Castellia- A Fantasy Setting (Delvers! Doppelgangers! Destrachan!)

Where in all of your character write ups will go.
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Batgirl III
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Re: Castellia- A Fantasy Setting (Fairies! KENDER!!! Diamond Dallas Page's Fave Race!)

Post by Batgirl III » Fri Jun 15, 2018 3:49 pm

I like to use the weirder beasties as one-of-a-kinds or at least very small populations. There won’t be an Owlbear in every wood or civilizations of sixty-five different sapient species. I think it’s a bit more fun if there’s some mystery behind the monsters and ample blank spaces on the map.
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Jabroniville
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Blue Slaad

Post by Jabroniville » Sat Jun 16, 2018 8:46 am

Image

BLUE SLAAD
Role:
The Brutes
PL 7 (94)
STRENGTH
5 STAMINA 7 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE 0

Skills:
Athletics 4 (+9)
Intimidation 6 (+7 Size)
Perception 4 (+2)

Advantages:
All-Out Attack, Close Attack, Fast Grab, Improved Critical (Claws), Power Attack, Startle, Takedown

Powers:
"Amphibious Physiology"
Swimming 2 (2 mph) [2]
Movement 1 (Environmental Adaptation- Aquatic) [2]

Senses 1 (Low-Light Vision) [1]
Regeneration 2 [2]

Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Claws" Strength-Damage +1 (Feats: Split) Linked to Affliction 6 (Fort; Dazed/Stunned/Transformed to Red Slaad) (Extras: Progressive +2) (20) -- [22]
  • AE: "Hold Person" Mind Control 6 (Flaws: Limited to Remaining Still) (18)
  • AE: "Telekinesis" Move Object 7 (14)
"Summon Blue Slaad" Summon 6 (Extras: Heroic +2) (Flaws: Unreliable- 1/day -2, Unreliable- 50% Chance of Success) [6]

Offense:
Unarmed +7 (+5 Damage, DC 20)
Claws +7 (+6 Damage & +6 Affliction, DC 21 & 16)
Hold Person -- (+6 Perception-Ranged Affliction, DC 16)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +7, Fortitude +7, Will +4

Complications:
Responsibility (Solitary)- Slaadi dislike each other greatly.

Total: Abilities: 28 / Skills: 14--7 / Advantages: 7 / Powers: 40 / Defenses: 12 (94)

-Blue Slaadi are the brutes of the Slaadi race- they are among the few that band together. They are typically aggressive and very, very strong; bullies that only value power.

Jab's Notes: Blue Slaadi are given some pretty good art, resembling GIGANTIC brutes, which makes it kinda funny that they don't really do all that much damage.

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Green Slaad

Post by Jabroniville » Sun Jun 17, 2018 10:26 am

Image

GREEN SLAAD
Role:
The Spellcasters
PL 6 (90)
STRENGTH
5 STAMINA 6 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+9)
Intimidation 6 (+7 Size)
Perception 4 (+2)

Advantages:
All-Out Attack, Close Attack, Fast Grab, Improved Critical (Claws), Power Attack, Startle, Takedown

Powers:
"Amphibious Physiology"
Swimming 2 (2 mph) [2]
Movement 1 (Environmental Adaptation- Aquatic) [2]

Senses 1 (Low-Light Vision) [1]
Regeneration 2 [2]

Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Alternate Form" Morph 3 (Humanoids) [15]
"Claws" Strength-Damage +1 (Feats: Split) [2]
"Summon Green Slaad" Summon 6 (Extras: Heroic +2) (Flaws: Unreliable- 1/day -2, Unreliable- 50% Chance of Success) [6]

Offense:
Unarmed +6 (+5 Damage, DC 20)
Claws +6 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +6, Fortitude +6, Will +4

Complications:
Responsibility (Solitary)- Slaadi dislike each other greatly.

Total: Abilities: 30 / Skills: 14--7 / Advantages: 7 / Powers: 35 / Defenses: 11 (90)

-Green Slaad are rare, and occur when a Red Slaad's Egg Implantation or a Blue Slaad's Disease enter a spellcaster. Greens are self-centered, arrogant and conceited, thinking only of themselves and lording it over others. They lust after magical power, transforming into Grey Slaadi if they find it. They possess the spells of the Spellcaster they've replaced, though often at weaker levels for a time, lacking the experience to handle the power they've been given- they are effectively entire new creatures, though they've taken the might of those they've infected.

Jab's Notes: Curiously, these are as big as Red or Blue Slaadi, and are only a little bit smarter. They have rather specific spells in the Monster Manual, but I figured it'd be neater if they shared spells with their victims. This will naturally make them a LOT more expensive.

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Batgirl III
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Re: Castellia- A Fantasy Setting (Fairies! Kender! Skum! Slaad- Red & Blue!)

Post by Batgirl III » Sun Jun 17, 2018 5:05 pm

I like a nice Green Salad, especially with some grilled salmon and... Oh. Slaad. Green Slaad. Gotcha.

The spell-retention bit is a definite improvement. I’ll have to remember that idea if I ever use these guys.
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Re: Castellia- A Fantasy Setting (Fairies! Kender! Skum! Slaad- Red & Blue!)

Post by Jabroniville » Sun Jun 17, 2018 8:54 pm

Batgirl III wrote:
Sun Jun 17, 2018 5:05 pm
I like a nice Green Salad, especially with some grilled salmon and... Oh. Slaad. Green Slaad. Gotcha.

The spell-retention bit is a definite improvement. I’ll have to remember that idea if I ever use these guys.
Thanks :). It also makes it easier than statting out a "generic" character to reflect every other one. I kind of "leave out" the spells for most of these conversions, both for ease of work, and to allow more customization.

And yeah... the "Salad" jokes are pretty much omnipresent with these guys. They shoulda picked a better name.

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Batgirl III
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Re: Castellia- A Fantasy Setting (Fairies! Kender! Skum! Slaad- Red & Blue!)

Post by Batgirl III » Sun Jun 17, 2018 9:10 pm

The slaadi were created by Charles Stross for a series White Dwarf magazine articles which were eventually collected as the TSR book Fiend Folio (1981). Stross has admitted he was running a fever when he created them. :lol:
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Grey Slaad

Post by Jabroniville » Mon Jun 18, 2018 8:37 am

Image

GREY SLAAD
Role:
Elite Spellcasters
PL 8 (124)
STRENGTH
5 STAMINA 7 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+9)
Intimidation 6 (+6)
Perception 4 (+2)

Advantages:
All-Out Attack, Close Attack, Fast Grab, Improved Critical (Magic), Power Attack, Startle, Takedown

Powers:
"Amphibious Physiology"
Swimming 2 (2 mph) [2]
Movement 1 (Environmental Adaptation- Aquatic) [2]

Senses 1 (Low-Light Vision) [1]
Regeneration 2 [2]

"Alternate Form" Morph 3 (Humanoids) [15]
"Claws" Strength-Damage +2 (Feats: Split) [3]

"Summon Red Slaad" Summon 4 (Extras: Heroic +2, Horde, Multiple Minions +2) (Flaws: Unreliable- 1/day -2, Unreliable- 40% Chance of Success) (16) -- [18]
  • AE: "Summon Green Slaad" Summon 6 (Extras: Heroic +2) (Flaws: Unreliable- 1/day -2, Unreliable- 20% Chance of Success -2) (3)
  • AE: "Summon Blue Slaad" Summon 6 (Extras: Heroic +2) (Flaws: Unreliable- 1/day -2, Unreliable- 40% Chance of Success) (6)
Offense:
Unarmed +8 (+5 Damage, DC 20)
Claws +8 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +7, Fortitude +7, Will +6

Complications:
Responsibility (Solitary)- Slaadi dislike each other greatly.

Total: Abilities: 56 / Skills: 14--7 / Advantages: 7 / Powers: 43 / Defenses: 11 (124)

-Grey Slaadi are born of the Green variety, once they've gained true sorcerous might and have aged for around a century. Greys are much smaller than ordinary, resemble humans in size, but they possess a magical nature that can be detected by even laymen unfamiliar with the sort. They will contain the full spell-list of the humanoid whose body they replaced, often with much greater power.

Jab's Notes: An "Elite" Slaad class, they are actually pretty menacing-looking for something that should really appear rather dorky- a toad's head on a humanoid body.

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Death Slaad

Post by Jabroniville » Tue Jun 19, 2018 6:15 am

Image

DEATH SLAAD
Role:
The Spellcasters
PL 8 (150)
STRENGTH
5 STAMINA 6 AGILITY 3
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 4 PRESENCE 4

Skills:
Athletics 4 (+9)
Intimidation 6 (+6)
Perception 4 (+2)

Advantages:
All-Out Attack, Close Attack, Fast Grab, Improved Critical (Magic), Power Attack, Startle, Takedown

Powers:
"Amphibious Physiology"
Swimming 2 (2 mph) [2]
Movement 1 (Environmental Adaptation- Aquatic) [2]

Senses 1 (Low-Light Vision) [1]
Regeneration 2 [2]

"Alternate Form" Morph 3 (Humanoids) [15]
"Telepathy" Communication (Mental) 1 [4]
Comprehend 2 (Speak to & Understand Languages) [4]
"Claws" Strength-Damage +2 (Feats: Split) [3]

"Summon Blue Slaad" Summon 6 (Extras: Heroic +2, Horde, Multiple Minions +2) (Flaws: Unreliable- 1/day -2, Unreliable- 40% Chance of Success) (18) -- [20]
  • AE: "Summon Red Slaad" Summon 4 (Extras: Heroic +2, Horde, Multiple Minions +2) (Flaws: Unreliable- 1/day -2, Unreliable- 40% Chance of Success) (16)
  • AE: "Summon Green Slaad" Summon 6 (Extras: Heroic +2, Horde, Multiple Minions +2) (Flaws: Unreliable- 1/day -2, Unreliable- 20% Chance of Success -2) (18)
Offense:
Unarmed +10 (+5 Damage, DC 20)
Claws +10 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6, Fortitude +6, Will +8

Complications:
Responsibility (Solitary)- Slaadi dislike each other greatly.

Total: Abilities: 72 / Skills: 14--7 / Advantages: 7 / Powers: 53 / Defenses: 11 (150)

-Death Slaadi are created when Greys undergo a mysterious transformation that turns them into killing machines. Though they retain spellcasting power, they often focus more on brutalistic killing. Creatures of pure Chaos, Death Slaadi are often so powerful that other Slaadi are cowed into submission by their mere presence. Like Grey & Green Slaadi, they maintain magical power over the course of their lives, simply adding physical prowess on top of it.

Jab's Notes: An elite, mysterious kind of Slaad, they are CR 13 in the Monster Manual.

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Re: Castellia- A Fantasy Setting (Fairies! Kender! Skum! Slaad- Red & Blue!)

Post by Woodclaw » Tue Jun 19, 2018 7:25 am

Batgirl III wrote:
Sun Jun 17, 2018 9:10 pm
The slaadi were created by Charles Stross for a series White Dwarf magazine articles which were eventually collected as the TSR book Fiend Folio (1981). Stross has admitted he was running a fever when he created them. :lol:
I can totally see that. I understand that TSR wanted something of a counterpart to the Modrones, but the Slaadi = Chaos incarnated never worked for me.
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Shocker Lizard

Post by Jabroniville » Wed Jun 20, 2018 6:34 am

Image

SHOCKER LIZARD
Role:
Super-Powered Tiny Foe
PL 4 (25)- Minion Rank 2, Sidekick Rank 5
STRENGTH
-5 STAMINA -2 AGILITY -2
FIGHTING -2 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 10 (+5)
Close Combat (Stunning Shock) 2 (+4)
Expertise (Survival) 5 (+5)
Perception 5 (+5)

Advantages:
Close Attack 2, Improved Initiative

Powers:
"Animal Senses" Senses 2 (Low-Light Vision & Extended Scent) [2]

"Fun Size" Shrinking 12 (Feats: Innate) (Extras: Permanent +0) -- (6 inches) [25]
(-3 Strength, +6 Defenses, +12 Stealth, -6 Intimidation, -1 Speed)

Senses 3 (Electrical Detection- Ranged, Acute) [3]
"Stunning Shock" Damage 1 (Feats: Reach) Linked to Affliction 4 (Dazed/Stunned) (Feats: Reach) (Flaws: Limited Degree) [4]

Offense:
Unarmed +2 (-5 Damage, DC 10)
Stunning Shock +4 (+1 Damage & +4 Affliction, DC 16 & 14)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness -2, Fortitude +2, Will +0

Complications:
Disabled (Animal)- Lizards cannot speak to humans, nor use their wings & beaks to easily manipulate objects.
Weakness (Small Size)- At their natural size, small Lizards are vulnerable to large creatures- even without good accuracy. Anything of Size Rank -2 or more (human size and up) using a melee attack on a Lizard of this scale effectively strike with Burst Area Damage at their strength rank naturally.

Total: Abilities: -30 / Skills: 22--11 / Advantages: 3 / Powers: 37 / Defenses: 4 (25)

-Shocker Lizards are tiny, long-horned lizards that are named for their high-voltage shocks, making them much more dangerous than a common lizard. They dislike taking on larger creatures, and will at first attempt to dissuade pursuit via a series of rapid-fire clicks. However, if the aggressor persists, the Shocker Lizard will let out a five-foot streak of electricity, strong enough to shock or stun a full-grown man. After this, the creature usually flees. Multiple Lizards in one location can band together to produce truly massive shocks, so adventurers and hunters are to be warned against harrassing groups.

Jab's Notes: Shocker Lizards are a curious bit in the Monster Manual, being too small and low-level (only CR 2) to be a severe threat, but they provide an interesting approach to the "Not everything is a giant Death Monster" nature of the setting's ecology. They are a recent creation compared to most D&D monsters, first appearing in 3rd Edition.

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Re: Castellia- A Fantasy Setting (Kender! Skum! Slaadi! Shocker Lizard!)

Post by L-Space » Wed Jun 20, 2018 7:19 pm

Heh, change the name a bit and the shocker lizard is a very Pokémon-esque creature.
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Re: Castellia- A Fantasy Setting (Kender! Skum! Slaadi! Shocker Lizard!)

Post by Ken » Wed Jun 20, 2018 10:52 pm

L-Space wrote:
Wed Jun 20, 2018 7:19 pm
Heh, change the name a bit and the shocker lizard is a very Pokémon-esque creature.
Throwing a comma, and it becomes two Spider-Man villains.
What kind of crap glass was used in the windows of Wayne Manor (post-Crisis) that an animal with a mass of less than 27 grams (i.e. weighs less than an ounce) could break through it?

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Batgirl III
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Re: Castellia- A Fantasy Setting (Kender! Skum! Slaadi! Shocker Lizard!)

Post by Batgirl III » Wed Jun 20, 2018 11:09 pm

Rock, Paper, Scissors, Spocker Lizard?
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Satyrs

Post by Jabroniville » Fri Jun 22, 2018 3:18 am

Image

SATYR
Role:
Hedonistic Revellers
PL 5 (67)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Athletics 5 (+7)
Deception 3 (+5)
Expertise (Survival) 5 (+5)
Perception 6 (+7)
Stealth 1 (+4)

Advantages:
Equipment (Dagger +1), Uncanny Dodge

Powers:
Senses 1 (Low-Light Vision) [1]

"Pan Pipes" (Flaws: Easily Removable) (Feats: Restricted to Satyrs) [7]
Sleep 4 (Extras: Area- Hearing Perception) (Flaws: Limited to 1 Per Day Per Target, Limited to Revelry) (8) -- (9 points)
  • AE: "Charm Person" Affliction 4 (Will; Entranced/Compelled/Controlled) (Extras: Area- Hearing Perception) (Flaws: Limited to 1 Per Day Per Target, Limited to Revelry) (2)
Offense:
Unarmed +6 (+2 Damage, DC 17)
Dagger +6 (+3 Damage, DC 18)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +5, Will +3

Complications: 
Addiction (Alcohol & Revelry)- Satyrs are infamous for their love of drink, dance and fornication. 

Total: Abilities: 38 / Skills: 20--10 / Advantages: 2 / Powers: 8 / Defenses: 9 (67)

-Satyrs are often mistaken for Beast-Kin, but are actually creatures hailing from the Elemental Plane of Chaos. It's believed that they are descended from humans and/or goat-like Beast-Kin who were sent to that Plane thousansd of years ago, and have been permanently warped by the experience. They posess the horns (some twisting; others rather straight) and lower bodies of goats, but are otherwise manlike, aside from the occasional case of pointed ears. This makes them among the few bipedal creatures with digitigrade legs. This seemingly ungainly trait belies the creatures' athleticism and they are known to be quite quick and spry, despite being rather ungainly at slow speeds.

-Satyrs are not generally known to be dangerous, but are infamous for their love of dance and revelry. Many cast magical spells with their trademark pan pipes or flutes, attempt to seduce women, or simply get annihilated on good liquor. Or cheap liquor, even. Most people familiar with Satyrs try to keep them contained (or at least away from available women) or ply them with booze, as their revelry often grows troublesome and destructive. 

-Many Satyrs actually keep their homes in Castellia, taking refuge in forest glades, where they become friendly with creatures like Wood Elves, Wild Centaurs, and Dryads. Even these beings tend to keep troublesome Satyrs at an arm's length, however. 

-Scholars have a great deal of trouble locating females of their species- it was once assumed that they impregnated all other species in order to produce new Satyrs, but this turned out to be incorrect. Female Satyrs are rare and thus highly-prized, but tend to marry only one male Satyr, making the others jealous and seek attention elsewhere.

Jab's Notes: Bleh. No real interest in these. I was gonna make them "Extraplanar" beings exclusively, but little pockets of them can fit in as "Forest Revelry" types. They are, of course, creatures of Greek Mythology, treated as an exclusively-male race of horn-dogs, of which the immortal Pan was the most famous and notable. Generally, they were the subject of bawdy tales, with art depicting them touching stuff with their dicks (like one dude balancing a wine glass on his stiffy) or trying to rape Nymphs, because Greeks found that shit HILARIOUS.
Last edited by Jabroniville on Wed Jun 27, 2018 8:52 am, edited 1 time in total.

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Spider Eater

Post by Jabroniville » Mon Jun 25, 2018 12:06 am

Image

SPIDER EATER
Role:
Horde Monster, Mass-Stinger
PL 7 (100)- Minion Rank 7, Sidekick Rank 20
Normal Version:
PL 4-5
STRENGTH 6 STAMINA 5 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -5

Skills:
Close Combat (Sting) 2 (+6)
Expertise (Survival) 6 (+3)
Expertise (Building) 8 (+4)
Intimidation 12 (+8 Size)
Perception 4 (+4)

Advantages: 
Fast Grab, Improved Critical (Stinger), Improved Hold, Set-Up, Teamwork

Powers:
"Insect Physiology"
"Insect Senses" Senses 5 (Acute & Extended Scent, Ultra-Vision, Radius Sight 2) [5]
"Chitinous Exoskeleton" Protection 3 [3]
Movement 2 (Wall-Crawling 2) [4]
Flight 5 (60 mph) (Flaws: Winged) [5]
Communication 2 (Olfactory) (Extras: Area) (Flaws: Limited to Species) [8]
Extra Limbs 2 [2]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Reach 1 [1]

"Hornet's Sting" Affliction 6 (Fort; Impaired/Disabled/Paralyzed) (Extras: Cumulative, Progressive +2) Linked to Strength-Damage +2 (Extras: Penetrating 6) [32]

Offense:
Unarmed +4 (+6 Damage, DC 21)
Sting +8 (+8 Damage & +6 Affliction, DC 23 & 16)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +8, Fortitude +7, Will +0

Complications: 
Disabled (Animal)- Hornets cannot speak to humans, nor use their legs to easily manipulate objects.
Responsibility (Hornet)- The Nest is everything. Obey the queen, even at the cost of your own life. Your life is meaningless. Work until death.

Total: Abilities: 8 / Skills: 32--16 / Advantages: 5 / Powers: 65 / Defenses: 6 (100)

-Spider Eaters are another name for Giant Hornets, who are occasionally seen in certain areas of Castellia. Notoriously foul-tempered, they have a reputation for lashing out at anything that moves, but they are quite tame-able to those who slaterh themselves in the thick substances created by their hives. The brave souls who ride these beasts are not quite as fast as those who train Giant Eagles, but the shorter aging rate (a grub becomes an adult within only three months) and more controlled flight of these creatures makes up for some of the difference.

Jab's Notes: These things are shockingly similar to Giant Hornets, which I've already build, so I'm leaving it like this.

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