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Wiseman
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PostPosted: Sun Oct 25, 2015 2:22 am    Post subject: Mining Robot Reply with quote Add User to Ignore List

Mining Robot

Size/Type: Medium Construct
Hit Dice: 2d10+20 (25hp)
Initiative: +0
Speed: 20ft. Burrow: 10 ft.
Armor Class: 15 (+3 natural)
Base Attack/Grapple: +1
Attack: Excavation Claw +2 (1d8+5)
Full Attack: Excavation Claw +2 (1d8+5)
Space/Reach: 5ft./5ft.
Special Attacks: Excavation Claw, Spell-Like Abilities
Special Qualities: Tremorsense 30ft. DR3/Adamantine, Burrow, Clumsy
Saves: Fort +0 Reflex +0 Will +0
Abilities: Str 20 Dex 10 Con - Int - Wis 10 Cha 1
Skills: -
Feats: N/A
Environment: Underground
Organization: Solitary, Pair, Crew (3-10), or Workforce (11-50)
Challenge Rating: 2
Treasure: N/A
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

Machines produced en masse to aid in mining efforts. These creatures are often overseen by a living foreman as they harvest valuable metals and minerals.

Combat:
Mining Robots aren't designed for combat, though they are capable of defending themselves should the need arise.

Excavation Claws (Ex): A mining robots claws are designed for digging through solid stone and rending metals. They ignore any material damage reduction and any hardness less that that of adamantium.

Burrow (Ex): A mining robot may choose whether or not to leave a tunnel behind.

Clumsy: Mining robots aren't designed for combat, and thus are not proficient in any weapons, including their natural weapons. They cannot make use of combat maneuvers, attacks of opportunity or full attacks.

Spell-Like Abilities: At Will: Detect Minerals, Detect Temperature.
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PostPosted: Sun Oct 25, 2015 2:49 am    Post subject: Lumberjack Robot Reply with quote Add User to Ignore List

Lumberjack Robot
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Size/Type: Medium Construct
Hit Dice: 2d10+20 (25hp)
Initiative: +0
Speed: 20ft. Burrow: 10 ft.
Armor Class: 15 (+3 natural)
Base Attack/Grapple: +1/+6
Attack: Chainsaw Arm +2 (2d6+5)
Full Attack: Chainsaw Arm +2 (2d6+5)
Space/Reach: 5ft./5ft.
Special Attacks: Chainsaw Arms
Special Qualities: Woodland Stride, Lumber Carry, Clumsy
Saves: Fort +0 Reflex +0 Will +0
Abilities: Str 20 Dex 10 Con - Int - Wis 10 Cha 1
Skills: -
Feats: N/A
Environment: Forests
Organization: Solitary, Pair, Crew (3-10), or Workforce (11-50)
Challenge Rating: 2
Treasure: N/A
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

Machines created en masse to harvest the forests and jungles. Some are actually rented by adventurers to clear a path through particularly dense jungle. (1gp a day, plus any costs on repairs)

Combat:

Like Mining Robots, Lumberjack Robots are not built for combat, despite the intimidating nature of their design.

Chainsaw Arms (Ex): A lumberjacks arms can transform into chainsaws. Such devices easily tear through flesh as they do through wood. Any creature struck by one takes 1 point of damage to each of it's physical ability scores. Also, these can critically hit undead normally.

Woodland Stride (Ex): A lumberjack robot is not impeded by natural plants.

Lumber Carry (Ex): A Lumberjack Robot can carry immense weights. It is treated as one size category larger, a quadruped, and the resulting carry capacity is multiplied by 5.

Clumsy: Lumberjack robots aren't designed for combat, and thus are not proficient in any weapons, including their natural weapons. They cannot make use of combat maneuvers, attacks of opportunity or full attacks.
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PostPosted: Sun Oct 25, 2015 4:37 am    Post subject: Angeloid Reply with quote Add User to Ignore List

Angeloid

Size/Type: Medium Construct
Hit Dice: 8d10+40 (70hp)
Initiative: +4
Speed: 30ft. Fly 60 ft. (good)
Armor Class: 22 (+4 dex, +4 natural, +4 deflection)
Base Attack/Grapple: +6/+12
Attack: Hellfire Shot-Glaive +12 (1d10+6) or Hellfire Shot-Glaive +9 (1d10+3)
Full Attack: Hellfire Shot-Glaive +12/+7 (1d10+6) or Hellfire Shot-Glaive +9/+4 (1d10+3)
Space/Reach: 5ft./5ft.
Special Attacks: Smite, Spell-Like Abilities
Special Qualities: Protective Aura, Glitchy, Acid, Cold, Electricity and Light resistance 10, DR5/-, Construct Traits,
Saves: Fort +7 Reflex +6 Will +5
Abilities: Str 22 Dex 18 Con 20 Int - Wis 16 Cha 16
Skills:
Feats: Power Attack, Flyby Attack, Improved Flyby Attack
Environment: Any
Organization: Solitary, Pair, Squad (3-6), Force
Challenge Rating: 8
Treasure: N/A
Alignment: Always True Neutral
Advancement: -
Level Adjustment: -

These machines were created by fiends in an attempt to emulate the abilities of angels. They are complex and prone to glitches however.

Smite (Ex): Once per combat, an Angeloid can increase the damage of one of it's attacks by it's CR (normally 8).

Protective Aura (Su): An angeloid projects an aura that shields itself and it's allies from harm. This has the effects of a magic circle spell that apply to all creatures as well as a Lesser Globe of Invulnerability.

Spell-Like Abilities: At Will: Daylight, Bless, Aid, Cure Light Wounds, Desecrate, Consecrate, 1/day: Divine Favor, Sanctuary,

Glitchy: The Angeloids systems are incredibly complex, and prone to errors and malfunctions. Each round during combat, at the beginning of it's turn, there is a 10% chance that the Angeloid suffers a glitch. Should this happen, roll on the chart below.

D12Glitches
1Malware: Roll again on the chart. Also, all constructs within 10 feet are infected, forcing them to roll on the glitch chart as well. Non-Angeloids may make a DC17 will save to negate this.
2Crash: A fatal error has occured. The Angeloid shuts down until reactivated by another creature (a full round action that provokes an AoO).
3Random Glitch: The Angeloid is Confused for one round, ignoring any immunity it might possess.
4Lag: The Angeloid is stunned for 1 round, ignoring any immunity it might possess to such.
5Rebellion: The Angeloid decides it want's to be free. It attacks any creature it serves under to the best of it's ability for 1 round. If no such creature is present, it attacks the nearest ally. If no allies are present, it attacks itself (automatic critical hit).
6Input Failure: Either the Angeloid's photoreceptors or sound receptors fail to function (50% chance for each). It is blinded or deafened for 1 round, ignoring any immunity it might possess to such.
7Memory Crash: The Angeloid immediately forgets everything that's happened to it. It's reaction to all creatures is indifferent until something happens to change it.
8Motivator Failure: The Angeloid's systems for movement glitch, rendering it Numbed for 1 round, ignoring any immunity it might possess to such.
9Overheat: The Angeloid catches on fire.
10Motivator Failure 2: Electric Boogaloo: The Angeloid's movement systems glitch in another way, rendering it Immobilized
11Self-Destruct: The Angeloid explodes. It dies in a 20ft radius burst, dealing 8d6 damage to all creatures in the area (Reflex DC19 half, Con based).
12Catastrophic Failure: Roll twice, and apply both results.

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PostPosted: Thu Nov 05, 2015 6:13 am    Post subject: Reply with quote Add User to Ignore List

Imix
Alternative Names: Lord of Hellfire, Prince of Evil Fire Creatures, The Eternal Flame
Symbol: Fire consuming a skeleton
Portfolio: Fire, Heat, Immolation, Consumption, Destruction, Burning Everything With Extreme Burnination
Domains: Combustion, Destruction, Devouring, Falling Stars, Fire, Hellfire, Lava, Solar, Wrath

Size/Type: Titanic Elemental (Evil, Extraplanar, Fire)
Hit Dice: 24d12+432 (720hp)
Initiative: +10
Speed: 300ft. Fly 300 ft. (perfect)
Armor Class: 54
Base Attack/Grapple: +24/+79
Attack: Slam +51 (10d6+43+immolation)
Full Attack: 4 Slams +51 (10d6+43+immolation)
Space/Reach: 100ft./100ft.
Special Attacks: Spell-Like Abilities, Alter Reality, Brightfire
Special Qualities: Godlike, Archomental, Holocaust, Piercing Fire
Saves: Fort +40 Reflex +40 Will +38
Abilities: Str 80 Dex 46 Con 46 Int 40 Wis 40 Cha 46
Skills:
Feats:
Environment: Elemental Plane of Fire (Temple of Ultimate Consumption)
Organization: Burnination (Self plus any creatures the DM deems acceptable)
Challenge Rating: 24
Treasure: Anything the DM deems acceptable
Alignment: Neutral Evil
Advancement: -
Level Adjustment: -

Imix is the Prince of Evil Fire Creatures, ruling over his domain from within the heart of a powerful volcano said to contain vortices leading to the planes of Earth and Magma. Thousands of fire elementals, efreet, and salamanders call him master, yet he constantly strives to destroy those creatures that refuse to bow down to him.

The Prince of Good Fire Creatures, Zaaman Rul, recently launched a great war against Imix – a battle clearly won by the forces of evil. Imix now seeks to take advantage of this victory by tipping the scales of the entire plane of Fire toward evil (and declaring it all under his dominion). More consuming than even that dark agenda, however, is Imix’s hatred for Olhydra, a being named by some sources as his cousin or even sister, but known by all as the Princess of Evil Water Creatures.

Imix's ultimate goal is complete incineration of the multiverse, making it a paradise for [Fire] creatures. His cultists seek immunity to fire so they can join him in this new world of his design.

Combat:

Absorb Fire (Ex): Imix is healed by fire damage on a point for point basis.

Alter Reality (Sp): Imix has the ability to advance his portfolio. This is considered identical to the Wish spell, but may only be used to produce effects appropriate to Imix's portfolio or goals. Imix may only use this ability once per minute.

Brightfire (Ex): Anytime Imix deals fire damage, he may elect to make half of it light damage. Any creature who fails a fort save (DC40) becomes blinded for 1 minute (if the ability has it's own save, use that).

Burninate (Ex): Imix deals 20d6 fire damage to anything that comes into contact with him. Any creature that takes fire damage from Imix must make a Fort save (DC40) or catch on fire, taking 20 damage every round as well as being staggered. Every time they take fire damage from Imix, the damage per round increases by 20.

Godlike: Although Imix is not a true deity, he has many of the powers of such. He can grant spells to clerics, and gives access to the Combustion, Destruction, Devouring, Falling Stars, Fire, Hellfire, Lava, Solar, and Wrath domains. His favoured weapon is the Slam, and his portfolio is burnination.

Additionally, Imix is immune to any attack that changes his form, mind-affecting effects, ability damage, ability drain and energy drain, antimagic effects and death effects (He may still alter his own form if he wishes).

Lastly, Imix can burn off some of his essence to stop magic dead in its tracks. As a free action that can be used outside of his turn, Imix can lose 10% of his max hit points (normally 72) to automatically counter any spell, supernatural ability or spell-like ability in Medium range, as if by greater dispel magic (although it can counter supernatural and spell-like abilities as if they were spells). This ignores temporary hit points, and can be used any number of times. For any ability with an ongoing or permanent duration, this merely suppresses it for 6 rounds.

Holocaust (Su): The area within 1000 miles of Imix has it's temperature immediately rise to Extreme Heat, The innermost 100 miles of this is Unearthly Heat, the innermost 20 miles of this becomes Fire Dominant (3d10 fire damage per round). The innermost mile of this area deals 10d10 fire damage per round. This is not subject to Imix's Piercing Fire ability.

Lord of Summer (Su): Imix is a primal force of Fire, and one of the greatest of his kind. As a result, he receives a +8 enhancement bonus to attack rolls and damage rolls, a +8 resistance bonus to all saves and a +6 deflection bonus to AC (already included in his statistics block). Imix also has maximum hit points per hit die.

Additionally, the Plane of Fire itself protects Imix from any attempt to scry on him. Anyone that uses a divination effect on Imix or the area within 1 mile of him must make a DC 40 Will save or become dazed for 1 round, and ending the effect automatically. Additionally, if the save is failed and Imix wishes it, he can use an immediate action to transport himself over to the location of the user of the divination effect, even if it is on a different plane.

Lastly, Imix's very presence is a blight on the surrounding area. He radiates a desecrate spell effect to a radius of twenty miles, and the innermost mile of this is subject to an unhallow effect instead, both at caster level 20th.

Piercing Fire (Ex): Imix ignores fire resistance and deals half damage to creatures with immunity.

Spell-Like Abilities: All spells of his domains at will save for 8th level which are usable 2/day and 9th level which are usable 1/day. Limited Wish, Erupt, Telekinisis, Greater Teleport.
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PostPosted: Mon Nov 23, 2015 5:37 am    Post subject: Wood Soldier Reply with quote Add User to Ignore List

Wood Soldier

Size/Type: Medium Plant
Hit Dice: 5d8+10 (40hp)
Initiative: +1
Speed: 30ft.
Armor Class: 18 (+3 vine shield, +1 dex, +4 natural)
Base Attack/Grapple: +3/+7
Attack: +2 Ironwood Longsword +11 (1d8+4) or Thorn Shot +6 (1d6+2/20/x3) or Claw +9 (1d6+4)
Full Attack: +2 Ironwood Longsword +11 (1d8+4) or Thorn Shot +6 (1d6+2/20/x3) or Claw +9 (1d6+4)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Thorn Shot,
Special Qualities: Plant Traits, Woodland Stride, Fast Healing 1, Vulnerability to Fire
Saves: Fort +6 Reflex +2 Will +1
Abilities: Str 18 Dex 12 Con 14 Int 7 Wis 10 Cha 8
Skills:
Feats: Power Attack Weapon Focus
Environment: Forests and Jungles
Organization: Solitary, Pair, Squad (3-10), Force (11-30), Platoon (31-60), Company (61-120) Battalion (120-500), Legion (501+)
Challenge Rating: 5
Treasure: Half Standard
Alignment: Any
Advancement: By Class Level (Favored Classes: Fighter and Ranger)
Level Adjustment: +0

Also erroneously referred to as Holly Soldiers or Oak Soldiers, these creatures can actually be made of any kind of wood (usually whatever kind of trees where they were grown are). These creatures are typically created by wielders of primal magic (druids, rangers, barbarians, shamans, fey, ect.) to serve as soldiers, bodyguards, sentinals and so forth. These soldiers are grown in a matter of days from seeds created by a Wood Soldier Seed spell. Though they are smarter than golems, it is not by much, they were created to fight and follow orders above all else.

Combat:

Thorn Shot (Ex): As an attack action, a Wood Soldier can fire a sharpened projectile with a range increment of 70 feet (max 10 increments).

Vulnerability to Fire: A Wood Soldier takes 150% damage from fire effects. Any effect that causes it to catch on fire has a doubled duration and any penalties from this are doubled.

Spell-Like Abilities: At Will: Tree Shape 1/day: Goodberry (Automatically produces 8 berries).

Woodland Stride: As the druid.
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PostPosted: Sun Nov 29, 2015 2:04 am    Post subject: Reply with quote Add User to Ignore List

Phoelarch

Size/Type: Medium Monsterous Humanoid (Fire)
Hit Dice: 7d8+28 (70hp)
Initiative: +3
Speed: 40ft.
Armor Class: 23 (+3 dex, +7 chain shirt, +3 natural)
Base Attack/Grapple: +7
Attack: +3 Flaming Scimitar +15 (1d6+4d6[fire]+8)
Full Attack: +3 Flaming Scimitar +15 (1d6+4d6[fire]+8)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Death Throes, Burn, Alternate Form,
Special Qualities: Absorb Fire, Immune to Disease and Poison, Rebirth, Fire Mastery,
Saves: Fort +5 Reflex +8 Will +9
Abilities: Str 20 Dex 17 Con 18 Int 14 Wis 18 Cha 16
Skills:
Feats: Pyrokinisis, Power Attack, Flyby Attack
Environment: Any
Organization: Solitary, Pair, Squad (3-6) or Village (20-50)
Challenge Rating:
Treasure: +3 Chain Shirt, and Standard
Alignment: Usually Good (Any)
Advancement: By Class Level (Favored Classes: Fighter and Fire Mage)
Level Adjustment: +0

Phoelarches are beings imbued with powers similar to Phoenixes. When a phoenix blesses a creature with it's power, that creature becomes a Phoenix-Blessed. The descendants of that creature become phoelarches. Phoelarches have similar powers to phoenixes, including their dominion over rebirth, life, and flame.

A phoelarch resembles a human or elf, albeit with feathers down their arms and thick feathers coming from their heads that resemble hair. They have golden skin, and often tattoo themselves. A phoelarch essentially has two lives. After they finish living one (a phoelarch has a lifespan of about 300 years), they revert back to the prime of their youth and live another. Often, once this happens, the phoelarch will even take a different name, and live a different lifestyle.

In relations to other races they tend to relate to humans with their tenacity and drive and get along with elves as well do to their longevity and freedom.

Combat:

Absorb Fire: A Phoelarch is healed by fire on a point-for-point basis.

Alternate Form: As a Standard action, a Phoelarch may transform into a large, fiery bird known as a Phoera. It's size category changes to Large, though none of the normal ability score changes happen. All weapons and armor meld into this form becoming useless. The Phoera gains a +6 bonus to natural armor, two claw or wing attacks (depending on whether it is flying or on the ground) for 1d6+Str, and a fly speed of 80 feet with good maneuverability. It also gains a breath weapon for 1d6/CR damage (normally 7d6) in a 40 foot cone (Reflex DC17 half). The Phoera looses access to it's spell-like abilities while in this form.

Burn (Ex): A Phoelarch deals an extra 1d6/3 CR (round up) damage with any melee attack. Any creature that comes into direct contact with the phoelarch also takes this damage. The Phoelarch can suppress or resume this ability as a free action.

Fire Mastery (Ex): When fighting opponents who are on fire or wielding flaming weapons, or located in environments above 120 degrees in temperature, the Phoelarch gains a +3 Bonus to attack and damage, has the Edge, and enemies take a -3 penalty to attack and damage against it.

Rebirth (Ex): When slain, a Phoelarch explodes in a massive fireball, dealing 1d6/CR fire damage plus it's burn damage (normally 10d6) out to 15 feet with a reflex save (DC17) for half damage. All that remains of the Phoelarch is ashes. Should a phoelarch die of natural causes it simply immolates itself harmlessly, also leaving behind ashes. These are sufficient for a Resurrection spell. After 24 hours, the Phoelarch is returned to life as per True Resurrection. If it's ashes are within the area of a desecrate or unhallow spell, then this resurrection delays until either the effect or the ashes are removed. The phoelarch is returned to adult age upon it's resurrection loosing all benefits and penalties of aging. This True Resurrection only occurs once per ever. Should the Phoelarch be slain by a [Death] effect, they are returned to life one round later as if by True Resurrection. They do not revert back to the prime of their youth, and this ignores the phoelarch's normal limitations on resurrection.

Spell-Like Abilities: At Will: Scorching Ray, Flame Blade, Produce Flame, Fire Shield (Warm only), Fireball, Cure Moderate Wounds, Fire Flash, Detect Heat.
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PostPosted: Sun Nov 29, 2015 2:46 am    Post subject: Cultist Reply with quote Add User to Ignore List

Cultist

Size/Type: Medium Humanoid (Human)
Hit Dice: 3d8 (24hp)
Initiative: +0
Speed: 30ft.
Armor Class: 13 (+2 leather, +1 dark pact)
Base Attack/Grapple: +2/+1
Attack: Mwk. Dagger +3 (1d6+2) or Eldritch Bolt +3 (1d6+4)
Full Attack: Mwk. Dagger +3 (1d6+2) or Eldritch Bolt +3 (1d6+4)
Space/Reach: 5ft./5ft.
Special Attacks: Class Features
Special Qualities: Class Features
Saves: Fort +2 Reflex +2 Will +3
Abilities: Str 8 Dex 10 Con 10 Int 12 Wis 8 Cha 13
Skills: -
Feats: -
Environment: Any
Organization: Cult (6-20)
Challenge Rating: 2
Treasure: -
Alignment: Any
Advancement: By Class Level
Level Adjustment: -

Basic minions of various cults. They're not especially good in a fight, and their only real advantage comes through numbers.

Combat:

Devoted: Cultists are part of a cult, following a dark master. At first level, the cultist must choose a cult to be part of. Each cult has a secret language (similar to druidic); each cult also has a single cleric domain that represents their dark masters will.

Dark Pact (Su): Cultists make a dark pact with more powerful forces. This pact costs them all feats they would otherwise gain (excluding specific bonus feats). In return, the cultist gets benefits based on the number of feats taken away. The bonuses gained are as follows:

1 or more: +1 bonus on Eldritch Bolt damage.
2 or more: +1 bonus to saves and AC.
3 or more: +1 bonus on attack and damage rolls.
4 or more: +1 bonus to Insanity score.
5 or more: +1 bonus to cultist spell save DC's.

In addition, this dark pact grants them increased vitality. All cultist hit dice are maximized.

Insanity (Su): Cultists are insane. The cultist has an Insanity score equal to their class level. This score increases the power of several cultist class features. However, being insane tends to impede common sense; the cultist takes an penalty to their Wisdom score equal to half their Insanity score (round up). Since he or she is already insane, the cultist is also immune to effects that cause confusion, but not other mind-affecting effects.

Eldritch Bolt (Sp): A cultist can, as a standard action, unleash a bolt of dark mystical energy at a target, which deals 1d6 untyped damage plus the cultist's insanity score (see above). This is a ranged touch attack, with a range of 60 feet, and which has verbal and somatic components, but no arcane spell failure chance.

Starting at second level, the cultist can, when using their Eldritch Bolt, spend 1 Dark Power Point. If they do, the damage of that Eldritch Bolt is increased to 2d6 untyped damage plus the cultist's insanity score.

Dark Power (Su): Cultists can draw power from their Dark Pact. Starting at second level, the cultist has a pool of Dark Power points. The maximum size of this pool is equal to the cultist's Insanity score. Once per day, a cultist can fill this pool to its maximum value. Doing this takes 1 minute.

Eldritch Barrier (Su): The darkness shelters its own. A cultist of at least third level can, as a standard action, spend 1 Dark Power point to create a shadowy barrier around themselves. This barrier lasts for 1 minute, and grants a +2 resistance bonus to saving throws and a +2 deflection bonus to AC for this duration.

Eldritch Teachings: Powerful cultists can call upon their dark patron to evoke magic.

Starting at 3rd level, a cultist can cast the first level spell of their cult's domain by spending 2 Dark Power points.

At 5th level, the cultist gains access to much more of their dark patron's power. By spending Dark Power points equal to double the level of the spell minus one, a cultist of at least 5th level can cast a spell. They may cast any spell from the cultist spell list, assuming the have the points to spend; additionally, they can cast the first, second and third level spells from their cult's domain.

The save DC of a cultists spells is 10 + the level of the spell + half the cultists Insanity score (round down). Cultist spells are treated as if cast by a cleric; using their cult symbol as a divine focus if needed.

The above stats are for a Cultist 3.
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PostPosted: Sun Nov 29, 2015 7:00 pm    Post subject: Hound Archon Hero Reply with quote Add User to Ignore List

Hound Archon Hero

Size/Type: Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 6d8+12d10+180 (300hp)
Initiative: +7
Speed: 40ft.
Armor Class: 41 (+15 sun plate, +10 natural +6 dexterity in armor)
Base Attack/Grapple: +18/+39
Attack: +6 Holy Flaming Sun Vorpal Greatsword +37 (3d6+2d6[holy]+1d6[fire]+58+blind)
Full Attack: +6 Holy Flaming Sun Vorpal Greatsword +37/+35/+35/+35 (3d6+2d6[holy]+1d6[fire]+32+blind)
Space/Reach: 5ft./10ft.
Special Attacks: Smite Evil, Spellcasting, Healing Touch, Exorcism, Turn Undead, Interrupting Spell, Exorcising Smite, Prayers of the Faithful, Spell-Like Abilities, Howl,
Special Qualities: Archon Traits, Teleport, Evasion, Immunity to Electricity and Petrification, DR10/Chaotic or Evil, SR28, Tongues
Saves: Fort +34 Reflex +31 Will +31
Abilities: Str 36 Dex 24 Con 30 Int 24 Wis 32 Cha 32
Skills:
Feats: Multi-Handed Fighting, Blitz, Knockdown, Natural Heavyweight, Radiant Champion, Holy Spellcasting, Divine Protection
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary or Party (1 Hero, 1 Trumpet Archon, 2 Sword Archon, 3 Lantern Archons)
Challenge Rating: 18
Treasure: Standard
Alignment: Always Lawful Good
Advancement: Paladin Levels
Level Adjustment: +0

Not all adventurers are mortal. Many creatures of the Planes become adventurers as well. Hound Archons are particularly prone to this. Hound Archon Heroes are legends among the forces of the outer planes, often adventuring into the lower planes to strike devastating blows against the forces of evil. Many Hound Archon Heroes are even called by Planar Ally/Binding spells by good spellcasters in need of help. The Hero makes for a staunch ally in such instances.

Combat:
A Hound Archon Hero fights much like a regular Hound Archon. It is a primarily melee combatant, focusing on strikes with it's greatsword, augmented by smites. Often, the Hero fights alongside a squad of other Archons consisting of Trumpets, Swords and Lanterns.

Canine Form (Su): A hound archon can assume the form of any canine animal of large or smaller size. It does not revert to any particular form when slain.

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a close range of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

Howl (Su): Once per hour, a Hound Archon may howl, granting all allies out to medium range the benefit of a Good Hope effect for a number of rounds equal to it's CR (typically 6).

Spell-Like Abilities: At Will: Aid, Continual Flame, Detect Evil, Message

Spells: Paladins cast Divine spells. Their bonus spells and save DCs are based on Wisdom. Paladins automatically know every spell on their spell list. The somatic components of Paladin spells can be done even if both hands are occupied with a weapon and shield (but not two weapons). Paladins choose their spells from the following list:

0th — Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Disrupt Undead, Guidance, Light, Mending, Read Magic, Resistance, Virtue

1st — Atonement, Bless, Bless Water, Bless Weapon, Cure Light Wounds, Deathwatch (no [Evil] descriptor), Delay Poison, Detect Chaos, Detect Good, Detect Law, Detect Undead, Greater Dispel Magic, Divine Favor, Endure Elements, Enlarge Person, Entropic Shield, Magic Vestment, Greater Magic Weapon, Nondetection, Protection from Chaos/Evil/Law (opposed alignments only), Remove Fear, Searing Light, Shield of Faith

2nd — Aid, Align Weapon, Asterfete's Scry Trace Bull's Strength, Consecrate, Cure Moderate Wounds, Desecrate (desanctifying use only, no [Evil] descriptor), Eagle's Splendor, Heroism, Locate Object, Owl's Wisdom, Protection from Arrows, Remove Paralysis, Resist Energy, Lesser Restoration, See Invisibility, Shield Other, Status, Zone of Truth

3rd — Arcane Sight, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Holy Smite, Magic Circle against Chaos/Evil/Law (Opposed alignments only), Neutralize Poison, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, True Strike

4th — Cure Critical Wounds, Death Ward, Detect Scrying, Dimensional Anchor, Discern Lies, Dismissal, Freedom of Movement, Haste, Lesser Planar Ally, Restoration, Scrying, Spell Immunity

5th — Break Enchantment, Commune, Mass Cure Light Wounds, Dispel Chaos (Lawful only), Dispel Evil, Dispel Law (Chaotic only), Disrupting Weapon, Greater Clairaudience/Clairvoyance, Hallow, Heal Mount, Holy Sword, Interposing Hand, Mark of Justice, Raise Dead, Righteous Might, Spell Resistance, True Seeing

6th — Banishment, Mass Cure Moderate Wounds, Find the Path, Heal, Heroes' Feast, Greater Heroism, Planar Ally, Plane Shift, Quest, Undeath to Death

7th — Greater Arcane Sight, Mass Cure Serious Wounds, Holy Word, Limited Wish, Regenerate, Resurrection, Greater Restoration, Spell Turning

8th — Mass Cure Critical Wounds, Dimensional Lock, Discern Location, Holy Aura, Iron Body, Mind Blank, Moment of Prescience, Greater Planar Ally, Protection from Spells, Greater Spell Immunity

9th — Astral Projection, Foresight, Freedom, Gate, Mass Heal, Miracle (replace with Wish until Tome series satisfactorily fixes Miracle), True Resurrection

Aura of Good: A Paladin registers under Detect Good as a Cleric of a Good Deity.

Healing Touch (Su): A Paladin has a pool of Healing Touch points equal to her class level × her Charisma modifier, which refreshes when her spell slots do. As a swift action, the Paladin may heal herself or an ally within reach of her touch by any number of hit points up to the current value of their Healing Touch pool, removing that many points from the pool. If the Paladin recieves healing in excess of her current damage taken, she may replenish her Healing Touch pool, but to no more than its usual maximum.

Exorcism (Su): As an attack no more than once per round, a Paladin may deliver a melee touch attack to any undead creature, [evil] outsider, or any creature under the influence of a possessing spirit, such as a Ghost's Malevolence ability. On a successful hit, deduct a number of points from the Paladin's Healing Touch pool equal to her class level, and inflict 1d6 damage per point taken. This damage comes from pure divine power. An exorcism on a possessed creature bypasses the possessed creature entirely and does damage directly to the possessor. Exorcisms cannot make critical hits. An exorcism, even one channeled through a weapon, does not do damage from any other source, such as weapon or unarmed strike damage.

Insightful Strike: A 2nd-level Paladin gains Insightful Strike as a bonus feat. If she already has Insightful Strike, she instead gains another [Combat] feat instead.

Personal Warding: As long as she makes a melee attack on the same round, a Paladin may cast any Paladin spell with a casting time of one round or less on herself as a swift action. She must attack before she can cast the spell.

Turn Undead (Su): As the Cleric ability of the same name. A Paladin can never Rebuke Undead, and doing so is against their code of conduct should they somehow gain the ability from another class.

Detect Evil (Sp): A Paladin of 2nd level or higher can cast Detect Evil at-will as a spell-like ability.

Divine Grace (Ex): A Paladin of 2nd level or higher adds her Charisma bonus to all saving throws.

Divine Heart (Ex): A Paladin of at least 2nd level is immune to all Fear effects, including the conditions Shaken, Frightened, and Panicked, and all nonmagical diseases, including the Sickened condition, even when it has a magical source.

Holy Shield (Ex):A Paladin of 2nd level or higher can substitute her Charisma modifier for her Dexterity modifier to armor class as long as she is using a shield in her hand (not an Animated Shield). She gains the full benefit of her shield against touch attacks. This bonus applies even when her Dexterity bonus would normally be denied, but she is still considered to have lost her dexterity bonus to AC for purposes of special abilities such as Sneak Attack under the normal circumstances.

Smite Evil (Su): A Paladin of 2nd level or higher can attempt to smite a target as part of making a melee attack. The attempt does not work (at no cost to her other than the attack) unless the target is evil. If the target is evil, she adds her Charisma modifier to hit, and, if successful, she adds her Charisma modifier to hit and her level to damage. She also gains supernatural strength, causing her to not take strength penalties to damage (bonuses still apply).

If, after the attack's damage is applied, the target has less than 4 hit points per class level of the Smiting paladin, it is instantly destroyed as though through hit point damage. A single target may only be smote once per Paladin per day, and the Paladin cannot smite another target after successfully smiting one until either the first target is defeated or five rounds pass since the last Smite. If the attack misses or is attempted on an invalid target, the Paladin may try again immediately against the same or a different target as soon as she can make another attack.

Evasion (Ex): At 3rd level or higher if a paladin makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless paladin does not gain the benefit of evasion.

Expanded Prayers: At 3rd, 7th, 11th, 15th, and 19th levels, the Paladin adds one Abjuration, Divination, or Necromancy (Healing) spell of any level up to the highest level she can cast from any 9-level pre-Tome caster's spell list to her own. The spell may not already be on her spell list at a different level.

Interrupting Spell: A Paladin of 3rd level may, once per day, cast any Paladin spell with a casting time of one round or less as an immediate action. This increases to twice per day at 8th level, three times at 13th level, and four times per day at 18th level.

Snap Judgement (Su): As a swift action, a Paladin of fourth level or higher can focus on a target and gain information about them as if she had spent three rounds focusing on them with Detect Evil.

Divine Resilience (Su): A Paladin of 5th level or higher may expend a Turn Undead attempt as a free action on her turn to gain Energy Resistance equal to twice her class level to any two energy types, selected when she uses this ability. This is shared with all allies within 20'. This lasts for a number of rounds equal to her Charisma bonus + 1, minimum 1. Allies that leave the area of this ability lose its effect, and allies that enter it gain the benefit. If the Paladin activates this ability again, the first one automatically expires even if its duration had not ended.

Guided Ward (Ex): A Paladin of 5th level or higher may focus on an enemy as a free action, impeding it from attacking her allies. This ability, and its targeting, are obvious to any observer. If the enemy attacks any of her allies before her next turn, she may cast any Paladin spell with a casting time of one round or less on any ally that creature attacked as a swift action. The ally must still be within range and a valid target for the spell.

Reactive Healing: A Paladin of 5th level or higher can use Healing Touch as an immediate action.

Iron Will: At 6th level, a Paladin gains Iron Will as a bonus feat. If she already has the Iron Will feat, she may pick any [Combat] feat.

Special Mount: At 6th level, a Paladin gains a special mount. This is a creature of either the same alignment as the Paladin or 4 or lower intelligence (including mindless) and non-evil alignment, and a CR three lower than the Paladin's, taking [Awesome] subtypes into account. If she really wants to, she may instead use the SRD Paladin's Mount rules instead. Regardless, the creature must be willing and able to serve as a mount (no Troll, Tendriculous, or Rat mounts, with an exception on the last for small values of Paladin and large values of Rat). If necessary, the creature may be advanced to keep pace with the Paladin.

Divine Reach: A Paladin of 7th level or higher may expend a Turn Undead attempt to change any of her Touch-range Paladin spells to Close range, as part of casting the spell. Such a modified spell can only affect willing targets. She may also extend a Personal spell to Close range, but such a spell may only be cast on targets allowed by Guided Ward.

Exorcising Smite (Su): A Paladin of 8th level or higher may make an Exorcising Smite. As part of making the smite, she channels Exorcism through her weapon using the same attack roll; the Exorcism only lands on a successful hit, not just a touch hit unless the whole attack is a touch attack. The Exorcism takes effect before weapon damage (including the Smite additions) are applied. She may make no more than one attack in a round in which she makes an Exorcising Smite. All costs of the Exorcism and the Smite are paid normally.

Divine Chain: A Paladin of 9th level or higher may apply the Chain Spell metamagic feat to any of her Paladin spells when casting it without increasing the spell level, causing it to affect a number of additional targets equal to her caster level for half damage, or -4 to the save DC of nondamaging spells. All secondary targets must be valid. Using this ability costs two uses of her Turn Undead ability.

Hero's Heart (Ex): A Hero's heart cannot be easily stopped by magic. A Paladin of 9th level becomes immune to [Death] effects and petrification.

Prayers of the Faithful (Su): A Paladin of 9th level or higher may pray for healing. Praying is a full-round action that precludes taking a 5-foot step. She is considered flat-footed while praying, but gains Fast Healing 10. Up to one ally per level within 30' with line of sight to her may join her in prayer, taking the same action and gaining the same benefits.

Radiant Healing (Su): A Paladin of 12th level or higher may use her Healing Touch ability at Close range instead of Touch. By halving the healing done, she may have it affect all allies in range instead of just one target.



Sun Plate:
Glorious golden armor forged from Hope and filled with Goodness.
You radiate light like a Daylight effect. As a swift action you may cause any Undead creatures and Evil Outsiders within this area to suffer 1d6 Light damage per BaB point you have.
Scaling bonus: Sun Plate has a +1/3 levels enhancement bonus to AC
Magic ability: Once per day, the armor will cast a Heal spell on you with a Caster level of 11. This is a contingent effect and goes off when you need it to.

The above stats are for a Hound Archon 6/Paladin 12.
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Shrapnel
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PostPosted: Mon Nov 30, 2015 3:06 am    Post subject: Reply with quote Add User to Ignore List

At first I thought that said Hound Action Hero...

Because I'd play one of those.
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Prak
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PostPosted: Mon Nov 30, 2015 4:39 am    Post subject: Reply with quote Add User to Ignore List

I think you want Werewolf for "hound-action heroes"
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You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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PostPosted: Fri Dec 04, 2015 6:27 pm    Post subject: Reply with quote Add User to Ignore List

Hellfire Wyrm
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Size/Type: Gargantuan Magical Beast (Draconic, Evil)
Hit Dice: 16d12+224+16 (350hp)
Initiative: +0
Speed: 40ft. Fly 200ft. (Poor)
Armor Class: 30 (+0 dex, +24 natural -4 size)
Base Attack/Grapple: +16/+43
Attack: Bite +27 (4d6+15)
Full Attack: Bite +27 (4d6+15) and 2 Claws +27 (3d6+15) and 2 Wings +27 (3d6+15) and Tail (4d6+21)
Space/Reach: 20ft./20ft. (25ft. with tail)
Special Attacks: Hellfire Breath, Spell-Like Abilities, Destroyer of Fortifications, Crush (4d6+15), Frightful Presence, Fiendish Form, Infernal Aura,
Special Qualities: Immunity to Fire and Acid, Resistance to Electricty, Cold and Sonic 10, SR 26, DR10/Good, Regen 5/Good,
Saves: Fort +24 Reflex +10 Will +17
Abilities: Str 40 Dex 10 Con 38 Int 22 Wis 24 Cha 26
Skills:
Feats: Power Attack, Sniper Breath Weapon, Toughness, Flyby Attack, Quicken Spell-Like Ability, Diehard
Environment: Any Lower Plane
Organization: Solitary
Challenge Rating: 16
Treasure: Triple Standard
Alignment: Always Evil (Any)
Advancement: -
Level Adjustment: -

Hellfire Wyrms are the dragons of hell, who are capable of rivaling even the strongest of fiends for power. They often lead armies of fiends from the front lines, destroying entire castles and fortifications with ease.

Combat:

Destroyer of Fortifications (Ex): The Hellfire Wyrm ignores all hardness and material damage reduction, bypasses any regeneration, and deals double damage to objects.

Hellfire Breath (Su): A Hellfire Wyrm breath weapon is pure hatred and destruction. It can breath a cone of hellfire out to close range. This deals 16d10 damage with a reflex save (DC26) for half damage. Creature who fail the save gain a negative level. The damage ignores any kind of resistance, immunity, hardness, and deals full damage to objects. After breathing, the Hellfire Wyrm must wait 1d4 rounds for it's breath to be avaliable again. By adding 1 round to the recharge time, it can make it's breath weapon's area a medium range cone.

Frightful Presence (Ex): A Hellfire Wyrm can unsettle foes with it's mere presence. Whenever the Wyrm attacks, roars, charges, or flies overhead, all creatures within 300 feet must make a will save (DC26) or be shaken. Creatures of 12 CR or less become frightened. Creatures of 8CR or less become panicked. Creatures of 4CR or less cower. This lasts for 10 rounds after which a new save must be made if the Wyrm is still in the area.

Infernal Aura (Su): A Hellfire Wyrm is surrounded by an aura of hellfire that extends out to it's reach. This deals 4d6 damage, ignoring any resistance or immunity. Creatures inside suffer a negative level each round they remain within the area of effect.

Fiendish Form (Su): The Hellfire Wyrm may Shapechange (at a caster level equal to it's CR), with the only possible forms being a Tiefling or Baatezu, Tanar'ri or Yugoloth.

Spell-Like Abilities: Constant: Greater Arcane Sight, Death Ward, At Will: Telekinisis (Usable as a swift action), Plane Shift, Summon Monster VIII, Greater Teleport, Delayed Blast Fireball (Usable as a swift action), Crushing Despair, Hiss of Sleep, Hold Monster, Persistent Image, 3/day: Limited Wish, Insanity, Blinding Breath, Dispelling Breath, Enervation, Control Weather, Dominate Monster, Wretched Blight, 1/day: Wish Enervating Breath
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Kaelik
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PostPosted: Fri Dec 04, 2015 6:45 pm    Post subject: Reply with quote Add User to Ignore List

Headache is a stupid condition that only stupid people would write, and only stupider people would give as a no save effect with a variable range.
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PostPosted: Fri Dec 04, 2015 8:53 pm    Post subject: Reply with quote Add User to Ignore List

Like the effect, agree that it could probably use a save.
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PostPosted: Fri Dec 04, 2015 10:56 pm    Post subject: Reply with quote Add User to Ignore List

Wiseman wrote:
Like the effect, agree that it could probably use a save.


The effect is fucking stupid for the same reason all made up status effects are. It has no interaction with the rest of the game. Plants, Undead, Constructs, Elementals, Dragons, Outsiders, Vermins, Abberitions, and Fey all get headaches... why? Because making up new conditions is fucking shit fuck dumb, and you are dumb for including them. If you want to give the stupid Dragon a Distracting Aura, give him a distracting aura that follows the existing mechanics. As an exterior aura it doesn't need to have backwards compatibility with all the existing types, although you may or may not decide that it should be a mind-affecting aura. When you make up a new status effect, that status effect instantly because a pile of shit flavored shit that doesn't make sense in the world.

Now, even if the headache was well integrated, that would still be a garbage status condition, because apparently the headaches that I suffer on occasion even during court and just work through are somehow significantly more painful and distracting being fucking lit on fire. But you know, whatever right, the important thing is that you like a stupid condition that makes no sense.
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PostPosted: Wed Dec 09, 2015 6:14 am    Post subject: Reply with quote Add User to Ignore List

Makes somewhat sense. Though now I think I'll edit it into the Mind Flayer.
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PostPosted: Fri Dec 11, 2015 5:55 am    Post subject: Reply with quote Add User to Ignore List

Hound Action Hero

Size/Type: Medium Humanoid (Shapechanger)
Hit Dice: 12d10+108 (200hp)
Initiative: +4
Speed: 40ft., 60ft (Animal Form)
Armor Class: 28 (+4 dex, +10 armored in life, +4 natural)
Base Attack/Grapple: +12/+25
Attack: Slam +25 (3d6+13+2str) and 2 Claws +25 (3d6+13+rend+2str) and Bite +25 (3d6+13+2str)
Full Attack: Slam +25/+20/+20 (3d6+13+2str) and 2 Claws +25/+20/+20 (3d6+13+rend+2str) and Bite +25 (3d6+13+2str)
Space/Reach: 5ft./15ft.
Special Attacks: Fighting Styles, Fatal Strike, Rain of Flowers, Walk of a Thousand Steps,
Special Qualities: Abundant Leap, Diamond Soul, Leap of the Clouds, Master of the Four Winds, DR10/Silver, Regen 5/Silver, Scent, Beast Tongue, Darkvision 120feet, SR22
Saves: Fort +16 Reflex +12 Will +12
Abilities: Str 28 Dex 18 Con 26 Int 14 Wis 19 Cha 12
Skills: Survival +23, Intimidate +20, Listen +19, Handle Animal +20, Jump +28, Tumble +19, Climb +28
Feats: Rending Claws, Improved Natural Weapons, Natural Fighter, Natural Heavyweight, Tough Guy, Whirlwind, TrackB
Environment: YOUR FACE!
Organization: Solitary or Party
Challenge Rating: 13
Treasure: Standard and Bracers of Str +4 and Belt of Con +4
Alignment: Chaotic Good
Advancement: By Class Level
Level Adjustment: hmm...

The Hound Action Hero is a badass beyond all reckoning. Whether in a party or solo, he is a formidable foe of evil.

Combat:

Armored in Life (Su): A Monk has a special Armor bonus whenever they are not using armor or shields that he is not proficient in. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of +4. Every even numbered class level, the Armored in Life bonus increases by 1. If the Monk wears armor which he is proficient in (for example: normal clothing) that has an enhancement bonus, that enhancement bonus applies to his Armored in Life Armor Bonus.

Willow Step (Su): A true monk does not seek to outrun the fist, but to anticipate it. If a Monk would be allowed to add his Dexterity modifier to a Reflex Save or Armor Class, he may add his Wisdom bonus (if positive) instead.

Fatal Strike (Su): A Monk has a natural weapon Slam in addition to whatever else he is capable of doing. As a natural slam attack, if he uses no other natural or manufactured weapons he adds his Strength and a half to damage and may make iterative attacks if he has sufficient BAB. If the slam is used with other weaponry, it becomes a secondary natural attack, suffers a -5 penalty to-hit, and adds only half his Strength modifier to damage. A monk's slam attack does a base of 1d8 damage for a medium sized monk and does more or less damage as appropriate if the Monk is larger or smaller than medium size.

Fighting Style (Su): At levels 1, 3, 5, and 7, the Monk learns a Fighting Style. Each Fighting style requires a Swift Action to activate, lasts one round, and is usable at will. Each Fighting Style must have a name (see Naming Your Fighting Style), and provides two bonuses from the Fighting Style Abilities:
Unseen Predator
While Active, your Fighting Style provides a +4 Dodge Bonus to AC.
While Active, your Fighting Style provides you with concealment.
Swift Hunter
While Active, your Fighting Style provides a +30' Insight Bonus to your movement rate.
While Active, your Fighting Style allows you to move through occupied spaces as if they were unoccupied and you provoke no attacks of opportunity for your movement.
Heedless Fang
While Active, your Fighting Style allows your slam attacks to ignore hardness and DR.
While Active, your Fighting Style causes your slam attack to inflict piercing damage and to inflict 2 points of Constitution damage.
Prey Trap
While Active, your Fighting Style causes your slam attack to inflict slashing damage and to reduce your opponent's movement rate by 10' every time they suffer damage from it. This movement rate reduction can be healed like ability damage (treating 5' of movement as 1 point of ability damage).
While Active, your Fighting Style forces any opponent struck by your slam attack to make a Fortitude Save (DC 10 + ½ your character level + your Wisdom Modifier) or become stunned for one round. This can only affect any single opponent once per round.

Rain of Flowers (Su): Any time a 2nd level Monk inflicts lethal damage, he may elect to inflict non-lethal damage instead. Any time a Monk inflicts non-lethal damage, he may elect to inflict lethal damage instead.

Abundant Leap (Su): At 2nd level, a Monk's ability to jump is unbounded by his height. In addition, the DC for any jump check is divided by two.

Diamond Soul (Su): At 4th level, the Monk gains Spell Resistance equal to 5 + his character level. At 8th level, his soul becomes immaculate and his Spell Resistance improves to 10 + character level, and at 16th level he masters his diamond soul and his spell resistance improves to 15 + character level.

Walk of a Thousand Steps (Su): Once per day, a Monk of sixth level or higher may activate a Fighting Style and extend its duration to 1 round/level rather than 1 round. Activating this Fighting Style is still a Swift Action. Other Fighting Styles may be activated during this period, though their duration is normally going to be only 1 round.

Master Fighting Style (Su): At levels 9, 11, and 13, the Monk learns a Master Fighting Style. Each Master Fighting style requires a Swift Action to activate, lasts one round, and is usable at will. Each Master Fighting Style must have a name (see Naming Your Fighting Style), and provides two bonuses from the Master Fighting Style Abilities. When a Monk gains a new Master Fighting Style, he may replace one of his Fighting Styles with a different Fighting Style.
Howl of the Pack
While Active, your Master Fighting Style causes 5d6 of Sonic damage to everything within 30 feet of you when you inflict damage with your slam attack against any target. You are immune to Sonic damage while your Master Fighting Style is active.
While Active, your Master Fighting Style forces every creature within 10 feet of you to make a Will save (DC 10 + ½ character level + Wisdom Modifier) or become panicked for one minute.
Sudden Ambush
While Active, your Master Fighting Style allows you to teleport yourself and everything you are physically carrying 60 feet in any direction as a free action usable once per round.
While Active, your Master Fighting Style affects any target you strike with your slam attack with a targeted version of greater dispelling with a caster level equal to your character level.
Leap of the Clouds (Su): At 10th level, the DC for any jump check is divided by 5.

Master of the Four Winds (Su): The Monk's breath of life is carried on the winds of fate. At 12th level, if the monk is restored to life, he doesn't lose a level for doing so.

Lycanthrope is a natural or acquired template that can be applied to any Humanoid, Monstrous Humanoid, Giant, or Native Outsider, though there are exceptions to this rule.
Size and Type: Size is unchanged. Gain the Shapechanger subtype.
Speed: Lycanthropes gain a +10 bonus to their land speed and swim speed (if they have one). In animal form, they gain +30. Weresharks (and similar) possess a swim speed equal to their land speed.
Armor Class: Lycanthropes have a +1 bonus to natural armor per 3 levels, rounded up.
Special Attacks:
Form Shift (Su): The lycanthrope may shift between their normal form and a bipedal hybrid form and a quadrupedal animal form as a standard action. While in either form, they have two claws attacks (1d6 for medium) and a bite attack (1d8 for medium). (Weresharks posses only a bite attack in animal form, though it's damage is 2d6 for medium). These natural weapons can be enchanted as a manufactured weapon could. On the night of the full moon, a lycanthropes transformation is forced. All three of a lycanthropes forms are considered to be it's natural form. Thus true seeing doesn't reveal anything and effects which revert creatures forms do not affect it (unless it specifically targets lycanthropes). A lycanthrope does not revert to any particular form upon death.
Lycanthropy (Su): A lycanthropes bite carries the curse upon it. An eligible creature bitten must make a fort save (DC10+1/2HD+Con) or contract lycanthropy themselves. Against a helpless or willing creature, a lycanthrope can deal only one point of damage with their bite attack (or whatever is the minimum amount that can hurt them within their damage range, in case they possess DR.)
Special Qualities:
Damage Reduction (Ex): Lycanthropes possess DR10/Silver in all three of their forms.
Regeneration (Ex): Lycanthrops have Regen 5/Silver in all three of their forms.
Scent (Ex): A lycanthrope possess scent out to 30feet, or 10 feet per level, whichever is greater.
Beast Tongue (Ex): A lycanthrope may speak to animals and magical beasts as if they shared a language. Note that non-intelligent animals rarely have anything interesting to say.
Night-Sight (Ex): A lycanthrope has low-light vision, and dark vision out to 120 feet. or 10 feet per level, whichever is higher. This applies in all forms.
Vulnerability to Silver: A lycanthrope takes maximum base damage from silver weapons, and becomes sickened for 1 minute (ignoring any immunity to sickened. This does not stack into nauseated).
Abilities: Lycanthropes gain +4 to two of their physical ability scores, +2 to the third and +2 to wisdom. Which scores receive which bonuses are chosen when Lycanthropy is acquired, and cannot be changed afterwards. This applies in any form.
Skills: Lycanthropes receive a +4 racial bonus to Survival. They also receive a +4 bonus to four of the following skills and a +2 to the others: Balance, Climb, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Search, Spot, Swim. Which skills receive which bonuses are chosen when Lycanthropy is acquired and cannot be changed afterwards. These bonuses apply in any form and these skills are always considered class skills.
Feats: Lycanthropes receive Track as a bonus feat.
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PostPosted: Sat Dec 12, 2015 2:56 am    Post subject: Wolf of Day Reply with quote Add User to Ignore List

Wolf of Day

Size/Type: Large Giant (Shapechanger)
Hit Dice: 12d10+120 (220HP)
Initiative: +2
Speed: 70ft. 90ft. (Animal form)
Armor Class: 27 (+2 dodge, +16 natural, -1 size)
Base Attack/Grapple: +12/+34
Attack: 2 Claws +25 (4d6+14+2str) and Bite +25 (4d6+14+2str) and Slam +25 (4d6+14+2str) or Thrown Object +21 (3d6+10)
Full Attack: 2 Claws +25/+20/+20 (4d6+14+2str) and Bite +25 (4d6+14+2str) and Slam +25 (4d6+14+2str) or Thrown Object +21/+16/+16 (3d6+10) +4
Space/Reach: 10ft./15ft.
Special Attacks: Pew Pew Pew!, Solar Flare, Spell-Like Abilities,
Special Qualities: Immune to Blindness, Immunity to Fire, Healed by Light Damage, Absorb Sunlight, Aura of the Sun, DR10/Silver, Regen 5/Silver, Scent, Darkvision 120ft.
Saves: Fort +17 Reflex +7 Will +12
Abilities: Str 30 Dex 16 Con 28 Int 14 Wis 26 Cha 24
Skills: Spot +27 Survival +27 Diplomacy +22 Knowledge(Religion) +22 Intimidate +26 Sense Motive +23
Feats: Rending Claws, Improved Natural Weapons, Natural Fighter, Natural Heavyweight, Radiant Champion, Track B
Environment: Deserts or Mountains
Organization: Solitary or Party
Challenge Rating: 13
Treasure: Standard
Alignment: Neutral Good
Advancement: By Character Class (Favored Classes: Cleric or Fighter)

Part of the all werewolf adventuring party known as the "Pack", this sun giant is an inversion of the typical werewolf, being more active during the day than night. Enemies dare not approach him, lest they be struck blind.

Combat:

Pew! Pew! Pew! (Su): As a standard action the Sun Giant may fire lasers from it's eyes as a ranged touch attack. These deal 1d8 damage per 2 CR (6d8 for those of you to lazy to do math) and go out to medium range. A target hit by this ability must make a Fort save (DC25) or be blinded for 1 round. Success merely renders one dazzled for the same duration.

Solar Flare (Su): As a standard action, the sun giant may unleash a blinding burst of light in all directions. All creatures within 40 feet must make a fort save (DC25) or be blinded for 5 rounds. Success leaves one dazzled for the same duration. Creatures out to 80 feet must save or be dazzled for 5 rounds. Once used, this ability cannot be used again for 1d4 rounds.

Monkey Grip (Ex): The Sun Giant may wield a two-handed weapon in one hand, although they are still treated as using both hands for all beneficial effects. If they actually wield the weapon in two hands, they add twice their strength to damage.

Healed by Light Damage (Ex): A Sun Giant is healed by light damage on a point for point basis.

Aura of the Sun (Su): A sun giant radiates bright light out to 100 feet, and dim light out to another 100 feet. This counts as actual sunlight for anything triggered by that (except the Sun Giants Absorb Sunlight ability). They can turn this off if they want to sneak around, or, you know, sleep.

Absorb Sunlight (Ex): A Sun Giant has Fast Healing 5 as long as it's in natural sunlight. It's Aura of the Sun sadly doesn't count.

Spell-Like Abilities: At Will: Sunburst, Sunbeam, Silent Image, Dimension Door, Color Spray, Continual Flame. 1/day: Prismatic Spray

Lycanthrope is a natural or acquired template that can be applied to any Humanoid, Monstrous Humanoid, Giant, or Native Outsider, though there are exceptions to this rule.
Size and Type: Size is unchanged. Gain the Shapechanger subtype.
Speed: Lycanthropes gain a +10 bonus to their land speed and swim speed (if they have one). In animal form, they gain +30. Weresharks (and similar) possess a swim speed equal to their land speed.
Armor Class: Lycanthropes have a +1 bonus to natural armor per 3 levels, rounded up.
Special Attacks:
Form Shift (Su): The lycanthrope may shift between their normal form and a bipedal hybrid form and a quadrupedal animal form as a standard action. While in either form, they have two claws attacks (1d6 for medium) and a bite attack (1d8 for medium). (Weresharks posses only a bite attack in animal form, though it's damage is 2d6 for medium). These natural weapons can be enchanted as a manufactured weapon could. On the night of the full moon, a lycanthropes transformation is forced. All three of a lycanthropes forms are considered to be it's natural form. Thus true seeing doesn't reveal anything and effects which revert creatures forms do not affect it (unless it specifically targets lycanthropes). A lycanthrope does not revert to any particular form upon death.
Lycanthropy (Su): A lycanthropes bite carries the curse upon it. An eligible creature bitten must make a fort save (DC10+1/2HD+Con) or contract lycanthropy themselves. Against a helpless or willing creature, a lycanthrope can deal only one point of damage with their bite attack (or whatever is the minimum amount that can hurt them within their damage range, in case they possess DR.)
Special Qualities:
Damage Reduction (Ex): Lycanthropes possess DR10/Silver in all three of their forms.
Regeneration (Ex): Lycanthrops have Regen 5/Silver in all three of their forms.
Scent (Ex): A lycanthrope possess scent out to 30feet, or 10 feet per level, whichever is greater.
Beast Tongue (Ex): A lycanthrope may speak to animals and magical beasts as if they shared a language. Note that non-intelligent animals rarely have anything interesting to say.
Night-Sight (Ex): A lycanthrope has low-light vision, and dark vision out to 120 feet. or 10 feet per level, whichever is higher. This applies in all forms.
Vulnerability to Silver: A lycanthrope takes maximum base damage from silver weapons, and becomes sickened for 1 minute (ignoring any immunity to sickened. This does not stack into nauseated).
Abilities: Lycanthropes gain +4 to two of their physical ability scores, +2 to the third and +2 to wisdom. Which scores receive which bonuses are chosen when Lycanthropy is acquired, and cannot be changed afterwards. This applies in any form.
Skills: Lycanthropes receive a +4 racial bonus to Survival. They also receive a +4 bonus to four of the following skills and a +2 to the others: Balance, Climb, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Search, Spot, Swim. Which skills receive which bonuses are chosen when Lycanthropy is acquired and cannot be changed afterwards. These bonuses apply in any form and these skills are always considered class skills.
Feats: Lycanthropes receive Track as a bonus feat.
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PostPosted: Sat Dec 12, 2015 3:54 am    Post subject: Reply with quote Add User to Ignore List

Wolf of Night

Size/Type: Medium Humanoid (Shapechanger)
Hit Dice: 12d6+48 (100hp)
Initiative: +9
Speed: 40ft. 60ft. (Animal form)
Armor Class: 33 (+9 dex, +6 magic clothing, +4 deflection, +4 natural)
Base Attack/Grapple: +12/+16
Attack: 2 Claws +28 (2d6+9+2str) and Bite +28 (2d6+9+2str)
Full Attack: 2 Claws +28/+23/+23 (2d6+9+2str) and Bite +28 (2d6+9+2str)
Space/Reach: 5ft./5ft.
Special Attacks: Class Features
Special Qualities: Class Features, DR10/Silver, Regen 5/Silver, Scent, Darkvision 120ft.
Saves: Fort +8 Reflex +17 Will +7
Abilities: Str 18 Dex 29 Con 19 Int 16 Wis 16 Cha 15
Skills:
Feats: Rending Claws, Improved Natural Weapons, Natural Fighter, Brutal Strike, Feint Attack, Ghost Step, TrackB
Environment: Any
Organization: Solitary or Party
Challenge Rating: 13
Treasure: Standard + Bracers of +4 Dex
Alignment: Chaotic Good
Advancement: By Class Level
Level Adjustment: hmm...

The Wolf of Night is the stealth specialist of the Pack, specializing in ambushes and is especially skilled at hunts. Enemies never see her coming until it's too late.

The above stats are for a Lycanthrope Rogue 12

Combat:

Savvy Pool (Ex): A rogue gains a pool of savvy points equal to 3 + 1/2 his class level, rounded down, that represent the savviness he picks up just by staying alive. A rogue's savvy pool returns to max at the beginning of his turn.

For purposes of prerequisites, a rogue is considered to have sneak attack equal to half his total savvy pool, rounded up. A rogue who gains Sneak Attack dice from another class instead gains 1 savvy point per 1d6 of Sneak Attack.

Deflection (Ex): Whenever an enemy makes an attack against a rogue, the rogue can spend a point from his savvy pool, as a nonaction, to force that enemy to reroll his attack. The decision to use this ability must be made before damage is rolled.

Ingenuity (Ex): As a free action, a rogue can spend 2 points from his savvy pool to add an insight bonus of 3 * his class level to a skill until the beginning of his next turn. Savvy points spent on a skill whose action is longer than 1 round do not return until the turn after the rogue has completed the action.

This ability can be used with the following skills: Appraise, Autohypnosis, Balance (except when used with Lightning Reflexes), Bluff*, Climb, Concentration*, Control Shape, Craft, Decipher Script, Disable Device, Escape Artist*, Gather Information, Handle Animal*, Heal, Jump, Knowledge, Listen*, Open Lock, Psicraft*, Profession, Ride, Search, Sense Motive*, Sleight of Hand, Spellcraft*, Spot*, Survival, Swim, Tumble*, Truespeak, Use Magic Device, Use Psionic Device, and Use Rope*.

*Except on opposed checks or checks with variable DC, eg. a Concentration check vs damage. For purposes of this ability, adding situational modifiers, eg. securing a grappling hook 20 feet away with a Use Rope check, do not count as having a variable DC.

Luck (Ex): As a nonaction, a rogue can spend a point from his savvy pool to reroll one roll he has just made. If he does, he cannot use the old result.

Sneak Attack (Ex): As a free action, a rogue can spend 2 points from his savvy pool to gain Sneak Attack equal to half his class level, rounded up, until the beginning of his next turn. This is Sneak Attack as per the 3.5 rogue with one exception: creatures immune to critical hits or precision damage instead take half damage from a rogue's sneak attack. A rogue attacks a construct's mechanical weak point, dismembers undead, strikes a plant's roots, lacerates bizarre anatomy, or scoops out chunks of ooze.

Finesse (Ex): When using a light weapon, rapier, or whip made for a creature of his size category, a rogue may use his Dexterity modifier instead of his Strength modifier on attack rolls. If he carries a shield, its armor check penalty applies to his attack rolls.

Trapfinding (Ex): As the 3.5 rogue.

Combat Reflexes (Ex): At 2nd level, a rogue can make a number of extra attacks of opportunity equal to his Dexterity bonus.

Lightning Reflexes (Ex): At 2nd level, a rogue becomes quick as a whip. He gains a +3 bonus to his Reflex saves.

At 6th level, this ability allows him to make a Balance Check in place of his Reflex save.

At 11th level, he gains a +3 bonus to his Initiative.

At 16th level, whenever he takes the Full Defense Action, he adds his level to his AC.

Evasion (Ex): As the 3.5 rogue.

Blade Flick (Ex): At 3rd level, when using a weapon that Finesse applies to, a rogue adds his dexterity modifier to damage rolls.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts him to danger from traps, giving him an insight bonus equal to half his class level (rounded down) on saves against trap effects and to his AC against attacks made by traps.

Underground Contacts (Ex): At 3rd level, a rogue becomes known as a person who can find things. At the end of a Gather Information check, he can, as a standard action, mimic the effects of a single divination spell with caster level equal to his HD.

At 3rd level, this ability allows him to mimic the effects of Locate Object.

At 7th level, this ability allows him to mimic the effects of Locate Creature.

At 9th level, this ability allows him to mimic the effects of Contact Other Plane.

At 15th level, this ability allows him to mimic the effects of Discern Location.

Double Jump (Ex): At 4th level, a rogue can use bits of fluff in the surrounding space as a platform for jumps. The rogue can make jump checks even if he is not standing on anything that could support his weight. The DC for the jump check is 30 + 1 per previous attempt this turn. Success means the rogue can jump a distance determined by the result of his check. Yes, this means he can cancel falling damage by jumping before he reaches the ground.

Uncanny Dodge (Ex): As the 3.5 rogue.

Find An Opening (Ex): At 5th level, whenever someone makes an attack roll that doesn't beat a rogue's AC, they are denied their dexterity bonus to AC against the rogue until the beginning of their next turn.

Full Strip (Ex): At 5th level, the rogue can use Sleight of Hand to lift an object any number of times in a single action (with the action defined in the Sleight of Hand skill).

If you use the pickpocketing variant rule, he can instead use pickpocketing on any number of items as a standard action.

Reflexive Combat (Ex): At 6th level, as an immediate action, a rogue can spend a point from his savvy pool to make a roll as if he were making a reflex save. He may use the result as his AC for a number of rounds equal to his Base Attack Bonus. If he does, he cannot use this ability again until the duration has expired.

While under this effect, the rogue's Touch AC becomes equal to his AC.

Shift (Ex): At 6th level, a rogue can move with superhuman alacrity. As an immediate action, by spending a point from his savvy pool, the rogue gains an extra move action that must be used immediately.

At 17th level, the rogue gains a standard action instead of a move action.

Cover Me (Ex): At 7th level, a rogue can use allies as cover. If he succeeds a hide check while using an ally as cover, he can stay hidden as long as the ally is visible or until the end of a turn in which he declares an attack. A rogue using this ability can have cover against and hide from one enemy even if another can see him.

Disguise Surroundings (Ex): At 8th level, a rogue becomes a master of disguises. At the end of a disguise check, he can, as a standard action, mimic the effects of a single illusion spell with caster level equal to his HD. Unlike a regular spell, there is no saving throw to disbelieve this illusion. Instead, targets that interact with the illusion must succeed on a Spot check to disbelieve the illusion. The Spot check DC is equal to 10 + the rogue's Hide skill.

At 8th level, this ability allows him to mimic the effects of either Seeming or Mirage Arcana (chosen at the time the ability is used).

At 11th level, this ability allows him to mimic the effects of Veil.

At 15th level, this ability allows him to mimic the effects of Screen.

Divination effects that see through illusions, like True Seeing, are ineffective against this ability. Creatures do not resume their normal appearance when slain.

Improved Uncanny Dodge (Ex): As the 3.5 rogue.

Gone Underground (Ex): At 9th level, a rogue can't be found if he doesn't want to be. He is continuously protected from all devices, powers, and spells that reveal location.

A rogue can voluntarily suppress this ability. Doing so is a standard action that does not provoke an attack of opportunity. Once a rogue suppresses the ability, it remains suppressed until the rogue's next turn. At the beginning of the rogue’s next turn, the protection automatically returns unless the rogue intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).

The protection even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to gain information about the rogue’s location. In the case of remote viewing or scrying that scans an area a rogue is in, the effect works, but the rogue simply isn't detected. Remote viewing or scrying attempts that are targeted specifically at the rogue do not work.

Special Abilities:

Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Counterattack (Ex): As a free action, the rogue can spend a point from his savvy pool to gain the ability to make counterattacks. If he does, until the beginning of his next turn, whenever someone makes an attack roll that doesn't beat the rogue's AC, they provoke an attack of opportunity from the rogue.

Ingrain Muscle Memory (Ex): At 11th level, a rogue can train his muscles to react even when his mind can't reach them. After 10 minutes of mental preparation, he can create an ingraining. He chooses a single action that he can perform at the time of preparation (eg. use a skill, make an attack, activate a magic item), and sets the conditions for the ingraining. He can use any of his rogue abilities that would normally be available as part of the chosen action (eg. hide and use Cover Me). He can draw an object and use it as part of an ingraining, but if he doesn't have the item on his person, or it takes longer than a move action to draw it, at the time the conditions are met, the chosen action is wasted. And he'll look pretty silly trying to get his dagger to cast Teleport.

The conditions needed to bring the ingraining into effect must be clear, although they can be general. In all cases, the ingraining immediately brings into effect the chosen action, the latter being done instantaneously when the prescribed circumstances occur, even if the rogue would normally be unable to accomplish the action (eg. from being stunned, cowering, or dead). If complicated or convoluted conditions are prescribed, the chosen action may fail when called on. The chosen action occurs based solely on the stated conditions, regardless of whether you want it to.

An ingraining lasts for 1 day per level or until discharged. A rogue can only have one ingraining created at a time.

Lycanthrope is a natural or acquired template that can be applied to any Humanoid, Monstrous Humanoid, Giant, or Native Outsider, though there are exceptions to this rule.
Size and Type: Size is unchanged. Gain the Shapechanger subtype.
Speed: Lycanthropes gain a +10 bonus to their land speed and swim speed (if they have one). In animal form, they gain +30. Weresharks (and similar) possess a swim speed equal to their land speed.
Armor Class: Lycanthropes have a +1 bonus to natural armor per 3 levels, rounded up.
Special Attacks:
Form Shift (Su): The lycanthrope may shift between their normal form and a bipedal hybrid form and a quadrupedal animal form as a standard action. While in either form, they have two claws attacks (1d6 for medium) and a bite attack (1d8 for medium). (Weresharks posses only a bite attack in animal form, though it's damage is 2d6 for medium). These natural weapons can be enchanted as a manufactured weapon could. On the night of the full moon, a lycanthropes transformation is forced. All three of a lycanthropes forms are considered to be it's natural form. Thus true seeing doesn't reveal anything and effects which revert creatures forms do not affect it (unless it specifically targets lycanthropes). A lycanthrope does not revert to any particular form upon death.
Lycanthropy (Su): A lycanthropes bite carries the curse upon it. An eligible creature bitten must make a fort save (DC10+1/2HD+Con) or contract lycanthropy themselves. Against a helpless or willing creature, a lycanthrope can deal only one point of damage with their bite attack (or whatever is the minimum amount that can hurt them within their damage range, in case they possess DR.)
Special Qualities:
Damage Reduction (Ex): Lycanthropes possess DR10/Silver in all three of their forms.
Regeneration (Ex): Lycanthrops have Regen 5/Silver in all three of their forms.
Scent (Ex): A lycanthrope possess scent out to 30feet, or 10 feet per level, whichever is greater.
Beast Tongue (Ex): A lycanthrope may speak to animals and magical beasts as if they shared a language. Note that non-intelligent animals rarely have anything interesting to say.
Night-Sight (Ex): A lycanthrope has low-light vision, and dark vision out to 120 feet. or 10 feet per level, whichever is higher. This applies in all forms.
Vulnerability to Silver: A lycanthrope takes maximum base damage from silver weapons, and becomes sickened for 1 minute (ignoring any immunity to sickened. This does not stack into nauseated).
Abilities: Lycanthropes gain +4 to two of their physical ability scores, +2 to the third and +2 to wisdom. Which scores receive which bonuses are chosen when Lycanthropy is acquired, and cannot be changed afterwards. This applies in any form.
Skills: Lycanthropes receive a +4 racial bonus to Survival. They also receive a +4 bonus to four of the following skills and a +2 to the others: Balance, Climb, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Search, Spot, Swim. Which skills receive which bonuses are chosen when Lycanthropy is acquired and cannot be changed afterwards. These bonuses apply in any form and these skills are always considered class skills.
Feats: Lycanthropes receive Track as a bonus feat.
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PostPosted: Wed Dec 16, 2015 9:20 pm    Post subject: Reply with quote Add User to Ignore List

Chocobo

Size/Type: Large Magical Beast
Hit Dice: 2d12+2 (20hp)
Initiative: +2
Speed: 80ft.
Armor Class: 11 (+2 dex, -1 size)
Base Attack/Grapple: +2/+7
Attack: Peck +2 (1d6+1) or Talon +2 (1d6+1)
Full Attack: Peck +2 (1d6+1) and Talon +2 (1d6+1)
Space/Reach: 10ft./10ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +4 Reflex +5 Will +0
Abilities: Str 12 Dex 14 Con 12 Int 2 Wis 10 Cha 10
Skills:
Feats: Endurance, RunB
Environment: Any Land
Organization: Solitary, Pair or Flock (3-10)
Challenge Rating: 2
Treasure: -
Alignment: Usually True Neutral
Advancement: -
Level Adjustment: -

What creature, fair or foul, has affected the lives of the common man more than the noble chocobo? Though the yellow chocobo is by far the most common, and the only domesticable sort, many other wild breeds of differing hues have been identified. In general, the other colorations of chocobo tend to be quite violent, giving rise to the saying: "Yellow, best for riding; aught else, best be hiding.
Even as tame chocobos are known for their temper, true domestication requires time and expertise. Their curiosity can often get them into trouble, but they are charming nevertheless, and popular throughout Ivalice. As famed naturalist Merlose once wrote: "a little personality goeth a long way.
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PostPosted: Sat Dec 19, 2015 9:28 pm    Post subject: Reply with quote Add User to Ignore List

Gria

Size/Type: Medium Humanoid (Draconic)
Hit Dice: 1d8+3 (11hp)
Initiative: +3
Speed: 30ft. Fly: 60ft. (good)
Armor Class: 16 (+1 natural +3 dodge +2 leather)
Base Attack/Grapple: +1/+2
Attack: Longbow +4 (1d8+3)
Full Attack: Longbow +4 (1d8+3) or Longbow +2/+2 (1d8+3)
Space/Reach: 5ft./5ft.
Special Attacks: Spells
Special Qualities: Animal Companion, Immune to Sleep and Paralysis,
Saves: Fort +5 Reflex +5 Will +2
Abilities: Str 13 Dex 16 Con 16 Int 12 Wis 14 Cha 11
Skills:
Feats: Point Blank Shot, Rapid Shot, Track
Environment: Any
Organization: Whatever
Challenge Rating: 1
Treasure: Yes
Alignment: Often Chaotic Neutral

Dragonic wings and tail adorn this peculiar race. Able to fly for short distances, they move without hindrance across the battlefield. Gria prefer a weapon's cold steel to the subtle arts of magick, eagerly taking to the front lines.

Combat:
The stats listed above are for a first level ranger.

Gria as Characters
+2 Str +2 Dex
Medium Size
+1 Natural Armor bonus
Darkvision 60ft
Favored Classes: Fighter and Ranger
Flight (Ex): A Gria possesses a limited form of flight. Initially, this flight requires a full round action to maintain, severely limiting their actions while flying. At 5th level, they have mastered the art of flying and attacking, and may fly normally.
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Kaelik
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PostPosted: Sun Dec 20, 2015 3:56 am    Post subject: Reply with quote Add User to Ignore List

Wholly shit is that race OP. You get better Cha based casting stats than almost any Cha based caster, flight, SR, and a type that gives you a bunch of immunities and lets you cast a bunch of spells that you otherwise couldn't cast. That... is really fucking dumb. If you took off the SR and dragon type they would still be more powerful than any other Cha casting race.
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PostPosted: Sun Dec 20, 2015 4:10 am    Post subject: Reply with quote Add User to Ignore List

Yeah, I was on the fence about that myself. Thanks.
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PostPosted: Mon Jan 18, 2016 9:36 pm    Post subject: Architect Genie Reply with quote Add User to Ignore List

Architect/Builder Genie

Size/Type: Medium Outsider (Earth, Extraplanar, Genie)
Hit Dice: 9d8+45 (90 hp)
Initiative: +3
Speed: 60ft. Fly 60 ft. (Perfect)
Armor Class: 23 (+3 dex, +10 natural)
Base Attack/Grapple: +9/+15
Attack: +3 Speed Warhammer +18/+18 (1d8+9) or Slam +15 (1d8+6)
Full Attack: +3 Speed Warhammer +18/+18/+13 (1d8+9) or 2 Slams +15 (1d8+6)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Destroyer of Fortifications
Special Qualities: Master Architect, Fortify, DR5/-
Saves: Fort +11 Reflex +9 Will +12
Abilities: Str 22 Dex 16 Con 20 Int 24 Wis 22 Cha 20
Skills: Craft (Structural) +32, Craft (Trapmaking) +32, Knowledge (Architecture & Engineering) +32
Feats: Skill Focus: Craft (Structural), Skill Focus: Knowledge (Architecture and Engineering), Skill Focus: Craft (Trapmaking), Craft Construct,
Environment: Any Inner Plane
Organization: Solitary
Challenge Rating: 9
Treasure: Double Standard
Alignment: Any
Advancement: By Class Level
Level Adjustment: +0

The builder genies were once dao, but they have been reshaped by a life of construction and design. They are common in the Great Dismal Delve, but they are also sometimes bound by sha’ir to serve human princes. Some of them have been given to other noble genies as gifts from the noble dao. Their powers are responsible for many of the tales told of cities springing up overnight at the command of the genies.

Builder genies are often bald and muscular like the dao, and they share the same taste in clothes and jewelry. They are often branded with a dao symbol denoting ownership, usually on the hand or forehead. They almost always carry drawing compasses and rulers, plumb bobs, chalk, levels, trowels, and builders’ squares.

Builder genies live for their work; they want to be remembered for what they have done rather than for what pleasant genies they were to work with. This generally means that they are merciless on themselves and others when their work is at stake. The greatest compliment one can pay a builder genie is to admire his work; the greatest insult one can offer is to compliment the builder while criticizing his work.

Builder genies don’t care what they build; waterwheels or mosques with a dozen minarets receive equal care and planning. In all cases, builder genies will demand the longest-lasting and most expensive materials. Due to these stringent demands, the cost of a building designed or built by a builder genie will be up to twice the normal cost. It will have twice the strength and twice the useful life of a normal building.

Builder genies can imitate the style of any building they have seen, though they can only reproduce the structural details of buildings they have been able to examine closely for a day. They prefer to work in a style appropriate to the setting of a building, but they will build an opulent mausoleum in the middle of a poor fishing village if their master so commands. They will not hesitate to tell their master exactly why such a building is inappropriate among the dhows and huts, however. While their master’s project is always completed if at all possible, its final form may not be exactly what the patron had in mind. Builder genies can be notoriously literal in obeying instructions, and they can also bend instructions to suit their personal whims.

Builder genies are slaves to the dao, and they resent the dao without being able to overthrow them. They are on excellent terms with the xorn, earth elementals, and pech. They are always willing to destroy existing structures to make way for their new, improved ones, although in the case of a masterwork, the builder genie may tear down the old and then rebuild it with improvements that only a master architect or stonemason might recognize.

Builder genies judge others on their building achievements. Races that have not built mansions, bridges, and graceful gates do not rate as civilized. Builder genies have great respect for the disciplined and exact hives and warrens of giant insects.

Combat:

Unless a builder genie is commanded to defend a building, it will prefer to avoid combat and simply repair minor damage after a battle is resolved by others. If commanded to, a builder genie will defend its worksite, but it cannot be commanded to take part in battles outside buildings or in buildings it has had no part in making. Much like their dao brethren, builder genies prefer to let others do their fighting for them and will balance the odds in their favor as much as possible before a battle. They enjoy using mazes, battlements, and secret passages to lead opponents on chases through entire buildings that they have prepared with traps and ambush sites. In desperation, a builder genie may collapse part of a building it is working on to kill opponents who might otherwise destroy the whole project.

Fortify (Su): An Architect Genie strengthens whatever building, structure, or fortification it occupies, regardless of it's size. If it wishes, the walls, doors and objects within or attached to the structure have double the normal hardness and hit points and their break DCs are increased by 20. Unattended objects also gain a saving throw against against magical effects as if they were magic items (save bonus +6). The Architect Genie can exclude objects or areas from this effect if it is aware of them.

Destroyer of Fortifications (Ex): The Architect Genie ignores all hardness and material damage reduction, bypasses any regeneration, and deals double damage to objects. Builder genies have a stupendous ability to find and exploit the weak points of any structure. When they direct the fire of siege engines against fortifications, structural damage done by the attackers is increased by 50%. A builder genie can collapse unfortified buildings and underground works in one turn if allowed to study them for an hour.

Master Architect: An Architect Genie has a +10 racial bonus to Craft (Structural), Craft (Trapmaking) and Knowledge (Architecture and Engineering). It (and any creatures working on the same project at the Architect Genie's direction) can complete crafting checks in a tenth of the time.

Inspection: This ability functions like a dwarf's stonecunning save that the bonus is +3 and it applies to any material a structure could be made out of.

Spell-Like Abilities: At Will: Wall of Ice (instantaneous duration), Wall of Stone, Wall of Iron, Sympathetic Vibration, Warp Wood, Stone Shape, Warp Metal (like warp wood but with metal), Prestidigitation, Continual Flame, Telekinesis, Repair Critical Damage, Inflict Critical Damage, Heat Metal, Chill Metal, Major Creation (Created Wood, Metal or Stone is permanant), Fabricate, Passwall, Make Whole, 3/day: Animate Objects 1/day: Earthquake

Plane Shift (Su): As a standard action, a genie may Plane Shift to any Inner, Transitive or Prime Material plane.

Elemental Tolerance (Ex): A genie is immune to the harmful effects of any inner plane it is on.
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PostPosted: Fri Jan 22, 2016 2:03 am    Post subject: Earth Elemental Reply with quote Add User to Ignore List

Earth Elemental

Small Earth Elemental
Size/Type: Small Elemental (Earth, Extraplanar,)
Hit Dice: 2d12+6 (20 hp)
Initiative: +0
Speed: 20ft. Earth Glide: 20ft.
Armor Class: 15 (+1 size +4 natural)
Base Attack/Grapple: +2/+1
Attack: Slam +6 (1d6+3)
Full Attack: 2 Slams +6 (1d6+3)
Space/Reach: 5ft./5ft.
Special Attacks: Push, Earth Step
Special Qualities: Earth Mastery, Elemental Traits, DR2/-
Saves: Fort +6 Reflex +0 Will +0
Abilities: Str 16 Dex 10 Con 16 Int 3 Wis 10 Cha 14
Skills:
Feats: Stone Power
Environment: Elemental Plane of Earth
Organization: Solitary, Pair, Group (3-10), or Swarm (11-30)
Challenge Rating: 2
Treasure: N/A
Alignment: Usually Neutral
Advancement: Medium Earth Elemental
Level Adjustment: +0

Medium Earth Elemental
Size/Type: Medium Elemental (Earth, Extraplanar)
Hit Dice: 4d12+16 (40 hp)
Initiative: +0
Speed: 20ft.
Armor Class: 18 (+8 natural)
Base Attack/Grapple: +4/+1
Attack: Slam +9 (1d8+5)
Full Attack: 2 Slams +9 (1d8+5)
Space/Reach: 5ft./5ft.
Special Attacks: Push, Earth Step, Crack Ground, Earth Grab,
Special Qualities: Earth Mastery, Elemental Traits, DR5/-
Saves: Fort+8 Reflex +1 Will +1
Abilities: Str 20 Dex 10 Con 18 Int 5 Wis 10 Cha 14
Skills:
Feats: Stone Power, Power Attack
Environment: Elemental Plane of Earth
Organization: Solitary, Pair Group (3-10) or Swarm (11-30)
Challenge Rating: 4
Treasure: N/A
Alignment: Usually Neutral
Advancement: Large Earth Elemental
Level Adjustment: +0

Large Earth Elemental
Size/Type: Large Elemental (Earth, Extraplanar)
Hit Dice: 6d12+36 (80hp)
Initiative: +0
Speed: 30ft. Earth Glide: 30ft.
Armor Class: 23 (+14 natural, -1 size)
Base Attack/Grapple: +6/+18
Attack: Slam +14 (2d6+9)
Full Attack: Slam +14 (2d6+9)
Space/Reach: 10ft./10ft.
Special Attacks: Push, Earth Step, Crack Ground, Earth Grab,
Special Qualities: Earth Mastery, Elemental Traits, DR5/-
Saves: Fort +11 Reflex +2 Will +2
Abilities: Str 28, Dex 10 Con 22 Int 6 Wis 10 Cha 14
Skills:
Feats: Stone Power, Power Attack
Diehard
Environment: Elemental Plane of Earth
Organization:
Challenge Rating: 6
Treasure: N/A
Alignment: Usually Neutral
Advancement: Huge Earth Elemental
Level Adjustment: +0

Huge Earth Elemental
Size/Type: Huge Elemental (Earth, Extraplanar)
Hit Dice: 8d12+56 (120 hp)
Initiative: +0
Speed: 40ft. Earth Glide: 40ft.
Armor Class: 26 (+18 natural, -2 size
Base Attack/Grapple: +8/+28
Attack: Slam +16 (3d6+10)
Full Attack: 2 Slams +16 (3d6+10)
Space/Reach: 15ft./15ft.
Special Attacks: Push, Earth Step, Crack Ground, Earth Grab, Solid Blow, Awesome Blow
Special Qualities: Earth Mastery, Elemental Traits, DR10/-
Saves: Fort +13 Reflex +2 Will +2
Abilities: Str 30 Dex 10 Con 24 Int 6 Wis 10 Cha 16
Skills:
Feats: Stone Power, Power Attack, Diehard
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 8
Treasure: N/A
Alignment: Usually Neutral
Advancement: Greater Earth Elemental
Level Adjustment: -

Greater Earth Elemental
Size/Type: Gargantuan Elemental (Earth, Extraplanar)
Hit Dice: 10d12+90 (170 hp)
Initiative: +0
Speed: 50ft. Earth Glide 50ft.
Armor Class: 28 (+22 natural, -4 size)
Base Attack/Grapple: +10/+35
Attack: Slam +19 (4d6+13)
Full Attack: 2 Slams +19 (4d6+13)
Space/Reach: 20ft./20ft.
Special Attacks: Push, Earth Step, Crack Ground, Earth Grab, Solid Blow, Awesome Blow, Earthshaper
Special Qualities: Earth Mastery, Elemental Traits, DR15/-
Saves: Fort +14 Reflex +3 Will +3
Abilities: Str 36 Dex 10 Con 28 Int 8 Wis 10 Cha 16
Skills:
Feats: Stone Power, Power Attack, Diehard, Blood of Stone
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 10
Treasure: N/A
Alignment: Usually Neutral
Advancement: Elder Earth Elemental
Level Adjustment: -

Elder Earth Elemental
Size/Type: Gargantuan Elemental (Earth, Extraplanar)
Hit Dice: 12d12+120 (200 hp)
Initiative: +0
Speed: 60ft. Earth Glide: 60ft.
Armor Class: 30 (+24 natural, -4 size)
Base Attack/Grapple: +12/+39
Attack: Slam +21 (4d6+15)
Full Attack: 2 Slams +21 (4d6+15)
Space/Reach: 20ft./20ft.
Special Attacks: Push, Earth Step, Crack Ground, Earth Grab, Solid Blow, Awesome Blow, Earthshaper, Groundstrike
Special Qualities: Earth Mastery, Elemental Traits, DR20/-
Saves: Fort +18 Reflex +4 Will +4
Abilities: Str 40 Dex 10 Con 30 Int 10 Wis 10 Cha 18
Skills:
Feats: Stone Power, Power Attack, Diehard, Blood of Stone, Tremorsense
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 12
Treasure: N/A
Alignment: Usually Neutral
Advancement: -
Level Adjustment: -

The earth elemental falls into a unique classification of creatures about whom human understanding is at once complete and yet utterly lacking. For powerful wizards and sorcerers, the art of summoning up these powerful manifestations of the primeval earth is well-established. While violent and primordial by nature, control over these creatures - sentient creatures, though not especially bright - is relatively easy to establish, with centuries of documented experience. And yet still, very little is known about the ultimate nature of these creatures. Why do they exist? Was the spark of life and a dim torch of intelligence placed inside these creatures by some nature deity, by extraplanar beings, or by the act of creation itself?

To the adventurers or Xen'drik, these questions must finally be left aside for sages and arcane researchers. There's enough information to master in the defeating of these strong and tough opponents. And they are strong indeed, possessed of a strength that no mortal man or woman could match. And with their attunement to the ground, the earth elemental can reach forth a fist of stone out of the ground beneath their opponent, preventing movement while the elemental brings its slamming fists of stone. More impressive, though, is their sheer implacability. The earth elemental is immune to precision strikes, and possessed of a magical toughness that reduces strong blows to mere nicks against their rocky surface. Unlike many other forms of such damage resistance, no enchanted property or energy has been known to penetrate the toughness of the earth elemental. Magic that repels extraplanar beings - most commonly dismissal - is the best tool against these foes.

Even after mastering the defeat of the typical human-sized earth elemental specimen, talented adventurers sometimes continue to prove their valor against the summons of more powerful wizards and sorcerers - great hulking masses of earth that have all of their smaller kin's toughness and yet still greater strength to bludgeon even the toughest dwarf into star-filled oblivion.

Earth Mastery (Ex): While both the Earth Elemental and it's opponent are touching the ground, the Earth Elemental gains a +3 bonus to attack and damage, has the Edge and it's opponent takes a -3 penalty to attack and damage against it.

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

Earth Step (Ex): An earth elemental suffers no penalties from difficult terrain provided the difficulty comes from stone or earth.

Crack Ground (Su): A Large or larger earth elemental can transform any number of squares within close range into difficult terrain as a standard action.

Earthgrab (Su): A large or larger earth elemental can as a standard action cause the ground to reach up and encase a creature on the ground (reflex negates and the save is Con based) rendering them helpless. If it wishes the stones may grind and crush the creature, dealing 1d6/2CR bludgeoning damage each round. At the beginning of each of it's turns the victim may make a new reflex save or escape artist check to free themselves.

Solid Blow (Ex): A creature struck by a Huge or larger earth elemental's slam attack must make a fort save or be stunned for 1 round.

Awesome Blow (Ex): As an attack action, a huge or larger earth elemental can send it's opponent flying. If it connects, in addition to damage, the opponent is sent flying a number of squares equal to it's strength modifier and must make a reflex save (10+1/2CR+con) or land prone. If they impact with an object they take 1d6 damage per CR of the earth elemental. This also deals the same amount of damage to the object. If this is enough to destroy the object they go flying through it and their flight continues on unimpeded. If they would hit a creature that creature may make a reflex save (same DC) to avoid the hit. If they fail, they take 1d6 damage per CR (reduced by one die for every size smaller the flying creature is than them, and increased the same for larger creatures) and are knocked prone. If the victim is in a grapple, or in some other way attached to something, the attacker and target may make opposed strength checks. If the victim's is successful whoever they were attached to goes flying with them. If the attackers is successful, the victim releases the grapple. The distance is halved for a creature one size category above the elemental, and it can't use this at all on creature two or more size categories larger. The distance is doubled for every size smaller than it the target is.

Earth Shaper: A Greater or higher earth elemental gains the following spell-like abilities: At Will: Wall of Stone, Stone Shape, Move Earth, Transmute Rock to Mud, Transmute Mud to Rock, Stalagmite, Spike Stones.

Groundstrike: An Elder Earth Elemental may strike the ground as a full round action, releasing a shockwave that devastates everything around. This creates an Earthquake effect out to a 100 foot area. All creatures within this area also take 1d6 damage per CR of the elemental (Reflex half and negates falling prone).
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PostPosted: Sun Mar 06, 2016 3:11 am    Post subject: Lampad Reply with quote Add User to Ignore List

Lampad

Size/Type: Medium Fey
Hit Dice: 9d6+9
Initiative: +5
Speed: 40ft. Fly 60ft. (Perfect)
Armor Class: (+5 dex, +7 deflection)
Base Attack/Grapple: +4/+
Attack: Torch +9 (1d6)
Full Attack: Torch +9 (1d6)
Space/Reach: 5ft./5ft.
Special Attacks: Torch of Madness, Spell-Like Abilities, Spells
Special Qualities: Cold Resistance 15, Immunity to Confusion, Death effects, Insanity and Mind Affecting, Unearthly Grace
Saves: Fort +11 Reflex +18 Will +17
Abilities: Str 10 Dex 20 Con 13 Int 16 Wis 19 Cha 25
Skills:
Feats: Fey Glare
Environment: Gray Waste of Hades
Organization: Solitary or Cabal
Challenge Rating: 9
Treasure: Standard
Alignment: Any Non-Good
Advancement: By Class Level (Favored Classes: Sorcerer and Beguiler)
Level Adjustment: +0

The nymphs of the underworld, the Lampad's haunt the Gray Waste, where their torches bring madness to all those who their light falls upon. They are also known to be found at cross roads and sites of strong magical power.

Combat:

Torch: A Lampad has the ability to as a swift action summon a black metal torch that glows with an eerie purple, green or blue flame that both requires no fuel and sheds (unnerving) light out to close range (70ft) and shadowy illumination out to twice that. As a standard action, the Lampad may incite the spark of madness within any number of creatures within the radius of the bright illumination. This can have a variety of effects (Lampad's choice).
1. Creature enters a rage as a barbarian. If the creature already has this ability, it enters a mighty rage.
2. Creature becomes shaken.
3. Creature suffers a 20% failure chance to act.
4. Creature becomes confused.
Each of these effects lasts a number of rounds equal to the Lampad's CR (normally 9) and can be negated with a will save (DC21).
When separated from a Lampad, the torch looses most of it's power. It's owner may force any single creature within 40ft. to make a will save (cha based) or go into a rage, or become shaken (does not stack with other fear effects).

Unearthly Grace (Ex): A lampad adds her charisma modifier as a bonus to her saves and as a deflection bonus to AC. This does not stack with similar abilities (such as a paladins Divine Grace).

Spell-Like Abilities: At Will: Produce Flame, Detect Thoughts, Detect Magic, Read Magic, Mage Hand, Prestidigitation, Death Watch, Inflict Light Wounds, Cure Light Wounds, Minor Image, 3/day: Dimension Door

Spells: A lampad casts spells as a 7th level sorcerer.
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