Beast of 1,000 Faces's page

10 posts. Alias of Lord of Conflict.


RSS


Pizza Lord wrote:

I'd like to see at least some downsides, maybe Startled, where if an opponent does beat them on Initiative they have a –2 penalty or are shaken or feared or something for 1 round (can't be immune to this).

Or some aversion or weakness to an item or creature or situation or something that could conceivably come into play. Not saying they're hunted by all other races for their lucky feet or something, or a carrot allergy or anything.

My early draft culture and religion has them trying to make a come back after a "divine disaster" I could play off of that once I smooth it out.

I honestly have very little on the origin and background so I more or less based this on bits of what I know about real rabbits, and snippets of myth. Xenophobic was kind of a whimsy choice that I now have to explain.


Now I know others have made their own versions of this same concept, but I was bored and feeling whimsical, so I thought, why not?

Oryctols:

Humanoid 0RP
-Eat, Drink, Breath, and Sleep

Size Medium 0RP

Normal Speed 0RP

Standard stat mods 0RP
-+2 Dex, +2 Wis, -2 Con

Language Xenophobic 0RP
-starts with only racial language

Stalker 1RP (terrible name, but the bonus works)
-Stealth and Perception are class skills

Quick Reactions 2RP
-Improved Initiative as bonus feat

Lucky Lesser 2RP
-+1 racial bonus on all saves throws

Jumper 2RP
-always considered to have a running start when jumping

Fast 1RP
-+10 base speed

Sprinter 1RP
-+10ft on speed when taking charge, run, or withdraw actions

Low-Light Vision 1RP
-see twice as far in dim lighting
10 Race Points

I got some ruff stats for a Jackalope version that runs at a higher point value, but it currently is just the above plus extra, which feels kind of boring all things considered.


Mysterious Stranger wrote:
If you are the GM and are creating monsters you can pretty much give them whatever feats you want.

True.


Ah, I had completely missed that tidbit on my forays into the monster creation rules, Thank you.


I have found an oddity in the Bestiary. PG 139; Genie, Djinni 7d10 HD, Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Wind Stance. 7HD, 5 Feats, how? Unless I have been misunderstanding the rules for over 10 years, Feats are only had every odd level, so 7HD = 4 Feats, but Djinni have 5 Feats. Is this a typo, or am I missing something?


Arkat wrote:
I think the Oliphaunt of Janderlay can be fairly considered as a Kaiju.

I guess that would depend on how one defines a Kaiju. Is it a matter of stats (Kaiju subtype), of size and power, or the roll it serves in-story? My two cents.


Lost Omens Monsters of Myth 2E and AP167 Ready Fight from Fists Of The Ruby Phoenix 2E both have a chapter on Kaiju.


It is extremely perplexing in my opinion.


Like everything else I only have an unfinished draft, but this is what I have stated out for the original Brinelord thus far. Side not, I appreciate any corrections.

The Brinelord
Sea Serpent CR 27
XP A lot
NE Colossal magical beast (aquatic), Giant Templet, Advanced, shadow-traced creature (Advanced Bestiary by Green Ronin),
Init +6; Senses darkvision 120 ft., low-light vision; All Round Vision; Perception +8
Defense
AC 25, touch 8, flat-footed 23 (+4 Dex, +17 natural, –4 size)
hp 275 (25d8+75)
Fort +16, Ref +15, Will +11
Defensive Abilities elusive; Immune cold, fire; Distributed Mind (Su); Sacrificial Transposition (Su), channel resistance
+4,
Offense
Speed 40 ft., swim 80 ft.
Melee bite +23 (4d8+22/19–20 plus grab), tail slap +18 (3d6+6
plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks capsize, constrict (3d6+18), swallow whole
(4d8+18 bludgeoning damage, AC 18, hp 18)
Statistics
Str 42, Dex 16, Con 0, Int 6, Wis 13, Cha 17
Base Atk +21; CMB +39 (+44 grapple); CMD 43 (can't be
tripped)
Feats Improved Bull Rush, Improved Critical
(bite), Improved Initiative, Iron Will,
Lightning Reflexes, Power Attack,
Skill Focus (Stealth), Stealthy
Skills Perception +8, Stealth +13,
Swim +20
Ecology
Environment any ocean
Organization solitary
Treasure none
Special Abilities
Capsize (Ex)
Elusive (Su)
Leeching Absorption (Su)
Shadow Traces (Su)
Gaze Attack (Su)
1d2 Con damage to all creatures that can see the Brinelord during this attack. Creatures brought to 0 Contsitution by this gaze attack turn a to salt statue permanently, 30 feet, Fortitude DC 25 negates. The save DC is Charisma-based.


So me and a friend were throwing ideas back and forth and came up with a number items that share an origin point. You will notice that these items (potentially lesser Artifacts) are in the very early draft stage, so any advise or suggestions is greatly appreciated. I want to make them feel unique with a strong history.

General Background Lore
The Brinelord was an ancient sea serpent that made its lair in a deep oceanic trench near a tear to the Plane of Shadow off the coast Osirian. It terrorized sea side communities and ocean travelers for years growing more and more muted by the extra planer energies coming from the tear. One day, a group of adventures took up the bounty to seek out and kill the beast. After a long and dangerous journey to its underwater lair, they faced the monstrosity and slayed it. From its corps and the surrounding mutated terrain they crafted powerful items that they used for the rest of their adventuring careers. The tear leading to the Plane of Shadow went undiscovered all the way to the modern day, though no known monsters have yet to reach the Brinelord's power.

Brinelord's Bane: this Xiphos (use Gladius stats) was made from Elysian Bronze to kill the Brinelord. During the battle the blade was broken even as it struck the killing blow, after words the blade was taken and re-forged using minerals from the Brinelord's lair leading to the blade having black veins snaking though the Elysian Bronze.
This functions as a +5 Aberration and Aquatic Bane, Seaborne weapon. Any successful hit with the Brinelord's Bane causes the target to be effected with the fallowing poison
Brinelord's Blood (I do not have stats for this yet)

Staff of the Deep: this black staff at first appears like spiraling tentacles made of black stone. Closer inspection reveals it is actually made of black coral. This staff was made out of the pitch black coral taken from the Brinelord's lair by Setnau-chaem-uset.
When near an ocean or a area with strong ties to the Plane of Shadow (within 14 miles) The Staff of the Deep regains charges at an increased rate of 3 per day instead of 1 per day.
Summon Monster ( charge) (aquatic)
Control Water ( charge)
Create Water (0 charge)
Shadow Walk ( charge)
Shadow Weapon ( charge)
Plain Shift (2 charges), (To Setnau-chaem-uset's demi-plane only)
When the Staff of the Deep was created it was tied to a demi-plane of Setnau-chaem-uset's design. The demi-plane has the fallowing traits
Structure: an ancient Osirion library
Gravity: normal
Time: normal
Size: one and a half square miles.
Seasonal: Standard Osirion seasons
Bountiful: Fruits, Vegetables, Kelp,
Setnau-chaem-uset's demi-plane takes the form of a tranquil island off the coast of ever distant Osirion. Sitting within sight of the shore is a large stone library and arcane research work area.

Spear of the Serpent: made of bones pulled from the Brinelord's body
This spear is primarily made of bones and leather with a large fang for its head.
This functions as a +5 Seaborn, Returning, Wounding,

Arndell's Razor Fins: twin hand axes that have sea rope hooked to the ends of their handles that connected to a belt.
These function as two +5 Seaborn, Anarchic, Invigorating

There are more items, but these are the only ones I got so far with any mechanics to speak of.