Crow

Elgorfo's page

26 posts. No reviews. No lists. No wishlists. 1 alias.


RSS


Hierophantasm wrote:
Malleable Dodge (Ex): As an immediate action, a vine horror may make a Reflex save (DC 12) to cause a single ranged attack roll to automatically miss, unless a natural 20 is rolled. If successful, the first target in line of effect from the attacker is subjected to the ranged attack instead.

Cool


Elgorfo wrote:
Elgorfo wrote:
I can't think of a better name for it anyway I was thinking of giving it a few magical powers, any Ideas?
can we get back to this.

can I plese get some help on the creature itself?


like I was saying

Elgorfo wrote:
Isn’t there a Leo?


Elgorfo wrote:
I can't think of a better name for it anyway I was thinking of giving it a few magical powers any Ideas?

can we get back to this.


Isn’t there a Leo?


oooooh ok.


what?


Mothra CR 3
N Large Magical Beast (Air)
Init +4; Senses: Listen +4 Spot +7 low-light vision, Dark-vision 60 ft.,
Languages: understands Auran
AC +16, touch 13, flat-footed 12 (-1 size, +4 Dex, +3 natural)
Hp 19 (3d10+3)
Resist electricity 5
Fort +4 Ref +7 Will +2
Speed 20 feet fly 70 (perfect)
Melee Bite +5 (1d8+3) or
Bite +5 (1d8+3), 2 Claws +5 melee (1d4+1)
Space/Reach 5ft/5ft
Attack Options Fly-by attack
Special Actions
Abilities Str 16 Dex 19 Con 13 Int 12 Wis 12 Cha 10
SQ all-around vision evasion
Feats Fly-by attack, multi-attack
Skills Bluff +3 Listen +4 Move Silently +7 Search +5 Spot +7 Survival +4
Environment Elemental Plane of Air
Organization solitary, flight (2-20)
Treasure none
Advancement 4-9 HD (Large); 10-15 HD (Huge)

All-Around Vision (Ex) a mothra’s eyes wrap around its head, granting it a +4 to Search and Spot checks, in addition a Mothra cannot be flanked.

Skills a Mothra receives an +4 racial bonus on Move Silently checks.

I can't think of a better name for it anyway I was thinking of giving it a few magical powers any Ideas?


perfect I am now creating an air creature just for this picture.


I recevied dragon 347 a few months ago and I was wondering what was that thing on page 44 beacuse I need a new flying monster for my campain and I think that whould fit the bill.


a way to deal Nulonga is to put soul bind on Nulonga before he dies so it keeps Nulonga's soul in his body.


Elgorfo wrote:


When I saw the entry for Nulonga I saw the perfect chance for chariter development. So any Ideas for making him even deadlier?

Sorry about this post I was a little short on time doing it. I have given Nulonga an array of ability scores that surpasses the elite array. I have also bumped up his age too venerable. Str 9 Dex 9 Con 10 Int 21 Wis 20 Cha 30 any Idea on special Items because the ones he has seem to be pretty common.


When I saw the entry for Nulonga I saw the perfect chance for chariter development. so any Ideas for making him even deadlier?


YeuxAndI wrote:

The main thing I don't like about your write up is that the tribal halflings are presented as superstious, animalistic, and cruel. Just becuase they are seperate from most 'civilization' doesn't automatically make them less advanced than other halflings. Halflings are not inherantly evil, and if you wanted to make a subrace that was, then there'd have to be a really good reason as to why Yondalla/Dalla Thaun hasn't wiped them out yet.

If you were to read the fricken religeon section You whould understand that they worship a fricken deamon lord (to help you understand this better look up the crawling jungle on the D&D website). there are meny tribes of these guys so they are going to have a hard time killing them, 1 tribe already worships Yondalle who strikes me as Benevolent.


I tried this race on the D&D bords and got some good results, and since I'm going to use it in my campain I thought that I might get some help from these boards this race uses alot of the olmen culture I.E. gods and weapons

They heard a rustling in the bushes and a halfling jumped out, the fighter breathed ¡§it¡¦s just a halfling¡¨.
-Org the thrice disemboweled
Savage Halfling
A vast equatorial jungle, where tiny trading posts hacked from the vegetation dot the coast, giant vines and tree roots conceal cities of forgotten societies, and races that predate human civilization struggle to maintain their ancient traditions.
Personality
Savage Halflings are very territorial, and they guard their families and clans closely. They are not quick to trust strangers, but they form strong bonds with outsiders who do manage to earn their trust, which is one of the many reasons that the missionaries have been successful so far.
Physical Description
The Savage Halflings are about the same height and weight as a normal light foot halfling only the halfling rough, hide-sewn clothing and unkempt appearance and needle filled maw mark him as unusual.
Relations
The Savage Halfling¡¦s are very territorial, however they interact with other frequently and engage in activates such as trading and cultural exchange. As a result they often maintain good trading relations with other races such as the yuan-ti, Desmodu, elves, and rakastas these trades correspond with metal and special mounts for the halflings meat. But they have rarely traded with civilized cultures until recently.
Alignment
Savage Halfling¡¦s are mostly chaotic evil; however, their loyalty to family and tribe is high, so the second largest portion is chaotic neutral and the smallest chaotic good consisting of one tribe.
Lands
Savage Halfling¡¦s avoid heavily populated areas, settling in deep areas of the forest. They basically settle in large mounds constructed with mud and limber with numerous entrances and exits. These ¡§hives¡¨ are usually abuzz with activity, with the halflings doing various jobs such as ¡§upkeep of the hive¡¨ and ¡§organizing hunting parties¡¨. In addition to the hives, the halflings build numerous other structures such as thatch huts and barracks.
Religion
Savage Halfling¡¦s belong to the Church of the Gaping Maw and by extension Malgarius, so are very superstitious. Their already formidable respect for nature is heightened by this worship. Nonetheless they will follow any deity that promises a full stomach. They rely on their religious leaders (barbarians/savage bards) to give them spiritual guidance. Savage Halfling¡¦s have recently had an influx of missionaries and so have adopted numerous faiths. Some have quite taken to the gnome deity ¡§The Glutton¡¨. They are also attracted to the worship of Erythnul. One tribe has been introduced to Yondall. Reports are that they have successfully planted their first crop of maize (corn).
Languages
Savage Halfling¡¦s speak a very primitive form of halfling. Those who speak halfling can quickly pick it up. They speak all the languages of the races they trade with.
Adventurers
Savage Halfling¡¦s may set out into the world for a variety of reasons. Tribal elders task with retrieving an artifact of Crawling Jungle origin. Often, such a quest is only the beginning of the Halfling¡¦s adventuring career. He may be lured away from his people by the wonders of civilized society, or she may form a bond with outsiders who will never be welcome in his tribal lands. Every decade or so the elders of a tribe send out a halfling to ¡§check on the status of the food stuffs¡¨. They have seen recent and successful employment as mercenaries.

Savage Halflings
The Savage Halflings live a much more settled life than their normal counterparts do. They prefer to build their hives along rivers and start to blaze game trails. They gather the most abundant food source in their environment, fish, wild boar, and slaves, hunting with tooth and poison-tipped weapons.
Racial Traits
Savage Halflings have the following racial traits.
„h +2 Dexterity, -2 Strength, +2 wisdom
„h Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They use smaller weapons than human¡¦s use, and her lifting and carrying limits are three-quarters of those of a Medium character.
„h Natural weapon: bite (1d4)
„h Halfling base land speed is 30 feet.
„h Thanks to their strong noses savage halflings gain a +4 bonus when tracking by scent
„h +2 racial bonus on Climb, Hide, Jump, and Move Silently checks.
„h Weapon Familiarity: Savage Halflings are automatically proficient with the blowgun, macuahuitl (long sword), and the throwing axe. They treat all primitive exotic weapons (from frost-burn and dragon 331) as martial weapons and are automatically proficient with all primitive weapons in the players handbook. For jungle halflings, the axe is both a practical tool and a ceremonial item. They grow up using the other weapons for hunting and warfare.
„h Poison Use: Savage Halflings use poison extensively when hunting, and as a result never poison themselves when applying poison to a weapon or when using a poisoned weapon in combat. Jungle halflings make extensive use of poisons harvested from vermin, particularly those that damage Dexterity scores.
„h +2 racial bonus on Fortitude saying throws against poison: Jungle Halflings have adapted a resistance to their own favorite method of bringing down prey.
„h Immunity to the green fog of the crawling jungle, considered native to the crawling jungle
„h Scent (Ex): presented in the monster manual
„h Favored Class: Barbarian. A multi-class halfling's barbarian class does not count when determining whether she takes an experience point penalty for multi-classing. Jungle halflings live much closer to nature, and must rely on cunning, resourcefulness, persistence, courage, and mercilessness to survive.
„h LA+1


HE was the first man amoung use a great light has gone out

-Shakesspare in love


.......(sniff)......Beautiful


I'm just going to introduce the saurians during HTBM using a traveling monk Hornhead Saurial named Gihzt, they'll make interesting allies and could provide farshore with awakened dinosaur "troops"


I'm just going to interduce the saurians during HTBM useing a traveling monk Hornhead Saurial named Gihzt, they'll make interesting allies and chould pervided the dinosaure "troops"


oh! brain wave (# 5670) I chould have the tribe in the TINH be situated around the reefs that are near the Krakens cove cave entrence
(# 5671) you chould have a few ones with the savage creature template and mybe a vampiric thrown in there for fun.


good one also you chould use them in the battle of farshore, if the survive the... lets see the hydra, the storm, the sargoso, the second storm, and the treak to the treak around the ilse of dread. (1000 VP points?)


Fiendish Dire Weasel wrote:

In my campaign, my PC's decided after cleaning out the LD guildhall to keep and maintain the area as their own personal domain, instead of continuing to stay at the Pearl and Parrot Inn in the Noble District. They also decided to keep paying the ixits to guard the water entrance, and since they are paying them double what the LD was, the ixits were also willing to attack any LD members who may still have survived the PC's "invasion".

interesting I whould sugest that when they leave in the SWW thay enlist the ixits as an escort to the ships, maybe even helping aginst the river hydra.


I would suggest a vampiric fiendish two-headed as they are usually the ones that led the community.

I think that the ixzan would be encountered under the isle of dried beyond that curtain.


Ooh is this the same tribe of Ixitxachitls that the lotus dragons drafted into service? I thought that they would have moved on by then.


Ever since their appearance in the first appearance in the adventure path (TINH) I expected more involvement on their part. I do understand that the kupuras plan does have their "tentacle" print in it id think that the ixitxachitis would be involved in a plot to fuse Demogorgons two minds together. It seems to me that even the kupuras aren’t that self-centered.


I usually have dreams involving large vampiric bunnies (or hares) sucking people dry while I sit atop the largest one and laugh (haven’t run any adventures like this one... yet)