Hmm could we change that? We do just add templates by feeding creatures to them right? The Fungus Forge doesnt have the equipment to make anything norplant related but we could just transfer over Palnt Templates to the Flesh Forge too right?
Hmm could we change that? We do just add templates by feeding creatures to them right? The Fungus Forge doesnt have the equipment to make anything norplant related but we could just transfer over Palnt Templates to the Flesh Forge too right?
They've got different specialities for good reason. If we turn the Flesh Forge of Gogossos into Fungal for whatever reason, the plant/fungal matter will infect everything made from there. This is why we asked the Old Gods not to transform the Flesh Forge into their image, we wanted an untouched Forge.
The spell rested on the tip of Rina's tongue, the word of breaking and unbinding that would sweep the weight her uncle had become from the world, unless he had the will to resist, but something within her rebelled at the notion of standing back again, speaking stolen words. The pale mace rose in the dark with skill and deftness that she could once not even have even imagined, a warcry sounded in the depths which had not been heard since those who now slumbered in the barrow walked under the sun and moon.
Ser Richard was still faster, like a wind of steel he cut the dead air and came against the fallen knight. Yet though the blows landed like hammerstrikes upon an anvil they rang hollow, not breaking bone nor sundering steel, but as if ringing to some great drum in the deep. The echoes seeming to grow stronger, not fainter, with each passing moment.
The first blow struck steel and where before there had been steel now there was ice shining, dappled blue and painful white in the light of Oathkeeper's blade. The second blow landed upon the knight's sword arm, but where before there had been a sword of pitted steel, now there was an axe far older. Suns there were upon it, once carved in ancient bronze now sheathed in rippling ice also that made a mockery of the markings. And as the third blow struck the wight in the head the skull that had been bare of all but rotting hair now bore a crown of old, inked in red blood.
"You see, you see what they have given me?" Ser Alren called out in a great voice that seemed to fill the barrow. "Their chieftain was old, faded, the last of his blood I inherited..." Bronze and ice rang out against dragonsteel, and for once even it could not ward the fury. Hot blood welled up and fell upon the stones from Ser Lonmouth's shoulder. "I could not be a hero, the world had no more room for the like. I saw... I saw... but the Cold Ones made me a monster and monsters are remembered until the world's dying." The axe found its mark again with dreadful purpose. The third blow went awry, foiled by the shimmer of sorcery that rose around the knight like heat haze, but there was little enough joy to the foiling of it.
Bones rattled and scraped on stone, before them... behind... below, the dead were coming, Rina knew. Steel and fire had not been enough it seemed. How could it be enough, they were eternal, the bodies of the fallen mere puppets for their games. A small treacherous voice inside her noted. Even as she struck the thing that had once been her uncle and Mercy reached out to heal Ser Lonmouth of his wounds, the hollow skull turned unnaturally to glare at her. "As you have shattered those who are dead so they too shall shatter you," he proclaimed and with that he seemed to sink down into the stone, parrying a blow from Oathkeeper with the haft of his axe even as a glob of Sal'Nis' venom struck his left hand and ate away at it, filling the tunnel with a bitter smell.
Not stone, ice covered in a millennia of dust, Rina realized as she took an instinctive step forward to try to get another blow, there was a vein of ice pushing up from the depths of the hill and her uncle was melding with it through sorcery They must have whispered to him. How many of these veins were there? Where were they? Where would he emerge next?
The questions were soon drowned out by the sounds of what would be the first of many battles.
OOC: Help, the interlude chain is growing larger by the moment. More seriously since the enemy is both intelligent and knows the terrain, it makes sense for him to use his spells and other advantages instead of standing there to trade blows with Ser Richard like a fighter with no other options.
Well he is not dead yet so it might be a bit early to be considering his loot, still the armor and axe are definitely magical and the crown might be too.
Well he is not dead yet so it might be a bit early to be considering his loot, still the armor and axe are definitely magical and the crown might be too.
If the templates were higher CR, it would make sense, but not for a +1 CR template. It already gives AC, Fast Healing, and DR for defensive stuff.
Most of what they buy will only be CR 4 or 5. Those can be useful in the right situations, but no one should expect them to be able to handle Devil kill squads and similar higher threat enemies.
I like the idea of some sort of Limbo-stabilizer, but those spells don't really have large enough areas of effect compared to the cost involved in producing them. We could probably mak more of a difference by buffing Viserys' Strength attribute and having him Plane Shift in gigantic blocks of stone and huge amounts of fertile soil. Matter brought to Limbo from the Material Plane doesn't revert to chaos without constant attention.
On the Perinarch creature end, it does have a short range, but anyone who casts it can merge areas and pass control to a single caster.
If we made Perinarch Golden Retrievers for example, we could train them to make networks and pass control to a stationary control dog. Telepathy would make it easier, but if we focus on making them really good at one thing it doesn't seem that unreasonable to give them the spell at will or constant. At CR 1/3 we'd be able to mass produce them cheaply even if the SLA significantly increased their CR.
I'd design it, but I'm new to this and can't find the creature design rules for SLAs.
edit: Another bonus to this, the Gith will get to live in the world as it is imagined to be by golden retrievers. Given their general disposition that should be pretty nice.
@tarrangar, your idea doesn't really work out. At most, and with a lot of squinting, a Tiny creature could swallow another Tiny creature, meaning a Shrink Item on a Large sized corpse would make it barely fit. However, you need a Caster Level of 12 to actually shrink something the size of a Large Creature with Shrink Object (2 cu. ft. per CL) and the CL of creatures is usually equal to their HD.
I did fiddle with some idea for a "transport" creature over the last few days though and it could also be used as a corpse gatherer. I can post that if you want, but it's a bit larger then Tiny and not a plant.
Oops I thought it was a small Viper not a tiny Viper, but now that I think about it, if we limit them to collecting enemy combatants, Shrink item can be exchanged for some means of cutting the corpse up, we wouldn't want them doing that to our allies corpses, but cutting enemy corpses up isn't a problem, so we just need to make the Viper 1 size larger, so it's small not tiny, then add some mean of quickly cutting a corpse into chunks, and we have something for collecting enemy bodies.
I think I see why I thought it was small not tiny, I first checked vipers on this website snake where a CR1/2 1HD Viper is noted as small, but then because I wanted to link only to that 1 Viper, I found the viper on another website snake-viper where the CR1/2 1HD Viper is noted as tiny, and didn't notice the 2 websites disagreed on the size of the Viper.
I don't know which of them is the one we will consider as official, I would prefer the one with the CR1/2 1HD snake being small, in part because it also list other sizes of Vipers, which would mean we could mix them, Tiny Vipers to scout and grab items, small vipers to grab enemy bodies after they have cut them into pieces, and medium/large vipers to bring the bodies of allies back intact, all coordinated though Fungoid telepathy.
I would like to see your idea, but I haven't given up on snakes with Hoard gullet yet, it becomes a more grizzly job, if we use dismemberment instead of shrinking to make them fit, and it mean 1 snake can only carry 1 corpse, but it would still work.
And it's not far fetched at all for a snake to swallow things their own size, snakes in real life occasionally manage to swallow prey larger than themselves, and that's with having to not just fit it in their mouth, but also having to fit it in their stomach.
Apparently the record for a snake swallowing prey larger than themselves in real life, is a snake successfully swallowing a lizard 1.6 times its own mass, with the fact that our snakes would be purpose built to swallow as large objects as possible, I would think we should be able to get them to swallow things twice their own mass, when a mundane snake managed 1.6 times its mass.
Viserys: "Now would you like to place an order. We have near unlimited production capacity and keep in mind we do take payment in the form of precious metals, reagents, Corpses of your enemies and Crafting Credit."
It would be pretty similar to my Fungal variety, but slower, slightly weaker, and with a bit less HP, in exchange for an additional ranged ability and Woodsense. All of our Plant creatures already have Immunity to Polymorph and Mind-Affecting effects, since it's part of the basic plant traits.
@DragonParadox could you tell me which of these we are using, snake or snake-viper, they both have a Cr1/2 1HD Viper, but one say the Viper is tiny the other that it's small, I'm in favor of the one that say it's small, simply because it has 5 different sizes of Viper, so using that let us make variants much easier.
It would be pretty similar to my Fungal variety, but slower, slightly weaker, and with a bit less HP, in exchange for an additional ranged ability and Woodsense. All of our Plant creatures already have Immunity to Polymorph and Mind-Affecting effects, since it's part of the basic plant traits.
Huh, Fungal OP. Please do not nerf. Still gonna picture it as a Giant Tree Dinasour though. And the Hippogriffs as more leaves for feathers than fungal zomboid.
Hey, weve got a Nature God making stuff for us. They can do aesthetically pleasing if we want.
Adhoc vote count started by DragonParadox on Nov 6, 2019 at 10:05 AM, finished with 179 posts and 17 votes.
[X] Although the possibilities are nearly limitless, depending on the Githerzai's needs, we believe the following may be suitable for Rondar's first request: -[X] Razorspore Hippogriff (FungalBladeleafHippogriff) - CR 4 (600 IM each) --[X] A sturdy, agile flying mount that can shrug off many forms of attack, heal from almost any non-fatal wound, and simply ignores the Mind-Affecting powers so often employed by the Deep Ones, Razorspore Hippogriffs are capable melee combatants but are also able to engage enemies at fairly long range with their Bladeleaf Swarms and can even employ a poisonous spore breath weapon at close range. -[X] Razorleaf Hippogriff (GreenboundBladeleafHippogriff) - CR 5 (900 IM each) --[X] Razorleaf Hippogriffs are much like the Razorspore Hippogriff, but they are even more resilient, slightly faster and stronger, and have access to a small handful of useful spell-like abilities. -[X] Razortail Ankylosaurus (DireFungalBladeleaf*Ankylosaurus) - CR 10 (4,800 IM each) --[X] Living behemoths, each massive Razortail Ankylosaurus is capable of absorbing and dealing a huge amount of punishment. Not only can they trample their foes into the ground and slash them to bloody ribbons with their razorleaf studded armor, they can also employ the unique magic focused into their bony tails to launch long-range razorleaf attacks capable of shredding all but the most resilient of foes. -[X] NOTE: Assuming no one has a problem with it, I've removed the Immunity to Cold, Fire, and Electricity from the creatures I cooked up using the Bladeleaf Creature template. The immunities are nice, of course, but they're a bit much for a +1 CR template. -[X] We would be willing to trade our Forge services to offset the cost of our latest commissions.
Selling at cost. We don't need to bleed them for coins and it's in our best interest that they buy as many as they can afford. It makes them more effective, engenders further goodwill, and there is a good chance they'll be using their new servitors when they come help us against the Deep Ones.
I also mentioned in my plan that we would be fine growing creatures for them to offset some of the expense of our massive psionic item commission.
"You see, you see what they have given me?" Ser Alren called out in a great voice that seemed to fill the barrow. "Their chieftain was old, faded, the last of his blood I inherited..." Bronze and ice rang out against dragonsteel, and for once even it could not ward the fury. Hot blood welled up and fell upon the stones from Ser Lonmouth's shoulder. "I could not be a hero, the world had no more room for the like. I saw... I saw... but the Cold Ones made me a monster and monsters are remembered until the world's dying." The axe found its mark again with dreadful purpose. The third blow went awry, foiled by the shimmer of sorcery that rose around the knight like heat haze, but there was little enough joy to the foiling of it.
Selling at cost. We don't need to bleed them for coins and it's in our best interest that they buy as many as they can afford. It makes them more effective, engenders further goodwill, and there is a good chance they'll be using their new servitors when they come help us against the Deep Ones.
I also mentioned in my plan that we would be fine growing creatures for them to offset some of the expense of our massive psionic item commission.
@tarrangar, this is it. Though you need a research action to unlock the Augmented template for Undead first.
There are intentionally two augment points left free, which would allow it to get the Metalclad: Lead template once it has been researched by you and thus gain immunity to divination spells.
DEFENSE AC 28, touch 11, flat-footed 26 (+3 Dex, +13 natural, –2 size, +4 Armor) HP 105 (10d8 + 60) Fort +3, Ref +6, Will +6 DR 7/Adamantine Resistance Acid 7, Fire 7, Sonic 7 Immunity Cold, Undead Immunities
Regeneration 7 (Electricity) SR 21 Turning Resistance 14
OFFENSE Speed 30 ft., climb 20 ft., swim 40 ft. Melee bite +19/+14; 2d8 + 18
An augmented creature's natural attacks count as adamantine and cold iron for the purposes of overcoming damage reduction. Space 15 ft.; Reach 15 ft.
Spell Like Abilities: (CL 10)
- At Will - Ant Haul (Self only), Shrink Object (swallowed object only)
- 1/day - Protection from Energy
STATISTICS Str 35, Dex 16, Con -, Int -, Wis 8, Cha 10 Base Atk +7/+2; FeatsImproved Initiative
SPECIAL QUALITIES
Electricity Vulnerability (Ex)
Electricity damage stuns an augmented creature for 1d4 rounds and bypasses its regeneration but not its spell resistance. A Fortitude save vs. a DC equal to half the damage taken negates the stunning effect.
Of Two Worlds (Ex)
An augmented creature counts as both a creature of its type and a construct against effects specific to type. Any healing effects or repairs to an augmented only heal half damage, as they each only apply to the flesh or machine part of the creature. Spells only affecting objects can affect an augmented as well. Damaging magical effects must still overcome an augmented's spell resistance.
Repairs (Ex)
An augmented creature can be healed by making an appropriate Craft check against a DC of 15 and paying a cost for materials of 10 gp per hit point to be healed. The repairs can heal no more than half of the creature's total damage taken, and repairing the creature requires a full day.
Augmentations (2 AP left)
- Enhanced Hit Dice (1 AP) (Ex)
- Integrated Magic, Ant Haul At Will (Self Only) (1 AP) (Su)
- Integrated Magic, Shrink Object At Will (swallowed items only) (4 AP) (Su)
- Integrated Magic, Protection from Energy 1/day (1 AP) (Su)
- Advanced Senses, Blindsight 60ft. (1 AP)
@Goldfish I think I have worked out some good harvesters now fungoidsorcerer-creaturesnake(the various Vipers on this page is what I'm using) Tiny Vipers act as scouts and gather loose items, Small Vipers gather the smaller enemy corpses(they need some way of cutting corpses into chunks they can swallow) and Medium Vipers gather friendly corpses(since most people will prefer for their corpses to be retrieved intact) we can make a few Large Vipers to retrieve large friendly corpses, but those should be rare enough, that large Vipers don't need to be standard.
The Vipers are snakes, so they should be able to swallow most things their own size category or smaller, the real life record for a snake swallowing prey is 1.6 its own mass, and that snake actually had to fit the prey not just in its mouth but in its stomach, our vipers only need to get the corpses in their mouth, and they can be engineered to have optimal mouth size, so I think being able to swallow 2 times their own mass, is a reasonable assumption.
The Vipers of course all have Hoard gullet as their 1st circle spell, for their cantrip I would advice them having detect magic, so they don't miss any dropped magic item, but what cantrip they have isn't all that important.
As an alternative to cutting the corpses to pieces, we might be able to use bouncy-body, it apparently make flesh flexible and rubbery, if cast on both the snake and the corpse, then combined with a snakes natural ability to distort its mouth, it might be able to force a corpse a size larger than itself into its mouth.
If the old gods are okay with putting spells from the Necromantic school on plant creatures(not actual necromancy of course, but some of the first level necromancy spells, are really useful for getting a corpse to fit in a snakes mouth) then they don't need the ability to cut, and we might be able to make do with just tiny snakes, for gathering all enemy corpses, as decompose-corpse reduce a corpse to bones, and that mean they can be swallowed one at a time, so a Tiny Viper, can grab a much larger corpse one bone at a time.
restore-corpse will return the flesh, but I'm still not sure if this treatment will reduce the corpses value in the Fungus Forge, but if it will, then sculpt-corpse can be used instead, it wont let the Vipers go quite as many size categories up in what they gather, but with the ability to sculp the corpse into the perfect shape for swallowing, I think a Viper should be able to swallow a corpse, one size category larger than itself.
If we can't use necromantic spells on them, and putting the ability to cut a corpse to pieces is too expensive, then we can always use medium and large Vipers, they're still only 2-3HD, so they aren't all that expensive, and even with the greater size their ability to hide isn't too bad.
If we can use necromantic spells on them, then we should have them work in pairs, 1 tiny Viper use the necromantic spell to make the corpse swallow-able, and 1 small Viper use Hoard gullet to transport the corpse.
@tarrangar, this is it. Though you need a research action to unlock the Augmented template for Undead first.
There are intentionally two augment points left free, which would allow it to get the Metalclad: Lead template once it has been researched by you and thus gain immunity to divination spells.
DEFENSE AC 28, touch 11, flat-footed 26 (+3 Dex, +13 natural, –2 size, +4 Armor) HP 105 (10d8 + 60) Fort +3, Ref +6, Will +6 DR 7/Adamantine Resistance Acid 7, Fire 7, Sonic 7 Immunity Cold, Undead Immunities
Regeneration 7 (Electricity) SR 21 Turning Resistance 14
OFFENSE Speed 30 ft., climb 20 ft., swim 40 ft. Melee bite +19/+14; 2d8 + 18
An augmented creature's natural attacks count as adamantine and cold iron for the purposes of overcoming damage reduction. Space 15 ft.; Reach 15 ft.
Spell Like Abilities: (CL 10)
- At Will - Ant Haul (Self only), Shrink Object (swallowed object only)
- 1/day - Protection from Energy
STATISTICS Str 35, Dex 16, Con -, Int -, Wis 8, Cha 10 Base Atk +7/+2; FeatsImproved Initiative
SPECIAL QUALITIES
Electricity Vulnerability (Ex)
Electricity damage stuns an augmented creature for 1d4 rounds and bypasses its regeneration but not its spell resistance. A Fortitude save vs. a DC equal to half the damage taken negates the stunning effect.
Of Two Worlds (Ex)
An augmented creature counts as both a creature of its type and a construct against effects specific to type. Any healing effects or repairs to an augmented only heal half damage, as they each only apply to the flesh or machine part of the creature. Spells only affecting objects can affect an augmented as well. Damaging magical effects must still overcome an augmented's spell resistance.
Repairs (Ex)
An augmented creature can be healed by making an appropriate Craft check against a DC of 15 and paying a cost for materials of 10 gp per hit point to be healed. The repairs can heal no more than half of the creature's total damage taken, and repairing the creature requires a full day.
Augmentations (2 AP left)
- Enhanced Hit Dice (1 AP) (Ex)
- Integrated Magic, Ant Haul At Will (Self Only) (1 AP) (Su)
- Integrated Magic, Shrink Object At Will (swallowed items only) (4 AP) (Su)
- Integrated Magic, Protection from Energy 1/day (1 AP) (Su)
- Advanced Senses, Blindsight 60ft. (1 AP)
Think I will stick to my snakes with Hoard gullet plan, the whole idea behind the corpse gatherers is that they should be cheap, your creation look great but cheap it's not, releasing a hundred of those to grab corpses on a battlefield, would be very expensive.
Even if my plan end up having to use Medium and Large Vipers, they will still only be 2-3HD creatures, meaning we can make them in the Fungus Forge for dirt cheap, and they can bring in enough corpses to pay for themselves in just 1 battle.
Your idea seems like an excellent transport creature, but it's not particularly stealthy, and they cost quite a good deal, so they're not ideal for being disposable creatures, meant to zip in and out of a battlefield to collect corpses.
Uhm, @tarrangar, trying to gather up corpses during a battle will not work terribly well due to, you know, there being a battle going on.
Also, that would be a huge resource investment for a bunch of expensive CR 3 creatures that then don't actually participate in any way or form in said battle.
I think you are trying to solve a problem that nobody has invented yet and probably never will at that.
Uhm, @tarrangar, trying to gather up corpses during a battle will not work terribly well due to, you know, there being a battle going on.
Also, that would be a huge resource investment for a bunch of expensive CR 3 creatures that then don't actually participate in any way or form in said battle.
I think you are trying to solve a problem that nobody has invented yet and probably never will at that.
They're not expensive CR3 creatures, they're Cheap 2-3HD creatures, meaning the cost of 1, is 6-9HD worth of corpses, and their purpose is not for our battles, those tend to be short affairs that we win, their purpose is for the battles the Githzerai fight, those tend to either be sieges, with the Githzerai on the defending side(when they're assisting the fortresses defense) or guerilla attacks against the Illithid, where they attack fast and are gone just as fast, and so if the corpses are to be gathered at all, they must be gathered during the battle.
I designed these not based on the battles our forces typically fight, but based on the battles often fought by our allies though the planes, where a battle can last weeks, the corpses tend to either be destroyed or recovered before the fighting is over, and so if you want to loot those battles efficiently, you must do it during the battle.