Author Topic: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature  (Read 187528 times)

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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #500 on: March 27, 2010, 12:47:28 AM »
The Perfect

The Perfect is an Acquired or Inherited Template that can be applied to any living, corporeal Humanoid.

Size and Type: Unchanged. 

Hit Dice: The Perfect have maximum hit points per hit die.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged

Damage: Unchanged

Special Attacks: Unchanged.

Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following:

Insanity (Ex): All Perfect have serious mental problems, and are unable to effectively communicate with normal members of their society or species because they loathe them.  The Perfect get a -4 Penalty on all Charisma Based skills (except Iaijutsu Focus, Intimidate and Use Magic Device) when they are used on their own kind (i.e. other Perfect).  Many also feel compulsions to commit murder or have other problems that can be represented by mental Flaws.

Saves: Unchanged.

Abilities: All ability scores change to 18 plus any racial modifiers.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged or Solitary.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Usually Neutral Evil.

Advancement: Unchanged

Level Adjustment: +2

The Perfect are a magical experiment gone wrong (do they ever go right?).  An attempt at making a super soldier, the experiment exposed various Humanoids to magical forces and alchemical poisons in an attempt to improve them.  Most of the subjects died. 

The survivors were examples of mental and physical perfection.  Emotionally...they were a different story.  Most were extremely narcissistic sociopaths, and a few were openly suffering from psychosis (mental flaws are common among them).  And even worse they bred true.  A Perfect Orc and an Orc bred Perfect Orcs.  2 Perfect Orcs bred a Perfect Orc with even more pronounced derangements than usual. 

People quickly realized the crazy bastards would slaughter normal people and eventually breed (rape) the rest into making more of their own kind.  So most governments declared them void from any protection via the laws, and declared them legal to openly murder.

The Perfect resemble physically flawless members of their species.

Example of creature using template here:

Anastasia (Elf/Perfect, Level 10 Warmage)
                      Medium Humanoid (Elf)
Hit Dice:             10d6+30 (90 hp)
Initiative:           +9
Speed:                30 ft. (6 squares)
Armor Class:          15 (+5 Dex), touch 15, flat-footed 10
Base Attack/Grapple:  +5/+9
Attack:               By weapon +9 melee or +10 ranged
Full Attack:          By weapon +9 melee or +10 ranged
Space/Reach:          5 ft./5 ft.
Special Attacks:      Warmage Edge (+5)
Special Qualities:    Immune to Sleep Effects, +2 on Saves vs Enchantment Spells, Low Light Vision, Armored Mage (Medium), Advanced Learning ()
Saves:                Fort +6, Ref +8, Will +11
Abilities:            Str 18, Dex 20, Con 16, Int 20, Wis 18, Cha 18*
Skills:               Bluff +9, Concentration +16, Hide +9, Intimidate +17, Knowledge (Arcana) +18, Listen +11, Profession (Killer) +6, Search +7, Spellcraft +18, Spot +11
Feats:                Combat Casting, Empower Spell, Improved Initiative, Maximize Spell, Sudden Empower (B), Sudden Enlarge (B)
Challenge Rating:     11
Alignment:            Neutral Evil
Level Adjustment:     +2

* Stats are 18 plus Racial Mods plus 2 for levels.
« Last Edit: April 03, 2010, 02:27:36 AM by bhu »

PhaedrusXY

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #501 on: March 27, 2010, 01:04:41 AM »
I think CR+1 and LA+2 would probably be more appropriate for The Perfect. All they have are effective stat bumps, but they don't allow you to go above the racial maximum. Maybe even only LA+1, as well.

(It's nice to finally figure out what I am, also. ;) )
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #502 on: March 27, 2010, 01:21:32 AM »
They also get max HP.

Does CR 36 seem okay for Ralph?

Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #503 on: March 27, 2010, 06:37:14 PM »
Looks good to me.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #504 on: March 30, 2010, 01:35:46 AM »
Updated the Perfect.  Anyone else have thoughts on the CR/LA?  You do  get straight 18 stats with the template.

http://en.wikipedia.org/wiki/Hodag

http://www.hodagsightings.com/

http://holidayacres.com/hodag.htm

http://www.museumofhoaxes.com/photos/hodag.html

http://www.wisegeek.com/what-is-a-hodag.htm

Hodag
                      Medium Magical Beast
Hit Dice:             5d10+15 (42 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          23 (+3 Dex, +10 Natural), touch 13, flat-footed 20
Base Attack/Grapple:  +5/+9
Attack:               Bite +9 melee (1d8+4)
Full Attack:          1 Bite +9 melee (1d8+4) and 2 Claws +7 melee (1d6+2) and 1 Tail Spear +7 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Rake
Special Qualities:    Dark Vision 60', Spikes, Scent, DR 5/-, Trackless Step
Saves:                Fort +7, Ref +7, Will +2
Abilities:            Str 18, Dex 16, Con 16, Int 4, Wis 12, Cha 10
Skills:                Hide +4, Listen +3, Move Silently +4, Spot +3, Survival +3
Feats:                Multiattack, Track
Environment:          Temperate Forest
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Medium)
Level Adjustment:     ---

"Aw c'mon Bert.  It's called a Hodag.  It's a silly name monster, how tough can it be."

"You remember that incident with the Gayfrusionbloorten critter?"

"I remember making you swear not to mention it again."

The Hodag is a four limbed dinosaur like creature with a face somewhere between that of a man and a frog with huge fangs.  It's covered n spikes and has a spear like point at the end of it's tail.  They seem fairly hard to kill as well. 

Improved Grab (Ex):  If the Hodag hits successfully with it's Bite attack, it may make a Grapple Check immediately as a Free Action without provoking an Attack of Opportunity.  If it succeeds it may then rake while doing it's bite and claw damage.

Rake (Ex): If the Hodag successfully Grapples an opponent it gains 2 additional Rake attacks (to hit and damage are same as claw attacks).

Spikes (Ex): The Hodag is covered in spikes and opponents attempting to Grapple it take 1d6 damage plus their own Strength Modifier.

Trackless Step (Ex): Identical to the Druid ability of the same name.

Combat: Hodags are not subtle creatures and usually begin with biting down and holding on for dear life while ripping their prey to shreds (they have an affinity for white bulldogs).

« Last Edit: March 31, 2010, 01:56:05 AM by bhu »

Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #505 on: March 30, 2010, 10:35:04 PM »
Ho, dawg, I heard you liked monsters so... wtf.

Surreal

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #506 on: March 31, 2010, 03:07:34 AM »
+3 starts getting difficult to play due to the hd offset. I would make it +2 but put in some other negatives.
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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #507 on: April 07, 2010, 02:40:17 AM »
Okay I need 7 quick Aberrations for my Orc Thread, so here goes for the ones at a CR less than 1:

Squig
                      Small Aberration
Hit Dice:             1d8+2 (6 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          15 (+1 Size, +2 Dex, +2 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +0/-4
Attack:               Bite +0 melee (1d4)
Full Attack:          Bite +0 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      CHARGE!
Special Qualities:    Dark Vision 60', Scent, Fearless
Saves:                Fort +2, Ref +4, Will +3
Abilities:            Str 10, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills:               Listen +2, Spot +2, Survival +3
Feats:                Track
Environment:          Any
Organization:         Solitary, Pair, or Herd (5-20)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

"Bert...that ain't no coconut..."

This appears to be a ball on two clawed legs.  It's main features are multiple eyes, spines, and a huge mouth of fangs.  Color and exact appearance vary from individual to individual.  They are known for charging recklessly at virtually anything.

CHARGE! (Ex): Squigs do 2d4 damage on a successful Charge attack.

Fearless (Ex): Squigs are immune to non magical fear and morale penalties.

Combat: Squigs usually scream, begin frothing at the mouth, and charge recklessly into battle.




Faux Spider
                      Small Aberration
Hit Dice:             3d8+12 (25 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          14 (+1 Size, +1 Dex, +2 Natural), touch 12, flat-footed 12
Base Attack/Grapple:  +2/-1
Attack:               Zap +1 Ranged Touch (1d3)
Full Attack:          Zap +1 Ranged Touch (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Zap
Special Qualities:    Dark Vision 60'
Saves:                Fort +5, Ref +2, Will +3
Abilities:            Str 12, Dex 12, Con 18, Int 2, Wis 11, Cha 4
Skills:               Climb +9, Listen +3, Spot +3
Feats:                Endurance
Environment:          Any Mountain or Underground
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"It burned up mah wine pouch.  That's it where's mah critter whacker?"

This appears to be a black lump of flesh with 6 spindly legs and a long neck.  The head seems to have no features other than two red glowing eyes.  What they eat is pretty much unknown (especially as they have no visible mouth).

Zap (Su): At will the Faux Spider can unleash twin rays from it's eyes.  This ray is a ranged Touch Attack with a range of 30' and does 1d3 Fire Damage.

Skills: Faux Spiders gat a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

Combat: Faux Spiders rarely initiate combat for reasons that seem common or reasonable.  Occasionally they seem to open fire at random but no one is sure why.




Landsquid
                      Tiny Aberration
Hit Dice:          1d8 (4 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Climb 10 ft., Swim 10 ft.
Armor Class:          15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +0/-5 (+7 Attached)
Attack:               Tentacles +2 melee touch (Attach)
Full Attack:          Tentacles +2 melee touch (Attach)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Attach, Ink Fart
Special Qualities:    Dark Vision 60', Amphibious
Saves:                Fort +0, Ref +2, Will +3
Abilities:            Str 8, Dex 15, Con 11, Int 4, Wis 12, Cha 6
Skills:               Climb +7, Escape Artist +6, Hide +14, Listen +3, Spot +3, Swim +7
Feats:                Ability Focus (Ink Fart), Weapon Focus (B)
Environment:          Warm Marsh or Forest
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"MY EYES!!

This appears to be a small squid or octopi capable of walking upright on it's tentacles on land.  They aren't picky eaters, and tend to spray ink in the eyes of humanoids in order to steal their food.  Which of course doesn't give them the greatest of reputations...

Attach (Ex): If the Landsquid successfully hits with a melee touch attack it attaches itself to it's victim.  It is considered to be Grappling it's opponent (and has a +12 Racial Bonus to Grapple Checks when Attached), but loses it's Dexterity Bonus to AC.  The Landsquid may be Grappled or attacked with a weapon, but to remove it, it's opponent must successfully Pin it in a Grapple.  If it grapples it's opponent it may use it's Ink Fart or bite for 1 point of damage.

Ink Fart (Ex):  If the Landsquid successfully Attaches itself to it's opponent it spews massive amounts of a black inky substance from a pore on it's body.  If the victim fails a DC 12 Reflex Save (Save DC is Constitution Based) it is blinded for 1d2 rounds. 

Skills: Landsquids have a +8 Racial Bonus to Climb and Swim Checks, and may always take 10 on a Climb or Swim Check.  They also get a +4 Racial Bonus to Hide and Escape Artist Checks.

Combat: Landsquids usually go straight for the Grapple (after determining where their opponent stores it's food), blasts away with the ink, steals the food and runs like hell.





Omnicidal Furry
                      Tiny Aberration
Hit Dice:             1d8+3 (7 hp)
Initiative:           +2
Speed:                10 ft. (2 squares), Climb 10 ft.
Armor Class:          15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +0/-3
Attack:               Unseen Method of Attack +2 melee (1d4+1)
Full Attack:          Unseen Method of Attack +2 melee (1d4+1)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Disturbing War Cry
Special Qualities:    Dark Vision 60'
Saves:                Fort +3, Ref +2, Will +3
Abilities:            Str 12, Dex 15, Con 16, Int 4, Wis 12, Cha 10
Skills:               Listen +3, Spot +3
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary, Pair, or Floof (10-100)
Challenge Rating:     1
Treasure:             None
Alignment:            Usually Neutral Evil
Advancement:          ---
Level Adjustment:     ---

Awww...well aren't they the cutest little..."

SHRIIIEEEEKKK!!

"Get it off mah  face!"

This appears to be a small ball of fluff that can cause tremendous amounts of damage by no discernable means for it's size.  Think of it as sort of a Vorpal Tribble.

Disturbing War Cry (Ex): When the Furry lets loose it's patented shriek of the damned, living opponents within 10' must make a DC 10 Willpower Save (Save DC is Charisma Based) or be Shaken for 1d3 rounds.

Combat: Omnicidal Furries usually shriek and charge.  They aren't patient or subtle critters.
« Last Edit: April 08, 2010, 11:56:29 PM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #508 on: April 07, 2010, 02:41:05 AM »
More aberrations for the Orc thread


Squid Bee
                      Small Aberration
Hit Dice:             3d8+12 (25 hp)
Initiative:           +1
Speed:                10 ft. (2 squares), Fly 60' (Good)
Armor Class:          15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +2/+0
Attack:               Facehugger +3 melee touch (Attach)
Full Attack:          Facehugger +3 melee touch (Attach)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Facehugger Attack, Inspire Panic
Special Qualities:    Dark Vision 60'
Saves:                Fort +5, Ref +2, Will +4
Abilities:            Str 14, Dex 12, Con 18, Int 4, Wis 12, Cha 12
Skills:               Escape Artist +9, Hide +13, Spot +4, Survival +4
Feats:                Flyby Attack, Hover
Environment:          Warm Marsh
Organization:         Solitary, Group (3-6), or Hive (11-20)
Challenge Rating:     2
Treasure:             None
Alignment:            Usually Chaotic Neutral
Advancement:          4-6 HD (Small), 7-12 HD (Medium)
Level Adjustment:     ---

"WHAT THE ____ IS THAT?"

Squid Bees appear to be odd octopoidal or cuttlefish creatures with winglike fins on its side.  It seems to swim through the air.  Needless to say this has something of an effect on people not used to seeing sea creatures fly.  And it's not what you'd call a good effect.

Facehugger Attack (Ex): By making a melee touch attack the Squid Bee attaches itself to it's opponents face (this can be done as part of a charge).  It is considered to be Grappling it's opponent, but loses it's Dexterity Bonus to AC.  The opponent may attempt to Grapple it or attack with a light weapon (to remove it he must successfully Pin it in a Grapple).  If the opponent is Size Class Medium or Smaller the Squid Bee has cut off it's opponent air supply and it begins to suffocate (see DMG page 304).  Once the Facehugger attack is successful the Squid Bee begins vomiting poison into it's opponents face each round it maintains the Grapple.  Contact, DC 14 Fortitude Save (Save DC is Constitution based), Initial Damage 1d6 Dexterity, Secondary Damage 2d4 rounds of Paralysis.

Inspire Panic (Ex): Anytime the Squid Bee successfully uses it's Facehugger Attack, all opponents within 30' must make a DC 12 Willpower Save (Save DC is Charisma based) or be Shaken for 1d6 rounds (the victim of the Facehugger Attack takes a -2 Penalty on his Save).

Skills: Squid Bees have a +8 Racial Bonus to Escape Artist and Hide Checks.

Combat: Squid Bees usually hide and then perform their Facehugger Attack on a charge.  After a few rounds of Grappling they flee and wait for their venom to take effect, and return to feed on the paralyzed victim.





Ant Gawd
                      Medium Aberration
Hit Dice:             5d8+20 (42 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          20 (+10 Natural), touch 10, flat-footed 20
Base Attack/Grapple:  +3/+5
Attack:               Bite +5 melee (1d8+2 plus 1d6 acid)
Full Attack:          Bite +5 melee (1d8+2 plus 1d6 acid)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Call Minions
Special Qualities:    Dark Vision 60', Immune to Mind-Affecting Effects, Telepathy (100'), Charm Ant
Saves:                Fort +5, Ref +1, Will +5
Abilities:            Str 14, Dex 10, Con 18, Int 4, Wis 12, Cha 12
Skills:               Spot +5, Survival +5
Feats:               
Environment:          Warm Desert
Organization:         Solitary, Group (3-6), or Hive (10-50)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Usually Chaotic Neutral
Advancement:          6-10 HD (Medium), 11-15 HD (Large)
Level Adjustment:    ---

"I'd almost swear it's talking to that anthill..."

Ant Gawds appear as massive (comparatively) armored mutant ant things.  They appear to be capable of communicating with and commanding lesser ant species.

Call Minions (Su): Ant Gawds may Summon an Ant Swarm at will.  This is identical to the Summon Swarm spell except the Ant Gawd can control the swarm, and it lasts for the duration of the encounter.

Telepathy (Su): Ant Gawds may communicate with all ants telepathically within 100'.

Charm Ant (Su): Ant Gawd can use Charm Monster once per day on Giant Ants as a Spell-Like ability.  it is able to override their immunity to Mind-Affecting Effects.

Combat: Ant Gawds prefer to lurk in the bushes and let minions fight for them.  If pressed to fight they are quite vicious.




Ant Swarm
                      Fine Vermin
Hit Dice:             3d8 (13 hp)
Initiative:           +0
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          18 (+8 Size), touch 18, flat-footed 18
Base Attack/Grapple:  +2/-
Attack:               Swarm (1d6 plus 1d6 acid)
Full Attack:          Swarm (1d6 plus 1d6 acid)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction
Special Qualities:    Dark Vision 60', Swarm traits, Vermin traits, Immune to Weapon Damage
Saves:                Fort +3, Ref +1, Will +1
Abilities:            Str 1, Dex 10, Con 10, Int -, Wis 11, Cha 2
Skills:               Climb +3
Feats:                ---
Environment:          Any other than Aquatic
Organization:         Solitary, or Swarm (3-6)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"AAAAIIIIEEEE!!!"

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 11 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round.  Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level).  Using skills that require patience or concentration requires a DC 20 Concentration check.

Skills: Ant Swarms have a +8 Racial Bonus to Climb Checks, and may Always Take 10 on a Climb Check.

Combat: Ant Swarms fight like any other swarm.
« Last Edit: April 12, 2010, 01:55:33 AM by bhu »

Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #509 on: April 07, 2010, 09:31:01 PM »
Mindfuck much?  :D

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #510 on: April 09, 2010, 12:16:36 AM »
One more for the Orc Thread

Man-Snail
                      Large Aberration (Aquatic)
Hit Dice:             14d8+112 (175 hp)
Initiative:           -1
Speed:                20 ft. (4 squares), Climb 15 ft., Swim 30 ft.
Armor Class:          20 (-1 Size, -1 Dex, +10 Natural, +2 Deflection), touch 10, flat-footed 20
Base Attack/Grapple:  +10/+22
Attack:               Slam +16 melee (1d10+8)
Full Attack:          2 Slams +16 melee (1d10+8)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Radula
Special Qualities:    Dark Vision 60', Amphibious, Slime
Saves:                Fort +12, Ref +3, Will +10
Abilities:            Str 26, Dex 8, Con 26, Int 2, Wis 12, Cha 10
Skills:               Climb +16, Escape Artist +14, Spot +7, Swim +16
Feats:                Cleave, Endurance, Great Cleave, Multigrab, Power Attack
Environment:          Temperate or Warm Marsh or Aquatic
Organization:         Solitary or Pair or Group (3-6)
Challenge Rating:     8
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          15-28 HD (Large)
Level Adjustment:     ---

"Do we really have to fight this Bert?"

"Mebbe so...but I aint gonna touch it."

Man-Snails are huge barrel-chested anthropoid molluscs covered in green slime.  Not particularly fast or bright, they are quite ravenous and will eat anything that can't outrun them.

Improved Grab (Ex): If the Man-Snail hits successfully with it's Slam Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it may then use it's Radula.

Radula (Ex): The Man-Snails Radula is a tongue like organ similar to a buzzsaw.  With it the Man-Snail can literally lick the flesh from it's opponents bones.  Because of the Radula it does 2d8+8 damage with a successful Grapple Check, and this damage ignores DR.

Slime (Ex): The Man-Snail is covered in a thick sticky green slime that is poisonous.  Contact, DC 25 Fortitude Save (Save DC is Constitution based), Initial Damage is opponent is Stunned for 1 round, Secondary damage is victim is Slowed (as per the Spell) for 1d6 rounds.

Skills: Man-Snails get a +8 Racial Bonus to Climb, Escape Artist, and Swim Checks, and may always Take 10 on a Climb or Swim Check. 

Combat: Man-Snails always go for the Grapple.  Then they just start munching away with the Radula while the victim is still alive.  Ew.
« Last Edit: April 13, 2010, 02:30:50 AM by bhu »

Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #511 on: April 09, 2010, 09:30:01 PM »
Nice to get back to the silly creatures for a while. Long live the ant gawd!  :P

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #512 on: April 12, 2010, 01:58:41 AM »
I'd like to do two more Aberrations for the Orc Thread, once CR 12-13, ad one CR 16-17. Anyone have some requests for Aberrations with an Int of 4 or less?

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #513 on: April 12, 2010, 09:54:43 PM »
Cthulhu Spawn?

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #514 on: April 13, 2010, 02:47:30 AM »
The other critters for the Orc Thread are done so..

Faux Beholder
                      Huge Aberration
Hit Dice:             18d8+126 (207  hp)
Initiative:           +1
Speed:                5 ft. (1 square), Fly 20 ft. (Good)
Armor Class:          27 (-2 Size, +1 Dex, +18 Natural), touch 9, flat-footed 26
Base Attack/Grapple:  +13/+31
Attack:               Bite +21 melee (2d6+10 plus Poison)
Full Attack:           Bite +21 melee (2d6+10 plus Poison)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Poison
Special Qualities:    Blindsight 120', Flight, Malleable Body, Magic Resistant
Saves:                Fort +13, Ref +7, Will +13
Abilities:            Str 30, Dex 12, Con 24, Int 4, Wis 15, Cha 15
Skills:            Hide +5, Listen +8, Spot +8, Survival +7   
Feats:                Dodge, Flyby Attack, Hover, Improved Flyby Attack, Mobility, Multisnatch, Snatch
Environment:          Temperate Forests
Organization:         Solitary
Challenge Rating:     13
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          19-24 HD (Huge), 25-36 HD (Gargantuan)
Level Adjustment:     ---

"It looks like it's made outta grey puddin' the way it's skin keeps movin'...

The Faux Beholder is a huge lump of rubbery grey flesh roughly spherical in shape with a fanged mouth on front, several small tentacles trailing from it's bottom, and large wartlike protrusions on it's surface that can sometimes extend to resemble eyestalks.  It's assumed they may be a mutated species of Beholder devolved into cannibalism given their proclivity in attacking and eating them on the odd chances they encounter one another (and their vague resemblance to one another).

Poison (Ex): The Faux Beholders bite is highly toxic.  Injury, DC 26 Fortitude Save (Save DC is Constitution based), Initial and Secondary Damage is 1d6 Constitution.

Flight (Ex): The Faux Beholder is naturally buoyant, and permanently has a Feather Fall spell in effect on it's person.

Malleable Body (Ex): The cells Faux Beholders bodies are constantly in flux and motion.  They are immune to Polymorph and Petrification, and critical hits.

Magic Resistant (Ex): Faux Beholders gain a +4 Racial Bonus on all Saves against Spells, Spell-Like effects, and Supernatural abilities.

Skills: Faux Beholders get a +8 Racial Bonus to Hide Checks. 

Combat: Faux Beholders rely on Flyby Attacks until their venom weakens one opponent enough, at which time it will Snatch it and run off to eat.
« Last Edit: April 19, 2010, 10:05:38 PM by bhu »

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #515 on: April 14, 2010, 03:51:06 AM »
Dire Rust Monster
                      Huge Aberration
Hit Dice:             42d8+336 (525  hp)
Initiative:           +5
Speed:                40 ft. (8 squares)
Armor Class:          30 (-2 Size, +1 Dex, +21 Natural), touch 9, flat-footed 30
Base Attack/Grapple:  +31/+49
Attack:               Antennae +30 melee touch (see below) or Bite +39 melee (2d6+10)
Full Attack:          Antennae +30 melee touch (see below) or Bite +39 melee (2d6+10)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Antennae, Trample (4d12+20)
Special Qualities:    Dark Vision 120', Scent, DR 10/-, SR 30
Saves:                Fort +27, Ref +15, Will +24
Abilities:            Str 30, Dex 13, Con 24, Int 2, Wis 13, Cha 15
Skills:               Listen +25, Spot +26
Feats:                Ability Focus (Antennae, Stomp), Alertness, Awesome Blow, Blind-Fight, Combat Reflexes, Defensive Sweep, Epic Fortitude, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Toughness, Large and In Charge, Power Attack, Track
Environment:          Any
Organization:         Solitary
Challenge Rating:     17
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          43-63 HD (Gargantuan), 86 HD (Colossal)
Level Adjustment:     ---

"Ah'm sorry Bert I couldn't hear you over the sound o' me poopin' mahself...could you repeat that last part?"

It's uncertain if Dire Rust Monsters are naturally occurring mutations or magical in nature.  it is well known that their occasional appearance leads to the brutal assassination of anyone nearby who could potentially have summoned or created one (i.e. anyone with connections to Aberrations or magic, regardless if they'd have the necessary power).

Antennae (Su):  If a Dire Rust Monster successfully makes a touch attack with it's antennae it instantly destroys and corrodes a 30' cube of metal.  Magic items made of metal get a DC 40 Reflex Save to avoid destruction (Save DC is Constitution based).  Any metal objects that touch the Rust Monster also dissolve immediately.  Also, most life has some traces of metal within it.  Corporeal beings struck by the Antennae must make a DC 40 Fortitude Save (Save DC is Constitution based) or take 1d4 temporary Strength damage and be Dazed 1 round.

Trample (Ex): DC 43 Reflex Save for half damage (Save DC is Strength based).

Combat: Dire Rust Monsters usually open up with their Antennae, then Trample and proceed to munch.

« Last Edit: April 19, 2010, 10:18:12 PM by bhu »

Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #516 on: April 14, 2010, 10:22:41 PM »
This. Is. Bad. Run. :o

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #517 on: April 15, 2010, 02:37:55 PM »
This. Is. Bad. Run. :o
This causes the iron in my haemoglobin to run away in fear.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #518 on: April 17, 2010, 03:20:07 AM »
THE BASSET FOLK


   
"If you pick up a starving dog and make him prosperous, he will not bite you; that is the principal difference between a dog and a man."

 The Basset Folk are humanoid Basset Hounds roughly the size of halflings.  They are a fairly laid back folk, and don't see why most of the other races are always in a hurry or get so emotional over inconsequential things.

BASSET FOLK RACIAL TRAITS STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 3'0"  Female: 2'10"
 Height Modifier: +2d4"
 Base Weight: Male: 40 lbs.   Female: 35 lbs.
 Weight Modifier: x1 lb.

BASSET FOLK CHARACTERS
 If you want an excellent Tracker (or at least a character based around perception), the Bassets are a good choice.  They make for good Scouts, Rangers, and Druids.
 Adventuring Race: Basset Folk are kind of laid back, so generally they go on adventures because they need money, help, or revenge.  Particularly revenge.  Never cross the Bassets.
 Character Development: Basset Folk are a rural hunting society, and their initial class choices generally reflect this.  Most of their available training comes in the form of some sort of wilderness based class, or maybe just fighting.  Arcane classes, particularly of the flashier sort, are rare among them.
 Character Names: Male: Abner, Abraham, Caleb, Elijah, Ephraim, Ezekiel, Hezikiah, Ichabod, Isaac, Jedediah, Jeremiah, Joshua, Josiah, Lucas, Luther, Noah, Phineas, Silas, Zadoc. Female: Abigail, Agnes, Alice, Betsy, Charlotte, Delia, Emily, Esther, Eunice, Harriet, Heather, Josephine, Judith, Lavinia, Louise, Martha, Mary, Priscilla, Sarah.  Surnames: Surnames are generally what your family does for a living.  For example if your first name is Emily, and your family are trappers, your full name might be Emily Trapsmith.

ROLEPLAYING A BASSET FOLK
 People tend to believe your dumb because you came from the woods and backwaters.  You can sometimes use this to your advantage, but usually it just pisses you off.  You don't judge people based on their appearance or background and you's like the favor returned.
 Personality: Basset Hounds enjoy the good things in life: food, booze, friends, and family.  They're laid back enough to ignore a lot of insults as they don't wish to leave behind the quiet life.  But they rarely forget insults, and cross them often enough that they finally lose their temper, and they'll track you to the ends of the earth. 
 Behaviors: Basset Folk like huntin', drinkin', lovin', and playin' (not always in that order).  Think of them as good natured hillbillies with some common sense and without the xenophobia.
 Language: Like most of the Furry races, the Basset Folk speak Furry.

BASSET FOLK SOCIETY
 The closest real world culture to that of the Basset Folk is the North American Appalachian Mountains culture.  They aren't quite as racist or xenophobic as the Appalachians are stereotyped as being.  The Bassets are open and friendly as long as you don't cause trouble.  If you do they'll ask you to move along or quiet yourself politely.  Once.  If they think you're a danger to the community, they'll personally boot you out. 
 Alignment : Bassets tend to follow the rules and help those in need, thusly the majority of them are either Lawful or Neutral Good.  Truly Evil or Chaotic members of society are usually exiled or imprisoned.
 Lands : Most Basset Folk live in the extreme backwoods, usually in Temperate Forests, Hills, or Mountains.
 Settlements : If Bassets are forced to settle or relocate, they prefer areas similar to where they already live, although they will settle in Cold as opposed to Temperate, or in Marshes if they have too.
 Beliefs : The Basset Folk tend to be devoutly religious.  In my campaign they tend to worship the Nature and Furry Pantheons, and in other campaigns will likely do something similar.
 Relations: The Basset Folk tend to be open and accepting.  This means they don't judge people, it doesn't mean they trust them without them having proven themselves.  They prefer races living in rural areas as they tend to respect nature more, and tend to be less corrupt than big city folk (and in the Bassets defense most of the large cities near them are pretty much dens of thievery).

BASSET FOLK ADVENTURES BASSET FOLK RACIAL SUBSTITUTION LEVELS


Ranger
 Level 1: Replace Track with Uncanny Sent
  Uncanny Scent (Ex): The Basset gains Uncanny Scent (see Savage Species) as a bonus Feat.
 Level 2, 6, 11: Gain additional option with Combat Style
  Combat Style (Ex): In addition to the usual options the Basset Folk gain an additional path they can take with their Combat Mastery: Dawg.  Bassets choosing Dawg as their Combat Style get the following Bonus Feats: Vexing Flanker (Level 2), Adaptable Flanker (Level 6), and Wolfpack (Level 11, see Races of Wild).


Barbarian
 Level 1: Replace Rage with Hound Rage
  Hound Rage (Ex): Instead of the normal benefits of Rage you gain the following: You do not take Size Penalties when making Opposed Combat Checks, and Opposed Combat Checks you make do not Provoke Attacks of Opportunity.  You may also fight and act normally at -1 to -9 hit points.
 Level 11: Replace Greater Rage with Greater Hound Rage
  Greater Hound Rage (Ex): When Raging you now get a +2 Circumstance Bonus when Flanking opponents or making Opposed Combat Checks.
 Level 20: Replace Mighty Rage with Mighty Hound Rage
  Mighty Hound Rage (Ex): The Bonus you get during Rage now increases to +4.


BASSET FOLK FEATS



Basselope
You were born different...
 Prerequisites: Basset Folk, Must be taken at 1st level
 Benefits: You were born with small deer antlers.  You cast spells whose Save DC is based on your Wisdom Modifier at +1 caster level.  This stacks with other effects that increase caster Level.


Greater Basselope
You were really born different...
 Prerequisites: Basset Folk, Basselope
 Benefits: Spells your opponents cast whose Save DC is based on Wisdom are cast upon you at -1 Caster Level.


Mystic Tracking
You can track even opponents who can hide themselves magically
 Prerequisites: Basset Folk, Must be able to cast 1st level Arcane or Divine Spells or Manifest 1st level Powers
 Benefits: You may track opponents who may not normally be tracked by non-magical means such as opponents under the influence of a Pass Without Trace spell or the Trackless Step ability.


Improved Mystic Tracking
You aren't easy to full with Illusion and Invisibility.
 Prerequisites: Basset Folk, Mystic Tracking, Wis 13+
 Benefits: You gain a +2 Resistance Bonus against Illusion (Figment) spells, and Invisible opponents do not get their +2 Bonus to Attack rolls against you.


Wolf Bite
You have learned to bring prey to the ground with your Bite attack,
 Prerequisites: Basset Folk, Weapon Focus (Bite)
 Benefits: If you successfully hit with your Bite Attack you immediately get a Trip Attack as a Free Action without provoking an Attack of Opportunity.  If the Trip fails your opponents does not get an attempt to trip you in return if using this Feat.


Follow Up
You have learned to follow up with an additional attack once knocking your prey to the ground.
 Prerequisites: Basset Folk, Wolf's Bite
 Benefits: If you successfully Trip an opponent or knock him Prone, you immediately get an Attack of Opportunity.


Dawg's Bite
Your Bite is unusually hard to dislodge.
 Prerequisites: Basset Folk, Wolf's Bite
 Benefits: You do Bite damage with your Grapple Checks, and get a +2 Circumstance Bonus to maintain Grapple Checks and damage rolls made in a Grapple.


Hamstring Bite
You can bite low to hobble opponents.
 Prerequisites: Basset Folk, Wolf's Bite
 Benefits: If you successfully Bite an opponent you can choose to do no damage, and instead choose up to two different Movement rates he possesses.  Those rates are reduced by -10'.
« Last Edit: April 21, 2010, 03:31:29 AM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #519 on: April 17, 2010, 04:31:47 PM »

THE NOBLE PLATYPI


   
"No! I wanna holler the loud funny words! I LIKE DARIN, HE IS MY FRIEND!(points to opponents) I LIKE YOU AND HIM! HE LIKES ME! AND I LIKE HIM! HE LIKES YOU I HOPE! I LIKE HIS AUTOGRAPH IT IS A NICE PICTURE! HE IS NICE! "

 The Noble Platypi are cute but somewhat iffily tempered humanoid Platypus creatures.  They like to wrassle.

PLATYPI RACIAL TRAITS STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 3'0" Female: 2'10"
 Height Modifier: +2d4"
 Base Weight: Male: 40 lbs. Female: 35 lbs.
 Weight Modifier: x1 lb.

PLATYPI CHARACTERS
 If you want to play a character who is good at Grappling despite being small, go with a Platypus.  They're even crazy enough to wrassle things bigger than themselves.
 Adventuring Race: Most Platypi go on adventures to prove themselves or right some sort of wrong.  Rarely one might be in it for the money or glory, but the most common reasons are self worth or justice.
 Character Development: Platypi tend to be simple common folk who enjoy a good bit of unarmed whackery as entertainment.  Most are classes relying on combat or fighting (Fighter, Ranger, Wrassler, or Scout).  Not many Arcane casters live in the boonies where the Platypi call home, and as a result most of their casting types are Divine.
 Character Names: Males: Albert, Alfred, Amos, Arthur, Basil, Bill, Cliff, Clive, Colin, Duncan, George, Gordon, Harold, Jim, John, Oliver, Percy, Sidney, Stanley, Thomas, Wallace, William.  Female: Agnes, Alice, Audrey, Barbara, Bess, Betsy, Claire, Daphne, Dolly, Fanny, Francis, Gladys, Gloria, Harriet, Hazel, Jane, Lucy, Martha, Mary, Nelly, Polly, Sally, Sheila, and Wanda.  Surnames: Usually based on something the family has long been famous for.  For example a family of famous wrestlers might be known as the Tuggers.

ROLEPLAYING A PLATYPI
 As a Platypus your fairly exotic, and will attract lots of attention, most of it unwanted.  You'll also have lots of jackholes calling you a duck or a beaver or some other critter you aren't even vaguely related to.  Stupidity should be a crime honestly.  And if it ever is may the Gawds help the world if you get appointed Judge.
 Personality: Platypi are clam and laid back (well, until wrasslin' day), and prefer others be that way as well.  Most people who know them are shocked when they see their celebrations.  They give no mercy in fights though, even when it isn't to the death.
 Behaviors: Platypi don't like being ordered, and react not so well to insults.  But they prefer brawling or wrestling to solving their problems to actual lethal violence.  Stylized incoherency is also both a favored prank on strangers and a sort of sport among them.
 Language: Platypi speak their own dialect of Furry, much like the other Furry races.

PLATYPI SOCIETY
 Platypi culture is similar to the real world Australian Aborigines with a few important exceptions: Platypi prefer to go exploring in the water.  And they like their entertainment loud and physical.  Wrestling is studied by both sexes, often from childhood.  Modern style professional wrestling with it's storylines and over the top goofiness is ingrained in their culture, and giving incoherent rambling interviews is a common past time.  ("MY OPPONENT IS FEEBLE!  HIS MIND IS LIKE A LITTLE PLANE, AND I TOOK CONTROL OF THAT PLANE AND MADE IT MAKE SWEET, SWEET LOVE TO THE MANATEES!  HAHAHAHAHAHA!!")
 Alignment : Platypi are generally Neutral with the more fun loving sort drifting towards Chaotic or Good tendencies. 
 Lands : Platypus usually live in fairly harsh warm weather areas near local rivers and waterways, or on the oceanside.
 Settlements : If Platypi settle anywhere, it's somewhere warm and near plenty of water.  Preferably with as few troublesome people as possible.
 Beliefs :Platypi are nature and spirit worshipers.  As such they have many Druids and Spirit Shamans among them, but precious few Clerics (and those are converts).
 Relations: Platypi don't get along so well with larger races because they tend to try to bully them.  They don't get along with some of the dumber races either because of all the duck jokes.  But if you don't give them grief they will be loyal to the death.

PLATYPI ADVENTURES PLATYPI RACIAL SUBSTITUTION LEVELS


Ranger
 Level 2, 6, 11: Gain additional option with Combat Style
  Combat Style (Ex): When choosing the Rangers combat style you can also choose Brawler.  You get the following Feats: Improved Unarmed Strike (2nd level), Superior Unarmed Strike (6th Level), and Stunning Fist (11th Level)


Barbarian
 Level 1: Replace Rage with Poison Rage
  Poison Rage (Ex): You suffer the usual penalties for Rage, but instead of the normal benefits you gain the following: +2 to Will Saves, +2 to the Save DC of your Poison Attack and 1 additional daily use of your Poison (this stacks with Feats that increase the Save DC of your Poison), and +4 to Strength.
 Level 11: Replace Greater Rage with Greater Poison Rage
  Greater Poison Rage (Ex): +3 to Will Saves, +3 to the Save DC of your Poison Attack and 2 additional daily uses of your Poison (this stacks with Feats that increase the Save DC of your Poison), and +6 to Strength.
 Level 20: Replace Mighty Rage with Mighty Poison Rage
  Mighty Poison Rage (Ex): +4 to Will Saves, +4 to the Save DC of your Poison Attack and 3 additional daily uses of your Poison (this stacks with Feats that increase the Save DC of your Poison), and +8 to Strength.


Hexblade
 Level 4: Replace Familiar with Poison Stare
  Poison Stare (Su): You may use a daily use of your Hexblade's Curse to deliver a dose of your racial venom instead.  Range remains same, Save DC is the same for your poison, you do not need to injure him for the poison to take effect.


PLATYPI FEATS



Titan Wrassler
You wrassle anything, no matter how big.
 Prerequisites: Platypi, Clever Wrestling
 Benefits: Your Clever Wrestling Feat no longer has Small or Medium Size as a Prerequisite.  Also your Bonus applies to all Grapple Checks, not just the escape attempts.


Gut Kick
Your kicks are a prelude to disaster
 Prerequisites: Platypi, Improved Grapple
 Benefits: Whenever you successfully hit an opponent with an Unarmed Strike, you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.


Raging Bear Hug
People sometimes confuse your insane hatred for affection, but only very briefly...
 Prerequisites: Platypi, Rage, Improved Grapple
 Benefits: You do +1d6 damage on a successful Grapple Check when Raging.
 

Water Wrasslin'
You are well trained at fighting underwater.
 Prerequisites: Platypi, Improved Unarmed Strike
 Benefits: You don't take melee attack penalties when fighting underwater, and can Hold your breath for (12 times Con Modifier rounds) before you risk drowning.


Enhanced Blindsense
Your electrically sensitive bill is more sensitive than usual.
 Prerequisites: Platypi, Con 13+
 Benefits: Your Blindsense range increases to 60'.


Blindsense Mastery
You have a zen like awareness of your surroundings.
 Prerequisites: Platypi, Enhanced Blindsense
 Benefits: Your Blindsense now works on land, and you cannot be flanked.


Nasty Venom
You can really lay people out.
 Prerequisites: Platypi, Con 17+
 Benefits:  Secondary effect of your venom is Paralysis for 1d6 weeks as opposed to a penalty to rolls.


Incoherency
Your rants tend to make people avoid you...
 Prerequisites: Platypi, Cha 15+
 Benefits: As an Immediate Action you can make an Intimidate Check vs any Charisma Based Skill Check your opponent is making (you get a +2 Competence Bonus to the roll, this doesn't work against Iaijutsu Focus or Use Magic Device) while delivering a psychotic nonsensical rant that has in no way anything to do with a question you've been asked or whatever your opponent is saying.  If you succeed, not only does his check fail, but he has to make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or decide further attempts are pointless as you are far too insane for it to work.
« Last Edit: April 23, 2010, 01:56:33 AM by bhu »