Castellia- A Fantasy Setting (Sudowoodo! Sunflora! Donphan!)

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Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Aquatic Creatures

Post by Jabroniville »

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STANDARD AQUATIC CREATURE
Role:
Mooks
Group Affiliations: Respective Races
PL 4 (53)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 3 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 2 (+4)
Athletics 4 (+5)
Athletics 2 (+7) -- (Flaws: Limited to Underwater)
Close Combat (Unarmed) 2 (+5)
Expertise (Undersea Soldier) 5 (+5)
Intimidation 2 (+2)
Perception 4 (+4)
Stealth 2 (+4)

Advantages:
Equipment 2 (Weapon & Armour), Improved Critical (Trident), Ranged Attack 3, Teamwork

Equipment:
"Barnaclemail Armour" Protection 1 (1)
"Thrown Trident" Strength-Damage +2 (Extras: Ranged 3) (5) -- (6)
AE: "Trident" Strength-Damage +3 (Feats: Reach) (4)

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]

"Aquatic Creatures"
Swimming 4 (8 mph) [4]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 3 (Drowning, Cold, Pressure) [3]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Trident +3 (+4 Damage, DC 19)
Thrown Trident +3 (+3 Ranged Damage, DC 18)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +4 (DC 14), Toughness +2 (+3 Armour), Fortitude +5, Will +1

Complications:
Responsibility (The Seas)- Underwater creatures have a responsibility to protect their portion of the sea from invaders and usurpers.
Weakness (Dry Land)- Aquatic creatures will soon die if left out of the water for too long- some will immediately start to suffocate without water to pass through their gills, where others may merely dehydrate.

Total: Abilities: 16 / Skills: 22--11 / Advantages: 7 / Powers: 11 / Defenses: 8 (53)

Jab's Notes: This is the baseline for all the Aquatic creatures- a handy, PL 4 Soldier-type.

Assorted Aquatic Templates:
Unchanged (use base stats):

Mermen- PL 4 (53)
-Mermen (especially the Mermaids) are the most-common Aquatic creature in the high seas, and are looked at as good or bad omens depending on the culture, and the Mermen in question. The women are almost always reputed to be beautiful, but some are said to lure Humanoid sailors to their dooms on sharp embankments of rocks, or drown men who come to swim with them. Mermaid Tails are extremely unique to the family groups, and some have massively long tail fins, or even have extra fins (like those of an Oarfish).

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Aquan- PL 4 (53)
Jab's Notes: Two-legged Aquatic people, sorta like Poseidon's son Triton, of Greek Myth fame. More or less "the other Aquatic race" with nothing much separating them from the Mermen- this is mainly just for variety. They can also easily take the place of "Aquatic Elves", one of those weird, semi-redundant D&D races that are Elven in nature.


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Locathah- PL 4 (53)
Jab's Notes: Silly-looking fish-headed guys- they always look like they should be insanely evil, but D&D always has them as "neutral". I would generally be terrified of their sharp-toothed maws, but hey- it's a good lesson about appearances. I can't imagine using much of them, though, unless I changed the fluff to make them totally evil.

Altered Stats:
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Kuo-Tua- PL 4 (71)
-Powers: Senses 4 (Counters Concealment- Invisibility, Detect Astral Forms, Low-Light Vision), "Slippery Skin" Immunity 5 (Ensnarement Effects), Immunity 8 (Poison, Paralysis Effects, Mind Control 5), Leaping [18]
-Equipment: "Adhesive Shield" Enhanced Dodge & Parry +1, Advantages 2: Weapon Bind & Improved Disarm (4 points) [1]
-Dodge -1 [-1]
-Weakness (Visual Dazzles)- Kuo-Tua are vulnerable to bright lights. Even daylight will blind them for one round if they are exposed to it suddenly, and they will be Impaired on all stats for the duration.
-Kuo-Tua are a strange, frog-like race that worships strange Aquatic Gods, or even various undersea Abominations. Their amphibious nature makes them a threat on land AND in the water, and thus they are greatly feared in some parts of the world. They take place mostly in the Southlands, and control a good stretch of rainforest and swampland in that region, where they threaten the southern coasts of Castellia, shipping lanes, and other things. Many demand tribute from passing ships, earning them the ire of sailors and merchants. Several Kuo-Tua are beholden to mighty Dragons of land and water.

Jab's Notes: Pricey little buggers thanks to all those weird D&D-ish things they get. I never cared for them, as they lacked many of the cool fluff bonuses other races got, and have few cool powers. They also worship a God with the ridiculous name "Blipdoolpoolp". I mean, how do you take them seriously?

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Pirhanoids- PL 4 (55)
-Powers: "Bite" Strength-Damage +2 [2]
-Pirhanoids are vicious predators that inhabit the Western Isles, and rarely interact with the other races as much. Famous for their frenzied eating habits, they are nonetheless capable of conversation and trade with other peoples- they just have a problem when blood gets in the water.

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Sahuagin- PL 4 (57)
-Powers: "Speak With Sharks" Communication (Mental) 1 (Flaws: Limited to Sharks), "Underwater Sense" Senses 4 (Detect Life- Acute, Accurate & Ranged) (Flaws: Limited to Underwater & Requires Nervous Systems beyond 15 feet) [4]
-Drawback (Blood Frenzy)- Once Frenzied, a Sahuagin cannot voluntarily end it's frenzy.
-Weakness (Visual Dazzles)- Sahuagin are vulnerable to bright lights. Even daylight will blind them for one round if they are exposed to it suddenly, and they will be Impaired on all stats for the duration.
-Weakness (Freshwater)- Sahuagin must leave Freshwater if they fail a DC 15 Fort Check. If they fail, they are -4 to all attacks, saves & checks. They must re-take the test every 10 minutes.
-Sahuagin are frequently seen with Sharks- these Reptilian undersea creatures have a magical affinity for them, and may in fact be created by the Shark Spirits (related to the surface world's Animal Spirits). They are feared raiders, but tend to be less organized than the other races, gathering in small tribes.
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Ken
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Re: Aquatic Creatures

Post by Ken »

Jabroniville wrote: Thu Sep 07, 2017 7:50 pm The women (Mermaids) are almost always reputed to be beautiful, but some are said to lure Humanoid sailors to their dooms... Mermaid Tails are extremely unique to the family groups, and some have massively long tail fins, or even have extra fins (like those of an Oarfish).
Did you mean "oarfish", or did you mean a "whore-fish" with a Cockney accent?
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Jabroniville
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Cephaloids

Post by Jabroniville »

ImageImage
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CEPHALOID
Role:
Mooks
Group Affiliations: Cephaloid Tribes
PL 4 (76)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 3 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 2 (+4)
Athletics 4 (+5)
Athletics 2 (+7) -- (Flaws: Limited to Underwater)
Close Combat (Unarmed) 2 (+5)
Expertise (Undersea Soldier) 5 (+5)
Intimidation 2 (+2)
Perception 4 (+4)
Stealth 2 (+4)

Advantages:
Equipment 2 (Weapon & Armour), Fast Grab, Improved Critical (Trident), Improved Grab, Improved Hold, Ranged Attack 3, Teamwork

Equipment:
"Barnaclemail Armour" Protection 1 (1)
"Thrown Trident" Strength-Damage +2 (Extras: Ranged 3) (5) -- (6)
  • AE: "Trident" Strength-Damage +3 (Feats: Reach) (4)
Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]

"Aquatic Creatures"
Swimming 4 (8 mph) [4]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 3 (Drowning, Cold, Pressure) [3]

"Cephalopod Lower Body"
"Eight Arms" Extra Limbs 6 [6]
"Ink Jet" Concealment (Visuals) 2 (Extras: Area- Cloud, Attack) [8]
"Jet" Swimming 2 (32 mph) (Flaws: Limited to Short Bursts) [1]
Unarmed Reach 1 [1]
Movement 1 (Slithering) [2]
Features 2: Eject & Autonomously Move Limbs, Regrow Lost Limbs [2]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Trident +3 (+4 Damage, DC 19)
Thrown Trident +3 (+3 Ranged Damage, DC 18)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +4 (DC 14), Toughness +2 (+3 Armour), Fortitude +5, Will +1

Complications:
Responsibility (The Seas)- Underwater creatures have a responsibility to protect their portion of the sea from invaders and usurpers.
Weakness (Dry Land)- Cephaloids will soon die if left out of the water for too long- they will start to dehydrate.

Total: Abilities: 16 / Skills: 22--11 / Advantages: 10 / Powers: 31 / Defenses: 8 (76)

-The Cephaloids are an "underclass" of sorts, often sharing territory with Aquans or Mermen. More versatile than their comrades, but smaller in number, they are generally easily-subjugated should it come to it, but are most often simply seen as a minority within the ranks of other creatures' lands. This often leads to lower riches, a greater likelihood of slavery, and general bitterness, but there remains an uneasy truce for most.

Jab's Notes: These guys are here just because I've seen many a fan-pic of Ursula from "The Little Mermaid" done up as a hot chick, and I figured it'd be a cool "extra" Undersea race. I threw in some stuff as a "Racial Minority" subplot that's always an effective plot hook. Even if you want to do the cliched "oh nobody likes me because of the colour of my tentacles!" want-to-belong story, you can always have the Bitter Slave, the Ethnic Gang (like the Jewish, Irish & Sicilian Mobs of the early 20th Century America), or The Racial Supremacist who wants to wipe out the "majority" population and bring his own people to prominence. The history of the world is replete with examples of just that kind of thing happening.
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Scots Dragon
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Re: Castellia- A Fantasy Setting (Wights! Mimic! Aquatic Races! Cephaloids!)

Post by Scots Dragon »

There's actually a popular mythic/fantasy name for them; cecaelia, which I think derives from certain bits of Native American mythology.
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Jabroniville
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Re: Castellia- A Fantasy Setting (Wights! Mimic! Aquatic Races! Cephaloids!)

Post by Jabroniville »

I didn't know there was an official name- it sounds too much like caecilian, the limbless Amphibian species.
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Cetaceal

Post by Jabroniville »

Image

... Hotter than mermaids, actually.

CETACEAL
Role:
Large Aquatic Creature
PL 6 (92)
STRENGTH
4 STAMINA 6 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 2 (+6)
Athletics 4 (+8)
Close Combat (Unarmed) 2 (+7)
Expertise (Undersea Soldier) 5 (+6)
Insight 3 (+4)
Intimidation 2 (+4, +5 Size)
Perception 5 (+6)
Persuasion 2 (+4)
Stealth 1 (+4, +2 Size)

Advantages:
Animal Empathy, Equipment 2, Fast Grab, Great Endurance, Improved Critical (Trident), Ranged Attack 4, Teamwork

Powers:
"Echolocation & Vision" Senses 6 (Extended, Ultra & Accurate Hearing, Extended & Low-Light Vision) [6]
"Speak With Animals" Comprehend (Animals) 2 [4]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Aquatic Creatures"
Swimming 6 (30 mph) [6]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 3 (Drowning, Pressure, Cold) [3]

Equipment:
"Thrown Trident" Strength-Damage +2 (Extras: Ranged 3) (5) -- (6)
  • AE: "Trident" Strength-Damage +3 (Feats: Reach) (4)
Offense:
Unarmed +7 (+4 Damage, DC 19)
Trident +5 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +6, Fortitude +7, Will +4

Complications:
Weakness (Dry Land)- Cetaceals will soon die if left out of the water for too long- they will become dehydrated.

Total: Abilities: 34 / Skills: 26--13 / Advantages: 11 / Powers: 26 / Defenses: 8 (92)

-Cetaceals are among the most powerful sentient beings in the Oceans. They are much larger than common Mermen, resembling odd-coloured human beings with the lower halves of Dolphins, Orcas, Beluga or Pilot Whales. Their bodies are considered to be beautifully decorated, and they would be a much more powerful force in oceanic politics were they more populous- there are several known tribes, but most of them keep to themselves, and do not number far in excess of 100 indididuals. They are more widespread and secretive than most other Aquatic creatures, and tend to vary greatly in culture by virtue of being so far apart from other tribes. Some tribes appear to be shockingly evil- killing prey without eating them, and torturing living creatures for practice. Others are the epitome of good, and will aid shipwrecked sailors, asking for nothing in return.

Jab's Notes: This is all based off of a Pathfinder creature I saw called a Cetaceal Agathon- it's more of a rare, high-level Divine Creature, but I realized that it's "Orca/Human Hybrid" appearance was PERFECT for a unique Mer-people species. I figured they'd overpower the other races if there were more of them, so I placed them into Orca-like Pods rather than giant cities like the others- they're still more powerful than anyone else.
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Agathon

Post by Jabroniville »

Image

CETACEAL (Agathon)
Role:
Divine Protector
PL 14 (397)
STRENGTH
7 STAMINA 7 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 4 PRESENCE 3

Skills:
Close Combat (Spear) 1 (+13)
Expertise (Magic) 20 (+22)
Expertise (Nature) 17 (+19)
Expertise (The Planes) 20 (+22)
Insight 20 (+24)
Perception 24 (+28)
Persuasion 9 (+12)
Stealth 20 (+24)
Treatment 19 (+21)

Advantages:
Animal Empathy, Close Combat 4, Improved Initiative

Powers:
"Blindsight" Senses 2 (Counters Concealment) [2]
Senses 2 (Darkvision) [2]

Immunity 24 (Drowning, Pressure, Cold & Electrical Effects, Petrification) [24]
Swimming 6 (30 mph) [6]
Protection 8 [8]
Movement 1 (Slithering) [2]

"Spell-Like Abilities"
"Speak With Animals" Comprehend (Animals) 2 [4]
"Summon Monster VIII- Water Elementals" Summon 5 (Extras: Active, Heroic, Horde, Multiple Minions +4) (Flaws: Limited to Once Per Day -2) (35) -- [37]
  • AE: "Summon Monster VIII- Water Elemental" Summon 10 (Extras: Active, Heroic) (Flaws: Limited to Once Per Day -2) (20)
  • AE: "Summon Monster VIII- Water Elementals" Summon 6 (Extras: Active, Heroic, Horde, Multiple Minions +2) (Flaws: Limited to Once Per Day -2) (30)
"Cure Critical Wounds" Healing 12 (Feats: Stabilize) (Extras: Ranged, Restorative) (Flaws: 3/day) (37) -- [49]
  • AE: "Detect Thoughts" Mind-Reading 5 (10)
  • AE: "Lightning Bolt" Damage 6 (Extras: 120ft. Line +3) (24)
  • AE: "Hold Monster" Affliction 7 (Will; Dazed/Stunned/Incapacitated) (Extras: Perception Range +2) (21)
  • AE: "Message" Communication (Sound) 1 (Quirks: Must Actually Whisper Words) (3)
  • AE: "Greater Teleport" Teleport 8 (Extras: Extended) (24)
  • AE: "Break Enchantment" Nullify Magical Effects 10 (Extras: Broad, Ranged) (Flaws: Limited to Enchantments on Others) (Quirks: 7/day) (19)
  • AE: "Cure Serious Wounds" Healing 10 (Feats: Stabilize) (Extras: Ranged) (Quirks: 7/day) (30)
  • AE: "Neutralize Poison" Healing 10 (Extras: Ranged, Restorative) (Flaws: Limited to Poisons) (Quirks: 7/day) (29)
  • AE: "Remove Disease" Healing 10 (Feats: Persistent) (Extras: Ranged, Restorative) (Flaws: Limited to Diseases) (Quirks: 7/day) (30)
  • AE: "Cone of Cold" Damage 8 (Extras: Area- 60ft. Cone) (Flaws: 3/day) (8)
  • AE: "Shockwave" Damage 11 (Feats: Variable- Cold & Electricity, Half Each) (Extras: Area- 90ft. Burst +2.5) (Flaws: Limited to 1/day -2) (17.5)
  • AE: "Push" Affliction 10 (Dazed/Stunned) (Flaws: Limited Degree, Instant Recovery) (2.5)
"Protective Aura" All Powers Linked
Enhanced Dodge & Parry 4 (Extras: Affects Others, Area- 30ft. Burst, Reaction +3) [40]
"Circle Against Evil" Affliction 12 (Entranced/Compelled/Controlled) (Extras: Area- 15ft. Burst +1/2, Continuous +3) (Flaws: Limited to "Do Not Enter/Leave Here", Stationary Sphere) [20]
"Lesser Globe of Invulnerability" Immunity 20 (Magical Effects) (Extras: Affects Others, Area- 15ft. Burst +1/2) (Flaws: Stationary Sphere) [30]

"Shocking Burst Shortspear" (Flaws: Easily Removable) [3]
Strength-Damage +3 (3) (Feats: Variable- Electrical) (4 points)

Offense:
Unarmed +12 (+7 Damage, DC 22)
Shortspear +13 (+10 Damage, DC 25)
Lightning Bolt +6 Area (+6 Damage, DC 21)
Hold Monster +7 Perception (+7 Perception Affliction, DC 17)
Cold Cone +8 Area (+8 Damage, DC 23)
Shockwave +11 Area (+11 Damage, DC 26)
Push +12 (+10 Affliction, DC 20)
Circle +12 Area (+12 Affliction, DC 22)
Initiative +8

Defenses:
Dodge +8 (+12 Aura, DC 22), Parry +8 (+12 Aura, DC 22), Toughness +15, Fortitude +17, Will +9

Complications:
Motivation (Justice)
Power Loss (Aura)- The Protective Aura only works against attacks from evil creatures.

Total: Abilities: 70 / Skills: 150--75 / Advantages: 6 / Powers: 227 / Defenses: 19 (397)

Jab's Notes: Here's the Pathfinder creature- translated into M&M stats. Special thanks go out to our own Prodigy Duck, who helped talk me through certain aspects of translating stats from one system to another (mainly how Attack & Defense would come out). And yup, it's kinda fun to stat up a creature with about 50 different powers, many of which are rather unknown to M&M (especially that Protective Aura)! Challenging and time-consuming, though- especially when you don't inherently know what all the spells do, and have to go look them up online (how is that LEGAL, anyways? There's 50-page chunks of the books for free, online!). All the varied powers definitely add up in price, too- creating a near-400 points creature that rivals someone like GALACTUS on points more than anything. That's about right, given what Prodigy's own "High CR" creatures add up to (Balors, other demons, Dragons, etc.). This is really only here for completion's sake- I wouldn't have one of these guys so powerful, nor would I have so many powers and random abilities.
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Devil Mantas

Post by Jabroniville »

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IXITCHATIL:
Creature Type: Beast-Kin, Demonic, Aquatic
Typical Adult Width & Length: 12-25'
Birth Rate: 1-20 Eggs every three years
Lifespan: 0-7 (Pup), 8-20 (Juvenile), 21-100 (Adult), 101-200 (Elder)
Nicknames: Depends on the Race, Animal-Kin
Sexual Dimorphism: Usually smaller, occasionally mammaries
Skin Tones: Any colouring possible
Hair: Any colour possible
Racial Mounts: Dolphins, Sharks, Swordfish, Cephalopods,
Racial Weapons: Spears, Tridents, Javelins, Nets
Religion: The Animal Spirits

Allies: Other Aquatic Creatures

Encounter Groups:
Solo (1)
Group (2-5 plus 0-2 Elites, 0-10 Animals, 0-15 Slaves)
Bands (5-10 plus 0-5 Elites, 0-20 Animals, 0-20 Slaves, 0-1 Monster)
Tribe (10-30, plus 3-10 Elites, 0-50 Animals, 5-60 Slaves, 0-3 Monsters)

PL Variants:
PL 0-4: Weaker Specimens
PL 5-6: Juveniles
PL 7: Adults
PL 8+: Elites, Important Characters

-Few creatures of the Undersea world are more feared than the Devil Rays (the colloquial term for the Ixitchatils)- resembling Manta Rays in form, they have evil expressions and an intelligence that matches any sentient. Despite lacking proper limbs for manipulating objects, many of them practise magic, or enslave other creatures to do their bidding. Carrying the lineage of Demonic creatures, the Devil Rays have horrific, unnatural Poison, and are among the most basically-evil of all races thanks to a demonic heritage. Their physical prowess is incredible as well- they combine the most fearsome attributes of the Manta, the Shark, and the Snake.

Jab's Notes: Effectively the "Big Bad" race of my setting's "Undersea" world, these guys are like the D&D race, but are bigger so they aren't these miniature little ray things- they look like what a Manta Ray was once THOUGHT to be- a menacing race of predators. I love both Manta Rays, and the idea of a sentient race of evil animals out there, and so I merged the two- Mantas aren't physically dominant enough to be used as standard "Sidekicks" unless you play with them a bit.

DEVIL MANTA (Juvenile)
Role:
Aquatic Creature
PL 5 (64)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 3 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE -1

Skills:
Athletics 6 (+8) -- Flaws: Limited to Underwater
Close Combat (Bite) 2 (+6)
Expertise (Slavers) 3 (+5)
Insight 3 (+5)
Intimidation 7 (+6)
Perception 4 (+6)
Stealth 5 (+8)

Advantages:
Evasion, Fast Grab, Improved Critical (Bite), Improved Initiative, Seize Initiative, Startle

Powers:
"Oceanic Creatures"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 5 (16 mph) [5]
Immunity 3 (Drowning, Pressure, Cold) [3]
"Echolocation" Senses 4 (Extended, Ultra & Accurate Hearing) [4]
"Devil's Bite" Strength-Damage +2 Linked to Weaken Strength 4 (Extras: Progressive +2) [14]

Offense:
Unarmed +4 (+3 Damage, DC 18)
Bite +5 (+5 Damage & +4 Weaken, DC 21 & 14)
Initiative +7

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +4, Fortitude +6, Will +4

Complications:
Weakness (Aquatic)- Devil Mantas are highly-specialized and aquatic, and cannot survive for long outside of water. They cannot move on land whatsoever.
Involuntary Transformation (Stone Form- Dry Land)- Devil Mantas will soon transform to stone if left out of the water for too long.

Total: Abilities: 30 / Skills: 10--5 / Advantages: 5 / Powers: 28 / Defenses: 6 (64)

Image

DEVIL MANTA (Adult)
Role:
Aquatic Creature
PL 7 (85)
STRENGTH
6 STAMINA 8 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE -1

Skills:
Athletics 6 (+8) -- Flaws: Limited to Underwater
Close Combat (Bite) 2 (+6)
Expertise (Slavers) 5 (+7)
Insight 4 (+7)
Intimidation 7 (+6)
Perception 6 (+9)
Stealth 9 (+11, +6 Size)

Advantages:
Evasion, Fast Grab, Improved Critical (Bite), Improved Initiative, Seize Initiative, Startle

Powers:
"Oceanic Creatures"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 5 (16 mph) [5]
Immunity 3 (Drowning, Pressure, Cold) [3]
"Echolocation" Senses 4 (Extended, Ultra & Accurate Hearing) [4]
"Devil's Bite" Strength-Damage +2 Linked to Weaken Strength 6 (Extras: Progressive +2) [20]

"Natural Size" Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [11]

Offense:
Unarmed +4 (+6 Damage, DC 21)
Bite +6 (+8 Damage & +4 Weaken, DC 23 & 14)
Initiative +6

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +9, Will +7

Complications:
Weakness (Aquatic)- Devil Mantas are highly-specialized and aquatic, and cannot survive for long outside of water. They cannot move on land whatsoever.
Weakness (Dry Land)- Devil Mantas will soon die if left out of the water for too long- they will start to dehydrate.
Involuntary Transformation (Stone Form- Dry Land)- Devil Mantas will soon transform to stone if left out of the water for too long.

Total: Abilities: 5 / Skills: 18--9 / Advantages: 5 / Powers: 45 / Defenses: 21 (85)
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Ocean Giants

Post by Jabroniville »

Image

The creatures appear like common Mermaids and Mermen at first, but closer inspection reveals a 30-foot-long race of Giants, with human torsos attached to the bodies of great Whales.

OCEAN GIANT
Creature Type: Monstrous Humanoid, Giant, Aquatic
Typical Adult Height: 20'-30'
Birth Rate: 1-2 infants once every two years
Lifespan: 0-19 (Child), 20-29 (Young Adult), 30-55 (Adult), 56-120 (Elder)
Nicknames: Water Giant
Sexual Dimorphism: Mammaries & size, more delicate features.
Skin Tones: Brown (light to dark), pink, grey
Hair: White, blue, green, yellow, black, brown
Racial Mounts & Animals: Sharks (Thresher to Megalodon)
Racial Weapons: Large swords, tridents, nets
Religion: The Gods of Oceans, Rivers (with many lesser River Spirits under his command), Lakes, Fish, Waves

Allies: Mermen, Tritons

Encounter Groups:
Solo (1)
Gang (2-5)
Band (5-10 plus 0-2 Elites, 0-15 Sharks, 0-10 Allies, 0-1 Monster)
Tribe (10-30 plus 2-10 Elites, 2-40 Sharks, 0-40 Allies, 0-4 Monsters)

PL Variants:
PL 7-8: Weaker Specimens
PL 9-10: Common Ocean Giant
PL 11: Elites
PL 12+: Important Characters

-Ocean Giants are the least-understood Giants, owing to their undersea existence. However, they are rare and legendary even there, as they gather in small tribes, and frequently move about (their eating habits and size rarely allow for permanent habitation). They are so powerful that they rarely come under attack by other creatures, but evil Ocean Giants do exist.

Jab's Notes: I liked the look of these guys in the 3rd Edition Monster Manual 2- Wayne Reynolds did some kick-ass art (no wonder Pathfinder hired him and made him their "baseline" guy immediately).

OCEAN GIANT
Role:
Oceanic Humanoid
PL 9 (97)
STRENGTH
9 STAMINA 9 AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 1 (+10)
Close Combat (Unarmed) 2 (+8)
Expertise (Oceanic Survivor) 4 (+6)
Insight 2 (+4)
Intimidation 4 (+6, +10 Size)
Perception 3 (+5)
Ranged Combat (Trident) 2 (+8)
Stealth 10 (+2 Size)

Advantages:
Equipment 2, Improved Critical (Chosen Weapon), Ranged Attack 6, Takedown, Withstand Damage

Powers:
"Giant Size" Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (24 feet) (Feats: Innate) (Extras: Permanent +0) [17]
"Giant's Reach" Strength-Damage +1 [1]
Protection 1 [1]

"Oceanic Creatures"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 4 (8 mph) [4]
Immunity 3 (Drowning, Pressure, Cold) [3]

Equipment:
"Thrown Trident" Strength-Damage +0 (Extras: Ranged 9) (9) -- (10)
  • AE: "Large Sword or Trident" Strength-Damage +2 (Feats: Improved Critical, Penetrating 4) (7)
Offense:
Unarmed +8 (+10 Damage, DC 25)
Sword +6 (+12 Damage, DC 27)
Thrown Trident +8 (+9 Ranged Damage, DC 24)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +8 (DC 18), Toughness +10, Fortitude +12, Will +5

Complications:
None

Total: Abilities: 24 / Skills: 26--13 / Advantages: 11 / Powers: 28 / Defenses: 21 (97)
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Staryu

Post by Jabroniville »

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STARYU
Role:
Silicate Starfish Thingie
PL 6 (107)- Minion Rank 8, Sidekick Rank 22
Normal Version:
PL 4-5
STRENGTH 1 STAMINA 3 AGILITY 5
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -4

Skills:
Acrobatics 3 (+8)
Athletics 5 (+6)
Close Combat (Unarmed) 2 (+7)
Expertise (Survival) 4 (+4)
Perception 4 (+4)
Ranged Combat (Water Attacks) 4 (+6)
Stealth 0 (+5, +9 Size)

Advantages:
Defensive Attack, Evasion 2, Improved Critical (Water Attacks), Improved Defense, Ranged Attack 2

Powers:
Senses 2 (Darkvision) [2]
"Spinning Flight" Flight 4 (30 mph) (8) -- [9]
AE: Swimming 7 (60 mph) (7)

"Water-Type Creature"
Immunity 20 (Fire & Ice Effects) (Flaws: Limited to Half-Effect) [10]
Immunity 10 (Water Effects) [10]

"Natural Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Dodge/Parry, +4 Stealth, -2 Intimidation)

Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 2 (Drowning, Pressure) [2]

"Water Pulse" Blast 6 Linked to Affliction 6 (Will; Dazed/Stunned/Paralyzed) (Extras: Ranged) (Flaws: Unreliable) (18) -- [23]
  • AE: "Water Gun" Blast 6 (Feats: Split) (13)
  • AE: "Power Spray" Damage 6 (Extras: Area- 60ft. Cone) Linked to Affliction 6 (Strength; Hindered/Prone) (Extras: Area- 60ft. Cone) (Flaws: Limited Degree, Instant Recovery) (15)
  • AE: "Haze" Nullify 6 (Status Affects) (Extras: Area- 30ft. Burst, Simultaneous, Broad) (Flaws: Touch Range) (18)
  • AE: "Surf" Damage 6 (Extras: Area- 30ft. Burst) (12)
  • AE: "Body Slam" Strength-Damage +2 (2)
Offense:
Unarmed +7 (+1 Damage, DC 16)
Body Slam +7 (+3 Damage, DC 18)
Water Pulse +6 (+6 Ranged Damage & Affliction, DC 21 & 16)
Water Gun +6 (+6 Ranged Damage, DC 21)
Surf +6 Area (+6 Damage, DC 21)
Power Spray +6 Area (+6 Damage & Affliction, DC 21 & 16)
Initiative +5

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3, Fortitude +4, Will +3

Complications:
Disabled (Animal)- Staryu cannot speak to humans, nor use their limbs to easily manipulate objects.
Vulnerable (Grass & Electrical Effects)- Staryu's creature type leaves it highely-vulnerable to certain types of attack.

Total: Total: Abilities: 14 / Skills: 22--11 / Advantages: 7 / Powers: 67 / Defenses: 8 (107)

Era: Fantasy Realms
Range: Large Lakes & Oceans
Colouring: Purple, blue, red, yellow
Size: Up to 4 feet long (20-80 lbs.)
Encounter Groups: Solitary or clusters (2-18).
Diet: Small shellfish, kelp, shrimp.
Tactics: Agile, dodging attacks, alternating between moves.

-Staryu are an odd form of crustacean, appearing like a large, dog-sized Starfish, yet featuring many Water-based Magical Attacks, and a strong, silicate-based shell that renders them stiff as a rock. Lightning quick, they can swim very quickly, and even fly by spinning through the air. Starting out very small, they spend a few years growing in small, warm pools of water. Their early four limbs soon grow into five (the true Starfish shape), gaining further limbs with age, until they are finally eight-limbed creatures.

Jab's Notes: I figured I'd throw in a lower-tier Water Creature, based off of some of the more unique early Pokémon. Staryu & Starmie appeared to have no personality, and were just Misty's starter Pokémon in the show. They kinda spun around, made little "ha!" noises, and shot little streams of water. I don't think they ever did lots of damage to anything, really, but I kinda liked them. Very few Pokémon resemble their little starfish shapes.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Scyther

Post by Jabroniville »

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SCYTHER
Role:
Most Ass-Kicking Bug Ever
PL 7 (103)- Minion Rank 7, Sidekick Rank 21
Normal Version:
PL 5-6
STRENGTH 2 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -3

Skills:
Athletics 7 (+8)
Expertise (Survival) 5 (+7)
Intimidation 10 (+7)
Perception 5 (+7)
Ranged Combat (Air Slash) 4 (+8)
Stealth 4 (+8)

Advantages:
Fast Grab, Improved Critical (Scythes) 2, Improved Hold, Improved Initiative, Power Attack, Ranged Attack 2, Set-Up, Teamwork

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]
Speed 3 (16 mph) [3]
Flight 5 (60 mph) (Flaws: Winged) [5]
"Terrible Scythes" Strength-Damage +4 [4]

"Bug-Type Magical Creature"
Immunity 10 (Ground Effects) (Flaws: Limited to Half-Effect) [5]
Immunity 10 (Grass Effects) (Flaws: Limited to 3/4 Effect) [2.5]

"Air Slash" Blast 8 (Feats: Variable Descriptor- Metal Slashing or Dark Slashing) (17) -- [18]
  • AE: "Fury Attack" Strength-Damage +2 (Extras: Multiattack 4) (6)
Offense:
Unarmed +8 (+2 Damage, DC 17)
Claws +8 (+6 Damage, DC 19)
Fury Attack +8 (+4 Damage, DC 19)
Air Slash +6 (+8 Ranged Damage, DC 23)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +4, Fortitude +6, Will +4

Complications:
Disabled (Animal)- Scyther cannot speak to humans, nor use their limbs to easily manipulate objects.
Weakness (Electrical, Ice, Rock & Fire Attacks)- Scyther's creature type leaves it vulnerable to certain types of attack.

Total: Total: Abilities: 26 / Skills: 35--17.5 / Advantages: 10 / Powers: 39.5 / Defenses: 10 (103)

Era: Fantasy Realms
Range: All Non-Arctic Regions
Size: Up to 6 feet long
Encounter Groups: Solitary or large groups in times of plentiful food
Diet: Any meat or carrion.
Tactics: Dive-bomb from above with lethal weapons.

-Scyther are dangerous, opportunistic predators occupying many grasslands and other regions in the world, crossing many continents. They attack like packs of Raptors, launching themselves onto their opponents with lethal claws.

Jab's Notes: Scyther was awesome- probably the coolest all-around Bug-type of the first generation, and arguably the best ever since (I was never impressed with Steel-Type Scizor, it's next Evolution that was introduced later). They were a mix of Praying Mantis and Deinonychus, and I reflect that here with my combo-platter build.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Giant Cat

Post by Jabroniville »

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GIANT CAT
Role:
Apex Super-Predator
PL 10 (132)- Minion Rank 9, Sidekick Rank 27
Normal Version:
PL 8-9
STRENGTH 8 STAMINA 9 AGILITY 3
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Acrobatics 3 (+6)
Athletics 3 (+11)
Expertise (Survival) 8 (+9)
Intimidation 13 (+14 Size)
Perception 9 (+10)
Stealth 8 (+11, +5 Size, +9 Coat)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Diehard, Extraordinary Effort, Fast Grab, Fearless, Follow-Up Strike, Great Endurance, Improved Critical (Natural Weapons) 3, Improved Hold, Improved Initiative, Prone Fighting

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 4 (32 mph) [4]
"Natural Weapons- Claws & Teeth" Strength-Damage +2 [2]
"Cold-Capable Hunter" Movement 1 (Environmental Adaptation- Cold) [2]

"Cat Agility" Leaping 1 [1]
"Spotted Coat" Enhanced Skills 4: Stealth 4 (+12) (Flaws: Limited to Dark Forests & Jungles or Plains) [1]

"Natural Size" Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Strength-Damage +1 [1]
Protection 1 [1]

Offense:
Unarmed +9 (+9 Damage, DC 2224
Claws & Teeth +9 (+11 Damage, DC 25)
Initiative +7

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +10, Fortitude +11, Will +7

Complications:
Disabled (Animal)- Cats cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Total: Abilities: 48 / Skills: 44--22 / Advantages: 15 / Powers: 30 / Defenses: 17 (132)

Era: Fantasy Realms
Range: Forests filled with large prey
[Colouring: Yellow, tawny, orange/ochre, black, white, usually with dark spots or stripes
Size: Up to 18 feet long
Encounter Groups: Solitary, pair or pride (2-15).
Diet: Deer, wild boar, horses, cattle, large animals, Humanoids
Tactics: Silent stalking, followed by pounce. Chokes or severs the spinal cord.

-Giant Cats are extremely rare to the point of being unknown to almost all of Castellia, but are generally spoken of in mythical tones as something from faraway lands. Some are known to the Western Isles, the Eastern Kingdoms (Ogre Kingdom soldiers have encountered them in their snowy peaks homes), and even in rare forests in the Southlands- they're among the few creatures known to be able to hunt large Dinosaurs. Giant versions of Leopards, Jaguars, Snow Leopards, Lions & Tigers are all known to exist, and they all have similar size and ability, but all are rare.

Jab's Notes: I had Giant Wolves, I just made Giant Bears, and now here come the Giant Cats- huge, titanic versions of the Lion, Tiger & Jaguar, plus whatever else you like. Using these stats, you can pretty handily make any of the Big Cats in upgraded form. Note that this thing is MUCH more dangerous than even a Dire Bear- it's the same PL, but is much faster, skilled and a better fighter. Cats are usually much better at killing things than a Bear of similar size- Cougars can kill Black Bears fairly regularly.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Arcanine

Post by Jabroniville »

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ARCANINE
Role:
Legendary Super-Predator
PL 10 (192)- Minion Rank 13, Sidekick Rank 39
Normal Version:
PL 8-9
STRENGTH 8 STAMINA 9 AGILITY 3
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -1

Skills:
Acrobatics 3 (+6)
Athletics 3 (+11)
Expertise (Survival) 8 (+10)
Intimidation 13 (+14 Size)
Perception 9 (+11)
Stealth 8 (+11, +5 Size, +9 Coat)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Diehard, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Natural Weapons) 3, Improved Hold, Improved Initiative, Prone Fighting

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 4 (32 mph) [4]
"Natural Weapons- Claws & Teeth" Strength-Damage +2 [2]
"Cold-Capable Hunter" Movement 1 (Environmental Adaptation- Cold) [2]

"Cat Agility" Leaping 1 [1]
"Spotted Coat" Enhanced Skills 4: Stealth 4 (+12) (Flaws: Limited to Dark Forests & Jungles or Plains) [1]

"Natural Size" Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Strength-Damage +1 [1]
Protection 1 [1]

"Fire Type Magical Creature" Immunity 30 (Fire, Grass & Ice Effects) (Flaws: Limited to Half-Effect) [15]

"Fire Blast" Blast 10 (Feats: Penetrating 8) (Extras: Secondary Effect 7) (35) -- [37]
  • AE: "Fire Wave" Damage 10 (Extras: Area- 60ft. Cone) (20)
  • AE: "Fire Stream" Damage 10 (Extras: Area- 30ft. Line +2) (30)
Offense:
Unarmed +9 (+9 Damage, DC 2224
Claws & Teeth +9 (+11 Damage, DC 25)
Initiative +7

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10, Fortitude +11, Will +7

Complications:
Disabled (Animal)- Arcanine cannot speak to humans, nor use their paws to easily manipulate objects.
Vulnerable (Ground/Rock/Water)- Arcanine's creature type leaves it vulnerable to certain types of attacks.

Total: Total: Abilities: 52 / Skills: 44--22 / Advantages: 14 / Powers: 82 / Defenses: 21 (192)

Era: Fantasy Realms
Range: Forests filled with large prey
[Colouring: Orange/ochre, with dark stripes
Size: Up to 18 feet long
Encounter Groups: Solitary, pair or pride (2-15).
Diet: Deer, wild boar, horses, cattle, large animals, Humanoids
Tactics: Silent stalking, followed by pounce. Chokes or severs the spinal cord. Or just sets them on fire.

-Arcanine are among the most rare creatures in existence, starting life as small cubs that grow very slowly, only reaching full height after 20 years. Appearing to be large Tigers, they are far more intelligent than most creatures, and have an unspoken wisdom about them. They were created years ago by Godlike beings (perhaps Storm Giants or Titans) in order to act as magical guardians to ancient tombs- their size and fire powers betray magical origins. Much is made of their relation to existing animals- though they superficially resemble tigers they growl and bark in a way similar to dogs, and have the word canine included in their names. What is likely is that many predatory animals were merged in the creation of these fire-breathing beasts, causing the confusion.

-Arcanine are considered one of the ultimate "guardian animals", being both mighty but controllable. Thus, people are willing to pay extreme amounts of money in order to procure one. Stealing Arcanine pups is an incredibly dangerous line of work (the creatures are extremely territorial and aggressive to outsiders, meaning the mother and father are usually present, and unwilling to part with their pups), and so the costs of such an endeavor only increase with time. High Elves in particular hold the beasts in deep reverence, believing them to be of High Elf origin (this is likely untrue), and insist on placing them in pairs due for religious reasons.

Jab's Notes: I created the Giant Cat build mostly to throw an Arcanine into the mix- it's basically a PL 10 Giant Cat with the Charizard's Firepower available to it. It's quite pricey, but since it's borderline a Legendary Creature, I think it fits. Arcanine was given credibility in the anime by one being a major Pokemon of Gary Oak's, but are usually seen as "Backgrounders"- canine aides to Officer Jennys, or regular Pokemon owned by standard-issue trainers. They are considered a low-end "Legendary Pokemon", and are game-legal and solid choices in competitive games. And yes, for eons I thought this was a cat- not a dog. I mean, how did I know what a "Shisa" was as a teenager? Damn thing has STRIPES LIKE A TIGER!
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Scots Dragon
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Re: Arcanine

Post by Scots Dragon »

Jabroniville wrote: Mon Sep 18, 2017 6:59 am Jab's Notes: I created the Giant Cat build mostly to throw an Arcanine into the mix- it's basically a PL 10 Giant Cat with the Charizard's Firepower available to it. It's quite pricey, but since it's borderline a Legendary Creature, I think it fits. Arcanine was given credibility in the anime by one being a major Pokemon of Gary Oak's, but are usually seen as "Backgrounders"- canine aides to Officer Jennys, or regular Pokemon owned by standard-issue trainers. They are considered a low-end "Legendary Pokemon", and are game-legal and solid choices in competitive games. And yes, for eons I thought this was a cat- not a dog. I mean, how did I know what a "Shisa" was as a teenager? Damn thing has STRIPES LIKE A TIGER!
I always figured the fact that it was called an ar-canine was the giveaway.
Formerly known as Narsil on the ATT and Ronin Army forums.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Castellia- A Fantasy Setting (Cetaceals! Scyther! Arcanine!)

Post by Jabroniville »

I just thought it was a pun on "Arcane" :).
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