Blog Archive

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.

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. 

Tuesday 16 October 2018

Play by Post Primer

Core Idea:
The party is going down under an old prison, that was officially abandoned 10 years ago, yet goblins and other nurkers have been seen coming from the underground. You are all members of Blue Toppers, an unofficial military team of inexperienced soldiers. None of you have official rights to use your weapons away from from the underground. but the local military men ignore you as long as you don't cause problems. You are being paid 10 crown (gold pieces) for being underground for three days, and another two crowns for each day past that. You need to find out how the goblins are coming in and stop it.
The dungeon is underground, adjacent to a medium sized town in the spirelands, will provide other details as asked or as it comes up. Drow do not exist in my game world; dwarves and lizard-men rule the Below-Lands.
The four characters are part of the lead group, but another twenty foot-men are going down at the same time, this is used for replacements, so if you fall, someone will step up. That someone being who-ever you want to play next. You can tactically use the group ONCE during each turn.
Any official race or class is allowable at the start, as you game you'll meet many more. I use my own world of Nyssa, some of you have good ideas of what monsters are there and are not there. There's no fire magic or spells or creatures, but a land of damning cold, snow and ice.
Dice rolls are by: http://www.pbegames.com/roller/
My plan is to post every two or three days, once we all get started.

Terms:
Crown: GP, Noble: SP, Common: CP
Nurker: Monsters from below
Topper: Goof or inexperienced warrior
Below-Lands: Underdark
Spireland: Think of an island, on top of a 2 mile high mountain

Sunday 14 October 2018

Vanglore - Strong, brutish, heavily scarred race some have morphing ability


The Vanglore are an ugly but very strong hunting race that fight for territory in almost every environment. They use brute tactics to kill perceived enemies – both real and imagined.

Most Vanglorem are uncharacteristic as they rely on strength and internal power plays to determine their leadership. Often, when a leader is absent the group withdraws from any activity as they are accustomed to harsh penalties if they don't follow a leaders orders, even if its one that hasn't determined who is actually currently leading them.

A small subset of them have a unique magic ability: morphing. While most Vangalorem can morph their body to resemble the body of other races, few can change and adapt, by picking up a trait or useful skill to help the group. 

Abilities
+2 on Climb, Survival and Intimidation
Gain Endurance as a free feat
Tribal Weapon Advantage +2 on either to hit or damage attacks with one weapon, chose at the sart of any combat
+4 Strength, +4 Constitution, -4 Charisma
Racial Hit Dice: 2d8; Attack, Hit Dice, Saves, and Skills as a fighter of the same level
Base 8 skill points, more if they have exceptional intelligence, to be used on core skills only:
Core Racial Skills: Acrobatics, Climb, Handle Animal, Intimidate, Knowledge (local, geography, nature), Perception, Ride, Survival, Swim (core skills are always available)
Class Options: Fighter, Monk, Ranger

Typical Scores
Str 2d8+4
Dex 3d6
Con 2d8+4
Int 2d8+1
Wis 4d4
Cha 2d6+2

Level Adjustment: +1 CR

Gain +4 skill points every HD, feat at second level and every two levels afterwards
1 HD Youth or Non-Combatant, Tribal Weapon
2 HD Gain Magic Resistance; +2 to any ability score;
3 HD Gain damage reduction 1 / - ; Gain Bash
4 HD +2 to any ability score; Modify Physical appearance (Minor)
5 HD Gain damage reduction 2 / -
6 HD +2 to any ability score; Gain Physical Adaption
7 HD Double Bash Damage; +2 to strength or Constitution
8 HD +2 to any ability score; Modify Physical appearance (Major)
9 HD gain damage reduction 5 / -; Triple Bash Damage

Magic Resistance Gain advantage on spell resistance
Bash: Gain 1.5 Damage on physical attacks with their fists
Double Bash Damage on physical attacks with their fists
Triple Bash Damage on physical attacks with their fists

Modify Physical appearance (Minor) Can change their physical appearance for up to one minute.
Modify Physical appearance (Major) Can alter their physical body to mimic other creatures physical abilities for up to ten minutes per charisma bonus

Loosely based on the Mangalores from the Fifth Element movie

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.

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.

Sunday 26 August 2018

Get rid of your damage dice

Get rid of your damage dice
Your damage is based on your attack roll.

Attack as normal, if you hit, then damage is done as shown below. So, if you need a 14, and roll 13, you miss. But if that hits, do as shown below.

20=double dmg
19=full dmg + double str dmg
18=full dmg + 1 + str dmg
17=full dmg
16=full dmg
15=full dmg
14=3/4 dmg
13=3/4 dmg
12=3/4 dmg
11=1/2 dmg
10=1/2 dmg (no str dmg)
9=1/2 dmg (no str dmg)
8=1/4 dmg (no str dmg)
7=1/4 dmg (no str dmg)
6=1/4 dmg (no str dmg)
5=minimal dmg (4 points of damage)
4=minimal dmg (3 points of damage)
3= minimal dmg (2 points of damage)
2= minimal damage (1 point of damage)
1=fumble!

Tuesday 14 August 2018

Serpent Vines

For an upcoming jungle / forest / fey story that I am working on for my (ir)regular gaming group.  They will be going through a forest maze to rescue an imprisoned fey princeling.


Serpent Vines CR 4
N Large magical beast
Init +9; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11

DEFENSE

AC 17 touch 13, flat-footed 22 (+5 Dex, +14 natural, -2 size)
hp 47hp (4d10+70 con)
Fort +10, Ref +3, Will +7

OFFENSE

Speed 40 ft., Climb 30 ft.
Melee Bite +9 (2d10+7)
Space 5 ft.; Reach 10 ft.
Special Attacks Poison

STATISTICS

Str 13, Dex 17, Con 20, Int 10, Wis 13, Cha 5
Base Atk +8 CMB +5 CMD 18 (42 vs trip)
Feats Skill Focus (Perception),
Skills Perception +5; Stealth +11

ECOLOGY

Environment Jungle
Organization solitary
Treasure None

SPECIAL ABILITIES

Poison: DC 16 (Con -4 / Con -4) The second save is DC 16, after one minute

Serpent vines that are exact duplicate of seemingly simple vines, they just happen to combine the physical features of both snakes and vines. These wild creatures are quite dangerous and they are impossible to detect and have a virulent poison that slows down their victims. All of their animal features are part of the vine, so even if one were to be holding and looking directly at the plant, it would be nearly impossible to determine. (Knowledge Nature DC 18)

Serpent vines are carnivores, seeking out the easiest prey to devour. Their poison weaken their victims, enough to enable them to take down their prey. Typically, the serpent vines then buries their food in leafs, branches and small rocks. It takes the serpent between 10-15 days to completely devour their victim.

Monday 30 July 2018

Character Contacts Points: Making friends, allies and getting your shit done

Or CC Points are how I encourage players to make connections to help them resolve in game problems.

Just as a character has history before they begin game play, in between game adventures, PCs are still alive and passively, at the very least, involved in the activities around them. While their actions are not used for experience points, there are many in-game effects from out-of-game events. This is when characters will be able to find out additional information or make character contacts (CC’s) of the player’s choosing.

Normally the contact character is 75% or more loyal to the party. However, if the contact character does betray the party, when the PC realizes it, they should ask the DM, and the DM will give back 150% CC to pay the player. This should be done a minimum of times in a game story, PCs should be able to trust every or most CC.

CC Points: Barbarian, Fighter, Monk, Wizard 1st level: 3 X Charisma Bonus, minimum 3 CC at first level. Every level thereafter, +2 CC Points No more than half of their points can be used on any one contact

CC Points: Cleric, Druid, Paladin, Psion, Ranger, 1st level: 4 X Charisma Bonus, minimum 4 CC at first level. Every level thereafter, +3 CC Points No more than half of  their points can be used on any one contact

CC Points: Rogue, Sorcerer 1st level: 5 X Charisma Bonus, minimum 1 CC at first level. Every level thereafter, +2 CC Points plus +1 CC points per charisma bonus. No more than half of their points can be used on any one contact

When players create a character contact it is usually for a specific purpose - help them find a key to the prison, why does the Tower go into the ground, history of a specific item, etc. Once they use those points, the contacts can be an ongoing point of assistance. The DM can give them skill points, to better make sure the NPC doesn't become a go to point for all their problems or questions.

Modifiers

NPC Class: 1st level NPC class, free; then two levels for every CC point used
Standard Class: +1 CC for every level NPC attained
Basic Race of the region: always free
Standard Player Race: normally free
Non-Standard Race: +1.5 cc point per HD
Monster Race: +3 cc point per HD
No more than one NPC contact should be more than two levels higher than level when created

Ranking Guild Member: normally free
Guild Member of Status: +2 cc points
Illegal Contact, Fence Regular: +2 cc points
Illegal Contact, Smuggler: + 4 cc points
Merchant, Standard: +1 cc points; willing to give 5-10% discounts
Merchant, Magical: +3 cc points; no price discounts
Nobility: low level, +1 cc points
Nobility: Mid Level, +2 cc points
Nobility: Upper level, +4 cc points
Outcast: +1 CC points
Outcast, Famous: + CC Points

Contact is of the same race: normally 0 CC points
Contact is of the same faith (for Clerics, Druids and Paladins): -1 CC points
Contact is of the same class (for Barbarian, Druid, Psion, and Ranger): -1 CC points
Contact is a family member: +1 CC points
Ad Hoc contact: +3 cc points
Fully Detailed NPC: -2 cc points, (No more than your half your level when you create them, as a fully written up detailed NPC; maximum of three. You give the NPC a name, short history and the reason they have a connection with your PC.)


New Feats Prominent: You gain a one time bonus to your contact points equivalent to your level

New Feat: Talkative: You make contacts easily, you are treated as if your charisma bonus is +4 higher for purposes of character points per level.

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.+

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.

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