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Author Topic: [Fantasy Craft] A Catalogue of Creatures  (Read 18289 times)
the331st
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« Reply #105 on: June 16, 2011, 01:51:28 AM »

What parts specifically?
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Doublebond
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« Reply #106 on: June 16, 2011, 10:42:37 AM »

I mean the actual castle, or something similar to it.

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the331st
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« Reply #107 on: June 16, 2011, 01:17:55 PM »

I think you totally could. I would love to see what you come up with.
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samsimilian
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« Reply #108 on: November 16, 2011, 02:32:21 PM »

Heavy Assault Walker (Large Construct Walker 92 XP): Str 16, Dex 16, Con 16, Int 6, Wis 6, Cha 2; SZ L (11, Reach 2); Spd 40 ft. ground; Init II; Atk VIII; Def V; Resilience V; Health V; Comp I;
Skills: Athletics V, Notice II; Qualities: banned action (Swim, Climb), damage reduction 5, darkvision II, fearless II, hive mind, improved stability.
Attacks/Weapons: Integrallaser (damage III: beam 30ft. range), Integrallaser (damage III: beam 30ft. range)

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samsimilian
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« Reply #109 on: November 16, 2011, 02:36:38 PM »

Light Assault drone (Small Construct Flyer 61 XP): Str 6, Dex 12, Con 10, Int 6, Wis 6, Cha 2; SZ S (11, Reach 1); Spd 60 ft. flight; Init III; Atk III; Def IV; Resilience II; Health III; Comp I; Skills: Notice II, Search II, Sneak IV, Tactics II; Qualities: damage reduction 3, darkvision II, fearless II, hive mind.
Attacks/Weapons: Laser V1 (damage I: ray 60ft. range; armour piercing 2), Laser V1 (damage I: ray 60ft. range; armour piercing 2)

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pawsplay
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« Reply #110 on: November 17, 2011, 12:16:48 AM »

Incidentally - how to price ranged 'natural' or extraordinary attacks? Not to mention ranged indirect blast 'natural' or extraordinary attacks.... Important for statting up WARMACHINE/Iron Kingdoms warjacks, as well as oddballs like this.

There are no ranged natural attacks (other than adding reach Smiley). Extraordinary attacks are priced like this:

2 per grade + 2 for quality (including non-lethal damage) + area (XP value x area affected).

Ranged EA's are not presented like weapons; they do not have range increments, nor do they have weapon qualities. Right now, this attack would be pretty difficult to make work in the way you're envisioning, as it has a very long range with a blast at the detonation point. But your EA could look like this (presuming you want it to do the same damage as his fists):

Flame Barrage (cal II fire damage attack: 100 ft. ray, dmg 1d6 fire per 2 Threat Levels, Ref DC 15 for 1/2 damage)

Cost on this would be 4 (grade II attack) + 2 (alternate damage (fire) quality) + 5 (+1 per 20 ft. of ray range) = 11 XP. If you want it to explode at the end, I'd simply add the blast weapon quality as an additional +2 XP, which follows with the overall system design, for a total of 13 XP.



Unless it leads to contradictory results, I would be okay with just adding more than one Area.
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LordKruelos
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« Reply #111 on: May 02, 2012, 10:52:52 AM »

The Hook Horror has always one of my favorite nonsensical monsters from old D&D, but it seemed a little less terrifying once people started interpreting it as bird-like rather than insect-like. So here's my take on a Hook Horror with a Displacer Beast's tentacles and Blur.

Deep Horror (Large Beast Outsider Walker 77 XP): Str 14, Dex 12, Con 12, Int 5, Wis 10, Cha 8; SZ L (12, Reach 2); Spd 40 ft. ground; Init IV; Atk VII; Def V; Resilience V; Health VI; Comp II; Skills: Blend VI, Sneak V; Qualities: damage reduction 2, darkvision I, feat(Combat Instincts), natural spell (Blur 2).
Attacks/Weapons: Tentacle slap I 2 (bleed; reach 1; trip), Claw I 2, Bite I

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MugMug
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« Reply #112 on: May 02, 2012, 06:04:26 PM »

Apparently and Undead Deep Horror, given the kind of thread necromancy it required.  Tongue

Walter
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LordKruelos
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« Reply #113 on: May 02, 2012, 10:09:36 PM »

Isn't this the place for that sort of thing? Tongue
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LordKruelos
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« Reply #114 on: May 12, 2012, 11:08:25 AM »

[Meet The Trogs]
Note: in my home campaign, these Troglodytes have + Favored Foes (Dwarves) not vs all Folk

Trog Wall Climber (Medium Folk Walker 50 XP): Str 10, Dex 10, Con 12, Int 8, Wis 10, Cha 10; SZ M (11, Reach 1); Spd 30 ft. ground; Init I; Atk III; Def VII; Resilience II; Health IV; Comp II; Skills: Survival III, Tactics III; Qualities: chameleon (caverns/mountains II), cold-blooded, damage reduction 2, darkvision II, favoured foes (Folk), light-sensitive, stench, superior climber II, swarm, treacherous.
Attacks/Weapons: War club (dmg 1d8 lethal; threat 1920; qualities: bleed), sling (dmg 1d4 subdual; threat 20; range 60 ft. 6; qualities: load 1) or javelin 3 (dmg 1d8 lethal; threat 1920; range 30 ft. 3), Bite I
Treasure: 1C

Trog Fire Acolyte (Medium Folk Walker 44 XP): Str 10, Dex 10, Con 12, Int 8, Wis 10, Cha 10; SZ M (11, Reach 1); Spd 30 ft. ground; Init I; Atk III; Def VII; Resilience II; Health IV; Comp II; Skills: Survival III, Tactics III; Qualities: Chameleon I (caverns/ mountains 0XP), cold-blooded, damage reduction 2, darkvision II, death throes (lethal), devoted (Fire I), favoured foes (Folk), light-sensitive, stench.
Attacks/Weapons: War club (dmg 1d8 lethal; threat 1920; qualities: bleed), sling (dmg 1d4 subdual; threat 20; range 60 ft. 6; qualities: load 1) or javelin 3 (dmg 1d8 lethal; threat 1920; range 30 ft. 3), Bite I
Treasure: 1C

Trog Fire Shaman

A pair of tentacles extends from below the shoulder blades that end in pads ridged with sharp horns (in my home campaign, this is the source for the Deep Horror posted above having displacer + tentacles).
Alpha(T) Trog Fire Shaman (Medium Folk Walker 99 XP): Str 12, Dex 12, Con 12, Int 9, Wis 10, Cha 12; SZ M (11, Reach 1); Spd 30 ft. ground; Init II; Atk IV; Def VIII; Resilience II; Health V; Comp III; Skills: Survival III, Tactics III; Qualities: Chameleon I (caverns/ mountains 0XP), class ability (Captain: battle planning I), cold-blooded, damage reduction 2, darkvision II, death throes (lethal), devoted (Fire III), favoured foes (Folk:Dwarves), light-sensitive, natural spell (Blur 2), stench, tough II, treacherous, veteran II.
Attacks/Weapons: War club (dmg 1d8 lethal; threat 1920; qualities: bleed), sling (dmg 1d4 subdual; threat 20; range 60 ft. 6; qualities: load 1) or javelin 3 (dmg 1d8 lethal; threat 1920; range 30 ft. 3), Bite I, Tentacle slap I 2 (bleed; grab; reach 1; trip)
Treasure: 1C

Lava Serpent (Gargantuan Animal Swimmer 75 XP): Str 16, Dex 14, Con 10, Int 8, Wis 10, Cha 4; SZ G (110, Reach 2); Spd 80 ft. swim; Init II; Atk IV; Def V; Resilience IV; Health V; Comp None; Skills: Athletics IV, Intimidate III; Qualities: aquatic II, damage immunity (fire, heat), damage reduction II, fast healing, grappler, grueling combatant.
Attacks/Weapons: Bite II, Squeeze II, Tongue of Flame (damage III: beam 20ft. range; damage type: fire)
Treasure: 1T
« Last Edit: May 12, 2012, 11:11:57 AM by LordKruelos » Logged
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