Blog Archive

Wednesday, 30 January 2019

Ood - tentacled faced humanoid

This is a monster inspired/stolen from Dr Who. I am a huge fan of both the old and new versions of the show and I like using stylized beasts based on it.


Ood

Medium-Size Humanoid
Hit Dice: 2d6+2 (11 hp)
Initiative: +1
Speed: 30 ft.
AC: 15 (+1 Dex, +2 Natural, +2 leather armor), touch 5, flat-footed 5
Attacks: Energy Blast Touch +3 melee
Damage: Touch 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Orb blast
Special Qualities: Blindsight, Minor Telepathy
Saves: Fort +1, Ref +4 Will +4
Abilities: Str 8, Dex 10, Con 16, Int 12, Wis 16, Cha 8 / 13
Skills: Athletics +5, Perform +8; Singing +12, Craft +7 (Medicine +10), Survival +8
Climate/Terrain: Any underground or Swamp
Organization: Circle (2-8) or Voice (1 Ood)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral (80% tend towards LN)
Advancement: By Class (Bard, Fighter, Monk, Druid, Artificier)


Alien Appearance: Humanoid, hairless, small black eyes and many short tentacles on their chin. They cannot speak aloud but have a minor telepathy power for creatures that they can see. The difference in their charisma scores are those with an Ood Orb and those without one. Typically no more than two Ood in a circle have an orb.

They can learn to speak if the individual spends time away from their circle, where group speech and thought is assumed. Few Ood choose to do this and are content and comfortable in their circles. Only individual Ood gain more than four HD.

The Ood were once servile slaves, forced to serve Lords from other worlds. Even when free they are driven to help others. If simple tasks they take action right away, but for longer more complicated tasks it takes them time to evaluate what their best choice of action should be.

They are often strangers in my dungeons, ignored by the primary inhabitants unless they can be used as slaves or most often as sources of info.

While generally very quiet, Ood sing collectively wonderful and personal songs when they are emotionally moved.

Magic Items
Ood are not inherently magical, but many have been trained to create magical devices that help them survive, and communicate with other creatures. After seeing a device, they need to spend one day with magical equipment to create a device to assist them. However it is an ood only device, few creatures can ever utilize the items the ood make for their own kin.

Orb: This is the primary item most ood carry, it is an small orb made of a soft metal, that allows them to speak out loud as well as to sing. The orb can release a shock that inflicts 1d6 damage on close range (20 feet or less). Some Ood, especially those that take fighter class take feats to increase the damage and range the orb can inflict beyond the table below.

1-4 HD      1d6 Dmg           Range 20 feet
5-6 HD      1d8 Dmg           Range 30 feet
7-8 HD      1d10 Dmg         Range 50 feet
9 HD +       2d6 Dmg or 1d8 Dmg for 2 targets

Shared Saving Throw: As an individual, the ood are not always the best at saving throws, but when they come together for a purpose, they learn to trust in their comrades. They add +1 to every saving throw for every two additional ood in their collective. If not in groups, give individual Ood -2 on all mental saving throws.

Minor Telepathy: Ood can telepathicly communicate with intelligent creatures but need to have bonded with them.

Stolen from the New Who series

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)


Monday, 28 January 2019

Razorvine


Ripped off from 2e Planescape, this nasty barbed wirey vine stuff is located in many parts of my world that is abandoned, but often frequented by outer planar creatures.


Razorvine
Medium-size Plant

HD:                      1d8+1 (5 hp)
Initiative:              0
Speed:                   0 ft
AC:                      15 (+5 Natural Armor)
Attacks:                Nil Vines +0 (melee)
Damage:               Vines 1d3, 1d4, or 1d6 + base AC
Face/Reach:          5 ft x 5 ft/5 ft
Special Attacks:    Vines
Special Qualities:  Plant, Weapon Immunity, Fire Resistance 5
Saves:                     Fort +3, Ref +0, Will +0
Abilities:                Str 11, Dex 8, Con 12, Int 5, Wis 15, Cha 2

Climate/Terrain:    Any
Organization:        Patch (2-20 vine pieces)
CR:                           2
Treasure:               None
Alignment:            Neutral (Always)
Advancement Range: 3-8 HD (Medium-size), 9-16 HD (Large)

Advancement: Increase all ability scores except for intelligence by +3 for each increase in size.

Razorvine's a black-leaved vine with an exceptionally sharp-edged stem hidden under the foliage. The plant's capable of surviving almost any conditions, and flourishes in most environments. Razorvine can grow several inches in a single day, and can cover a small building or untended wall in a few weeks.

The razorvine's leaves are small, clover-shaped, and so dark as to be nearly black. They grow in dense clumps near the stem on short, wiry sprigs. The leaf-edges are serrated, but harmless if one doesn't touch them. A razorvine's stem is triangular in cross-section, with elevated, iron-hard ridges running along the stem.

COMBAT
The razorvine is non-combative, it just lies waiting for someone to fall into it or try to touch it.

Vines (Ex): Razorvine can inflict damage in three ways. Anyone handling the stuff or brushing past are likely to get cut. Anyone trying to slash through it or cut through it might get cut. Anyone falling into it will get cut. Handling razorvine includes wading through the stuff. Each round someone tries to retrieve something or wade through it, they must make a Dexterity check (DC 15.) Those who succeed take 1 point of damage those who suffer suffer 1d3 + base AC in damage.

Hacking through it is as dangerous because the tightly twisted vines are under tension. When a vine is cut, it recoils and might slash the basher who just severed it. If it hits, it deals 1d4 + the base AC in damage to the victim and no save is allowed.

Falling into a patch is deadly because most folk will bleed to death before getting out. This deals 1d8 + (20 - base AC) with no save or attack roll needed. When someone falls into a patch, they take no damage, except for when they fall or tumble into it or try to move out of it. Each round that they try to get out, they suffer full falling in damage all over again. Normally it takes 1-3 rounds to get out.

A person's base AC is his armor without Dexterity bonuses, shields, or magical adjustments that don't actually cover his or her whole body or rely on misdirection.

Weapon Immunity (EX): Razorvines are only affected by slashing weapons.

Fire Vulnerability (Ex): Razorvine is unusually resistant to fire. Normal fire only blackens and hardens the stem while burning the leaves off. Magical fire affects the plant, as normal fire would normally do.

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing unless targeted to work on plants. Not subject to critical hits.

Tuesday, 25 December 2018

Synast - gaunt psionic humanoid, with a large extended brain and no skull

These were some of my ongoing evil masterminds, found in dungeons or other places of wealth. They are basically 3.5 psionic creatures, I've been working on a new Nyssian Psionic process, but I don't game enough and I'm always a bit too busy working on something else.

Synast CR 7
NE Medium Humanoid
Init +1 Senses Perception +7

 DEFENSE
AC 13 touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 45hp (7d8+14 con)
Fort +7, Ref +3, Will +4
Defensive Abilities    DR 10/magic

 OFFENSE
Speed 30 ft.
Melee Short Sword +6 (1d6+1)
Special Attacks Synaptic Blast
Spell Like Abilities (CL 7th - Psion)

 STATISTICS
Str 11, Dex 12, Con 7, Int 15, Wis 14, Cha 13
Base Atk +5 CMB +6 CMD 17
Feats Synaptic Focus, Inquisitor, Opportunity Power

Skills Autohypnosis+10, Bluff +10, Disguise: +9, Diplomacy +12, Sense Motive +10, Knowledge (Psionics) +9, Knowledge (History)+9, Perception +7

Languages Dwarven, Giant, Elven, Common

 ECOLOGY
Environment: Usually Urban (towers and libraries)
Organization: Solitary, Pair, Trio, Synod (5-9)
Treasure Value  Double
Alignment: Usually Neutral Evil
Advancement: By character class

 SPECIAL ABILITIES

Synaptic Blast: This psionic ray slows a creatures ability to maneuver and attack, inflicting a –2 attack penalty on attack capacity for the next three rounds. To avoid this effect, a victim must make a Will DC of 14. Unlike their other powers, this has no psp cost for a synast to manifest. Also, the three round duration begins when the first round the ray has stopped, so if a character is hit for four consecutive rounds, they will suffer a –8 for the three rounds.

A gaunt, grey-skinned humanoid with a large extended brain and no apparent skull-case around it, a cerebrum twice the size of a regular man. When using their psionic powers, the blood vessels in its brain glow a bright green. They seemingly always appear as frail especially during of times of physical stress.

Synasts are evil humanoids obsessed with obtaining great riches or powerful artifacts. While often seen alone, synasts always work in synods, teams loyal to each other and a particular goal. Death of an individual member doesn't deter them from their goals, and sometimes may motivate them to invite others into their group. Synod leaders are at least 5th level psions.

With sharp eyes and keen minds, they carefully study both problems and people before taking action. Synasts may work with other races or groups in an apparent subservient role but they usually control events behind their master’s back. Even without psionics, a synast can easily manipulate creatures, convincing others to do its dirty work. They are content to let things stream quietly if things are going as they need them to but if problems occur, synasts don't have a problem completely taking over.

Combat
A synast is a nasty combatant as they can control other creature’s synapses, able to paralyze, blind or turn some men temporarily insane with a touch. These cowards avoid danger whenever possible, preferring to manipulate events behind the scenes.

New Feat: Synaptic Focus: A Synast is considered always focused when it comes to its synaptic powers. They never need to make a focus check to activate or renew any synaptic power.

Psionic Powers* They manifest as a 7th level Psionic; DC 13+ power level; 56 PSPs
4th Level: Synaptic Shut-Down, Psychic Vampire
3rd Level: Synaptic Short, Hustle, Energy Retort
2nd Level Power: Synaptic Lock, Animal Affinity, Mental Disruption, Chameleon
1st level Power: Synaptic Manipulation, Synaptic Grapple, Call to Mind, Inertial Armor, Energy Ray

*These are the typical powers known by a synast, some may choose different powers per power level.

Synaptic Manipulation: This ability temporarily makes a ligament move in the direction the psion desires. It is for one round only Required Touch; Cost: Base 1 PSP, Save: SC11+1

Synaptic Lock: This ability temporarily locks a ligament so it cannot move. It is for three rounds. Required Touch; Cost: Base 2 PSP, Save: SC12+1

Synaptic Short: This ability shorts a ligament so it cannot move. The effect lasts for five rounds. Even if the victim makes their saving throw on the first round, they must make it again every round to be free. Cost: Base 2 PSP, Save: SC12+1