there yet. Technology and the planes is going to be a big part of that publication, as well as the secret inner dealings of the Faunar and ruling class of Nym (such as the Dinopriminals and allied celestial courts, pacts, or alliances). And yes - we stalled out on the dinopriminal statting project... For two reasons = Rabbit left us (yes, I think she is QUITE busy having not heard from her in a bit), and because I realized that if I kept developing them on a forum, they would not be eligible for publication in any form. I still have a few race examples which have not been statted, which I am keeping on hand to make sure I can at least pitch the idea with a sample first, and then (removing our current wed media from view there) at least be able to back up my logic in making the rest of the content closed to public view (and hence marketable to a publication) when it's been worked with, applied, and fully digested (hopefully with a hunger for more). I really enjoyed working with Rabbit on this one - she has been a great sounding board and creative mind to have around. I fear we are the last of a dying race, bhu. *listens to crickets chirping*
Thoughts? I need them so that I can move forward on my own thinking. What a strange phenomenon. :P -will
I havent seen Pathfinder or Isle of Dread I think. The consolidated lists should give you ost of the templates available and what book they're in (I have most of them if you're missing any). If you want templated dinos I can do some of those as random PC's/bad guys.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Are you simply going to tentacle attacks and an alien nature? If so, do the pseudonatural template - I can fly that one based on the variant cosmology. I am not really a fan of the roper... I am more of a Choker guy.
I had other thoughts but I forgot them - as it is late and I just wanted to make sure you knew I was still watching and responding.... I have a lot on my brain about material that I am going to need to put together, but something tells me that you just want to free-form homebrew right now.... Which I am not actually at that point with creatures. I am however developing an intensive and orderly minotaur society with permissions from the original co-creator and friend of mine, Matt Batson (elftown.com/torrant). Lots to do with that, as their are fourteen castes not including bloodline variants and related minotaur-like relatives. This is getting to be a very interesting project, and of course it is nice to be able to put together something concrete instead of just trying to make random stuff when I want to. Having an outline and a set of goals is making it more interesting and productive to keep working on it.
I am also beginning the process of finalizing material related to the culture and secret societies of the world, which means that I can begin working on some of the really neat flavor text which I have been putting off in exchange for doing the hard stuff first and giving myself a head start (since the creative stuff isn't going to take me nearly as long as the mechanical and core material for the setting). Since I really value your input (and hoping that you have at least seen the basic page about Nym), what kind of elements would you like to see as a player or as a storyteller in a storyline or setting based around our themes and style here? Can you imagine a bad guy that you would really want to face down (and choosing rakshasas, yuan-ti like humanoids, and other typical bestial baddies being standard precedent) how would you want to see that bad guy presented, displayed, or acting in the encounter or story background? My big thing at the beginning was making sure that I could have educated evil-aligned neanderthal mages riding carnosaurs or other huge beasts with collars or other items giving them sentience, powers, or otherwise enhanced for the use of a rider as a mount. I was thinking a primal version of Dino-Riders with something like a medium-sized humanoid ogre mage or equivalent. I almost decided on orcs, but I think I am going to limit the humanoid races of that style or sort to goblinoids and call their placement in the setting as the works of the fae courts, who also hold some power in this world. Anyways... I don't know if that actually answered anything that you were asking... :P --will
Sorry, haven't posted in a while (got too busy with Pokémon and stuff) - I'd still like a write-up of the flaming dragon-therizinosaur Dinogloth (pic here).
Bring Gleemax Back. Even as a failure, it was better than this. http://community.wizards.com/durdur
I agree with that. That is a wicked picture, and Rabbit's request vetos my suggestion to begin templating dinosaurs (although I would also recommend two or more templates for this particular critter, including half-fiend, half-dragon, and even half- or full-elemental (fire). This one is huge even for a therizinosaur - I almost suspected it was a Spinosaur... Which I think also would have been a good base species for this concept as well. :P
Rabbit, on a personal note it is SO DAMN GOOD to see you again. It's been a bit. Have you ever emailed me or me you before? If not, can you send an email my way - I have a request and some docs to send you. It will take very little of your time plus it will keep you informed on what has been done with the dinopriminal material. My email is xidoraven (a) yahoo (dot) com. And I don't know about you, bhu - but I think that is a great request.... I could see you itching to do another one and needing inspiration. I am on a similar page on my campaign setting as it pertains to what different kinds of gamers will want out of their storylines. -will
Fetid Abomination Huge Magical Beast Hit Dice: 18d10+108 (207 hp) Initiative: +5 Speed: 40 ft. (9 squares) Armor Class: 24 (-2 Size, +1 Dex, +15 Natural), touch 9, flat-footed 23 Base Attack/Grapple: +18/+29 Attack: Bite +27 melee (3d6+11) Full Attack: 1 Bite +27 melee (3d6+11) and 4 Tentacles +22 melee (1d6+5) Space/Reach: 15 ft./10 ft. (50 ft. w/Tentacles) Special Attacks: Improved Grab, Drag, Swallow Whole, Weakness Special Qualities: Dark Vision 60', Low Light Vision, Scent, Energy Resistance (Acid, Cold) 10, SR 30, Vulnerability to Fire Saves: Fort +16, Ref +12, Will +11 Abilities: Str 32, Dex 12, Con 21, Int 6, Wis 16, Cha 12 Skills: Hide +0 (+8 in swamps), Listen +12, Spot +12 Feats: Alertness, Improved Natural Attack (Bite), Improved Initiative, Improved Toughness, Iron Will, Run, Track Environment: Warm Marsh Organization: Solitary Challenge Rating: 15 Treasure: None Alignment: Neutral Evil Advancement: 19-36 HD (Huge), 37-54 HD (Gargantuan) Level Adjustment: ---
"Seriously Bert, we aren't taking swamp assignments anymore."
"I agree."
"I mean we sat on that thing eating lunch for 2 hours before we realized it wasn't part of the ground."
Fetid Abominations resemble a bizarre cross of Tyrannosaurus and Roper with hide that resembles a piece of swampland and occasional mutations or deformities. In other words they resemble something from one of Salvador Dali's nightmares. More intelligent than animals, but not quite up to the level of most Humanoids they are nonetheless quite cunning. Due to their incredible appetites it's likely they ate their creator, whatever it was. They don't seem to have spread much either, and it may be they are quite territorial (or find birthing difficult due to their mutations). Fetid Abominations can sometimes understand Common, but do not speak.
Improved Grab (Ex): If the Fetid Abomination successfully hits with it's Tentacle Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity assuming it's opponent is at least one Size Class smaller than itself. If successful it does tentacle damage each round and may drag it's victim.
Drag (Ex): On each round the Fetid Abomination successfully Grapples it's opponent they are reeled in 10' closer to it. Once they are within Bite Range the Fetid Abomination gets a +4 Bonus to hit with it's Bite Attack. A Tentacle grappling a victim can be attacked via a Sunder attempt (the Fetid Abomination is -4 on it's roll to resist the Sunder). The tentacles each have 45 hp.
Swallow Whole (Ex): A Fetid Abomination can try to Swallow any creature up to 2 Size Classes smaller than itself with a successful Grapple Check. The swallowed creature takes 2d8+11 bludgeoning damage and 11 points of acid damage per round it remains swallowed. A swallowed creature can cut its way out with a light slashing or piercing weapon by doing 30 points of damage to the stomach (AC 17). Once the creature exits muscular action closes the hole, and other victims must cut their own way out. A Fetid Abominations gullet can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Weakness (Ex): Any creature successfully Grappled by the Fetid Abominations tentacles must make a DC 24 Fortitude Save (Save DC is Constitution Based) or take 2d8 temporary Strength damage.
Skills: Fetid Abominations gain a +8 Racial Bonus to Hide Checks in their Native Terrain. It also has a +2 Racial Bonus to Listen and Spot Checks.
Combat: Fetid Abominations are ambush predators who wait for prey to come within range after which they Grapple, drag, bite, and swallow. They then repeat until all prey is dead, or they need to revise their tactics due to losing. It's rare that they flee as they tend to be rather suicidal when attacking.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
The Fire Dragon Huge Magical Beast (Fire) Hit Dice: 25d10+150 (287 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 33 (-2 Size, +15 Natural, +10 Deflection), touch 18, flat-footed 33 Base Attack/Grapple: +25/+51 Attack: Claw +34 melee (2d6+11 plus 1d6+15 fire/19-20) Full Attack: 2 Claws +34 melee (2d6+11 plus 1d6+15 fire/19-20) and 1 Bite +32 melee (1d8+5 plus 1d6+15 fire) Space/Reach: 15 ft./10 ft. Special Attacks: Fiery Aura Special Qualities: Dark Vision 60', DR 15/Magic, SR 25, Immunities Saves: Fort +20, Ref +16, Will +19 Abilities: Str 33, Dex 10, Con 23, Int 18, Wis 20, Cha 18 Skills: Bluff +27, Intimidate +27, Knowledge (Geography, History) +27, Knowledge (Arcane) +11, Listen +28, Sense Motive +28, Spot +28 Feats: Ability Focus (Fiery Aura), Combat Reflexes, Epic Will, Improved Critical (Claw), Iron Will, Lightning Reflexes, Multiattack, Power Attack, Power Critical (Claw) Environment: Warm Desert or Mountain Organization: Solitary Challenge Rating: Treasure: Standard Alignment: Neutral Evil Advancement: 26-38 HD (Huge), 39-50 HD (Gargantuan) Level Adjustment: ---
"We cannot let you go into the wastes Crom. The thing that will follow you back out when you flee is something that we cannot fight. But we can fight you...
Fire Dragons are incredibly rare, and seem composed of living flame, even though they are just surrounded by it. They live in Deserts, but prefer to venture into warm places to burn whatevers flammable in order to eat the ashes. While they have exhibited signs of intelligence they have never responded to attempts to communicate, and it is unknown what languages they may understand.
Fiery Aura (Su): The Fire Dragons Aura is effectively a permanent Fire Shield spell (warm version). Caster Level is equal to it's Hit Dice. It's damage is also added to the Fire Dragons natural Attacks and Grapples. The heat from the Fire Dragon as a 50% chance per round of igniting any combustible material in the squares it occupies. This has a 25% chance of igniting combustible material in adjacent squares each round the fire remains burning. PC's who are hit by he Fire Dragons Natural attacks must make a DC 30 Reflex Save or catch on fire for 1d4 rounds (Save DC is Constitution based, opponent can put out the fire as a move based action).
Immunities (Ex): Fire Dragons are immune to poison, disease, sleep effects, paralysis, stunning, fatigue/exhaustion effects, critical hits, and flanking.
Combat: Fire Dragons attack by charging forward and clawing, particularly if there is anything flammable in the area. Setting fires causes i's opponents problems, and it knows this. If the area is fairly open (desert sands) it will attack as long as no water or other agents that will douse fires are available.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available