Octavirate Creature Weekly Volume 02.pdf
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Requires the use of the Dungeons & Dragons, Third Edition Core Books
or the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision.
Author
S. Trent Troop
Editor
Hector Haddaway
Cover Illustration
Ronald Smith
Illustration and Concepting
Ronald Smith and S. Trent Troop
Design, Layout and Typesetting
S. Trent Troop
Designation of Product Identity:
The following items are hereby designated as Product Identity in accordance with the Section 1(e) of the Open
Game License, version 1.0a: Any and all Octavirate Games logos, identifying marks and trade dress including the names and logos of Octavirate prod-
uct lines including the Octavirate “Teddy” Logo,
Omnichronicles, Creature Weekly
and
Portrait Pavilion
; All text after the statistic template and before
the “
Combat
” header; all text under the “
Culture
” header; any specific characters and places; capitalized names and original names of places, objects,
magic items, characters, creatures, races, countries, geographic locations, gods, historic events and organizations; any and all stories, storylines, plots,
thematic elements, histories and dialog; all artwork, logos, symbols, designs, illustration, maps and cartography, likenesses, poses, and graphic design,
excluding elements that already appear in final or draft versions of the d20 System Resource Document or as Open Game Content below and are already
open by virtue of appearing there. The above Product Identity is not Open Game Content.
Designation of Open Content:
Subject to the Product Identity designation above, the following portions of Creature Weekly: Volume 2 are des-
ignated as Open Game Content: all creature statistic templates from
Size Type
(e.g.
Large Humanoid
) down to
Advancement
and all text under the
“
Combat
” header of each creature’s section (except the creature’s name or proper names specific to Octavirate Game Settings); all text contained in
the “
variant rules
” box.
Some portions of this document which are delineated Open Gaming Content originate from the System Reference Document and are © Wizards
of the Coast, Inc. The remainder of these Open Gaming Content portions of this publication are hereby added to Open Game Content and if so used
should bear the COPYRIGHT NOTICE “
Creature Weekly: Volume 2
”, Copyright 2004, Ronald Smith and Trent Troop”
All contents of this publication, regardless of designation, are copyrighted year 2004 by Ronald Smith and Trent Troop. All rights reserved.
Reproduction or use without written permission of the authors is expressly forbidden except for the purpose of review or use of Open Game Content
consistent with the Open Gaming License.
Octavirate,
Creature Weekly, Portrait Pavilion
the Octavirate “Teddy” Logo, Borm, Fleshstripper, phobic
slayer, star titan, gigarmo, Professor Joe Riley, Kirby Kingston, Rog the White-Clawed, Xrend, Idos, Roidon Indus-
tries, Zorog the Protector, Xeresh, Nar, Narll and skrik are trademarks of Ronald Smith and Trent Troop. All rights
reserved.
The mention of or reference to any company or product in this document is not a challenge to the trademark or
copyright concerned.
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to
the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20.
‘d20 System’ and the d20 System logo are trademarks of Wizards of the Coast, Inc. in the United States and
other countries and are used with permission. Wizards of the Coast is a trademark of Wizards of the Coast, Inc. in
the United States and other countries and is used with permission.
2
Has it been a week already?
Well, this is the second installment of
Creature Weekly
and we’ve already learned a few things. First off, the horizontal
format simply was not working. So we got rid of it. We initially went with the horizontal format for ease of on-screen reading.
We had overlooked the fact that most of you would be using printouts in folders. Not a problem.
Unfortunately, our previous editor, Christopher Kalos, is swamped by work and the nicities of life. We appreciate his help
on Volume 1 and welcome our new editor, Hector Haddaway. Welcome aboard Hec.
We’ve been amping things up all over. More alternate genre information, more bonus material, and more creature entries.
With the variant rules boxes and alternate genre plot hooks hopefully everyone will be able to use these creatures, regardless
of d20 variation or campaign setting.
Once again, not only do we want you to use our work in your campaigns, we want to hear about it if you do. Feel free to
send feedback, comments or critiques to us at
thewayyouplay@octavirate.com
. If you feel so inclined, tell us a bit about your
campaign, how our creatures fit into it and what effect they had on your overall gaming experience. This kind of feedback helps
us hone our skills and provide a better game product for everyone. If we know what you like, we can probably do more of it.
Its all in the way you play.
3
The imagination and wonder of mortals binds together and
creates the backbone of fey existence. From the dreams of men
the reality of the fey is born and manifestations of humanity’s
beliefs walk the fey realms and slink in the shadows of the mate-
rial world. Not all fey are small, winged humanoids or diminutive
sprites. Some take animal form, and are the dream representation
of mankind’s image of a particular species of beast. These, the big
bad animals and the great goodly animals, commonly move forth
into the world to interact with the beings that unintentionally gave
them form.
Big bad animals are larger than the typical members of
their species and are the incarnate forms of the fear and mistrust
mankind has for the wild. They are usually dark colored, with
flaming red or green eyes and exaggerated claws and fangs. They
are capable of speech and are often quite cunning, and like all dark
fey delight in sowing fear and confusion. Their personalities are
based on mankind’s interpretation of their kind; a big bad tiger
would be cunning, lazy and cruel while a big bad rat would be
sneaky, larcenous and foul.
Great goodly animals are the positive reflection of their big
bad cousins. They are born of humanity’s love and wonder for all
things wild. They are usually bright colored, with elaborate horns,
feathers or pelts that make them seem wondrous and supernatural.
They speak in gentle voices and are wise and regal, but like all fey
they have a love of jokes and pranks. Great goodly animals love to
aid in the comeuppance of an arrogant or evil mortal. Their person-
alities reflect mankind’s impression of their species; a great goodly
eagle would be regal, proud and swift of mind while a great goodly
dog would be loyal, playful and smart.
At any one time there is only one great goodly or big bad ani-
mal of a given species. The two groups do not like each other but
keep a fragile peace for the sake of the courts of the fey and dark
fey. Fortunately for both sides, this peace only covers violence
and excludes pranks and indirect manipulation. Where a big bad
animal is causing trouble there is often a great goodly animal
trying to spoil his plans.
Size and Type:
The creature’s type changes to fey. Big bad
animals gain the evil subtype and great goodly animals gain the
good subtype. It does not gain the augmented subtype. It uses all
the base creature’s statistics and special abilities except as noted
here. The creature’s size increases by one category, as shown on
Table W2-1.
Hit Dice:
Change to d6 and increase as indicated on table
X-1.
Speed:
Due to its increased size a big bad/great goodly
animal moves at 150% of the base creature’s speed for all
movement forms.
Armor Class:
Adjust for statistic changes as per table W2-1.
Attacks:
A big bad/great goodly animal maintains all of the
base creature’s attacks. A big bad/great goodly animal’s base at-
tack bonus is equal to 1/2 its Hit Dice. A big bad animal’s natural
weapons are treated as cold iron and evil for the purposes of
overcoming damage reduction and while a great goodly animal’s
natural weapons are treated as cold iron and good. Modern/3.0
campaigns should replace cold iron with +2 weapon equivalency.
Table X-2: Increased Damage By Size
Old Damage (Each) New Damage
1d2
1d3
1d3
1d4
1d4
1d6
1d8
2d6
1d10
2d8
2d6
3d6
2d8
3d8
3d6
3d8
3d8
3d10
Damage:
Increase damage based on size.
Special Attacks:
A big bad/great goodly animal maintains
all of the base creature’s attacks and gains one of the following
abilities:
Storm Breath (Su):
The creature can unleash the fury of
a storm in a line from its mouth a number of times equal to its
Constitution modifier (to a minimum of once) per day. This deals
4d6 points of sonic/concussive damage and has the effect of a
gust
of wind
spell cast by a sorcerer with levels equal to the creature’s
hit dice. The save DC for the spell effect is equal to 10 + creature’s
HD + Constitution modifier. Small and smaller creatures have a 20
ft. line, medium and large creatures have a 30 ft. line and large or
“Big bad/great goodly” is an inherited template that can
be added to any natural animal, hereby referred to as the “base
creature.”
Table W2-1: Changes to Statistics by Size
Old Size New Size Str Dex Con Natural
Armor
AC/
Attack
Additional HD
Fine Diminutive Same –2 Same Same –4 +1
Diminutive Tiny +2 –2 Same Same –2 +1
Tiny Small +4 –2 Same Same –1 +2
Small Medium +4 –2 +2 Same –1 +2
Medium Large +8 –2 +4 +2 –1 +3
Large Huge +8 –2 +4 +3 –1 +3
Huge Gargantuan +8 Same +4 +4 –2 +5
Gargantuan Colossal +8 Same +4 +5 –4 +7
4
1d6
1d8
larger creatures have a 40 ft. line.
Fierce of Tooth and Nail (Su):
The creature’s natural weapons
have double their normal critical threat range and ignore the hard-
ness of objects. In addition, the creature can smite good (for big
bad animals) or evil (for great goodly animals) a number of times
equal to its Charisma modifier (to a minimum of once) per day,
gaining a bonus to hit and damage equal to its Charisma modifier
(to a minimum of +1/+1).
Beastly Hunger (Su):
The creature is so ravenous that it can
gobble any creature its own size or smaller up and hold them in an
extra-dimensional gullet. The creature can try to swallow a grabbed
opponent of its own size or smaller by making a successful grapple
check. The swallowed creature takes 2d8+5 points of bludgeoning
damage and 5 points of acid damage per round from the animal’s
gullet. A swallowed creature can cut its way out by using a light
slashing or piercing weapon to deal 25 points of damage to the
gullet (AC 12). Once the creature exits, muscular action closes the
hole; another swallowed opponent must cut its own way out.
Howl of Fear (Su):
When the creature howls, cries or barks
all creatures except fey within a 150-foot radius must succeed on
a Will save or become panicked for 2d4 rounds. This requires an
attack action and is a sonic mind-affecting fear effect. Whether
or not the save is successful, an affected creature is immune to
the same creature’s howl of fear for 24 hours. The save DC is
Charisma based.
Positive Energy Touch (Su):
A number of times per day equal
to its Constitution modifier (to a minimum of once) the big bad/
great goodly animal can use a touch attack to infuse a target with
positive energy. This deals 4d6 points of healing to living creatures
and deals the same amount of damage to undead.
Summon Like Kind (Sp):
Once per day the creature can
attempt to summon 1d4 mundane creatures of its own kind with a
50% chance of success. This ability is the equivalent of a 5th-level
spell.
Spell-Like Abilities Package A:
3/day –
lesser confusion
,
dancing lights, detect thoughts
,
dispel magic, entangle
; 1/day –
Permanent image
(visual and auditory elements only),
polymorph
(self only). Caster level equal to creature’s HD. The save DCs are
Charisma based.
Spell-Like Abilities Package B:
3/day –
hideous laughter
,
ghost sound, detect thoughts
,
glibness, pass without trace
; 1/day
–
Mislead,
hallucinatory terrain
. Caster level equal to creature’s
HD. The save DCs are Charisma based.
Special Qualities:
The creature maintains the special
qualities of the base creature. In addition it gains darkvision 60 ft.
and the following:
Fast Healing (Ex):
The creature has fast healing equal to its
Constitution modifier (minimum of 1).
Damage Reduction:
Small or smaller creatures gain damage
reduction 5/cold iron, medium or large creatures gain damage
reduction 10/cold iron and huge or larger creatures gain damage
reduction 10/cold iron and magic. Modern/3.0 campaigns should
substitute +2 for cold iron and +3 for cold iron and magic.
Saves:
Base save bonuses are Fort +1/3 HD, Ref +1/2 HD +
2, and Will +1/2 HD + 2.
Abilities:
Intelligence +10, Wisdom +2, Charisma +4 in
addition to the changes listed on Table W2-1.
Skills:
A big bad/great goodly animal has 3+HD x (6 +
Intelligence modifier) skill points. Treat skills from the base
creature’s list and the following as class skills: Bluff, Gather
Information, Intimidate, Knowledge (Arcana), Knowledge
(Nature), Sleight of Hand, Survival, Use Magic Device. All other
skills are cross-class. A big bad/great goodly animal maintains any
racial skill bonuses of the base creature.
Feats:
A big bad/great goodly animal has one feat plus one
feat per three hit dice plus any bonus feats of the base creature.
Environment
: Any, usually same as base creature.
Organization:
Any, often found in the company of sprites or
mundane animals of its type.
Challenge Rating:
Determined by Hit Dice, as follows:
Hit Dice Challenge Rating
2–3 +3
4–5 +3
6–7 +4
8–9 +4
10–11 +5
12–14 +5
15–17 +6
18+ +6
Treasure:
Standard
Alignment:
Big bad animals are always chaotic or neutral
evil. Great goodly animals are always chaotic or neutral good.
Advancement:
By character class. Big bad animals treat
fighter as their favored class and great goodly animals treat ranger
as their favored class.
Level Adjustment:
—.
Large Fey (evil)
Hit Dice:
5d6+20 (35 hp)
Initiative:
+1
Speed:
75 ft. (15 squares)
Armor Class:
15 (-1 size, +1 Dex, +4 natural), touch 10,
flat-footed 15
Base Attack/Grapple:
+2/+11
Attack:
Bite +7 melee (1d8+5)
Full Attack:
Bite +7 melee (1d8+5)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Storm breath, trip
Special Qualities:
Damage reduction 10/cold iron, darkvision 60
ft., fast healing 4, low-light vision, scent
Saves:
Fort +5, Ref +5, Will +6
Abilities:
Str 21, Dex 13, Con 19, Int 12, Wis 14, Cha 10
Skills:
Bluff +6, Disguise +4, Hide +6, Intimidate +6,
Knowledge (Arcana) +6, Knowledge (Nature) +6, Listen +8,
Move Silently +8, Spot +6, Survival +6*
Feats:
Track, Power Attack, Weapon Focus (bite)
5
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