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Re: Monsters I've made

Posted: Sun Jan 06, 2013 9:20 am
by SmootRK
danbuter wrote:Jack O’Lantern

Armor Class: 17
Hit Dice: 3*
No. of Attacks: 1 fire attack
Damage: 2d6
Movement: 20’ Fly
No. Appearing: 1d6
Save As: Magic-User 3
Morale: 9
Treasure Type: U
XP: 175

Jack O’Lanterns are evil, magical creatures. They may be constructs or a type of faerie. They are sentient pumpkins. They look like a normal jack o’lantern but they can fly. Their face is quite expressive, and they often laugh as they kill their victims.

Jack O’Lanterns are immune to poison, charm, and sleep affects. They take double damage from water and air-based attacks. If their candle is snuffed, they become dormant. Lighting a candle in a Jack O’Lantern will bring it back to life.

Jack O’Lantern’s can shoot fire from their mouths. This fire fills a cone five feet out from the creature. Anyone caught in the blaze suffers 2d6 fire damage. A successful Save vs. Spells allows the victim to suffer only half damage.
Nice one. I like this very much.
You might consider making a spell to create such things... perhaps consider it to be a necromantic type spell. I am thinking something like:

MU 3, Necromancer 3
The use of this spell binds a malevolent spirit into a pumpkin or similar gourd-type vegetable, creating a Jack O'Lantern monster (per monster description). The Jack O'Lantern will serve the caster for a number of days equal to his or her level, then becoming free-willed and departs. The free-willed Jack O'Lanterns typically remain in the vicinity of its pumpkin patch (within 1 mile or so) and they tend to congregate into groups over time. If one Jack O'Lantern's candle is extinguished, another will use its turn to re-light it.

In order to cast the spell, the MU must have a pumpkin or gourd of the appropriate size and a special candle costing 100 gp. While the spell's control is active, the Jack O'Lantern will follow the spell caster's directions to the best of its ability, having some intelligence to make decisions for the best course of action to accomplish its goals. Each will have a unique 'face' and may have particular personalities in role-play situations.

Re: Monsters I've made

Posted: Sun Jan 06, 2013 11:03 am
by jackel
I like the ratmen and the Beastmen. I might have to use them.

Re: Monsters I've made

Posted: Sun Jan 06, 2013 6:36 pm
by danbuter
SmootRK wrote: Creat Jack O'Lantern
MU 3, Necromancer 3
The use of this spell binds a malevolent spirit into a pumpkin or similar gourd-type vegetable, creating a Jack O'Lantern monster (per monster description). The Jack O'Lantern will serve the caster for a number of days equal to his or her level, then becoming free-willed and departs. The free-willed Jack O'Lanterns typically remain in the vicinity of its pumpkin patch (within 1 mile or so) and they tend to congregate into groups over time. If one Jack O'Lantern's candle is extinguished, another will use its turn to re-light it.

In order to cast the spell, the MU must have a pumpkin or gourd of the appropriate size and a special candle costing 100 gp. While the spell's control is active, the Jack O'Lantern will follow the spell caster's directions to the best of its ability, having some intelligence to make decisions for the best course of action to accomplish its goals. Each will have a unique 'face' and may have particular personalities in role-play situations.
Ok, that's really cool! Mind if I post it on my blog?

Re: Monsters I've made

Posted: Sun Jan 06, 2013 7:16 pm
by SmootRK
Of course. Feel free to repost elsewhere. I like the creature for its halloweenish vibe.

Re: Monsters I've made

Posted: Sun Jan 06, 2013 11:39 pm
by Joe the Rat
Just make sure that turnips are noted as a possible vessel. Must respect the historic roots of these things, y'know.

Re: Monsters I've made

Posted: Mon Jan 07, 2013 9:42 am
by SmootRK
Joe the Rat wrote:Just make sure that turnips are noted as a possible vessel. Must respect the historic roots of these things, y'know.
Yes, these make weird-cool jack o'lanterns... as do other odd squash things.

Re: Monsters I've made

Posted: Mon Jan 07, 2013 7:49 pm
by jackel
I take it that these will be in release 4 of the Field Guide? Maybe we should out the new spell in the necromancer supplement.

Re: Monsters I've made

Posted: Mon Jan 07, 2013 8:30 pm
by SmootRK
jackel wrote:I take it that these will be in release 4 of the Field Guide? Maybe we should out the new spell in the necromancer supplement.
I won't likely update the Necromancer (gravemaster, deathmaster) document any time soon... but yes, I will get these monsters into the field guide when I get around to that sort of thing again, likewise for the spell into the Libram Magica.

But, neither I (who wrote necromancer) nor Solomoriah mind if anyone takes it upon themselves to revisit some documents to expand or to fix things. That is how I got started with BFRPG, putting my spin into the Druid Supplement and the Illusionist Supplement. The first release of both were very abbreviated documents... stuff like: use cleric table, different weapons, different spells, etc. I spent the time writing them up as stand-alone classes that did not require all the back and forth referencing. I moved on to other endeavors after that.

Basically, what I am saying is that you should feel free to expand upon ideas, do some of the work around here so to say... as this is an OpenSource sort of minded series of projects. While I like that my name appears on some of these offerings, it was always intended to be shared, expanded/improved, and otherwise passed along for others as well.

But, perhaps inquire about other's documents. Other folks may have a differing sense of 'ownership' of their materials, despite sharing them here where the general concept is 'OPEN'. They just might not like the idea of others changing their creations.

Re: Monsters I've made

Posted: Mon Jan 07, 2013 9:30 pm
by jackel
I helped proof BF2, SO I know That I could do it. I am not crazy about the idea of adding to ours work, as I don't want to muck it up. I would ask before I change anyone's work.

Re: Monsters I've made

Posted: Sun Jan 13, 2013 9:19 pm
by danbuter
This is a monster I came up with based upon a card in Paizo's Harrow Deck.

The Rabbit Prince

Armor Class: 18
Hit Dice: 10**
No. of Attacks: 1 Sword
Damage: 2d6
Movement: 40’
No. Appearing: 1
Save As: Fighter 10
Morale: 10
Treasure Type: Nil
XP: 1,480

The Rabbit Prince is something of a mystery. He appears as a four foot tall, bipedal rabbit dressed in ruined finery, wearing an old crown and wielding a broken sword. He roams the wilderness, occasionally attacking farming villages. He has a deep hatred for predators such as hawks and wolves, as well as for the plow. Basically, anything that kills a lot of rabbits, even unintentionally, can become his target.

The Rabbit Prince will not attack elves or druids unless they attack him first. He will defend rabbits from any attackers he sees (including oxen pulling plows in fields).

He moves at a very rapid pace, and anyone making ranged attacks against him suffers a -2 to hit. He can leap up to 40 feet and attack in the same round. He has supernatural strength, which is reflected in the damage he deals with his weapon.

Once per turn, the Rabbit Prince can thump his foot on the ground rapidly. This is very loud, and anyone within 15 feet attempting to cast a spell must Save vs. Paralysis or lose the spell they are attempting to cast.

The Rabbit Prince is effectively immortal. If killed, he will reincarnate in a random burrow within a few weeks.