[Tome] The Koumei PHB Project: Races

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Koumei
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[Tome] The Koumei PHB Project: Races

Post by Koumei »

Well, as promised, I'm going ahead with this plan. Partly to pause the Alchemist thing as that will require a fair amount of re-writing.

So here we go. There will be six posts in a row by me.

CONTENTS:
1) Introduction, Contents and Notes
[*]Reference to Humans and Robot Girls
[*]Feats
[*]Magic Items
[*]Prestige Class
[*]Background
2) Neko-Oni
[*]Feats
[*]Magic Items
[*]Prestige Class
3) Aranea
[*]Alternate Strains
[*]Feats
[*]Magic Item
[*]Prestige Class
4) Yuan-ti Half-Blood
[*]Alternate Strains
[*]Feats
[*]Magic Items
[*]Prestige Class
[*]Background
5) Empusa
[*]Six Types
[*]Feats
[*]Magic Items
[*]Backgrounds
[*]Prestige Classes
6) Vaxt
[*]Three Types
[*]Feats
[*]Magic Item
[*]Prestige Class
HUMANS:

"Don't believe in yourself! Believe in the me who believes in you!"

Humans are basically the humans from this world. Actually they're probably more like us in some regards than like Medieval humans. That said, they also tend to have certain "Greek Legend" traits to them, such as their disposition towards extreme violence, ability to do stupidly powerful things, and lack of manners.

FEATS:

Master of Bullshit:
Humans make fantastic liars.
Requirements: Human (or the "Raised by Humans" background)
Benefits: you gain a +3 Competence bonus to Bluff checks, and a +2 bonus to the Save DCs of all Illusions. This scales with ranks in Bluff:
9: people who try to Gather Information about you (or a subject you have keen interest in and talk about) must make a Sense Motive check, opposed by your Bluff check, or come away with only lies that they believe are true. This represents your tendency to spread falsehoods.
14: your lies are so good that, once fooled, even if provided with evidence to the contrary, people will need to make a Will save (DC 10 + half your level + Cha mod) to disbelieve them.
19: once per day you may cast Limited Wish as a Spell Like Ability, because you're so good at lying you can even fool the Universe. The DC is Charisma-based.

Gymnos Defence: [Combat]
You fight best when not weighed down by armour. Or clothes.
Requirements: Human or Raised by Humans
Benefits: when effectively nude, you gain an Armour Bonus equal to your Strength modifier or BAB, whichever is lower.
+1: when effectively nude and oiled up, you gain Damage Reduction equal to your Con modifier + Str modifier, overcome by Adamantine.
+6: when you are clad in little more than a light oil coating, spellcasters tend to get distracted, and must make Concentration checks when casting spells at you (DC 15 + Spell Level + your Str mod), otherwise the spell fails and is lost. You may generate a "Suggestion" effect once per day as an Extraordinary ability by flexing your muscles as a Standard action (DC 10 + half HD + Con)
+11: you gain the benefits of Evasion, Improved Evasion and Mettle when fighting in the buff, however you must use an Immediate action to flex your muscles to do this.
+16: you may generate an Ironskin effect once per day (Ex) and a Stoneskin effect once per day (Ex), each with a caster level equal to your BAB.

Bloodlust: [Combat]
Fighting is more than a hobby to you, it's the only way you feel alive.
Requirements: Human
Benefits: the first time in any battle or stressful situation that you take damage or injure another, you may enter a Rage as a free action. This is as per the spell and lasts for a number of rounds equal to your Con modifier (minimum 1 round).
+1: you ignore all [Pain] effects, and can fight even when in negative HP, until dead. Additionally, you may make a 5' step as an Immediate action, as long as it is to get closer to an enemy who is trying to move away from you.
+6: you benefit from a permanent Sadism and Masochism effect, because you don't care who is bleeding from the face, as long as it's someone.
+11: if you are ever below half your maximum HP, you are treated as Hasted. If below one quarter, you also gain a Karmic Aura effect and may add +2d6 damage to all of your melee attacks.
+16: when taking actual HP damage from an effect (minimum of 1/10 of your maximum HP), you may elect to take twice as much damage but make a Full Attack or a Charge as an Immediate action. Every time you drop a foe below zero HP, you regain HP equal to your BAB and may lose one status affliction you are suffering from.

BACKGROUND:

Raised by Humans:
Requirements: any non-human
You were raised in human society, and are used to the human ways more than your own. You were probably bullied and teased as a child, and likely ran away from home or became accepted in your local community (possibly after saving them with racial abilities).

Although people sometimes think you're odd, it's okay. You're so used to making yourself look un-threatening that you can make an Improved Feint check against all opponents as a Free action whenever combat starts. This effect lasts until their second turn.

---

ROBOT GIRL:

"Underpants!" "Warning, this is not a lingerie store!"

Crafted by perverted Gadgeteers - and even then, based on ancient eidolons crafted by unknown creatures aeons ago - this "race" is alive, a series of living, breathing creatures... and yet built. Although they are made from metal and glass, and powered by magic and lightning, unable to reproduce or to know the bonds of blood, they nevertheless know how to love. And how to run about beating monsters up for their possessions.

Apparently some of the ancient original ones can still be found, some looking like crudely carved out lumps of clay, others like the sleek Elder Eidolons.

LINK

Magic Items:

GAR-Driver:
Moderate Magic Item

This small disc is inserted into the spine, where it loads GAR data into the brain to provide a power boost.

+1 Enhancement to Strength per 3 levels
DR 5/Adamantine, increases to 10/Adamantine at level 10
1/day survive and act when you should in fact be dead, for three rounds
1/day use your Strength modifier for a Will save

MOE-Driver:
Moderate Magic Item

This small disc is inserted into the spine, where it loads MOE data into the brain to provide an increase to cuteness.

+1 Enhancement to Charisma per 3 levels
+3 rounds to the duration of [Charm] effects, double duration at level 10
1/day convert all damage taken from a single round to non-lethal damage
1/day cast Rainbow Pattern and Sanctuary as Supernatural abilities (Cha-based).

SPECIAL: if MOE and GAR drivers are uploaded both at once, it creates a compatibility error "Tsundere". Any time she fails the save against a [Compulsion], the effect instead becomes a Rage effect (as per the spell), directed at the origin of the effect. This lasts for one minute, then becomes a Charm Person effect for one minute, then wears off.

Holo-Projector:
Moderate Magic Item

This strange thing looks like a glass eye on a brass tube or box, and attaches to the shoulder usually.

It allows any of the following to be cast as Supernatural abilities (Cha-based) at will:
-Silent Image
-Illusory Terrain
-Daylight
-Darkness
-Hypnotic Pattern

Remote Device:
Major Magic Item

This is a bulky handheld device with a long antenna, used for affecting people's brains and controlling mechanical things.

+1 Enhancement to Intelligence per 3 levels
Each of the following can be used as Supernatural abilities (Int-based) once per minute:
-Dominate Monster (lasts three rounds, ignores immunity to [Mind Affecting] effects)
-Parboil
-Confusion (ignores immunity to [Mind Affecting] effects)

Special: may be taken as a Charged Galactic Gadget Blueprint, where each use requires spending one Partial action "finding a signal" first.

Prestige Class Options:

Arch-Golem Execution Girlfriend:

"NO! DON'T TOUCH THE MASTER!"

Sometimes, a Robot Girl gets too clingy. She sees one person as the whole of their existence, and will outright kill anyone or anything that threatens this person. It's scary.

Thanks to Maxus for turning it into one class with alterations.

Requirements:
Race: Robot Girl
BAB: +5
Special: special attachment to someone, or a tendency to get too attached to people even if you aren't at this very moment.

Features:
Hit Die: 1d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower

Class Skills: Appraise, Balance, Craft, Diplomacy, Disable Device, Escape Artist, Intimidate, Jump, Knowledge (Engineering), Listen, Search, Sense Motive, Spot, Tumble, Use Magic Device
Level:Abilities:Inventions:
1Inventions, Cyber Eye, Charm Machine Spirits1 Good
2Razor Hair, Turbo Driver, Levitation Unit-
3Manipulate Machine Spirit, Spine-Crushing Glomp,-
4Invention, Seduce Machine Spirit, Titan Commander1 Greater
5Turbo Boost, Arm Cannon-
6EYE BEAMS!, Confuse Magic Device-
7Invention, Empower Device1 Giga
8Electrifying Kiss, Electrical Discharge-
9Amplifier, Neutronic Asplodey Death Cannon-
10Invention, Vengeance1 Galactic

Inventions (Ex): at the levels shown in the chart above, the Girlfriend may select one Gadget of the appropriate kind. She gains this, built into her body (unless that would be considered stupid, in which case she builds it or can transform or suddenly call forth four other Robot Girls who combine-transform with her) as an Invention (as per the Gadgeteer).

Cyber Eye (Ex): the Girlfriend has extra-special Cybernetic Eyes, allowing her to see in complete darkness, and rendering her immune to Blindness and Dazzle effects.

Charm Machine Spirits (Su): when activating a charged item, a Girlfriend may attempt to talk it into accepting her own inner power. By adding +5 to the Use Magic Device DC, a successful check causes the item to be used without spending a charge.

Razor Hair (Ex): the Girlfriend's hair is replaced or supplemented with long strands of razor-wire. This may be used as a regular melee weapon (2d4 Slashing Damage, ignores Damage Reduction, 18-20/x2 critical, reaches to 10'), or can be used to attack all enemies within 5' as a Standard action. At level 6, her body can provide enough extra energy to add 1d6 Electrical damage plus her Constitution modifier.

This also provides a +4 bonus on Climb and Grapple checks, and can reach out to 15’ to perform actions such as Sleight of Hand, Repair, Heal and Disable Device. They may even be used to grapple foes at a distance, although she does not add her own Strength bonus in this case.

Turbo Driver (Su): a number of times per day equal to her Con modifier (minimum 1), the Girlfriend may activate a turbo driver, gaining the benefits of a Haste effect for one round per hit die.

Levitation Unit (Su): once per hour, the Girlfriend may levitate (as per the spell) for a number of rounds equal to her Con modifier (minimum 1).

Manipulate Machine Spirit (Su): when activating an item that casts or emulates a spell, a Girlfriend may talk the device into granting more powerful effects, by applying Meta-magic feats (she need not possess these feats). Doing so increases the UMD DC by +4 per level. As a swift action, this may be used on construct: it may make a level check, opposed by the Girlfriend’s UMD roll, or be under a Suggestion effect (caster level is the Girlfriend’s character level). This ignores their immunity to such effects.

Spine-Crushing Glomp (Ex): the Girlfriend gains a Constrict attack that deals 3d6 + Str*1.5 Bludgeoning damage and causes the victim to, if they fail a Fortitude save (Str-based), become Fatigued. If already Fatigued they become Exhausted, and if already Exhausted they pass out until 1d4 rounds after being released. If used on an ally, they take 1d6 nonlethal damage but got a +3 moral bonus to attacks and saves for a number of rounds equal to her Charisma bonus, and any morale penalty or fear effect is removed. She may stay glomped onto an ally, providing Cover for them.

Seduce Machine Spirit (Su): by this stage the Girlfriend can talk magic items into doing anything. With a Standard Action, they can be activated or deactivated (as though held in an Anti-magic field for 1d4+1 rounds, then requiring reactivation) up to 50' away with a Use Magic Device check, the DC being the Caster Level + 15. This may also be done to deactivate Golems for 1d4+1 rounds.

Titan Commander: starting at 4th level, a Girlfriend can spend a Full Round action talking to the spirit of a construct. It gains a modified Level check +5 (or a Caster Level check using the CL of its creator) to oppose the Use Magic Device check. If the Girlfriend wins, she gains control of the construct. This effect is permanent until they move more than 100 feet away from the construct, or until they command another construct.

Turbo Boost (Su): the Execution Girlfriend is overclocked, gaining an extra Move Action every round.

Arm Cannon (Ex): One of the Execution Girlfriend’s arms is altered to make a big energy cannon. It takes a standard action to fire, with a 250' range, it does 10d6 Light damage, and is only usable every four rounds.

EYE BEAMS! the Girlfriend’s eyebeams’ damage bumps up to character level * 3.

Confuse Magic Device (Su): anyone using a magic item to target the Girlfriend with a spell they don't want to be hit by must make a Modified Level Check against the Use Magic Device or Bluff of the Girlfriend. If they fail, the item targets the user instead. Additionally, any construct that is to attack the Execution Girlfriend is automatically treated as Charmed (ignore their immunity to Mind-Affecting Effects). There is no save against this. Eat a dick, Warforged.

Empower Device (Ex): by whispering sweet nothings to it, the Arch-Golem Execution Girlfriend may Empower the effects of any magic item she wields, or one of her own (Su) or (Sp) abilities. A Swift action must be spent doing this, and it lasts for the remainder of the round.

Electrifying Kiss (Su): The Execution Girlfriend can kiss someone (part of Spine-Crushing Glomp) and give them the BEST DAMN KISS OF THEIR LIFE. If they fail a Fort Save (DC 10 + ½ the Girlfriend’s character level + her Con or Charisma modifier), it is also the last kiss of their life. If they pass the save, they still take 1d6 Electric damage per hit die.

Electrical Discharge (Su): the Execution Girlfriend constantly benefits from a Call Lightning effect (Su). This can be suppressed at will.

Amplifier (Ex): any Construct the Execution Girlfriend has control over (including her and/or Vengeance, below) gains an additional Standard action each round.

Neutronic Asplodey Death Cannon (Ex): The Girlfriend’s Arm cannon gains an additional option: Once a day, she may use the Neutronic Asploding Death Ray, which is a ranged touch attack with 1000' range, 100' radius blast, 25d6 Light damage, Ref Half (DC 35). Anything hit directly must make a Fort Save (DC 15 + ½ Character Level + Con Mod), or be outright asploded to death, leaving nothing behind.

Vengeance (Ex): should the Execution Girlfriend ever be slain and Reincarnated, the enemy will rue the day they crossed her, AND RUE IT HARD! The Girlfriend gets to inhabit the body of a Vengeance Titan Shell. Oh Shit Yes.
Vengeance Titan Shell:
Size: changes to Colossal (Tall), do not apply regular size-based ability/natural armour changes

Ability Scores: Strength becomes 50, Dexterity becomes 10, all other ability scores are unchanged

Speed: 60'

Skills: Unable, under any circumstances, to Swim.

Armour Class: +30 Natural Armour bonus, -8 Size penalty, +6 Deflection Bonus

Trample: DC 10 + half HD + Str, 10d6 Bludgeoning Damage.

Apocalyptic Explosion: when destroyed, the Vengeance Titan Shell explodes, going nuclear. This creates a 500' radius, 1000' tall column, dealing 50d6 damage to anything in the area (Reflex Half, DC 40). Anything reduced to 0 or less HP is instantly annihilated. The ground beneath the explosion turns to magma for 2d6 rounds.

Weaponry: each arm has one of the following attached:
[*]Killification Cannon (Su): as a Standard action, this may be fired with the following profile: 1000' range, 30' radius blast, 2d6 Light Damage per HD, Ref Half (DC 10 + half HD + Con). Can either be fired Twin-Linked with +2 to the DC, or spread out as a 50' blast.

[*]Genocide Gattler (Ex): is fired as a Standard action with the following profile: 500' range, may either focus fire on one target or cover an area.
-Focus: ranged attack, 1d8 Fire/Sonic Damage per HD, critical 14-20/x3, ignore Regeneration and halve Damage Reduction, re-roll a failed hit.
-Area: 20' burst, 1d8 Fire/Sonic Damage per HD, Ref Half (DC 10 + half HD + Con), ignore Regeneration.

[*]Pyrophonic Blaster (Ex): is fired as a Standard action with the following profile: 200' cone of flame, 1d10 Fire Damage per level, Ref Half (DC 10 + half HD + Con). Those who fail the save continue to burn for 6d6 Fire damage per round.

[*]Fusion Mega-Cannon (Su): has two settings:
-Rapid Fire: fired as an Attack action with the following profile: 700' range, 50' radius blast, 1d6 Fire/Electricity damage per HD, Ref Half (DC 10 + half HD + Con).
-Optimal: fired as a Full Round action with the following profile: 1000' range, 100' radius blast, 2d6 Fire/Electricity damage per HD, Ref Half (DC 12 + half HD + Con). Vapours caused from the blast cause an Obscuring Mist effect for 1d4 rounds in the entire area, and all in the area need to make a Fortitude save (same DC) or be blinded for 1 hour.
---

FEATS:

Art of War:
You have studied the great art known as "killing people".
Requirements: a race that has a Soldier Stance
Benefit: you gain access to the Stance for your race. If Stances only affect Maneuvers, you must still have access to them such as by taking a level in Soldier. The minimum level to use a Stance depends on its power level: Human (1), Yuan-Ti (8), Shroomish (4, counts as Myconid), Aranea (4, counts as Thri-Kreen), Empusa (8, counts as Succubus or 16, counts as Deva), Neko-Oni (8, counts as Ogre).
Last edited by Koumei on Sat Apr 10, 2010 12:43 pm, edited 9 times in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
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Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

NEKO-ONI:

"IT IS CAN BE HUGZTIEM NAO!"

The Neko-oni is a race that is thought to have existed for longer than humans. Certainly ancient civilisations put chalk-images of these on cave walls, and they have a lot of information on history of the world. They resemble cats, vaguely, but could probably be considered more like the ogre-mage or perhaps demons - though less certain to be evil (about as much as humans).

Averaging at nine feet tall (give or take a foot and a half), these creatures are covered in thick fur, have oversized paws and heads, and are bipedal. Their eyes glow in the dark, and they are always known to carry jars around with them, used to trap the luck of those who's paths they cross.

Large (Tall) Humanoid
Speed: 20'
Reach: 10'
Racial Deity: Lar-haul (Neutral; Trickery, Magic, War, Community)

Special Features:

Dark Vision 60'

Cat Eye Curse (Su): as a Swift action at will, the Neko-Oni may glare at a target within 30 feet, making a Ranged Touch Attack against them. If successful, then for the rest of the Neko-Oni's turn, the foe suffers a -2 Morale penalty to AC and Saving Throws.

Luck Jar (Su): any jar the Neko-Oni carries (though only one at a time) can be designated as a luck jar. As long as the jar is empty, the Neko-Oni leaves a trail wherever it moves, that lasts for one round. Any foe who passes over this trail has their Luck stolen, trapped in the jar (and ending the trail instantly). This lasts for three rounds or until used, and no more Luck can be taken until either of the above occur.

A foe who has had their Luck stolen needs to make a DC (15 + HD of Neko-Oni) Balance check when moving or fall Prone.

Cat in a Hat (Su): the Neko-Oni is known to be able to change abilities at the drop of a hat. Although most tend to use this ability to simply focus extra-well in a given field, some change their abilities every day. Each day, select one of the follow to apply for the entire day:
[*]Brutal: Bite primary natural weapon (1d10+Str*1.5), spend Luck as a Free action to gain a +4 Luck bonus to Strength for one round.
[*]Tricksy: 2 Claw primary natural weapons (1d4+Str), spend Luck to make a Cat-Cursed foe flat-footed.
[*]Mystic: Bite primary natural weapon (1d2+Str*1.5, Channels touch attack spells without provoking), spend Luck to Widen a spell at no cost

---

RACIAL FEATS:

Fat Cat: [Combat]
"Yummy yummy yummy, om nom nom nom..."
Requirement: Neko-Oni
Benefits: you always have a primary Bite attack (as per the Brutal choice. If Mystic, this bite also channels). Any time you choose Brutal, it gains the benefits of Improved Grab.
+1 BAB: when grappling a foe, you may make a Chew attack as an attack action, dealing 2d6+2*Str in Piercing and Crushing damage.
+6 BAB: you gain the Swallow Whole ability. At any time you may contain one Medium, two Small, four Tiny, eight Diminutive or Fine creatures, or any combination that more or less equates to the same. Those swallowed can escape with an Escape Artist check opposed by your Grapple check, or by dealing 20 or more Slashing damage with one attack. Those Swallowed take 1d8+Str Bludgeoning and 2d6 Acid damage per round, as well as having Luck stolen every round.
+11 BAB: with a Standard action, you can spit up all swallowed foes in a giant furball. They are launched out in a 60' long line, landing prone and taking 2d6+Con*2 Bludgeoning damage. Anyone in the path must make a Ref save (DC 10 + half HD + Con mod) or take the same damage and fall prone as well.
+16 BAB: when foes are inside your belly, you may spend a Standard action pounding your gut to damage them. Those inside take 5d6 Sonic damage and must make a Fortitude save (DC 10 + half HD + Str) or be Stunned for 1 round.

Lucky Cat: [Monstrous]
"I bring great fortune wherever I go. Well actually, I steal it wherever I go."
Requirements: Neko-Oni
Benefits: you may store up to three Luck at a time in your jar. The trail of Luck-theft remains after being triggered unless the jar is full.
5 HD: those with Luck stolen suffer a 20% Miss Chance on all attacks
10 HD: you may, as a Free action, "drink" the Luck to regain 5d6 lost HP per Luck point spent in this manner.
15 HD: those with Luck stolen suffer a 50% Miss Chance on all attacks. Additionally, you may spend a Standard action performing a "Whirlwind" attack: all within 15' must pass a Will save (DC 10 + half HD + any single ability score modifier) or have Luck stolen by you (though you can still only hold up to 3 points of Luck).

---

MAGIC ITEMS:

Ominous Bell:
Major Magic Item

This heavy brass bell is usually worn on a collar around the neck. It does not give a merry jingle when the Neko-Oni approaches, it instead gives the sound of impending doom.

+1 Resistance to Saving Throws per 3 levels
Doom Tone: three times per day, Wail of the Banshee may be cast as a Supernatural ability (Int-based). It sounds like a deep gong, not a wail.
Jingle of Discord: the following may be used as Supernatural abilities at will:
[*]Silence
[*]Greater Shout
[*]Song of Discord

Angry Hat:
Moderate Magic Item

This rather striking top hat unfortunately causes rage and violence in those who wear it, but is particularly effective on a Neko-Oni.

+1 Enhancement to Strength per 3 levels
When Brutal, your hits ignore all DR and Hardness
You may spend a Luck point as a Swift action to shake off any of the following effects: Shakened, Frightened, Panicked, Cowering, Sickened, Nauseated, Confused, Paralysed.

RAWR!: when you strike a foe with a melee attack, you may elect to knock them around. For every 5 damage you deliver, they are knocked 5' away, -5' if they are larger than you, +5' if they are smaller than you. If they travel at least 30 feet, they land Prone.

Quiet Hat:
Moderate Magic Item

This burglar's cap doesn't look very stylish but it helps people sneak about and do underhanded things. Especially the Neko-Oni.

+1 Enhancement to Dexterity per 3 levels
If Large or larger, Size penalties to Hide are turned into bonuses of an equal amount.
You may spend a Luck point as a Swift action to turn Invisible for one round.

Squeezy: if Tricksy, you may also automatically squeeze into any space that would normally require a DC 60 Escape Artist check.

Clever Hat:
Moderate Magic Item

This fedora can be worn to enhance magical aptitude - particularly for the Neko-Oni.

+1 Enhancement bonus to Intelligence, Wisdom or Charisma per 3 levels
You may spend a Luck point as a Free action to apply the Extend or Enlarge Spell Metamagic effect to a spell you are casting, at no alteration to casting time or spell level.

Magic Furball: if Mystic, you may spit any Range: Touch spells out as Ranged Touch Attacks out to 20 feet. This takes the same casting time as usual.

---

Prestige Class:

Daineko

"Oh great Lar-haul, I made you a cookie... but I eated it."

Daineko, or Great Cats, also known as Lar-haul Cats because of the affiliation with their god, exist to help spread the word of Lar-Haul, and gather the souls of the damned - by killing those damned by Lar-haul, and by assisting ghosts into the afterlife.

Requirements:
Race: Neko-Oni
Deity: Lar-haul
BAB: +5

Features:
HD: 1d10
BAB: +1
Good Saves: Fortitude and Will
Skill Points: 6+Int

Class Skills: Appraise, Balance, Bluff, Concentration, Forgery, Gather Information, Hide, Intimidate, Jump, Know (Any), Listen, Move Silently, Perform, Ride, Search, Sense Motive, Spot, Tumble, Use Rope
Level:SpecialRage, Sneak Attack or Casting
1Spirit Sight, Hunt the Damned+1 level
2Giant Cat+1 level
3Eerie Whispers+1 level
4Ghost Touch+1 level
5Spirit Step+1 level

Rage, Sneak Attack or Casting: at every level, the Daineko may gain additional Rage Dice, Sneak Attack, or Spellcasting abilities as though gaining another level in a class that grants one of the above.

Spirit Sight (Su): the Daineko can see as easily into the Astral and Ethereal Planes as the one he currently inhabits. and may communicate freely with spirits of the dead.

Hunt the Damned (Ex): anyone with Luck stolen from them is considered Damned. The Daineko gains +3d6 to all damage rolls against Damned foes, and may consume their Luck as a Swift action to mark them, allowing the Daineko to Scry upon them at any point in the future, until another foe is marked.

Giant Cat (Ex): at level 2, the Daineko grows larger, becoming Huge and gaining +2 Strength and Constitution out of the deal. If he has the Swallow Whole ability, double the amount of space worth of creatures he may swallow.

Eerie Whispers (Su): at level 3, the Daineko starts to whisper eerie things and mention invisible sandwiches. Anyone who ends their turn adjacent to the Daineko automatically becomes Frightened until the end of their next turn.

Ghost Touch (Su): starting at level 4, all of the Daineko's attacks, whether by weapon or natural attack, or even spells, are considered to have the Ghost Touch trait, allowing him to strike Incorporeal or Ethereal foes.

Spirit Step (Su): at level 5, the Daineko learns how to step into the spirit realm. He may cast Ethereal Jaunt once per day as a Supernatural ability.
Last edited by Koumei on Wed Mar 31, 2010 2:43 pm, edited 2 times in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
Serious Badass
Posts: 13877
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

ARANEA:

"I find your Miss Muffet song offensive, madam. I am, after all, a spider, and do not have a habit of frightening young girls."

The aranea are a race of what can essentially be considered 'spider-people'. They each have three forms: that of a very big spider (generally dog-sized), that of a human or humanoid of some description (a fixed form), and a half-way hybrid.

Image
"Doctor, I have this pain in my- wait a minute, you're not my doctor!"

Aranea have a tendency towards being predatory, grumpy and cynical by human standards, but it is by no means a guarantee. They have actual spinal cords inside, due to their size, and though most of their nutrients come from blood and liquefied flesh, they need to eat some amount of solid food.

Medium Humanoid [Shapeshifter]
Racial Deities: Lolth, Nhurr (Lawful Neutral; Law, Spider, Cavern, Nature, Mind)

Arachnid Affinity (Ex): the Aranea gets along well with spiders. This manifests in the following forms:
[*]If a Familiar can be taken, it may be a Small Monstrous Spider
[*]If an Animal Companion can be taken, it may be a Small Monstrous Spider (normal), Medium Monstrous Spider (normal), Large Monstrous Spider (level-3), Huge Monstrous Spider (level-6), Gargantuan Monstrous Spider (level-9) or Colossal Monstrous Spider (level-12).
[*]If Wildshape is gained, they may transform into any spiders (regardless of type), and even the Bebelith, subject to HD restrictions.
[*]If a Paladin Mount or Knight Mount, can be taken, they may take a Large Monstrous Spider (level 5 and above), Huge Monstrous Spider (level 8 and above), Gargantuan Monstrous Spider (level 11 and above) or Colossal Monstrous Spider (level 14 and above).

In Humanoid Form:
[*]Speed: 30'
[*]Reach: 5'
[*]Darkvision 60'
[*]+3 Racial bonus to Listen and Sense Motive

In Spider Form:
[*]Small size (no ability score changes)
[*]20' Climb speed (with associated benefits)
[*]Primary natural weapon: Bite (1d6+Str*1.5 plus Poison)
[*]Web
[*]Tremorsense 30'
[*]Darkvision 60'

In Hybrid Form:
[*]Primary natural weapon: Bite (1d4+Str*1.5 plus Poison)
[*]Web
[*]Darkvision 60'
[*]+3 Racial bonus to Spot and Search

Changing forms is a Standard action.

Poison (Ex): Con-based, 1d6 Str/1d6 Con

Web (Ex): In spider or hybrid form, an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.

Alternate Strains:

Redback: the character has, in spider form, a bright red or orange hourglass shaped mark on their abdomen, and possibly on their back and/or arse in hybrid form. More importantly, the venom works differently. Replace the standard damage with: Severe Pain (counts as Nauseated 1 round, then Fatigued for the rest of the minute)/1d6 Dex and Severe Pain again.

Funnelweb: the character is slightly larger in build, and more aggressive as well. Most notably, however, they lose the Web ability (though can still produce webbing, just not the kind that can be used to trap people), and their Poison is changed to the following: 2d6 Con/2d6 Con.

---

RACIAL FEATS:

Arachnid Mastery [Monstrous]
You are just a better spider than most. You can even climb out of a bathtub.
Requirements: Aranea
Benefits: firstly, you gain Wild Empathy (level+Cha) that applies only to all spiders and spider-like creatures (such as the Bebelith). Secondly, if you are able to gain a familiar, it may be any of the Animal Companion choices (above), depending on your level. It can grow into the new sizes. Thirdly, you may now be Medium or, if you possess 7 HD or more, Large size when you are in Spider form. The latter grants +4 Strength and Natural Armour.

Spider Magic: [Monstrous]
The fact that you are a spider alters your spells slightly.
Requirements: Aranea
Benefits: for any spell lists you can cast spells from, add the following spells to the Spells Known and Class Spell List:
[*]Spiderhand (1st)
[*]Spiderclimb (1st)
[*]Summon Swarm (Spiders Only) (2nd)
[*]Spider Legs (2nd)
[*]Spider Poison (3rd)
[*]Spiderskin (3rd)
[*]Poison (4th)
[*]Spider Curse (5th)
[*]Spider Plague (6th)
[*]Fire Spiders (7th)

Even if you cannot cast spells, you may cast Web 3 times per day as a spell-like ability (Cha-based). At level 7, this becomes Choking Webs.

Magic Item:

Web Strangler
Minor Magic Item

This long, woven rope of web can be used as a whip, or stretched out and used as a net - either way it carries the usual magic item bonus. Additionally, anyone caught in the net takes a -6 penalty to Strength for as long as they are trapped in it, and anyone struck by the whip becomes Entangled for one round.

Once per day, it may be used to cast both Web and Summon Swarm (Spiders only) in the same location at the same time, as a Spell-like ability (Int-based).

---

PRESTIGE CLASS:

WEB-SLINGING KILLER

"I can do anything a spider can - spin my web to catch my foes, capturing or killing the bad guys everywhere and being a smart-ass. It's amazing. I'm like a spider, and a man. There should be a name for people like me!"

Web-slinging Killers like to dress up in costumes and swing around on strands of web, assassinating people for the greater good. Or for fun or food. Whatever. The thing is, they're smart-asses, athletic, and sneaky.

Requirements:
Race: Aranea
BAB: +5
Skills: Hide 4 ranks, Move Silently 4 ranks, Use Rope 4 ranks

Features:
Hit Die: d8
BAB: Good
Saves: Good Ref
Skill Points: 8+Int

Class Skills: Balance, Bluff, Climb, Craft, Decipher Script, Disable Device, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Know (Any), Listen, Move Silently, Search, Sense Motive, Spot, Tumble, Abuse Magic Device
Level:Special:Sneak Attack:
1Wall-Crawler, Sarcasm+1d6
2Spider Swarm-
3Deathly Venom+2d6
4Web Spray, Witty Banter-
5Flight of the Spider+3d6
6Spider Senses-
7Trapdoor+4d6
8Hurtful Remark-
9Brain Web+5d6
10Secret Swarm-

Wall-Crawler (Ex): climbing comes naturally to some assassins. Starting from level 1, the Web-slinging Killer has their Climb speed in all forms. Yes, even if Polymorphed into a beholder or something.

Sarcasm (Ex): starting at first level, the Web-slinging Killer becomes a pain in the ass. Any time they are attacked and the attack misses them (due to Armour Class, Miss Chance or whatever), they may make a sarcastic comment as a Free action. The foe who missed becomes angry and takes a -2 Morale penalty on Armour Class and Attack rolls for one round.

Sneak Attack (Ex): starting at first level, the Web-slinging Killer starts to gain Sneak Attack dice. These are added to any existing ones. Note that the value given is the total for the class, not cumulative - at level three, you go from 1d6 to 2d6, not 1d6+2d6 = 3d6.

Spider Swarm (Su): starting at second level, the Web-slinging Killer can add another form to his list: Spider Swarm. This simply entails the following changes from the Spider form:
[*]Gain the [Swarm] subtype and Swarm traits
[*]Gain a Swarm attack that deals 1d6 damage plus Poison
[*]Gain the Distraction ability
[*]Lose the ability to cast any spells or spell-like abilities or use any items

Deathly Venom (Ex): starting at level 3, the natural Poison of a Web-slinging Killer's Bite attack causes Death on a failed saving throw. The other effects still apply for those immune to [Death] effects.

Web Spray (Ex): starting at level 4, the Web-slinging Killer becomes able to spray web about better than usual. Each time, it takes up a regular Web use, and sprays out in a 60' cone. Those in the area must pass a Reflex save (DC 10 + half HD + Con) or be rendered Immobile for 1d4+1 rounds, then Entangled for 3 rounds. Those who pass the save are merely Entangled for 3 rounds.

Witty Banter (Ex): starting at level four, the Web-slinging Killer has a tendency to talk too much. Way too much. Anyone who can hear him who attempts to cast a spell must succeed on a Concentration check (as per Defensive Casting) or lose the spell.

Flight of the Spider (Ex): starting at level five, the Web-slinging Killer can effectively fly. He actually swings about on strands of web, like Spiderman, and as such needs something he could feasibly anchor it to. The Fly speed is 60 feet (Clumsy).

Spider Senses (Ex): starting at level six, the Web-slinging Killer gets a special Danger Sense. He is never considered Flanked, and is never denied his Dex to AC.

Trapdoor (Su): starting at level seven, the Web-slinging Killer learns how to vanish and reappear, almost magically. He may cast Dimension Door as a Supernatural ability at will, leaving behind a Web effect where he was standing before. Upon arrival, he may make a single attack as a Swift action.

Hurtful Remark (Ex): at level eight, the Web-slinging Killer masters the art of saying very hurtful insults. As an Immediate action, he may insult someone within 20', forcing them to make a Will save (DC 10 + half HD + Cha) or fail the action they were attempting.

Brain Web (Su): starting at level nine, the Web-slinging Killer becomes rather skilful at affecting people's brains. Anyone who gets caught in his Web takes 1d3 ability damage to Int, Wis and Cha, and becomes unable to cast spells or spell-like abilities until they are free from the web.

Secret Swarm (Su): at level ten, the Web-slinging Killer perfects the art of making spiders appear in unexpected places. As a Standard action, designate one foe within 30'. They must pass a Fort save (DC 10 + half HD + Cha) or be killed. Even if they pass the save, they take 5d6 damage plus 1d6 Con damage. On the following round they take another 5d6 damage. After this, or immediately if slain, a Spider Swarm crawls forth (erupting from their body), under the control of the Web-slinging Killer, with 100 bonus HP, and its Swarm attack is upgraded to 5d6. All Swarm save DCs are equal to the original DC of this effect.
---

BACKGROUNDS:
Courtesy of Nachtigallerator.

Spider-Born:
Requirements: Aranea
You were born and at least partially raised in your kin's spider form. Don't ask how this could work, but the experience has sharpened your predatory instincts considerably. Stealth and Survival are always class skills for you, and you get +2 to intimidation rolls against arachnophobes (DM call). Also, spiders of all kinds feel you have something in common with them - more than the typical Aranea, that is - so you are always up to date on spider gossip. Given that Bebiliths and other kinds of arachnids are quite involved in all kinds of interesting endeavours, this might include quest hooks.

Web Fetishist:
Requirements: Aranea
All Aranea can spin webs, but you've done stuff with them that more prudish spider-persons would consider inappropriate. You are automatically proficient with either the Whip, the Weighted Rope or any one kind of strange weapon consisting mostly of rope, and can fashion such a weapon - usable only by you - from your own webbing for free, and are always considered to have the required silk material available for any craftable thing that includes "silk" in it's name. People who need specialised webbing for certain purposes might turn to you to fashion it. Also, Drow find your use of webs not inappropriate, but interesting, and you gain +2 on any social roll intent on attracting or dealing with Drow who know of your work.
Last edited by Koumei on Mon Apr 05, 2010 12:48 pm, edited 7 times in total.
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Koumei
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Post by Koumei »

YUAN-TI HALFBLOOD:

"Well of course I killed him in cold blood, I'm cold-blooded."

Image

The Yuan-Ti were once humans. Not that they were a culture of humans who evolved along a different path or were cursed, no, each individual Yuan-Ti used to be human. But not any more. These serpentfolk indoctrinate humans into their serpent cult and transform them via magic, turning them into their own kind. Usually, those who are transformed come out as Half-blooded: scaled humans with snake heads.

Others, however, could be the revered Pure Bloods - looking mostly human with just a faint hint of their true species - and others still turn out as Abominations, with the lower body of a giant snake and the torso, arms and head of a heavily scaled human. In general they stand for the continuation of their species and a return to the rule of scaled creatures, however they have no qualms with using modern inventions to accomplish these goals.

Several traits are shared with actual serpents: they shed their skin (though less frequently as they age - once per six months is average for a young adult, gradually reaching once per year or two as they become middle-aged. Those who cheat death can see it even reaching once per decade), as well as being more active in the sun. Well I say "active". Actually they just gather energy, lazily, in the sun, given the choice. This is a large reason why the various Yuan-Ti death cults have achieved so little. Finally, the metabolism of the Yuan-Ti is slower than that of a human (but faster than that of a snake). An adventurer would likely eat a meal every day, but one leading a less energetic life would only eat every 2-3 days and take it easy for several hours afterwards.

Medium Humanoid [Scaled, Human]
Speed: 30'
Reach: 5'
Deities: Sshths (Neutral Evil; Evil, Scaleykind, Slime, Darkness, Corruption, Death), King Geed-houra (Chaotic Good; Chaos, Good, Scaleykind, Sun, Summer, Glory)

Low-light Vision

Scales (Ex): the Yuan-Ti's scales grant a +1 Natural Armour bonus to AC and a +4 Racial bonus to Swim and Climb checks.

Snake Affinity (Ex): the Yuan-Ti gets along well with serpents. This manifests in the following forms:
[*] If a Familiar can be taken, it may be a Tiny or Small Viper, Reed Snake or a Flying Snake.
[*] If an Animal Companion can be taken, any of the usual Serpent options taken gain the Celestial or Fiendish template for free or, as a further level-3 option, Half-Dragon or, as a further level-6 option, Half-Celestial or Half-Fiend. A Two-Headed Adder may be selected as a normal option, a Winged Viper as (level-1) or a Jaculi as (level-2).
[*] If Wildshape is gained, they may transform into Hydras or Ice Serpents, subject to HD restrictions.
[*] If a Paladin Mount or Knight Mount, can be taken, they may take a Huge Viper (level 5 and above), Giant Constrictor or Amphisbaena (level 7 and above), Deathcoil (level 10 and above) or Twelve-Headed Hydra (normal, level 15 and above).

Bite (Ex): the Yuan-Ti gains a primary Bite attack that deals 1d6+Str*1.5 Piercing damage. It also carries a Poison (1d8 Con/1d8 Con). All Yuan-Ti are immune to basic Yuan-Ti venom, and to any augmented kind that they produce (so taking the Feat that improves your venom grants immunity to that of others with the same feat, providing they haven't unlocked any new features to it that you lack).

Cold Blood (Ex): the Yuan-Ti can delay the onset of any afflictions and unwanted conditions by a single round, and is immune to Morale penalties. Additionally, they take twice as long for starvation to set in.

Snakeform (Sp): the Yuan-Ti can assume an alternate form, that of any Snake (Animal) with HD equal to or less than their own. Use complete character sheet replacement, except the Snake has the ability to change back.

Alternate Strains: the Yuan-Ti may elect, at creation, to have one of the following adjustments:

Yuan-ti Pure Blood: the Pure Blood gains a +10 Racial bonus to Disguise Checks made to appear as "a human" (not a specific one), and loses the Scales and Bite attack. They retain the Poison, which may be spat out to 10' as a Ranged Touch Attack, or bestowed with a kiss (a Grapple Check is needed for foes who resist). Additionally, they may cast Charm Person once per day per 3 HD as a Supernatural ability (Cha-based).

Yuan-ti Abomination: the Abomination is reduced to 20' speed, but gains a Swim speed of 30' (and the appropriate bonuses) and sees their natural armour bonus improve to +3 Additionally, if they grapple a foe with both arms and the tail they gain a 1d6+Str Constrict attack. They may have a Cobra Hood, granting a +3 Racial bonus on Intimidate checks and +1 to the Save DC of [Fear] effects.

---

RACIAL FEATS:

Snake Mastery: [Monstrous]
You're like the King Cobra of Yuan-Ti, you're that awesome and respected.
Requirements: Yuan-Ti
Benefits: firstly, you gain Wild Empathy (level+Cha) that applies only to all snakes and snake-like creatures (such as the Hydra and Ice Serpent). Secondly, if you are able to gain a familiar, it may be a Whipsnake (level 1 option) or any of the Animal Companion choices (above), depending on your level. It can grow into the new sizes and pokevolve into different critters. Thirdly, your snake form can be a Mlarraun or Jaculi if you have enough hit dice.

Snake Magic: [Monstrous]
The fact that you are a snake alters your spells slightly.
Requirements: Yuan-Ti
Benefits: for any spell lists you can cast spells from, add the following spells to the Spells Known and Class Spell List:
[*]Spirit Worm (1st)
[*]Razor Scales (1st)
[*]Snake's Swiftness (2nd)
[*]Snakebite (2nd)
[*]Hood of the Cobra (3rd)
[*]Vipergout (3rd)
[*]Mesmerising Glare (4th)
[*]Venom Bolt (4th)
[*]Imperious Glare (6th)
[*]Hiss of Sleep (7th)

Even if you cannot cast spells, you may cast Venom Fire 3 times per day as a spell-like ability (Cha-based).

Venomous Slayer: [Monstrous]
You are a member of a Yuan-Ti death cult, and exist primarily to kill people with your venom.
Requirements: Yuan-Ti, member of a death cult
Benefits: your racial Poison ability can affect those immune to Poison, dealing 2d6 Acid damage as primary and secondary damage.
5 HD: your racial Poison ability now also causes a Prickling Torment effect for the first minute on a failed save. Add +1d6 Acid damage (primary and secondary) for those immune to Poison.
10 HD: your racial Poison ability now also causes a Fever Dream effect and 1d4 Wis damage as part of the secondary damage on a failed save. Add +2d6 Acid damage (primary and secondary) for those immune to Poison.
15 HD: your racial Poison ability kills the target on a failed save (primary and secondary), and still causes 2 Con drain on a successful save. For those immune to [Death] effects, the other effects still apply. Those immune to Poison are still effected by the Con drain.

MAGIC ITEMS:

Squamous Scourge:
Major Magic Item

This scourge is crafted to vaguely resemble three snakes coming from the handle, the barbed tips sort of looking like snake heads with tongues sticking out. It uses the following profile:

Exotic 1-handed weapon, 1d4 damage, 20/x2 crit, tripping/disarming weapon. For every hit, roll damage three times as the separate heads strike. If all three hit, it deals an additional 3d6 damage as a Rend attack to targets that are not immune to critical hits.

In the hands of a Yuan-Ti, it functions differently: the lashes transform into actual snakes that will bite at the target. Any foe bitten must save against Poison (1d6 Con/1d6 Con). Multiple bites in one round do not force multiple saves, but add +1 to the DC and Con damage.

Once per day, it may be hurled to the ground to transform into a Three Headed Hydra for one minute. At the end of this (or if slain), it transforms back into the scourge.

Ignan Venom Talisman:
Minor Magic Item

This golden talisman is often bestowed upon members of the death cults, but can just as frequently be found in ancient treasure troves or given to people (Yuan-Ti and other alike) as rewards for great services.

It provides 10+HD Fire Resistance to the wearer, and grants an Enhancement bonus to Dexterity equal to 1/3 of the wearer's HD, as long as they are out in reasonably warm, sunny weather. Once per day, it may be used to duplicate a Balor's Nimbus effect.

---

PRESTIGE CLASS:

Anathema

"HISSSSS"

Some Yuan-Ti are happy as they are. Others feel that they could do to become even more snakelike. As such, they pursue the path of the Anathema - so called, because many people (mostly clerics) despise them for their transformation, twisting from human to Yuan-Ti to Anathema, wholly corrupting the genetics they were born with. It is the view of the Yuan-Ti that those clerics can suck it, and they tend to revere the Anathema as paragons of their race.

Requirements:
Race: Yuan-Ti
Skills: Knowledge (Religion) 5 ranks
BAB: +7
Special: must find at least three other Yuan-Ti to personally bless him, and perform a ritual involving an hour of chanting and dancing, and him drinking some of their blood from a golden chalice. No-one quite remembers why. Human sacrifices are optional for evil Anathema. Good ones tend to make do with a bowl of potato wedges.

Features:
HD: d8
BAB: Good
Good Saves: Ref and Will
Skill Points: 4+Int

Class Skills: Appraise, Balance, Bluff, Craft, Diplomacy, Escape Artist, Intimidate, Know (Religion), Listen, Move Silently, Perform, Search, Sense Motive
Level:Special
1Taste the Tremors, Better Than One
2Oh, it's a Snaaake!
3Dissolving Touch
4Regeneration, Attach Grafts
5Towering Serpent, Anathemic Alchemy
6Mass Aversion
7Bad Word
8Summon Serpents
9Cult of the Snake
10Snakes on a Plane

Taste the Tremors (Ex): the Anathema is good at detecting vibrations in the air and ground, and gains Tremorsense out to 60 feet.

Better Than One (Ex): as soon as the ritual is complete and the character becomes an Anathema, his head seems to burst open, revealing six serpent heads. In a Full Attack, they may all make Bite attacks, and though any given foe may only be poisoned once per round, every successful bite after the first adds +1 to the DC and primary ability damage. He also gets 360 degree vision and can never be flanked.

Oh, it's a Snaaake! (Ex): starting at second level, the Anathema grows one size category. The standard ability score/natural armour changes apply. Additionally, they gain one of the following:
[*]Tree Snake: 30' Climb Speed (and the usual benefits), is naturally Invisible in leafy terrain.
[*]Sea Snake: 60' Swim Speed (and the usual benefits), can hold breath twice as long and has Freedom of Movement (Ex) at will.
[*]Hooded Cobra: +3 Racial bonus on Intimidate checks and +1 to the Save DC of [Fear] effects as well as Kiss of Draconic Defiance (Sp) once per day.

Dissolving Touch (Su): starting at third level, the Anathema may secrete a coating of acid as a Partial action. Touching a foe causes them to take 1d6 Acid damage per hit die. If this is activated in a grapple, they instead take 1d10 Acid damage per hit die. The acidic layer only lasts for one full round.

Regeneration (Su): starting at level four, the Anathema gains Regeneration 5. Starvation and dehydration still affect him normally, as do Adamantine weapons, Cold and any alignment-based weapons (Holy/Unholy swords, for instance).

Attach Grafts (Su): at level four the Anathema learns how to attach Yuan-Ti grafts.

Towering Serpent (Ex): at level five, the Anathema grows another size category - again, all the usual effects apply.

Anathemic Alchemy (Su): at level five, the Anathema learns the arts of Anathemic Alchemy, and may craft any of the following:
[*]Heretical Steel: any Iron or Steel weapon may be treated, requiring 8 hours and 1,000 GP of strange chemicals and toxins. This makes it deal an additional 2d6 damage to Divine spellcasters, or 2d10 on a critical hit.
[*]Serpent Symbol: this small Mithral container of a rare toxin takes 8 hours to make, and costs 1,000 GP to assemble the ingredients for. The bearer may cast either Destruction or Disintegrate (their choice) once per day, with a caster level equal to their own Hit Dice, DC 10 + half HD + Cha. Multiple Symbols have no effect for the same person - the limit is once per day regardless.
[*]Toxic Fire: a flask of this takes an hour and one hundred GP to make, and functions the same as alchemist fire except for the following: anyone who is damaged by it must succeed on a Fortitude save against poison or take 1d6 Con damage. If they burn for another round, they must save against poison again. The secondary damage one minute later is the same as the first. Those who suffer splash damage receive a +4 bonus to the save. The chemical becomes useless after one day.

Mass Aversion (Sp): starting at level six, the Anathema may cast Antipathy once per hour (DC 10 + half HD + Cha)

Bad Word (Sp): venom isn't the only deadly thing to come from their mouths. Starting at level seven, the Anathema can say words that would make an army general blush. Or explode in a shower of gore. Once per day, they may cast any of the following spells that share one or more of their alignments, as spell-like abilities: Holy Word, Blasphemy, Word of Chaos, Dictum, Word of Balance

Summon Serpents (Sp): at level eight, the Anathema learns how to conjure serpentine allies to help kill people. This may be performed once per day, and calls one of the following for an hour:
[*]1d4+1 Lesser Flame Snakes or (once at character level 17 or higher) 1 Greater Flame Snake
[*]1 Grey Linnorm without spellcasting ability or (once at character level 17 or higher) 1 Dread Linnorm (without spellcasting ability)
[*]1 Coatl (if Good aligned)
[*]1 Banelar Naga or 1d3 Iridescent Nagas
[*]1d3 Yuan-Ti Holy Guardians

Cult of the Snake (Ex): at level nine, the Anathema gains a proper cult of followers. He can expect various gold and gems to be simply given to him, as well as access to general information via a spy network and messengers, and can also call on a cohort two levels less than his own, to provide assistance when necessary. The cohort is any kind of Yuan-Ti, or human.

Snakes on a Plane (Su): at tenth level, the Anathema gains access to his own private demiplane that he can move to and from at will, requiring a Standard action and nothing more. It is comfortable, easy to survive in, and allows for basic viewing of the surface of the Material Plane. Anyone who attempts to gain access uninvited, or Scry into it, is afflicted by mental poison, requiring a Will save (DC 10 + half HD + Cha) against 2d6 Int/2d6 Wis.
---

BACKGROUNDS:

Chosen One:
Requirements: Yuan-Ti
You were basically bred for success. You were raised into your role by Yuan-Ti and protected from the harsh realities of the world.

Yuan-Ti you meet are automatically Friendly towards you, unless given a good reason not to be. They will also gladly tell you useful information they know.

Death Cult:
You come from a death cult of some kind. If a Yuan-Ti, probably one of their sects. Your religion is "killing people", and you worship by stabbing people. In the face. Violently.

Your cult members will sometimes meet up with you and offer information, but by the same token, they might sometimes try to quicken your path to enlightenment. By killing you. Also, you tend to have an easy access to various poisons.

Tainted One:
Requirements: Human, or a non-Yuan-Ti that looks like a human
You were going to become a Yuan-Ti. They groomed you for the position, started to teach you things and began feeding you the potion. But for some reason or another, it never went through. Maybe they discovered you were not human, so stopped before the final ritual (which would kill you and waste their time), maybe you annoyed them, maybe they were wiped out.

At any rate, there's probably someone you're angry about, and you automatically know Basic information about the Yuan-Ti, where to locate the ones hidden in predominantly human towns, and so on. Also, you are immune to basic (not Feat-augmented) Yuan-Ti venom.
Last edited by Koumei on Thu Apr 08, 2010 7:16 am, edited 6 times in total.
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Koumei
Serious Badass
Posts: 13877
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

EMPUSA:

Image
"Come over here, I'll make me feel real good"

Throughout the planes, there are various species of Outsider that lay claim to "the sexy ones". The Succubus is most obvious here, though Erinyes also gun for that one, the Deva and Justicar get a mention, many mention the Valkyrie, and even Eladrin tend to be rather pretty. A Balor tried it once, but that didn't pan out so well.

In essence, these all stem from the same creature, one less powerful than any in their full form. Sometimes they have been known to Pokevolve, other times they remain in the lowest form, gaining power through learning new skills and magical abilities.

Empusa are generally created by the spawning of planar energy, consuming valuable planar currency in the process. However actual Empusa can also give birth (or impregnate others, for those who decide they want to be male) if they feel like it, which often creates Empusa as well. So any given one could very well have parents or not.

Medium Outsider [Extraplanar]
Additional Alignment subtypes: those of the Empusa's actual alignment. Yes, she can change subtypes by stabbing the right people in the face.
Speed: 30'
Reach: 5'
Wings: provide no flight, but the ability to glide and slow-fall. At level 4, the Empusa may fly at 60' (Poor) for a total number of rounds per day equal to her Con modifier (minimum 1), at level 8 she may fly (Average) as much as she wants.

Sexy (Su): Empusae are all innately attractive (by the general, average standards of where they come from, as well as psychically seeming slightly tweaked to the preference of those who see them), personable and good at pushing the right buttons. They may cast Charm Person once per day as a Supernatural ability (DC 10 + half HD + Cha), gain a +3 Racial bonus to Bluff and Diplomacy, and may engage someone in conversation by speaking for one minute. If, after this time, the person wishes to break away from the conversation, such as to run away or to fight, they automatically go last in the Initiative order and the Empusa gets a surprise round.

Tiresome (Su): a kiss or other intimate act with an Empusa can be very tiring as they take a little energy to power themselves. This causes the target to become Fatigued for three rounds, and to take 1d8+Cha nonlethal damage. The Empusa regains lost HP up to this amount. She may elect not to use this ability. If the target is unwilling, it requires a successful Grapple check.

Refreshing (Su): the Empusa can also, however, choose to energise a person with a kiss, removing Fatigue and 1d8+Cha nonlethal damage each time.

Bloodline (Ex): every Empusa is modelled after a specific type of Outsider. Select one of the following types, and gain the abilities listed for them:
[*]Succubus: gain Telepathy out to 30' (Su), Disguise Self at will (Su) and a primary Tail Whip attack that reaches out to 5 and 10 feet, and deals damage like a whip, except it deals real damage, is not ignored by armour/natural armour, and does not provoke Attacks of Opportunity.
[*]Erinyes: gain Entangle (Ex) with rope like an Erinyes, Telepathy out to 30' (Su) and the Beguile ability (Su): with a Standard action at will, one creature within 50' may be targeted. If it fails a Will save (DC 10 + half HD + Cha), the target will spend their next turn trying to move adjacent to the Empusa, and then just stand there as though Cowering until the start of her next turn.
[*]Deva: gain a constant Tongues effect (Su), a Protective Aura (Su: Standard action at will, create a double-strength Magic Circle Against Evil, Light and Minor Globe of Invulnerability, all out to 20' from self), and Soothing Presence: Wild Empathy (HD+Cha), and no animal or plant will attack her unless provoked (Ex)
[*]Justice Archon: gain a constant Tongues effect (Su) and the Justice Strike (Su), where any melee attacks may deal the same type of damage that the target (or any weapon they wield) deals, including magical enhancements or properties, Poison etc. but not things they can elect to use or not such as Power Attack and Smite.
[*]Valkyrie: gain +1d6 Electricity damage to all melee attacks you make (Su), though this can be suppressed at will, as well as the Prey on the Weak Stance (Swift action to activate, lasts for 1 round, at will) and the following Strikes: Charging Minotaur, Wolf Fang Strike and Devastating Throw. A Swift action spent posing recharges all of the Strikes.
[*]Eladrin: gain a constant Tongues effect (Su), the ability to Dimension Door out to 30' as a Move action at will (Sp), and to assume the form of a globe of light, pillar of fire or similar: it becomes able to interact with the Incorporeal and Ethereal in this form, and can slowly (10' Speed) move through solid objects, though doesn't become truly Incorporeal.

---

RACIAL FEATS:

Heart in Chains: [Monster]
You are actually more of a Kyton than anything else.
Requirements: Empusa
Benefits: you can gain a +4 Natural Armour bonus to AC by wrapping chains about your body.
5 HD: you gain the Unnerving Gaze of a Kyton
10 HD: you gain the Dancing Chains ability of a Kyton
15 HD: anyone you strike with a chain or chain-based weapon must make a Ref save (DC 10 + half HD + Cha) at the end of the round or become bound in place, treated as Prone, Entangled and anchored to the spot. These effects last for 3 rounds or until they break free. Only one save need be attempted per target per round, though if multiple chain attacks hit one person, they become Helpless on a failed save.

Nice Tail [Monster]
Your tail is cute, with a little heart-shaped barb at the end. Oh, and dangerous.
Requirements: Succubus Empusa
Benefits: your Tail Slap gains the Improved Grab ability, and you gain a +4 Racial bonus to Grapple checks if using both hands and the tail. You may also Fascinate people with a Partial action at will (Su), if they have line of sight to your buttocks. They are entitled to a Will save (DC 10 + half HD + Cha) to resist, otherwise they are trapped as long as you keep spending a Partial action each round and remain in view.
5 HD: any time your Tail Slap hits, the barb also injects painful acid into the target, dealing 3d6 Acid damage which is not multiplied on a critical hit. Every round you maintain a grapple with a target, even if they start the grapple and are in control, you may deal 1d6 Acid damage to them.
10 HD: your tail stinger becomes even more dangerous. Every time the Tail Slap hits, you regain lost HP equal to the basic (non-Acid) damage dealt, and deliver a poison (Con-based, 1d6 Str/1d6 Str)
15 HD: those who fail a save against your tail's poison are paralysed for one minute.

Life Drain [Monster]
You're great at kissing people to steal their life.
Requirements: Empusa
Benefits: whenever you drain someone using your Tiresome ability, you gain a +2 Enhancement bonus to Charisma for one minute.
5 HD: when you use your Tiresome ability on someone, they must succeed on a Will save (DC 10 + half HD + Cha) against a Suggestion for "more" (accept another kiss, generally). If they fail this save, you also gain basic knowledge about the target, such as their real name, their major goals and fears, and any important secrets they are keeping from you.
10 HD: with a Standard action, you may blow a kiss, requiring a Ranged Touch Attack out to 30 feet. If it hits, the effects of the Tiresome ability all apply.

15 HD: those affected by your Tiresome ability also suffer from a poison, and must make a Fort save (DC 10 + half HD + Con). Damage is 1d6 Wis/1d6 Int. Upon using this ability, you gain Spell Resistance 11 + HD for one round.

MAGIC ITEMS:

Succubus Lipstick:
Moderate Magic Item

This gold tube contains a seemingly limitless supply of the brightly coloured, delicious lipstick.

+1 Resistance bonus to Saving throws per 3 HD
It takes a Standard action to properly apply this, though afterwards is good for three kisses. Each kiss bestows a temporary negative level on the target, lasting for one hour.

Sexy Underwear:
Major Magic Item

This lacy, skimpy garment is a lot like statistics: what it reveals is significant, but what it hides is more important.

+1 Enhancement bonus to Charisma per 3 HD, Spell Resistance 13+HD
A variety of Supernatural abilities are granted, each once per day, based on the Hit Dice of the wearer.
HD:Spell:
3Entice Gift
6Torrent of Tears
9Greater Rebuke
12Endless Slumber
15Dominate Monster
18Wrathful Castigation
20True Domination

---

BACKGROUNDS:

Overlord's Vassal:
The character, usually an Empusa but not necessarily, has spent most of their life being a loyal vassal (see: slave) to an Overlord or great Demon. They have recently been released/fired, or have run off.

The character possibly runs into enemies of the former master (or those sent by the master to capture/kill former workers) and has the actual title [Vassal], [Ingrate] or [Renegade]. On the other hand, the character can always treat Bluff and Knowledge (Planes) as class skills.

Penitent:
Requirements: Planetouched or Empusa
The character was quite different in a past life, and feels bad about their former actions. This doesn't necessarily mean they used to be Evil. Maybe they feel bad about being Good, or whatever. They actually Reincarnated to atone for their actions, forfeiting their life and most of their experiences and possessions.

The character will occasionally get flashbacks (and feel sad or tempted) or meet people from their past who may wish to tempt them back to the old ways or kill them. Having said that, pick one specific alignment other than their own (at creation). They may elect to count as that alignment at any time, such as qualifying for things or being hit by Holy Word. This means an Empusa who is Lawful Good but used to be Chaotic Evil and picked that as the fake alignment could hold a Holy Avenger just fine, and not be hit by Holy Word, Dictum, Blasphemy or Word of Chaos (but would always take the full effect of a Word of Balance).

---

PRESTIGE CLASSES:

Marilith/Lillend

"Don't worry, I'll bite, but it's the fun kind"

Sometimes the usual Beautiful Outsiders pokevolve into greater forms, just like the others sometimes do. Invariably, however, they become large and still somehow gorgeous, but oddly enough, they also become snakes. No-one knows why.

Requirements:
Race: Empusa
Skills: Knowledge (the Planes) 8 ranks
Special: must have personally slain someone with a Title, achieved an impressive military victory or have the Tainted One background

Features:
Hit Dice: d8
BAB: Good
Good Saving Throws: Fort and Ref
Skill Points: 6+Int

Class Skills: Balance, Bluff, Climb, Diplomancy, Escape Artist, Gather Information, Intimidate, Knowledge (Planes), Listen, Move Silently, Sense Motive, Spot

Upon taking this class, decide whether you are a Marilith or a Lillend. You gain abilities off that list, not the other. You cannot change your mind without Reincarnating/Transmigrating.
Level:Marilith Special:Lillend Special:
1Snake TailSnake Tail
2Really BigReally Big
3Extra ArmsFeathery Wings
4VenomMagical Song
5DominationCharming
6TitleHallucinations
7Extra ArmsGlorious Song
8SphereSphere
9Doomsday Bon-BonDivine Rave
10Blasphemy StrikeSparkle Cannon Melody

Snake Tail (Ex): both the Marilith and the Lillend transform, their legs changing into large serpent tails. This usually starts at the waist, but some have the tail start at the armpits, whatever. More importantly, they gain a +4 Racial bonus to Balance and Swim checks, an increase to Natural Armour equal to their Class Level, and a Tail Slam primary attack. This deals 1d8+Str*1.5 damage and has the Improved Grab ability, as well as a Constrict attack for automatic Tail damage.

A Succubus can have this in addition to her Tail Whip (two tails), or replace the Tail Whip, applying any benefits (such as the Feat) to this new one.

Really Big (Ex): at second level, the Marilith and Lillend both grow larger. They become Large (Tall), and gain +4 Strength and +2 Constitution as well. Anyone Constricted must also pass a Fort save each round (DC 10 + half HD + Str) or pass out for 1d4 rounds.

Extra Arms (Ex): at third level, the Marilith grows a second pair of arms. This works just like the [Fiend] feat.

Feathery Wings (Ex): at third level, the Lillend grows a pair of feathery wings in addition to her existing wings, or her current ones turn into bright, feathery ones. This grants a Flight speed of 50' (Perfect) and allows her to Feint as an Immediate action.

Venom (Ex): at level four, the Marilith's kiss delivers a deadly snake venom (Con-based DC). The primary damage is 2d6 Con, and the secondary damage is 1d6 Con drain.

Magical Song (Su): at level four, the Lillend learns how to sing a magical song that fascinates and distracts people. This requires a Standard action to begin, but only a Swift action per round to maintain. All foes within 50 feet must make a Will save (DC 10 + half HD + Cha) against a [Mind Affecting] [Sonic] effect or become Fascinated for as long as she maintains the effect and 3 rounds after. Each round, on the turn of anyone who is Fascinated, the Lillend may direct the target to make a single Move action. The effect ends as soon as anyone inside the 50 foot radius area attacks or is attacked.

Domination (Su): at level five, the Marilith learns the powers of Domination. She may cast Dominate Monster once per day as a Supernatural ability (DC 10 + half HD + Cha), with a duration of one minute. Additionally, she may command someone to stop as an Immediate action, forcing them to pass a Will save (same DC) or cancel their action and listen to what she was to say. She also gains a +4 Competence bonus to Use Rope checks. Don't ask. Finally, if ever she Demoralises someone and her Intimidate check beats their Modified Level Check, the target is treated as having a single Suggestion from her, due to the extreme fear.

Charming (Ex): at level five, the Lillend becomes much more charming and pleasant to be around. She may cast Charm Monster at will (DC 10 + half HD + Cha), but may only have one person charmed by this effect at a time. Additionally, any time someone is listening to an idea she puts forward, they are treated as though Charmed/in love with her for the purpose of the DC/applicable saves/whether it's possible for them to agree or not. She also gains a +4 Competence bonus to Gather Information checks, and can use an Immediate action to make a Diplomacy check (ranks + Cha + Skill Feats only, fuck you) opposed by an attacker's Modified Level Check. If she beats them, they are unable to use any special attack options or modifiers (such as Power Attack, Sneak Attack, Channel Spell etc.)

Title (Ex): at level six, the Marilith gains the Title [Demon General]. Any Detect spell that detects her alignment reveals the title as well as an Overwhelming aura. Additionally, every day she may, at sunrise, select one of the following to add her Charisma modifier to:
[*]Strength score (Enhancement bonus)
[*]Constitution score (Enhancement bonus)
[*]Armour Class (Armour bonus)
[*]Fortitude Saves (Resistance bonus)
[*]Reflex Saves (Resistance bonus)
[*]Will Saves (Resistance bonus)
This lasts until the next sunrise.

Hallucinations (Su): at level six, the Lillend gains the ability to cause hallucinations. She may cast Hallucinatory Terrain and Major Image at will, and may change the visual and auditory perceptions of anyone she has Fascinated (though they are still somehow aware of attacks, and snap out).

Extra Arms (Ex): at level seven, the Marilith gains yet another pair of arms.

Glorious Song (Su): starting at level seven, the song of the Lillend becomes even more amazing and wonderful. While singing, she may add her Charisma modifier as a Deflection bonus to her Armour Class and a Resistance bonus to her saving throws, as well as gaining Fast Healing equal to her class level.

Sphere (Sp): at level eight, both the Marilith and Lillend gain access to a Sphere. They can either select a new one and gain Basic access, or upgrade an existing one from Basic to Advanced or Advanced to Expert.

Doomsday Bon-Bon (Ex): at level nine, the Marilith learns a special attack that utilises all six arms. This is a Standard action ability used in a grapple. On top of the Constriction, she deals 1d6+1/2*Str damage per arm she has free to Grapple with. If all six arms were used, at the end of the round, the victim must pass a Fort save (DC 10 + half HD + Str) or be torn limb from limb and reduced to -10 Hit Points. This is often fatal.

Divine Rave (Ex): at level nine, the Lillend gains a magic dance. It requires a Move equivalent action every round to start/maintain, and allows her to substitute Perform (Dance) checks for Damage rolls (though she may still add her Strength modifier, multiplied by whatever). Additionally, anyone struck must pass a Will save (DC 10 + half HD + Cha) or join the dance, as though affected by Otto's Irresistible Dance.

Blasphemy Strike (Su): at level ten, the Marilith unlocks the most nightmarish attack in existence, the Blasphemy Strike. As a Standard action, select a target within 100 feet. The target is slain, unless immune to [Death] effects, in which case they are utterly destroyed. Bringing the target back from the dead/destruction is as simple as if they had been stabbed in the face/burned to ashes respectively, however it has an unknown side effect on whoever restores the life: their alignment and attitude immediately change to match that of the Marilith. A Will save negates this change (DC 10 + half HD + Cha). After using this ability, the Marilith becomes Fatigued. If already Fatigued she instead becomes Exhausted, and if already Exhausted she passes out for 1d6 rounds.

Sparkle Cannon Melody (Su): at level ten, the Lillend learns a special song that can change the lives of those who hear it - for instance it can bring said lives to an end. It requires a Standard action to sing, and everyone within 50' must make a decision: instantly change their alignment to match hers and basically become her friend (not a [Mind Affecting] effect) or attempt a Will save (DC 10 + half HD + Cha). Passing the save causes 1d6 Sonic damage per hit die, failing it causes the target to, at the Lillend's option, be slain instantly or become Dominated for one week.
Beauty Queen

"You can call me... Queen."

More than anything else, the Empusa tend to hold immense self-confidence. Some, however, take it a step further and turn this confidence almost into a weapon, powering their abilities further and lording it over all the others.

Requirements:
Race: Empusa
BAB: +5
Special: any Title

Features:
Hit Dice: d8
BAB: Good
Good Saving Throws: Fort and Will
Skill Points: 6+Int

Class Skills: Appraise, Bluff, Diplomancy, Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Listen, Search, Sense Motive, Spot, Use Rope
Level:Special:
1Title, Sexy-Sexy
2Sphere
3Magic Tea Party, Power of Love
4Sphere
5Title, Aura of Beauty

Title (Ex): the Beauty Queen has an actual Title: [Pretty Demon] or [Beauty Queen]. Any Detect spell that would pick up her alignment reveals this Title. Beauty Queens are always considered to be dressed in stylish, fashionable and situation-appropriate clothing, whether clad in sack-cloth, full plate and blood, or just a smile. The Title also entitles her to her own Demi-plane to call her own, which she can transport herself to and from by chanting for an uninterrupted minute. Sadly, it is only a single 5' square per hit die, with a bed and maybe a small garden.

At level five, her Title changes to [Sex Goddess] or [The Prettiest Outsider], and the Demi-plane's size suddenly becomes a single 50x50' square per hit die, with lavish furnishings and fawning sycophants (single hit die noncombatant Outsiders, usually in the form of a group of attractive people, or strange penguin demons, dood). More importantly, anyone who becomes aware of her Title (by using any True Name/Power Word ability on her, simply being told by her as a Swift action or Detecting any of her alignments) must make a Will save (DC 10 + half HD + Cha) or be Charmed for 3 rounds.

Sexy-Sexy (Ex): with a Move equivalent action, a Beauty Queen may make erotic noises and/or suggestive gestures that have strong effects on people. Anyone within 30' who could safely be assumed to be attracted to her vague type ("humanoid-looking members of her apparent sex") becomes awkward, which translates as a -2 Morale penalty on all d20 rolls for one minute.

Additionally, she may add her Charisma modifier as an Armour Bonus to Armour Class as long as she is at least mostly nude.

Sphere (Sp): at levels two and four, the Beauty Queen gains access to a Sphere. She can either select a new one and gain Basic access, or upgrade an existing one from Basic to Advanced or Advanced to Expert.

Magic Tea Party (Su): at third level, the Beauty Queen learns the arts of the Magic Tea Party. This is a magical ritual that takes one hour to prepare, and then 1d4 hours and 2d6x100 GP to actually perform. Everyone voluntarily taking part in the tea party is unable to perform any hostile actions (or order/ask others to do the same) against anyone else in the tea party for 24 hours afterwards, and they will all automatically regard the host (the Beauty Queen) as a close friend for one week or until she does something to affect this friendship. Additionally, everyone leaves the tea party feeling refreshed and invigorated - all lost HP are restored, and Poisons and Diseases are removed, and each participant gains a +6 Insight bonus on the next D20 roll they make, providing it happens within one day.

Power of Love (Su): starting at level three, the Beauty Queen learns to harness love. Firstly, she transcends simple things like "what people are normally attracted to", so her Sexy-Sexy ability works on anyone and anything, even things immune to [Mind Affecting] effects.

Secondly, after any lengthy conversation, sexual encounter or private time with a person, the other must attempt a Will save (DC 10 + half HD + Cha). If they fail, they are subject to an Emotion* effect that lasts for one day per level, plus an additional number of days equal to her Charisma modifier.

Finally, if a person is deemed to be in love with her (even if it's just caused by the Emotion effect), then as long as they can hear her, she may do either of the following with but a word (a Swift action):
[*]Force the target to make a Will save (same DC) or die as their heart breaks.
[*]Become overjoyed, regaining 5d6+Cha HP and being rid of any Morale penalties and negative levels.

*
Emotion
Enchantment (Compulsion) [Mind-Affecting]
This spell arouses a single emotion of the character's choice in the subjects. The character can choose any one of the following versions:

Friendship: The enchanted creatures react more positively toward others. Their attitude shifts to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). Creatures involved in combat, however, continue to fight back normally. Emotion (friendship) dispels emotion (hate).

Hope: The enchanted creatures gain a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Emotion (hope) dispels emotion (despair).

Aura of Beauty (Ex): at level five, the Beauty Queen develops an aura of beauty. She looks beautiful all the time, with people simply being amazed that she can keep her appearance so fantastic. All allies within 15 feet of her gain 1/2 Concealment if she wishes them to, as all eyes are on her, and she gains what is effectively a Gaze attack: any foe who views her naked (or mostly-naked) body must succeed on a Fort save (DC 10 + half HD + Cha) or die instantly. If they save successfully, they are immune for the rest of the day.
Last edited by Koumei on Sat Jun 12, 2010 1:26 am, edited 9 times in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
Serious Badass
Posts: 13877
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

VAXT:

Image

"Excuse me, could you stop picking and frying my brothers?"

The Vaxt are a peculiar race: they are plants. That's a pretty strange thing right there. There are three varieties, all quite different, and not even resembling plants from the same family.

Although they are basically plants, empowered through the will of nature and probably fey, they do have their own souls and minds (with some even deciding to burn trees down just like some humans decide to stab each other in the face), and furthermore, to help them in co-existing with other creatures, they can adopt a human-like form.

Vaxt subside on water, sunlight, and nutrients gained from soil - or through eating food that contains those nutrients. It doesn't really matter that much to them, though it's hard to stuff a carrot into the pores in the feet, and soil doesn't taste that great to the tongue no matter what species you are. They reproduce by planting seeds or releasing spores, which tends to happen very rarely.

Small Humanoid [Plant]
Speed: 20'
Reach: 5'
Dieties: the Great Topiary (Neutral; Plant, Water, Sun, Life, Protection, Community)

Low-light Vision

Humanoid Form (Ex): the Vaxt may adopt the form of a Dryad-ish humanoid creature. They look mostly human, but tend towards sandalwood skin, and reddish-brown hair that has a tendency to thin out in the Autumn then regrow in Spring. In this form, they gain a +4 Racial bonus on Disguise checks to appear "generically human".

Plant-like (Ex): any effect that specifically affects Plants differently to most creatures (so not "Plants are immune to Critical Hits") treats the Vaxt as a Plant. Vaxt gain a +3 Racial bonus on saving throws against [Mind Affecting] effects and spells that are based on Polymorph (including Polymorph Any Object, Baleful Polymorph and your mum).

Solar Power (Su): once per day, when in moderate sunlight (ie "Better than you'd get in England") or better, the Vaxt may produce a Haste effect on himself (for one round per HD), increase to Large size (for one round per HD, +8 Strength, -4 Dexterity, +2 Constitution, +4 Natural Armour) or may Empower a Spell without knowing the feat, changing the spell level or adding to the casting time. Either effect is a Free action.

Genus (Ex): select one of the following:
[*]Shroomish: the Shroomish resembles a mushroom and can Glide - never taking falling damage and being able to move 30' in any horizontal direction per round that he falls 10'. He also gains Fast Healing 1 and an Aura of Confusion (Su): all adjacent creatures must make a Will save every round (DC 10 + half HD + Con) or become Confused for one round.
[*]Cacty: the Cacty resembles a cactus, and gains +2 Natural Armour. He also has painful thorns (dealing 1d6 Piercing damage to any who strike him with a non-reach melee weapon or a natural attack, and dealing 3d6 Piercing damage per round to anyone in a Grapple with him), and may cast Briar Web as a Supernatural Ability 1/day
[*]Haban: the Cacty resembles a chilli. He gains the Pain Touch (Su): as a Standard action, he may make a Melee Touch Attack that does not provoke. The target, if hit, must pass a Fort save (DC 10 + half HD + Con) or be Nauseated with pain for 1 round. Additionally he can cast Acid Sheath as a Spell-like ability 1/day, and any time he casts a [Fire] spell that damages someone, the target or targets continue to burn, taking an additional point of Fire damage per HD on their next turn.

---

FEATS:

Magic of the Plant:
Some plants are extra magical (the hippies were onto something, as opposed to just on something). You are one of them.
Requirements: Vaxt
Benefits: add the following spells to class list and spells known for any spellcasting classes you have:
[*]Goodberry (1st level)
[*]Plant Growth (2nd level)
[*]Command Plants (3rd level)
[*]Wall of Thorns (4th level)
[*]Poison Thorns (5th level)
[*]Animate Plants (5th level)
[*]Control Plants (6th level)
[*]Coccoon (7th level)
[*]Deadfall (8th level)
[*]Shadow Landscape (8th level)
Additionally, once per day you may cast Jungle's Rapture as a Spell-like Ability (DC 10 + half HD + Wis), even if you can't cast spells.

Massive Growth [Monster]
Like the great redwood trees, you are very big.
Requirements: Vaxt
Benefits: your size improves by one category, though you do not get the ability score/natural armour changes.
5 HD: anybody who charges you, if they do not knock you out or kill you, is repelled after attacking you. They are knocked Prone, and move 10 feet, plus an additional number of 5' squares equal to your Strength modifier minus their Strength modifier. If you are larger than they are, double this distance. If terrain prevents the full movement, they stop after travelling as far as possible, and are Dazed for one round.
10 HD: plants constantly grow within 15 feet of anywhere you walk. They do not shrivel and die as soon as you leave, either, though they will die without nutrition. These plants are your friends, and will Entangle any foes you are aware of who stray within 15 feet of you.
15 HD: you gain another size category, although again, this does not alter your ability scores or natural armour.


MAGIC ITEM:

Kinoko-Jiru:
Minor Magic Item

Vaxt are a curious race that very slowly produce a magical nectar. Once per week, a Vaxt can produce - via their own nectar and a magical ritual lasting 2d6 hours - a single vial of this foul-tasting substance. It lasts for one day before turning to water, unless one gram of Hope is infused, in which case it will last forever.

Once consumed (as a potion), it restores all lost HP, removes all Vile damage and Frostburn damage, as well as nonlethal damage. It also restores all ability scores (curing Ability Damage and Ability Drain), neutralises all Poisons, cures all Diseases, removes Curses and Negative Levels. If infused with Hope, it can even restore the level loss of being Raised from the dead.

---

BACKGROUND:

House Plant
Requirements: Vaxt
For whatever reason, you used to be kept in someone's private or office quarters as a decoration for quite some time before you decided that this was a kinda boring way to grow old. Perhaps you were raised that way, or abducted from a happy little Vaxt colony before you got awesome enough to flee. Shaking the earth from your roots, you ran away, and are now stumbling around killing people for other people. It's amazing.

You have considerable experience not moving, giving you a +4 Competence bonus to Hide checks as long as you don't move. People consider you unusually decorative while in plant form, and if you manage a disguise check to appear as an inanimate plant (DC 20 for the Vaxt) you can be certain to be moved to a sunny spot and watered regulary as long as there are people around at all.

Also, your previous owner might feel a little creeped out by the idea that you were watching him and listening all the time, and you can count on meeting him, his Robot Girl killer commando, and his enemies one way or another.

---

PRESTIGE CLASS:

Overgrown:

"Let us cover the world in flowers... and then strangle it with them."

Sometimes, the Vaxt get so caught up in being plants that they stop caring about being fighters or rogues or wizards or whatever. This is a bad thing in some ways, but on the other hand, they tend to become much better at being a plant, and using this to harm things.

Requirements:
Race: Vaxt
Skills: Knowledge (Nature) 8 ranks
Feats: Massive Growth

Features:
HD: d10
BAB: Medium
Good Saves: Fort and Will
Skill Points: 4+Int

Class Skills: Balance, Climb, Disguise, Hide, Knowledge (Any), Listen, Move Silently, Search, Spot
Level:Special:
1Ingrain, Attract Bees
2Tangling Roots, Pollen Cloud
3Sproutlings, Acacia Technique
4Thorn Mines, Dryad Flail
5BEEEEES, Stinging Tree

Ingrain (Ex): the Overgrown can, with a Move Equivalent action, grow roots that burrow into the ground. This anchors it to the spot until another Move Equivalent action is spent withdrawing, but until then, it gains immunity to forced movement, a +8 bonus to resist being Tripped or Bullrushed, and Fast Healing equal to its class level. It cannot be flying when it does this.

Attract Bees (Su): with a Standard action, the Overgrown can summon a swarm of bees at will. Treat this as a regular Wasp swarm. It requires a Swift action to control all summoned swarms, but only one Bee swarm at a time may be summoned. Any save DCs are based on the HD and Con of the Overgrown.

Tangling Roots (Ex): starting at second level, when the Overgrown uses its Ingrain ability, weeds and vines spread through the area. This causes all within 15 feet, plus 5' per hit die, to become Entangled if on the ground. If an entire building is contained within the area, then the Overgrown may spend a Full Round action subjecting it to an Earthquake effect, tearing the walls down.

Pollen Cloud (Ex): with a Standard action, an Overgrown of at least second level can spray a cloud of pollen into the air. This may either be a 10' radius spread centred on the Overgrown, or a 20' cone - it may choose when using this ability. All in the area (except the Overgrown itself) treat every other creature as having Concealment, and must pass a Fortitude Save (DC 10 + half HD + Con) or become Sickened for 1 minute.

Sproutlings (Su): starting at level three, the Overgrown gets the ability to spit spores and seeds everywhere, causing replicas to sprout up. It may cast Mirror Image at will.

Acacia Technique (Su): starting at level three, the Overgrown can call upon ants which tend to infest it, controlling their hivemind. Treat this as a Plague Ant Swarm. It requires a Standard action to call them forth, then only a Swift action each round to control all summoned swarms, however only one Plague Ant swarm may be summoned at a time. Any save DCs are based on the HD and Con of the Overgrown.

Thorn Mines (Su): starting at level four, the Overgrown can cause mines to grow in the ground, with thorny spikes and prickles jabbing into feet, then plants sprouting to impale enemies. As an Immediate action, when Ingrained, it may trigger any square in it's Entangle zone. This square deals 1d6 Wooden Piercing damage per hit die to the target who stepped there, Ref half (DC 10 + half HD + Con). If the target takes any damage, they are reduced to half movement speed until healed. Additionally, if the target actually fails the save, they are Paralysed for 1 round, then anchored in position for 1d4 rounds thereafter.

Dryad Flail (Ex): at level four, the Overgrown learns how to bash people with branches and prickles, which really hurts. With a Standard action it may make a melee attack that, on a successful hit, deals +1d6 Wooden Bludgeoning/Piercing damage per hit die, and renders the target prone. The Entangling plants then attempt to Grapple and Pin the target (use the Overgrown's modifier), with a Constrict attack of 3d6 damage per round.

BEEEEES (Su): starting at level five, the Overgrown can summon even worse bees than normal. In addition to the existing summons, it can spend a Standard action to call a Hellwasp swarm into being. A Swift action is needed every round to control all summoned swarms, but only one Hellwasp swarm can be summoned at a time. Any save DCs are based on the HD and Con of the Overgrown.

Stinging Tree (Ex): at level five, the Overgrown develops poisonous fibres all over it, though it may suppress these (withdrawing them harmlessly into its body) at will. Anyone who touches it or is touched by it, when the stingers are not suppressed, takes 1d6 Piercing damage, and must save against a Poison (DC 10 + half HD + Con, 1d6 Dex/1d6 Dex).
Last edited by Koumei on Sat Apr 17, 2010 8:56 am, edited 7 times in total.
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Post by Maxus »

Looks very promising. Maybe when you're done, this can all be compiled into a PDf...

Also, Empusa should include a thing for Kytons. Just to let those BDSM fans out there get their whips and chains on (and to let me play a kyton. I like kytons and haven't ever been sure why...)
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Koumei »

Maxus wrote: Also, Empusa should include a thing for Kytons. Just to let those BDSM fans out there get their whips and chains on (and to let me play a kyton. I like kytons and haven't ever been sure why...)
That's what the Heart in Chains feat is for. Also, are there any other Outsiders with the [sexy] or [lovely] subtype? Like, a Neutral one or another Good one? When I think Deva, for the record, I think Movanic (FF).
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Post by Maxus »

The Sibyllic Guardian from CPsi is pretty nice-looking...

But other than that, there's a regrettable dearth of hot non-evil outsiders.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Korwin »

Valkyrie?
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Post by Maxus »

Korwin wrote:Valkyrie?
For my own curiousity, where can I find them?
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Username17 »

Maxus wrote:
Korwin wrote:Valkyrie?
For my own curiousity, where can I find them?
Tome of Weeaboo Fightan Magik.

Also Justice Archons (MM4) are supposed to be pretty sexy. Justicators (MM 3) are LN and are sexy if you are in to the Fabio school of sexy men (which I suspect, none of us are). Plenty of Eladrin just look like Elves with Wings, so they get pretty sexy.

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Post by Maxus »

FrankTrollman wrote:Justicators (MM 3) are LN and are sexy if you are in to the Fabio school of sexy men (which I suspect, none of us are).
-Username17
I dunno, Frank. The majestic mullet hairdo flowing in the wind, the shirt that is tucked in, yet unbuttoned to display the magnificent pectoral muscles...

Kidding, kidding.

Boy, look at enough of those romance novel cover snarks and you're not shy about making a joke...

http://www.smartbitchestrashybooks.com/ ... k_machine/

http://www.smartbitchestrashybooks.com/ ... ey_part_1/
Last edited by Maxus on Wed Mar 31, 2010 6:34 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Orion »

FrankTrollman wrote: (which I suspect, none of us are).
-Username17
You'd be mistaken there.
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Post by Prak »

I was about to disagree, but then I actually thought about the fabio look... I prefer my men scrawny and pale.
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Post by Korwin »

FrankTrollman wrote:
Maxus wrote:
Korwin wrote:Valkyrie?
For my own curiousity, where can I find them?
Tome of Weeaboo Fightan Magik.

Also Justice Archons (MM4) are supposed to be pretty sexy. Justicators (MM 3) are LN and are sexy if you are in to the Fabio school of sexy men (which I suspect, none of us are). Plenty of Eladrin just look like Elves with Wings, so they get pretty sexy.

-Username17
Correct (but the picture in the Bo9S is not particullary sexy).
Bo9S:
Image

Google:
Image
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Post by Koumei »

Robot Girls and Neko-Oni are complete.

Now, I feel the races are balanced enough to work as LA +0 races - because +2 to your favourite stat just equates to that much, and these races don't get those. Instead they get a buffet of random useful abilities.

However it does leave the Human seeing a bit bland. Sure, the Bonus Feat really means something when Tome feats exist, but should I perhaps add some extra feature for Humans just to make them less boring?
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Post by Maxus »

Koumei wrote:
However it does leave the Human seeing a bit bland. Sure, the Bonus Feat really means something when Tome feats exist, but should I perhaps add some extra feature for Humans just to make them less boring?
Therein lies the problem. My first thought was something like "Adaptability" or whatever where humans can get acclimated to various things (heat, cold, poison/disease resistance). Which might still work, but it's boring.

Skill retraining? Boring.

Willing to bang anything? Maybe...
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Sir Neil »

Neko-Oni are missing the Puss-in-Boots ability.
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Post by CatharzGodfoot »

Humans being able to get an extra feat is power enough when the feats are good. I do worry about handing out large spell DC boosts.
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Post by Judging__Eagle »

Eladrin? Nm, Frank beat me to it.
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Post by Koumei »

Sir Neil wrote:Neko-Oni are missing the Puss-in-Boots ability.
That's because they're not Small or Tiny.

As for DC boosts, perhaps it would be better to increase durations or apply some effect of some sort instead.
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Post by Koumei »

Changed the MOE driver, added a special effect for GAR+MOE, and added more fluff for Robot Girl and Aranea. Also, the Aranea is now complete.
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Post by Maxus »

Koumei wrote:Changed the MOE driver, added a special effect for GAR+MOE, and added more fluff for Robot Girl and Aranea. Also, the Aranea is now complete.
Any chance of an Aranea PrC?
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Koumei »

I suppose I could do that. What do we want, a swarm-based caster, a spider knight, an assassin type?
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