Rhinoceros Beetle

Posted in Monsters with tags , , on March 21, 2010 by apocryphalmusings

Level 12 Brute
Large natural beast, XP 700

Initiative +6; Senses Perception +11
HP 197; bloodied 98
AC 27; Fortitude 25, Reflex 23, Will 21
Speed 4

Basic Melee/ Horn Gore (standard; at will)
+17 vs. AC; 3d6+5 damage.

Trampling Charge (standard; recharge 5, 6)
When charging, a rhinoceros beetle may move through a Medium or smaller creature’s space and make a horn gore attack against that creature, which is also tossed aside one square to the right or left and knocked prone. The rhinoceros beetle must end its movement on a vacant space.

Alignment Unaligned
Skills Athletics +7
Str 25 (+13) – Dex 10 (+6) – Wis 10 (+6)
Con 17 (+9) – Int 1 (+1) – Cha 9 (+5)

Rhinoceros beetles are massive members of the beetle family, related to the common grave scarab, that inhabit warm jungles. They are most often found in Katayinga and the forests of the Isles of the Wako.


Brown Mold

Posted in Hazards with tags , on March 21, 2010 by apocryphalmusings

Level 2 Obstacle
XP 125

Hazard: Brown mold fills one square (the square is difficult terrain). The temperature is noticeably colder within 6 squares.
Perception: No check necessary.
Additional Skill: Dungeoneering (DC 20 identifies it as brown mold).
Trigger: A warm-blooded creature passing within one square of the mold triggers it.

Standard action; close burst 1
Attack: +5 vs. Fortitude
Damage: 3d6 cold damage, and 3 ongoing cold damage (only halted by leaving the adjacent square).

A character may move into a patch of brown mold without triggering warmth drain only by application of oil of life masking, an amulet of Carnax or use of any other masking power. Simple illusions that merely give the appearance of undead do not apply.

Upgrade to Elite (XP 250)
• Increase the Dungeoneering DCs by 2.
• Increase the damage to 2d10 cold damage, and 5 ongoing cold damage.

PHB3 Reviewed at Critical Hits, and My Thoughts

Posted in Uncategorized with tags on March 18, 2010 by apocryphalmusings

A mostly positive review of the Player’s Handbook 3 is up over on the Critical Hits website.

Overall, I concur with the reviewer: the book is mostly good.  Of the races, I’m most partial to the shardmind and wilden; I’m thinking of some sort of nautical reskin where they’re a conglomerate of little shells and coral bits.  I think that would look neat.  Mechanically, I guess the race wouldn’t change.  The wilden are good and a neat race, but I think the thing with three racial encounter powers is a bit intimidating, and almost in my mind makes this more of a mini-class than a race.  In my mind’s eye, they’re just a bit like the Green Man of medieval lore, and so I’d take a cue from the shifter and split them into three or four seasonal subtypes, and give each aspect to a season.  Maybe I could draw a bit of inspiration from the Seasonal Courts in Changeling: the Lost.  The monk and psion, I think, are good classes and the seeker reminds me quite a bit of the 3e arcane archer prestige class.  The whole hybrid thing is a neat idea, and maybe it’s the Gygaxian-era grognard in me but I think this is something I’ll allow.  Summons up the good ol’ days of the fighter/thief and the almighty wizard/cleric…