My default rule in games is anything that has "magical" powers but are either not attached to a divine power or "smart" enough for sorcerer powers are psions. The rules I use are close enough in flavour to 3rd edition psionics.
Most creatures manifest agaisnt their opponents, who must roll their DC. In this case, DC 13 is their base.
Tigore
N Large Size Magical Creature (Psionic)
Init +3 Senses Low light vision, Scent, Darkvision 60 ft.; Perception +5
DEFENSE
AC 18 touch 12, flat-footed 15 (+3 Dex, +6 natural, -1 size)
hp 51hp (6d10+18 con)
Fort +8, Ref +8, Will +2
OFFENSE
Speed 50 ft.
Melee Bite +10 (1d6+5); 2 claws +7 (1d8+6)
Special Attacks Imp Grab, Pounce, Rake, Psionics
STATISTICS
Str 21, Dex 17, Con 17, Int 5, Wis 10, Cha 13
Base Atk +6 CMB +12 CMD 25
Feats Imp Natural Attack, Psionic Grapple, Multiattack
Skills +8 Acrobatics, +8 Climb, +13 Stealth, +8 Swim, Bonus Stealth + 12
Languages None
ECOLOGY
Environment Any Non-Urban
Organization Hunting Pack (2-6)
Treasure Value None
Psionic tigers or Tigores appear the same as a standard tigers except their skin is green with black stripes, which helps them hide in the forest domain. They have the ability to quite literally change their stripes to camouflage themselves. These large aggressive creatures while not motivated by malice are quick and deadly hunters. They stalk weaker creatures in the forest, using their natural and psionic strengths to take down their foes.
Due to their beautiful thick fur coats, these creature’s hides are desired status symbols by many nobles, and some are willing to pay up to 2,000 crowns (gold pieces) for an unspoiled coat. Large females are often hunted down in hopes of capturing baby cubs - only those raised from birth by a trainer can potentially be loyal to the trainer.
Combat: Tigores attack using stealth, speed and power. They have all of the standard abilities of a tiger along with some lethal psionic abilities. They have incredible patience, willing to wait dozens of hours for the perfect pounce.
Rake: If both front claws hit on a jump attack, they get an additional rake attack
Rake Attack: +6, Damage:1d6+6
Psionics: Manifester Level=6th, PSP 35, DC 13+
Powers: Energy Adaption, Body Equilibrium, Chameleon, Create Sound, Jump (+50 ft)
A gaming blog devoted to my personal gaming world called Nyssa. Using a hash of Pathfinder, OSR, 3.5 DnD where I create things. Focused on gaming monsters or other things you can use behind the scenes.
Blog Archive
Showing posts with label D20. Show all posts
Showing posts with label D20. Show all posts
Monday, 25 March 2019
Sunday, 24 March 2019
Wis-Ants
Wis-Ants
Size Small
# Appearing 50-80
AC 12,
Typical
HD 1-3; 75% are 1 or 2 HD
Attack: Mandible +3 1d2+1 dmg
Str 6 Con 10 Dex 12 Int 8 Wis 7 Cha 4
Skills: Perception +5, Stealth +9 or Craft (Building)+8
Feats: Social Integration, TrackingEnvironment: Any but water or cold
Treasure: Incidental
Alignment: Neutral
These are small sized ants but highly intelligent. Quite capable with their intricate crafting skills. Most reside far underground in armies that number in hundreds of individual ants that work together to complete tasks.
Social Integration: When groups of twenty or more Wis-Ants work together on a problem, add +1 on their collective intelligence, wisdom, attack or building skills for each ten Wis-Ants are involved. .
Thursday, 21 March 2019
Psionic Otyugh
A psionic version of the terrible trash monster found in many dungeons. They still hunt the same places but they clean themselves off. Like many of my beasts, it is psionically enhanced.
V'Otyugh
CR 3
N Medium Aberration
Init +0 Senses Darkvision 60 ft.; Perception +8
DEFENSE
AC 17 touch 10, flat-footed 17 (+7 natural)
hp 26 hp (4d8+8 con)
Fort +3, Ref +1, Will +5
Immune disease
OFFENSE
Speed 20 ft.
Melee 2 Tentacles +4 (1d6+3)
Special Attacks Psionics, Constrict (1d6+3), Imp Grab
Special Qualities: All Around sight
STATISTICS
Str 16, Dex 10, Con 15, Int 7, Wis 13, Cha 8
Base Atk +3 CMB +6 CMD 16
Feats Mindlink plus one other
Skills +8 Perception , +3 Survival
Languages Understand basic lizard or common
ECOLOGY
Environment City Tunnels, Sewers or Swamps
Organization Solitary
Treasure Value Half
Advancement By HD 5 - 8 (Medium), 9-12 (Large)
Alignment: Neutral (30% can range from NG to NE)
A descendant of the vile creature found in many cesspools, it somehow became affected by the psionic energies of the Boreth region becoming self-aware and psionicly empowered. It grew in intelligence, enough to realize that the filth that it was living in was bad for it, developing a sense of cleanliness. It appears as a heap of mottled flesh, with multiple tentacles and bulging eyes all around it. While it can only attach with two tentacles at a time, it usually has 5-8 tentacles all around it's body.
It continues to hunt in filthy places, but uses its abilities to care for itself and defeat its foes. It prefers access to fresh sources of water and attacks creatures that invade its area. It will try to grab foes, choking them or drowning them in water, waiting for them to suffocate. Many psionic versions don't hurt perceived allies, such as fey who inhabit a region without inflicting harm. They are notorious for attacking strangers, perceived threats or anything new in the swamp or sewers
They are usually solitary creatures, but they can make allies that reside in the same territory.
Because of their size, they are more easily captured and contained. They are in many dungeons and large cities prefer them to clean their dungeons. They are trained to destroy vermin and act as the primary eye below ground. They are taught to Mind-Link with Sentries at the first signs of trouble.
Psionics: PSP: 15; DC 12+(1d6); Manifests as a 5th level Psionic
Powers: Biocurrent, Create Sound, Hammer, Control Air, Sustenance
Enhanced: Cleanse
Mind-Link is my basic psionic telepathic ability. Any creature with this psionic feat and a current reserve of 1 PSP, can contact an Open Mind, free of PSP costs and send or receive a short message or image within a 100 ft radius.
New Psionic Power
Cleanse
Level: 1
Display: Mental
Manifesting Time: 1 Standard Action
Range: Touch
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Nil
Power Resistance: Yes
Base Point Cost: 1
This power purifies an organism of any non-magical toxicants as long as they were introduced into the organism less than twenty-four hours previously.
Enhanced Power: By utilizing an enhanced power, their cleanse can also clear their bodies of stronger level poisons or diseases.Cost +3 PSPs.
V'Otyugh
CR 3
N Medium Aberration
Init +0 Senses Darkvision 60 ft.; Perception +8
DEFENSE
AC 17 touch 10, flat-footed 17 (+7 natural)
hp 26 hp (4d8+8 con)
Fort +3, Ref +1, Will +5
Immune disease
OFFENSE
Speed 20 ft.
Melee 2 Tentacles +4 (1d6+3)
Special Attacks Psionics, Constrict (1d6+3), Imp Grab
Special Qualities: All Around sight
STATISTICS
Str 16, Dex 10, Con 15, Int 7, Wis 13, Cha 8
Base Atk +3 CMB +6 CMD 16
Feats Mindlink plus one other
Skills +8 Perception , +3 Survival
Languages Understand basic lizard or common
ECOLOGY
Environment City Tunnels, Sewers or Swamps
Organization Solitary
Treasure Value Half
Advancement By HD 5 - 8 (Medium), 9-12 (Large)
Alignment: Neutral (30% can range from NG to NE)
A descendant of the vile creature found in many cesspools, it somehow became affected by the psionic energies of the Boreth region becoming self-aware and psionicly empowered. It grew in intelligence, enough to realize that the filth that it was living in was bad for it, developing a sense of cleanliness. It appears as a heap of mottled flesh, with multiple tentacles and bulging eyes all around it. While it can only attach with two tentacles at a time, it usually has 5-8 tentacles all around it's body.
It continues to hunt in filthy places, but uses its abilities to care for itself and defeat its foes. It prefers access to fresh sources of water and attacks creatures that invade its area. It will try to grab foes, choking them or drowning them in water, waiting for them to suffocate. Many psionic versions don't hurt perceived allies, such as fey who inhabit a region without inflicting harm. They are notorious for attacking strangers, perceived threats or anything new in the swamp or sewers
They are usually solitary creatures, but they can make allies that reside in the same territory.
Because of their size, they are more easily captured and contained. They are in many dungeons and large cities prefer them to clean their dungeons. They are trained to destroy vermin and act as the primary eye below ground. They are taught to Mind-Link with Sentries at the first signs of trouble.
Psionics: PSP: 15; DC 12+(1d6); Manifests as a 5th level Psionic
Powers: Biocurrent, Create Sound, Hammer, Control Air, Sustenance
Enhanced: Cleanse
Mind-Link is my basic psionic telepathic ability. Any creature with this psionic feat and a current reserve of 1 PSP, can contact an Open Mind, free of PSP costs and send or receive a short message or image within a 100 ft radius.
New Psionic Power
Cleanse
Level: 1
Display: Mental
Manifesting Time: 1 Standard Action
Range: Touch
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Nil
Power Resistance: Yes
Base Point Cost: 1
This power purifies an organism of any non-magical toxicants as long as they were introduced into the organism less than twenty-four hours previously.
Enhanced Power: By utilizing an enhanced power, their cleanse can also clear their bodies of stronger level poisons or diseases.Cost +3 PSPs.
Friday, 15 February 2019
Advanced & Superior Petitioner
One of the planar creatures I enjoy using is the petitioner, a mortal that has died and are en route to their version of heaven but they get stuck in someplace in between. I really like the thematic idea of a place between the heavens and the mortal plane. That's why I created the Elder World, which is where petitioners (and many others) reside in my game reality. These are the more advanced versions of petitioners found in the core books.
A Not so Final Destination
A Not so Final Destination
When intelligent creatures die, if they are not yet ready to enter their final destination to the heaven of their beliefs, most are reborn in the afterlife as petitioners, preparing for when they are ready. What is much less recognized is
that for some beings this becomes a preferred existence and they continue to grow,
learn and exude their faith but never commit to going to their final destination.
While most reborn into this stage
remain just for a short time, for a very few petitioners have key positions
that they or their sponsors want them to continue especially if the "greater
cause" would suffer if the current holder would leave. These rare few are bound
to remain in their position for indefinite periods and can gain in stature and power.
Nobody can truly fathom why some petitioners stay in their role for a lifetime or
more but those who are are truly devoted to the cause and cannot be swayed from
their personal divine path.
At the moment of their creation, most petitioners have no memories of their past mortal existence. A few may
have a flash of one point of their lives but the advanced ones remember much more of their mortal lives simply because the more they exist, the more chances they have to remember. Some grey-beards believe memories are stained
into a soul and can be reawakened with specific actions.
Their appearance matches the description found for the general petitioner entry in Bestiary 2, but since they are rediscovering their former existence small features of who they once were begin to bleed into who they are now.
Their appearance matches the description found for the general petitioner entry in Bestiary 2, but since they are rediscovering their former existence small features of who they once were begin to bleed into who they are now.
Most petitioners in the Outer-Lands
are rural folk as there are few large communities, their roles are to help the departed
reach their final goal as they try to find how to do the same. Advanced and Superior Petitioners are very different, having individual and unique roles required by both the plane, citizens, visitors and even the faithful. They do not have to attack or prevent others from travelling thru or interacting with their common brethren, only if the opposition is preventing the faithful from moving onto their next destination - that is the only absolute crime in the Elder-Lands.
While petitioners have various
viewpoints and alignments they are rarely enemies with each other, even if a
different alignment. However they are usually defensive when outer Planar beings
visit, they need to balance distinct allegiances. Their task is to help newly reborn
find their place in the afterlife, they are mentors and guides but rarely actually leave
their communities.
All petitioners start as the Low or Basic petitioner, and then through service they may advance in levels which eventually means they attain a higher level of performance. They keep their primary appearance but become more angelic (or demonic if appropriate) gaining wings, halo, golden glow and divine weapons or tools as fits their status and power.
As unliving creatures, they can be turned, but not in the Outer-Lands. While they are immortal creatures they can be killed, and some believe that this is their point when their soul is pushed towards the higher level plane.
Advanced Petitioner
Type Medium Outsider
AC 18 (+3
natural, +2 Dex, +3 light armour)
HD 5
Saves Fort +3 Ref +3 Will +0
Init +5
Speed 40 ft
BAB CMB CMD
Melee Range
Special Attacks Memory Flood, 3rd level Summon Once/day
Special Defenses Dmg Reduction 5/+1, Immune to Mind Effecting
affects,
Skills Craft, Knowledge (Any 2) +10, Perception, Sense
Motive Survival +12
Typical Feats Dodge, Mobility, Cleave, Imp Bull Rush, Iron Will
Attribute Boons: Arrange boons +3,+2 X 2, +1 X 3
Str 14 Con 16 Dex 15
Str 14 Con 16 Dex 15
Int 12 Wis 14 Cha 13
Environment Elder World
Organisation 2-8 (when
on a mission), 1-2 with 11-30 least petitioners
Treasure Half Typical
Typical Roles: librarian, soldier, guide, watcher, sneak, historian.
Spells: Bless, Sanctuary, Holy Word 3/week, Commune (1/day)
Petitioner Lesser - Memory Flood, Summon, Imitation, 40 skill points, 4 Feats, 13 SR, 5 HD
Memory Flood: Petitioners spend a second lifetime (or longer) learning about their own and other beings histories, so they have a wealth of memories and history to call upon. Three times a day they can infuse good or negative memories to enable others a + / - 4 to any roll for creatures they can see. There is no saving throw to avoid the affect but magic resistance can prevent it.This is a near instant affect, for example, if someone was attacking the petitioner they could flood the foe with feelings of weakness and failure, and it would affect their next attack roll. They can also do this to discourage foes, by making them forget key facts thus hoping they will lose focus.
Summon: Able to call a 1-2 HD native creature to assist them in running errands or contact allies
Skill Imitation: If they are near someone with a higher skill level than them (swimming, climbing, hiding, etc) they can imitate the expert, gaining half of the experts base skill. Do not use bonuses from higher attribute bonus or magic bonuses to determine the skill boost. They can do this five times a day.
Bathed in the waters of the Pure, cleansed and pure, these are pure souls dedicated to a specific purpose, guiding the newly dead to their ultimate destination. Each newly dead soul has a path that they must find and take, but it is unique to them. It usually takes days or months before a petitioner finds their own way.
* * * * * * * * * * * * * * * * * * * * * * * *
Superior Petitioner
AC 20 (+7
natural, +3 Dex)
HD 14
Saves Fort +7 Ref +7 Will +5
Init +5
Speed 40 ft
BAB CMB CMD
Melee Range
Special Attacks Memory Flood (5/day), 6th level Summon **
Special Defenses Dmg Reduction 15 /+2, SR 21, Immune to Mind
Influencing affects
Skills Acrobatics, Intimidate, Knowledge (Any 3) +15,
Perception, Sense Motive, Stealth +12
Typical Feats Dodge, Mobility, Cleave, Imp Bull Rush, Iron Will
Typical Boons: Str 18 Con 19 Dex 17
Int 14 Wis 18 Cha 16 (24 to petitioners of their faith)
Environment Elder World
Organisation 1, 2-4 (when
on a mission), 1-2 with 11-30 least petitioners
Treasure Triple Typical
|Superior petitioners are often the souls of adventurers who have become apart of the heavenly missions for a long time. They have served for such a long time many do not know how to let go of this part of their existence. Their main goal is hunting down and stopping impediments for souls to get to their final destinations. They are leaders of their kind, and have incredible influence among petitioners. Good aligned ones are often mistaken for angels, as they may have wings, halo, etc.
Spells: As 8th level cleric, DC 15+ spell level,
Spells Known: Sanctuary, Bless, Bestow Curse, Dispel Magic, Charm Monster, Dimension Door, Discern Lies, Hold Person; Commune (3/day); Open Magical Portal 1/day & Holy Word 2 /day
Higher Skill Imitation: As Advanced Petitioner but 7 times a day and matches the experts bonus
Summon: Able to call a 5 HD native creature to assist them in running errands or contact allies
75 skill points, 7 Feats, 21 SR, 10 HD
Summon: Able to call a 5 HD native creature to assist them in running errands or contact allies
75 skill points, 7 Feats, 21 SR, 10 HD
Labels:
D20,
Elder World,
Monster,
Outer Planar,
Pathfinder,
Petitioner,
Planar
Thursday, 7 February 2019
Quashi - Androgynous spell-casting humanoid surrounded in a coral exoskeleton
These are strange, coral wearing humanoids that inhabit remote places in my world. They act as both merchants and collectors of information. While they do not actually need to be foes, they often are, as their arrogance and self-centeredness sometimes means they ignore peaceful solutions to obtain the things they want.
Quashi
CN Medium Outsider
Init +1 Senses Low-light vision; Perception +12
DEFENSE
AC 22 (+1 Dex, +2 natural, +5 coral armor, +4 mage armor), 17 touch, 15 flat-footed
hp 24hp (7d6)
Fort +0, Ref +6, Will +6
Defensive Abilities DR Immune Resist
Melee Rod +3 (1d6-1)
Special Attacks Reflect 4th level or lower spell as a free action
Spells Prepared (CL 6th Sorcerer)
Base Atk +3 CMB +2 CMD 13
Feats: Combat Casting, Silent Spell, Touch Spell, Craft Crystalline Weapons/Armor
Skills +7 Acrobatics, +13 Bluff,, +10 Crafting (Armor), +10 Diplomacy, + 10 Knowledge (Arcana),
+12 Perception, +12 Sense Motive , Spellcraft +14, Use Magic Device, +10
Languages Elven, Phaetox, Dragon, Elemental, Common, Dwarf
Combat Gear Resonating Crystal Rods, Coral Armor
Organization Pair or Carousel (3- 8)
Treasure Value Double Standard
Challenge Rating: 7 (Individuals), 10 (with their bodyguards)
Alignment: Usually Neutral (25% leaning towards Law or Chaos)
Advancement: By character class
Crystal Rods: These rods need only to touch an opponent to inflict damage. These rods are also their spell casting focus, Quashi need no other casting components.
Coral Armor: Coral Armor weighs 25 pounds and adds a +5 armor bonus. The armor is cumulative with any other type of armor enhancing spells or effects (such as mage armor). Also, the armor absorbs all magical energy attacks, so while the Quashi may take damage from an effect, the armor doesn't.
Reflect Spell: A Quashi can reflect any one 4th level or lower spell per round by making a successful spellcraft check (10+level of the spell X 2). This is a move equivalent action.
Spells: Quashi cast spells as a Wizard, Sorcerer or Cleric equivalent to their HD -1 levels.
Slender, androgynous humanoids with delicate features. They wear a stunning coral exoskeleton armor covers their head, arms, legs and most of their body. They carry a small crystal rod glowing brightly with magical energies, which levitates beside them if they need two hands. Their face and hands are pale, looking frail and gaunt.
Quashi are mysterious beings from another world that seek to collect magical lore and sell their wares. They erect obelisks* as magical engines in remote regions to harness energies from the Astral Plane, enabling them to grow coralline and crystalline trees. The crystal is used for their rods and crystalline for their weapons. Coralline is a pale white ground shell, which is molded into customized armor. Quashi cannot exist in the prime world outside their exoskeleton due to their poor health. Their obelisks are temporary energy sites, but can be used as a rudimentary connection site by priests.
They are quiet and reserved among non-kin, they are insufferably arrogant believing themselves to be the greatest spellcasters; they are quick to criticize others and can remember insults for decades. When in cities, they act as merchants or collectors to learn about the magical resources of an area. Quashi never look others in the eye, as they are extremely easy to intimidate by physical means…they stare off into the distance when speaking with anyone of large size.
Combat
Quashi usually leave combat to their hired soldiers, which are always five to ten times the number of Quashi present. These mercenaries are usually between 2-4th level fighters or monks and well armed. If it appears the mercenaries will fail, the Quashi begin casting spells.
Society
While always respectful, these highly arrogant beings show their truest nature around their own kin. Their nastiness comes out as they trash-talk the low life with petty insults, while they are loyal to their kind, they never hesitate to insult and degrade each other. While there are both male and females Quashi, non-kin rarely can tell the difference as they are highly androgynous. They are open to relationships with any gender and any race that they find "intriguing." They propogate using spells, as self-impregnation is very common among Quashi. They come to the mortal plane to create and learn magic and sell their wares.
*Obelisks on my world represent divine magics, found in cities as sources of magic and faith. A Quashi's obelisk is distinct and many faithful see the alien's version as abominations to be immediately destroyed.
Quashi
CN Medium Outsider
Init +1 Senses Low-light vision; Perception +12
DEFENSE
AC 22 (+1 Dex, +2 natural, +5 coral armor, +4 mage armor), 17 touch, 15 flat-footed
hp 24hp (7d6)
Fort +0, Ref +6, Will +6
Defensive Abilities DR Immune Resist
OFFENSE
Speed 30 ft.Melee Rod +3 (1d6-1)
Special Attacks Reflect 4th level or lower spell as a free action
Spells Prepared (CL 6th Sorcerer)
STATISTICS
Str 10 (8), Dex 13, Con 10 (7), Int 23, Wis 13, Cha 15Base Atk +3 CMB +2 CMD 13
Feats: Combat Casting, Silent Spell, Touch Spell, Craft Crystalline Weapons/Armor
Skills +7 Acrobatics, +13 Bluff,, +10 Crafting (Armor), +10 Diplomacy, + 10 Knowledge (Arcana),
+12 Perception, +12 Sense Motive , Spellcraft +14, Use Magic Device, +10
Languages Elven, Phaetox, Dragon, Elemental, Common, Dwarf
Combat Gear Resonating Crystal Rods, Coral Armor
ECOLOGY
Environment Any Remote RegionOrganization Pair or Carousel (3- 8)
Treasure Value Double Standard
Challenge Rating: 7 (Individuals), 10 (with their bodyguards)
Alignment: Usually Neutral (25% leaning towards Law or Chaos)
Advancement: By character class
SPECIAL ABILITIES
Resonating Crystal: After a round of melee or concentration, their crystal rods begin ringing a low hum. This resonating, causes a cumulative –1 penalty to attack rolls to foes. Spellcasters within 90 feet of this hum, must make concentration checks (DC: 10+level of spell + cumulative penalty) to cast spells. Quashi are immune to the hum of their kin's crystal.Crystal Rods: These rods need only to touch an opponent to inflict damage. These rods are also their spell casting focus, Quashi need no other casting components.
Coral Armor: Coral Armor weighs 25 pounds and adds a +5 armor bonus. The armor is cumulative with any other type of armor enhancing spells or effects (such as mage armor). Also, the armor absorbs all magical energy attacks, so while the Quashi may take damage from an effect, the armor doesn't.
Reflect Spell: A Quashi can reflect any one 4th level or lower spell per round by making a successful spellcraft check (10+level of the spell X 2). This is a move equivalent action.
Spells: Quashi cast spells as a Wizard, Sorcerer or Cleric equivalent to their HD -1 levels.
Quashi are mysterious beings from another world that seek to collect magical lore and sell their wares. They erect obelisks* as magical engines in remote regions to harness energies from the Astral Plane, enabling them to grow coralline and crystalline trees. The crystal is used for their rods and crystalline for their weapons. Coralline is a pale white ground shell, which is molded into customized armor. Quashi cannot exist in the prime world outside their exoskeleton due to their poor health. Their obelisks are temporary energy sites, but can be used as a rudimentary connection site by priests.
They are quiet and reserved among non-kin, they are insufferably arrogant believing themselves to be the greatest spellcasters; they are quick to criticize others and can remember insults for decades. When in cities, they act as merchants or collectors to learn about the magical resources of an area. Quashi never look others in the eye, as they are extremely easy to intimidate by physical means…they stare off into the distance when speaking with anyone of large size.
Combat
Quashi usually leave combat to their hired soldiers, which are always five to ten times the number of Quashi present. These mercenaries are usually between 2-4th level fighters or monks and well armed. If it appears the mercenaries will fail, the Quashi begin casting spells.
Society
While always respectful, these highly arrogant beings show their truest nature around their own kin. Their nastiness comes out as they trash-talk the low life with petty insults, while they are loyal to their kind, they never hesitate to insult and degrade each other. While there are both male and females Quashi, non-kin rarely can tell the difference as they are highly androgynous. They are open to relationships with any gender and any race that they find "intriguing." They propogate using spells, as self-impregnation is very common among Quashi. They come to the mortal plane to create and learn magic and sell their wares.
*Obelisks on my world represent divine magics, found in cities as sources of magic and faith. A Quashi's obelisk is distinct and many faithful see the alien's version as abominations to be immediately destroyed.
Tuesday, 29 January 2019
Perfected (Template)
This is an ideal monk like character in my world, using no armor or weapons, rarely utilizes spell and
is known for their wisdom and guidance. Living simple contemplative lives, they want to help, yet they
also prefer to find ways that will accomplish the goal without causing violence or to upset life.
Perfected (Template)
Type Aberration
Hit Dice: +10d8 (40)
Initiative: +4
Speed: +20 ft
AC: +5 deflection bonus
Attacks: Shun all physical attacks
Special Attacks: Gain Stunning Fist (DC 20; 1/HD); Body Spikes (1d20 dmg when grappled)
Special Qualities: Perfect Sight (50 ft all directions), Detect magic/psionics (at will), Dmg Reduction 15/lawful
Saves: F +5, R +5, W +5
Abilities: Cha +4, either Wis +4 or Dex +4
Skills: Knowledge (History) +12, Knowledge (Psionics) +10
Feats: Peaceful Contemplation, Mental Touch
Requirements: Cha or Wis 20; not from a device or magic spell; Vow of non-violence
Climate/Terrain: Any (Usually Ashrams or Temples)
Organization: Always Solitary
Challenge Rating: +4
Treasure: Triple
Alignment: CN, N or LN
The Perfected appear to be any type of humanoid that has reached a point of personal spiritual elevation, while often associated with monks, they never come from this class. They are individuals that eschew violence yet are moved to take action, sometimes to help others but most often for a specific cause. Many come from the cleric class, yet those gifted with these powers, serve the living
and shy away from serving the divine.
They are near ideal specimens of their race, with short hair and dress simply. As they have taken the vow of non-violence, they can never carry or use weapons or armor. Most live simple, devoted lives, getting involved only in the causes they care about, not games of power or policy.
While never evil, a few are selfish and have little patience for imperfect ones who do not recognize their glorious status. Some of the perfected lose their status and their abilities, usually suddenly and without notice and never able to recapture their lofty status. Most however live simple lives, directly involved helping others, staying true to their vows and beliefs.
They are often a source of astonishment, both for their abilities to help and guidance. They have often assisted locals with issues and then given rewards for their guidance, most often resolving issues without bloodshed. They often have small hordes of wealth which they can dole out if needed - again privately or secretly as they do not wish to advertise their status.
Their physical acts are to protect others or accomplish a goal, never simply to punish or do acts of harm. Most times their words and defensive spikes are enough to avoid such things
Special Abilities
Body Spikes: Any time a perfected is grappled or threatened, their body generates anthril body spikes (or generic magic damage) for a moment, inflicting 11-20 damage. This is a passive damage, they do not activate it - but they do not need to be aware or even awake, as their physical body will generate the body spikes if the body is in any kind of physical danger. They can suppress the spikes if they are aware.
Perfect Sight: Allows the perfected to be in constant awareness of all living, unliving and potential threats within 50 ft of them at all times.
New Feats
Peaceful Contemplation: Gain a +20 on knowledge or wisdom checks to resolve an issue or problem. They need to have 10 hours of perfect, peaceful & uninterrupted solace to gain the insight. If they fail to gain enough awareness to resolve the issue, they cannot repeat the process for the same issue. They can do this no more than once every week (10 days).
Mental Touch: If the perfected individual needs to touch something to activate, and there is a danger, they can use their thoughts to open or touch the object in question. Unlike many other abilities, this is exhausting for the perfected, and can do this a limited number of times (Cha Score Bonus / day)
is known for their wisdom and guidance. Living simple contemplative lives, they want to help, yet they
also prefer to find ways that will accomplish the goal without causing violence or to upset life.
Perfected (Template)
Type Aberration
Hit Dice: +10d8 (40)
Initiative: +4
Speed: +20 ft
AC: +5 deflection bonus
Attacks: Shun all physical attacks
Special Attacks: Gain Stunning Fist (DC 20; 1/HD); Body Spikes (1d20 dmg when grappled)
Special Qualities: Perfect Sight (50 ft all directions), Detect magic/psionics (at will), Dmg Reduction 15/lawful
Saves: F +5, R +5, W +5
Abilities: Cha +4, either Wis +4 or Dex +4
Skills: Knowledge (History) +12, Knowledge (Psionics) +10
Feats: Peaceful Contemplation, Mental Touch
Requirements: Cha or Wis 20; not from a device or magic spell; Vow of non-violence
Climate/Terrain: Any (Usually Ashrams or Temples)
Organization: Always Solitary
Challenge Rating: +4
Treasure: Triple
Alignment: CN, N or LN
The Perfected appear to be any type of humanoid that has reached a point of personal spiritual elevation, while often associated with monks, they never come from this class. They are individuals that eschew violence yet are moved to take action, sometimes to help others but most often for a specific cause. Many come from the cleric class, yet those gifted with these powers, serve the living
and shy away from serving the divine.
They are near ideal specimens of their race, with short hair and dress simply. As they have taken the vow of non-violence, they can never carry or use weapons or armor. Most live simple, devoted lives, getting involved only in the causes they care about, not games of power or policy.
While never evil, a few are selfish and have little patience for imperfect ones who do not recognize their glorious status. Some of the perfected lose their status and their abilities, usually suddenly and without notice and never able to recapture their lofty status. Most however live simple lives, directly involved helping others, staying true to their vows and beliefs.
They are often a source of astonishment, both for their abilities to help and guidance. They have often assisted locals with issues and then given rewards for their guidance, most often resolving issues without bloodshed. They often have small hordes of wealth which they can dole out if needed - again privately or secretly as they do not wish to advertise their status.
Their physical acts are to protect others or accomplish a goal, never simply to punish or do acts of harm. Most times their words and defensive spikes are enough to avoid such things
Special Abilities
Body Spikes: Any time a perfected is grappled or threatened, their body generates anthril body spikes (or generic magic damage) for a moment, inflicting 11-20 damage. This is a passive damage, they do not activate it - but they do not need to be aware or even awake, as their physical body will generate the body spikes if the body is in any kind of physical danger. They can suppress the spikes if they are aware.
Perfect Sight: Allows the perfected to be in constant awareness of all living, unliving and potential threats within 50 ft of them at all times.
New Feats
Peaceful Contemplation: Gain a +20 on knowledge or wisdom checks to resolve an issue or problem. They need to have 10 hours of perfect, peaceful & uninterrupted solace to gain the insight. If they fail to gain enough awareness to resolve the issue, they cannot repeat the process for the same issue. They can do this no more than once every week (10 days).
Mental Touch: If the perfected individual needs to touch something to activate, and there is a danger, they can use their thoughts to open or touch the object in question. Unlike many other abilities, this is exhausting for the perfected, and can do this a limited number of times (Cha Score Bonus / day)
Tuesday, 18 December 2018
Silver Bulette
Most of the time adventurers in my games are in spires or underground dungeons but at mid to lower levels much of the story is getting to the locations, so wandering monsters are a big part of the game. That's where the Silver Bullete comes in, a huge size, hungry creature that can jump teleport. Plus I just love the name of the creature and what it can do...
Silver Bulette CR 10
XP 3,200
N Huge magical beast
Init +9; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +11
DEFENSE
AC 27 touch 13, flat-footed 22 (+5 Dex, +14 natural, -2 size)
hp 147hp (14d10+70 con)
Fort +14, Ref +14, Will +5
OFFENSE
Speed 40 ft., burrow 20 ft.
Melee Bite +19 (2d10+7) and 2 claws +15 (2d8+7)
Space 15 ft.; Reach 10 ft.
Special Attacks leap, savage bite, Silvery Flash
STATISTICS
Str 25, Dex 20, Con 20, Int 5, Wis 13, Cha 3
Base Atk +14 CMB +23 CMD 38 (42 vs trip)
Feats Improved Initiative, Iron Will, Skill Focus (Perception), Weapon Focus (bite), X3
Skills Acrobatics +11 (+19 jumping), Perception +15; Racial Modifiers +4 on Acrobatics checks made to jump
ECOLOGY
Environment temperate hills or underground
Organization solitary (adult)
Treasure Incidental (gems or coins stuck to its hide)
SPECIAL ABILITIES
Leap (Ex) A silver bulette can perform a special kind of pounce attack by jumping into combat. When a bullette charges, it can make a DC 16 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack.
Savage Bite (Ex) A bulette's bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 18–20.
Silvery Flash: A Silver Bulette can dimensional jump, moving up to 500 feet away in one round. Treat as an improved bull rush if any creatures are in it's path. It can do this 3 times a day. When it moves in this fashion, there is a momentary flash of silver when it enters and exits the astral.
A Silver Bullette is a legend from the Spirelands - a huge creature that burrows just beneath the surface. It normally feeds on creatures that are in it's path, but if hungry it will go out of its way to attack caravans or other large groups. It is peaceful as long as it gets enough to eat, but when it does not, it starts to look for easy targets that are near it to feed on.
Named after its ability to jump or teleport small ranges, with the associated silvery flash.
These creatures are sexless, they spontaneously compost into three or four smaller versions of themselves that stay together for 8 - 10 months until they grow large enough to survive on their own.
Silver Bulette CR 10
XP 3,200
N Huge magical beast
Init +9; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +11
DEFENSE
AC 27 touch 13, flat-footed 22 (+5 Dex, +14 natural, -2 size)
hp 147hp (14d10+70 con)
Fort +14, Ref +14, Will +5
OFFENSE
Speed 40 ft., burrow 20 ft.
Melee Bite +19 (2d10+7) and 2 claws +15 (2d8+7)
Space 15 ft.; Reach 10 ft.
Special Attacks leap, savage bite, Silvery Flash
STATISTICS
Str 25, Dex 20, Con 20, Int 5, Wis 13, Cha 3
Base Atk +14 CMB +23 CMD 38 (42 vs trip)
Feats Improved Initiative, Iron Will, Skill Focus (Perception), Weapon Focus (bite), X3
Skills Acrobatics +11 (+19 jumping), Perception +15; Racial Modifiers +4 on Acrobatics checks made to jump
ECOLOGY
Environment temperate hills or underground
Organization solitary (adult)
Treasure Incidental (gems or coins stuck to its hide)
SPECIAL ABILITIES
Leap (Ex) A silver bulette can perform a special kind of pounce attack by jumping into combat. When a bullette charges, it can make a DC 16 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack.
Savage Bite (Ex) A bulette's bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 18–20.
Silvery Flash: A Silver Bulette can dimensional jump, moving up to 500 feet away in one round. Treat as an improved bull rush if any creatures are in it's path. It can do this 3 times a day. When it moves in this fashion, there is a momentary flash of silver when it enters and exits the astral.
A Silver Bullette is a legend from the Spirelands - a huge creature that burrows just beneath the surface. It normally feeds on creatures that are in it's path, but if hungry it will go out of its way to attack caravans or other large groups. It is peaceful as long as it gets enough to eat, but when it does not, it starts to look for easy targets that are near it to feed on.
Named after its ability to jump or teleport small ranges, with the associated silvery flash.
These creatures are sexless, they spontaneously compost into three or four smaller versions of themselves that stay together for 8 - 10 months until they grow large enough to survive on their own.
Thursday, 29 November 2018
Grey Dwarves (or Gravity Dwarves) plus Trel Magical Ore
Have long used the fantasy trope of clouds as islands in the sky. These grey dwarves are the major inhabitant. They mine a white ore in the clouds, that enables levitation.
Grav (Grey or Gravity or Cloud Dwarves)
Medium Sized Humanoids
Hit Dice: 2d8+6 (17 hp)
Initiative: -1
Speed: 20*
AC: 20 (+3 natural, +1 size, +2 Shield, +5 Breastplate), 14 Touch, 17 Flat
Base Attack/Grapple: +2
Attack: Hammer +6 (1d10+3), Heavy Crossbow +2 (1d8)
Special Attacks: Mass Manipulation, Psionics
Special Qualities: Low-Light Vision
Saves: Fort +5 Ref -1 Will +1
Abilities (Soldier) Str 16, Dex 7, Con 17, Int 10, Wis 12, Cha 10
Typical Appraise +3, Craft (Stonecutting) +3, Craft (Mining) +3, Perception +3
Feats: Weapon Focus (Hammer); Stone Interaction (+5 skill bonus)
Climate/Terrain: Cloud Isles
Organization: Patrol (2-7), Army (20-50), Town (500-2000)
Challenge Rating: 2
Treasure: Double Standard
Alignment: Lawful Neutral
Advancement Range: By Class
Gray skinned dwarves, three feet tall and almost as wide, with short white beards that are over 300 pounds. Most wear light metal armor, and use either a pick or hammer for both their work and combat weapon.
Grav are best known as reclusive cloud miners, who exclusively control trel production which is a magical ore that gives the wielder levitation properties. These psionic creatures can manipulate gravity, to levitate or featherfall almost at will. When the grav are transporting their goods they become targets of raiders, so they often look to hire adventuring companions.
Society: Grav society is extremely codified; every citizen knows their exact duties. Leaders are chosen at birth based on exhibiting greater psionic talents. They are taken away for instruction by the elder counsel, never knowing their birth families only the responsibilities that come with prestige and political power. Nobility or societal rank is rarely hereditary, higher level military station comes from success in battle, similarly, higher social rank comes from action, wealth and fame. Grav give nothing away, those who have something, have it because they earned it.
Those of the lower class usually take one of two roles: soldier or miner. Both are dangerous jobs, however, everyone in grav society has the possibility to advance upward due to performance. They may have little money, but they are a content lot and few grav would ever disobey their elders. Like their land based kin, grav enjoy pints of mead, and it is a little nervy to witness dozens of them drinking together in near perfect unison, no planned co-ordination but their natural instincts taking over.
While friendly, Grav rarely do well with strangers. They don't understand things like artistic expression that doesn't fit into pre-determined functional slots. But what many non-Grav often find most surprising is that for a codified society, they have little fear about expressing themselves or their ideas. All Grav are free to express themselves and to question the reasons for decisions their elders make, the only difference is once a group or society makes a decision, few Grav ever question it, as they trust each other.
Combat They fight using psionics to control the weight of the weapons and armor foes use, making it impossible to wield in battle or strong enough to move more than a few feet without extreme effort. Grav often grapple foes and drag them off a cliff or mountainside then safely levitating back up. They concentrate on an enemies leaders or spellcasters. Grav soldiers never surrender and willingly sacrifice their lives.
Psionics:
Miner or Soldier: mass manipulation (self) PSP: 5 (by HD)
Noble: mass manipulation, phobia amplification (heights), levitate; PSP: 15 (3 HD minimum)
Grav as Characters
+2 Constitution, +2 Strength, -4 Dexterity
Bonus Feat: Weapon Focus (Hammer)
Speed: 20 (15 in armor)
+1 Natural Armor Bonus / 3 HD or class levels
Fighter is the preferred class for soldiers;
Psion for Nobles.
Psionics: +5 PSP, Mass Manipulation
Trelline (Trel) is one of the base magical metals on Nyssa. It is mined almost entirely by the Grav dwarves in the clouds above the land. It is a pure white stone, with small cracks on its surface. The Grav must go into the deepest parts of the cloud to obtain the ore. With a processed piece of Trel, upon concentration, the user can slowly levitate upwards - speed and distance depends upon the user. Their communities are based on permanent cloud isles that must mine for Trel, they need to go to new clouds, find a line and do their work to extract the ore. Unlike traditional ground ores, Trel is always being naturally generated in new clouds. Clouds have a centralized gravity, meaning down is towards the cloud centre base.
Grav (Grey or Gravity or Cloud Dwarves)
Medium Sized Humanoids
Hit Dice: 2d8+6 (17 hp)
Initiative: -1
Speed: 20*
AC: 20 (+3 natural, +1 size, +2 Shield, +5 Breastplate), 14 Touch, 17 Flat
Base Attack/Grapple: +2
Attack: Hammer +6 (1d10+3), Heavy Crossbow +2 (1d8)
Special Attacks: Mass Manipulation, Psionics
Special Qualities: Low-Light Vision
Saves: Fort +5 Ref -1 Will +1
Abilities (Soldier) Str 16, Dex 7, Con 17, Int 10, Wis 12, Cha 10
Typical Appraise +3, Craft (Stonecutting) +3, Craft (Mining) +3, Perception +3
Feats: Weapon Focus (Hammer); Stone Interaction (+5 skill bonus)
Climate/Terrain: Cloud Isles
Organization: Patrol (2-7), Army (20-50), Town (500-2000)
Challenge Rating: 2
Treasure: Double Standard
Alignment: Lawful Neutral
Advancement Range: By Class
Gray skinned dwarves, three feet tall and almost as wide, with short white beards that are over 300 pounds. Most wear light metal armor, and use either a pick or hammer for both their work and combat weapon.
Grav are best known as reclusive cloud miners, who exclusively control trel production which is a magical ore that gives the wielder levitation properties. These psionic creatures can manipulate gravity, to levitate or featherfall almost at will. When the grav are transporting their goods they become targets of raiders, so they often look to hire adventuring companions.
Society: Grav society is extremely codified; every citizen knows their exact duties. Leaders are chosen at birth based on exhibiting greater psionic talents. They are taken away for instruction by the elder counsel, never knowing their birth families only the responsibilities that come with prestige and political power. Nobility or societal rank is rarely hereditary, higher level military station comes from success in battle, similarly, higher social rank comes from action, wealth and fame. Grav give nothing away, those who have something, have it because they earned it.
Those of the lower class usually take one of two roles: soldier or miner. Both are dangerous jobs, however, everyone in grav society has the possibility to advance upward due to performance. They may have little money, but they are a content lot and few grav would ever disobey their elders. Like their land based kin, grav enjoy pints of mead, and it is a little nervy to witness dozens of them drinking together in near perfect unison, no planned co-ordination but their natural instincts taking over.
While friendly, Grav rarely do well with strangers. They don't understand things like artistic expression that doesn't fit into pre-determined functional slots. But what many non-Grav often find most surprising is that for a codified society, they have little fear about expressing themselves or their ideas. All Grav are free to express themselves and to question the reasons for decisions their elders make, the only difference is once a group or society makes a decision, few Grav ever question it, as they trust each other.
Combat They fight using psionics to control the weight of the weapons and armor foes use, making it impossible to wield in battle or strong enough to move more than a few feet without extreme effort. Grav often grapple foes and drag them off a cliff or mountainside then safely levitating back up. They concentrate on an enemies leaders or spellcasters. Grav soldiers never surrender and willingly sacrifice their lives.
Miner or Soldier: mass manipulation (self) PSP: 5 (by HD)
Noble: mass manipulation, phobia amplification (heights), levitate; PSP: 15 (3 HD minimum)
Grav as Characters
+2 Constitution, +2 Strength, -4 Dexterity
Bonus Feat: Weapon Focus (Hammer)
Speed: 20 (15 in armor)
+1 Natural Armor Bonus / 3 HD or class levels
Fighter is the preferred class for soldiers;
Psion for Nobles.
Psionics: +5 PSP, Mass Manipulation
Trelline (Trel) is one of the base magical metals on Nyssa. It is mined almost entirely by the Grav dwarves in the clouds above the land. It is a pure white stone, with small cracks on its surface. The Grav must go into the deepest parts of the cloud to obtain the ore. With a processed piece of Trel, upon concentration, the user can slowly levitate upwards - speed and distance depends upon the user. Their communities are based on permanent cloud isles that must mine for Trel, they need to go to new clouds, find a line and do their work to extract the ore. Unlike traditional ground ores, Trel is always being naturally generated in new clouds. Clouds have a centralized gravity, meaning down is towards the cloud centre base.
Monday, 19 November 2018
Seymourian
A native and twisted plant form found in some of the deepest jungles of the land. While unsure of their origin, they have long been a nightmare to root out. These twisted entities try to manipulate the environments to control others to do their bidding.
Seymourian
NE Medium Plant
Init +2 Senses Low-light vision; Perception +6
DEFENSE
AC 16 touch 9, flat-footed 16 (+7 natural, -1 size)
hp 75hp (10d8+30 con)
Fort +10, Ref +3, Will +3
Defensive Abilities Immune mind-affecting effects, poison, sleep, polymorph, stunning
OFFENSE
Speed 10 ft.
Melee Bite +8 (1d12+2/X3), Root Tentacles +6 (1d8+3)
Special Attacks Tentacles Reach 25 ft
Spell Like Abilities (CL 9th)
Summon Small Animals, Detect Alignment or Magic (5/day)
Charm Animal or Humanoid (4/day; DC 14) & Control Plant (4/day; DC 15)
STATISTICS
Str 19, Dex 11, Con 16, Int 13, Wis 11, Cha 11
Base Atk +7 CMB +12 CMD 22 / +12 to avoid being tripped, bull rushed, etc
Feats Deep Roots, Multi-Attack
Skill Bonus +4 Perception
Skills +7 Perception , +10 Stealth; +8 Knowledge (Plant), +4 Stealth bonus if planted outside
Languages Druid, Fae, Elf plus one
ECOLOGY
Environment Any Forest
Organization Solitary or Pod (2-4)
Treasure Value Standard
Advancement (11-16 HD - Medium), (17-22 HD Large)
SPECIAL ABILITIES
Root Reach - Their roots can stretch out up to 200 ft their base. They cannot attack in this area, but can move objects closer to them.
Non-Detection: The Seymourian has a DC 25 to be found or caught by magic spells, otherwise they are observed as normal plants.
This plant has long been a nuisance in forests and gardens. Appear as larger than normal plants, with an extensive root system. But when cultivated by either an evil druid or someone with knowledge they can breed a smart and quite dangerous specimen that is sentient. These creatures control an environment as their home, and anything in their radius can be affected by their charms.
Appear as a large sized, heavily rooted, broad leafed flower, with a bright rose or red petals. While it is almost impossible to immediately notice them (DC 18) if intruders see the Seymourian talk, they notice small eyes, nose and mouth in the largest petal. Seymourians try to control the creatures around them for their own purposes, whether looking for followers, wealth or love.
It often has allies that are only vaguely aware of what they are, they just know the entity can protect or raid a forest area better than anyone else.
Seymourian
NE Medium Plant
Init +2 Senses Low-light vision; Perception +6
DEFENSE
AC 16 touch 9, flat-footed 16 (+7 natural, -1 size)
hp 75hp (10d8+30 con)
Fort +10, Ref +3, Will +3
Defensive Abilities Immune mind-affecting effects, poison, sleep, polymorph, stunning
OFFENSE
Speed 10 ft.
Melee Bite +8 (1d12+2/X3), Root Tentacles +6 (1d8+3)
Special Attacks Tentacles Reach 25 ft
Spell Like Abilities (CL 9th)
Summon Small Animals, Detect Alignment or Magic (5/day)
Charm Animal or Humanoid (4/day; DC 14) & Control Plant (4/day; DC 15)
STATISTICS
Str 19, Dex 11, Con 16, Int 13, Wis 11, Cha 11
Base Atk +7 CMB +12 CMD 22 / +12 to avoid being tripped, bull rushed, etc
Feats Deep Roots, Multi-Attack
Skill Bonus +4 Perception
Skills +7 Perception , +10 Stealth; +8 Knowledge (Plant), +4 Stealth bonus if planted outside
Languages Druid, Fae, Elf plus one
ECOLOGY
Environment Any Forest
Organization Solitary or Pod (2-4)
Treasure Value Standard
Advancement (11-16 HD - Medium), (17-22 HD Large)
SPECIAL ABILITIES
Root Reach - Their roots can stretch out up to 200 ft their base. They cannot attack in this area, but can move objects closer to them.
Non-Detection: The Seymourian has a DC 25 to be found or caught by magic spells, otherwise they are observed as normal plants.
This plant has long been a nuisance in forests and gardens. Appear as larger than normal plants, with an extensive root system. But when cultivated by either an evil druid or someone with knowledge they can breed a smart and quite dangerous specimen that is sentient. These creatures control an environment as their home, and anything in their radius can be affected by their charms.
Appear as a large sized, heavily rooted, broad leafed flower, with a bright rose or red petals. While it is almost impossible to immediately notice them (DC 18) if intruders see the Seymourian talk, they notice small eyes, nose and mouth in the largest petal. Seymourians try to control the creatures around them for their own purposes, whether looking for followers, wealth or love.
It often has allies that are only vaguely aware of what they are, they just know the entity can protect or raid a forest area better than anyone else.
Wednesday, 17 October 2018
Corlth aka The Liberated - Blind, Purple Skinned, Hairless Humanoid
At one point in my gaming these were one of my core races, a slave people that escaped to find a home in the most barren regions. While they still make continual war upon slavers, they open their lodges to other psionic using peoples.
Corlth, Liberated
Medium Sized Humanoid
Hit Dice: 5d8 +10 (31 hp)
Initiative: +0
Speed: 30
AC: 16 (+2 natural, +2 leather armor); 10 Touch, 12 FF
Base Attack / Grapple: + 5 / + 7
Attacks: + 7 Spear (1d8+2)
Space/Reach: 5 ft by 5 ft
Special Qualities: Psionics
Saves: Fort: +7, Ref: +4, Will: +7
Abilities: Str 14, Dex 10, Con 14, Int 12, Wis 14, Cha 9
Skills: Perception +8, Knowledge (Psionics) +5, Climb or Swim +6
Feats: Combat Trance, Concentration Focus
Climate/Terrain: Spires, Remote Areas
Organization: Patrol (2-5), Warband (9-16),Tribe (200-500)
Challenge Rating: 4 (Fully mature)
Treasure: Half Normal
Alignment: Usually Neutral (Good)
Advancement Range: By Character Class
Six faintly purple skinned humanoids, without eyes or hair and blank expressionless faces – appear from nowhere to skewer the goblin slavers.
Corlth (pronounced Corrr) were created to be the perfect slave race, blind and deaf without a personality and to instinctively obey telepathic commands. They escaped servitude and have learned psionics to compensate for their weak physical condition. Appear as pale purple skinned humanoids, clean shaven and soul-less blank white eyes. The few who have hair, it's usually very short & white.
Living in isolated, well-protected villages; they survive by hunting and foraging for what they need. They quietly war with slaving races or groups that hurt weaker groups. They continuously plan forays to free thralls. While they don’t welcome visitors, outcasts have sometimes found a home among them. Their leaders are usually psionic masters who teach ethics and skills to the lesser of their kin. They make allies with other non-evil and non-slaving creatures. Adults take the descriptor “liberated”, to denote their status.
Half of their population are non-combative, 1 or 2 HD creatures. Others take barbarian, fighter, ranger, rogue or psionic for any additional HD / classes earned. Druids & bards are the most common spell-caster, wizard and cleric are virtually non-existent in their villages. Individuals in those classes usually leave to serve in larger towns in either the Spell Towers or an obelisk to their dedication. Those individuals are still drawn to service for their community, and do what they can to ensure their tribe's prosperity and survival.
Corlth live simple lives, harvesting what they need, helping to release slaves, and living a nomadic lifestyle. What many village outsiders are often surprised by is their intense respect of knowledge and learning.All adults know how to read, and have story-telling or musical traditions that they use to share their stories. While they are sometimes critical of outsiders, they are respectful and always have plenty of insightful questions.
Combat Foes underestimate corlth only once, then fear them for their psionic powers and combat strategies. They rarely engage foes until they know an enemies weakness. Whenever possible they use their combat trance before battle, increasing their chance of success. While they are known for their psionic powers, only around 20% of the population has psionics beyond their touchsense ability.
Combat Trance (New Feat): Gain +3 on all attack rolls versus a renowned foe. Can be any species enemy, however it must be designated at the beginning of the day and it cannot be changed until the start of the next day. This feat again does not stack, if taken a second time it applies to a second foe. It does stack if the Corlth has similar features from a class ability such as a rangers hunting bonus.
Corlth, Liberated
Medium Sized Humanoid
Hit Dice: 5d8 +10 (31 hp)
Initiative: +0
Speed: 30
AC: 16 (+2 natural, +2 leather armor); 10 Touch, 12 FF
Base Attack / Grapple: + 5 / + 7
Attacks: + 7 Spear (1d8+2)
Space/Reach: 5 ft by 5 ft
Special Qualities: Psionics
Saves: Fort: +7, Ref: +4, Will: +7
Abilities: Str 14, Dex 10, Con 14, Int 12, Wis 14, Cha 9
Skills: Perception +8, Knowledge (Psionics) +5, Climb or Swim +6
Feats: Combat Trance, Concentration Focus
Climate/Terrain: Spires, Remote Areas
Organization: Patrol (2-5), Warband (9-16),Tribe (200-500)
Challenge Rating: 4 (Fully mature)
Treasure: Half Normal
Alignment: Usually Neutral (Good)
Advancement Range: By Character Class
Six faintly purple skinned humanoids, without eyes or hair and blank expressionless faces – appear from nowhere to skewer the goblin slavers.
Corlth (pronounced Corrr) were created to be the perfect slave race, blind and deaf without a personality and to instinctively obey telepathic commands. They escaped servitude and have learned psionics to compensate for their weak physical condition. Appear as pale purple skinned humanoids, clean shaven and soul-less blank white eyes. The few who have hair, it's usually very short & white.
Living in isolated, well-protected villages; they survive by hunting and foraging for what they need. They quietly war with slaving races or groups that hurt weaker groups. They continuously plan forays to free thralls. While they don’t welcome visitors, outcasts have sometimes found a home among them. Their leaders are usually psionic masters who teach ethics and skills to the lesser of their kin. They make allies with other non-evil and non-slaving creatures. Adults take the descriptor “liberated”, to denote their status.
Half of their population are non-combative, 1 or 2 HD creatures. Others take barbarian, fighter, ranger, rogue or psionic for any additional HD / classes earned. Druids & bards are the most common spell-caster, wizard and cleric are virtually non-existent in their villages. Individuals in those classes usually leave to serve in larger towns in either the Spell Towers or an obelisk to their dedication. Those individuals are still drawn to service for their community, and do what they can to ensure their tribe's prosperity and survival.
Corlth live simple lives, harvesting what they need, helping to release slaves, and living a nomadic lifestyle. What many village outsiders are often surprised by is their intense respect of knowledge and learning.All adults know how to read, and have story-telling or musical traditions that they use to share their stories. While they are sometimes critical of outsiders, they are respectful and always have plenty of insightful questions.
Combat Foes underestimate corlth only once, then fear them for their psionic powers and combat strategies. They rarely engage foes until they know an enemies weakness. Whenever possible they use their combat trance before battle, increasing their chance of success. While they are known for their psionic powers, only around 20% of the population has psionics beyond their touchsense ability.
Combat Trance (New Feat): Gain +3 on all attack rolls versus a renowned foe. Can be any species enemy, however it must be designated at the beginning of the day and it cannot be changed until the start of the next day. This feat again does not stack, if taken a second time it applies to a second foe. It does stack if the Corlth has similar features from a class ability such as a rangers hunting bonus.
Typical Psionics PSP: 20; Manifester Level: 4th
1st: Daze, Detect Psionics, Float, Message (Any 2)
2nd: Animal Affinity, Biofeedback, Energy Push, Object Reading (Any 1)
3rd: Touchsense**
*These are typical powers chosen by a corlth, individuals might have a few differing powers but use this combination for most Corlth.
** Corlth manifest touchsense without psp cost at a 30 foot range. Some members specialize using feats to increase their touchsense range by 50 ft for each advancement feat they utilize.
1st: Daze, Detect Psionics, Float, Message (Any 2)
2nd: Animal Affinity, Biofeedback, Energy Push, Object Reading (Any 1)
3rd: Touchsense**
*These are typical powers chosen by a corlth, individuals might have a few differing powers but use this combination for most Corlth.
** Corlth manifest touchsense without psp cost at a 30 foot range. Some members specialize using feats to increase their touchsense range by 50 ft for each advancement feat they utilize.
Tuesday, 2 October 2018
Muter (Salavanno) - Silver Scaled Lizard Humanoid with Legendary Hearing
Sometimes it is an image that gets me inspired for a creature, and for the hate of everything that is evil, I can't remember what it was for this one.
Muter (Salavanno)
Medium Sized Magical Humanoid
Hit Dice: 10d8+10 (52 hp)
Initiative: +3 (Dexterity)
Speed: 30 ft
AC: 19 (+3 dexterity, +6 Natural), 10 Touch, 19 Flat-Footed
Base Attack/Grapple: +10 / +10
Attack: Slam +10 (1d 8)
Full Attacks: Slam +10 (1d 8)
Space/Reach: 5 ft. by 5 ft.
Special Attacks: Sound Impulse, Silence Rebound, Night-Vision
Special Qualities: SR 40 to sound based spells, Blind-sight 200 ft
Saves: Fort +7, Ref +8, Will +10
Abilities: Str 11, Dex 15, Con 13, Int 14, Wis 16, Cha 8
Skills: Perception +40, Knowledge (History)+8, Knowledge (Local): +8, Move Silently: +8, Sense Motive: +8
Feats: Lightning Reflexes, Toughness, Dodge, Mobility
Climate/Terrain: Mountainous
Organization: Solitary or Pair
Challenge Rating: 10
Treasure: Half Standard
Alignment: Usually neutral
Advancement Range: By character class (Rogue, Sorcerer)
Silver scaled body with a ridged head and forehead, bright green eyes and small orange fingernails. They have three silver entwined ponytails, most often go down their backside. They have a multitude of small pock marks all over their body, appearing as something randomly made small cuts on them, these are actually their ears. They have a long tail that snakes along the ground marking their trail, though not capable of fine movement, it can sway things or grab onto a large object if the Muter is falling.
For many years, experts knew what a Salvanno was but could not agree on anything else. For most, they are a lizardith or intelligent lizard humanoid, but no clan claims them, and the lizardith themselves seek the Salvanno out, usually for punishment or execution for learning secrets.
This creature's hearing is legendary, capable of hearing conversations from hundreds of yards away. They can manipulate a sound as a free action. They are also virtually unaffected by any spells requiring a verbal component cast within fifty feet of them, even if the spell manifests by conjuring a physical object or creature. Silence spells cast on or near them always rebound, as if they cast the spell, able to change the placement and shape of the silence effect.
They can break even a nearby silence area of effect by diverting a medium level noise or sonic effect into the radius as a free action. Muters have a listening range of over 5000 yards if unimpeded by physical or magical objects. They have tremendous knowledge on all sorts of information, and can act as terrific contact agents.
If needed they can turn down their hearing by partially closing their ears, if they do so they are able to converse with creatures within 50 feet of them. If they don't hone their hearing, they are immediately aware of all things around them, always careful but unable to focus on any one thing such as a conversation.
Combat
Muters not only avoid combat but they avoid contact with strangers. These enigmatic figures have their own agenda and few if anyone can fathom what it is. Muters tend to manipulate events, by arranging “chance meetings” by warring groups to prevent their own discovery of their lairs. The few times they are seen, is often after major combats, when they mysteriously appear to take items of interest or wealth. Most times, they just do not get involved in any activity.
Sound Impulse: Can reflect and increase the sound impulses within 40 ft. Normal conversation level sounds reflected back inflict 1d3 sonic damage. Shouts reflected result in 2d6 sonic damage. Increased magical sounds (with sonic effects) can inflict 1d6 dmg per spell level when reflected up to 6d6 max.
Blind-Sight: Muters are automatically aware of all beings within a 200 ft radius, unless they are surrounded by a silence & invisibility spells. Invisibility is useless against them within this distance.
Recognize Sound: Just like a dog recognizes smell, a Muter can recognize an individual’s breathing. (Perception DC 2 )
Rebound Silence Effects: Any silence spell cast on or in their vicinity.
Night Vision: As long as they are not in a magical silenced area, treat the Muter as if it had 100 ft vision in all directions.
Sklls: Muters gain a +30 on Perception checks.
Muter (Salavanno)
Medium Sized Magical Humanoid
Hit Dice: 10d8+10 (52 hp)
Initiative: +3 (Dexterity)
Speed: 30 ft
AC: 19 (+3 dexterity, +6 Natural), 10 Touch, 19 Flat-Footed
Base Attack/Grapple: +10 / +10
Attack: Slam +10 (1d 8)
Full Attacks: Slam +10 (1d 8)
Space/Reach: 5 ft. by 5 ft.
Special Attacks: Sound Impulse, Silence Rebound, Night-Vision
Special Qualities: SR 40 to sound based spells, Blind-sight 200 ft
Saves: Fort +7, Ref +8, Will +10
Abilities: Str 11, Dex 15, Con 13, Int 14, Wis 16, Cha 8
Skills: Perception +40, Knowledge (History)+8, Knowledge (Local): +8, Move Silently: +8, Sense Motive: +8
Feats: Lightning Reflexes, Toughness, Dodge, Mobility
Climate/Terrain: Mountainous
Organization: Solitary or Pair
Challenge Rating: 10
Treasure: Half Standard
Alignment: Usually neutral
Advancement Range: By character class (Rogue, Sorcerer)
Silver scaled body with a ridged head and forehead, bright green eyes and small orange fingernails. They have three silver entwined ponytails, most often go down their backside. They have a multitude of small pock marks all over their body, appearing as something randomly made small cuts on them, these are actually their ears. They have a long tail that snakes along the ground marking their trail, though not capable of fine movement, it can sway things or grab onto a large object if the Muter is falling.
For many years, experts knew what a Salvanno was but could not agree on anything else. For most, they are a lizardith or intelligent lizard humanoid, but no clan claims them, and the lizardith themselves seek the Salvanno out, usually for punishment or execution for learning secrets.
This creature's hearing is legendary, capable of hearing conversations from hundreds of yards away. They can manipulate a sound as a free action. They are also virtually unaffected by any spells requiring a verbal component cast within fifty feet of them, even if the spell manifests by conjuring a physical object or creature. Silence spells cast on or near them always rebound, as if they cast the spell, able to change the placement and shape of the silence effect.
They can break even a nearby silence area of effect by diverting a medium level noise or sonic effect into the radius as a free action. Muters have a listening range of over 5000 yards if unimpeded by physical or magical objects. They have tremendous knowledge on all sorts of information, and can act as terrific contact agents.
If needed they can turn down their hearing by partially closing their ears, if they do so they are able to converse with creatures within 50 feet of them. If they don't hone their hearing, they are immediately aware of all things around them, always careful but unable to focus on any one thing such as a conversation.
Combat
Muters not only avoid combat but they avoid contact with strangers. These enigmatic figures have their own agenda and few if anyone can fathom what it is. Muters tend to manipulate events, by arranging “chance meetings” by warring groups to prevent their own discovery of their lairs. The few times they are seen, is often after major combats, when they mysteriously appear to take items of interest or wealth. Most times, they just do not get involved in any activity.
Sound Impulse: Can reflect and increase the sound impulses within 40 ft. Normal conversation level sounds reflected back inflict 1d3 sonic damage. Shouts reflected result in 2d6 sonic damage. Increased magical sounds (with sonic effects) can inflict 1d6 dmg per spell level when reflected up to 6d6 max.
Blind-Sight: Muters are automatically aware of all beings within a 200 ft radius, unless they are surrounded by a silence & invisibility spells. Invisibility is useless against them within this distance.
Recognize Sound: Just like a dog recognizes smell, a Muter can recognize an individual’s breathing. (Perception DC 2 )
Rebound Silence Effects: Any silence spell cast on or in their vicinity.
Night Vision: As long as they are not in a magical silenced area, treat the Muter as if it had 100 ft vision in all directions.
Sklls: Muters gain a +30 on Perception checks.
Friday, 7 September 2018
Prickett - Large Antler Headed Forest Fey
This was inspired by the mystical Herne the Hunter figure, that was featured in the Robin Hood BBC productions of the 80s, coming from much older legends about the legend.
Prickett
XP 2,400
N Large Fey
Init +5 Senses Low-light vision; Perception +12
DEFENSE
AC 19 touch 14, flat-footed 14 (+5 Dex, +5 natural, -1 size)
hp 27hp (5d6+10 con)
Fort +3, Ref +9, Will +7
Defensive Abilities DR 5/Silver
OFFENSE
Speed 50 ft.
Melee Scimitar +3 (1d8+2)
Ranged Longbow +6 (1d6+2)
Special Attacks Antlers +6 (2d8+2)
Spell Like Abilities (CL 7th level Druid)
Typical Spells: (CL 9th - Druid)
1st Entangle, Blend, Nature’s Ally I
2nd Summon Swarm, Snare, Nature’s Ally 2
3rd Speak with Plants, Nature’s Ally 3
4th Giant Vermin
STATISTICS
Str 15, Dex 21, Con 14, Int 12, Wis 16, Cha 15
Base Atk +2 CMB +5 CMD 20
Feats Alertness, Track, Brew Potion, Weapon Focus (Antlers)
Skills , +5 Diplomacy, +9 Perception, +10 Stealth. +10 Steath, +5 Knowledge (nature), +10 Survival
Languages Fey, Common, Elf, Elemental Fire, Celestial
ECOLOGY
Environment Forest
Organization Solitary or Hunt (2-5)
Treasure Value Double
SPECIAL ABILITIES
Invisibility in Forest (+20 to stealth), Immune to natural poison, Non-Changing Form, One with Nature
Invisibility in Forest: A prickett is incredibly difficult to see, gaining invisibility when more than 20 feet away. If a creature is immune to the effects of invisibility treat this as a +20 on their stealth checks
Non-Changing Form: Unlike other druids, who can shapechange at higher levels, a prickett cannot change forms, whether by choice or accident (such as by spells or magic.) They are immune to all spell that changes their form.
One with Nature: If a Pricket calls out to nature, it always heeds their call. They can ask nature to provide bounty, quicken their movements, gain a boon to either physical or magical attacks. They can do this based on their charisma bonus.
These mysterious seven feet tall, antler-headed, hoofed humanoids are fey warriors, and Elven legends say they are the fiercest of all fey. Pricketts have long been a mystery for those who reside or travel in the forest - they seem to have their own agenda. Well known for hiring or luring notorious creatures to do their biding, yet, have just as often been at the core of some righteous cause.
COMBAT
Woe to those who near these creature’s grooves, they are fierce warriors using both spell, animal servants and their own strength to tear foes apart. They are virtually invisible in the forest (gaining a +20 on stealth checks) and they run faster than any deer could within the thickest brambles, as bushes and trees move from their path. They first use animals to distract their foes; next, they use spells to weaken or split foes from each other, finally they jump into the fray attacking with both their antlers and scimitar. Many consider them equivalent to rangers, however, instead of standard ranger abilities they gain +1 in strength, wisdom and dexterity per character level, as well, the antler damage increases in damage dice for every two levels gained.
SOCIETY
Prickett lairs are fey groves where other traditional fey live their wild and carefree ways beside these violent cousins. They are always quiet, participating in festivities during the equinoxes, but at all other times stand ready to help their smaller cousins and defend the forest. Most Prickett live apart from others of their kind, but do congregate in small hunting groups every few days once a month. They can live up to 700 years and they increase in size and power throughout their lifetimes.
Rangers note two things about prickets, they will not touch the dead of any other species and they never alter their physical form. Little else is known about the prickets society, including who leads these enigmatic figures.
Prickett
XP 2,400
N Large Fey
Init +5 Senses Low-light vision; Perception +12
DEFENSE
AC 19 touch 14, flat-footed 14 (+5 Dex, +5 natural, -1 size)
hp 27hp (5d6+10 con)
Fort +3, Ref +9, Will +7
Defensive Abilities DR 5/Silver
OFFENSE
Speed 50 ft.
Melee Scimitar +3 (1d8+2)
Ranged Longbow +6 (1d6+2)
Special Attacks Antlers +6 (2d8+2)
Spell Like Abilities (CL 7th level Druid)
Typical Spells: (CL 9th - Druid)
1st Entangle, Blend, Nature’s Ally I
2nd Summon Swarm, Snare, Nature’s Ally 2
3rd Speak with Plants, Nature’s Ally 3
4th Giant Vermin
STATISTICS
Str 15, Dex 21, Con 14, Int 12, Wis 16, Cha 15
Base Atk +2 CMB +5 CMD 20
Feats Alertness, Track, Brew Potion, Weapon Focus (Antlers)
Skills , +5 Diplomacy, +9 Perception, +10 Stealth. +10 Steath, +5 Knowledge (nature), +10 Survival
Languages Fey, Common, Elf, Elemental Fire, Celestial
ECOLOGY
Environment Forest
Organization Solitary or Hunt (2-5)
Treasure Value Double
SPECIAL ABILITIES
Invisibility in Forest (+20 to stealth), Immune to natural poison, Non-Changing Form, One with Nature
Invisibility in Forest: A prickett is incredibly difficult to see, gaining invisibility when more than 20 feet away. If a creature is immune to the effects of invisibility treat this as a +20 on their stealth checks
Non-Changing Form: Unlike other druids, who can shapechange at higher levels, a prickett cannot change forms, whether by choice or accident (such as by spells or magic.) They are immune to all spell that changes their form.
One with Nature: If a Pricket calls out to nature, it always heeds their call. They can ask nature to provide bounty, quicken their movements, gain a boon to either physical or magical attacks. They can do this based on their charisma bonus.
These mysterious seven feet tall, antler-headed, hoofed humanoids are fey warriors, and Elven legends say they are the fiercest of all fey. Pricketts have long been a mystery for those who reside or travel in the forest - they seem to have their own agenda. Well known for hiring or luring notorious creatures to do their biding, yet, have just as often been at the core of some righteous cause.
COMBAT
Woe to those who near these creature’s grooves, they are fierce warriors using both spell, animal servants and their own strength to tear foes apart. They are virtually invisible in the forest (gaining a +20 on stealth checks) and they run faster than any deer could within the thickest brambles, as bushes and trees move from their path. They first use animals to distract their foes; next, they use spells to weaken or split foes from each other, finally they jump into the fray attacking with both their antlers and scimitar. Many consider them equivalent to rangers, however, instead of standard ranger abilities they gain +1 in strength, wisdom and dexterity per character level, as well, the antler damage increases in damage dice for every two levels gained.
SOCIETY
Prickett lairs are fey groves where other traditional fey live their wild and carefree ways beside these violent cousins. They are always quiet, participating in festivities during the equinoxes, but at all other times stand ready to help their smaller cousins and defend the forest. Most Prickett live apart from others of their kind, but do congregate in small hunting groups every few days once a month. They can live up to 700 years and they increase in size and power throughout their lifetimes.
Rangers note two things about prickets, they will not touch the dead of any other species and they never alter their physical form. Little else is known about the prickets society, including who leads these enigmatic figures.
Labels:
Antler-Headed,
D&D,
D20,
Fey,
Forest,
Herne,
Nyssa,
Pathfinder,
Prickett,
Rangers
Friday, 27 July 2018
Simple Angelic Template
I have been tending towards these very simple templates to adjust creatures for environments or settings.
Angelic Template, Simple
Type Monstrous Humanoid (treat as before)
AC 19 (+5 Natural) Init +2
HD +5 HD
Saves Fort +4 Ref +4 Will +6
Speed Fly 40;
BAB +5
Melee Increase by 1 attack/round
Special Attacks Heavenly Blast (3d10 angelic energy blast)
Special Defenses. Elemental Resistance 20, +DR 10 / +2 weapons
Skills + 30 skill points or 4 Skills Maxed
Feats Dodge, Weapon Finesse, Weapon Damage, Weapon Focus
Str +8 Con +10 Dex +10 . Int +6. Wis +6. Cha +12
Environment Garden, Spires, Church Complexes
Organization Solitary
Treasure Average (Coins or gems)
Advancement None
The Simple Angel Template is to use any creature as a figure from the heavens, sent to defeat evil and protect the innocent. Many times I use these templates to boost a creature from an area to represent an ideal. Most have a golden aura around them, and most have golden wings.
Spells: Light, Detect Evil, Detect Magic, Detect Lie, Calm Emotions (as HD / level)
Cure Light Wounds (3/day, 2d6)
Heavenly Blast: Upon an utterance of a holy word, these angelic figures can release a blast of heavenly energy. It does 3d10 damage to any non-good creature in a 20 foot radius. They have this a number of times a day equal to either their HD or charisma divided by 3 whichever is higher. (Will DC 10+Cha) This does damage to any non-good creatures, Neutral aligned creatures gain +3 to their saves.
Radiate Good: At all times, these creatures radiate an aura of goodness. Paladins, cleric, and monks can auto-detect their alignments by speaking with them for one minute or more or by casting any alignment spell or effect.+
Angelic Template, Simple
Type Monstrous Humanoid (treat as before)
AC 19 (+5 Natural) Init +2
HD +5 HD
Saves Fort +4 Ref +4 Will +6
Speed Fly 40;
BAB +5
Melee Increase by 1 attack/round
Special Attacks Heavenly Blast (3d10 angelic energy blast)
Special Defenses. Elemental Resistance 20, +DR 10 / +2 weapons
Skills + 30 skill points or 4 Skills Maxed
Feats Dodge, Weapon Finesse, Weapon Damage, Weapon Focus
Str +8 Con +10 Dex +10 . Int +6. Wis +6. Cha +12
Environment Garden, Spires, Church Complexes
Organization Solitary
Treasure Average (Coins or gems)
Advancement None
The Simple Angel Template is to use any creature as a figure from the heavens, sent to defeat evil and protect the innocent. Many times I use these templates to boost a creature from an area to represent an ideal. Most have a golden aura around them, and most have golden wings.
Spells: Light, Detect Evil, Detect Magic, Detect Lie, Calm Emotions (as HD / level)
Cure Light Wounds (3/day, 2d6)
Heavenly Blast: Upon an utterance of a holy word, these angelic figures can release a blast of heavenly energy. It does 3d10 damage to any non-good creature in a 20 foot radius. They have this a number of times a day equal to either their HD or charisma divided by 3 whichever is higher. (Will DC 10+Cha) This does damage to any non-good creatures, Neutral aligned creatures gain +3 to their saves.
Radiate Good: At all times, these creatures radiate an aura of goodness. Paladins, cleric, and monks can auto-detect their alignments by speaking with them for one minute or more or by casting any alignment spell or effect.+
Tuesday, 24 July 2018
Screek - Small pink brain with small appendages
I would say this is “inspired” by the Teenage Mutant Ninja Turtle comics but that is a lie, this is outright theft of the idea. I just love these brain-buggers. No copyright infringement intended.
Screek CR2
XP 400
N Small Aberration
Init -2 Senses Darkvision 60 ft.; Perception +5
DEFENSE
AC 11 touch 9, flat-footed 11 (-2 Dex, +2 natural, +1 size)
hp 22hp (3d8+9 con)
Fort +4, Ref -1, Will +3
Defensive Abilities Sticky Touch +4 on CMD
OFFENSE
Speed 20 ft.
Melee Bite +6 (1d6+3)
Ranged Weapon +1 (1d4)
STATISTICS
Str 17, Dex 7, Con 16, Int 13, Wis 10, Cha 7
Base Atk +2 CMB +4 CMD 16
Feats MindLink,
Skills (Any 3) +5 Knowledge (Magic, Artist, Religion, Geography, Technology), +5 Perception , +5 Spellcraft , +5 Stealth , +5 Survival, +7 Climb
Languages Screek
Combat Gear 80% are likely to have body suit
ECOLOGY
Environment Urban
Organization Pod (2-4)
Treasure Value Double
SPECIAL ABILITIES
Ability (Ex) Stick Touch Adds +4 on to their CMD due to their sticky appendages
Screeks or Kraang are small sized pink brain creatures, with a small face, eyes, mouth and four tiny claws. These alien creatures come from a parallel dimension and travel to other worlds to seek slaves, riches and resources. The biggest challenge on a world like Nyssa, is that their high technology is inoperative, so they rely on clockwork metal frames. They ride in these frames, and utilize them very much the same as a suit, each having specialized functions, such as a strong fighter, swimmer, spider runner, or winged flyer.
They usually reside in urban areas, where they make connections with the seedy criminals. many times their cohorts don't know what they are. They also make temporary bases in isolated areas that are connected to the outer-planes via an unused obelisk. While they cannot utilize divine energy, they are able to use it the same as a generator to power their experiments.
Screek CR2
XP 400
N Small Aberration
Init -2 Senses Darkvision 60 ft.; Perception +5
DEFENSE
AC 11 touch 9, flat-footed 11 (-2 Dex, +2 natural, +1 size)
hp 22hp (3d8+9 con)
Fort +4, Ref -1, Will +3
Defensive Abilities Sticky Touch +4 on CMD
OFFENSE
Speed 20 ft.
Melee Bite +6 (1d6+3)
Ranged Weapon +1 (1d4)
STATISTICS
Str 17, Dex 7, Con 16, Int 13, Wis 10, Cha 7
Base Atk +2 CMB +4 CMD 16
Feats MindLink,
Skills (Any 3) +5 Knowledge (Magic, Artist, Religion, Geography, Technology), +5 Perception , +5 Spellcraft , +5 Stealth , +5 Survival, +7 Climb
Languages Screek
Combat Gear 80% are likely to have body suit
ECOLOGY
Environment Urban
Organization Pod (2-4)
Treasure Value Double
SPECIAL ABILITIES
Ability (Ex) Stick Touch Adds +4 on to their CMD due to their sticky appendages
Screeks or Kraang are small sized pink brain creatures, with a small face, eyes, mouth and four tiny claws. These alien creatures come from a parallel dimension and travel to other worlds to seek slaves, riches and resources. The biggest challenge on a world like Nyssa, is that their high technology is inoperative, so they rely on clockwork metal frames. They ride in these frames, and utilize them very much the same as a suit, each having specialized functions, such as a strong fighter, swimmer, spider runner, or winged flyer.
They usually reside in urban areas, where they make connections with the seedy criminals. many times their cohorts don't know what they are. They also make temporary bases in isolated areas that are connected to the outer-planes via an unused obelisk. While they cannot utilize divine energy, they are able to use it the same as a generator to power their experiments.
Sample Bases
Humanoid Base (Warrior) Str +6, Dex
-2, Con +2; Speed 30; Attack +5 (punch or grab) Dmg: 1d8
Spider Base Runner: Dex +4, Speed 30
ft, Attack 1d4, Web
Specialized Climber Base Climb +20,
Move 60/day
Aquatic Base: Swim 50 ft, AC +3
Labels:
Alien,
D&D,
D20,
Mechanical,
Mutant,
Pathfinder,
Urban
Saturday, 7 July 2018
Order of the Griffon
This is the most basic knightly order in my campaign world, they are an elite group of griffon riders that protect their homeland. Many of them live in the spirelands, mile high mountain plateau which are very similar to islands in terms of personality and needs. These are defenders, but also messengers and an early warning system. Many of the griffons have specific coloured feathers, as they are groomed to match the colours of their paladin riders.
Order of the Griffon
Description The Order of the Griffon is a group devout members of the Church of Japeth who work as the military arm of the Church found in the spirelands. Most members are clerics or paladins, but fighters and rangers join as well.
Responsibilities They are responsible for protection of holy sites and devout petitioners in remote sites, primarily in the Spirelands. They protect the Quadrane (4 High Holy Good Aligned Gods) followers but they have many allies, not just those within these groups.
Mount Many paladins choose a griffon as their steed in the spirelands, but members of the Griffon Order welcomes anyone that meets their requirements. The hardest is to find a griffon willing to serve. The creatures cannot be enspelled or tricked; they must choose to serve.
Requirements:
Base attack bonus: +3
Skills: Knowledge (religion): 5 ranks; Ride: 5 ranks
Oath: Loyalty to the Order of Griffon
Alignment: Any non-chaotic and non-evil
Quest: Find a griffon who agrees to serve
Class Skills: Craft, Diplomacy, Handle Animal, Heal, Knowledge (history, planes, religion), Ride & Spellcraft (Int).
Skill points per level: 2 + Int modifier
Class Features
Hit die: d10
Weapon and Armor Proficiency: Members of the Order of the Griffon are proficient in the use of all simple and martial weapons and medium and light armor but not shields. They do not lose proficiency if they already had them.
Special Mount: Beginning on their 1st level and every other level thereafter, a Member of the Order of the Griffon may add one level to calculating the abilities of their special mount if they have one. If no prior class gives them a special mount, they do not gain such an ability.
Spells: Beginning on their 2nd level and every other level thereafter, Members of the Order of the Griffon gain new spells per day as they would have in a divine spellcasting class that they belonged to before adding the prestige class. They do not, however, gain any other benefit a character of that class would have gained (improved chance of turning undead, special abilities of a paladin's mount, and so on).
Class BAB Fort Ref Will Special
1st +1 +2 +0 +2 Griffon Mount
2nd +2 +3 +0 +3 Griffon-Back Combat
3rd +3 +3 +1 +3 Dive, Divine Dispel
4th +4 +4 +1 +4 Flyby Attack
5th +5 +4 +1 +4 Special mount level Flyby Attack, Aura of Valor
Special abilities
Griffon Mount: Upon joining the Order of the Griffon (or at some later point in time), you may choose to gain a Griffon Mount. Depending upon the services you have rendered for the order, you may gain up to 50% of a reduction compared to the costs given in the Monster Manual.
If you have a special mount or a familiar, you may choose to exchange it for a griffon with the proper rituals. For special mounts, you must dismiss the old mount in a ritual (typically including a night of fasting and appropriate sacrifices). For familiars, there is half the normal experience loss (100 xp, 50 xp on a successful save) and you must pay the cost for calling a familiar as normal. In both cases, it takes about one month for the character to bond with the griffon (though at GM's discretion it may be faster depending on the character's Charisma, Animal Empathy skill and piety).
If you have animal companions, you may add one griffon to your animal companions. The gp costs and hit dice limitations still apply as normal.
Divine Flame: By expending one of your turn undead attempts, you sheath your weapon with sacred flame, inflicting +1d6 divine damage agaisnt evil or undead opponents for one round per level. These flames do not give off heat or ignite flammable objects, though they give off light equal to a torch.
Griffon-back Combat: When fighting from the back of her griffon, the character gains the Mounted Combat feat.
Divine Dispel: By spending one of your turn undead attempts, you can dispel or counter a magic spell by making a turning check as if turning an undead creature of the opposing spellcaster's level. You can only dispel spells with the 'evil' descriptor. A spell that is dispelled as it is being cast has no effect whatsoever; otherwise, it ends as if it's duration had run out. This power cannot affect spells immune to dispel magic.
Flyby Attack: When riding her griffon, the character and her griffon may use the Flyby Attack, as per the feat. If the partial action is used for an attack, both the griffon and rider may attack.
Aura of Valor: Allies within 300 feet of the character gain a +2 morale bonus on saving throws against fear effects. This is a supernatural ability.
Order of the Griffon
Description The Order of the Griffon is a group devout members of the Church of Japeth who work as the military arm of the Church found in the spirelands. Most members are clerics or paladins, but fighters and rangers join as well.
Responsibilities They are responsible for protection of holy sites and devout petitioners in remote sites, primarily in the Spirelands. They protect the Quadrane (4 High Holy Good Aligned Gods) followers but they have many allies, not just those within these groups.
Mount Many paladins choose a griffon as their steed in the spirelands, but members of the Griffon Order welcomes anyone that meets their requirements. The hardest is to find a griffon willing to serve. The creatures cannot be enspelled or tricked; they must choose to serve.
Requirements:
Base attack bonus: +3
Skills: Knowledge (religion): 5 ranks; Ride: 5 ranks
Oath: Loyalty to the Order of Griffon
Alignment: Any non-chaotic and non-evil
Quest: Find a griffon who agrees to serve
Class Skills: Craft, Diplomacy, Handle Animal, Heal, Knowledge (history, planes, religion), Ride & Spellcraft (Int).
Skill points per level: 2 + Int modifier
Class Features
Hit die: d10
Weapon and Armor Proficiency: Members of the Order of the Griffon are proficient in the use of all simple and martial weapons and medium and light armor but not shields. They do not lose proficiency if they already had them.
Special Mount: Beginning on their 1st level and every other level thereafter, a Member of the Order of the Griffon may add one level to calculating the abilities of their special mount if they have one. If no prior class gives them a special mount, they do not gain such an ability.
Spells: Beginning on their 2nd level and every other level thereafter, Members of the Order of the Griffon gain new spells per day as they would have in a divine spellcasting class that they belonged to before adding the prestige class. They do not, however, gain any other benefit a character of that class would have gained (improved chance of turning undead, special abilities of a paladin's mount, and so on).
Class BAB Fort Ref Will Special
1st +1 +2 +0 +2 Griffon Mount
2nd +2 +3 +0 +3 Griffon-Back Combat
3rd +3 +3 +1 +3 Dive, Divine Dispel
4th +4 +4 +1 +4 Flyby Attack
5th +5 +4 +1 +4 Special mount level Flyby Attack, Aura of Valor
Special abilities
Griffon Mount: Upon joining the Order of the Griffon (or at some later point in time), you may choose to gain a Griffon Mount. Depending upon the services you have rendered for the order, you may gain up to 50% of a reduction compared to the costs given in the Monster Manual.
If you have a special mount or a familiar, you may choose to exchange it for a griffon with the proper rituals. For special mounts, you must dismiss the old mount in a ritual (typically including a night of fasting and appropriate sacrifices). For familiars, there is half the normal experience loss (100 xp, 50 xp on a successful save) and you must pay the cost for calling a familiar as normal. In both cases, it takes about one month for the character to bond with the griffon (though at GM's discretion it may be faster depending on the character's Charisma, Animal Empathy skill and piety).
If you have animal companions, you may add one griffon to your animal companions. The gp costs and hit dice limitations still apply as normal.
Divine Flame: By expending one of your turn undead attempts, you sheath your weapon with sacred flame, inflicting +1d6 divine damage agaisnt evil or undead opponents for one round per level. These flames do not give off heat or ignite flammable objects, though they give off light equal to a torch.
Griffon-back Combat: When fighting from the back of her griffon, the character gains the Mounted Combat feat.
Divine Dispel: By spending one of your turn undead attempts, you can dispel or counter a magic spell by making a turning check as if turning an undead creature of the opposing spellcaster's level. You can only dispel spells with the 'evil' descriptor. A spell that is dispelled as it is being cast has no effect whatsoever; otherwise, it ends as if it's duration had run out. This power cannot affect spells immune to dispel magic.
Flyby Attack: When riding her griffon, the character and her griffon may use the Flyby Attack, as per the feat. If the partial action is used for an attack, both the griffon and rider may attack.
Aura of Valor: Allies within 300 feet of the character gain a +2 morale bonus on saving throws against fear effects. This is a supernatural ability.
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Friday, 22 June 2018
Cat-Kin Humanoid (Cheetarah, Juagarinth, Panthera & z'Rathe)
A long-time ago, I used these in one of my first campaigns. They were probably one of the first things I fully wrote up, because one of the players always took them and pushed my buttons - always stretching what my descriptions described of what they could and couldn't do. Written clarification is good, especially in a game that requires quick thinking and player-DM interaction.
These humanoid cats are humble yet savage, natural hunters who live in small tribes in connection with the land and spirits within. Perfectionists of their arts, they are welcoming and keen in their dedications, but quick to release their inner animal if needed. Devout to their animal spirits who guide and protect them. Often make strong allies with neighboring communities and share in defense and patrols.
Panthera, Cat-Kin CR 2
N Large Humanoid
Init +1; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +2 natural)
hp 21 (2d10+10)
Fort +0, Ref +1, Will -1
DR 1 Resist cold 5, fire 5
Weaknesses vulnerable to electricity
OFFENSE
Speed 30 ft., (on 2 feet), 40 ft when on four paws
Melee 2 Claws +3 (1d10+5/17-20)
STATISTICS
Str 17, Dex 13, Con 15, Int 10, Wis 13, Cha 9
Base Atk +2; CMB -1; CMD 10
Feats Natural Two Claw Attack, Power Attack, Improved Overrun
Skills Perception +4, Survival +5
Languages Cat-Kin Tongue, Common
SQ Darkvision 60 ft., low-light vision, Scent, Thick Fur, Natural Claw Weapons
Climate/Terrain: Plains, Grasslands or Spires
Organization: Patrol (3-8), Tribe (21-120)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral (60% True, 30% Good, 10 % evil)
Advancement Range: By Character Class or by HD. The default for Cat-Kin is to advance on their HD listing until 9th HD. Individuals can deviate, but if they take non HD levels, they are unable to take additional cat-kins HD levels. NPCs never take class HD levels.
Cat-Kin are a collection of humanoid cat creatures, that split the difference between savagery and civilization. There are four main types, and most exist in combined pride-communities, but the two largest species in both size and physical numbers have smaller communities of only their type. They shun the advanced society trappings such as buildings, metal working, and learned wizardry to live a more natural existence, but individuals often leave to work and learn in cosmopolitan societies. All cat-kin share features, as well as having their own unique traits.
Most non-adventurous cats are crafters, working on one product, then trading with other humanoid communities for items they can chose to not produce themselves. At any time perhaps 10% of the population are in merchant caravans, being away for months at a time. Another large component of their societies are hunters, while cat-kin are omnivores, they prefer to eat freshly hunted meat. All but the elderly try to participate in a monthly hunt, both as an act of survival, companionship and ritual.
Every week a different group will cascade across their territory looking for fresh meat. They do not shun non-cat-kin in their lands, unless they over-hunt, establish permanent communities or commit other unbalancing actions. Cat-Kin’s society tends towards neutral in alignment, and slightly more are good as opposed to evil. While there are some very nasty evil cat-kin, they are the exception, and there are no known evil communities.
Many cat-kin who leave their communities end up destitute in larger human cities. They end up squatting in abandoned buildings, and are treated as scoundrels and unable to find regular employment. This is where many non-adventuring citizens know of the cat-kin people.
Generally Cat-Kin make excellent allies, living and hunting in a large wilderness areas, disdaining raiding from other civilized species and trading with others around them. They can be quite protective of shared sites and willing to do their part in hunting down shared threats. Rangers and druids always have excellent co-operation with them.
Their native communities have beautifully carved mounds (treat as tents), with individual buildings for families and shared ones for group purposes. These mounds are semi-permanent, they can be moved but are often lived in for years at a time. They welcome travelers of any species, both to trade and discuss shared political matters. They never hesitate to help injured people.
Druids and sorcerers are the two most common types of spell-casters in their communities, but their numbers are quite small. They prefer spells to enhance allies over directly hurting or killing foes. Cat-kin as a whole are communal in nature, and readily share what they have with their communities. While they are happy to compete, cat-kin rarely hesitate to help an ally. Greed is very rare in their communities, and those who are caught are banished for theft or other antisocial actions. Theft from others, even allies, is acceptable - just don't get caught, if the community needs something, do whatever you need.
Common house cats are seen as a kindred spirits, and most cat-kin have these as part of their community. Though they are rarely kept directly as owned pets, but exist as a welcomed animal, free to go into and out of the community. They have the same laws protecting them, as a full-bodied cat-kin.
Shared Traits
Darkvision 90 ft., low-light vision
Scent: All cat-kin have terrific senses, and they are able to recognize when other creatures are near them. (As per the monster ability)
Running on four paws: Cat-kin are upright humanoids by default, however, if they are not carrying medium or heavier armor, and no large weapons or are at no more than their medium encumbrance, cat-kin can start to run on all four paws, granting a +10 to their base movement.
Thick Fur: Except to assist in carrying items, cat-kin do not need to wear clothing, as their thick fur provides them all the protection they need in their normal habitat. This fur is the equivalent of hide armor (+2 to natural AC), and also grants a +5 vs. non-magical cold (+1 vs. magical cold.) Gain +1 AC bonus to natural AC every 3 additional HD or levels gained if not wearing bulky armors.
Claw Weapons: Most adventuring cat-kin do not cut their natural claws, thus they are considered to be naturally clawed, and have a natural attack doing 1d3 dmg. These cat-kin can gain more damage if they learn to better utilize this natural attack.
Ability Boost: Gain +2 to any ability score up to 20
Cheetarah: Slender, five foot tall with white fur with small black splotches. They are the smallest but quickest of the cat-kin. They are always part of ambush teams, stalking foes until they can make a quick back-stab. Rogue or ranger are their preferred classes. They are never found in unique communities, always part of mixed prides.
Gain 8 skill points by HD; Skill selection as Rogue, feats every second level.
+2 to dexterity, +2 to intelligence
Typical Feats:Point Blank Shot, Precise Shot, Deadly Aim, Rapid Shot
3 HD – Natural Claw Attacks 1d6 dmg; Ability Boost
4 HD - Sprint X 4 base movement, can take this action once every hour.
5 HD – Cat Reflexes (Add +4 to initiative checks)
6 HD - Base Speed +10 ft; Ability Boost
7 HD – Sprint X 6 base movement; Can take this action once every hour.
8 HD – Natural Claw Attacks 1d8 dmg; Ability Boost
9 HD – Sprint X 10 base movement, Can take this action once every hour.
Juagarinth: Slender, well built purple furred cat humanoids. Have great agility, and prefer to hunt from the upper levels of mountains or trees. They are hunting specialists, lurking to pounce down on their foes. In terms of population, their number is lowest, so they are always found in mixed prides.
Gain 8 skill points by HD; Skill selection as Rogue or Ranger
+2 on strength & dexterity
+2 on acrobatics & survival
Typical Feats: Point Blank Shot, Precise Shot, Deadly Aim, Rapid Shot
3 HD – Natural Claw Attacks 1d6 dmg; Ability Boost
4 HD +3 on attack if able to jump down more than ten feet
5 HD – Claw Attacks 1d8 dmg; Ability Boost
6 HD – Jumping Bonus +10
7 HD – +5 on attack if able to jump down more than twenty feet
8 HD – Claw Attacks 1d10 dmg; Ability Boost
9 HD – Soaring Jump +20 on acrobatic checks
Panthera: large white tiger humanoids, standing a minimum of seven feet tall with terrific strength, speed and stamina. These are the brutes of the cat-kin society, as they are master hunters who ferociously patrol and go on week long hunts. Many gain proficiencies to enhance their claw attacks.
Gain 6 skill points by HD Skill selection as Ranger
+2 Strength & +2 Constitution
+2 Intimidate & Survival
Typical Feats Point Blank Shot; Rapid Shot; Power Attack, Improved Overrun
3 HD – Natural Claw Attacks 1d6 dmg; Ability Boost
4 HD - Fearsome Presence +5 on intimidation checks;
5 HD – Natural Claw Attacks 1d8 dmg; Ability Boost
6 HD – Two Claw Style: Gain two weapon attacks with claw weapons
7 HD - Roar: +15 to intimidate checks as per fearsome presence (1+cha bonus / day)
8 HD – Natural Claw Attacks 1d10 dmg; Ability Boost
9 HD – Add +3 on critical hit range for natural claw attacks
z'Rathe: Large lion humanoids, with golden or white fur. They stake larger territories to hunt, but are charismatic and honourable creatures, known for making allies with non-cat-kin. They are incredibly fast to react, being able to sense traps or deception, they make excellent rangers. Least likely to be found in other humanoid territories.
Gain +6 skill points by HD Skill selection as Ranger
+2 to strength and dexterity
+2 on survival and perception checks.
3 HD – Natural Claw Attacks 1d6 dmg; Ability Boost
4 HD - Faster Reactions: Receive double dexterity bonus on initiative checks
5 HD – Natural Claw Attacks 1d8 dmg; Ability Boost
6 HD – Gain +6 Bonus on Sense Motive Check
7 HD - Danger sense: + 10 on perception checks
8 HD – Natural Claw Attacks 1d10 dmg; Ability Boost
9 HD - Gain +12 Bonus on Survival checks
These are the natural HD bumps for the four sub-species. These are the defaults, but players can pick to go a traditional class but if they deviate they are unable to gain new HD levels.
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