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Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Monday, 25 March 2019

Korleth - Underground ice predator

Korleth

N(E) Medium Aberration
Init +0 Senses Darkvision 60 ft.; Perception +8,
 DEFENSE
AC 23 touch 10, flat-footed 23 (+13 natural)
hp 45hp (7d8+14 con)
Fort +4, Ref +2, Will +4
Immune Cold; DR 10 / missile
 OFFENSE
Speed 20 ft., Swim 40 ft.
Melee Claw +12 (1d8+7) or 2 claws +9 (1d6+5)
Ranged Club +5 (1d8+7 )
Special Attacks Surprise, Rend
 STATISTICS
Str 24, Dex 10, Con 15, Int4 , Wis 8, Cha 8
Base Atk +5 CMB +12 CMD 22
Feats Power Attack, Imp Bull Rush,
Skills +7 Perception, +10 Climb, +20 Swim, +15 Stealth, +4 Survival

Languages  Korleth 
Environment Icy Terrain
Organization  Gang (2-8), Tribe 21-40
Advancement 8-12 HD (Large Size); 12-17 HD (Large Size)
Treasure Value  None
 SPECIAL ABILITIES

Surprise: Korleth gain a +10 hide bonus when hiding in icy terrain. Korleth are considered scentless, so creatures cannot track them using their scent.

Rend: If a Korleth hits on both attacks on the same target, they inflict an additional 2d8 damage.

Fearsome icy predator. Nine foot tall, four feet wide humanoid turtle shape, short fat legs, with a incredibly tough white chitinous shell. They have huge sharp claws which they use to rip apart other creatures in combat. Have a five foot or longer tail.

They will usually wait just below the surface of the snow, then reach out to grab victims and pummel them, or will jump out to overwhelm their foes with their brute strength.

When they are well fed, they can be docile and playful. Liking to lie on their backs watch the moons and sing long melodious, sweetly voices songs. Due to their hunger, few creatures ever get a chance to see this side of the Korleth.

Combat: Korleth attack creatures weaker themselves whenever they outnumber their opponents or see weakness in other creatures. Their primary attack is using surprise tactics, often bull rushing opponents into icy waters.

Psionic Ferret (Sniffers)

These small sized mammals are the preferred way for many non-psionics groups to hunt for Thellans or psionic using humans. Technically they are Arrantics, or non-super intelligent animals gifted with psionic abilities. An important aspect is that they do not train to utilize psionics, but learn them as natural skills.

Psionic Ferret       (Sniffers)
Tiny Size Magical Beast
Hit Dice:                                  3d8 (13 hp)
Initiative:                                +3 (dexterity)
Speed:                                      30 ft
AC:                                           18 (+2 size, +3 Natural, +3 Dexterity)

Base Attack / Grapple:         +3 / +7
Attacks:                                   +4 Bite (1d3+1)
Full Attack:                             +4 Bite (1d3+1)
Special Attacks:                      Attach
Special Qualities:                   Immune to spell detection, Scent

Saves:                                       Fort +3, Ref +5, Will +3
Abilities:                                  Str 4, Dex 16, Con 10, Int 6, Wis 14, Cha 14
Skills:                                       Acrobatics +10, Hide +13, Move Silently +9, Perception +9, Empathy +4

Feats:                                      Mental Leap (40 ft), Track Psionic, (Free) Prionic Charge
Climate/Terrain:                  Any wilderness or Urban
Organization:                        Solitary or Pod (3-6)

Challenge Rating:                 1
Treasure:                                None
Alignment:                             Usually Neutral 
Advancement Range:           4-8 HD (Small)

A grey skinned weasel on a leash smelling the pub’s patrons, looking for something

Appear the same as a normal ferret except for its purple eyes and a look of intelligence.  Few still live wild as they have long been captured and trained for their unique ability to detect psionics by their smell.  It was the Elves who first noticed their unique sensory abilities but it was the dwarves who breed and domesticated the ferrets. It is unknown if the ferrets were always heralded for their ability to detect psionics or simply their observation powers in general.  Sniffers are easy to both breed and train but their playfulness lead them to become favorite pets of dwarven nobility. While often used by those who hate or fear psionics, the animals don't have this trait - psionicists often keep them as pets, the same as others.

Combat: In the wild, psionic ferrets survive mostly by hunting small rodents, insects and shrubbery.  They do this in small packs, while carefully observing the creatures around them for subtle signs of danger.  Whenever a threat appears they hide, and do their best to simply avoid any trouble and when they cannot hide, they flee by any means possible. As pets, they survive by pleasing their masters in the duties they perform. For those who fear psionics they couldn't do better by having one of these beasts near them. Once trained (DC 20), they can detect psionics and inform their trainer by a prearranged sign. Most sniffers can learn up to 6 tricks, but some leaarn many more.

Psionics:  PSP Points: 25; Manifest as 3rd level; Power DC 12+(Charge) 1d4 

Powers Known: Detect Psionics (No PSP cost, Always active), heighten senses, body equilibrium, wall walker, touch sight. 

Detect Psionics: Has a 250 foot range as a psionic power. Their natural smelling capacity has a 100 foot range, so even if a creature can hide their psionic powers using psionics or magic, the ferret can still smell it naturally, just in a slightly lessened range


Tigore or Psionic Tiger

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)

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.



Wednesday, 20 March 2019

Kazeen Hound - Psionic Blink Dog


They are essentially golden haired psionic blink dogs.


Kazeen Hound - Psionic Blink Dog
Creature CR3
NG Medium Magical Beast
Init +3 Senses Darkvision 60 ft.; Perception +6

 DEFENSE
AC 16 touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 34hp (4d10+12 con)
Fort +7, Ref +7, Will +4
Defensive Abilities    DR  3/Evil

 OFFENSE
Speed 50 ft.
Melee Bite +5 (1d6+1)
Special Attacks Sneak Attack +2d6

 STATISTICS
Str 13, Dex 17, Con 16, Int 10, Wis 16, Cha 14
Base Atk +4 CMB +5 CMD 18
Feats Track, Iron Will, Run
Skills Sense Motive +5, Perception +10, Survival +10

 ECOLOGY+
Environment     Kazurn Plains
Organization    Solitary, Pack (4-16)
Treasure Value  Standard
 SPECIAL ABILITIES

Ability (Ex)
Natural Blink (1=Front, 2-3 Right Flank, 4-5 =Left Flank, 6-8 Behind - Usable once every round

Kazeen hounds are medium sized, golden coloured canines gifted with psionic abilities. They are usually found in the icy Kazurn plains, but they originate in the Tallene spirelands. These beasts use their abilities to help good aligned creatures out of danger, protecting weaker beings from monster ambushes. They are psionic Nyssian versions of Blink Dogs, and many good aligned adventurers seek them out as companions.

These hounds teleportation abilities are legendary and are perhaps the fastest animals in terms of ability to travel from one location to another. They have a Master Teleportation ability they use if they are at less than 20% of their maximum hp.

Psionics: PSPs: 50, DC: 13 + (1d8) level; 4th level Psions

Powers: Adrenalin Control, Catfall (80 ft), Heightened Senses, Immovability, Life Detection, Dimension Door, Energy Adaptation (Cold, 10 dmg), Aversion (Baying). Master Teleportation (Focus, 5th lev)

The Two Solitudes


Two great solitudes exist in my game world: one is of the sollus and the other, the spires.  More than eighty per cent of all people of the domain live in one of these two ways. They are less regions but ways of life. 

In the exodus, people abandoned their towns due to the great Tyrant purge, when for a period of two hundred and fifty relentless years the tyrants attempted to obliterate all civilization. The people fled to every corner of the domain, searching for sanctuary. In the north, the people found the spires. These are enormous stone plateaus many more than a mile high, whose top is protected from the cold. They have long been found in the winded canyon, formerly areas inhabited by the animals or flying beasts. With the help of rangers and others, the people soon began to find them everywhere in the north, as if awoken from a slumber by the pleas of the people.   Using spell, rope and flying beast, the people reached the top. Once they did, the people claimed it as their home and defended it as their own. Space and ecology was severely limited, and the balance was so delicate, no spire could support more than fifty thousand inhabitants and most far fewer then that. Thus each spire became a island nations, inwardly focused and shut off from the rest of the world.

As refugees found one spire inhabited, it was easier to travel to the next spire rather than fight the defenders of a spire. Yet this protection limited themselves in other ways. Each spire became inwardly focused, and survival of their people meant they turned away from a greater ideal. Each became an island, of one people, of one culture, and they cared little to travel. Most became self sufficient, and dared not risk the wrath of either the tyrants or the raiders by traveling the wind-torn land. The vast number of spires, scattered over the entire north of the domain, ensured survival for many species. The tyrants cared little for individual scattered villages, unable to raise an army to threaten them. 

Separated by distance, unable to travel, isolated from everyone else, the races became vulnerable to each other. Orcs, Salamanders, Minotaurs, and others banded together to raid spires. Though not easy or quick, over time, the lone spires always fell to the battle hardened ways of the sell-swords. The people may have been protected from some of the evils of the domain, but danger was everywhere...

In the south, survival took on another means. The Lyrrian elves first used their magic to protect not only their forests, but also the newly arrived immigrants that came to their forest for protection. Even with the help of their fey allies, the people were still vulnerable to the whims of the terrible tyrants, who attacked the settlements without fear of retaliation. Their problem was two fold. Not only must they defend against the tyrants, but also the cold and ice prevented traditional methods of livelihood. The people could struggle to do one, but against these two foes ensured eventual doom.

It took hundreds of years before some unknown wizards or priest discovered a simple solution. A common stone, sollus, long used to light underground corridors provided heat and protective glow, but it did not burn. Using simple magics, the magic of the stone was enhanced providing this warmth to a much larger area. The elves gathered this stone, and raised it in towers, which provided enough warmth to grow shum and shul. With this basic need taken care of, the elves, along with their humanoid allies united to fight the tyrant raids. Though they could not defeat the army of tyrants they were able to put them to a stalemate, and give them enough time to grow and able to face the next invasion. 

Over time, the use of this warmth stone changed people's lives. It became the center of all civilization. Provided just enough warmth to grow the basic foodstuffs, and enabled the people to fight rather than continually flee the tyrant attacks. The exodus was finally ending. Yet, this lifesaver came at a terrible price. Simple spells could enhance the heat and the radius of the sollus, but they also decayed the stone. With a finite life, cities could be held prisoners of their own supply. And the cold could over-take them once again, so the people warred over this simple stone. A delicate balance now exists, but people have fought a multitude of wars, as each group has fought for supremacy and control of the sollus. Empires have arisen and fallen. Even now war can emerge from seemingly ancient grudges, but the people have always found ways to unite once again, either from an outside force or from an enemy in their own presence. Life continues.

There are many cities and races that use sollus, but two major paths exist. The first is represented by Greater Lyrria in the center of the domain, near the great elven forest of Lyrria. The second is a human dominated area known as the old south. This was actually the last region believed to use sollus stone. So close to the tyrant' s home, these people knew they must be united. The military became core, and the people tempered by fear and discipline built a mighty nation, Mandos, has existed for thousands of years. The battle-king is chosen from the warlords, but his rule is absolute when he has rule. And thus the oldest continual nation and culture still flourishes, thus the name - the old south. Thus the two extremes. Either a strictly lawful and well-defined culture of respect and order, seeing themselves as a united people or a chaotic mish-mash as many peoples fight for the stone in games of strength and bloodshed. The Old South was homogenous, and they kept to old traditions to keep the focus alive.

These are obviously not the only places, but it is where and how most races survive. A few isolated valleys are protected from the cold in other ways. Some have ancient forest spirits keeping the cold at bay. In the far west, the Sea of Stones is devoid of all cold and ice, a jungle paradise as many believe, but worship the great enemy – the dragon. And Phastia, an ancient nation that in an attempt to defeat the cold brought unending heat and fire, ravaged by their own pride. Shaer-Lai is on another continent, a land some call Asian, but it fell a long-time ago, now it is merely a dead land, with undead princes bickering with few living Samurai there to serve them.

Yet life, in this land continues. Through the cold or the worst of the tyrant purges, the struggle of life in all of its various forms continues.

Wednesday, 13 March 2019

Rokan - evil, bat-winged, serpent spell-caster (Anti-Coatl)

My inspiration for the Rokan is to be an evil Coatl - a direct threat, not one hiding in the corners inspiring or teaching, but one that is very active in completing its goals. This is a winged serpent creature that uses magic in devious ways, but it has two aspects, as they can switch to a larger, spell-less figure in physical combat. They join evil groups to learn forbidden magic and gain access to magical nexus sites but will not hesitate to flee if a battle turns against them or the organization.

Rokan

Small Size Magical Beast
Hit Dice: 82 hp (11d8 + 33 con)
Initiative: +9 (small), +2 (Large)

Speed: (when small) 20 ft, Fly 60 (Good); 40 ft (Cannot fly when large sized)
AC: 24 (+8 natural, +1 size, +5 Dex), touch 17, flat-footed 18
Base Attack/Grapple: +3/+10 (Large form only)
Attack: Bite+11 (2d6+5) (Large Size only)
Special Attack: Grapple +15 (3d6) (Large Size only)
2nd Special Attack: Back Slap +10 (2d8+5)
Base Atk +12 CMB +10 CMD 25 (Small)

Special Attacks: Spells as 12th level Sorcerer (Small Size Only), Turn Undead as 8th level evil Cleric
Special Qualities: Change to Large Size; +15 Constrict 2d8 (Grapple)
Saves: Fort +10 Ref +12 (+8 when large) Will +3

Abilities: Str 11, Con 16, Dex 21, Int 16, Wis 10, Cha 20 *Switch Str and Dex scores when they change to large size

Skills: Diplomacy, +12, Knowledge (Arcana) +9, Knowledge (Planes) +9, Perception +12, Move Silently +9, Sense Motive +9, Spellcraft +12, (Escape Artist +20 in small size)
Feats: Eschew Spell Component, Hover, Improved Initiative, Imp Evasion

Environment: Magical Nexi or Evil Temples
Organization: Solitary
Challenge Rating: 12

Treasure: Double Standard
Alignment: Neutral Evil
Advancement: by character class (always Sorcerer)

Radiate protection from Good 20 ft radius: Good-aligned characters will suffer a –2 to all of their attacks and saving throws when facing a Rokan.

Aura of Fear: Creatures within 20 ft of a Rokan are affected by a powerful fear effect. Those who fail a will saving throw (DC 18) will suffer the effects of a fear spell. Those who save are not affected. Creatures who pass their saving throw are unaffected by the same Rokan's fear effect for 24 hours.

Large Size: AC 21, Speed 30 ft., climb 30 ft., swim 30 ft;

The Rokan is a dual sized creature, it`s primary form is a small bat-winged, serpent with small spike horns that wields spells. It's larger body is between 15 to 20 feet long and three feet wide - it is very good in combat, especially at constricting victims. They have a rough black skin with small barely noticeable yellow triangles. When they expand to their large size, their wings are absorbed into their body and these yellow scales dominate most of its scales. They will not hesitate to take down foes using either strategy.

They often work for evil organizations for high payments, either as a protector or a spell-casting ally. While not cowards, they have a habit of retreating when combat is going against them or their allies. This gives them a horrible reputation. When the going is smooth, there are few mortal spell-casters as beneficial as a Rokan to have on your side.

Combat: Rokan are superb natural sorcerers with a wide variety of spells and other abilities. They have no pre-set plan, as they try to gauge any situation and react quickly to almost any situation. They switch to their large form to inflict heavy damage or to constrict foes. All spells they cast upon themselves in their small form are retained if they switch size. They radiate a protection from good and fear aura within a 20 ft radius in both forms.

They can control undead as an 8th level evil priest in their small size only. Undead still listen to Rokan who have switched size - but they cannot attempt to turn more undead in their large format. One of their primary motivators is magical treasure, so they are always keen not to destroy magical items, especially those they can actually use.

Typical Spells as 12th level Sorcerer; Spells per Day: 6/6/6/6/6/5/3; Spells Known: 9/5/5/4/3/2/1*
1st level: Shield, Obscuring Mist, Ray of Enfeeblement, Colour Spray, Magic Missile
2nd level: Protection from Arrows, Glitterdust, Mirror Image, Blindness, Levitate
3rd level: Dispel Magic, Lightning Bolt, Gaseous Form, Vampiric Touch
4th level: Shout, Bestow Curse, Stoneskin
5th level: Dismissal, Feeblemind
6th level: Disintegrate (item only)

Set Form: Rokan never use magic that manipulates their fform, they take a -8 on skill or spell checks if forced into an alternate form.

Sunday, 17 February 2019

Modron, Nyssian Bound

Have long loved the idea of the Modron - aliens to the mortal realms that are stuck to the rigidity of law. Or perhaps, it is the thought of the outsiders, torn between their lawful-bound rules and the particulars of living in the mortal's world. These Nyssian Bound, are those who are 2nd or 3rd generation, still stuck to the same outer planar rules, yet they are fully mortal creatures. 

Modron, Nyssian Bound

These Modrons are outsiders from a lawful plane that were mortally injured on Nyssa, an alien world and unable to continue with their mission.  While their internal repair functions eventually repaired them, the few who were abandoned here learned to function on this prime world.

They are best described as self-aware bio-mechanical units, built for a specific work function not social interactions. Most have grey metal-skin, on a box-like body with small legs, arms and other features. Within their shell, they do have fleshy organs, which can bleed and get sick. Their joints, skin and internal bones are all metal.

Being socially awkward, they rarely know what to do or say, so they stand out in other mortal communities. Yet, due to knowing the importance of interaction, they try to fit in to the world by becoming members in lawfully-aligned or large social groups. Most often it's a lawful church (such as Quanna or Casna) or in a city's bureaucracy. From this they try to learn the social etiquette, history and culture of their adopted world and the people who they are with and follow the social rules. At a certain point they learned how to generate their own kin, then they create small & specialized communities that rarely number more than 23 units.

When Modrons meet others of its kind, they are almost always immediate enemies, while both may be lawful neutral, it is rarely enough to offset their mistrust of strangers. Unless their functions directly oppose each other, they will not get into physical combat. If they ever physically touch peacefully, they reflexively share everything about their learning and their own individual pasts.  It is common for Modrons to join with each other in a cause but never as equals, there must be one determined Commander. If they cannot determine among each other this strata - they cannot become partners.

The starting goal of a Bound Modron is to find a portal back to their home plane. Strangely, if they find one, they are hesitant to go through as they are unsure of where or even if they will fit in with "True Modrons". There is no known instance of any Bound Modron who ever returned back to their home world, so whether they are transformed, destroyed or celebrated is not known among the prime world kind.

Bound Modrons that adventure do so because their unit has been either been hampered or the individual has been assigned to learn about an aspect of the world and travelling or adventuring is the best way to do this.

Modrons

-2 Charisma, +2 Constitution, +2 Intelligence:  Socially inept, the Rogue Modron is nevertheless highly intelligent and their fleshy bodies are optimized for durability.

Box-like body, They have a face on the upper part of the box, small legs at the bottom, small wings on their shoulder portion relative to their face, their skin . All clothing and armor needs to be custom fitted. Standard pieces of armor or jewelry (even magical pieces) do not fit them. Nyssian Modrons match the Quadrone description regardless of their HD.

Nyssian Modrons do not change shape or form, most retain their box-like regardless of their HD or level, which is very distinct from Modrons on other planar worlds who transform when ready to ascend levels or HD. Modrons that travel the multiverse may learn how to change their form but they lose the ability if they return to another primal location.

Alignment: Modrons are devoted to lawful neutral aligned beliefs.

Medium: As a Medium creature, Modron has no special bonuses or penalties due to its size.

Speed: Modron base land speed is 30 feet. They may gain a fly speed (see Wings).

Darkvision: Modrons can see 60 feet in the dark.

Racial Skills: A Modron's outsider levels give it skill points equal to 5 / HD.  Its class skills are Acrobatics, Appraise, Balance, Climb, Craft, Disable Device, Knowledge (Any, all taken separately), Linguistics, Perception, Profession, Spellcraft, Stealth and Survival. They gain a +2 racial bonus on Knowledge (Mechanical) or Disable Device checks. In their first five HD, any knowledge skills taken, is automatically doubled.

Metal Body: Modrons have construct traits but are treated and detected as mortal creatures. While they are healed normally by positive energy, they take half the standard benefits from cleric healing spells from chaotic aligned individuals. They can count either as a construct type or outsider when its beneficial, but receive none of the types immunities. Modrons need to eat and sleep at half the normal consumption rates of a human. They do not starve if hungry but do slow down. They do not need to breathe yet if they do stop breathing for more than ten rounds they go into a stupor, and will take an hour per minute break-down to re-awaken.

Matched Parts: As sentient constructs, Modrons are created by bursts of magical energies into fully formed but inactive bots. These are awakened into living, sentient, metal bodies by divine, mental or magical energies directed into them, usually by other Modrons or allies. Every standard Modron have perfectly matched parts, so they can replace arms, legs and wings if needed.

Racial Feats: They gain one feat at first level, and a new one every 2nd HD

Automatic Languages: Modron (A standard, non-written language.) It will speak a common tongue of the region they are in. It usually uses either common or dwarven for their written language.

Bonus Languages: Choose more based on intelligence score - Phaetox, Minotaur, Elven, Dwarven, Celestial, Infernal, and Undercommon.

Natural Armor: Modrons gain +1 natural armor at 1 HD. As they increase in levels, their armor becomes more hardy and they increase in natural armor benefits. They are unable to wear standard metal armors. Metal armors can be sculpted to fit their body template, but it provides little protection to mid or higher level Modrons. They do not gain benefits wearing standard armors, though some do wear sculpted magical armor types or AC granting magic pieces such as rings or capes.

Regulate: A Modron is able to perform difficult actions with surprising regularity. They can take 10 on any single d20 roll 1/day even if it normally would not be able to take 10. It gains an additional use of regulate at 4th HD and every 4th level beyond. At 20 HD, it becomes an action they can take once per round. They must select what each usage can be utilized for, each usage they can select a new action.

Wings: Even at their lowest HD, they possess a pair of small wings on their metal limbs, but are incapable of supporting themselves in flight, but they can minimize falling damage to half or none if they make their saving throw. At 6 HD, the Modron gains a fly speed of 20 feet (poor), and at 9 HD it becomes 40 feet (good). At 15th HD it becomes 60 (perfect.) They gain +2 to their fly skill / HD at 6 HD and higher. Some Modrons forego wing advancement - if they choose this they gain +1 in AC at 6th, 9th & 15th HD instead.

Socially Awkward: A Modron is socially awkward for anyone not in their circle, taking a -2 to social interactions with any skill check to non-allies. Once a Modron has been introduced and is socially familiar to an individual, (5+ times) they lose the -2 social interaction penalty

Aligned Being (Ex): Modrons gain a +2 racial bonus on attack rolls, skill checks, and ability checks against chaos-aligned creatures in combat interactions. They also take a -2 penalty on saving throws against chaos aligned spells and effects in non-immediate combat scenarios..

Nyssian Bound: Treat Nyssa as the prime world for Bound Nyssian Modron Units

Energy Resistance Select One: Acid, Cold, Fire 5.

Detect Law or chaos: A Rogue Modron can detect presence of law or chaos at a range of 120 feet once per HD / level

2nd: Fortification (Ex): A Rogue Modron possess 10% fortification at 2nd level and an additional 5% every additional HD level. At 11th level and higher, this bonus changes to 1% each new level.

3rd: Logical Mind (Ex): Rogue Modron gain a +3 bonus against mind-affecting, chaos and illusion
spell effects.

Increase Attacks and Saving Throws as clerics of the same HD

Nyssian Modron HD

1st level Metal Body, +2 AC, +12 Skill Points, Regulate Action, Auto Half Dmg from falling; Increase Dmg, Replacaple Parts, Nyssian Bound

2nd level + 1 AC, +5 skill points, Gain Fortification (10%/level), Choose Energy Resistance                                    Acid, Cold or Fire 5, Gain Feat

3rd level + 1 AC, +5 on skill points, +2 on one of Dex, Con or Int; Logical Mind, Gain Feat

4th level Aligned Actions (Gain +2 on attacks, skill and ability checks vs Chaos-aligned creatures),                               +5 on skill points, Regulate Action (2/day); Increase Dmg

5th level + 1 AC Armor, +5 on skill points, +2 on one of Dex, Con or Int, Gain Feat

6th level Flight 20 (Poor), Choose Energy Resistance Acid, Cold or Fire 10, +5 on skill points

7th level +5 on skill points, +2 on one of Dex, Con or Int, Gain Feat; Increase Dmg, + 1 AC Armor

8th level Aligned Actions (Gain +5 on attacks, skill and ability checks vs Chaos-aligned creatures),                                 +5 on skill points, Regulate Action (3/day)

9th level Flight Speed 50 (Good), +5 on skill points, +2 on one of Dex, Con or Int, Gain Feat;                                        Increase Dmg, + 1 AC Armor

10th level   +5 on skill points, +2 on one of Dex, Con or Int; Increase Dmg

11th level   +12 on skill points, Choose Energy Resistance Acid, Cold or Fire 20, +5 on any selection                       ability scores (no more than +2 on any one), Gain Feat, + 3 AC Armor

Rogue Modrons do not need to advance up this listed level chart. They can gain non-standard HD or class levels at any time, however, if they ever gain non core HD they are unable to further advance in their natural Modron class levels again.

After 12th HD their most preferred class options are: Fighter, Monk, or Sorcerer.


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

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.

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       
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
Greater Memory Flood: As Advanced Petitioner but 7 times a day at +/- 6
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


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)


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.

Tuesday, 11 December 2018

Ferroplasmic Feline (Psionic Cat)


Ferroplasmic Feline (Psionic Cat)

Small Size Magical Beast

Hit Dice:
2d8+2 (11 hp)
Initiative: +2 (dexterity)
Speed: 30 ft

AC: 16 (+2 size, +2 Natural, +2 Dexterity)
BAB / Grapple: +2 / -2
Attacks: +3 Bite (1d3+1)
Special Attacks: None
Special Qualities: Detect Psionics, Scent, Buffer
Saves: Fort +1, Ref +2, Will +3

Abilities: Str 6, Dex 14, Con 12, Int 8, Wis 17, Cha 10
Skills: Acrobatics +8, Stealth +8, Move Silently +9, Perception +9, Sense Motive +12
Feats: Weapon Finesse (Bite), Rubbing Buffer
Climate/Terrain: Any (usually urban)
Organization: Solitary or Hex (6 cats)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral good
Advancement Range: 3-6 HD (Small) 7-12 HD (Small)

Rubbing Buffer: After three rounds of rubbing their skin or tail on one creature, that creature gains a +3 on the first saving throw they need to make. Given to allies, most often children.

A small blob of goo is in a corner of the room, jumps up, and moments later you see a small orange colored cat take form hissing at something from afar.

Most generally appear the same size and shape as a regular sized cat, most are black and white or dull orange in color. Often they are trained to hunt & detect undead, rats or other vermin. They are not true cats, as their natural form is a gooey blob of green goo. But they spend so much time in the mortal world they are just as accustomed to their alternate cat form.

Their natural home is a webby nest, within a very small opening, seemingly impossible for them to get through. They can breed both domestically and wild - they prefer to hunt for their own foods, but some are spoiled by human, dwarf or tenderfoot owners. Families are sometimes adopted by the cat, especially if there are friendly children that inhabit the same same area.

Psionics: detect dimensional space, detect evil, dimension door (20 ft), sense link (100 ft), ectoplasmic form; PSP 15; Psion Level: 2

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.




Thursday, 15 November 2018

Corpse Wraith - Undead Template

Wraith Lords are the undead abominations that seek to end life merely to cause suffering to others. While some creatures are driven by greed or sadism, these creatures have no dark passion, they merely want to destroy other things and beings, just for the sake of destruction. Cunning and seemingly cruel, they display no outward emotion.

Corpse Wraith (Template)

Size and type: Change to undead; do not recalculate hp
Hit Dice: Change to d12, 3 HD is the base, it can be higher
Speed: As original creature; loses swim burrow or climb movement, gains fly 40 (good)
Armor Class: +5 deflection bonus (if not in host), otherwise as host
Attack: Incorporeal Touch
Full Attack: Incorporeal Touch

Damage: based on HD
3-4 HD: 1d6 dmg + 1 charisma drain, +1 deflection AC bonus
5-8 HD: 1d10 dmg + 2 charisma drain, +2 deflection AC bonus
9-12 HD: 2d8 dmg + 2 charisma drain, +4 deflection AC bonus
13-16 HD: 2d12 dmg + 3 charisma drain, +6 deflection AC bonus
17 HD +: 3d10 dmg + 1d6 charisma drain, +9 deflection AC bonus

Level tiered effects
3-4 HD: +1 deflection AC bonus; +1 on SA effect DCs
5-8 HD: +2 deflection AC bonus; +2 on SA effect DCs
9-12 HD: +4 deflection AC bonus; +4 on SA effect DCs
13-16 HD: +6 deflection AC bonus; +6 on SA effect DCs
17 HD +: +9 deflection AC bonus; +8  on SA effect DCs

Special Features

Displacement: 50% miss for missile weapons or spells that require attack rolls.

Special Attacks:

Paralysis Stare (DC 13), paralyzed for 10 rounds or less, can do once every 1d3 rounds. Subtract the saving throw from 17 to find the number of rounds the victim is paralyzed. Those affected can mumble with great effort but cannot cast spells, turn or activate magic items requiring words.

Chill Metal: (DC 11) can affect any piece of metal once a day, it is an auto effect if not being controlled or touched by a living creature.

Word of Terror: (Will DC 15) or tremble in fear for 1d4 rounds, if less than 6HD/levels will flee, usable once an hour

Possess Corpse: Can infest any dead humanoid body. Corpse Wraiths retain their mental stats but take on the corpse. They do this usually to escape detection. They have limited capacity to retain their host's memory.

Wraith lords retain the memories and abilities they had in life, including any spell casting abilities. Most reside in urban settings, where it is easy to hide their presence as well as to find a new host body if needed. They are hunted down with religious zeal by Jackalla, the undead hunters of Nyssa.

They appear as a dark spirit, all their features matching who or what they were during their life, but they have an evil, ominous presence.

Creatures killed by wraith lords have their spirits or souls absorbed by the wraith lord, and can only be freed once the wraith itself is vanquished. New Corpse Wraiths are created by necromancers who are seeking undead servants. Unlike with many other types of undead, corpse wraiths are not mindless servants, once created they serve themselves and try to get freedom and accomplish their own goals.

The most powerful ones are released by their masters to serve as free-willed terrors, not in their thrall but in equal service. Appear as grey-shaded humanoids, in tatters mostly in the background unnoticed as they go about their actions. When they attack, they seem to instantly change to vengeful warrior spirits, full of dread, power inflicting horror on anyone within fifty feet.