Basic Fantasy Field Guide Volume 2

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AlMan
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Re: Basic Fantasy Field Guide Volume 2

Post by AlMan »

Basic Fantasy Field Guide 2 – Corrections


Page 79 – Shaddick's Demonic Automata – Paragraph 2 and 3
Limiting pronouns
Currently: It has numerous blades sprouting from its back on long spindle-like arms. These are used to slice at anything that gets near the automata. It hates all life and it will fight until destroyed.

Three times per day it can call upon the power of its creator, giving it the ability to cast a Magic-User spell of up to third level.

Suggest: A demonic automaton has numerous blades sprouting from its back on long spindle-like arms. These blades are used to slice at anything that gets near the automata. A demonic automaton hates all life and will fight until destroyed.

Three times per day a demonic automaton can call upon the power of Shaddick, giving it the ability to cast a Magic-User spell of up to third level.


Page 79 – Skeletal Flayer – Paragraph 1
Limiting pronouns
Currently: The Skeletal Flayer appears to be a regular skeleton with its forearms and hands replaced with a long whip and a steel curved blade. It is disturbingly unique in its method of attack; it attempts to flay the skin off of its victim during combat, using the blade and whip to brutal and grisly effect. If successful it will proceed to wear the victim’s skin as a grotesque mockery of life, and is often mistaken for a zombie as a result of the skin’s progressive decomposing.

Suggest: The Skeletal Flayer appears to be a regular skeleton with its forearms and hands replaced with a long whip and a steel curved blade. A skeletal flayer is disturbingly unique in its method of attack; attempting to flay the skin off its victim during combat, using the blade and whip to brutal and grisly effect. If successful a skeletal flayer will proceed to wear the victim’s skin as a grotesque mockery of life, and is often mistaken for a zombie as a result of the skin’s progressive decomposing.

Page 80 – Spitting Slug – Stat Block
Mismatch between HD 2** and Save As
Currently: Save As Magic User 1

Suggest: Save As Magic User 2

Page 83 – Spirit of Vengence – Paragraph 1-4
Limiting pronouns
Currently: The Spirit of Vengeance is a creature made entirely of a dark and shadowy yet tangible mist. It takes the form of a tall heavily-armored and ornate figure wielding a great weapon in its spectral hands. It is wreathed in blue spectral flames and its eyes glow a bright blood red. It can appear differently to the betrayer, playing off of its fears and memories to take a form most terrible to the beholder. An aura of unease surrounds the spirit and those in proximity can experience cold sweats and an unexplained feeling of dread. Other signs of its presence include a sudden drastic drop in temperature and a massive increase in storms and lightning in the area. All creatures 4 HD or under (including constructs and undead) must make a save vs. Death Ray or become afraid and act as if Turned for 1d4+1 rounds.
A spirit of vengeance comes into being in places where a grave betrayal was committed, sometimes even resembling someone who was killed in the event. It then relentlessly pursues the betrayer or their descendant and attempts to enact its vengeance upon them, which is normally related to the manner of betrayal if possible. It is highly intelligent and can sense the thoughts of humanoids in close proximity, as well as being able to possess them just as a ghost does.
Its touch can drain the life force from others and it gains half of the hit points drained as health but otherwise this ability functions just as energy drain.
The spirit of vengeance can be killed in combat but if so it shall rise again upon the next full moon and continue the pursuit of its quarry. The only ways for it to die permanently are either for the pursued to die by its hand or for it to be tricked onto consecrated land (which it will normally avoid at all costs), doused in holy water, and then slain under a full moon.

Suggest: The Spirit of Vengeance is a creature made entirely of a dark and shadowy yet tangible mist. A spirit of vengeance takes the form of a tall heavily-armored and ornate figure wielding a great weapon in its spectral hands. The spirit of vengeance is wreathed in blue spectral flames and its eyes glow a bright blood red. The spirit of vengeance can appear differently to the betrayer, playing off of the betrayer’s fears and memories to take a form most terrible to the beholder. An aura of unease surrounds the spirit and those in proximity can experience cold sweats and an unexplained feeling of dread. Other signs of a spirit of vengeance’s presence include a sudden drastic drop in temperature and a massive increase in storms and lightning in the area. All creatures 4 HD or under (including constructs and undead) must make a save vs. Death Ray or become afraid and act as if Turned for 1d4+1 rounds.
A spirit of vengeance comes into being in places where a grave betrayal was committed, sometimes even resembling someone who was killed in the event. The spirit of vengeance then relentlessly pursues the betrayer or their descendant and attempts to enact its vengeance upon them, which is normally related to the manner of betrayal if possible. The spirit of vengeance is highly intelligent and can sense the thoughts of humanoids in close proximity, as well as being able to possess them just as a ghost does.
A spirit of vengeance’s touch can drain the life force from others and it gains half of the hit points drained as health but otherwise this ability functions just as energy drain.
The spirit of vengeance can be killed in combat but if so it shall rise again upon the next full moon and continue the pursuit of its quarry. The only ways for a spirit of vengeance to die permanently are either for the pursued to die by its hand or for it to be tricked onto consecrated land (which it will normally avoid at all costs), doused in holy water, and then slain under a full moon.


Page 84 – Sun’s Child – Paragraph 2
Limiting pronouns
Currently: It attacks by charging, bringing foes within its flames.

Suggest: A sun’s child attacks by charging, bringing foes within its flames.


Page 84 – Swamp Monster – Stat Block
Mismatch between HD 5 and Save As
Currently: Save As Fighter 3

Suggest: Save As Fighter 5


Page 84 – Swamp Monster – Paragraph 1
Limiting pronouns
Currently: Moss, vines, and other small vegetation grow all over its body, giving its skin a greenish hue as it ages; when a swamp monster is born its skin is a dull blue color. Due to its natural camouflage, in swamps, marshes, and bogs swamp monsters surprise on a roll of 1-4 on a d6.

Suggest: Moss, vines, and other small vegetation grow all over a swamp monster’s body, giving its skin a greenish hue as it ages; when a swamp monster is born its skin is a dull blue color. Due to its natural camouflage, in swamps, marshes, and bogs swamp monsters surprise on a roll of 1-4 on a d6.


Page 86 – Telethia – Stat Block
Mismatch between HD 7** and Save As
Currently: Save As Fighter 9

Suggest: Save As Fighter 7


Page 86 – Telethia – Paragraph 1-3
Limiting pronouns
Currently: A Telethia is a large dual-headed beast of magical nature with two pairs of blue glistening wings on a powerful, iridescent body. It ranges from 10 to 20 feet’ in length (plus a tail of about 10 feet) and has a wingspan of 50 feet. It has vicious claws on all four legs and a muscular jaw set in each head. A telethia can live for up to 400 years.
What makes a telethia truly frightening is not its vicious claws or multiple jaws but rather its ability to read the mind of its foes. It can use ESP (as the spell, but continuously), and once per day can copy the memorized spells of a chosen target; those spells remain available to the telethia for the remainder of the day.
Although a telethia is intelligent it is not sapient. It usually hunts in the day before returning to its lair as the sun sets. They form communities around an alpha (AC 22 and 12 HD). Normal telethia fight with +2 morale when near the alpha

Suggest: A Telethia is a large dual-headed beast of magical nature with two pairs of blue glistening wings on a powerful, iridescent body. A telethia ranges from 10 to 20 feet in length (plus a tail of about 10 feet) and has a wingspan of 50 feet. The telethia has vicious claws on all four legs and a muscular jaw set in each head. A telethia can live for up to 400 years.
What makes a telethia truly frightening is not its vicious claws or multiple jaws but rather the telethia’s ability to read the mind of its foes. The telethia can use ESP (as the spell, but continuously), and once per day can copy the memorized spells of a chosen target; those spells remain available to the telethia for the remainder of the day.
Although a telethia is intelligent it is not sapient. A telethia usually hunts in the day before returning to its lair as the sun sets. They form communities around an alpha (AC 22 and 12 HD). Normal telethia fight with +2 morale when near the alpha


Page 88 – Torok – Stat Block
Mismatch between HD 2 and Save As
Currently: Save As Thief 6

Suggest: Thief 2


Page 88 – Torok – Stat Block
Awkward Sentence
Currently: They prefer polearms, as a specific type unique to each warrior denotes states, and will be engraved with various feats the warrior has achieved; they will use any weapon that comes to hand in an emergency.

Suggest: Toroks prefer polearms, as a specific weapon type, each warrior chooses the type of polearm used, the pole will be engraved with various feats the warrior has achieved; a torok will use any weapon that comes to hand in an emergency.
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AlMan
Posts: 706
Joined: Fri Jun 26, 2015 5:01 pm

Re: Basic Fantasy Field Guide Volume 2

Post by AlMan »

Basic Fantasy Field Guide 2 – Corrections


Page 79 – Shaddick's Demonic Automata – Paragraph 2 and 3
Limiting pronouns
Currently: It has numerous blades sprouting from its back on long spindle-like arms. These are used to slice at anything that gets near the automata. It hates all life and it will fight until destroyed.

Three times per day it can call upon the power of its creator, giving it the ability to cast a Magic-User spell of up to third level.

Suggest: A demonic automaton has numerous blades sprouting from its back on long spindle-like arms. These blades are used to slice at anything that gets near the automata. A demonic automaton hates all life and will fight until destroyed.

Three times per day a demonic automaton can call upon the power of Shaddick, giving it the ability to cast a Magic-User spell of up to third level.


Page 79 – Skeletal Flayer – Paragraph 1
Limiting pronouns
Currently: The Skeletal Flayer appears to be a regular skeleton with its forearms and hands replaced with a long whip and a steel curved blade. It is disturbingly unique in its method of attack; it attempts to flay the skin off of its victim during combat, using the blade and whip to brutal and grisly effect. If successful it will proceed to wear the victim’s skin as a grotesque mockery of life, and is often mistaken for a zombie as a result of the skin’s progressive decomposing.

Suggest: The Skeletal Flayer appears to be a regular skeleton with its forearms and hands replaced with a long whip and a steel curved blade. A skeletal flayer is disturbingly unique in its method of attack; attempting to flay the skin off its victim during combat, using the blade and whip to brutal and grisly effect. If successful a skeletal flayer will proceed to wear the victim’s skin as a grotesque mockery of life, and is often mistaken for a zombie as a result of the skin’s progressive decomposing.

Page 80 – Spitting Slug – Stat Block
Mismatch between HD 2** and Save As
Currently: Save As Magic User 1

Suggest: Save As Magic User 2

Page 83 – Spirit of Vengence – Paragraph 1-4
Limiting pronouns
Currently: The Spirit of Vengeance is a creature made entirely of a dark and shadowy yet tangible mist. It takes the form of a tall heavily-armored and ornate figure wielding a great weapon in its spectral hands. It is wreathed in blue spectral flames and its eyes glow a bright blood red. It can appear differently to the betrayer, playing off of its fears and memories to take a form most terrible to the beholder. An aura of unease surrounds the spirit and those in proximity can experience cold sweats and an unexplained feeling of dread. Other signs of its presence include a sudden drastic drop in temperature and a massive increase in storms and lightning in the area. All creatures 4 HD or under (including constructs and undead) must make a save vs. Death Ray or become afraid and act as if Turned for 1d4+1 rounds.
A spirit of vengeance comes into being in places where a grave betrayal was committed, sometimes even resembling someone who was killed in the event. It then relentlessly pursues the betrayer or their descendant and attempts to enact its vengeance upon them, which is normally related to the manner of betrayal if possible. It is highly intelligent and can sense the thoughts of humanoids in close proximity, as well as being able to possess them just as a ghost does.
Its touch can drain the life force from others and it gains half of the hit points drained as health but otherwise this ability functions just as energy drain.
The spirit of vengeance can be killed in combat but if so it shall rise again upon the next full moon and continue the pursuit of its quarry. The only ways for it to die permanently are either for the pursued to die by its hand or for it to be tricked onto consecrated land (which it will normally avoid at all costs), doused in holy water, and then slain under a full moon.

Suggest: The Spirit of Vengeance is a creature made entirely of a dark and shadowy yet tangible mist. A spirit of vengeance takes the form of a tall heavily-armored and ornate figure wielding a great weapon in its spectral hands. The spirit of vengeance is wreathed in blue spectral flames and its eyes glow a bright blood red. The spirit of vengeance can appear differently to the betrayer, playing off of the betrayer’s fears and memories to take a form most terrible to the beholder. An aura of unease surrounds the spirit and those in proximity can experience cold sweats and an unexplained feeling of dread. Other signs of a spirit of vengeance’s presence include a sudden drastic drop in temperature and a massive increase in storms and lightning in the area. All creatures 4 HD or under (including constructs and undead) must make a save vs. Death Ray or become afraid and act as if Turned for 1d4+1 rounds.
A spirit of vengeance comes into being in places where a grave betrayal was committed, sometimes even resembling someone who was killed in the event. The spirit of vengeance then relentlessly pursues the betrayer or their descendant and attempts to enact its vengeance upon them, which is normally related to the manner of betrayal if possible. The spirit of vengeance is highly intelligent and can sense the thoughts of humanoids in close proximity, as well as being able to possess them just as a ghost does.
A spirit of vengeance’s touch can drain the life force from others and it gains half of the hit points drained as health but otherwise this ability functions just as energy drain.
The spirit of vengeance can be killed in combat but if so it shall rise again upon the next full moon and continue the pursuit of its quarry. The only ways for a spirit of vengeance to die permanently are either for the pursued to die by its hand or for it to be tricked onto consecrated land (which it will normally avoid at all costs), doused in holy water, and then slain under a full moon.


Page 84 – Sun’s Child – Paragraph 2
Limiting pronouns
Currently: It attacks by charging, bringing foes within its flames.

Suggest: A sun’s child attacks by charging, bringing foes within its flames.


Page 84 – Swamp Monster – Stat Block
Mismatch between HD 5 and Save As
Currently: Save As Fighter 3

Suggest: Save As Fighter 5


Page 84 – Swamp Monster – Paragraph 1
Limiting pronouns
Currently: Moss, vines, and other small vegetation grow all over its body, giving its skin a greenish hue as it ages; when a swamp monster is born its skin is a dull blue color. Due to its natural camouflage, in swamps, marshes, and bogs swamp monsters surprise on a roll of 1-4 on a d6.

Suggest: Moss, vines, and other small vegetation grow all over a swamp monster’s body, giving its skin a greenish hue as it ages; when a swamp monster is born its skin is a dull blue color. Due to its natural camouflage, in swamps, marshes, and bogs swamp monsters surprise on a roll of 1-4 on a d6.


Page 86 – Telethia – Stat Block
Mismatch between HD 7** and Save As
Currently: Save As Fighter 9

Suggest: Save As Fighter 7


Page 86 – Telethia – Paragraph 1-3
Limiting pronouns
Currently: A Telethia is a large dual-headed beast of magical nature with two pairs of blue glistening wings on a powerful, iridescent body. It ranges from 10 to 20 feet’ in length (plus a tail of about 10 feet) and has a wingspan of 50 feet. It has vicious claws on all four legs and a muscular jaw set in each head. A telethia can live for up to 400 years.
What makes a telethia truly frightening is not its vicious claws or multiple jaws but rather its ability to read the mind of its foes. It can use ESP (as the spell, but continuously), and once per day can copy the memorized spells of a chosen target; those spells remain available to the telethia for the remainder of the day.
Although a telethia is intelligent it is not sapient. It usually hunts in the day before returning to its lair as the sun sets. They form communities around an alpha (AC 22 and 12 HD). Normal telethia fight with +2 morale when near the alpha

Suggest: A Telethia is a large dual-headed beast of magical nature with two pairs of blue glistening wings on a powerful, iridescent body. A telethia ranges from 10 to 20 feet in length (plus a tail of about 10 feet) and has a wingspan of 50 feet. The telethia has vicious claws on all four legs and a muscular jaw set in each head. A telethia can live for up to 400 years.
What makes a telethia truly frightening is not its vicious claws or multiple jaws but rather the telethia’s ability to read the mind of its foes. The telethia can use ESP (as the spell, but continuously), and once per day can copy the memorized spells of a chosen target; those spells remain available to the telethia for the remainder of the day.
Although a telethia is intelligent it is not sapient. A telethia usually hunts in the day before returning to its lair as the sun sets. They form communities around an alpha (AC 22 and 12 HD). Normal telethia fight with +2 morale when near the alpha


Page 88 – Torok – Stat Block
Mismatch between HD 2 and Save As
Currently: Save As Thief 6

Suggest: Thief 2


Page 88 – Torok – Stat Block
Awkward Sentence
Currently: They prefer polearms, as a specific type unique to each warrior denotes states, and will be engraved with various feats the warrior has achieved; they will use any weapon that comes to hand in an emergency.

Suggest: Toroks prefer polearms, as a specific weapon type, each warrior chooses the type of polearm used, the pole will be engraved with various feats the warrior has achieved; a torok will use any weapon that comes to hand in an emergency.


Page 90 – Troll, Night – Stat Block
Mismatch between HD 8* and Save As
Currently: Save As Fighter 6

Suggest: Save As Fighter 8


Page 90 – Troll, Night – Paragraph 1
Since there has been an extensive discussion on the lack of other planes of existence in BFRPG, removing mention of elemental planes in the description, will just have as elemental beings.
Also limiting pronouns.
Currently: Night Trolls are a shadowy relative of the common troll native to the planes of shadow. They are rarely found on the material plane except when summoned or when rifts form between these planes. They lurk in areas shrouded in perpetual darkness and are fearsome predators. They are similar to common trolls in size and stature, but their skin is a purplish black in hue and their long, lank hair is universally dark blue in color. They are incredibly quiet and stealthy and can hide and move silently as a Thief equal to their hit dice.

Suggest: Night Trolls are a shadowy relative of the common troll an embodiment of the element of shadow. They are rarely found and are summoned from the element of shadow. Night trolls lurk in areas shrouded in perpetual darkness and are fearsome predators. A night troll is similar to a common troll in size and stature, but night troll’s skin is a purplish black in hue and their long, lank hair is universally dark blue in color. Night trolls are incredibly quiet and stealthy and can hide and move silently as a Thief equal to their hit dice.


Page 90 – Troll, Night – Paragraph 3
Limiting pronouns.
Currently: Exposing a night troll to direct sunlight is also a method to destroy the creature. It can only act for three rounds and is destroyed completely on the fourth should it not escape the sun's rays. If a night troll loses a limb or body part, the lost portion regrows in one turn; or, the creature can regenerate the severed member instantly by holding it against the stump.

Suggest: Exposing a night troll to direct sunlight is also a method to destroy the creature. A night troll can only act for three rounds and is destroyed completely on the fourth should it not escape the sun's rays. If a night troll loses a limb or body part, the lost portion regrows in one turn; or, the creature can reattach the severed member instantly by holding it against the stump.


Page 91 – 92 – Tyrannobeak – Paragraph 1 and 2
Limiting pronouns.
Currently: The Tyrannobeak is a massive member of the terror-bird family (Phorusrhacidae) of bipedal flightless birds. Despite its enormous size (20-foot height and 5-ton weight), a tyrannobeak is a swift runner and can leap prodigiously. It is a top-level predator, able to take down the largest of prey. When possible, it typically first attacks by leaping (counts as a charge attack) with both claws and a bite, but once properly in melee can only make one claw attack per round in addition to a bite. If the tyrannobeak is actively chasing a fleeing opponent, then it can only manage biting attacks.
When two are encountered it will be a mated pair. If a third is present, then it will be an immature individual (roll d% and apply to HD and attacks, rounding as necessary). While several eggs are laid, the young aggressively attack each other until only the dominant alpha remains. The adults protect and instruct this alpha youth until it reaches adulthood.

Suggest: The Tyrannobeak is a massive member of the terror-bird family (Phorusrhacidae) of bipedal flightless birds. Despite its enormous size (20-foot height and 5-ton weight), a tyrannobeak is a swift runner and can leap prodigiously. The tyrannobeak is a top-level predator, able to take down the largest of prey. When possible, a tyrannobeak typically first attacks by leaping (counts as a charge attack) with both claws and a bite, but once properly in melee can only make one claw attack per round in addition to a bite. If the tyrannobeak is actively chasing a fleeing opponent, then it can only manage biting attacks.
When two tyrannobeaks are encountered it will be a mated pair. If a third is present, then it will be an immature individual (roll d% and apply to HD and attacks, rounding as necessary). While several eggs are laid, the young aggressively attack each other until only the dominant alpha remains. The adults protect and instruct this alpha youth until it reaches adulthood.


Page 93 – Wanstrow – Paragraph 1 and 2
Limiting pronouns.
Currently: Wanstrows resemble tall and hideously-mutated orcs with a single eye. They vary greatly in coloration and may possess an unusual number of limbs, some having their lower half shaped like that of a snake, others having limbs replaced by strange bundles of prehensile tentacles that function similarly to a regular limb. Many will appear to have been partially-melted with facial features being partially obscured underneath flaps of skin. They all share a few features however. All have a set of three mandibles instead of a mouth, all have small sections of lung protruding from the skin that will inflate and deflate as the creature breathes, and all possess only one eye.
Some believe that wanstrows are the unfortunately fertile result of a failed magical experiment attempting to change orc physiology, however none can say for sure. They seem to possess a base level of intelligence similar to that of a dog or wolf. Most wanstrows exhibit signs of being in physical pain such as infrequent muscles spasms and constant loud screaming. They are highly aggressive and inhumanly strong.

Suggest: Wanstrows resemble tall and hideously-mutated orcs with a single eye. Wanstrows vary greatly in coloration and may possess an unusual number of limbs, some having their lower half shaped like that of a snake, others having limbs replaced by strange bundles of prehensile tentacles that function similarly to a regular limb. Many wanstrows will appear to have been partially-melted with facial features being partially obscured underneath flaps of skin. All wanstrow share a few features however. All wanstrow have a set of three mandibles instead of a mouth, all have small sections of lung protruding from the skin that will inflate and deflate as the creature breathes, and all possess only one eye.
Some believe that wanstrows are the unfortunately fertile result of a failed magical experiment attempting to change orc physiology, however none can say for sure. Wanstrows seem to possess a base level of intelligence similar to that of a dog or wolf. Most wanstrows exhibit signs of being in physical pain such as infrequent muscles spasms and constant loud screaming. Wanstrow are highly aggressive and inhumanly strong.


Page 94 – Wind Wolf – Stat block
Wind based creature doesn’t have anything to carry treasure with.
Currently: Treasure: L

Suggest: Treasure: None


Page 94 – Wolpertinger – Paragraph 1
Limiting pronouns.
Currently: A Wolpertinger is a winged hybrid creature, usually incorporating features of rabbits, deer, squirrels, and wolves. Sometimes small ones are encountered that pose little danger; however, larger specimens about the size of a large dog or wolf may be found, and these larger individuals are what is being described here. It has wickedly-sharp fangs, claws, and antlers that may be used to attack. The antlers are only used when charging (following normal charging rules for double damage), and then it will attack with claws and biting after such a charge.

Suggest: A Wolpertinger is a winged hybrid creature, usually incorporating features of rabbits, deer, squirrels, and wolves. Sometimes small wolpertingers are encountered that pose little danger; however, larger specimens about the size of a large dog or wolf may be found, and these larger individuals are what is being described here. A wolpertinger has wickedly-sharp fangs, claws, and antlers that may be used to attack. The antlers are only used when charging (following normal charging rules for double damage), and then it will attack with claws and biting after such a charge.


Page 97 – Xorn – Paragraph 1 and 2
Since there has been an extensive discussion on the lack of other planes of existence in BFRPG, removing mention of elemental planes in the description, will just have as elemental beings.
Also limiting pronouns.
Currently: A Xorn is a native to the Elemental Plane of Earth. Xorns are about 5 feet tall and wide and weigh about 600 pounds. It speaks Common along with its own elemental language. Because a xorn’s symmetrically-placed eyes allow it to look in any direction, it cannot be flanked. A xorn does not attack fleshy beings except to defend itself or its property since it cannot digest meat. A xorn is indifferent to creatures of the material plane – with the sole exception of anyone carrying a significant amount of precious metals or minerals, which a xorn eats. A xorn can smell food up to 20 feet away. It can be quite aggressive when seeking food, especially on the material plane, where such sustenance is harder to find than on its native plane.
A xorn’s favorite mode of attack is to wait just beneath a stone surface until a foe comes within reach, then emerge suddenly. Groups of xorns often send one of their number to the surface to negotiate for food while the remainder position themselves for a surprise attack. A xorn can glide through stone, dirt, or almost any other sort of earth (except metal) as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a savings throw vs. Spells.

Sugeest: A Xorn is an embodiment of the element of Earth. Xorns are about 5 feet tall and wide and weigh about 600 pounds. It speaks Common along with its own elemental language. Because a xorn’s symmetrically-placed eyes allow it to look in any direction, it cannot be flanked. A xorn does not attack fleshy beings except to defend itself or its property since it cannot digest meat. A xorn is indifferent to non-elemental creatures – with the sole exception of anyone carrying a significant amount of precious metals or minerals, which a xorn eats. A xorn can smell food up to 20 feet away and can be quite aggressive when seeking food.
A xorn’s favorite mode of attack is to wait just beneath a stone surface until a foe comes within reach, then emerge suddenly. Groups of xorns often send one of their number to the surface to negotiate for food while the remainder position themselves for a surprise attack. A xorn can glide through stone, dirt, or almost any other sort of earth (except metal) as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a savings throw vs. Spells.


Page 99 – OGL – List of creatures

No one is credited for Deep One, Lagoon Creature
No one is credited for Golem, Crystal
There is a Golem, Glass listed for Stuart Marshall (could this be the missing Crystal Golem?)
Change Leprechaun credit to Alan Vetter
Wretchling is mispelled as Wretchlin
There is a Chipped Teacup listed for Joseph Meagor, but there isn’t an entry in the book
There is a Porcupine Bear listed for Harrison Moran, but there isn’t an entry in the book
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AlMan
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Re: Basic Fantasy Field Guide Volume 2

Post by AlMan »

This ends my go over of this one, have fun Chi!!!
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chiisu81
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Re: Basic Fantasy Field Guide Volume 2

Post by chiisu81 »

Thanks Al 8-) I'll begin work on the next release in the near future.
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SmootRK
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Re: Basic Fantasy Field Guide Volume 2

Post by SmootRK »

Deep One, Lagoon Creature... is one of mine.

Tyranobeak and Wolpertinger are both mine, and the suggestions by AlMan are fine with me.
Is it really the end, not some crazy dream?
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SmootRK
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Re: Basic Fantasy Field Guide Volume 2

Post by SmootRK »

Porcupine Bear (if I remember correctly) got combined with the other similar entry "Quillbear" so it may have just disappeared from having its own entry.
Is it really the end, not some crazy dream?
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chiisu81
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Re: Basic Fantasy Field Guide Volume 2

Post by chiisu81 »

Tried to work on r44 and putting in Al's edits, and LibreOffice just freezes.
This is just piling up on problems I've had with other documents, when I finally do manage to find the time, energy, etc. to want to work on them.
I'm done with this software.
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TrickyNikki
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Re: Basic Fantasy Field Guide Volume 2

Post by TrickyNikki »

chiisu81 wrote: Mon Feb 07, 2022 9:05 am Tried to work on r44 and putting in Al's edits, and LibreOffice just freezes.
This is just piling up on problems I've had with other documents, when I finally do manage to find the time, energy, etc. to want to work on them.
I'm done with this software.
Hey friend, I heard that the software here may be a better alternative, and it is free: https://alternativeto.net/software/openoffice/about/
Creativity is just a single letter away.
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teaman
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Re: Basic Fantasy Field Guide Volume 2

Post by teaman »

chiisu81 wrote: Mon Feb 07, 2022 9:05 am Tried to work on r44 and putting in Al's edits, and LibreOffice just freezes.
This is just piling up on problems I've had with other documents, when I finally do manage to find the time, energy, etc. to want to work on them.
I'm done with this software.
I did a little quick search and saw that this is happening to a lot of people. I don't have recommendations to fix it, but wanted to let you know you're not alone.
Teaman is the sole proprietor of Sharp Mountain Games at roll20 and DTRPG

https://marketplace.roll20.net/browse/p ... tain-games
http://drivethrurpg.com/browse/pub/8418 ... tain-Games
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chiisu81
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Joined: Fri Aug 19, 2011 3:05 pm

Re: Basic Fantasy Field Guide Volume 2

Post by chiisu81 »

OpenOffice is barely-maintained legacy at this point.
The only other viable option may be OnlyOffice, but I haven't tested how well our specific .odt's look/behave in it.
While I had saved the file while working on it, I had put in a LOT of edits in FG2 when it froze, and I have no motivation to do it all over again.
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