Author Topic: General Weirdness  (Read 53073 times)

Offline bhu

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Re: General Weirdness
« Reply #180 on: June 27, 2021, 02:39:26 PM »
Neuroterror          another request
                      Huge Aberration (Psionic)
Hit Dice:             25d8+225 (342 hp)
Initiative:           +3
Speed:                40 ft. (8 squares)
Armor Class:          27 (-2 Size, -1 Dex, +20 Natural), touch 7, flat-footed 27
Base Attack/Grapple:  +19/+28
Attack:               Bite +26 melee (2d4+13)
Full Attack:          1 Bite +26 melee (2d4+13) and 2 Claws +21 melee (1d8+4)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Breath Weapon, Psi-Like Abilities, Psionics
Special Qualities:    Darkvision 90 ft., Psychic Tremorsense 120 ft., Telepathy 350 ft., DR 15/Adamantine, Regeneration 10, Energy Resistance 20 (Sonic), PR 34
Saves:                Fort +18, Ref +7, Will +23
Abilities:            Str 28, Dex 9, Con 28, Int 28, Wis 26, Cha 25
Skills:               Autohypnosis +28, Bluff +27, Concentration +29, Diplomacy +27, Intimidate +27, Knowledge (Dungeoneering, Local, Psionics) +29, Listen +28, Psicraft +29, Search +28, Sense Motive +28, Spot +28, Survival +28
Feats:                Alertness, Boost Construct, Burrowing Power, Chain Power, Combat Manifestation, Great Fortitude, Improved Initiative, Quicken Power, Unconditional Power
Environment:          Any
Organization:         Solitary
Challenge Rating:     25
Treasure:             Double Standard
Alignment:            Neutral
Advancement:          27-78 HD (Huge)
Level Adjustment:     ----

Neuroterrors are 30 foot tall, semi humanoid abominations crafted from various sources.  Including, it is rumored, Illithid Elder Brains.  They have clawed hands and feet, chitinous hide, and a bloated abdomen.  Their face is taken up by a gaping maw, and single red eye.  They have a long, jointed neck, and spines jutting from their brain-like head, and running along their spine.  Bred as guard overseers, they are used as mobile artillery platforms who coordinate their Lord's defenses.  They speak Common, and up to 9 other languages.

Breath Weapon (Su): By expending 20 power points and it's psionic focus, the Neuroterror may unleash a 6 foot cone of psychic energy as a Standard Action. Opponents within this range take 20d6 untyped damage but get a DC 29 Willpower save to only take half damage (Save DC is Charisma based).

Psi-Like Abilities (Ps): At Will: Energy Ball, Mass Cloud Mind, Personal Mind Blank, Psionic Etherealness, Read Thoughts, Timeless Body.  Manifester Level 20th.

Psionics: The Neuroterror manifests Powers as a 20th Level Psion.

Typical Powers Known: 1st: Astral Construct, Conceal Thoughts, Crystal Shard, Energy Arc, Energy Ray
2nd: Concussion Blast, Crystalstorm, Detect Hostile Intent, Energy Push
3rd: Energy Bolt, Energy Burst, Energy Lance, Psionic Blast
4th: Aura Sight, Correspond, Detect Remote Viewing, Trace Teleport
5th: Ethereal Agent, Power Resistance, Psionic True Seeing, Psychic Crush
6th: Energy Barrage, Energy Trap, Psychometry, Remote Viewing Trap
7th: Divert Teleport. Energy Wave, Psionic Sequester, Ultrablast
8th: Astral Seed, Bend Reaity, Psionic Mind Blank, Psionic Greater Teleport
9th: Affinity Field, Pain Affinity Field, Reality Revision

Psychic Tremorsense (Su): So long as they maintain their Psionic Focus, they have the benefits of Tremorsense out to a range of 120 feet.

Telepathic Awareness (Su): Within a radius of 350 feet, the Neuroteror detects all creatures whose minds are not shielded with an effect such as mind blank, even through solid rock. Within this same range, it can communicate with any creature that has a language.

Regeneration (Ex):
A Neuroterror takes normal damage from fire and cold-based attacks.

Combat: Neuroterrors summon help via Astral Constructs before unleashing a barrage of psionic attacks.  They also coordinate with other defenders.
« Last Edit: July 26, 2021, 12:47:56 AM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #181 on: July 31, 2021, 08:13:50 PM »
KAMOHALI'I TOUCHED  another request

Kamohoali'i Touched is an Acquired template that can be applied to any Humanoid worshiper of the Shark Gods who has proven his worth, and been able to swim at least a mile.  They must also have shown a shark mercy.  The base creature becomes a buff, anthropoid Great White Shark.  They specialize in rescuing those who are lost at sea.

Size and Type: Size category of the base creature increases by 1, and Type changes o Monstrous Humanoid with the Aquatic and Amphibious Subtypes..

Hit Dice: Unchanged.

Speed: The Base creature gains a Swim speed of 40 feet.

Armor Class: Natural Armor Bonus to AC increases by an amount depending on the base creatures new Size: +3 Medium, +4 if Large.

Attacks: If the base creature doesn't already have a Bite attack, it gains one.

Damage: Medium creatures do 1d6 plus one and a half times Str modifier with their Bite.  Large creatures do 1d8 plus one and a half times Str modifier with their Bite.

Special Attacks: Retains all Special Attacks, plus gains the following:

Frenzy (Ex): 1/day after smelling blood the creature can Frenzy (this is identical to the Frenzied Berserker ability from Complete Warrior).

Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:

Blindsense (Ex): The base creature can locate creatures underwater within a 30-foot radius. This ability works only when it is underwater.

Keen Scent (Ex): The creature can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mil

Speak With Sea Life (Su): The base creature permanently gains the benefits of Speak With Animals, but only those that are ocean dwellers.

Swift Swim (Ex): 3/day the creature can move ten times its normal Swim speed when it makes a charge.
Darkvision 60 ft.

Saves: Unchanged except for increased attributes.

Abilities: +4 Str, +2 Dex, +2 Con

Skills: Knowledge (Geography) and Swim become Class skills.  The base creature may now always Take 10 on a Swim Check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The base creature also gains a +8 Racial Bonus to Swim Checks.

Feats: Unchanged.

Environment: Any Aquatic.

Organization: Solitary

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: +2
« Last Edit: August 01, 2021, 07:18:55 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #182 on: July 31, 2021, 09:00:42 PM »
CACOCHILD  another request


   
"My biological clock is ticking."

 Cacochildren are curvy (even the men) red humanoids with long pink hair, 6 horns on their brow, and one on each shoulder.  They have three toed feet, sharp nails, and one large green eye.  Their only other facial feature is a fanged maw.  Due to their unique circumstances they can successfully mate with any Humanoid or Monstrous Humanoid and produce Cacochildren offspring.  They also have some sort of connection to the Lower Planes in their dim past, the particulars of which are largely forgotten.

CACOCHILD RACIAL TRAITS
·   Males: +2 Cha, -2 Wis
·   Size Class: Medium.
·   Monstrous Humanoid, Humanoid, giving them 90 ft. Darkvision
·   Base speed 30 ft.
·   Beer Goggles (Su): Cacochildren give off pheromones that remove inhibitions.  Any Humanoid or Monstrous Humanoid with a working sense of smell that is  within 10 feet of them must make a Willpower Save (Save DC is Charisma based) or be Charmed as per the Charm Monster spell if it is under the influence of drugs or alcohol.  Perversely the Cacochild must make the same Saving Throw or be Charmed as well if it is under the influence.  This leads to many drunken liaisons and regrets.
·   Flaming Spit (Ex): Every 1d4 rounds the Cacochild can spit a flaming ball of acid as a Standard Action.   It has a range of 30 feet, and does 1d6 acid plus 1d6 fire damage.
·   Exceptional Vision (Ex): Cacochildren have a +4 Racial Bonus to Search and Spot Checks.
·   A Cacochild has a natural weapon in the form of a Bite attack that deals 1d6 points of damage, plus one and a half times Str modifier..
·   Cacochildren automatically speak Undercommon and Abyssal.  Bonus languages include Infernal.
·   Level Adjustment: +0
·   Favored Class: Bard

STARTING AGE
 Adulthood: 10
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 15
 Old: 22
 Venerable: 30
 Maximum Age: +2d6 years

HEIGHT AND WEIGHT
 Base Height: Male: 4'5" Female: 4'5"
 Height Modifier: +2d10"
 Base Weight: Male: 110 lbs.  Female: 105 lbs.
 Weight Modifier: x(2d4) lbs.

CACOCHILD CHARACTERS
 Cacochildren are largely built for being Charisma based casters.  Mostlyl based around Enchantment.
 Adventuring Race: Cacochildren adventure to gain wealth or attract mates with their deeds.
 Character Development: Aging effects aren't common in the game, but they are uncommonly deadly to you.  Find some way to beat them.
 Character Names: Babies are named from the current dominant culture the Cacochilds parents are living among.

ROLEPLAYING A CACOCHILD
 Due to their very short lifespan, Cacochildren are obsessed with reproducing to ensure the survival off their species, and somehow acquiring longevity or immortality.
 Personality: Cacochildren are very happy go lucky, but can be capricious,  Their moods change swiftly..
 Behaviors: Cacochildren think of flirting as a game of skill, and strive to out-do one another at it.
 Language: Cacochildren speak Abyssal and Undercommon.  Many also speak Infernal.

CACOCHILD SOCIETY
 Cacochildren try fitting in wherever they live as a subculture of their own.  Their short lifespan makes acquiring a mate and wealth a desperate need.  Unfortunately for them, they begin this before the other races consider them emotionally immature.  They are very focused on friends and family.
 Alignment : Just about any Chaotic, with some tendencies towards Evil.
 Lands : Cacochildren are strictly urban critters.
 Settlements : Cacochildren only live in cities.
 Beliefs : They have no true religion, with the possible exception of deities for romance and fertility when they want a mate.  They're very "I  want services for my worship" oriented.
 Relations: The Cacochildren have a fairly negative reputation among other races as 'sluts'.  They like Orcs though, and humans seem tolerant of them.

CACOCHILD ADVENTURES
Give at least three examples of an adventure for or involving a member of this race
« Last Edit: August 01, 2021, 08:29:45 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #183 on: July 31, 2021, 09:36:21 PM »
ADIMPEMFIN another request


   
"Have you met my grandma?"

 Adimpemfin are chubby, anthropomorphic sharks with clear eyes, long purple hair and long pointed ears.  Skin and hair color has some variance.

ADIMPEMFIN RACIAL TRAITS
·   +2 Con, +2 Cha, -2 Dex
·   Size Class: Medium.
·   Monstrous Humanoid, giving them 60 ft. Darkvision..
·   Base speed 20 ft.
·   Base Swim speed 40 ft.
·   Aquatic Warriors (Ex): Adimpemfin gains a +4 bonus on ability checks made to resist being bull rushed or tripped when underwater, nor do they suffer penalties to Swim Checks or speed due to armor.
·   Blindsense (Ex): An Adimpemfin can locate creatures underwater within a 30-foot radius. This ability works only when they are underwater.
·   Keen Scent (Ex): An Adimpemfin can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
·   Skills: An Adimpemfin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
·   Adimpemfin have a Primary Natural Bite Attack doing 1d6 plus one and a half times Str modifier.
·   Adimpemfin automatically speak Aquan and Common.  Bonus languages include Draconic or Sylvan.
·   Level Adjustment: +1
·   Favored Class: Cleric


STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 4'10" Female: 4'5"
 Height Modifier: +2d12"
 Base Weight: Male: 150 lbs.   Female: 100 lbs.
 Weight Modifier: x(2d6) lbs.

ADIMPEMFIN CHARACTERS
 Adimpemfin are a hardy sort, and generally play tanks of some kind.
 Adventuring Race: Generally they adventure for fame and glory.  Especially fame.  You need fame to promote a good agenda.
 Character Development: Try to alleviate your low land speed.
 Character Names: Their names generally have an aquatic feel, and describe them.  Running River, Still Shores, Swift Hunter, etc.

ROLEPLAYING AN ADIMPEMFIN
 Adimpemfin see past stereotypes and judge people on their deeds.  Any ally of theirs is family.
 Personality: Adimpemfin are very loyal to their friends, and tend to be family oriented.
 Behaviors: They are almost compulsively polite, and eager to please.
 Language: Adimpemfin speak Aquan and Common.

ADIMPEMFIN SOCIETY
 Adimpemfin try to promote good within society, and protect the vulnerable.
 Alignment : Most Adimpemfin are Good of some variety.
 Lands : Any seaside towns or cities.
 Settlements : They always live near the sea.
 Beliefs : Adimpemfin prefer Good aligned deities, especially sea Gods.
 Relations: They are surprisingly popular among other races.

ADIMPEMFIN ADVENTURES
· The local homeless are disappearing, and you have vowed to find out why.
· A young man has asked you to help with his political campaign, and he seems to be on the side of right, so...
· Weresharks have moved into the territory and are giving your people a bad name.  This will not do.
« Last Edit: February 04, 2022, 04:52:05 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #184 on: July 31, 2021, 10:06:32 PM »
JUGGERSPAWN another request


   
"...."

 Juggerspawn appear to be humans, albeit larger and beefier than usual.

JUGGERSPAWN RACIAL TRAITS
·   Males: +8 Str, -2 Wis, -2 Cha
·   Size Class: Medium.
·   Humanoid, Humanoid, giving them 60 ft. Darkvision
·   Base speed 30 ft.
·   +2 racial bonus on saving throws against poison (+4 against Ingested Poisons). 
·   Exceptional Fortitude (Ex): 1/day you may re-roll any failed Fortitude Saving Throw, but must keep the new result.
·   Powerful Build (Ex): Whenever a Juggerspawn is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.

A Juggerspawn is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Juggerspawn can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
·   Spell-Like Abilities (Sp): At Will: Detect Minerals, Know Direction.
·   Darkvision 60 ft.
·   Skills: Craft and Profession are always considerred Class Skillls.  They have a +4 Racial Bonus to Balance and Climb Checks.
·   Juggerspawn automatically speak Undercommon.  Bonus languages include Dwarven.
·   Level Adjustment: +2
·   Favored Class: Artificer


STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 5'10"  Female: 5'10"
 Height Modifier: +2d12"
 Base Weight: Male: 160 lbs.   Female: 120 lbs.
 Weight Modifier: x (2d6) lbs.

JUGGERSPAWN CHARACTERS
 Despite many being Artificers, Juggerspawn are born to be melee fighters as well.
 Adventuring Race: Juggerspawn wish to acquire wealth to finance their dream business.  They are a race of entrepreneurs (i.e. possibly delusional).
 Character Development: Your racial Cha Penalty shouldn't hinder you as an Artificer, but try to fix that if it does.
 Character Names: Juggerspawn prefer short, simple names.  Steve, Bob, Alex, Sara, Ann, etc.

ROLEPLAYING A JUGGERSPAWN
 Little is known about you, because you put very little out there.  Juggerspawn are very much the strong, silent type.
 Personality: Juggerspawn have very muted emotions, and come across to others as robotic.
 Behaviors: Many are compulsive collectors, and they frequently like competition.
 Language: Juggerspawn speak Undercommon.  Many also know Dwarven.

JUGGERSPAWNSOCIETY
 Juggerspawn culture is purely mercantile, and focused on business.  Socializing is kept to a minimum, and usually done during meals.
 Alignment : Virtually all of them are True Neutral.
 Lands : They prefer areas with strong mining potential.
 Settlements : Juggerspawn will go anywhere they see opportunity.
 Beliefs : They prefer mercantile Gods, or deities of industry and creation.
 Relations: They do well with Dwarves and Humans, and are indifferent to almost anyone else.

JUGGERSPAWN ADVENTURES
· You have been sent to the frontier to find new revenue streams.  The frontier is a little weirder than you thought it would be.
· You have been engaged to a Drow in an arranged marriage to cement an alliance between two powerful families. She objects.  To the point she has hired multiple random murderers to put you out of her misery.
· Metal eating raccoons keep getting into your vaults and eating the money.  You have been tasked with figuring out wth is going on.
« Last Edit: February 04, 2022, 04:48:04 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #185 on: August 14, 2021, 10:00:23 PM »
D'derian  nother request
Challenge Rating:     <##>
                      Tiny Aberration
Hit Dice:             8d8+16 (52 hp)
Massive Damage Threshold: 14
Initiative:           +2
Speed:                20 ft. (4 squares)
Defense:          <#> (+1 Size, +2 Dex, +x Natural), touch <#>, flat-footed <#>
Base Attack/Grapple:  +4/-1
Attack:               Bite +7 melee (1d4-1)
Full Attack:          Bite +7 melee (1d4-1)
Fighting Space/Reach:          5 ft./5 ft.
Special Attacks:      Babble, Probability Alteration, Improvised Weapons
Special Qualities:    Darkvision 60 ft., Immunities, Gullible, Skitter
Saves:                Fort +4, Ref +4, Will +5
Allegiances:            None usually
Abilities:            Str 8, Dex 14, Con 14, Int 8, Wis 8, Cha 8
Action Points:  0  Reputation: +0
Skills:               Climb +5, Hide +12, Listen +5, Move Silently +8, Spot +5
Feats:                Weapon Finesse
Advancement:          9-16 HD (Small)
Possessions: D'derians acquire random junk, so there is a 50% chance of one having some sort of useful item

Once upon a time there was a proud race known as the Bicon, who, for reasons unknown, set off a devastating nuclear chain reaction.  Fleeing their world for ours they were devastated to learn of the degenerative effects the exposure to radiation would have on their race.  Now known as the D'derians, they live in irradiated wasteland ruins.  They resemble young Gallimimus with over sized heads and opposable thumbs.

Babble (Su): As a Standard Action the D'derian can unleash an incoherent babble, that requires anyone within 30 feet of them must make a DC 13 Willpower Save (Save DC is Charisma based).  Anyone that fails a Save is Confused, as per the spell, for 1d3 rounds.

Probability Alteration (Su): Any creature other than the D'derian (and fellow members of his race) within 60 feet of him seem to have startlingly bad luck.  Anyone in that range attacking a D'derian must roll twice and take the lower of both rolls.

Improvised Weapons (Ex): D'derians take no penalty to attack rolls with improvised weapons.

Immunities (Ex): D'derians are immune to mind-affecting effects and radiation damage.

Gullible (Ex): D'derians have a -2 Racial Penalty on Sense Motive Checks.

Skitter (Su): D'derians can teleport up to 30 feet once per round as a Swift Action, but only when unobserved.

Combat:  D'derian's are fairly poor combatants, and tend to flee if able.  Due to needing to improvise, they are adept at wielding random garbage as weapons in a pinch though.
« Last Edit: August 15, 2021, 10:11:46 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #186 on: August 28, 2021, 08:48:19 PM »
more requests

Phantasmerial Subtype
Phantasmerial is usually applied to Aberrations or Outsiders that are Incorporeal and Extraplanar. 

Traits

Phantasmerial creatures possess the following traits (unless otherwise noted in a creature’s entry).

Darkvision out to 60 feet.

Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.

Immunity to Force damage.

Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.

Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.

Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.

Not affected by raise dead, resurrection and reincarnate spells or abilities. Limited Wish or Wish do not work either.

Does not need to breathe, eat, or sleep, but can if it wants to.

Considered to be Undead as well as it's original Type for purposes of Spells, Abilities, etc.


   The Dark Hands
                      Huge Aberration (Chaos, Evil, Extraplanar, Phantasmerial)
Hit Dice:             21d8+105 (199 hp)
Initiative:           +6
Speed:                40 ft. (8 squares), Fly 60 ft. (Good)
Armor Class:          32 (-2 Size, +2 Dex, +22 Deflection), touch 32, flat-footed 30
Base Attack/Grapple:  +15/+33
Attack:               8 Slams +17 melee (1d6)
Full Attack:          8 Slams +17 melee (1d6) and 1 Bite +12 melee (1d6) and 1 Tail Slice +12 melee (1d6)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Psi-Like Abilities, Tongue Wrap, Paralyzing Gaze, Storm of Blows, Dark Touch
Special Qualities:    Darkvision 60 ft., Phantasmerial traits, Incorporeal traits, Vulnerability, SR 29
Saves:                Fort +12, Ref +11, Will +17
Abilities:            Str -, Dex 14, Con 20, Int 20, Wis 20, Cha 18
Skills:               Concentration +25, Hide +12, Knowledge (Arcana, The Planes) +25, Listen +19, Move Silently +12, Search +15, Sense Motive +15, Spellcraft +25, Spot +19, Survival +15
Feats:                Cleave, Combat Expertise, Combat Manifestation, Combat Reflexes, Improved Disarm, Improved Initiative, Lightning Reflexes, Power Attack
Environment:          Phantom Plane
Organization:         Solitary
Challenge Rating:     17
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          22-31 HD (Huge); 32-42 HD (Gargantuan)
Level Adjustment:     ---

The Dark Hands is an odd reptilian incorporeal monster.  It is semi humanoid with 12 eyes, a ridged head, and a long tail with a sharp bony hook at the end.  It's 4 arms end in stumps, but a pair of disembodied hands float in front of each arm.  It has a forked tongue with a 15 foot reach.  They speak Ethereal.
Psi-Like Abilities (Ps): At will: Correspond, Death Urge, Detect Psionics, Energy Bolt, Psionic Blast, Stygian Bolt.  3/day: Cloud Mind, Mindwipe, Stygian Dominion.  1/Day: Decerebrate, Psionic Moment of Prescience, Psionic Plane Shift

Tongue Wrap (Ex): As a Standard Action the Dark Hands may try to wrap it's tongue around an opponent within 15 feet by making a melee touch attack.  If it succeeds, the victim must make a DC 24 Willpower Save (Save DC is Charisma based) or be Nauseated for 1d4 rounds.

Paralyzing Gaze (Su): Paralyzed for 1d4 rounds, 30 feet, DC 24 Willpower Save negates.  Save DC is Chariisma based.

Storm of Blows (Ex): The Dark Hands makes 8 Slam attacks as a Standard Action.  All of it's natural weapon attacks are considered tough attacks.

Dark Touch (Su): The Dark Hands natural weapon attacks do 1d6 negative energy damage.

Combat:  The Dark Hands prefer to remain at range and use their psionic powers, saving their physical prowess for
« Last Edit: October 10, 2021, 06:32:37 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #187 on: September 25, 2021, 09:29:20 PM »
Lycarian
Challenge Rating:     8
                      Medium Magical Beast
Hit Dice:             8d10+16 (60 hp)
Massive Damage Threshold: 15
Initiative:           +3
Speed:                60 ft. (12 squares)
Defense:          16 (-1 Dex, +7 Natural), touch 9, flat-footed 16
Base Attack/Grapple:  +8/+11
Attack:               Bite +11 melee (1d6+3 plus disease)
Full Attack:          Bite +11 melee (1d6+3 plus disease)
Fighting Space/Reach:          5 ft./5 ft.
Special Attacks:      Disease, Rage, Slobber
Special Qualities:    Darkvision 120 ft., Ethereal Jaunt, Scent, Immunities
Saves:                Fort +10, Ref +5, Will +4
Allegiances:            None usually
Abilities:            Str 16, Dex 8, Con 15, Int 6, Wis 14, Cha 6
Action Points: 0   Reputation: +0
Skills:               Jump +6, Listen +12, Search +1, Sense Motive +3, Spot +12
Feats:                Great Fortitude, Improved Initiative, Iron Will,
Advancement:          9-16 HD (Large)
Possessions: None, usually

Lycarians are alien reptiles with a passing resemblance to Dicynodonts.  They have bright blue eyes, with a dark yellow hide.  There are black patches on their back, and they are usually drooling.  They can understand D'derian and Common, though they rarely speak either.  They come from the D'derian homeworld, and are often used as guards and trackers.

Disease (Ex): Disease-Bite, Fortitude Save DC 16 (Save DC is Constitution based), incubation period 1 day, damage is 1d4 Int.  The victim begins coughing up wads of phlegm, eventually dying by choking on it's own mucus.

Rage (Ex): A Lycaria that takes damage in combat flies into a berserk rage on its next turn, biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Slobber (Ex): Once per day the Lycarian can cough up enough mucus to replicate a Grease spell (Caster Level is equal to Hit Dice).

Ethereal Jaunt (Su): A Lycarian can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).

Immunities: Lycarians are immune to disease and radiation damage.

Skills:  Lycarians gain a +10 Racial Bonus to Listen and Spot Checks.  They suffer a -4 Racial Penalty to Search and Sense Motive Checks.

Combat: Lycarians aren't tactical geniuses.  Most rely on their bite and ethereal jaunt for surprise.
« Last Edit: January 03, 2022, 12:47:48 AM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #188 on: January 22, 2022, 07:46:28 PM »
KINOKOFUKU  nother request


   
“There are poisons that blind you, and poisons that open your eyes.” 

 Kinokofuku appear as pale obese humanoids, but are actually sentient fungi.  From a distance they appear to be wearing wide-brimmed hats of various clors and patterns, but in reality that is their 'mushroom cap'.  They are eyeless ad use other means to see.

KINOKOFUKU RACIAL TRAITS
·   +2 Con, -2 Cha
·   Size Class: Medium.
·   Plant Type, unlike other Plants you are not immune to Mind-Affecting Effects.
·   Base speed 30 ft.
·   Toxic Flesh (Ex): Due to the extreme toxicity of your diet, your flesh has absorbed a great deal of poison.  Anything that bites or swallows you must make a Fortitude Save (Save DC is Constitution based) or be poisoned.  Initial and Secondary damage is 1d6 Dex.
·   Produce Toxin (Ex): 1/day the Kinokofuku may produce a single dose of mycotoxin from their body.  Ingested, Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 1d6 Dex.
·   Tremorsense (Ex): Kinokofuku have Tremorsense with a 30 foot range.
·   Blind (Ex): Kinokofuku are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
·   Blindsight (Ex): Kinokofuku have Blindsight with a 30 foot range.
·   Skills: Craft and Knowledge (Nature) are always considered Class Skills. 
·   Kinokofuku automatically speak Sporespeak.  Bonus languages include Undercommon.
·   Level Adjustment: +2
·   Favored Class: Druid

STARTING AGE
 Adulthood: 40
 Barbarian, Rogue, Sorcerer: +3d6
 Bard, Fighter, Paladin, Ranger: +5d6
 Cleric, Druid, Monk, Wizard: +7d6

AGING EFFECTS
 Middle Age: 125
 Old: 188
 Venerable: 250
 Maximum Age: +2d% years
Penalties and bonuses for aging are reversed, with Kinokofuku gaining a bonus to physical ability scores, and a penalty to mental ones.  They grow more feral with age.

HEIGHT AND WEIGHT
 Base Height: Male: 4'7" Female: 4'5"
 Height Modifier: +2d4"
 Base Weight: Male: 140 lbs.  Female: 110 lbs.
 Weight Modifier: x (2d6) lbs.

KINOKOFUKU CHARACTERS
 Spellcasters are an obvious choice, particularly Druid.  Your Con score will help with hit points.
 Adventuring Race: Kinokofuku adventure for knowledge,  or to acquire rare items for their shops.
 Character Development: If you take Druid, find a way to cast in Wild Shape so you can see further away than 30 feet.
 Character Names: Most Kinikofuku names are descriptive, like Blue Spot or Wide Brim.

ROLEPLAYING A KINOKOFUKU
 Toxins are your food, and your purpose.  You consume them as a defense, and leach them from the soil to clean them from the environment.  The other races see you as monsters though, due o various misunderstandings.
 Personality: Kinokofuku realize how other races see them, and think they put them at ease by being friendly and flirtatious.  Instead the other races find them awkward and scary..
 Behaviors: They do love reading and crafts, and raising fungi for potions is a common past time (as is gourmet cooking).  They prefer to exercise the mind over the body.
 Language: Kinokofuku have their own language referred to as Sporespeak.  Most also speak Common.

KINOKOFUKU SOCIETY
 Most Kinokofuku are shpkeepers, alchemists and potion makers.  They are very concerned with the environment as well..
 Alignment : Kinokofuku trend strongly towards any Neutral Alignment.  They generally don't consider the outside world their concern.
 Lands : Anywhere in the Underdark suitable for growing mushrooms.
 Settlements : There are rarely enough of them to branch out from their home.
 Beliefs : They typically revere gods of nature and decay/death.
 Relations: Given the Kinokofuku's toxic natures, most other races leave them well enough alone.

KINOKOFUKU ADVENTURES
· A local politician has been poisoned, and due to your unique nature you have been blamed.  Now you need to fight to clear your name.
· A unique toxin is being used in assassinations, and you have been brought in to identify it (and perhaps a cure as well).
· A local alchemist has found a potion that has permanently altered him to be immune to your species poison, but as a side effect he is now addicted to it.  Coincidentally, your people have started to go missing.
« Last Edit: February 04, 2022, 05:02:38 PM by bhu »

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Re: General Weirdness
« Reply #189 on: April 03, 2022, 06:14:48 PM »
ASHEN  another request


   
"How do we make the fire invisible?"

 The Ashen were an ancient race of humans whose civilization was prophesied to be destroyed, and thus they made a deal to immigrate to the Elemental Plane of Fire, where they already frequently traveled for study.  The Ashen appear as humans with dark eyes and hair, with soot stained skin.

ASHEN RACIAL TRAITS
·   +2 Con, +2 Int, -2 Wis, -2 Cha
·   Size Class: Medium.
·   Humanoid, with the Extraplanar Subtype.
·   Base speed 30 ft.
·   Fire Resistance (Ex): Ashen have Fire Resistance 30
·   Spell-Like Abilities (Sp): 3/Day: Produce Flame, Transport via Plants (unlike normally, you use fires to teleport instead of plants).  Caster Level 5th.
·   Ashen may consume fire in lieu of food.
·   Skills: Ashen have a +4 Racial Bonus on Concentration checks, and a -10 Racial Penalty on Swim checks.
·   Ashen automatically speak Proto-Common.  Bonus languages include any nearby race.
·   Level Adjustment: +1
·   Favored Class: Sorcerer

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: 4'5"
 Height Modifier: +2d6"
 Base Weight: 85 lbs.
 Weight Modifier: x (1d6) lbs

ASHEN CHARACTERS
 Ashen are made to be casters, just not Wisdom based ones.
 Adventuring Race: The Ashen adventure because they want to see more of the multiverse.
 Character Development: If there's even a chance you'll encounter water, be prepared to do something about your Swim Penalty.
 Character Names: Ashen poach names from other nearby cultures.  Usually ones linked with light, fire or warmth.

ROLEPLAYING AN ASHEN
 The Ashen are stereotyped as being shy and reclusive.
 Personality: Shy and studious, but loyal to their loved ones above all else.
 Behaviors: The need for knowledge leads some Ashen to be nosy.
 Language: Asheen speak Proto-Common, and one other language of their choice (usually Ignan).

ASHEN SOCIETY
 Ashen society prizes scholarship and the hoarding of knowledge.
 Alignment : Ashen trend strongly towards various shades of neutrality.
 Lands : The bulk of the Ashen live on the Elemental Plane of Fire.
 Settlements : The Ashen often travel  to the Prime out of curiosity.
 Beliefs : Mostly deities of fire, though some Evil ones choose deities of water or ice.
 Relations: Despite their bashful nature, the Ashen are xenophiles, and very friendly once they come out of their shell.

ASHEN ADVENTURES
· An Efreeti has declared his love for you.   You've never seen him before in your life, which makes you suspicious.
· Your teacher has been kidnapped by Harginn pirates and taken to the City of Brass.  Jailbreak time!
· You have somehow come into possession of a baby Phantom Stalker that multiple factions seem to want to claim.
« Last Edit: April 15, 2022, 06:54:21 PM by bhu »

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Re: General Weirdness
« Reply #190 on: April 23, 2022, 08:40:28 PM »
SPACE DRAGON   nother request


   
“Heh, humans are always weak to the death of their own kind!!”

 Ever wanted to be Ridley from Metroid?

Class Skills
 The Space Dragon's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Wildspace)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis) and Wildspace Survival (Wis).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Blue Dragon Body, Plasma Breath
2. +1    +3     +0     +3    Keen Senses, Camouflage
3. +1    +3     +1     +3    Blindsight 60 ft., +1 Str, +1 Con
4. +2    +4     +1     +4    Wings, +1 Str
5. +2    +4     +1     +4    Consumption. +1 Int
6. +3    +5     +2     +5    Void Immunity, +1 Str
7. +3    +5     +2     +5    FTL Flight, +1 Con, +1 Dex
8. +4    +6     +2     +6    Tail Spear, Growth
9. +4    +6     +3     +6    Consumption, +1 Int
10.+5    +7     +3     +7    Extending Tail, +1 Str, +1 Con
11.+5    +7     +3     +7    Spell Resistance, +1 Dex
12.+6    +8     +4     +8    Damage Reduction, +1 Str, +1 Con
13.+6    +8     +4     +8    Consumption, +1 Int
14.+7    +9     +4     +9    Frightful Presence, Growth
15.+7    +9     +5     +9    +1 Dex, Hide in Plain Sight
16.+8    +10    +5     +10   FTL Flight, +1 Str, +1 Con
17.+8    +10    +5     +10    Enhanced Breath Weapon, +1 Int
18.+9    +11    +6     +11    Pirate Lord, +1 Str, +1 Con
19.+9    +11    +6     +11    Hard To Kill, +1 Str, +1 Con
20.+10   +12    +6     +12   Warlord, +1 Str, +1 Con

Weapon Proficiencies: Space Dragon's aren't proficient with any armor or weapons, besides his own natural weapons.

Space Dragon Body: The Space Dragon loses all other racial bonuses, and gains Dragon traits (60ft Darkvision, low light vision, and immunity to sleep and paralysis). It is a medium sized Dragon with bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 footbase speed. The Space Dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The Space Dragon also gets a natural armor bonus equal to his Con modifier. Whenever the Space Dragon grows one size category, his natural armor increases by a further 1.

The Space Dragon is immune to Fire.

Plasma Breath (Su): At 1st level the Space Dragon can fire a line 60 feet dealing 1d6 fire damage per HD every 1d4 turns.  Targets in this area get a Reflex Save (DC is 10+1/2 HD+Con modifier) for half damage.

Keen Senses (Ex): The Space Dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.

Camouflage (Ex): The Space Dragon can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Blindsight (Ex): The Space Dragon has Blindsight (see Monster Manual) with a range of 60 feet.

Wings: At 4th level the Space Dragon becomes able to fly at the speed of 10 feet per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the  Improved Flight feat, found in Complete Adventurer and Races of the Wild, which increases maneuverability by one step.  Each wing can also be now used to deliver a natural attack dealing 1d4 damage.

Consumption (Su): At 5th Level the Space Dragon can regain 3d8 hit points as a Standard Action by eating at least 10 pounds of raw flesh.

At 9th Level this increases to 5d8.

At 13th Level this increases to 7d8.

Void Immunity: The Space Dragon can now survive in the void of space without the need for oxygen or food or water.  It becomes immune to Cold damage.

FTL Flight (Su): At 7th Level the Space Dragon can fly at the speed of light when outside a planets gravity/atmosphere.  This increases to 10 times the speed of lighht at Level 16 (see D20 Future).

Tail Spear: The Space Dragon can now make a tail spear attack dealing 1d8 piercing damage (already taking in account large size).

Growth: At 8th level the Space Dragon grows to large size.  At 14th level the Space Dragon grows to huge size. His AC, attack rolls, base damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.

Extending Tail (Ex): The Reach of the Space Dragon's Tail Spear attack increases by +10 feet.

Spell Resistance (Ex): At 11th level the Space Dragon gains SR equal to his HD+11.

Damage Reduction (Ex): At 12th level the Space Dragon gains DR/magic equal to half his HD.

Frightful Presence (Ex): The ability takes effect automatically whenever the Dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the Dragon's level are subject to the effect if they have fewer HD than the Dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ Dragon’s HD + Dragon’s Cha modifier) remains immune to that Dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other Dragons.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a Space Dragon of 17th level or higher can use the Hide skill even while being observed.

Enhanced Breath Weapon (Su): At 17th level, as a free action a number of times per day equal to his Cha mod, the Space Dragon may boost his breath weapon so it sets opponents on fire. Creatures failing the save against the breath weapon when this ability is used take 2d6 fire damage on their next turn, and on the next turn, until they make their saves (they get a Save each round to avoid future damage). A creature may spend a full round action to get rid of the fire for good.

Pirate Lord: At 18th level the Space Dragon is often a professional criminal. It gains a bonus on Diplomacy and Intimidate checks equal to its HD.

Hard To Kill (Ex): A Space Dragon is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.  It cannot be killed by Massive Damage, automatically stabilizes, and can heal normally, even when at -1 to -9 hit points.

Warlord: At 20th Level the Space Dragon can control it's Breath Weapon.  It has the option of a 100 foot Line, a 50 foot cone, or a 20 foot radius spread with a range of 400 feet.  It also adds it's Con modifier to damage.

EPIC SPACE DRAGON

Hit Die: d12
Skills Points at Each  Level : 4 + int
Space Dragon Body Natural Armor Bonus increases by +1 per every 2 Epic Levels, starting at Level 22.
Plasma Breath Breath weapon damage continues to increase with Level.
Spell Resistance Spell Resistance continues to increase with Level.
Damage Reduction Damage Reduction continues to increase with Level.
Bonus Feats: The Epic Class Name gains a Bonus Feat every 5 levels higher than 20th
« Last Edit: May 09, 2022, 12:56:26 AM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #191 on: May 30, 2022, 07:24:25 PM »
FIENDWARPED  nother request


   
"Bow, and I will let you live."

 A Fiendwarped appears as a pear shaped, feline humanoid with black fur and yellow eyes.  Unlike most races, they seek to actively engage in the Blood War to move up the Yugoloth hierarchy.

FIENDWARPED RACIAL TRAITS
·   +2 Int, +2 Cha, -2 Dex, -2 Wis
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Outsider, with the Native Subtype.
·   Base speed 40 ft.
·   Spell-Like Abilities (Sp): Upon obtaining 7 Hit Dice, the Fiendwared can cast Lesser Planar Ally as a Spell-Like Ability.
·   Skills: Diplomacy, Intimidate, Knowledge and Spellcraft are always considered Class Skills for Fiendwarped.
·   Fiendwarped automatically speak Common.  Bonus languages include Abyssal, Draconic and Infernal..
·   Level Adjustment: +0
·   Favored Class: Warlock

STARTING AGE
 Adulthood: 150
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +9d6

AGING EFFECTS
 Middle Age: 350
 Old: 530
 Venerable: 700
 Maximum Age: +4d%

HEIGHT AND WEIGHT
 Base Height: Male: 3' Female: 2'10"
 Height Modifier: +2d4"
 Base Weight: Male: 40 lbs.   Female: 35 lbs.
 Weight Modifier: x1 lb.

FIENDWARPED CHARACTERS
 Fiendwarped are meant to be casters based on their appropriate stats.
 Adventuring Race: Fiendwarped adventure for power, revenge and the sheer joy of killing.
 Character Development: Your Dex is likely to be bad for a caster, concentrate on minimizing the danger from that initially.
 Character Names: Fiendwarped use Yugoloth names.

ROLEPLAYING A FIENDWARPED
 Be cocky.  If you've got it flaunt it.
 Personality: Fiendwarped are stereotyped as baing arrogant know it all's..
 Behaviors: Favorite past times include reading and writing erotica, and puzzle solving.
 Language: Fiendwarped speak Common, and many speak Abyssal, Draconic and Infernal as well.

FIENDWARPED SOCIETY
 Fiendwarped society can best be described as social darwinism.
 Alignment : Fiendwarped are Neutral Evil for the most part.
 Lands : The Underdark, particularly near volcanoes.
 Settlements : Many move to the Lower Planes.
 Beliefs : Evil Gods are tolerated, but Fiendwarped aren't really worshipers.
 Relations: Fiendwarped only deal with other races if it is beneficial to them.

FIENDWARPED ADVENTURES
· You've sold  your soul  to a Balor, a Pit Fiend and an Ultroloth assuming they'd never battle it out to see who got you.  The Blood War now occurs daily in your back yard.
· You wake up to see a Mezzoloth squatting at the end of your bed.  This is a bad sign.
· You have somehow come into possession of a Demon Lord's infant.  This is a bad sign.


Fiendwarped Racial Substitution Levels

Warlock
 Level 1+: You gain access to the Racial Invocations listed below.


A Fiend Commands
(Least); (2nd)
This Invocation allows for the use of the Command spell.  Unlike the spell, the Invocation is not Language Dependent.

Lesser Binding
(Lesser); (4th)
This Invocation allows for the use of the Lesser Geas spell.  Unlike the spell, the Invocation is not Language Dependent.  If you successfully use this ability on a second creature, you lose your hold on the first creature.

Binding
(Greater); (6th)
This Invocation allows for the use of the Geas/Quest spell.  Unlike the spell, the Invocation is not Language Dependent.  If you successfully use this ability on a second creature, you lose your hold on the first creature.

Call of the Yugoloth
(Dark); (9th)
This Invocation allows for the use of the Summon Monster IX spell.  Unlike the spell, the Invocation only summon a CR 10 Yugoloth, 1d3 Yugoloths CR 7-9, or 1d4+1Yugoloths of CR 6 or less.  You cannot use this ability again until the duration of the current Summon expires (even if all the summoned creatures have been destroyed/banished).

YUGOLOTH ADOPTEE


   
"Power is given only to those who dare to lower themselves and pick it up."

 You have participated in the Blood War so successfully, the Yugoloth are promoting you to be one of them.

BECOMING A YUGOLOTH ADOPTEE
You must be sponsored by a Yugoloth of appropriate political influence..

 ENTRY REQUIREMENTS
   Alignment:  Neutral Evil
   Invocations:  Must know Call of the Yugoloth
   Skills:  Intimidate 15 ranks, Knowledge (Arcana) 12 ranks, Spellcraft 12 ranks
   Feats:  Extra Invocation
   Energy Resistance:  Must have Energy Resistance 10 to 2 of these: Cold, Electricity, Fire

Class Skills
 The Fiendwarped's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (Arcana, The Planes, Religion)(Int), Sense Motive (Wis) and Use Magic Device (Cha)).
Skills Points at Each  Level : 8 + int

Hit Dice: d8

Code: [Select]
[b]   Abilities[/b]
1.     Beginning Transformation
2.     Plane Shift 1/day
3.    Summon Yugoloth 1/day
4.     Yugoloth Defenses
5.     Bonus Feat
6.     Yugoloth Offense
7.     Plane Shift 2/day
8.     Summon Yugoloth 2/day
9.     Yugoloth Defenses
10.   Bonus Feat

Beginning Transformation: At 1st Level subtypes change to Extraplaar, Evil and Yugoloth.  You have Telepathy with a range of 100 feet, and no longer age.  You are also immune to poison.

Plane Shift (Sp): The Yugoloth Adoptee can use plane shift as a 14th-level caster once per day starting at 2nd level, plus one additional time per day every five levels thereafter.

Summon Yugoloth (Sp): When using Call of the Yugoloth as a Full Round Action, you may summon two CR 10 Yugoloths, 1d6 Yugoloths CR 7-9, or 2d4+2 Yugoloths of CR 6 or less.  You may do this once per day at Level 3, plus one additional time per day every five levels thereafter.

Yugoloth Defenses: You gain Energy Resistance 10 to whichever of the following Types you do not have resistance to: Cold, Electricty or Fire.  You become immune to acid damage.

Bonus Feat: Beginning at 5th Level, and every 5 Levels thereafter, the Yugoloth Adoptee gains a Bonus Feat it qualifies for.

Yugoloth Offense: At 6th Level, choose any 3 spells from the Wizard/Sorcerer list.  You may cast these a certain number of times per day as Spell-Like Abilities.  1st and 2nd Level spells are at will.  3rd and 4th Level spells are 3/day.  5th and 6th Level spells are 1/day.

PLAYING A YUGOLOTH ADOPTEE
 You have fought all your mortal life to achieve Fiendish immortality, and no that you have been granted it, it's time to get busy acquiring souls.
 Combat: You back up summoned critters with your magic abilities.
 Advancement: Advancement for you will depend on the desires of your superiors.
 Resources: When fighting for the Yugoloth on a mission, you have access to whatever they can give you.

YUGOLOTH ADOPTEES IN THE WORLD
"She's worse than the Arcanaloths..."
 You may or may not be infamous.  Some adoptees go for the 'power in the shadows' approach, and some like getting up close and personal.
 Daily Life: Your days are filled with training, assignments, and any side hustles you may have.
 Notables:
 Organizations: You belong to the Yugoloths, and they will not tolerate any other influences on your life.

NPC Reaction
 NPC's react to you like pretty much any other Fiend.

YUGOLOTH ADOPTEES IN THE GAME
 This is a pretty openly Evil Class.  More to the point it's one that assumes whoever takes it is a partisan in the Blood War.  Some groups might not like that attention.
 Adaptation: This is meant for Epic Level Evil campaigns, and doesn't translate so well to any other purpose.
 Encounters: Given the nature of the Blood War, you can be found almost anywhere.

Sample Encounter
EL 24: The PC's are guarding a priest conducting an exorcism, when a short, busty catwoman comes down through the roof, and dramatically exclaims "We meet again!"

None of you have ever seen her before.



« Last Edit: June 12, 2022, 07:39:36 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #192 on: September 30, 2022, 12:29:16 AM »
Fur Angel
                      Tiny Outsider (Chaos, Good, Extraplanar)
Hit Dice:             3d8 (13 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), Fly 50 ft. (Good)
Armor Class:          20 (+2 Size, +3 Dex, +5 Natural), touch 15, flat-footed 17
Base Attack/Grapple:  +3/-5
Attack:               Claw +8 melee (1d4)
Full Attack:          2 Claws +8 melee (1d4)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    Protective Aura, DR 5/Evil, Darkvision 60 ft., Fast Healing 2, Immune to Petrification, Cold Resistance 5
Saves:                Fort +3, Ref +6, Will +4
Abilities:            Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills:               Diplomacy +8, Hide +17, Knowledge (any one) +5, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Tumble +4
Feats:                Dodge, Weapon Finesse
Environment:          A Chaotic Good Aligned Plane
Organization:         Solitary
Challenge Rating:    2
Treasure:             None
Alignment:            Chaotic Good
Advancement:          4-6 HD (Tiny)
Level Adjustment:     --- (Improved Familiar, Level 7)

"Honey, what the Hell is that?"

"It's a monkey kitten princess angel."

"I hadda ask...what's it for?"

"Emotional support?  Marital advice maybe.  She also bakes a mean cookie."

Fur Angels look like a combination of monkey and kitten, with little bird wings.  They are usually dressed in  a sparkling white dress and tiara.  Their origin is unknown, but it's believed the Angels saw Imps on the Prime Material wreaking havoc, and decided they needed a counter for that.  Unfortunately, while well meaning, Fur Angels are shenanigans prone.  So much so, that they make Solars teeth itch.

Spell-Like Abilities (Sp): AT Will: Detect Evil, Detect Magic, Invisibility (self only).  1/Day: Heroism.  1/Week: Commune 9can ask 6  questions).  Caster level is 6th (12th for Commune). 

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws to anyone within 20 feet of the Fur Angel, and no nongood summoned creatures can enter the area.  This aura can be dispelled, but the Fur Angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an Fur Angel’s statistics block.)

Combat: Fur Angels rarely enter combat, preferring to remain invisible and buff their master.


« Last Edit: October 16, 2022, 04:23:55 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #193 on: November 27, 2022, 01:23:37 AM »
Variant Iron Golems (in PHB)
Arandur:
Darksteel:
Dlarun:
Fever Iron:
Living Metal:
Astral Driftmetal:
Abyssal Bloodiron:
Aurorum:
Solarian Truesteel:
Baatorian Green Steel:
Gehennan Morghuth-Iron
Solanian Truesteel:
Entropium:
Urdrukar:
Hizagkuur:
Cyrite:
Byeshk:
Flametouched Iron:
Mindsteel:
Calomel:
Purple Mournlode:
Oerthblood:
Pearlsteel:
Kheferu:
Nephelium:
Thinaun:


Variant Crystal Golems: (In Dungeon 42)
Frystalline:
Blended Quartz:
Riedran Crysteel:
Deep Crystal:


Variant Wood Golems: (In Dragon 341)
Serren:
Bronzewood:
Duskwood:
Zalantar:
Densewood:
Livewood:
Soarwood:
Wildwood:


Variant Clay Golems (In PHB)
Elukian Clay:


Variant Ice Golems (In Frostburn)
Blue Ice:
Rimefire Ice:
Stygian Ice:


Variant Adamantine Golems (In Epic Handbook)
Starmetal:
« Last Edit: November 27, 2022, 07:34:05 PM by bhu »

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Re: General Weirdness
« Reply #194 on: March 01, 2024, 10:01:58 PM »
nother request

Death Mind
                      Large Aberration (Psionic)
Hit Dice:             18d8+90 (171 hp)
Initiative:           +5
Speed:                40 ft. (8 squares), Fly 80 ft. (Good)
Armor Class:          22 (-1 Size, +5 Dex, +8 Natural Armor), touch 14, flat-footed 17
Base Attack/Grapple:  +13/+21
Attack:               Tail Lash +16 melee (1d8+4)
Full Attack:          1 Tail Lash +16 melee (1d8+4) and 2 Wing Beffets +11 melee (1d6+2) and 2 Slams +11 melee (1d4+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Breath Weapon, Psionics, Scream
Special Qualities:    Darkvision 60 ft., Earth Glide, Vulnerability
Saves:                Fort +11, Ref +11, Will +14
Abilities:            Str 18, Dex 20, Con 20, Int 28, Wis 16, Cha 16
Skills:               Autohypnosis +3, Bluff +3, Concentration +5, Diplomacy +3, Knowledge (The Planes, Psionics) +8, Listen +3, Psicraft, Search +8, Sense Motive +3, Spot +3
Feats:                Greater Psionic Endowment, Greater Psionic Fist, Hover, Opportunity Power, Psionic Endowment, Psionic Fist, Quicken Power
Environment:          Any
Organization:         Solitary
Challenge Rating:     17
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          19-27 HD (Large), 28-54 HD (Huge)
Level Adjustment:     ---

Breath Weapon (Su): Once every 1d4 rounds the Death Mind can breathe negative energy in a 30 ft. Cone.  Creatures in the area of effect take 6d8 negative energy damage if they are living, or heal 6d8 damage if they're Undead.  They get a DC 24 Reflex Save for half damage (Save DC is Con based).

Psionics:
The Death Mind manifests Powers as a 10th Level Psion (with access to Nomad and Telepath lists, 133 Power Points).  Usual Powers known are:

1st (DC 20): Demoralize, Detect Psionics, Detect Teleportation, Mind Link, Psionic Charm

2nd (DC 21): Brain Lock, Id Insinuation, Psionic Suggestion, Read Thoughts

3rd (DC 22): Dispel Psionics, Energy Burst, False Sensory Input, Psionic Blast

4th (DC 23): Death Urge, Personality Parasite, Psionic Dimension Door, Psionic Dominate

5th (DC 24): Baleful Teleport, Psionic Teleport, Psychic Crush, Teleport Trigger

Scream (Su): When a Death Mind screams, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 22 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same Death Mind’s scream for 24 hours. The save DC is Charisma-based.

Earth Glide (Su): A Death Mind can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Death Mind flings the thing back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Vulnerability: The Death Mind takes double damage from spells or creatures that have the Good descriptor.

Combat:
« Last Edit: March 04, 2024, 08:58:21 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #195 on: March 15, 2024, 09:14:03 PM »
nother request

                      Crabcoon
                      Tiny Magical Beast (Amphibious, Aquatic)
Hit Dice:             1d10+1 (6 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Climb 20 ft., Swim 10 ft.
Armor Class:          16 (+2 Size, +1 Dex, +3 Natural), touch 14, flat-footed 15
Base Attack/Grapple:  +1/-3
Attack:               Pincer +4 melee (1d3)
Full Attack:          2 Pincers +4 melee (1d3)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Improved Grab, Constrict
Special Qualities:    Darkvision 60 ft., Scent, Spiderclimb, Electrovore
Saves:                Fort +3, Ref +3, Will +2
Abilities:            Str 10, Dex 12, Con 12, Int 4, Wis 14, Cha 6
Skills:               Balance +9, Climb +9, Escape Artist +5, Hide +13, Jump +3, Listen +4, Move Silently +5, Spot +6, Swim +4
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary, Pair or Swarm (3-12)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          2 HD (Small)
Level Adjustment:    ---

Crabcoons are furry grey crabs with the faces and tails of raccoons.  Unlike either crabs or raccoons, however, they feed on electricity.  Which means the little nuisances tend to chew on electrical lines.

Improved Grab (Ex): To use this ability, a Crabcoon must hit with a pincer attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.  Crabcoons have a +4 racial bonus on grapple checks.

Constrict (Ex): The Crabcoon does 2d3 damage with a successful Grapple Check.

Spiderclimb (Ex): A Crabcoon can climb sheer surfaces as though with a spider climb spell.

Electrovore (Ex): Crabcoons feed on electricity, and they are immune to electricity damage.   Electricity damage heals them for an equal amount of damage instead.

Skills: Crabcoons have a +8 Racial Bonus on Balance and Climb Checks.  They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks, and can always choose to take 10 on a Climb check, even if rushed or threatened.  They also have a +4 Racial Bonus on Escape Artist, Hide, Move Silently, Spot and Swim Checks.

Combat: Crabcoons are pretty fussy for their size.  They tend to go right for the grapple.
« Last Edit: March 18, 2024, 10:21:29 PM by bhu »

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Re: General Weirdness
« Reply #196 on: April 06, 2024, 09:23:02 PM »
nother request

HOOTIES


   
"Is that a copy of the Vermithrax Codex?"

 Hooties are Awakened Owls.

Class Skills
 The Hootie's class skills (and the key ability for each skill) are Knowledge (any one)(Int), Listen (Wis), Move Silently (Dex), and Spot (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +0    Owl Body, Nonhumanoid, -4 Str, +2 Dex, +2 Wis
2. +2    +3     +3     +0    Improved Flight, +1 Dex, +1 Wis
   

Weapon Proficiencies: A Hootie has no weapon or armor proficiecies.

Owl Body: The Hootie loses all other racial traits and bonuses and gains Magical Beast traits (Basically darkvision 60 feet and Low-light Vision). It is a Tiny sized Magical Beast with a base speed of 10 feet, and a Fly speed of 20 ft. (clumsy). It has two natural claw attacks dealing 1d4+str mod damage each, and it takes no penalty for attacking with both claws in a full attack.  It has a +2 Natural Armor Bonus to AC.  It also gains a +4 Racial Bonus on Listen and Spot Checks.

Nonhumanoid: Hooties aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is one tenth the weight for them, and the Armor Bonus is halved.

Improved Flight (Ex): Your Flight speed improves to 40 ft. (Average).  You gain a +4 Racial Bonus to Move Silently Checks when flying.


STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 1'8" Female: 1'6"
 Height Modifier: +1d4"
 Base Weight: Male: 3.5 lbs.  Female: 2.5 lbs.
 Weight Modifier: x1 ounce

HOOTIE CHARACTERS
 Hooties usually become Wizards or other casters.
 Adventuring Race: Hooties adventure to acquire knowledge, or out of necessity.
 Character Development: Find ways to make up for your lack of reach.
 Character Names: Hooties  usually use Elven names.

ROLEPLAYING A HOOTIE
 Hooties are VERY protective of knowledge, especially books and scrolls.  They consider themselves the caretakers of knowledge and history..
 Personality: Hooties can be a bit stuffy, and prone to judgement.
 Behaviors: Hooties often make a ompetition out of seeking out rare scrolls or books.
 Language: Hooties speak Auran and Common.

HOOTIE SOCIETY
Hooties society fairly well resemble those of other sylvan races, with the exception that they have an extradimensional library with Gates to all their cities.
 Alignment : Most Hooties are Neutral, and a majority are Lawful as well.
 Lands : Hooties prefer temperate forests.
 Settlements : Hooties occasionally build tree forts in the grasslands near their homes.
 Beliefs :They favor Gods of knowledge and wisdom.
 Relations: They get along well with Elves and Gnomes.

HOOTIE ADVENTURES
Give at least three examples of an adventure for or involving a member of this race
« Last Edit: April 07, 2024, 08:49:56 PM by bhu »

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Re: General Weirdness
« Reply #197 on: April 06, 2024, 09:23:41 PM »
nother request

Eldritch Feline
                      Tiny Aberration (Extraplanar)
Hit Dice:             10d8+30 (75 hp)
Initiative:           +9
Speed:                60 ft. (12 squares)
Armor Class:          23 (+2 Size, +5 Dex, +4 Natural, +2 Deflection), touch 19, flat-footed 18
Base Attack/Grapple:  +7/+1
Attack:               Tentacle +14 melee (1d4+2 plus Drain)
Full Attack:          4 Tentacles +14 melee (1d4+2 plus Drain) and 2 Claws +9 melee (1d2+1) and 1 Bite +8 melee (1d3+1)
Space/Reach:          2 1/2 ft./0 ft.(10 ft. w/tentacles)
Special Attacks:      Drain, Eldritch Blast, Charge Up
Special Qualities:    Darkvision 60 ft., Scent, Death Summons, Devil's Sight, Lick Wounds, Tremorsense 60 ft.
Saves:                Fort +6, Ref +8, Will +11
Abilities:            Str 15, Dex 21, Con 17, Int 14, Wis 14, Cha 14
Skills:               Balance +13, Climb +9, Hide +19, Intimidate +12, Jump +13, Knowledge (Aecana, The Planes) +12, Listen +8, Move Silently +12, Spot +8, Use Magic Device +7
Feats:                Improved Initiative, Iron Will, Stealthy, Weapon Finesse
Environment:          Outer Planes unless summoned
Organization:         Solitary, Pair or Pride (9-13)
Challenge Rating:     10
Treasure:             Standard
Alignment:            Any Evil
Advancement:          11-15 HD (Tiny), 16-30 HD (Small)
Level Adjustment:     ---

Drain (Su): Living creatures hit by an Eldritch Feline's tentacle attack must succeed on a DC 17 Fortitude save or take 1d3 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the Eldritch Feline gains 5 temporary hit points.

Eldritch Blast (Sp): This is identical to the Warlock ability, doing 4d6 damage.

Charge Up (Su): By using a Full Round Action, the Eldritch Feline can do double damage with it's Eldritch Blast.  Once it does this, it cannot use this ability again for 1d6 rounds.

Death Summons (Sp): When an Eldritch Cat dies, a Gate opens, and 1d4+1 Fiendish Little Spookity Kitties come through.  This is the equivalent of a 3rd Level spell. comes through.

Devil's Sight (Su): Eldritch Felines can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Lick Wounds (Su): As an Action, the Eldritch Feline can heal 1d6+2 hit points.

Skills: Eldritch Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Eldritch Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of dim light or shadow, the Hide bonus rises to +8.

Combat:
« Last Edit: April 07, 2024, 08:37:12 PM by bhu »