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Author Topic: [Fantasy Craft] A Catalogue of Creatures  (Read 13322 times)
Psion
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« Reply #90 on: October 19, 2010, 06:48:55 PM »

I didn't see this earlier, so assuming I didn't just miss it, the Allip:

Allip (Medium Spirit Undead Flyer — 93 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 14; SZ M (1×1, Reach 1); Spd 30 ft. flight; Init VIII; Atk III; Def V; Resilience VII; Health VI; Comp II; Skills: Blend V, Intimidate IV, Notice IV, Search IV; Qualities: darkvision II, feat (iron will, lightning reflexes).
Attacks/Weapons: Slam I (damage type: stress), draining touch (draining, attribute III; linked to attack slam), babble (baffling II)

The wis drain is a little weak compared to D&D, so I linked it to a stress attack. Less long term damage, but still threatening.

I might pick up damage reduction or damage defiance to make it run a bit more like the D&D incorporeal version. Or whatever.

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« Reply #91 on: November 11, 2010, 09:02:37 AM »

Something I came up with while trying to explain where hippogriffins came from.  Mostly because I know what the original legend says and if you thought about the outcomes of the various parings I eventually realized there was room for one more hybrid.  In the setting I'm developing I decided to upgrade griffins, hippogriffs, and pegasi to Beasts with ape-like intelligence, so all you have to do if you prefer the originals is drop 1 XP for the Competence grade.

Equileo
The opposite of a hippogriff’s griffin front and pegasus rear the equileo is a winged horse with the hindquarters of a lion.  Equileo’s inherit their mother pegasus’ temperament, making them as easy to saddle as the winged horses but also more flighty than griffins.  The same temperament makes their breeding more common than that of their hippogriff cousins.

Equileo (Large Beast Flyer/Walker — 64 XP):
Str 12, Dex 14, Con 12, Int 7, Wis 10, Cha 10; SZ L (1x2, Reach 1); Spd 100 ft. winged flight, 50 ft. ground (Run 250 ft.); Init IV; Atk III; Def IV; Res V; Health IV; Comp I; Skills: Acrobatics IV, Notice IV; Qualities: Feat (Agile Flyer), improved sense (hearing), superior runner I, superior traveler I, tough I
Attacks/Weapons:
Kick II (dmg 1d8+1 lethal; threat 19-20)
Treasure: 1T
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« Reply #92 on: November 24, 2010, 07:24:31 AM »

I did up with the following mount conversion for my homebrew.

Dragonne: {Snipage of world specific fluff.}
   They look similar to a cross between a huge lion and a dragon, and possessing huge claws and fangs, large eyes, and usually of the color of its parent’s scales. They are about 12 feet long and weigh about 700 pounds.
   Tactics: A dragonne’s wings are useful only for short flights, carrying the creature for 10 to 30 minutes at a time. Nevertheless, it uses its wings effectively in battle. If opponents attempt to charge or encircle it, the dragonne simply takes to the air and finds a more defensible position.
 
Dragonne (Large Beast Flyer/Walker — 87 XP): Str 14, Dex 12, Con 12, Int 6, Wis 12, Cha 10; SZ L (2×3, Reach 1); Spd 40 ft. flight, 30 ft. ground; Init X; Atk V; Def III; Res VII; Health V; Comp II; Skills: Notice IV, Search IV, Survival IV; Qualities: charge attack, critical surge, damage reduction 1, darkvision II, fearsome, feat (Combat Instincts, Night Fighting, Tough), improved sense (smell).
   Attacks/Weapons:
Bite III (2d10+4 lethal; threat 17-20], Claw I (1d8+4 lethal; threat 20) × 2
   Treasure: 4T

Breeding: 20 (650 days) / Training: 20 / Weight: 700 lbs. / Availability: 20 / Cost: 3,000s
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SilvercatMoonpaw
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« Reply #93 on: November 24, 2010, 08:02:15 AM »

Breeding: 20 (650 days) / Training: 20 / Weight: 700 lbs. / Availability: 20 / Cost: 3,000s
Hm, I never focused on that bit.  I suppose the Equileo just works comparably to the Pegasus.
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« Reply #94 on: December 13, 2010, 08:06:15 PM »

Need a spot o' help here.  I'm converting the Swamp Squid from Iron Kingdom's Witchfire Triology.  This is what I have so far...

Swamp Squid (Large Animal Swimmer — 45 XP): Str 14, Dex 11, Con 10, Int 1, Wis 10, Cha 10; SZ L (3×3, Reach 2); Spd 30 ft. swim; Init III; Atk I; Def I; Res V; Health III; Comp —; Skills: Athletics III, Sneak I; Qualities: aquatic II, chameleon (aquatic I), grappler, tough I.
Attacks/Weapons: Tentacle slap I (damage type: subdual; grab; reach 1), Bite I

With that being said, I need to try to "mimic" a toxic ink squirt that obscures and possibly deals damage of some sort.  The OGL version had a character make a fort save or take temporary con damage.  I didn't see that in the FC stuff..anyone have any ideas?

Thanks!

GB
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« Reply #95 on: December 13, 2010, 08:08:53 PM »

Sounds like an Extraordinary attack. You can tailor those to do just about anything.
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« Reply #96 on: December 13, 2010, 08:51:43 PM »

Thanks Gentry!  That fits the bill perfectly!
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« Reply #97 on: December 14, 2010, 10:57:31 PM »

Slug Eat Your Face (Large Animal Walker — 75 XP): Str 12, Dex 6, Con 14, Int 3, Wis 10, Cha 14; SZ L (1×2, Reach 1); Spd 10 ft. ground; Init II; Atk III; Def II; Resilience IV; Health IV; Comp None; Skills: Athletics I, Blend II; Qualities: achilles heel (fire, or alternately, salt), fearless II, improved stability, lumbering, nocturnal, regeneration 2, shambling, superior climber III, tough III.
Attacks/Weapons: Terrifying Scream (frightening I; aura 30ft. radius), Bite III, Vomitous Stream (damage II; ray 20ft. range; damage type: acid; armour piercing 2)

Based on this handsome fellow by Thunderbolt Mountain Miniatures:


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« Reply #98 on: December 31, 2010, 05:21:48 PM »

All of these critters are itching to go into the Fantasy Craft Database!
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« Reply #99 on: January 09, 2011, 08:09:53 PM »

Clockwork Golem from another game's big book o monsters

Made of thousands of gears, the Clockwork Golem is eager to ruthlessly slice targets to fleshy ribbons

Clockwork Golem (Large Construct Folk Walker — 118 XP): Str 18, Dex 10, Con 10, Int 10, Wis 10, Cha 1; SZ L (2×2, Reach 2); Spd 30 ft. ground; Init III; Atk VII; Def III; Resilience II; Health V; Comp I; Skills: Athletics VII; Qualities: damage reduction 9, darkvision II, death throes (lethal), fearless II, spell defense V, tough I.
Attacks/Weapons: Slam III × 2 (grab), Squeeze III (bleed)

Best suited for TL 12 i think, but moves in, grapples opponents and squeezes the bagezzus outta them using blades and buzz saws in its body to add insult to injury for grappled opponents. Hardy too, tough I  and a nice health grade let it stave off death for a while, and death burst adds some fun to parties who like to swarm, sending those thousands of gears spinning outward in a maelstrom of hot sharp metal. Any suggestions would be welcome to further refine the concept lemme know and Ill consider adding it.
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« Reply #100 on: February 12, 2011, 11:42:43 PM »

Inspired by an illustration from Leviathan



Land Walker "Boneshaker" (Colossal Beast Construct Walker — 182 XP): Str 30, Dex 4, Con 20, Int 10, Wis 10, Cha 10; SZ C (10×25, Reach 1); Spd 30 ft. ground; Init I; Atk VI; Def I; Resilience I; Health VI; Comp I; Skills: Crafting II, Notice II, Spellcasting II, Tactics II; Spells: Find the Path, Magic Missle; Qualities: achilles heel (electrical, heat), clumsy, critical hesitation, damage reduction 20, death throes (lethal), dramatic entrance, dread, expertise (Tactics), fatal falls, favoured foes (Huge or bigger Constructs), fearsome, hive mind, improved carrying capacity, improved stability, knockback, lumbering, monsterous attack II, monsterous defense II, turn immunity, unlimited spell points.
Attacks/Weapons: Hellfire Cannons (damage II; blast 5ft blast increment; armour piercing 20), Trample I

The Land Walker plies the lands of a nation just as a water born vessel plies the seas of a nation. The Land walker is comfortable at range lobbing splash attacks with it's Hellfire Cannon attack. If things get up close it has an unlimited supply of spell points to shower it's foes with a Magic Missile effect attack.

It's ponderus nature however makes it slow, clumsy, lumbering, and god forbid if it looses it's footing. It avoids bad weather least it be struck by lightning, and exposer to to much heat will begin to start cooking the crewmen inside it. With crafting as a skill it has a gaggle of engineers to repair any damage suffered tho.

It's captain is fairly capable, bestowing expertise (tactics), and it's navigator has access to the best maps and scrying equipment giving "Boneshaker" the Find the Path Spell.

When it all comes down to it, the Land Walker "Boneshaker" is a mobile fortress with a crew that acts like a well oiled machine. Perfect support for adventurers on the go and with a lot of rep.

Feel Free to critique

Edit: Woot post #100
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« Reply #101 on: April 03, 2011, 01:49:56 AM »

I didn't see this earlier, so assuming I didn't just miss it, the Allip:

Allip (Medium Spirit Undead Flyer — 93 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 14; SZ M (1×1, Reach 1); Spd 30 ft. flight; Init VIII; Atk III; Def V; Resilience VII; Health VI; Comp II; Skills: Blend V, Intimidate IV, Notice IV, Search IV; Qualities: darkvision II, feat (iron will, lightning reflexes).
Attacks/Weapons: Slam I (damage type: stress), draining touch (draining, attribute III; linked to attack slam), babble (baffling II)

The wis drain is a little weak compared to D&D, so I linked it to a stress attack. Less long term damage, but still threatening.

I might pick up damage reduction or damage defiance to make it run a bit more like the D&D incorporeal version. Or whatever.



I was converting the allip, finished, THEN had the idea to do a search here to see if anyone had already done it.  I am gratified that all our grades lined up for everything but Search (which I gave a III).

The spirit subtype includes incorporeal, so you should be good there.  For the WIS drain, I dropped it entirely and went with a supernatural Baffling attack (linked to the stress Slam attack, again gratified we were thinking the same on that).  As for the Babble attack I went with a 60' stunning aura, save=immune (on that note I wonder that perhaps there should be a discount on the attack for a one-shot per opponent effect?).  Or maybe keep the stunning aura, but make it very low grade to enable a save every round to resist?

Would a character with Unbreakable simply be immune to any extraordinary NPC attribute drain attack?  They seem to only steal 1 point no matter what or can you stack them?
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« Reply #102 on: April 11, 2011, 05:09:59 AM »

Just a note that a few more creatures for the bestiary can be found in the Rodents for FC thread (and conversion of these vermin to PC's too).
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« Reply #103 on: June 15, 2011, 05:06:13 PM »

For when they want a flying fortress with guns on it.

Flying Fortress (Enormous Construct Flyer — 175 XP): Str 48, Dex 10, Con 42, Int 12, Wis 10, Cha 10; SZ E (25×50, Reach 1); Spd 60 ft. flight; Init I; Atk IV; Def VI; Resilience I; Health X; Comp III; Skills: Notice I; Qualities: achilles heel (sonic), damage immunity (subdual), damage reduction 16, death throes (explosive), fatal falls, lumbering, never outnumbered, tough II, turn immunity.
Attacks/Weapons: Quad Heavy Cannon Battery (6d6x4 lethal; 18+; 150ft(30sq)x6; Crew 6, inaccurate, load 19, spread, stationary), Point defense battery (4d6x2 lethal; 19+; 50ft(10sq)x6; Crew 6 ,load 7, spread, stationary), Rocket (3d8 explosive; 20; 50ft(10sq)x6; Blast 1, crew 2, load 9, stationary)
Gear: Total Cover, 20,000 (crew), 16,000 (soldiers), 11,000 (tons/Cargo), 2 quad heavy cannon batteries, 4 point defense batteries, 4 rocket batteries

Inspired by the acclimater cruisers from star wars
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« Reply #104 on: June 15, 2011, 06:36:59 PM »

This makes me wonder if it's possible to do Howl's Moving Castle with the system...
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