Drinking & Dragons

Difference between revisions of "Wild:Custom/SequidSwarm"

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>T3knomanser
(The basics are there, but I'm going to completely rewrite the abilities for clarity and sanity checking)
>T3knomanser
m (Formatting, moved Slam onto the host (makes more sense))
 
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Sequid Swarm
Sequid Swarm
Sequids are tiny animals that look like small, pink, tentacular blobs. A single sequid is little threat unless it is able to possess a host- once it does so, it is able to reproduce quickly and create a sequid swarm.


{| border="1px"
{| border="1px"
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| BAB/Grp:||    +1/-
| BAB/Grp:||    +1/-
|-
|-
| Attack:|| Swarm (1d6 plus possession), Slam (1d6) (reach 10ft.)
| Attack:|| Swarm (1d6 plus fear)
|-
|-
| Full Attack:|| Swarm (1d6 plus possession) and  Slam (reach 10ft.)
| Full Attack:|| Swarm (1d6 plus fear)  
|-
|-
| Space/Reach:|| 10/0
| Space/Reach:|| 10/0
|-
|-
| SA:|| * Posession
| SA:||  
:: A sequid swarm is relatively weak without a mind-controlled host. Sequids may posses any living, intelligent creature that is not a shapeshifter. After successfully dealing damage with a swarm (must beat DR), the target is stunned for one round. On its next turn, the sequid swarm may choose to ''possess'' the target.  
* Swarm
::If the target fails a DC16 (Wisdom based, +2 racial bonus)saving throw, it is possessed. While possessed, a creature loses any class abilities, but keeps any racial abilities. It is under the complete control of the swarm, and must remain in a square containing part of the swarm (the possessed creature takes no damage from the swarm).
:: Any creature that takes damage from a swarm attack must pass a DC16 (WIS based,+2 racial) will save or cower in fear from the swarm.
:: After possessing a host, a sequid swarm gains two HD (good BAB, poor reflex, good will, fort). A swarm that possesses a host may also reproduce. The swarm gains the intelligence and skills of its host. A swarm may possess any number of hosts, but only gains this benefit once. The "primary" host (for skills and intelligence) is always the host with the most HD.
* Posession
* Reproduce
:: '''Posessing a creature'''
:: A sequid swarm with a host may reproduce. Every minute, the space of the swarm increases by 5ft. and it gains 1HD (good BAB, poor reflex, good will, fort). (Yes, this means a Sequid swarm could rapidly conquer any region).
::: A sequid swarm is weaker without a mind controlled host. As quickly as possible, the sequids will attempt to overwhelm a suitable target and use it as the nexus for the swarm, gaing extra powers and abilities by doing so.
* Split
::: Sequids may attempt a '''possession''' attack on any living, intelligent creature that does not have the shapeshifter sub-type and is inside the swarm's square. This attack is a free action on the swarm's turn. It may only attack a single creature in this fashion once a turn, but may use this attack multiple times.
:: A sequid swarm with multiple hosts may split, and become more than one distinct swarm. Any host and any 10ft by 10ft (4 squares) area of the swarm in contact with that host may break off from the main body and become a new swarm. They act and reproduce separately. This new swarm starts at 3HD, as if it were a base swarm with a host.
::: When the swarm attempts to posess a creature, that creature may use a free action to roll a DC16 will save (WIS based, +2 racial bonus). If the target creature cannot take any actions, due to cowering or some other condition, it automatically fails.
:: '''A possessed creature'''
::: Once a creature is possessed, it is completely under the control of the swarm. It loses all class abilities, but retains any racial abilities and skills. In addition, that creature gains a Slam attack (1D6+STR damage) and weapon focus (Slam).
::: A creature remains posessed so long as a single sequid is in contact with its body. Even after the swarm is killed, 1D6 sequids will be attached to a host. A DC25 search check is required to find all of them. Once found, they can easily be removed and killed.
::: A possesed creature cannot leave the swarm, and must always
:: '''A swarm with hosts'''
::: A swarm with a host automatically gains two HD (good BAB, poor reflex, good will and fort). It also gains a slam attack (+2, 1D6, 10' reach). A swarm may take multiple hosts, but only gains this bonus once.  
::: The host with the highest HD is always the primary host. The swarm uses that creature's intelligence, and gains any mental skills (INT, WIS, CHA) that the host has.
::: Each host is its own creature, and can act and attack separately from the swarm. It retains all skills and may attack on its own initiative.
::: For each host possessed, the DC of the swarming attack and of posession gain a +2 circumstance bonus.
:: '''Death of a host'''
::: A sequid swarm takes no penalty for the death of a single host, but if its last host dies, the sequid swarm loses all benefits it received, as well as losing 2HD.
:: '''Reproduce'''
::: A sequid swarm with a host may reproduce. Once a minute, a swarm may spawn new children. For each host they control, the space of the swarm increases by 5ft and it gains 1HD (good BAB, poor reflex, good will and fort).
|-  
|-  
* Distraction
* Distraction
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| LA:||  -
| LA:||  -
|-
|-
| CR:|| 4
| CR:|| 5 (7 if it starts with a host)
|}
|}

Latest revision as of 14:44, 27 June 2010


Sequid Swarm

Sequids are tiny animals that look like small, pink, tentacular blobs. A single sequid is little threat unless it is able to possess a host- once it does so, it is able to reproduce quickly and create a sequid swarm.

  • Distraction
Size/Type: Tiny Animal (Swarm)
Hit Dice: 1d8
Initiative: +2
Speed: 15ft
AC: +2 size (+2 with a host)
BAB/Grp: +1/-
Attack: Swarm (1d6 plus fear)
Full Attack: Swarm (1d6 plus fear)
Space/Reach: 10/0
SA:
  • Swarm
Any creature that takes damage from a swarm attack must pass a DC16 (WIS based,+2 racial) will save or cower in fear from the swarm.
  • Posession
Posessing a creature
A sequid swarm is weaker without a mind controlled host. As quickly as possible, the sequids will attempt to overwhelm a suitable target and use it as the nexus for the swarm, gaing extra powers and abilities by doing so.
Sequids may attempt a possession attack on any living, intelligent creature that does not have the shapeshifter sub-type and is inside the swarm's square. This attack is a free action on the swarm's turn. It may only attack a single creature in this fashion once a turn, but may use this attack multiple times.
When the swarm attempts to posess a creature, that creature may use a free action to roll a DC16 will save (WIS based, +2 racial bonus). If the target creature cannot take any actions, due to cowering or some other condition, it automatically fails.
A possessed creature
Once a creature is possessed, it is completely under the control of the swarm. It loses all class abilities, but retains any racial abilities and skills. In addition, that creature gains a Slam attack (1D6+STR damage) and weapon focus (Slam).
A creature remains posessed so long as a single sequid is in contact with its body. Even after the swarm is killed, 1D6 sequids will be attached to a host. A DC25 search check is required to find all of them. Once found, they can easily be removed and killed.
A possesed creature cannot leave the swarm, and must always
A swarm with hosts
A swarm with a host automatically gains two HD (good BAB, poor reflex, good will and fort). It also gains a slam attack (+2, 1D6, 10' reach). A swarm may take multiple hosts, but only gains this bonus once.
The host with the highest HD is always the primary host. The swarm uses that creature's intelligence, and gains any mental skills (INT, WIS, CHA) that the host has.
Each host is its own creature, and can act and attack separately from the swarm. It retains all skills and may attack on its own initiative.
For each host possessed, the DC of the swarming attack and of posession gain a +2 circumstance bonus.
Death of a host
A sequid swarm takes no penalty for the death of a single host, but if its last host dies, the sequid swarm loses all benefits it received, as well as losing 2HD.
Reproduce
A sequid swarm with a host may reproduce. Once a minute, a swarm may spawn new children. For each host they control, the space of the swarm increases by 5ft and it gains 1HD (good BAB, poor reflex, good will and fort).
SQ: half damage from slashing and piercing, low-light vision, swarm traits
Saves: f/r/w:+4/5/1
Abilities: Str 2, Dex 13, Con 10, Int 1, Wis 14, Cha 1
Skills: Hide +14, Move Silently +6, Listen +8, spot +9
Skill bonuses: +4 hide and move silently
Feats: Alertness, Weapon Finesse
LA: -
CR: 5 (7 if it starts with a host)