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Post by jaina on Sept 20, 2010 20:06:29 GMT -7
We'll be posting acceptable monster classes you can use here, that way you don't have to dither over whether what you think up will be accepted or not. If you want to ask though, or suggest a class, make a post containing full details on the monster class here including strengths, weaknesses, appearance, and such, much like a character sheet. Most if not all monsters on the following list are acceptable: www.d20srd.org/indexes/monsters.htmPlease use this set up: [b]Monster Class:[/b] [b]General Appearance:[/b] [b]Usual Size:[/b] (height, weight) [b]Usual Age:[/b] [b]Usual Powers:[/b] [b]Strengths:[/b] [b]Weaknesses:[/b] [b]Other:[/b]
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Post by jaina on Sept 21, 2010 16:04:58 GMT -7
Monster Class: Setab General Appearance: Setabs have mostly human appearances beyond the fact that both genders often grow a little taller then normal people. Some of the physical differences that set them apart though are that on their hands and feet, all of their nails shape into lethal points, Second, on their heads are always a set of furred ears that are much like those on a fox or a wolf, next all have a long, panther like tail that is generally equal to two-thirds to one-half the Setab's height. The final quirk that sets them apart form human's physically, is that for all Setabs, the color of their eyes, fur, hair, and claws, is always within a few shades of the color of their magic. their teeth are also sharper then normal and their canines are longer then usual. Usual Size: Males: 5ft 10in - 6ft 9in and about 195-250 pounds. Females: 5ft 5" - 6ft 7in and about 130-190 pounds. Usual Age: Up to about 185 years old. Usual Powers: Setab powers are classified according to four main colors; yellow, blue, red, and green. There are two extras that exist beyond these colors and they are shadow and light. Mixes of these magics are possible, however nothing past what would be considered a secondary color. A red mating with a blue would create and purple, and a blue mating with said purple would create a blue, not a blue violet. Members of the Setab royal and noble families can create and/or control fire, water, nature/earth, and air/lightning like elementalists, the difference being that the elements that are using take on the color of their element. Common Setabs however, can only at most control two of these elements. Strengths: ~ Setabs are undetectable to all but the most powerful Summoners and monster detecting magical items. ~ All Setabs have heightened physical traits and abilities beyond what normal humans have. ~ Setabs have remarkable stamina and recovery abilities, though they do take time, scars rarely form for this species. Weaknesses: ~ Setabs have poor resistance to magic and take more damage from spells coming from other species then a human or such would. ~ A Setab's pride is often a source of trouble and insulting them is the most sure fire way to lure them into something. ~ With long lives, many Setabs often hold grudges for generations. Other: - Setabs are one of only a few monster species capable of successfully breeding with humans. - They are a relatively unknown monster species compared to many others.
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skarx
New Member
If you ever see a really strange creature in a deep, dark cave, it's just me.
Posts: 129
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Post by skarx on Sept 22, 2010 16:42:04 GMT -7
Monster Class: Kitsune
General Appearance: Fox people. They are humanoid foxes that walk on two legs. Covered in fur, it can be of any shade of white, gray, brown, red or black. Physically they do not look very imposing, having slender look and a small stature. They do have small claws on both hands and feet, which are paws, and pointed teeth, but none are much danger as long as it does not hit the neck in a bad place. They have long fluffy tails, something one kitsune can be born with two tails.
Usual Size: Female 4’7 – 5’7 / 90 – 140 lb Male 5’ – 6 / 100 – 160 lb
Usual Age: Around 300
Usual Powers: The kitsune have a power called foxfire, a flame that can vary in color between red, blue, purple, white and green depending on the person using it. Sometime another color can appear though, but it is very rare. Not all kitsune have all of the race power, it depend on how they are trained and what they need. Their powers are as such, depending on their class. Commoner: Foxfire Merchant: Foxfire and illusions Trickster: Foxfire and illusion, transformation Priest: Foxfire, illusions, transformation Nobility: Foxfire, transformation
Foxfire : A flame that can be controlled by will, it can be hot or simply give off light. It can start a fire though. Illusions : The strength of the illusion vary from the willpower and imagination of each kitsune. The more the victims believe in what they see the more likely the illusion take foot in reality and is able to hurt them. The second the other does not believe in it, it disappear from the person view. Transformation : An ability to turn into a wolf sized fox. The priest can be larger though, but it depends on their level.
Strengths: Shift: Kitsune have great reflexes, are fast and hard to hit. Running is one of their specialties.
Natural grace: Every move a Kitsune make seem to have been deeply thought to be as nice to see as it can. Even just moving a hand seems to be an art.
Magic affinity: They are very good at controlling their magic and other’s magic do not affect them as much as its effect weakens on a kitsune.
Weaknesses: Poor vitality: Kitsune are very fragile physically. It does not take much to badly hurt one or affect their health. Poison and such are extremely potent on them.
Prankster: A kitsune cannot help, but try and play a trick on someone as soon as it has an opportunity. Sometime it can be slightly nasty (ex: put scratching herbs in someone’s clothes)
Naive: They believe almost any story someone says, even the far fetched ones. They also have a tendency of spreading it to everyone around to share the “knowledge”.
Society: They are a religious race that believes in the gods of the moon. Yuen is the god who presides over the full moon and everything that is considered good. He protects them from vile creatures and makes create challenges for his children to make them stronger. Umbra is the goddess who presides over the new moon and everything considered evil. She is the one who bring the curses upon the people and calamities.
There are villages who follow Yuen and others, much rarer, who follows the way of Umbra. Those are called the cursed ones and both are always at war against one another. Umbra kitsune can sometime be a Yuen follower who got cursed by Umbra during an eclipse. They now live, half mad, only to destroy the other who do not listen to Umbra’s rule. Those of Yuen perform a special ritual each year to prevent Umbras power to get them and keep her monsters at bay.
Kitsune society is a class driven one. Each person is born with a class assigned to them from their parent’s heritage. A child of the commoner will also be a commoner. In time they do have the choice to become something else, but it is usually very hard. It’s easier to start from the top of the classes then the other way around. Each of them though is respected just as much as the other one. All have their uses and fills something the other cannot do themselves. In class order starting from the “lowest”:
Commoners: Commoners are the artisans and primary sector workers and make up for 70% of the race. They are the everyday people that keep the kitsunes nations in good help and easy to live in. They provide food and commodity.
Merchants: They are the one who buy and sell the commoners material like food and other commodity (pottery, clothing, tools, etc.) They travel the world in search of different and exotic goods to bring back and sell at good prices. Because the roads are not always safe they have mastered the art of illusion to protect themselves.
Tricksters: A trickster is an artist. They provide amusement with shows and tricks. They can do theater, play music and any diverting activity to please their audience. They usually form a group of varying size to travel from city to city showing what they can do for a price and sometime just for fun when they are not in need of money. They are often called by the nobles to play for them. For both protection on the road and their show they have developed a unique way of using their firefox making it take the form they want for example, to be burning on their tail and staying there without them thinking about it anymore. They also learned how to make illusion and basic transformation into a fox.
Priests: They are the fighters of their race. They keep the order around the towns and protect them from monsters, pushing them away from the villages and roads as they can. They are usually born as priests, but when a young one shows potential from the other classes they are given a chance to join them. They go through a long training to make sure they can take on any challenges Yuen would send to test them or the monsters Umbra sent to harm the people. Because of this they have mastered the offensive art of the foxfire and transformation power. Their power of transformation seems to be influenced by the evolution of the moon, the closer to the full moon the stronger and bigger they are (They can only twice the size of a wolf on a full moon). Their illusions are rather weak compared to the two other powers and serve more as a distraction then anything offensive. They also often help the other classes when they do not have to fight, offering their services without hesitations.
Noble: They are the ones who rule over all. One family from all of the villages forms this group. They do not live in castle or anything, but rather in common houses in the middle of the town they live in. They receive request and try to solve the problems of their people. They are the ones who send the priest on different mission, may it be to hunt a monster or simply help an old fox in the fields. Each year they meet in one of the villages to discuss the events of the year and decide a path to follow for the next one. That can all use the transformation spell as it is a sport for them and a useful thing when they simply want to see the world through a fox eyes. It’s also good for running away as they are unfit for battle.
Note: All of these classes are similar with the Umbra foxes, but they are less kind and easygoing, their tricks are also a lot less safe to suffer from. Priest who are from Umbra venerating villages are stronger at the new moon.
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zakku
New Member
[M:-100]
D. Gray-Man FTW!
Posts: 50
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Post by zakku on Sept 29, 2010 8:57:19 GMT -7
Monster Class: Ookamimi General Appearance: Ookamimi have the general appearance of a human. One of the more noticeable differences is the bushy tail and wolf-like ears. When angered, their finger nails will form into claws and their eyes will shift into a bloody red color. Along with the red, an Ookamimi's eyes will shift color based on mood: green being happy, red being angered, blue being sad, and hazel acting as the neutral color. Also, like their wolf counter-part, their hair color can range anywhere from a light gray to a dark brown. Usual Size: Female: 4'5"- 5'5"/100 - 120lbs. Male: 4'9"- 5'11"/150 - 200lbs. Usual Age: Ookamimi's age quicker than humans making their overall lifespan rather short. The longest lifespan of an Ookamimi is about 30 in human years. Usual Powers: An Ookamimi is limited to sheer brute strength, even in females, and heightened senses. Their strength also applies to their speed, being able to move much faster than what they would be able to appear. Most Ookamimi are able to smell a magic user and some have been used to track them when needed. Strengths: ~ Undetectable to lower classes of magus and magical items, quite noticeable to the higher classes. ~ Heightened senses and physical traits make them worthwhile in battle and make excellent trackers. ~ Ookamimi have heightened restoration abilities that allow them to heal quicker than humans, making them capable of fighting longer. Weaknesses: ~ Most Ookamimi are too trusting and find themselves with the wrong people on multiple occasions. ~ Gullible and prone to hunger, any kind of food can throw them off their main objective. ~ Despite high restorative capabilities, Ookamimi are frail and fall rather quickly. ~ The easiest way to find an Ookamimi in disguise is to excite them. When excited, an Ookamimi's tail will begin to wag uncontrollably. Other: - Very common creatures and can be found in many households working as maids, slaves, or other purposes. - Since they share many similar qualities with humans, Ookamimi are capable of breeding with one.
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LoveLost
New Member
Seersha Dahle Yvoren Landon Abendroth Bradigan Muir?neoghan[M:0]
Your one and only original LoveLost ;) No one can be me like me!
Posts: 144
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Post by LoveLost on Oct 10, 2010 13:00:37 GMT -7
Monster Class: Trí Aghaidh General Appearance: The Trí Aghaidh have the most common appearance of a human being. They are considered to be shifters though and have three main forms. The two forms other than the human form are animals which vary anywhere from a mouse, to a massive dragon. There are in-between forms that the Trí Aghaidh possess which are usually a combination of any of the three phases of shifting.
Usual Size: Again, the sizes vary from very large to very small. The average weight varies between each being as it does any normal animal, or human being. Their heights though, are usually large than a humans with the females ranging from 5'8-6'3 (with the shortest being around 5'4) and the males range from 6' to nearly 7' when fully grown. A Tri Aghaidh's size continues to grow until hitting the fully mature age of 900 years old. Although it is rumored that some have still grown beyond that point. Usual Age: Ages have never been determined amongst the Tri Aghaidh.
Usual Powers:
Strengths: Each Tri's strengths vary upon the being. Most of the time though there is at least one element that they are proficient in with the other 2-3 varying in strengths but all of them cannot be in the same strength Weaknesses: (see Strengths) Other:
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Post by Never Raptor on Oct 11, 2010 12:39:37 GMT -7
Monster Class: Plague Doctors General Appearance: Typically human or human shaped, they are usually thin and lanky and even appearing to be deathly ill or in some cases even be mistaken for outright being dead. They have an affinity for flowing clothing that actually hides their body size in an effort to appear more human and have a strange affinity for both hats and masks (sometimes their hat and mask are even the same object.) Their hair is usually dark colors but tipped in green, and their eyes are the same shad. In addition they always seem to be "dripping" as though they were sweating profusely, and when coupled with their deathly ill appearance and tendency to wheeze often has them mistaken for having just undergone intense physical activity. As a human (that is, beneath the mask) they are usually very plain and even forgetful looking, and if they were simply in better help they could, presumably, pass off as a usual human. Usual Size: Slightly-less-than-average-height (as in, about 5'2 or smaller) and averaging 110 lbs Usual Age: They live to be 30. Usual Powers: Poison Sheath: All Plague Doctors, as their name suggests, have some poisonous or disease-based powers. They are almost always covered in a thin layer of poison which causes a stinging sensation that rapidly causes intense pain in the body of an attacker. This sheath serves as both defensive and an offensive power, as it can be hardened by some Plague Doctors into shields or battering weapons for use against foes. Some Plague Doctors have been seen actually laying traps made from the sheath itself, as after being removed from the host it can actually be manipulated into various simple shapes.
DNA Poison: As a PD gets older they are able to generate a poison specific to their own bodies, which can take on properties of some diseases or poisons the host has been subjected to. The host can even telekinetically control this poison, manipulating it's shape from afar and even turning it into various things in order to ward of predators. However it can not get outside of a certain range of the Plague Doctor or it will simply fall apart. In addition, the PD can not hold onto the poison forever and will ultimately lose the shape.
Gasping breath: All PD's are also capable of exhaling a clinging, choking gas from their lungs that can blind enemies temporarily.
Craze spikes: In rare cases, the host can actually flash-freeze his poison(s) in order to hold enemies in place.
Strengths: Plague Doctors often use their human-like appearance to slip past security or avoid foes, and their usual calm demeanor often means attention is rarely drawn towards them, making them fairly difficult to find. In addition they are masters of fleeing (often considered quite cowardly to other demons, but they say "we'll always live to fight another day") and hiding as well, and they are often hard to capture. In addition they are quite good diggers (something they developed into doing over long periods of time) and can dig through common dirt quite easily, often resulting in them digging small holes for them to hide in. Weaknesses: Fairly weak and frail, Plague Doctors are a toy that is easily broken by repeated stress and damage, both physically or mentally. They can be easily outsmarted or outmaneuvered, as they rarely actually know what the hell they are talking about anyway. In addition to this their powers, while highly annoying, are rarely deadly to magical creatures or peoples, and therefore they aren't much in combat. While they have a knack for hiding, they often find themselves hiding in an inopportune place entirely, and are almost always "in the wrong place at the wrong time." Other: This is meant to be an extremely low-ranked monster, both to Mages and Monster kind. It serves as the bottom of the food chain, trying to claw it's way up in the world that the Monsters have only just been introduced to.
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