Author Topic: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature  (Read 187460 times)

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BowenSilverclaw

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #220 on: April 18, 2009, 07:14:16 PM »
Looking forward to that, might use some of these critters myself as well eventually :)
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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #221 on: April 19, 2009, 12:41:38 AM »
Kewl!  :D

Thanks guys I always hope fro playtesting feedback.  Edited in a Dire Giraffe where the duplicate Dire Guinea pig post was.

InnaBinder

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #222 on: April 19, 2009, 12:46:47 AM »
Kewl!  :D

Thanks guys I always hope for playtesting feedback.  Edited in a Dire Giraffe where the duplicate Dire Guinea pig post was.
:devil playtesting feedback on the velcro kittehs is upcoming....
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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #223 on: April 19, 2009, 02:56:27 AM »
Kewl!  :D

Thanks guys I always hope for playtesting feedback.  Edited in a Dire Giraffe where the duplicate Dire Guinea pig post was.
:devil playtesting feedback on the velcro kittehs is upcoming....
:sh  shhh, I havent posted those yet...

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #224 on: April 22, 2009, 09:11:17 AM »
Dire Pocket Gopher Swarm
                      Tiny Animal
Hit Dice:             12d8 (48 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), burrow 20 ft.
Armor Class:          16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +9/-
Attack:               Swarm (3d6)
Full Attack:          Swarm (3d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction
Special Qualities:    Swarm traits, Low Light Vision, Half damage from Slashing and Piercing weapons
Saves:                Fort +8, Ref +10, Will +5
Abilities:            Str 6, Dex 15, Con 11, Int 2, Wis 12, Cha 4
Skills:               Hide +4, Listen +11, Move Silently +4, Spot +10
Feats:                Ability Focus (Distraction), Alertness, Endurance, Stealthy
Environment:          Warm or Temperate Plains
Organization:         Solitary
Challenge Rating:     5?
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"These here is holes Bert."

"Yep."

"You know whut this means dontchew?"

"Yep."

"It means GOPHERS!"

"Yep."

"Gawd I hate Gophers..."

Gophers are normally solitary animals, but Dire Gophers like to swarm for reasons unknown to Druid's and other fauna experts.

Distraction (Ex): Any living creature vulnerable to a Swarm's damage that begins it's turn in the Swarm's area must make a DC 18 Fortitude Save or be Nauseated for 1 turn.  See page 316 of the MM.

Combat: Gopher swarms attack pretty much like any other swarm.  They're just fuzzier.


Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #225 on: April 22, 2009, 09:37:25 PM »
Kewl!  :D

Thanks guys I always hope for playtesting feedback.  Edited in a Dire Giraffe where the duplicate Dire Guinea pig post was.
:devil playtesting feedback on the velcro kittehs is upcoming....
:sh  shhh, I havent posted those yet...

I don't even want to know...

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #226 on: April 24, 2009, 06:58:08 AM »
Dire Duck
                      Medium Animal
Hit Dice:             3d8+3 (16 hp)
Initiative:           +1
Speed:                25 ft. (5 squares), Swim 30 ft., Fly 80 ft. (Average)
Armor Class:          13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +2/+2
Attack:               Bite +3 melee (1d6)
Full Attack:          Bite +3 melee (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Low Light Vision, Hold Breath
Saves:                Fort +3, Ref +4, Will +2
Abilities:            Str 11, Dex 13, Con 12, Int 2, Wis 13, Cha 10
Skills:               Listen +4, Spot +4, Swim +8
Feats:                Endurance, Weapon Finesse
Environment:          Any Warm or Temperate except Desert
Organization:         Solitary, Pair, or Flock (5-30)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:         
Level Adjustment:     ---

"Bert...Bert ah heers suthin' outside.."

"Would you calm down?  You always get nervous when we rob people."

"But this farm smells like duck poop.  And mah pappy allas said nevah to rob a farm whut smells like duck poop."

The origin of Dire Ducks is unknown.  In recent times some of them have been domesticated, and are raised as guard animals on farms.  They are surprisingly well suited to the role, being abnormally sassy given that they're, well, ducks.

Skills: Ducks gain a +8 Racial Bonus on Swim checks, and may always Take 10 on a Swim Check.  They may also use the Run action while swimming provided they swim in a straight line.

Combat: Ducks like to run at foes quacking and raising hell in an attempt to intimidate them (which usually doesn't work), and then proceed to bite before fleeing out of range of the opponent, and then going back in to bite again.


Prime32

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #227 on: April 24, 2009, 07:17:12 AM »
When are you going to stat that dire vampire squid? :bigeye
(Not actually a vampire. The webbing between its tentacles looks like bat wings, and some specimens are black with glowing red eyes)
« Last Edit: April 24, 2009, 07:25:17 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #228 on: April 24, 2009, 08:35:16 AM »
When are you going to stat that dire vampire squid? :bigeye
(Not actually a vampire. The webbing between its tentacles looks like bat wings, and some specimens are black with glowing red eyes)

It's a comin' soon.  They're unusual enough I want to read on them as much as I can before making the attempt.

Prime32

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #229 on: April 24, 2009, 10:14:39 AM »
Well, a dire gulper eel should be easier...

« Last Edit: April 24, 2009, 10:17:34 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #230 on: April 24, 2009, 02:49:48 PM »
Well, a dire gulper eel should be easier...



<whimper>...   :hide

Prak, the Mad

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #231 on: April 24, 2009, 05:33:08 PM »
Well, a dire gulper eel should be easier...


Out of curiosity, how big are those IRL? 1-2 ft?

InnaBinder

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #232 on: April 24, 2009, 06:40:33 PM »
Well, a dire gulper eel should be easier...


Out of curiosity, how big are those IRL? 1-2 ft?
The one pictured lists at 30cm long.
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Prak, the Mad

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #233 on: April 24, 2009, 08:02:59 PM »
huh, so yeah, about a foot (sorry, I'm american, I know metric well enough to convert it mentally, but stick to Imperial out of momentum). why do I have a feeling that the Dire version will be Huge, at least?

Prime32

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #234 on: April 25, 2009, 09:50:26 AM »
I'm not sure if those things even have teeth - they just swim around with their mouths open.
http://www.youtube.com/watch?v=zAgqcsg9g-E&fmt=18
« Last Edit: April 25, 2009, 09:55:29 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #235 on: April 26, 2009, 07:27:14 AM »
Dire Electric Eel
                      Large Animal
Hit Dice:             6d8+12 (39 hp)
Initiative:           +0
Speed:                Swim 30 ft. (6 squares)
Armor Class:          13 (-1 Large, +4 Natural), touch 9, flat-footed 13
Base Attack/Grapple:  +4/+10
Attack:               Bite +6 melee (1d8+2)
Full Attack:          Bite +6 melee (1d8+2)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Shock
Special Qualities:    Low Light Vision, Hold Breath, Blindsense
Saves:                Fort +7, Ref +5, Will +3
Abilities:            Str 14, Dex 10, Con 14, Int 2, Wis 12, Cha 4
Skills:               Listen +9, Swim +10
Feats:                Ability Focus (Shock), Sudden Ability Focus (Shock)
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

"Abner that is the biggest eel evah ah did see."

"Eel? What...OMG BERT DON"T TOUCH THAT.."

KAPOW

"Bert? Bert you okay?  Man, explainin' ta yer wife how yer hair got like that is gonna be tuff..."

Shock (Ex): At will as a Standard Action the Electric Eel can unleash a powerful electrical pulse doing 6d6 electricity damage in a 30' Radius with itself in the center.  Opponents within this area must make a DC 15 Fortitude Save (Save DC is Constitution based) or be Stunned 1d4 rounds. It is immune to it's own electrical barrage, but not that of other eels, or electrical attacks.

Blindsense (Ex): At will as a Swift Action the Electric Eel can let out a weak pulse of electricity, giving it Blindsense 60' for the round as long as it's underwater.

Skills: Dire Electric Eels have a +8 Racial Bonus to Swim checks.  Dire Electric Eels may always take 10 on Swim checks, and may use the Run Action while swimming in a straight line.

Combat: Dire Electric Eels use their Shock attack as often as possible.  if opponents seem resistant it will try to flee.
« Last Edit: April 28, 2009, 08:38:05 AM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #236 on: April 26, 2009, 07:54:09 AM »
                      Dire Vampire Squid
                      Medium Animal (Aquatic)
Hit Dice:             4d8 (18 hp)
Initiative:           +1
Speed:                Swim 20 ft. (4 squares)
Armor Class:          15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +3/+7
Attack:               Grab +7 (Grapple)
Full Attack:          Grab +7 (Grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Disorienting Display, Improved Grab, Beak
Special Qualities:    Low Light Vision, Immunities, Hide in Plain Sight, Mucus Burst, Blindsense, Burst of Speed, Limb Regeneration, Amorphous Body
Saves:                Fort +4, Ref +5, Will +2
Abilities:            Str 10, Dex 12, Con 11, Int 1, Wis 12, Cha 2
Skills:               Escape Artist +10, Hide +10, Spot +6, Swim +8
Feats:                Ability Focus (Disorienting Display),
Environment:          Warm or Temperate Aquatic
Organization:         Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"We got hired to find Vampire Squid?  Ah don't like this Abner.  Ah don't like this at all."

"Relax.  It's not a Vampire they just call it that."

"So it's some freaky bloodsucker?"

"Um..no.  No it doesn't suck blood.

"Is it dead?"

"Um...well...no.  No it's alive.  Ah think."

"Well then why the hell is it called a Vampire?"

"Look ah just agree to kill tha stuff for money, someone else works out the details."

"Abner?"

"Sigh...yes Bert?".

Ah cain't swim."

Dire Vampire Squid are larger, possibly more primitive versions of their deep sea cousins.

Disorienting Display (Ex): The Vampire Squid can put on a disorienting light show as a Standard Action.  Opponents within 30' that can see it must make a DC 14 Willpower Save (Save DC is Constitution Based) or be Fascinated for 1d6 rounds.  If the opponent rolls a natural "1" on it's Saving Throw or has an Intelligence of 3 or less, it becomes Frightened instead.

Improved Grab (Ex): The Vampire Squid may attempt a Grapple check without provoking an attack of opportunity against any creature it's size class or smaller.  If successful it uses it's beak to cut into it's prey as long as it can maintain the hold.

Beak (Ex): The Dire Vampire Squid does 2d6 damage with a successful Grapple Check.

Immunities (Ex): Dire Vampire Squid are immune to the pressures of deep sea waters, and can breathe normally in water that has so little oxygen content that other gilled animals would die in it.  The Dire Vampire Squid gains a +4 Racial Bonus on all Fortitude Saves to avoid starvation.

Hide in Plain Sight (Ex): At the upper end of the waters inhabited by Dire Squid creatures swimming in the waters above can be seen as dimly moving shadows in the blue light.  The Vampire Squid can swim at the top edge of this zone and cause it's underside to glow, matching the light above and concealing it from other predators like itself below.  In this small instance the Dire Vampire Squid has the Camouflage and Hide in Plain Sight abilities listed in page 48 of the PHB.

Mucous Burst (Ex): Once per Minute as a Free Action the Dire Vampire Squid can emit a 10'x10'x10' cloud of phosphorescent mucous.  This cloud provides total concealment, which the squid uses to escape a losing fight.  Due to it's brightly luminous nature it affects creatures with Light Sensitivity as though they had been exposed to bright light.

Blindsense (Ex): While it is in the water the Vampire Squid has the equivalent of Blindsight 30'.

Burst of Speed (Ex): The Dire Vampire Squid can temporarily increase it's Swim speed to 50', but it only lasts for 3 rounds plus 1 round per point of Constitution Modifier, after which the DVS is Fatigued until it can rest for an hour.  The DVS cannot use this ability while it is Fatigued or Exhausted.

Limb Regeneration (Ex): If the Vampire Squid loses a limb it may regenerate it within 1d4 weeks.

Amorphous Body (Ex): The Vampire Squids body is amazingly elastic, and almost jelly like.  It can squeeze through spaces as though it were 2 Size Classes Smaller than it is.

Skills: Dire Vampire Squid have a +8 Racial Bonus to Swim Checks, and can Always Take 10 on a Swim Check.  They also have a +8 Racial Bonus to Escape Artist and Hide Checks.  Due to it's multiple limbs the Dire Vampire Squid also gains a +4 Racial Bonus to Grapple Checks.

Combat: The Dire Vampire Squid usually opens up with it's Disorienting Display before going for the grapple.  If it's beak can't subdue the opponent it sprays it with mucous before fleeing.


« Last Edit: May 05, 2009, 08:50:40 AM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #237 on: April 27, 2009, 09:21:25 AM »
So...any thoughts on teh Vampire Squid so far??

Prime32

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #238 on: April 27, 2009, 09:46:06 AM »
So...any thoughts on teh Vampire Squid so far??
It's not just called the vampire squid. Its Latin name is the vampire squid from hell. You know, just to confuse those hunters some more. :p

You've said Blindsight and Blindsense.

What about an ability which lets it appear Huge (with glowy "eyes") in shadowy illumination?
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #239 on: April 29, 2009, 09:54:41 AM »
Okay here's a weird question which I haven't found an answer for anywhere:

Can Squid hear??  My gut answer is no, but I can't find anything that says one way or the other.  They can sense vibrations, but I'm not sure thats the same thing as true hearing.
« Last Edit: April 29, 2009, 09:57:02 AM by bhu »