Showing posts with label cat. Show all posts
Showing posts with label cat. Show all posts

Tuesday, April 6, 2021

Magical Cloaks

Some Magical Cloaks:

Cloak of Cartography: once a day, carefully put your cloak on a floor and after d6 turns a map of the area will draw itself inside your cloak. 

Cloak of the Seamstress: magically repair itself, it can also project a swarm of sewing needles that can fix any clothes and can once by encounter inflict d6 damage to a target and hinder it by wrapping and sewing threads on it (-4 to all actions). 

Cloak of the Smith: give + 4 to save against fire. The cloak accumulate heat while working in the forge, afterward it can be used to cast heat metal affecting one target per two hours of uninterrupted work. (Exp.: working 12h in the forge enable you to affect 6 targets) 

Cloak of Dreams: make your dreams vivid. Each morning tell us about what you dreamed, you can later summon a element of your dream as a illusion that last 2d6 turns. If you ever physically travel in the Dreamworld it become a cloak of protection +2.

Cloak of the Librarian: the cloak work as a bag of holding for books, upon request a skeletal hand emerge from the cloak, d6 rounds later, with the appropriate book. When asking for a book that was never put into the cloak, there is 2 chance on a d6 that the cloak already have that book. (-1 for rare ones, +1 for common ones). Books must be returned 2 weeks later or the cloak will refuse to give out any more books. The cloak give +2 reactions when asking someone to be quiet. 

Cloak of the Cat: there is a strange cat that live (well more exactly sleep) in that cloak, the cat look different for each person who wear the cloak. Once per day you can ask the cat for a service, roll a reaction roll, the result will tell you how well the cat accomplish or sabotage your request. Complex and difficult tasks may impose a reaction penalty of dramatic proportion. A dirty or wet cloak also impose severe penalties. When asked to fight, on a very good reaction the cat can turn into a panther. If killed, the cat will respawn in the cloak d6 nights later. Asking for tasks impossible for a cat (like dethroning the king) make the cat yawn and sleep for an hour, dreaming it is accomplishing the task.


Monday, January 20, 2020

Magical Cat

This magical cat is...

...made of  (d10) with eyes of (d10) 
  1. Jade
  2. Ceramic 
  3. Pure darkness
  4. Paprika 
  5. Amber 
  6. Saffron 
  7. Stained glass
  8. Marble
  9. Moon dust
  10. Soapstone 
and it hunt (d10)
  1. miniature people
  2. small dreams
  3. petty thoughts 
  4. tiny golem
  5. clockwork birds
  6. crystalline spiders
  7. shadows
  8. faeries who turn into keys
  9. mouses made of salt
  10. invisible parasites 

Wednesday, December 6, 2017

Giant Floating Cat Head


Anne H wrote stats for my drawing:

232, servant of TERANDMAR:

232 is a loyal servant of the great and powerful TERANDMAR, one of several similar servants in TERANDMAR's army. She pilots a flying stone cat head. TERANDMAR orders soldiers like 232 to patrol the territory and harry or destroy interlopers like the characters.

While she in the pilot seat, 232 can effectively use the stone head to shield her from almost any attack. Until her vehicle is destroyed, combat is exclusively between the characters and the stone head. However - on a critical hit, a character can choose to apply damage to 232 instead of the stone head. If 232 is reduced to 0 hp in this fashion, she is knocked out of the pilot seat, falls to the ground, and lands on her feet with full hp restored. 232 will also exit the stone head with full hp if the head is destroyed. (While she is in the pilot's seat, damage to 232's hit points represents a loss of her ability to remain in her vehicle, rather than physical injury.) In either case, once 232 exits the cockpit, combat can proceed between her and the characters directly.

Flying stone cat head:
10 HD,
Armor as stone,
Move fly at twice normal,
Attacks: 3 eye lasers (3d6) or 1 slam (save or die, 3d6 on successful save),
Specials: pilot (if 232 is knocked from the pilot's seat, the flying stone cat head ceases attacking),
lasers (the flying stone cat head has 3 eyes that fire lasers, allowing it to make 3 attacks per round that dead 3d6 damage each, a character who scores a critical hit can break one of the eyes reducing it to 2 attacks dealing 2d6, etc),
attack pattern (the flying stone cat head alternates between its two attacks on consecutive rounds, firing lasers one round, dropping from the sky to slam the next round, then firing lasers, then slamming, etc),
crumbling (if the giant stone cat head is reduced to half its starting hp, 2 of its laser eyes immediately shatter [reducing it to 1 attack for 1d6 or no laser attacks if an eye was already broken, although it maintains its attack pattern regardless], its slam attack becomes save or 3d6 with no damage on a successful save, its attack rolls and saving throws are made as though it were a 5 HD monster, and its movement speed is reduced from twice normal to half normal)

232:
2 HD,
Armor as leather,
Move normal,
Attacks: 2 claws (1d4) or 1 bite (1d6)
Specials: stone shield (while 232 is piloting the flying stone cat head, she is shielded from most attacks, and damage to her hit points represents the loss of her ability to stay in the cockpit rather than physical damage, when she emerges from the vehicle she is at full hp),
loyal to TERANDMAR (232 is not insane, but she is fanatically loyal to her master, however if subdued instead of killed, and if shown evidence of TERANDMAR's duplicity, 232 can be swayed to befriend the characters and betray her former master, even becoming a henchman or player character herself)

Wednesday, January 4, 2017

Chaos record player cat

Chaos record player cat
HD: 2+1 (12 hp) AC 14, DMG: 1d4 or special,
MV: 40 (120), ML: 6, saves: wizard lv5
AL: chaotic cute

Once the cat select a tune it can play it for up to 1d6 rounds.
Each time someone hit the cat, it randomly change it playing tune.

The cat can teleport once a day, Cheshire cat style.

Records effects: 1d8
1: visual vibrations, displacing effect for +4AC bonus.
2: scratches: area of effect 1d4 dmg attack by rounds to everyone listening. (Invisible claws attacks, must roll to hit)
3: this is my song: charm person single listener (save negate).
4: ear worm: implant suggestion, area of effect. (save negate, -1 to save by listening of the tune)
5: reverse: force a round of rerolls (including the cat).
6: Sonic miauling: 1 dmg by rounds, -2 to any d20 dice roll. Area of effect. (save negate)
7: beautiful song: save vs paralysis or stunned for 2d6 rnds (drop weapons). (single target)
8: catchy tune: save vs spells or dance for 2d6 turns. Contagious by touching (save allowed).

If the cat is reduced to 0hp, it must pass a save to see if it record break.
If it record is broken the cat die. If not, it turn into a magical record player that can be used to play random record effects.
But each time someone play a tune, there is a chance that the cat awaken (cat save vs spell).
Each character that used the cat record will save at -2 against it effects.
When the cat awaken it blink and vanish, Cheshire cat style (dont worry it will be back...).
(Roll new HP for the cat)

Some chaos record cats have unique record that have 1d3 unique magical effects.

Chaos records are worth 1d6x500 gp +500gp by unique effects.

Chaos record player cats dont like each other, if someone play a magic record, they usually vanish away (they get +4 to save against magic record effects).



Sunday, October 11, 2015

Fighter-Mage and Cataboon companion

Cataboon

a companion character class for B/X and similar D&Dalikes
text by Benjamin Baugh

The world is full of strange creatures, but few stranger than humanity and their comrade peoples of Dwarfish, Elvish, and Halflish extraction.  These peoples all seem as one to you, and from your perspective, the differences they claim to one another are far less significant than the differences between each individual.  They’re such a varied lot of fascinating strangers!  Among your own kind, minds are shared easily, thoughts sliding from one head to another, identities drifting, personalities changed with the fashion of the season.  Who are you?  It’s hard to say, or at least it was until you met your companion, and joined with them.  

You are sometimes called a cat-baboon, a treecat, or a ghost howler.  The human peoples tell stories about your kind, and some think you are spirits, others demons.  But you’re just another kind of thinking animal, only perhaps a bit better at the thinking.  Fascinatingly individual though they are, human people exchange their thoughts imperfectly, and only through the crudest methods - modulated sounds, gestures, and arcane marks made on surfaces.  It sounds bizarre, but rather than trade thoughts directly, a human will take the thoughts out of their mind, turn them into specially coded symbols, mark those symbols on an object, and then leave the object for another human to find, interpret, and - possibly, if the magic was made with skill - take the thoughts into their own head.  It really is terribly terribly inefficient.  

But who are you to judge strangeness?  Are you not yourself one of the oddities of your own people?  Fascinated with the mind-islands of humanity, so fascinated that you’d journey there and live almost alone with them, sharing thoughts almost exclusively with one other being, and not one of your own kind at that.  Rare among the tribe-minds of the skirted plain, you seek out the relative privacy of a human companion, and follow them on their endlessly amusing adventures.  

In appearance, you understand that you resemble something between a panther and a baboon, a long-limbed body, able to slink, climb, and pounce with ease.  Strong and quick, keen of sense.  You have clever paws, but they are not hands.  But what need you of hands, when your companion is so well endowed with manual manipulatory apparatus?  When your speed fails, you can fight with fang and claw, but most often resort to the howl that your kind is famous for - the crooning rolling scream that crawls down the ear canal into the spine, and claws at nerve and wit.  Many threats can be induced to simply run run away.  

The prime requisite for a cataboon is Charisma.  A Cataboon with a Charisma of 13 or greater gets a 10% bonus on earned experience and grants their companion a 5% bonus on earned experience.  

RESTRICTIONS.  Cataboons use 6-sided dice (d6) to determine hit points.  They may advance to a level equal to that of their companion.  Cataboons can not speak humanoid languages, and must rely on their companion to speak for them. They make saving throws and attack as their companion does.  They may not use any weapons and armor, and have poor manual dexterity making most tasks involving tools difficult.  Cataboons can never have ordinary retainers or followers.  Cataboons use the same XP progression table as their companion.  

SPECIAL ABILITIES.   Each cataboon character must be bonded to another player character, with whom it may freely share thoughts and feelings over shouting distances, and each may sense the location of the other over any distance.  Cataboons do not speak, but they do understand the intent of spoken language and so are able to translate any spoken language they can hear for their companion by listening to the thoughts of the speaker.  

Cataboons can make 2 claw attacks for d3 damage each, and if both hit may make a raking attack for d4 additional damage, or they may bite for a d6 damage.  

They have strong senses, and have infravision of 60 feet, and are only surprised on 1 in 6.  

Cataboons can hunt and forage easily, locating enough food for d6 individuals with a turn of hunting in areas with wildlife.  Foraging in more barren regions may require more time.  

Their skin and fur is quite tough, granting them -2 to AC.

Cataboons are quick, and have a movement rating of 40, and can Climb effortlessly at a speed of 10.  

When threatened, once per encounter, a cataboon can unleash a terrible howl that induces terror in most living things.  Enemies and a party’s retainers both must make Morale checks on hearing it.  The howl is so loud, however, that it can he heard for miles - alerting anyone in hearing distance.          

Cataboons gain a further special ability based on the class of their companion.  

  • Clerics have Serene cataboons.  They are immune to all forms of fear, and their howl works on the undead which grants their cleric companion a +2 bonus on their turning.  Serene cataboons may also use their life to heal their companion, freely giving them hit points if they are injured, at the expense of the cataboon’s own life.  
  • Fighters have Fierce cataboons.  They gain a further -2 to AC and their attacks do +2 damage, and when fighting beside their companion, choosing round to round to grant them -1 to their AC or +1 to hit with coordinated action.  
  • Magic Users have Curious cataboons.  They can smell magic, recognizing the presence of magic and magical things freely, and can identify specific things about the magic on 3 in 6.  They help their companion learn magic, and allow an additional spell to be learned each level, though no additional spells may be cast in a day.  
  • Thieves have Sneaky cataboons.  They can move silently, and hide in shadows as their companion does, and climb at their normal ground movement rate.  They can make their terrifying howl into a hiss, which has the same effect without alerting everyone in hearing distance.  When one provides a distraction, the other may immediately try and hide - even if in combat.  
  • Dwarfs have Burrowing cataboons.  They lose the ability to perform a rake attack, but their claws each do d6 damage and are long and sharp, and able to easily excavate tunnels at the rate of 1 foot of earth per round, 1 foot of rubble or soft stone per turn, and 1 foot of harder materials (though not iron or most metals) per hour.  The howl of a burrowing cataboon grants their companion +1 to hit for the duration of an encounter.  
  • Elves have Fabulous cataboons.  These fine creatures are elegant and quick, gaining +10 to speed, and imposing a -1 penalty to the Morale checks of enemies afflicted by their especially ululating howl.  Fabulous cataboons aid in finding hidden passages and secrets, granting a +2 bonus on this, and allow their elvish companion to locate hidden magic, like inactive portals, magical gates, and quiescent magic traps.  
  • Halfings have Stout cataboons.  They’re stocky and well-fed, gaining +1 per hit die when hit points are rolled.  They may hide as well as their companion in natural and other surroundings, and their companion can ride upon their back if unencumbered, taking advantage of the cataboon’s greater speed.  

If a cataboon’s companion should die, the cataboon absorbs the essence of their thoughts, their soul perhaps, and keeps this within themselves, still alive and aware.  An opportunity may present itself to re-home this essence, or the companion may decide to slip away into whatever comes next, freeing their cataboon to find another companion.  If a new companion is found, and is of a different class than the first, then this changes the Cataboon’s special ability, saves, and attack bonuses and the cataboon won’t advance in level until their companion has caught up, so they can advance in step.