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Creature Types and Subtypes


BlueCloud2k2

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These are just some thoughts I've been having about the common traits shared by creatures of certain types and subtypes. This doesn't just have to be for DnD and Pathfinder Conversion, but can be used for pretty much any monsters.

 

Please note this is a work in progress and I may go back and change some things

 

Aberrations: An aberrtaion has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. Aberrations may have the following traits:

Racial Powers

   0   Alien Mindset: Alien Mind Class

  10   Iron Will: +3 EGO, +4 Mental Defense

  5   Aberrant Form: Power Defense 5 Points

  5   Darkvision: IR Perception

 

Aberration Options: Some Aberrations have the following abilities:

  10   Aberrant Body: Resistant Physical Damage Reduction 25%; Only against Critical hits and Sneak Attacks (-1/2)

   20   Improved Aberrant Body: Resistant Physical Damage Reduction 50%; Only against Critical hits and Sneak Attacks (-1/2)

   40   Greater Aberrant Body: Resistant Physical Damage Reduction 75%; Only against Critical hits and Sneak Attacks (-1/2)

 

EDIT: Having trouble with Tables... they are not wanting to post

Edited by BlueCloud2k2
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Construct: A construct is an animated object or artificially created creature. Constructs typically have the following traits:   
   
 45  Construct Body I: Full Life Support
 15  Construct Body II: Cannot be Stunned
 15  Construct Body III: Does Not Bleed
 10  Construct Body IV: No Hit Locations
 45  Construct Body V: Takes No Stun
 10  Construct Body VI: Power Defense 10 Points
 5  Low-Light Vision: UV Perception
 5  Darkvision: IR Perception
 -10  Mindless: No EGO
 var  Tireless: Sell back END, buy 0 END for STR and all powers.
   
 2  The Bigger they are, the Harder they fall: +1 BODY per size Category (Larger than Human Constructs Only)
 -2  Fragile – Do Not Drop: -1 BODY per Size Catogory (Small Constructs only)
   
   Options for Golems:
 12  Golem Body I: Resistant Physical Damage Reduction 25%; Does not Protect Against Adamantine Weaponry (-1/4)
 24  Golem Body I: Resistant Physical Damage Reduction 50%; Does not Protect Against Adamantine Weaponry (-1/4)
 48  Golem Body I: Resistant Physical Damage Reduction 75%; Does not Protect Against Adamantine Weaponry (-1/4)
 10  Golem Body II: Resistant Energy Damage Reduction 25%; Magic Only (-1/2)
 20  Golem Body II: Resistant Energy Damage Reduction 50%; Magic Only (-1/2)
 40  Golem Body II: Resistant Energy Damage Reduction 75%; Magic Only (-1/2)

 

  Limitations
15  Phys: Machine Intelligence (Freq, Greatly)
15  Phys: Cannot heal on its own (Freq, Greatly)

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Dragon: a Dragon is a reptile-like creature, usually Winged, with magical or unusual abilities. Dragons may Possess the following features:   
   
 4  The Bigger they are, the Harder they fall: +2 BODY per size Category (Larger than  Human Dragons Only)
 5  Low-Light Vision: UV Perception
 5  Darkvision: IR Perception
 1  Draconic Immunity I: Life Support – Does not Need to sleep; Only to prevent Magical Sleep Effect (-1)
 10  Draconic Immunity II: Life Support – Immunity To Poisons and Diseases; Only to prevent Paralysis Effects (-1)
 15  Great Iron Will: +5 EGO, +5 Mental Defense
 10  Great Fortitude: +5 CON

   True-Dragon Options
 4  Long-Lived: Longevity: 16x human lifespan
 20  Frightful Presence: PRE Attack +6d6; Only To Make PRE Attacks (-1/2)
 7  The Bigger they are - The Harder they fall II: +2rPD, +2rED, +1 Power DEF, per Size Category
 40  Breath Weapon: EB 6d6 or RKA 2d6, AoE  (6" Cone OR 12" Line; +1) (60 AP); No Range  (-1/2)
 6  Bigger, Badder Breath: +1 Damage Class For Breath Weapon per Size Category

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Fey: a Fey is a creature with supernatural abilities and Connections to nature or to some other force or place. Fey are typically human-shaped. A fey may have the following features:   
   
 9  Nimbleness: +3 Dex
 7  Quick: +1 SPD
 10  Iron Will: +3 EGO, +4 Mental Defense
 5  Low-Light Vision: UV Perception
   
 15  15 points worth of the following skills: Acrobatics, Acting, Breakfall, Conversation, Concealment, Contortion, Disguise, Gambling, KS: Any, Mimicry, Navigation, Persuasion, Seduction, Shadowing, Sleight of Hand, Stealth, Survival,, Trading, Ventriloquism

 

  Limitations
10  Vuln: Cold Iron (Uncommon, x2 Stun)
10  Vuln: Cold Iron (Uncommon, x2 BODY)

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Magical Beast: Magical Beasts are simlar to animals, But may have human level intellect, can understand if not speak languages, or read. Magical Beasts usually have supernatural or extraordinary abilities, but are Sometimes merely bizarre in appearance or habits. Magical Beasts may have the following features:   
   
 9  Nimbleness: +3 Dex
 7  Quick: +1 SPD
 10  Great Fortitude: +5 Constitution
 5  Low-Light Vision: UV Perception
 5  Darkvision: IR Perception

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Ooze: An ooze is an amorphous or mutable creature, usually mindless. Oozes typically have the following features:   
   
 -20  Mindless: Buyback EGO
 20  Blindsense I: Hearing group is a Targeting Sense
 22  Blindsense II: Spatial Awareness [Hearing]
 2  Sharp Hearing: +1 PER Hearing Group
 15  Ooze Body I: Cannot be Stunned
 15  Ooze Body II: Does Not Bleed
 10  Ooze Body III: No Hit Locations
 45  Ooze Body IV: Takes No Stun
 5  Ooze Lifespawn: Does not Age
   
 var  Splitting: Duplication (up to 8 Duplicates); Trigger (when hit by a slashing weapon, +1/4), Power causes Ooze to loose 1/2 its BODY, and each Duplicate has 1/2 the Ooze's BODY (-2)

 

  Limitations
25  Phys: Blind (All the Time, Greatly)
15  Phys: Very Limited Manipulation (Freq, Great)
5  Phys: Reduced Leap – cannot leap (Infreq, Slight)

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Outsider: An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. Outsiders typically have the following features:   
   
 5  Darkvision: IR Perception
 11  Outsider Body: Life Support: Does not need To Eat or Sleep, Does Not Age (Non-Native Outsiders only)
   
   
Pick Two of the Following:  
 9  Nimbleness: +3 Dex
 10  Iron Will: +3 EGO, +4 Mental Defense
 10  Great Fortitude: +5 Constitution

Limitations
 15 Phys: Cannot be Resurrected by ordinary means (UC, Very)

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Plant: This type comprises vegetable creatures. Note that
  Regular plants, such as one finds growing in gardens
  And fields, lack EGO and PRE scores and are not creatures, but objects, even though they are alive. A plant typically has the following features:   
   
 10  Great Fortitude: +5 Constitution
 -20  Mindless: Buyback EGO
 -10  Mindless: Buyback PRE
 3  Plant Body: Does Not Sleep
 5  Low-Light Vision: UV Perception

 

Options
 15/30/60  Plant Body: Resistant Physical Damage Reduction 25%/50%/75%
 4  Woodland Stride: Environmental Movement +3 to offset penalties in Wooded Areas

 

  Optional Limitations
 20  Susc: Cold-Based Attacks (Loses 1d6 STR, 2d6 DEX, Common, Instant)

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Undead: Undead are once-living creatures animated by spiritual or supernatural forces. Undead typically have the following features:   
   
 -20  Mindless: Buyback EGO
   or
 10  Iron Will: Ego +3, Mental Defense +4
 5  Darkvision: IR vision
 45  Undead Body I: Full Life Support
 15  Undead Body II: Cannot be Stunned
 15  Undead Body III: Does Not Bleed
 10  Undead Body IV: No Hit Locations
 45  Undead Body V: Takes No Stun
 10  Undead Body VI: Power Defense 10 Points

  Limitations
15  Phys: Does not heal BODY Normally (Freq, Greatly)

 

 

Subtypes to come. Please note that in general a creature only has one type but may have multiple subtypes (think of Type as a base Template and Subtypes as layered templates)

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The first of the Subtypes I've worked up are Elemental Subtypes. Some of these can be stacked on a non-Elemental Creature (Certain Dragons have the Cold or Fire subtypes, for example)

 

Air: This subtype is usually used for outsiders with a connection to the Elemental Plane of Air. Air creatures always have some form of Flight, and typically have No Turn Mode (+1/4). Air Creatures also typically have the Acrobatics Skill to represent their ability to maneuver in flight.   
   
Cold: This subtype is typically used for creatures made of Ice or Snow.   
 40  Body of Ice/Snow: Resistant Physical Damage Reduction 75%; Only vs Cold-based Attacks (-1/2)
   
   Limitations
 40  Vulnerability: Fire/Heat-based Attacks (Common, x2 BODY, x2 STUN)
 10  Vulnerability: Fire/Heat-based Effects (Uncommon, x2 Effect)
   
Earth: This subtype is usually used for outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most can burrow through solid rock. Most creatures of this type should have High Physical Defense or Damage Reduction.   
   
 48  Burrowing: Tunneling 6" through 12 DEF Material
   OR
 16  Earth Glide: Desolidification; Only to move Through Earth and Stone (-1/2), Does not Protect against Damage (-1)   
 28  Tremor Sense: Detect Creatures in Contact with Ground (Hearing Group), Targeting Sense, 360' Arc of Perception, Telescopic (+8 to offset range Penalty)
   
Elemental: An elemental is a being composed entirely of one of the basic Elements (Air, Fire, Water, Earth; Though Wood and Metal may be substituted for Earth for Asian-based Creatures)

Para-Elemental: As Elemental, but made of multiple Elements (Earth + Fire = Magma, Air+Fire=Electricity, etc)
   
 45  Elemental Body I: Full Life Support
 15  Elemental Body II: Cannot be Stunned
 15  Elemental Body III: Does Not Bleed
 10  Elemental Body IV: No Hit Locations
 45  Elemental Body V: Takes No Stun
   
Fire: This subtype is typically used for creatures made of Fire, though Red Dragons have the Fire Subtype.   
 40  Body of Flame: Resistant Physical Energy Reduction 75%; Only vs Flame-based Attacks (-1/2)
   
   Limitations
 40  Vulnerability: Cold-based Attacks (Common, x2 BODY, x2 STUN)
 10  Vulnerability: Cold-based Effects (Uncommon, x2 Effect)
   
Water: This subtype is used for outsiders with ties to the Elemental Plane of Water. Creatures with the Water Subtype should have increased Swimming Speed and the ability to breath underwater.   

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Lots of good thoughts here and you have a solid grasp on what you want to do. But I think one of the great things about the Hero system is that its ruleset allows for nearly infinite details on each individual character or creature as desired. So you can have some undead that can bleed (Vampires) or oozes with hitlocations (an alien blob with an brain) or any other mix and match of abilities and powers so while I think this is great for having a feel for different creatures types I would not add it to any rules.

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Lots of good thoughts here and you have a solid grasp on what you want to do. But I think one of the great things about the Hero system is that its ruleset allows for nearly infinite details on each individual character or creature as desired. So you can have some undead that can bleed (Vampires) or oozes with hitlocations (an alien blob with an brain) or any other mix and match of abilities and powers so while I think this is great for having a feel for different creatures types I would not add it to any rules.

 

 

That is why I put down that "(X-Creature) typically have the following traits"

 

It is still a pick and choose methodology, but these are the most commonly shared traits exhibited by creatures that share a basic type and/or subtype

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