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Author Topic: [Fantasy Craft] A Catalogue of Creatures  (Read 19237 times)
TheAuldGrump
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« Reply #15 on: December 19, 2009, 07:09:07 PM »

Hmmm, ranged Extraordinary Attacks might be something to put in any future critter books that might happen down the road - things like Warjacks, some of the bugs in Starship Troopers, and spitting cobras come to mind.... Kind of necessary for some Foes.

There *are* ranged extraordinary attacks though. Do you mean you think they should work like ranged weapons? The gaze and ray option both handle them without an "area," as stated in my earlier post.

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There also does not seem to be a way to cover an area without a blast effect - ideally I would like to see the ball of flame cover a 5'x'5 area.

Well, there are cones, lines and auras, there's just nothing that lets you create a zone hit within XX feet of yourself. Instead of spending 2 XP to give it blast, spend 2 XP to give it Splash (from Bag Full of Guns: This is my Gun) instead Smiley

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Should another 2 points be added for the ability to fire indirectly? The place I pictured was akin to a crystalline cavern. As the nice GC that I am the first victim would be some poor wee beasty that caught the construct's attention.

I guess you could. "Beam" is then a poor descriptor, but it would work rules wise.

Quote
The other way that it might be handled is to make Fire Barrage a spell, then give the critter the ability to cast it at will. Mechanically it works, flavor wise... maybe not so much. (Though a construct, by its nature, can be considered a mobile magic item.)

Spells, ranged weapons, and EAs all work the differently though they often lead to the same effect of killing something beyond arm's length.
Sometimes, yeah, I do think that they should be handled in a manner similar to a weapon - as a case in point, a Mule Warjack may have what amounts to a mortar built into one of its arms. A Defender on the other hand has a cannon. A Mariner, by contrast, holds a cannon in one hand - making it a weapon, but out of the normal costs for what comes free for an NPC, I should think. (I also have a mini for an ogre that is using a deck gun as a personal firearm....)

And some Natural Attacks (such as the spitting cobra) are ranged. A giant bombadier beetle would also qualify, I should think.

Mind you, most of these oddballs are Constructs - though, as I mentioned above, some Starship Trooper Bugs would also have similar abilities. ('Course Bugs are semi/pseudo/sorta Constructs.....)

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« Reply #16 on: December 27, 2009, 06:59:11 AM »

The only metal mini I got for Christmas this year was Iron Wind Model's Wormwood - with the picture and name removed to make me try to find it. (They do this every year, and have yet to stump me - it took about 10 minutes to find the miniature, and picture, online. Tongue )

Wormwood [Undead Tree Thing - Special] (Large Undead Immobile 102 XP): Str 18, Dex 10, Con 14, Int 10, Wis 12, Cha 10; SZ L (22, Reach 4); Spd Immobile; Init II; Atk V; Def I; Res IV; Health V; Comp I; Skills: Athletics IV, Blend IV, Sneak IV; Qualities: achilles heel (fire), chameleon (forest/jungle II), critical surge, dread, everlasting, fearsome, feat (Wrestling Basics), grappler, rend, tough IV, veteran II.
Attacks/Weapons: Claw II 2, Squeeze II 2



Wormwood is all about scaring the enemy - I plan on mixing up his attacks, now and again - grabbing, squeezing, rending, and screaming club.

Nice figure, I think I may stat up a ghostly version as well.

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« Last Edit: December 27, 2009, 03:38:10 PM by TheAuldGrump » Logged

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« Reply #17 on: January 01, 2010, 12:46:56 PM »

I need some practice so I started with a yeth hound conversion



Yeth Hound (Medium Outsider Flyer/Walker - 82 XP): Str 12, Dex 12, Con 12, Int 8, Wis 12, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. flight, 40 ft. ground (Run 200 ft.);
Init IV; Atk IV; Def V; Res VII; Health III; Comp III;
Skills: Notice VII, Search IV, Survival VII;
Qualities: Fearsome, improved sense (scent), darkvision I, damage reduction 5/silver, feat (Lightning Reflexes, Wolf Pack Basics, Wolf Pack Mastery), light-sensitive, nocturnal, superior runner I, superior traveler I, interests (Evil Alignment)
Attacks/Weapons: Bite I (dmg 1d8+1 lethal; threat 18-20; upgrades: trip, aligned)
Treasure: None
« Last Edit: January 01, 2010, 12:53:34 PM by Brakk » Logged

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« Reply #18 on: January 02, 2010, 08:40:44 AM »

Here's a winter wolf



Winter Wolf (Large Beast Walker - 61 XP): Str 14, Dex 10, Con 12, Int 8, Wis 10, Cha 10: SZ L (1x2, Reach 1); Spd 50 ft. ground (Run 250 ft.);
Init IV; Atk IV; Def II; Res VII; Health V; Comp I;
Skills: Notice II, Sneak III, Survival II;
Qualities: Achilles heel (fire, heat), damage immunity (cold), damage reduction 2, improved sense (scent), interests (Evil Alignment, speak common tongue), feat (Wolf Pack Basics, Wolf Pack Mastery), superior runner I
Attacks/Weapons: Bite I (dmg 1d10+2 lethal; threat 18-20; upgrades: trip), freezing breath (cold damage attack II; 10 ft. cone; dmg 1d6 cold per 2 TL; threat 20; Ref DC 15 for 1/2 damage; upgrades: alternate damage)
Treasure: 1T
« Last Edit: January 03, 2010, 05:12:40 AM by Brakk » Logged

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« Reply #19 on: January 02, 2010, 03:35:38 PM »



Red Slaad (Large Outsider Walker - 112 XP): Str 14, Dex 12, Con 12, Int 8, Wis 8, Cha 8; SZ L (2x2, Reach 2); Spd 30 ft. ground;
Init IV; Atk V; Def III; Res VII; Health III; Comp IV;
Skills: Acrobatics VII, Sneak V, Athletics VII;
Qualities: Damage reduction 2, interests (Chaos Alignment), tough I, infectious conversion, feat (Two-Hit Combo), darkvision I, damage immunity (bang), damage defiance (acid, cold, electricity, fire, sonic), regeneration 2
Attacks/Weapons: Bite II (dmg 1d10+2 lethal; threat 17-20; upgrades: aligned), Claw I (dmg 1d8+2 lethal; threat 20; upgrades: aligned), Stunning Croak (bang damage attack II; 5 ft. blast increment; dmg 1d6 bang per 2 TL, Ref DC 15 for 1/2 damage, upgrades: alternate damage)
Treasure: 3L



Blue Slaad (Large Outsider Walker - 116 XP): Str 16, Dex 12, Con 14, Int 8, Wis 8, Cha 10; SZ L (2x2, Reach 2); Spd 30 ft. ground;
Init IV; Atk V; Def IV; Res VII; Health III; Comp IV;
Skills: Acrobatics VII, Sneak V, Athletics VII;
Qualities: Damage reduction 3, interests (Chaos Alignment), tough I, darkvision I, damage immunity (bang), damage defiance (acid, cold, electricity, fire, sonic), regeneration 2, devoted (Chaos III), infectious conversion, feat (Two-Hit Combo)
Attacks/Weapons: Bite II (dmg 1d10+3 lethal; threat 17-20; upgrades: aligned), Claw I (dmg 1d8+3 lethal; threat 20; upgrades: aligned)
Treasure: 3L



Green Slaad (Large Outsider Walker - 118 XP): Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 30 ft. ground;
Init IV; Atk V; Def IV; Res VI; Health III; Comp V;
Skills: Acrobatics VII, Athletics VII, Spellcasting II; Spells: Fireball I, Protection From Alignment;
Qualities: Damage reduction 4, interests (Chaos Alignment), tough I, darkvision I, damage immunity (bang), damage defiance (acid, cold, electricity, fire, sonic), regeneration 2, devoted (Chaos III), feat (Cleave Basics, Two-Hit Combo, All-Out Attack), shapeshifter I
Attacks/Weapons: Bite II (dmg 1d10+3 lethal; threat 17-20; upgrades: aligned), Claw I (dmg 1d8+3 lethal; threat 20; upgrades: aligned)
Treasure: 1M, 2L



Gray Slaad (Medium Outsider Walker - 129 XP): Str 14, Dex 12, Con 14, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 30 ft. ground;
Init VI; Atk VI; Def III; Res VIII; Health III; Comp V;
Skills: Acrobatics VI, Athletics VI, Investigate VI;
Qualities: Damage reduction 3, interests (Chaos Alignment), darkvision I, damage immunity (bang), damage defiance (acid, cold, electricity, fire, sonic), regeneration 2, devoted (Chaos IV), feat (Two-Hit Combo), shapeshifter I, natural spell (Maze)
Attacks/Weapons: Bite II (dmg 1d8+2 lethal; threat 17-20; upgrades: aligned), Claw I (dmg 1d6+2 lethal; threat 20; upgrades: aligned)
Treasure: 2M, 2L



Death Slaad (Medium Outsider Walker - 183 XP): Str 14, Dex 16, Con 14, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 30 ft. ground;
Init IX; Atk VI; Def II; Res X; Health III; Comp VI;
Skills: Acrobatics VII, Athletics VII, Sneak VIII;
Qualities: Damage reduction 5/Order aligned, interests (Chaos Alignment), darkvision I, damage immunity (bang), damage defiance (acid, cold, electricity, fire, sonic), regeneration 2, devoted (Chaos V), telepathic, feat (Cleave Basics, Cleave Mastery, All-Out Attack, Two-Hit Combo), shapeshifter I, natural spell (Sacred Aura)
Attacks/Weapons: Bite III (dmg 2d8+2 lethal; threat 17-20; upgrades: aligned), Claw III (dmg 2d6+2 lethal; threat 19-20; upgrades: aligned), Stunning Claw (stunning attack III: Will save DC 20 or become stunned for 3d6 rounds, upgrades: supernatural attack(claw))
Treasure: 2M, 2L
« Last Edit: January 03, 2010, 06:24:56 AM by Brakk » Logged

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« Reply #20 on: January 03, 2010, 07:45:08 AM »



Monodrone (Small Construct Outsider Walker - 26 XP): Str 8, Dex 10, Con 10, Int 6, Wis 10, Cha 8; SZ S (1x1, Reach 1); Spd 20 ft. ground;
Init III; Atk I; Def IV; Res I; Health III; Comp III;
Qualities: damage defiance (acid, cold, fire), banned action (swim), fatal falls, damage reduction 1, swarm, achilles heel (electricity), critical hesitation, interests (Order Alignment), shambling
Attacks/Weapons: Stiletto (dmg 1d4-1 lethal; threat 18-20; qualities: AP 8, finesse), hand crossbow + 20 whistler bolts (dmg 1d4 subdual; threat 20; range 10 ft. x 6; qualities: load 3, lure), Slam I (dmg 1d4-1 lethal; threat 20; upgrades: aligned)
Treasure: 1G

Messenger monodrone uses the same statistics as a monodrone except for the following:

Messenger Monodrone (Small Construct Outsider Walker/Flyer - 27 XP): Spd 20 ft. ground, 40 ft. flying; Qualities: natural spell (Mage Scribe I)
« Last Edit: January 04, 2010, 09:43:45 AM by Brakk » Logged

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« Reply #21 on: January 03, 2010, 11:17:57 AM »

 keep this thread going! i really like it
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TheAuldGrump
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« Reply #22 on: January 04, 2010, 10:45:42 AM »

Broom

Broom (Small Construct Walker 35 XP): Str 10, Dex 10, Con 10, Int 2, Wis 10, Cha 10; SZ S (11, Reach 1); Spd 20 ft. ground; Init I; Atk I; Def I; Res V; Health I; Comp I; Qualities: everlasting, regeneration 5, splitter (damage-mature instantly).

It is deceptively easy to animate a broom, even an apprentice can manage the spell. However the spell, by its nature, is a trap. Once created the animated Broom accepts the first task that it is given, and only the first - not even orders to stop are obeyed.

Worse, while incredibly dim by any measure, the broom will learn of its ability to replicate itself, once shown (often by the above mentioned apprentice trying to end its toilings with an axe). Once learned the Broom will begin splitting itself, and each replica will begin fulfilling that task that the original began....



The Auld Grump, off to see The Princess & the Frog. Smiley
« Last Edit: January 04, 2010, 11:15:14 PM by TheAuldGrump » Logged

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« Reply #23 on: January 04, 2010, 01:20:26 PM »

This one's a favorite...  Grin



Aurumvorax (Small Animal Walker/Burrower - 115 XP): Str 12, Dex 10, Con 12, Int 6, Wis 12, Cha 12; SZ S (1x1, Reach 1); Spd 30 ft. ground, 20 ft. burrow;
Init III; Atk IX; Def V; Res I; Health III; Comp I;
Skills: Notice VII;
Qualities: Damage reduction 4, tough I, feat (Great Fortitude, Iron Will, Two-Hit Combo), treacherous, charge attack, improved sense (scent), frenzy II, contagion immunity, damage defiance (fire), grappler, darkvision I
Attacks/Weapons: Bite I (dmg 1d6+1 lethal; threat 18-20; qualities: armor-piercing 2, grab), Claw III x4 (dmg 2d4+1 lethal; threat 19-20)
Treasure: 3C
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« Reply #24 on: January 04, 2010, 02:14:19 PM »


StunOgre LotR (Large Folk Walker 126 XP): Str 20, Dex 8, Con 18, Int 7, Wis 10, Cha 8; SZ L (22, Reach 2); Spd 30 ft. ground; Init II; Atk V; Def V; Res VIII; Health X; Comp I; Skills: Acrobatics VII, Athletics VII, Intimidate V; Qualities: banned action (Calm, Influence, Outmaneuver, Tumble), damage reduction 3, darkvision II, grappler, improved sense (smell), nocturnal, tough II.
Attacks/Weapons: Slam IV (damage type: subdual), Kick III 2, Stunning Slam (stunning III; linked to attack Slam)
Treasure: 3L
« Last Edit: January 05, 2010, 03:22:05 PM by samsimilian » Logged

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« Reply #25 on: January 06, 2010, 09:04:11 AM »


Balrog (Huge Outsider Walker 200 XP): Str 20, Dex 10, Con 16, Int 14, Wis 10, Cha 18; SZ H (22, Reach 2); Spd 40 ft. ground; Init IV; Atk VIII; Def VI; Res VI; Health VI; Comp V; Skills: Athletics VIII, Intimidate X, Resolve VIII, Spellcasting X; Spells: Cause Wounds II, Darkness I, Insanity II, , , , , , , ; Qualities: contagion immunity, damage immunity (stress, subdual), damage reduction 5, devoted (PATH OF EVIL III), dread, interests (Evil), menacing threat, spell defense X, tough II, unnerving.
Attacks/Weapons: Firesword (damage IV; beam 20ft. range; damage type: fire; aligned: Evil), Firewhip (damage IV; beam 20ft. range; damage type: stress; aligned: Evil)



Dindair (Medium Folk Walker 126 XP): Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 13; SZ M (12, Reach 2); Spd 40 ft. ground; Init IV; Atk VIII; Def X; Res X; Health VI; Comp VII; Skills: Blend VII, Intimidate VII, Investigate V, Sneak X; Qualities: damage defiance (stress, subdual), damage reduction 2, darkvision I, feat (Combat Instincts, Evasive), nocturnal, superior climber I.
Attacks/Weapons: Talon III 2 (damage type: stress; aligned: Evil; reach 1), Talon of Fear (shaking II)


Helgrog (Large Outsider Walker 180 XP): Str 18, Dex 8, Con 16, Int 10, Wis 10, Cha 18; SZ L (22, Reach 2); Spd 40 ft. ground; Init IV; Atk VIII; Def VI; Res VI; Health VI; Comp V; Skills: Athletics VIII, Intimidate X, Resolve VIII; Qualities: achilles heel (fire), contagion immunity, damage immunity (stress, subdual), damage reduction 5, devoted (PATH OF EVIL III), dread, feat (Glint of Madness), interests (Evil), menacing threat, spell defense I, tough II, unnerving.
Attacks/Weapons: Sheath of Ice (paralyzing IV; linked to attack Talon), Talon IV (damage type: subdual; aligned: Evil), Icestorm (damage IV; damage type: subdual; aligned: Evil)

« Last Edit: January 06, 2010, 11:30:00 AM by samsimilian » Logged

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« Reply #26 on: January 06, 2010, 10:31:35 AM »

May I inquire as to why Dindair is a Beast? Looks pretty much like Folk from the picture, complete with hands and opposable thumbs - even a centaur qualifies as Folk. Type is defined largely by morphology - if it looks like a human, has hands, and is not Undead, Fey, or Outsider then it is just plain folk. (It may qualify for one of those other types, I am not familiar with the critter, but it is not a Beast.)

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« Reply #27 on: January 06, 2010, 11:04:35 AM »

uups don't now why that happend. maybe because i copied the shadow beast into the generator before i modified it. the Dindair is a rebuild from a LotR book from Decipher, a kind of shadow assassin.

what is your opinion on the weapons of the Balrog? Firesword and Firewhip are EXTRAORDINARY ATTACKS so i chose "beam" as area  of effect. I thought it unfair to make them magical weapons, because they are quite powerful.
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« Reply #28 on: January 06, 2010, 12:38:05 PM »

Here's one that evolved out of GW's LotR Elven Stormcaller model. (I would hotlink the image, but I don't want Crafty getting a cease and desist letter.)

Mystic Sentinels patrol the borders of the Elves woodland home. They keep enemies and innocent trespassers at bay with their mysic abilities, while keeping themselves hidden from sight.

Elven Mystic Sentinel (Medium Fey Walker - 58 xp): Str 10, Dex 10, Con 10, Int 14, Wis 12, Cha 14; Sz M (1x1, Reach 1); Speed 40 ft. ground; Init III; Atk II; Def I; Res III; Health II; Comp IV; Skills: Resolve VII, Spellcasting VII, Sneak VI; Spells: Concealing Countryside I, Control Weather II, Dancing Lights, Entangle, Quench, Tree Walk, Verdue; Qualities: attractive I, burden of ages, Class ability (Mage: arcane wellspring I), expertise (Sneak), feat (Casting Basics), improved sense (hearing, sight), light sleeper, spell defense II
Attacks/Weapons: Short sword (dmg 1d8 lethal; threat 19-20; qualities: keen 4)
Mounts and Vehicles: None
Gear: Mana potion
Treasure: 2M, 1L
« Last Edit: January 06, 2010, 12:40:05 PM by Wolverine » Logged

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« Reply #29 on: January 06, 2010, 06:26:15 PM »

uups don't now why that happend. maybe because i copied the shadow beast into the generator before i modified it. the Dindair is a rebuild from a LotR book from Decipher, a kind of shadow assassin.

what is your opinion on the weapons of the Balrog? Firesword and Firewhip are EXTRAORDINARY ATTACKS so i chose "beam" as area  of effect. I thought it unfair to make them magical weapons, because they are quite powerful.

Not certain how I feel about them being Extraordinary attacks - maybe as Artifacts, with limitations on who can use the weapons (not to mention, they are huge! :p ). I really don't like them as Beam attacks, I think it would be better to keep them as physical items. Limiting their use to Huge Outsiders seems a good way to keep them out of PC hands.To reward the PCs you can have a mission objective of destroying the weapons, so the PCs have cause to douse their fires in holy water or something. Add to that, would a balrog care if the weapons dealt fire damage to their user? Add that in and I doubt the PCs will be too quick about picking up the balrog's sword and having at.

As I mentioned above, I am not all that fond of the limits and uses of Extraordinary attacks - sometimes it would be much better to handle them as weapons. Giving a servant of Baalor a fiery Beam from its single eye would make sense, treating a mortar or scourge as a Beam, not so much.

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