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Topics - oslecamo

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101
[D&D 3.5] The Other Half / Other Half Character Sheets
« on: August 15, 2015, 04:25:31 PM »
As title says.

102
As title says, rolls go here.

103
[D&D 3.5] City of the Spider Queen / City of the Spider Queen OOC
« on: August 15, 2015, 04:21:47 PM »
As title says.

First topic of discussion, the wayback machine doesn't seem to have any recordings, I only remember Aullara bringing a Wall of Force to cut down reinforcements and teleporting away from the goblin. Could the other players remember what they were doing and roll again?

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Or if you prefer we can do a timeskip in which you cunningly escaped the rest of the enemy forces while moving closer to your next objective.


104
[D&D 3.5] City of the Spider Queen / City of the Spider Queen Characters
« on: August 15, 2015, 04:08:40 PM »
Players for this campaign post your characters here please. I hope you saved backups from plothook.net

105
Oslecamo's Improved Monster Classes / Albatross
« on: August 12, 2015, 06:10:49 PM »
Albatross, Awakened (race)


Type: As an animal, an Albatross has Low Light vision.

Albatross Body: An Albatross is small sized. They lack limbs capable of fine manipulation. An Awakened Albatross can speak, and they live as long as humans. They gain +4 racial bonus on Spot checks. They can use Dex instead of Str for Climb checks.

An Albatross land speed is 10 feet, and they also have a 50 feet flight speed with average maneuverability.

Ability Score Modifiers:
  An Albatross can fly for large periods of time and have excellent instincts, but also have bird brains. An Albatross has  +2 Con, -2 Int, +2 Wis, -2 Cha.


Natural Fisher: An Albatross has a Bite primary natural attack dealing 1d3 base damage for small size and gains Endurance as a bonus feats even if it doesn't meet the prerequisites.

The Most Legendary of All Birds: No other bird is so well known around the world, and the myths about them are many. Who knows which ones are true. The Albatross can pick one ability from the below list. It takes a Swift action to activate it and they last 1 round. The specific choice can be changed every day.

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106
Oslecamo's Improved Monster Classes / Rat
« on: August 06, 2015, 05:48:01 AM »
Rat, Awakened (race)



Type: As animals, Rats have Low Light vision.


Rat Body: Rats are tiny sized. They lack limbs capable of fine manipulation. An Awakened Rat can speak, and they live as long as humans. They gain +4 racial bonus on Balance, Hide and Move Silently checks. They can use Dex instead of Str for Climb checks.

A Rat's land speed is 15 feet, and they also have a Climb and Swim speed equal to their land speed.

Ability Score Modifiers:
  Rats are fast and quite aware of the massive world around them, but weak and shy. Rats have -2 Str, +2 Dex, +2 Wis and -2 Cha.

Heroic Fool: An awakened Rat think of themselves as meant for something greater than their common brethern when, in reality, they just happen to know how to speak and think better. This tends to make them forget their own survival instincts. They take hits head on and recklessly throw themselves into danger, confident of their delusionacal superiority.

At 1st level, the Rat counts as a small creature when such would not be benefical for it instead of tiny. So for example they only gain +4 size bonus for hiding and +1 size bonus to attack rolls and AC, but still take -8 in grapple checks and have the carrying capacity of a tiny creature.

At 3 HD some good sense has managed to sneak into the Rat's Brain, and they lose this ability, counting as tiny sized all the time.

Scent: The Rat has the Extraordinary Scent ability.

Agile Biter: A Rat has a Bite primary natural attack dealing 1d3 base damage for tiny size and gains Weapon Finesse as a bonus feat even if it doesn't meet the prerequisites.


Rat Race: Despite being basically at the bottom ladder of critters, rats can still develop some amazing characteristics. A Rat can pick one ability from the below list. It takes a Swift action to activate it and they last 1 round. The specific choice can be changed every day.

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107
Oslecamo's Improved Monster Classes / Sylph
« on: July 24, 2015, 12:17:04 PM »
Sylph



Hit Dice:d6

LevelBABFortRefWill   Special
1st
0
0
0
2
   Sylph Body, Elemental Blood, +2 Dex, -2 Con, +2 Cha
2nd
1
0
0
3
   Strange Skin, +1 Cha
3rd
2
1
1
3
   Invisible Air, +1 Dex
4th
2
1
1
4
   Wind Rider, +1 Cha
5th
3
1
1
4
    Elemental Mistress, +1 Dex, +1 Cha

Skills: 6+Int mod, quadruple at first level, Class Skills are Appraise, Balance, Bluff, Climb, Craft(any), Diplomacy, Escape Artist, Hide, Jump, Listen, Knowledge(any), Move Silently, Perform, Profession, Sense Motive, Survival, Spot,Swim and Tumble

Proficiencies: None.


Sylph Body: The Sylph loses all of her previous racial traits and instead gains outsider traits (basically darkvision 60 feet). She is a small sized outsider with base and flight speed of 30 feet with perfect maneuverability, but for now she lacks the skill to be able to attack or cast spells while not standing in a solid surface.


Elemental Blood: The Sylph gains spell slots and spells known as if she was a sorceror of her Sylph level, but at each level up she must learn at least one spell with the [Air], [Earth], [Fire] or [Water] subtype. If she retrains those spells, she must swap them for another spell of that subtype. If she multiclasses as a sorceror, the casting stacks, but the limitation on spell learning remains.

Ability Score Increase: At first level the Sylph gains +2 Dex,  -2 Con, +2 Cha, plus

+1 to Dex at levels 3 and 5
+1 to Cha at levels 2, 4 and 5

For a total of +4 Dex, -2 Con, +5 Cha at 5th level.

Strange Skin: At 2nd level the Sylph gains SR equal to 11+HD, which she may raise or lower at any time as a free action even if it isn't her turn.

Invisible Air: At 3rd level the Sylph can use Invisibility as a SLA 1/day per HD. If she uses it on herself, the duration increases to 24 hours. (Upgraded to Greater Invisibility at 7 HD, by spending two uses she can make the effect last 24 hours on herself only).

Wind Rider: At 4th level the Sylph can now attack or cast spells while in midair, and her flight speed increases to 90 feet.

Elemental Mistress: At 5th level the Sylph casts gains a +2 CL bonus on [Air], [Earth], [Fire] and [Water] spells, and in addition 1/day she can replicate Summon Monster of a level up to half her HD as a Su ability as a standard action, but only to summon an elemental.

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108
Oslecamo's Improved Monster Classes / Horned Devil (Cornugon)
« on: July 23, 2015, 09:00:55 AM »
Horned Devil (Cornugon)



Table: Horned DevilHD: d8


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
+16

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10


Special
Horned Body, Hell Links, +1 Str
Devil, Chain Pride, +1 Con
Reinforced Hell Skin, Summon, +1 Str
Flight, Regeneration, +1 Con
Initiate Horned Magic, +1 Cha
Growth, Infernal Wound, +1 Str
Adept Horned Magic, +1 Con
Infernal Bite, +1 Cha
Master Horned Magic, +1 Str
Stun, +1 Str, +1 Con
Hell Guardian, +1 Str, +1 Cha
Hate Chain, +1 Str, +1 Con
Fear Aura, +1 Str, +1 Cha
Stop Right There, +1 Str, +1 Con
Hell Chain, +1 Con, +1 Cha
Dishonor Guard, +1 Str, +1 Con, +1 Cha

Skills:2+int modifier/level (x4 at 1st level). Class skills::  Appraise, Balance,  Bluff , Climb, Craft, Concentration , Diplomacy , Disguise , Hide , Intimidate , Knowledge (any) , Listen , Move Silently, Profession(any), Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device.


Proficiencies: Simple and martial weapons, Spiked Chain, its own natural weapons.


Features:

Horned Body: The Horned Devil loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 20 feet and two natural claw attacks dealing 1d8+str damage each. It has wings and tail, but they're too weak to do anything for now.

The Horned Devil also gains a bonus to Nat armor equal to his Con modifier.

Hell Links: The Horned Devil can “store” a wielded Spiked chain inside its body or draw it out as a free action.

Ability Score Increase: The Horned Devil gains a permanent

+1 to Str at levels 1, 3, 6,  9,  10, 11, 12, 13, 14, 16
+1 to Con at levels 2, 4, 7, 10, 12, 14, 15, 16
+1 to Cha at levels 5, 8, 11, 13, 15, 16

For a total of +10 Str, +8 Con, +6 Cha at 16th level.

Devil:
At 2nd level the Horned Devil gains resistance to fire and and a bonus on saves against poison equal to his HD, and resistance to acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and lawfull subtypes and his weapons/natural attacks count as evil and lawfull for bypassing DR.

In adtion, its darkvision applies to all kinds of darkness, even deeper darkness.


Chain Pride: At 2nd level the Horned Devil can add its Cha mod to one attack with a Spiked chain and if it hits, force the victim to make a Reflex save with DC 10+1/2 HD+Str mod or be Entangled for 1 round.

Reinforced Hell Skin:
At 3rd level the Horned Devil gains DR/silver and good equal to 2+half its HD and SR equal to 11+HD. It may raise or lower its SR at any time as a free action even if it isn't its turn.

Summon: At 3rd level once per day as a standard action, the Horned Devil can summon reinforcments, depending on its HD:

3HD:2 lemures
5 HD: 4 lemures
8HD:2 bearded devils or 8 lemures
10HD: 4 bearded devils or 16 lemures
12HD: One barbed devil or 8 bearded devils or 32 lemures
14HD: 2 barbed devils or 16 bearded devils or 64 lemures.
16HD: One Horned Devil or 4 barbed devils or 32 bearded devils, or 128 lemures.

Those devils serve for 1 minute per HD and then disapear. They can't use their own summoning abilities. You can't summon new devils while old ones remain (you may dismiss any number of them as an immediate action).


Flight: At 4th level the Horned Devil's wings become strong enough to allow him to fly at a speed of 50 feet with Average Maneuverability.

Regeneration: At 4th level the Horned Devil gains regeneration equal to 1/2  HD, rounded down. A Horned Devil takes normal damage from good-aligned silvered  weapons, and from spells or effects with the good descriptor.


Horned Magic: The Horned Devil becomes able to use certain spells as SLAs a certain number of times per day. Save DCs are 10+1/2 HD+Cha mod, if any.


Initiate- At 5th level Magic Circle against Good and Fireball and Lighting Bolt each 1/day per HD.

Adept-At 7th level Dispel Chaos and Dispel Good and Persistent Image each 1/day per 2 HD.

Master-At 9th level Teleport 1/day per 3 HD, upgrades to Greater Teleport at 13 HD.

Growth: At 6th level the Horned Devil grows one size category, and it can now use its tail as a natural attack dealing 2d6+1/2 Str mod damage, already taking in account large size.

Infernal Wound: At 6th level a victim damaged by the Horned Devil's tail loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 10+ HD+Con mod Heal check, a cure spell, or a Heal spell. However, a character attempting to cast a cure spell or a Heal  spell on a creature damaged by a horned devil’s tail must succeed on a DC 10+ HD+Con mod caster level check, or the spell has no effect on the injured character. A successful CL check automatically stops the continuing hit point loss as well as restoring hit points.

Infernal Bite: At 8th level the Horned Devil gains a Bite natural attack dealing 2d8+1/2 Str mod. Whenever it hits an opponent with it, the Horned Devil may discharge his Dispel Good or Dispel Chaos SLA (if it was already under its effects) as an immediate action on the victim.

Stun: At 10th level whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 10+1/2 HD+Str mod Fortitude save or be stunned for 1d4 rounds. Creatures immune to Stun are Dazed instead. This ability is a function of the horned devil, not of the spiked chain.

Hell Guardian:
At 11th The Horned Devil can make an extra number of Aoos per turn equal to its Str mod and can make Aoos on enemies protected by Cover and/or Concealment. In addition its Fireball and Lighting bolt SLAs no longer have a cap.

Hate Chain: At 12th level any Spiked Chain held by the Horned Devil gains an enhancement bonus to attack and damage rolls equal to 1/3 HD plus the Unholy, Keen and Axiomatic properties. Those bonus only last while the Horned Devil holds the weapon.

Fear Aura: At 13th the Horned Devil can radiate a 5-foot-radius fear aura as a free action . A creature in the area must succeed on a DC 10+1/2 HD+Cha mod Will save or be affected as though by a Fear spell (caster level=HD). A creature that successfully saves cannot be affected again by the same Horned Devil’s aura for 1 minute. Other Devils are immune to the aura. In addition creatures failing their saves against the Horned Devil's Fireball or Lighting Bolt SLAs are Frightened for 1 round.

Stop Right There: At 14th level the Horned Devil's can make Aoos against enemies moving inside its reach with abilities that would normally avoid Aoos such as Tumble, but the Horned Devil takes a -4 penalty on such attacks. Creatures damaged by Aoos from the Horned Devil while on the ground automatically stop, while Flying creatures hit by its Aoos drop to the ground.  In addition the Horned Devil always gets an Aoo against an enemy trying to teleport while inside its reach. If that Aoo hits the teleport is stopped.

Hell Chain: At 15th level creatures damaged by the Horned Devil's spiked chain  for 1 round cannot make 5-feet steps and their movement speeds are all halved. In addition the Horned Devil ignores all DR, Hardness and miss chances from enemies when making Aoos, including Mirror Image effects and similar.

Dishonor Guard: At 16th level the Honed Devil has proven he belongs to the top of the Devil military hierarchy and can pick one of the lower options! Except those pesky Pit Fiends that still rank higher, but don't mention that anywhere near the Horned Devil unless you enjoy spiked chains to the face.

Hell Elite- The Horned Devil becomes fully immune to Fire and can fullattack as a standard action. In addition it gains +1 to attack and damage rolls for each other lawful or evil creature threatening the target. The Horned Devil can attack as a free action any non-Pit Fiend inside its reach who mentions or suggests the Horned Devil isn't the most badass Devil in existence.

Pure Pride-The Horned Devil can use its SLAs even while wielding a Pure Metal weapon. In addition with 8 hours of work it can combine two spiked chains crafted of different materials to combine them in a single spiked chain that gains the pure metal benefits of both, but only while wielded by the Horned Devil. In the hands of anyone else it behaves like a normal Spiked Chain. Another 8 hours of work reverts the process. If the Horned Devil has Pure Crafting, it can forge pure metal Spiked Chains at half cost and price, but they're only any good evil on its own hands.

Sublime Devil-The Horned Devil learns one maneuver and one stance of a school of his choice, with Horned Devil levels granting full IL for it. Once used the maneuver can be used again after 2 rounds. In addition the Horned Devil chooses one martial class and its Horned Devil IL stacks with it when multiclassing with that class.

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109
Oslecamo's Improved Monster Classes / Ghostly Visage
« on: July 13, 2015, 04:15:11 PM »
Ghostly Visage


Ghostly VisageHD: d12


Level
1
2
Base
Attack
Bonus
+0
+1

Fort
Save
+0
+0

Ref
Save
+0
+0

Will
Save
+2
+3


Special
Visage Body, Symbiont, Arrogance, Incorporeal Touch, Arrogance, Dread Look, Face of Fear, +2 Dex, -2 Wis, +2 Cha
Gaze of Terror, Mind Shielding, +1 Cha
Skills: 2+Int mod, quadruple at first level, no Class Skills.

Proficiencies: Incorporeal touch only.

Visage Body: loses all other racial bonuses, and gains the following Undead traits, plus the Incorporeal subtype.
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As an incorporeal being, it has neither a Str score. It uses its Dex mod for melee attacks, and can get custom magic incorporeal gear by paying a 10% extra on the price. Consider it to only have the Head and Eye Slots, plus up to two magic rings in its beard and/or hair.

It is a tiny sized undead with  a flight speed of  10 feet.

In addition, it gains a deflection bonus to AC equal to its Cha mod. All its future HDs become d12s.


Symbiont: Ghostly Visages can combine themselves with other beings. As a standard action, the  Ghostly Visage can connect itself to an adjacent willing creature of small or bigger size. Unwilling creatures can be “joined” by the Ghostly Visage succeeding on a grapple check against them, in which case ignore size diferences and the tentacle whip may use Dex instead of Str on the opposed checks. Once connected, the Ghostly Visage occupies the face as a mask would (if the host already had a mask or other item in this slot, it falls on the ground),  filling the same space as the “host” (the symbiont gains cover, the host does not), and the following abilities apply
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Ethereal: A Ghostly Visage is the spectral remains of someone killed by decapitation while filled with hatred, which causes it takes some time to realize it is a spirit now, and will let itself be limited by several material hindrances.
 
At 1st HD the Ghostly Visage can be harmed by all forms of attacks and can attack others as if it was corporeal. it can interact with unattended corporeal objects for one round three times per day and cannot fly higher than 5 feet off the ground, plus an additional 5 feet per 2 HD. It cannot completely hide within objects and interacts with water as if it had a swim speed equal to its fly speed. It cannot chose not to be heard by Listen checks though she receives a +5 circumstance bonus on move silently checks.

At 5th HD the Ghostly Visage loses the ability to interact with corporal objects but can now fly and interact with water as per the incorporeal subtype and receive a +10 circumstance bonus on move silently checks.
Nonmagical attacks made by corporeal creatures at the Ghostly Visage and melee attacks made by the Ghostly Visage against corporeal targets are now ineffective.

Magical weapons and spells used by corporeal creatures against the Ghostly Visage have a 10% chance miss chance, increasing by 10% at 6th, 7th, 8th and 9th HD (maximum of 50% miss chance, except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons, as usual)

Magical weapons used by the Ghostly Visage against corporeal targets have the same miss chance if they aren't ghost touch weapons.

At 10th HD, the Ghostly Visage is fully affected by the incorporeal subtype as normal.

Arrogance: Ghostly Visages think of themselves as embodiments of hate, when in reality, they are glorified scary masks. This tends to make them forget their own survival instincts. They take hits head on and recklessly throw themselves into danger, confident of their delusionacal superiority.

The Ghostly Visage counts as a small creature when such would not be benefical for it instead of tiny. So for example they only gain +4 size bonus for hiding and +1 size bonus to attack rolls and AC, but still take -8 in grapple checks and have the carrying capacity of a tiny creature.

At 3 HD some good sense has managed to sneak into the Ghostly Visage's spirit, and they lose this ability, counting as tiny sized all the time.


Incorporeal Touch: As an attack action with reach 5 feet the Ghostly Visage can deliver a melee touch attack that deals 1d6 damage. At 4 HD and every 4 HD thereafter this damage increases by one die step.

Meld:
As a standard action the Ghostly Visage can disappear inside its host body, making it impossible to target or otherwise affect unless the host is killed, but it cannot take any actions while hidden this way.

Dread Look: As a fullround action the Ghostly Visage can manifest a face anywhere on its host’s body, including over the host’s own face (the host’s vision is unaffected), that looks corporeal. For 1 round anyone within 15 feet of a ghostly visage who meets the eyes of this manifested face must make a Will saving throw (DC 10+1/2 HD+Cha mod) or be Paralyzed for 1d2 rounds. This is a Fear effect. Creatures that have been exposed to the Ghostly Visage for one hour non-stop grow used to it for the next 24 hours.

Face of Fear: The Visage gains a +4 racial bonus on Bluff and Intimidate checks.

Ability Score Increase:
The Visage gains +2 Dex, -2 Wis and +2 Cha at first level, and +1 Cha at 2nd level, for a total of +2 Dex, -2 Wis, +3 Cha at 2nd level.

Gaze of Terror: At 2nd level Dread Look now has a range of 30 feet, can be used as a standard action, and the paralyzis last 1d4 rounds.

At 3 HD and every 3 HD thereafter increase the range by an extra 5 feet.

At 11 HD even creatures normally immune can be affected, but they gain a +5 bonus on their saves.

Mind Shielding:
At 2nd level the Ghostly Visage can make the Host immune to mind-affecting effects. In addition if it takes Warlock levels it can count Ghostly Visage levels to stack for CL and Eldritch blast damage purposes.

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110
Oni Brawler

“Cutting things? Why are you doing something so slow?
How many times do you need to cut before a mountain becomes sand?  ”


An Oni Brawler is someone who embraces the true nature of the Oni to party, fight and live hard and honestly.

MAKING A ONI BRAWLER
Abilities: Strength is the key ability for Drunken Demon and many Oni Brawler abilities. Constitution bolsters your HP. Intelligence may come in handy for extra skills.
Races: Onis were the first members of this class, but it soon spread to other demons and several humanoid races have picked it up as well.
Alignment: Oni Brawlers love raw violence and causing trouble. They can neither be Good nor Lawful.
Starting Gold: 4d4x10 (100gp)
Starting Age: Young


HD:d12
Level BAB Fort Ref Will Feature Maneuvers Known Maneuvers Readied Stances Known
1 +1 +2+0+0Maneveurs, Brawler Strike421
2 +2 +3+0 +0 Visceral Defense521
3 +3 +3+1 +1Muscle Brain631
4 +4 +4 +1+1Gourd of Endless Booze741
5 +5 +4 +1 +1Muscle Reflexes852
6 +6 +5+2+2Brute Force 1/day952
7 +7 +5 +2 +2Honest Crafting1062
8 +8 +6 +2 +2Wanderings1172
9 +9  +6+3+3Brute Force 2/day1282
10+10 +7+3+3Skygazer1382
11+11 +7 +3+3 Free Spirited1493
12+12 +8 +4+4Oni Out, Good Luck in15103
13+13 +8 +4 +4Brute Force 3/day16113
14+14 +9 +4 +4Honesty of Purpose17113
15+15 +9 +5 +5 Brutal Force18124
16+16 +10 +5 +5So near and yet so far...19134
17+17 +10 +5+5Brute Force 4/day20145
18+18 +11+6+6No Reference21145
19 +19 +11 +6 +6Fair and Square22155
20+20 +12 +6 +6Immaterial and Missing Power23165

4 Skill points+int per level, quadruple at 1st level. Class skills:
Balance, Climb, Craft, Diplomacy, Intimidate, Gather Information, Jump, Knowledge (any), Listen, Martial Lore, Profession(any), Spellcraft, Spot, Swim

Proficiencies: Bludgeoning Simple weapons, Flail, Greatclub, Heavy Flail, Light Armor, Light and Heavy shields.

Features:

Maneuvers:
A Oni Brawler learns maneuver from the Drunken Demon school and one other martial school of her choice. If the second school demands any special prerequisite (like Ancient Temple needing a feat) the Oni Brawler must fulfill it as well. Her Initiator level is equal to her Oni Brawler level plus half other levels, and she can only learn maneuvers of a level no bigger than half (IL+1).

The Oni Brawler can recharge all her expended maneuvers by drinking an alcoholic beverage or potion in a particularly showy way as a Fullround action that doesn't provoke attacks of opportunity. She still gains the regular benefits of the beverage/potion.

At 4th level, and every even-numbered level afterwards, the Oni Brawler can replace one of her older maneuvers with a new one she qualifies for from one of her two schools (the new one doesn't need to be of the same level of the older one).


Brawler Strike: The Oni Brawler's Unarmed Strike and natural weapons deal damage as if they were one size category larger. At 8th , 12th , 16th and 20th level increase their damage another size category. In addition the Oni Brawler can use Str instead of Dex for thrown attack rolls.

Visceral Defense: at 2nd level the Oni Brawler adds her Con modifier to her AC  instead of Dex while wearing light or no armor. Any effect that woud make her lose her Dex bonus to AC makes her lose this bonus as well. This doesn't stack with other abilities that allow you to add Con bonus to AC, she can only add one.

Muscle Brain: At 3rd level the Oni Brawler can use her Str instead of Wis for Will saves and add her Str mod to Diplomacy, Gather Information, Intimidate and Knowledge checks.

Gourd of Endless Booze:
At 4th level after a lot of experimenting the Oni Brawler  gets herself a magic gourd (although some Oni Brawlers may have containers of other substances or shapes) that is always filled with the equivalent of a 1 GP alcoholic beverage every time it is opened. Drinking from the Gourd of Endless Booze is a move action that doesn't provoke attacks of opportunity. It can pour the drink in another container, but will not produce more booze until the drink on the new container is drank. If it is spilled, somebody will have to kneel down and lick it. An Oni Brawler who tries to sell this booze automatically loses all class features out of shame at realizing they're settling down as a business person.

The Gourd of Endless Booze is indestructible and cannot be replaced. However it comes with an indestructile chain that can be fastened to the Oni Brawler's body and makes it impossible to disarm or steal short of killing the Oni Brawler. If the Oni Brawler is killed then the Gourd of Endless Booze loses its mystic properties and becomes a normal gourd.

This chain-gourd combo can be used as a Heavy Flail with a +1 enchancement bonus to attack and damage rolls per 4 Oni Brawler levels. If the Oni Brawler is proficient with the Weighted Chain, the chain-gourd can count as a Weighted Chain when the Oni Brawler wishes to.

Muscle Reflexes: At 5th level the Oni Brawler can use Str instead of Dex for Reflex saves and Initiative checks.

Brute Force: At 6th level 1/day the Oni Brawler may gain +6 Str for 2d12 rounds as a move action. She can use this ability an extra time per day at 9th, 13th and 17th levels.

Honest Crafting: When you're always partying and destroying stuff, sometimes it's good to pause and build something for a change. At 7th level the Oni Brawler gains Pure Crafting as a Bonus Feat even if she doesn't meet the prerequisites, plus counts as having either Craft (Armorsmithing) or Craft (Weaponsmithing) with maximized ranks. If she already had ranks in the chosen skill, she can redistribute them to other skills. If she already had it she can pick another feat for which she meets the prerequisites. In addition now the Oni Brawler only pays half cost for crafting Pure light armor and Pure bludgeoning weapons (including weapons that deal another kind of damage besides bludgeoning) and only takes half the time, but such items are only any good when used by her. In addition she can improve her natural weapons with pure metal weapon acessories, one per natural weapon, costing the same as a dagger of the respective size and they make the natural weapon count as the same kind of metal. She can also improve her chain-gourd to count as made of Pure Metal, and still retains all of its other benefits.

Wanderings: At 8th level the Oni Brawler becomes immune to Fatigue and Exhaustion and can survive on booze alone. She stops growing old as long as she never settles in one place for more than one week.


Skygazer:At 10th level the Oni Brawler gains a  bonus to attack rolls, saves, skill checks, damage rolls and AC against opponents not touching the ground equal to half her Oni Brawler level, plus her own DCs increase by 1/4 Oni Brawler level against such opponents.


Free Spirited: At 11th level the Oni Brawler has seen a lot of things, but hasn't grown attached to anything besides booze and battle. She benefits from a permanent Freedom of Movement effect and is immune to the ill effects of any plane she enters.

Oni Out, Good Luck In: At 12th level when you attack an enemy you may take a penalty on your attack rolls up to your Bab to grant an equal Luck bonus to your other allies attack rolls against that same opponent for 1 round. In addition when you and your allies are affected by an area attack that allows a save, you may take a penalty on the roll up to your Bab to grant an equal Luck bonus to your allies save.

Honesty of Purpose: At 14th level the Oni Brawler can combine two non-combined pure metal items of the same kind as a 8 hour process, and the resulting piece of equipment grants the benefits of both kinds, but only while used by you. In the hands of anyone else, it works as a regular piece of normal metal, as only you have the knowledge and skill to take advantage of your unique combination. You can revert the combination process as another 8 hour process. However in battle the pure metal properties are only active if you speak aloud your purpose and intentions to your opponents.

Brutal Force: At 15th level by spending two uses of Brute Force as a move action the Oni Brawler can gain +10 Str for 2d12 and for the duration she also ignores all DR and hardness while using natural attacks, unarmed strikes or bludgeoning weapons. In addition whenever she strikes a target, she can choose to destroy all 5x5x5 feet cubes of terrain adjacent to the target, reducing them to dust. This doesn't stack with Brute Force.

So near and yet so far...:
At 16th level the Oni Brawler's melee reach with bludgeoning and natural weapons increases by 5 feet and she can find her way to any location she's ever seen or heard about with 1d12 days of searching. She may bring up to one creature per Oni Brawler level along.


No Reference: At 18th level even the Oni Brawler can't remember very well where or how she has partied recently, just that it was pretty hard. She becomes immune to indirect Divination effects and all knowledge checks about her take a -20 penalty.

In addition 1/day as a free action she can stop caring about keeping track of things for 3 rounds. Enemies are not aware if they hit the Oni Brawler or if she failed any saves as she just seems to shrug off every blow. Even if killed or paralyzed she keeps smiling in her feet as if perfectly healthy. All damage taken gets delayed, her HP remaining unchanged, and her maneuvers aren't expended after used. At the end of the three turns all her maneuvers become unprepared and the damage taken so far applies to her HP total, plus the signs of damage in her body appear.

Fair and Square: At 19th level the Oni Brawler can combine three non-combined pure metal items of the same kind as a 8 hour process, and the resulting piece of equipment grants the benefits of the three kinds, but only while used by you. In the hands of anyone else, it works as a regular piece of normal metal, as only you have the knowledge and skill to take advantage of your unique combination. You can revert the combination process as another 8 hour process. However in battle the pure metal properties are only active if you speak aloud your purpose and intentions to your opponents.


Immaterial and Missing Power: At 20th level the Oni Brawler picks one of the below abilities. She may switch it as a swift action.

Oni Supression of Space-time Illusion-Whenever an opponent whitin view gets bonus actions, so does the Oni Brawler (unless the enemy is a Boss). That action must be spent attacking or approaching the one who got the bonus action.

Oni Suppression of Humanoid Youkai-The Oni Brawler's attacks force any struck target to return to their original form.

Oni Suppression of Empty Feast -The Oni Brawler can score criticals hits on undeads and becomes immune to drain effects.

Oni Suppression of Devil Spirit
-The Oni Brawler can re-roll one failed attack roll and one save per round against Lawful opponents.

Oni Suppression of Hero -The Oni Brawler takes 2/3 damage from humanoid opponents and her DCs increase by 2 against them.

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111
Oslecamo's Improved Monster Classes / Petal
« on: July 10, 2015, 06:26:43 PM »
Petal



PetalHD: d6


Level
1
Base
Attack
Bonus
+0

Fort
Save
+0

Ref
Save
+2

Will
Save
+2


Special
Petal Body, Sleep Songs,  Fey Finesse, Durable Flower, ⑨ Kind, -2 Str, +2 Dex, +2 Cha
Skills: 6+Int mod, quadruple at first level, Class Skills are Appraise, Balance, Bluff, Climb, Craft(any), Diplomacy, Escape Artist, Hide, Jump, Listen, Knowledge(any), Move Silently, Perform, Profession, Sense Motive, Survival, Spot,Swim and Tumble

Proficiencies: Simple weapons


Petal Body: The Petal loses all of her previous racial traits and instead gains fey traits (basically low-light vision). She is a tiny sized fey with base speed of 15 feet.

Sleep Songs: Petals can sing two kinds of songs that deal no damage but can lull a creature into a state of relaxation or sleep as a standard action.

Lullaby- Any creature within a 20-foot-radius that fails a DC 10+1/2 HD+Cha mod Will save is affected as though by a lullaby spell. At 4 HD this song imposes a -2 penalty on all Will saves on enemies inside the range, and half that penalty on all Will saves on enemies inside the range that make the save. For each extra 4 HD this penalty gets an extra -1. At 6 HD the Petal can sing this song as a Swift action. At 14 HD she can sing it as a free action 1/round.

Sleep- This song requires two or more petals separated by no more than 100 feet to be singing in unison. Any creature within 100 feet of either singer that hears the song must succeed on a DC 10+1/2 HD+Cha mod Will save or be affected as though by a Sleep spell. Additional petals within 100 feet of a target can lend their voices to the song, strengthening it and increasing the save DC by 1 per additional singer. A creature that successfully saves cannot be affected again by those petals’ sleep song for 24 hours. At 4 HD this can affect up to one creature per HD of the Petal with highest level in the choir. If that petal has 13 or more HD even creatures normally immune can be affected, but they gain a +5 bonus on their saves.

Fey Finesse: A Petal gains Weapon Finesse as a bonus feat even if she doesn't meet the prerequisites.

Durable Flower: A Petal gains DR/Cold Iron equal to 2 +1/2 HD.

Wings: The Petal can fly at a speed of 60 feet with good maneuverability, but can't fly upwards, and must end her turn on the ground or fall.

At 4 HD, the Petal's wings become strong enough to lift her all day long.


Kind: Petals think of themselves as little geniuses when, in reality, they are mischievous nuissances. This tends to make them forget their own survival instincts. They take hits head on and recklessly throw themselves into danger, confident of their delusionacal superiority.

The Petal counts as a small creature when such would not be benefical for it instead of tiny. So for example they only gain +4 size bonus for hiding and +1 size bonus to attack rolls and AC, but still take -8 in grapple checks and have the carrying capacity of a tiny creature.

At 3 HD some good sense has managed to sneak into the Petal's Brain, and they lose this ability, counting as tiny sized all the time.


Ability Score Increase:
The Petal gains -2 Str, +2 Dex and +2 Cha.

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112
Oslecamo's Improved Monster Classes / Drider
« on: July 09, 2015, 09:21:42 AM »
Drider

   

Prerequisites:
-Must be an Humanoid with one level in something.
-Must have somehow gained Lolth's attention, for better and worst. This means usually drows, but sometimes other races get transformed as well.

Hit Dice: d8


LevelBABFortRefWill   Special
1st
0
0
0
2
   Drider Body, Anathema, Poison, Spider Path, Lesser Spider Magic
2nd
1
0
0
3
   Spider Steps
3rd
2
1
1
3
   Princess Spider Magic
4th
3
1
1
4
   Growth
5th
3
1
1
4
   Poison Edge
6th
4
2
2
5
   Spider Fate, Queen Spider Magic

Class Skills
The Drider's class skills (and the key ability for each skill) are Apraise(Int), Balance(Dex), Bluff(Cha), Climb(Str), Concentration (con), Disable Device(Int), Escape Artist(Dex), Heal (wis), Hide(dex), Intimidate(Cha), Jump(Str), Knowledge (any) (int), Listen (wis), Move silently (dex), Open Lock(Dex), Perform (any)(Cha), Profession(any)(Wis), Search (Int), Spellcraft(Int), Spot (wis), Survival (wis), Swim (Str), Use Rope (Dex)
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + Int modifier.


Weapon and Armor Proficiency
Driders are proficient with their natural weapons, plus whatever proficiencies they had before.


Class Features

Drider Body: The drider retains her old racial traits, but creature type changes to Aberration, granting it Darkvision 60 feet. Don't recalculate anything.
The Drider can climb at half her base speed. In addition the Drider gains a secondary Bite natural attack dealing 1d3+1/2 Str mod damage and a bonus to Natural armor equal to her Con mod.

Anathema: Even if they have the best of intentions, there's just too much bad reputation around Driders, meaning they take a -10 penalty to diplomacy checks.

Spider Path: At first level the Drider chooses one of the following options.

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Spider Magic: The Drider can use certain SLAs. Any DCs are 10+1/2 HD+highest stat mod.

Lesser-At 1st level Dancing Lights, Detect good, Detect law, Detect Magic and Faerie Fire each 1/hour.

Princess- At 3rd level Darkness, Clairaudience/Clairvoyance and Levitate each 1/day per 2 HD.

Queen- At 5th level Dispel magic and Suggestion each 1/day per 3 HD. At 11 HD the Dispel Magic upgrades to Greater Dispel Magic.

Poison: The Drider's teeth start producing poison that is delivered through her bite attack and deals 1d3 Str damage. At 3 HD, and every 3 HD thereafter, the initial and secondary damage grows by one die size.
If the Drider has 13 or more HD this poison can affect even creatures normally immune to it, but they gain a +5 bonus on their saves.


Ability Score Increase: The Drider gains different stat progressions depending on the Spider Path chosen.

Chaos-Each level gain +1 to two different stats of their choice, but cannot pick the same stats two levels in a row.

Mage-Each level gain +1 to their main casting stat, plus +1 Con at levels 4, 5 and 6.

Weaver-Each level gain +1 Dex, plus +1 Con at levels 3, 4, 5 and 6 and +1 Wis at levels 5 and 6.

Warrior-Each level gain +1 Str, plus +1 Con at levels 3, 4, 5 and 6 and +1 Cha at levels 5 and 6.



Spider Steps: At 2nd level the Drider has got used to her new set of legs enough to gain a +4 racial bonus on Hide and Move Silently checks.
She also gains SR equal to 11+HD which she may rise or drop at any time as a free action even if it isn't her turn. If she already had SR from another source, increase it by 4 instead.


Growth: At 4th level the Drider grows one size category. She no longer takes penalties in hiding for being larger than medium. She gains a +1 racial bonus to ability DCs against enemies smaller than herself and a +2 racial bonus on attack rolls against enemies smaller than herself.

Poison Edge: At 5th level the Drider may coat one of her held weapons with her bite poison, which stays "fresh" up to 1 hour/HD or until used, whichever happens first.

Spider Dance: At 6th level the Drider may use one of her Drider SLAs as a swift action if she used a standard action or fullround action maneuver, spell, Chaos Gift or Advanced/Expert Arachnid ability (including attacking with a Chaos Gift weapon as a standard or fullround action). Once this ability is used she must wait 1d4 turns before being able to use it again.
In addition at any time as an immediate action the Drider may be freed from her "curse", retraining her Drider levels for something else.

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113
Oslecamo's Improved Monster Classes / Hippogriff, Awakened
« on: July 08, 2015, 08:33:55 AM »
Hippogriff, Awakened



HippogriffHD: d12


Level
1
2
Base
Attack
Bonus
+1
+2

Fort
Save
+2
+3

Ref
Save
+2
+3

Will
Save
+0
+0


Special
Hippogriff Body, Wings, Slashing Dive, Eagle Eyes, Scent, +2 Str
Growth, Swift Beast, Affection Bond, +1 Str, +1 Con
Skills: 2+Int mod, quadruple at first level, Class Skills are Balance, Climb, Intimidate, Listen, Survival, Spot and Swim.

Proficiencies: its natural weapons only.


Hippogriff Body: The Hippogriff loses all of its previous racial traits and instead gains animal traits (basically low-light vision and Darkvision 60 feet). It is a medium sized magical beast with base speed of 40 feet. It has two Claw primary natural attack dealing 1d3+Str mod damage and one claw secondary natural attack dealing 1d6+1/2 Str damage. It has no limbs capable of fine manipulation.

In addition it gains a bonus to its Natural Armor equal to 1+its Con mod.

Wings: The Hippogriff can fly at its base speed with average maneuverability.

Slashing Dive: The Hippogriff may attack with one of its claws as a swift action as long as the victim is positioned under it.

Eagle Eyes: The Hippogriff gains a racial bonus on Spot checks equal to twice its level.


Scent: A Hippogriff has the Scent extraordinary ability.


Ability Score Increase: The Hippogriff gains +2 Str at first level and +1 Str plus +1 Con at 2nd level for a total of +3 Str and +1 Con at 2nd level.


Growth: At 2nd level the Hippogriff grows one size category.

Swift Beast: At 2nd level the Hippogriff's base speed increases by 10 feet and its fly speed is now equal to twice its base speed.

Affection Bond:
As a 1 hour ritual, the Hippogriff may bond with another creature that shows it respect. From there on they gain a +2 racial bonus on melee attack and melee damage rolls while fighting adjacent to each other. If either was harmed by an enemy, the Hippogriff and its Bond gain a +4 Racial bonus when attacking the one who harmed them until the end of the next turn.
 
In alternative, the Hippogriff may gain Wingover or Dodge as a bonus feat.

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114
Oslecamo's Improved Monster Classes / Deinonychus
« on: July 08, 2015, 07:58:22 AM »
Deinonychus, Awakened



DeinonychusHD: d12


Level
1
2
3
Base
Attack
Bonus
+1
+2
+3

Fort
Save
+2
+3
+3

Ref
Save
+2
+3
+3

Will
Save
+0
+0
+1


Special
Deinonychus Body, Pack Predator, Scent, +1 Str, +1 Con
Skilled Predator, Fast Hunter, +1 Str, +1 Con
Pounce, Prey Restraint, Fast Hunter, +1 Str, +1 Con

Skills: 2+Int mod, quadruple at first level, Class Skills are Balance, Climb, Intimidate, Listen, Sense Motive, Survival, Spot and Swim.

Proficiencies: its natural weapons only.


Deinonychus Body: The Deinonychus loses all of its previous racial traits and instead gains animal traits (basically low-light vision). It is a medium sized animal with base speed of 40 feet. It has a Talons primary natural attack dealing 1d8+Str mod damage, two foreclaws secondary natural attacks dealing 1d3+1/2 Str damage each and a bite natural attack dealing 2d4+1/2 Str damage each. It has no limbs capable of fine manipulation.

In addition it gains a bonus to its Natural Armor equal to 1+its Con mod.

Pack Predator: A Deinonychus may attack with both its foreclaws as a standard action with no penalty and with its talons as a Swift action as long as its target is flanked.

Scent: A Deinonychus has the Scent extraordinary ability.

Ability Score Increase:
The Deinonychus gains +1 Str and +1 Con at each level for a total of +3 Str and +3 Con at 3rd level.

Fast Hunter: At 2nd and 3rd levels the Deinonychus gains a +10 feet bonus to its movement speed.

Skilled Predator: At 2nd level the Deinonychus gains a racial bonus on Hide, Jump, Listen, Spot, and Survival checks equal to its Deinonychus level+Con mod.

Pounce: At 3rd level if a Deinonychus charges, it can make a full attack.

Prey Restraint: At 3rd level if the Deinonychus hits an opponent with either of its natural attacks, it can choose to latch onto their back. The Deinonychus weight (normally about 600 pounds) counts towards the carrying capacity of the victim but otherwise they're not restrained in any way. Wherever the victim moves, the Deinonychus goes along, although they can choose to let go at any moment. The Deinonychus gains a +4 racial bonus to AC, saves and attack rolls against the victim while latched into it. It can only be removed by being pulled out with an opposed Str check by an adjacent creature, or if killed. The Deinonychus cannot latch into more than one creature at a time.


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115
Oslecamo's Improved Monster Classes / Acidborn Creature
« on: June 30, 2015, 11:00:56 AM »

Acidborn Creature


Pre-Requisites
-Must be a corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant or vermin with the aquatic subtype.

Hit Die: d8
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Acidborn Body, Acid Attacks, Acid Adaptation, +2 Con

Class Skills: (2+Int. Mod). The Acidborn Creature's class skills are Balance, Concentration, Climb, Escape Artist, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Sense Motive, Spot, Survival, Swim

Proficiencies: An Acidborn Creature doesn't gain any new proficiencies.

Class Features

Acidborn Body: If the Acidborn creature was an animal or vermin, its type changes to magic beast. Otherwise it remains the same. Either way don't recalculate anything.

The Acidborn creature's Natural armor increases by 1.

Acid Attacks: The  Acidborn Creature's natural attacks now deal an extra 1d6 acid damage.

Acid Adaptation: The  Acidborn Creature becomes immune to Acid and Poison and can breathe while submerged in acid. However it loses the ability to breathe inside water.

Ability Score Increase: The Acidborn creature gains +2 to Con.


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116
Oslecamo's Improved Monster Classes / Jiang Shi (Hopping Vampire)
« on: June 18, 2015, 09:31:06 PM »
Jiang Shi (Hopping Vampire)



Jiang ShiHD: d12


Level
1
2
3
4
5
Base
Attack
Bonus
+0
+1
+1
+2
+2

Fort
Save
+0
+0
+1
+1
+1

Ref
Save
+0
+0
+1
+1
+1

Will
Save
+2
+3
+3
+4
+4


Special
Jiang Shi body, Martial Jufu, Maneuvers, Hop, Jiang Shi weaknesses, +2 Str
Rigid Skin, +1 Str
Breath Sense, +1 Str
Curse of Vampirism, +1 Str
Deadly Hop, +1 Str

Maneuvers
Known
4
5
6
7
8

Maneuvers
Readied
3
3
4
4
5

Stances
Known
1
1
1
1
2
Skills: 2+Int mod, quadruple at first level, no class skills.

Proficiencies: its claws only.

Jiang Shi body: The Jiang Shi loses all other racial modifiers and gains the following undead traits
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It is a medium sized undead with two claw attacks dealins 1d4+Str mod damage each. The Jiang Shi may attack with both claws as a standard action with no penalty.

In addition it gains a natural armor bonus equal to its Str score.

Martial Jufu: A Jiang Shi often has a mystic slip of paper attached to its forehead, that not only allows it to keep its rabid urges under check, but also to channel ancient combat arts in its dead body.

The Jiang Shi starts play with a Martial Jufu inscribed with all maneuvers and stances it knows. Whenever it learns a new maneuver or stance, they're mystically inscribed on its Martial Jufu right away for free. Retrained maneuvers are ripped off or written over.

In addition the Jiang Shi (or another martial artist) may write new Martial Jufus at the same time and gold cost as a wizard scribing spells of the same level, as long as the're maneuvers they've witnessed first hand. If the Jiang Shi is made to don a new one, his maneuvers and stances known change accordingly, picking a new set of prepared maneuvers among them, but they all start as expended except  two picked at random,  and it exits any stance it was in. If the Jiang Shi dons a Martial Jufu with more maneuvers and/or stances than it would normally know, it's too complex and it can't use any of the maneuvers or stances at all. If the Jiang Shi dons a Martial Jufu with less maneuvers and/or stances that it would know, it simply knows less while using that Martial Jufu. The Jiang Shi cannot benefit from more than one Martial Jufu at a time, placing a new one seals the effects of the previous.

The Jiang Shi can always use Str instead of the usual ability score of the schools written on its jufu, and its claws always count as martial weapons that can be used with the school, even ones like Ancient Temple and Riverside View. When a maneuver calls for a single attack, the Jiang Shi may attack with both claws, and each claw benefiting from any extra effects from that maneuver. The Jiang Shi always counts as having ranks equal to HD+3 of the main skills of the schools scribbed on its Martial Jufus, thanks to channeling its essence.

Due to the stiffnes of its arms, the Jiang Shi cannot touch a Martial Jufu already on its head. An adjacent ally may place or remove one on it as a standard action.

An enemy may remove the Martial Jufu with melee attack specifically targeting it with a -10 penalty on the attack roll that provokes attacks of opportunity and doesn't deal damage if it hits. A natural 1 on a reflex save against an effect that deals area damage also makes the slip fall off. A Martial Jufu that has been donned by a Jiang Shi is indestructible until that Jiang Shi is destroyed.

If the Jiang Shi finds itself with no Martial Jufu, it degenerates into a feral state of mind, gaining +2 Str plus full Bab, but must attack living creatures to the best of its ability every turn (or go search for them if none are in view).



Maneuvers: The Jiang Shi learns and readies maneuvers and stances from the Border of Life School plus another martial school of its choice, that must be of a level no higher than half (IL+1). At each time the Jiang Shi can only know martial maneuvers from Border of life and another martial school of its choice. This second choice can be changed whenever it changes Martial Jufus. If it would gain acess to a third or more schools, it simply cannot use those other maneuvers, but it still counts as having ranks on the respective skills. The Jiang Shi chooses what the second school is from the ones available.

At 4th level the Jiang Shi can re-train one of its maneuvers known for a new one of a level it can learn.

When the Jiang Shi makes at least one successful melee attack with each of its claws against different targets in a single turn, it recovers one expended maneuver.

If the Jiang Shi multiclasses in a martial class, it stacks both classes for purposes of IL, but the recovery method for each set of maneuvers remains separate.

Hop: The Jiang Shi moves in an hopping way, that may seem silly but is actually quite deadly. The Jiang Shi ignores difficult terrain and gains a bonus equal to 2+Jiang Shi level on any attack roll made right after moving at least 10 feet.

Jiang Shi Vulnerabilities: The Jiang Shi cannot enter any square that contains either of mirrors (although it has a normal reflection), a singing rooster, items made of wood from a peach tree, hoofs of a black donkey, vinegar, the eight trigrams, the book of I Ching, the book of Tong Shu, Glutinous rice, rice chaff, Adzuki beans, Handbell, thread stained with black ink, blood of a black dog, stonemason's awl, axe or broom. If the Jiang Shi is forced to move against its will into such a square, it must spend its next move action getting as far away from it as possible. If the items are in the possession of a creature, the Jiang Shi is allowed a Will save with DC 20 to attack them, otherwise must take other actions. Multiple items on the same person don't stack. A Jiang Shi may wear a Septette Hoodie to supress all but one of those vulnerabilities.

Ability Score Increase: The Jiang Shi gains +2 Str at first level plus +1 Str at every other level for a total of +6 Str at 5th level.

Rigid Skin: At 2nd level The Jiang Shi gains DR/Darkwood equal to half HD and SR equal to 11+HD, which it may drop or raise at any time as a free action even if it isn't its turn. In addition it gains cold and electricity resistance equal to 5+HD.

Breath Sense: At 3rd level the Jiang Shi gains Blindsight 120 feet, but it only works to detect creatures that are breathing.

Curse of Vampirism:
At 4th level any humanoid hit by the Jiang Shi's claws must succeed at a Fortitude save with DC 10+1/2 HD+Str mod or contract a curse that turns her into a Jiang Shi herself. Over  the course of 1d4+1 days, the victim slowly transforms into a Jiang Shi, growing fangs and long fingernails and becoming more bestial. To stop the transformation, the victim must receive a remove curse spell before the process is complete. Any amount of time spent hopping or dancing on pure sticky rice delays the curse's onset by an equal amount of time. Once the transformation has run its course, only a Miracle or Wish can revert it. The victim loses all previous levels and turns into a level 1 Jiang Shi under its curser's control, elite array of stats. By feeding on a sentient creature the servant gains another level of Jiang Shi, up to its mistress's level-2. At any given time a Jiang Shi may control the spawns, but if the equivalent Encounter Level of all those minions becomes higher than your CR-2, any spawns she creates that would exceed this limit are created as free-willed Jiang Shi.

Deadly Hop: At 5th level each time the Jiang Shi uses a maneuver, it can move 5 feet per maneuver level before or after the maneuver is resolved. This movement doesn't provoke attacks of opportunity and ignores difficult terrain. In addition if the Jiang Shi is directly under a flying creature, it can count as if it was adjacent to the for the purpose of melee attacks, as it can hop high enough to reach them!


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117
Oslecamo's Improved Monster Classes / Flesh Golem
« on: May 22, 2015, 08:10:19 PM »
Flesh Golem, Awakened


HD:d10
LevelBabFortRefWillFeature
1+0+0+0+0Body  of Flesh, Berseker, Lighting Powered, Frankestein's Tale, +2 Str
2+1+0+0+0 Strong Stitches, Frankestein's Tale, +1 Str
3+2+1+1+1Fraknestein's Legacy, +1 Str
4+3+1+1+1Invulnerability, Frankestein's Legacy +1 Str
5+3+1+1+1Frankestein's Horror, +1 Str
6+4+2+2+2Growth, Frankestein's Horror +1Str
7+5+2+2+2 Frankestein's Madness, +1 Str
Skills:2+int modifier per level, quadruple at first level. Class Skills are Balance, Climb, Craft(Any) , Intimidate, Hide, Knowledge(Any), Move Silently, Sense Motive, Swim

Proficiencies: Its own natural weapons

Features:

Body of Flesh: The Flesh Golem loses all other racial bonuses and becomes a construct, with all of it's penalties and disadvantages, except for the extra HP:

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The Flesh Golem is a medium sized construct with base speed 30 feet. It has two slam natural attacks dealing 1d10+Str mod damage each. The Flesh Golem may attack with both slams as a standard action.

It also gains a bonus to its Nat armor equal to its Str modifier.

Finally it gains +1 HP per HD. This bonus retroatively increases by +1 for every 5 HD of the Flesh Golem.

Berseker: When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, or anyone who the Flesh Golem has considered a friendly creature for the last 24 hours, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check as a standard action while within 60 feet to the Flesh Golem. Each additional creature within 60 feet that's been friendly to the flesh golem for the last 24 hours grants a +8 bonus in this check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

Lighting Powered: If the Flesh Golem would be dealt electricity damage, it instead recover lost HP equal to half the electricity damage that it would receive.

Frankestein's Tale:
There's a story about a good doctor who wanted to create a better human being piece by piece. At 1st and 2nd levels pick one of the following options. You can't pick the same one twice unless noted otherwise.

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Ability Score Increase: The Flesh Golem gains +2 Str at first level plus another +1 at each other level for a total of +8 Str at 7th level.

Strong Stitching:
At 2nd level the Flesh Golem gains DR/Adamantine equal to 1/2 HD and SR equal to 11+HD, which he may raise or drop at any time as a free action even if it isn't its turn.

Frankestein's Legacy: The good doctor certainly never planned to be remembered for this kind of work.  At 3rd and 4th  level pick one of the following options.  None can be picked more than once unless noted otherwise. In alternative pick two from Frankestein's Tale.

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Invulnerability: At 4th level the Flesh Golem can fully ignore harmful effects of spells of level (Flesh Golem level/2)-1. This isn't just limited to spells which allow SR. A Flesh Golem would just stomp over an Entangle spell, and a magic orb would harmlessly dissipate over its plating.

In addition, the Flesh Golem can fully ignore harmful Su abilities from opponents with less HD than it has Flesh Golem levels.

The Flesh Golem may still let beneficial effects affect him as normal.

Frankestein's Horror: The good doctor feared his own creation. At  5th  and 6th levels pick one of the below abilities. None can be picked more than once unless noted otherwise. In alternative pick two from Frankestein's Legacy.

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Growth: At 6th level the Flesh Golem grows one size category.

Frankestein's Madness:
Why did the good doctor ever started this whole thing? At 7th level pick one of the following options. None can be picked more than once unless noted otherwise. In alternative pick two from Frankestein's Horror.

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118
Touhou Battle Grimoire / Symposium of Feats
« on: May 04, 2015, 09:59:42 AM »
This thread for Tobbhou feats that aren't tied to any specific class or school.

Focus Fire

Taking the opponent before you is your main priority, even at the risk of your own safety.
Pre-requisites: Must know at least one martial stance.
Benefit: When you enter a martial stance, you may choose to focus fire. All your movement speeds are halved, you take a -1 penalty to AC and Saves, and in return you gain a +1 bonus on attack rolls and the DCs of your abilities. You can increase the penalty and bonus by an amount up to half the stance level you enter, rounded up. The bonus/penalty lasts until you exit the stance.


Border of Duel

A proper battle demands a proper arena.
Pre-requisites:Must know a martial stance.
Benefit: When you enter a martial stance, you can select one opponent within view. If she makes an attack that doesn't include you as the target, they take a penalty equal to your stance's level on attack rolls, IL, damage rolls, DC, skill checks and ability checks on that attack. A single creature can't be affected by more than 1 Border of Duel at a time, any new attempts fail, it lasts until the one who started it dies, is rendered helpless, exits the stance, or 5 rounds have passed, whatever happens first. 
Special: If the stance you entered is a supernatural one, you may choose for mystic and colourful patterns reflecting your personality and specialization(s) to surround you and your opponent for the duration.

Border of Death

When you're on the verge of losing everything it's the best time to give it your all.
Pre-requisites:Must know a martial stance and at least one strike maneuver.
Benefit:When you would be rendered helpess or reduced to below 0 HP by another creature and you're in a martial stance and have at least one strike maneuver readied, you may expend the maneuver as a non-action to use the strike on the one that attacked you. If you inflict them at least 1 damage or they fail a save against your strike (if any), then you're not rendered helpess and/or you don't drop below 0 HP. You then exit your martial stance and unready all your maneuvers.


Hit Box

Harsh training allows you to shift your vital organs into a smaller space inside your body that's thus harder to hit.
Pre-requisites: Must know one martial stance.
Benefit:While on a martial stance, you gain a 50% chance plus 5% chance per stance level to ignore the extra damage from critical hits. This stacks with other effects that increase chance to ignore critical hits. In addition you can re-roll natural 1s on saves.

Mundane Magic

The border between fantastic and common can be pretty thin.
Prerequisite: Knowledge of both Su and Ex maneuvers.
Benefit: You can choose for your maneuvers to count as either Ex or Su when you use them.

Graze

By getting in the thick of danger and surviving, you can better attack your opponents.
Pre-requisites: Must know a martial stance.
Benefit:While on a martial stance, when you succeed on a save against an effect caused from another creature without using any maneuver, you gain a bonus on the next attack roll and damage roll against said opponent equal to 1+Stance level, plus a bonus to the DC (if any) equal to half of that rounded down. This bonus is lost if you don't attack that opponent again within 1 round. Making multiple saves against effects from a single opponent in a single turn doesn't stack against a single opponent.


Everything Explodes.

Prerequisite: Knowledge of at least one maneuver that deals damage.
Benefit: You can use maneuvers to deal damage to attack things that interact physically with the world but do not normally have HP such as a fog or a wall of force/fire or mage's tentacles. In the case of area effects such effects count as enemy creatures. In the case you use a maneuver that demands a target(s) instead of affecting an area, you must pick the effect(s) you want to explode as target(s). The effects count as having 10 HP per CL/IL. If the effect was created by a spell/maneuver/similar of a lower level than the maneuver you're using, it is automatically destroyed instead.

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Quick Ready
Pre-requisites: Must ready maneuvers.
Benefit: You can change one of your currently readied non-expended maneuvers for another of your known maneuvers as a swift or move action.

119
Oslecamo's Improved Monster Classes / Boss
« on: March 08, 2015, 10:34:36 PM »
Boss

(long monologue)
Were you listening to me?
I'm going to cut you down here, and you'll meet your end.


A Boss is one prepared to fight against many. Usually heroes. Although sometimes a Boss can face groups of villains, or just greedy drunk mercenaries.

Prerequisites:
-One level of something else.
-Must have an awesome personal theme music and title.
-Cannot be somebody else's minion/companion/follower/cohort.

HD:d12
Level Bab Fort Ref Will Feature
1 +1+2+2+2Boss Body, One of a Kind, Magus Rule, Try to keep up with me I, This isn't over yet, Authority Equals Asskicking, Plot Power
2 +2+2+3+3Try to keep up with me II,  Authority Equals Asskicking, Plot Power
3 +3+ 3 +3+3Try to keep up with me III,  Authority Equals Asskicking, Plot Power
4 +4+ 4 +4+4Try to keep up with me IV,  Authority Equals Asskicking, Plot Power
Skills:8+int modifier per level, all skills are class skills for The Boss.

Proficiencies:The Boss doesn't gain any new proficiencies.

Features:
Boss Body: Unlike other monster classes, the Boss retains all her previous traits.  Creature type is maintained, don't recalculate anything. All numeric penalties the Boss receives from external sources are halved. For example if the Boss's movement speeds would be halved, they're only reduced by a quarter. If they would take a -4 penalty to AC, they instead take -2. Self-inflicted numeric penalties still affect her fully.

In addition, the Boss gains +1 to two different stats of its choice at first level, +1 to three different stats of its choice at 2nd level, +1 to four different stats of its choice at 3rd level and +1 to five different stats of its choice at 4th level.

One of a Kind: The Boss's abilities can never be copied/stolen/borrowed or similar by any other effect. A Boss can never be a minion/follower/companion of someone else.

If playing with gestalt, tristalt, or any similar alternate rule, each Boss level fills levels all progressions.

Magus Rule: If the Boss is charmed, dominated, turned into an undead, or any similar ability that puts her under someone else's control, she automatically loses all Boss levels until her will is her own again.


Try to keep up with me: The Boss can take extra actions per turn. Those actions follow the following restrictions however
-The Boss cannot use her extra actions to affect somebody or something they already had affected this turn (this includes area effects from the Boss that would include a target that had already been affected by the Boss this turn, and this limitation extends to the boss herself).
-The Boss cannot use her extra action to perform an action she had already done this turn (except mundane movement), even if they would affect others. So for example a level 1 Boss able to use SLAs as a standard action could cast two different SLAs, but not the same SLA twice. A level 2 Boss could full attack and then cast a SLA and then move, but couldn't fullattack twice.

I-At first level the Boss can take either an extra Standard or Swift+Move action each turn.

II-At second level the Boss can take two fullrounds worth of actions each turn.

III-At third level the Boss can take three fullrounds worth of actions each turn.

IV-At fourth level the Boss can take four fullround worth of actions each turn.


This Isn't Over Yet: If the Boss is afflicted by an effect that would prevent it from taking actions, instead they can ignore it simply by reducing the number of fullround actios they can take each turn for as long as that effect lasts. Different negative effects demand sacrificing multiple fullround actions. In the case of effects like Slow or Staggered that reduce the number of actions you can take, the Boss can instead simply sacrifice  moves action per turn to ignore those effects, also in a 1-for-1 basis.

Authority Equals Asskicking: At each Boss level pick one of the following abilities.

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Plot Power: At each level the Boss gains one of the following abilities.

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120
Oslecamo's Improved Monster Classes / Umbral Blot
« on: December 31, 2014, 10:29:19 PM »
Umbral Blot



Table: Umbral BlotHD: d10


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
+8
+9
+9
+10
+11
+12
+12
+13
+14
+15
+15
+16
+16
+17
+17
+18
+18
+19
+19
+20
+20
+21

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12


Special
Blot Body, Elder Protocols, Lesser Disintegrating Touch
Self-Repair System, +1 Dex
Blot in the Sky, Blindsight, +1 Cha
Umbral Insulation, +1 Dex
Assassination Protocols, +1 Cha
Initiate Planar Travel, +1 Dex
Advanced Disintegrating Touch, +1 Cha
Process Planar Travel, +1 Dex
Vortex, +1 Cha
Quantic Planar Travel, +1 Dex
Black Fortification, +1 Cha
Ultra Planar Travel, +1 Dex
Controled Vortex, +1 Cha
True Disintegrating Touch, +1 Dex
Assault Protocols, +1 Cha
Immune to Almost Everything (50%), +1 Dex
Sense Intelligence, +1 Cha
Umbral Travel, +1 Dex
Immune to Almost Everything (60%), +1 Cha
Blackball, +1 Dex, +1 Cha
Endless Blot, +1 Dex, +1 Cha
Immune to Almost Everything (70%), +1 Dex, +1 Cha
Black Aegis, +1 Dex, +1 Cha
Umbral Fate, +1 Dex, +1 Cha
Immune to Almost Everything (80%), +1 Dex, +1 Cha
Divine Destroyer, +1 Dex, +1 Cha
Black Vortex, +1 Dex, +1 Cha
Immune to Almost Everything (90%), +1 Dex, +1 Cha
Sphere of Zero, +1 Dex, +1 Cha
Extremely Rare, +1 Dex, +1 Cha
Immune to Almost Everything (95%), +1 Dex, +1 Cha
Eternal Void, +1 Dex, +1 Cha

Skills:2+int modifier/level (x4 at 1st level). Class skills::  Appraise, Disguise, Hide, Intiidate, Listen,  Knowledge(any), Move Silently, Sense Motive, Spot, Survival.

Proficiencies: None.

Features:
Blot Body: An Umbral Blot loses all other racial bonuses and becomes a construct, with all of its penalties and disadvantages, except for the extra HP:
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The Umbral Blot is a medium sized construct shaped like a sphere, with flight speed 50 feet, but for now can't hover more than 5 feet above ground.

It also gains a bonus to its Nat armor equal to 1+Cha modifier. Finally it gains +1 HP per HD at 5 HD. This bonus increases to +2 at 10 HD, +3 at 15 HD, +4 at 20 HD, and so on.

The Umbral Blot cannot speak or perform fine manipulation. Such actions were not deemed a necessary ability for their purpose as finely crafted assassins of the ancient gods. If it disintegrates  a piece of magic equipment other than a weapon, it can absorb their essence and count as if wearing it (armor enchancements benefit its natural armor), although the Umbral Blot counts as having normal humanoid body slots for this. As a 1-hour process it can transfer the magic essence of a magic item it has absorbed into an adjacent appropriate piece of mundane equipment of the same kind as the original magic item (magic boot property only towards mundane boots for example), in which case the Umbral Blot no longer benefits from it. This does not allow the Umbral Blot to combine magic properties. For example, if it had already had absorbed a pair of magic gloves, it could not absorb another hands-slot item before getting rid of the previous gloves bonus. If the Umbral Blot is destroyed, any magic properties it had absorbed are automatically transfered to the nearest mundane items of the appropriate kind.

Elder Protocols: Umbral Blots may resemble a sphere of annihilation, but they've actually been created before by ancient technology by the gods of yore, and it's the spheres of annihilation that are crude copies. All of the abilities of the Umbral Blot are Extraordinary effects, even those that replicate spells. In addition the Umbral Blot can disguise itself as a sphere of annihilation with a racial bonus equal to 10+HD, fooling even abilities that would point out it's a creature unless the observer succeeds on a Spot check against this disguise check.

However at start the Umbral Blot is also vulnerable to the will of smart creatures. A character’s ability to gain control of the Umbral Blot (or to keep controlling one) is based on the result of a control check against DC 10+HD+Cha mod (a move action). A control check is 1d20 + HD + character Int modifier. If the check succeeds, the character can move the Umbral Blot and make it perform an attack with Disintegrating touch as a free action.

Control of the Umbral Blot can be established from as far away as 40 feet (the character need not approach too closely). Once control is established, it must be maintained by continuing to make control checks (same DC as the start) each round. For as long as a character maintains control (does not fail a check) in subsequent rounds, he can control the sphere from a distance of 40 feet + 10 feet per HD. The sphere’s speed in a round is 10 feet +5 feet for every 5 points by which the character’s control check result in that round exceeded the DC. Anyone with an Amulet of the Sphere dobles their HD and Int bonus for purposes of trying to control the Umbral Blot.

If two or more creatures vie for control of a sphere of annihilation, the rolls are opposed.

Should a gate spell be cast upon the Umbral Blot, there is a 50% chance (01-50 on d%) that the spell destroys it, a 35% chance (51-85) that the spell does nothing, and a 15% chance (86-100) that a gap is torn in the spatial fabric, catapulting everything within a 180-foot radius into another plane. If a rod of cancellation touches the Umbral Blot, they negate each other in a tremendous explosion if the Umbral Blot fails a Will save with DC 20. Everything within a 60-foot radius takes 2d6×10 points of damage unless the Umbral Blot succeeds on its save. Dispel magic and mage’s disjunction have no effect on the Umbral Blot.

Lesser Disintegrating Touch: At first level the Umbral Blot's mechanism is still not fully operational and its abilities are still limited. It has a “natural” melee (that may never be turned into a ranged attack or have its reach increased, even if the Umbral Blot increases in size) touch attack that deals 1d6 untyped damage per HD, plus another 1d6 per Umbral Blot level, that ignores all DR and hardness and can affect even ethereal and incorporeal creatures. A Fort save with DC 10+1/2 HD+Cha mod halves this damage. A character or object that has been disintegrated by an Umbral Blot disappears completely, leaving behind not even dust to mark its passing. Lesser disintegrating touch can also be used to end Force effects. The Umbral Blot can use Disintegrating Touch to make Aoos and extra attacks if under an Haste effect or similar, however it's not an actual natural attack or manufactured weapon and thus it can't be boosted by feats such as Weapon Focus or Improved Natural Attack.

Whenever the Umbral Blot is hit by a weapon or natural attack, as an Immediate action can use Disintegrating Touch on it, hitting it automatically (in case of a natural weapon, the attacker directly takes the damage). The Umbral Blot still takes damage.

Finally the Umbral Blot can use contain its Disintegrating power in order to write in any solid surface, allowing it to communicate with others.

Ability Score Increase: The Umbral Blot gains +1 Dex at levels 2, 4 6, 8, 10, 12, 14, 16, 18, 20 and +1 Cha at levels 3, 5, 7, 9, 11, 13, 15, 17, 19, 20, for a total of +10 Dex and +10 Cha at 20th level. From levels 21 to 32 the Umbral Blot keeps gaining +1 to Dex and Cha every level, ending with a total of +22 Dex and +22 Cha.

Self-Repair System: At 2nd level the Umbral Blot gains Fast Healing equal to half its HD.

Blot in the Sky: At 3rd level the Umbral Blot can fly as high as it wants.

Blindsight: At 3rd level the Umbral Blot gains Blindsight with range of 50 feet plus 5 feet per HD.

Umbral Insulation: At 4th level the Umbral Blot gains resistance against Acid, Cold, Electricity, Fire and Sonic damage equal to its HD, plus SR equal to 11+HD, which may be lowered or raised at any time as a free action even if it isn't its turn.

Assassination Protocols: At 5th level the Umbral Blot gains a racial bonus to  Hide, Listen, Sense Motive and Spot checks equal to its Cha mod, and is no longer vulnerable to a Rod of Cancellation.

Planar Travel: The Umbral Blot can fold space at will. However it can not transport more than one creature at a time. Any save DCs are 10+1/2 HD+Cha mod.

Initiate- At 6th level Dimension Door 1/ 3 HD every hour.

Process- At 8th level Teleport ¼ HD every hour. Upgrades to Greater Teleport at 13 HD.

Quantic- At 10th level Plane Shift  1/5 HD every hour.

Ultra-At 12th level Ethereal Jaunt ¼ HD every hour.

A number of times per day equal to its Cha mod the Umbral Blot may use one of its Planar Travel options as a swift action.

Advanced Disintegrating Touch: At 7th level the Umbral Blot can automatically attempt to disintegrate anything that it touches. It no longer needs an immediate action to Disintegrate weapons that hit it or attackers with natural weapons, the ability automatically triggers unless the Umbral  Blot will otherwise. The Umbral Blot may move through any physical obstacles on its path, automatically inflicting disintegrate damage on them.  If this isn't enough to destroy them then the Umbral Blot movement ends adjacent to said object. The Umbral Blot can also move over other creatures, automatically inflicting Disintegrate damage on them, but they can  gain a Reflex save with DC 10+1/2 HD+Dex mod to dodge, and are allowed an Aoo against the Umbral Blot. If the Umbral Blot tries to move multiple times over the same creature in the same turn and they had already succeeded on the Reflex save this round they no longer risk getting hit this way as they've become used to its movements.

Vortex: Normally an Umbral Blot insulates itself somehow from the air around it (otherwise it would perpetually be at the center of a howling wind-storm). At 9th level as a standard action, instead of allowing the air to bend around it, the Umbral Blot can suspend this insulation, causing a sudden rush of wind to pour toward the Umbral Blot from all directions. This vortex sucks all the air from a 30-foot-by-30-foot-by 30-foot room in a single round, creating a sudden influx of air in its direction. All flying or floating creatures within 30 feet of the umbral blot who fail a Reflex Save (DC 10+1/2 HD+Cha mod) are swept along with the wind into contact with the blackball. Nonflying creatures within 30 feet who fail a Reflex save (DC 10+1/2 HD) are pulled into contact with the Umbral Blot. Contact with the Umbral Blot leads to Disintegrating touch damage.

Black Fortification: At 11th level the Umbral Blot adds its Cha mod to HP per HD and all saves.

Controled Vortex: At 13th level the Umbral Blot can focus its Vortex ability as a fullround action, pulling all creatures in either a cone with up to 5 feet per HD, a line with up to 10 feet per HD, or a burst centered in itself with 5 feet per 2 HD, and the DC increases by 2. Once the Umbral Blot has used this ability it cannot use it again for 1d4 rounds.

True Disintegrating Touch: At 14th level at the Umbral Blot's will, creatures and objects subject to its Disintegrating Touch are immediately disintegrated if they fail their Fort save, no remains left behind, and still take 1d6 damage per HD and Umbral Blot level if they make the save.

Assault Protocols:
At 15th level the Umbral Blot adds its Cha mod to Initiative checks and attack rolls, and its flight speed increases by 40 feet.

Immune to Almost Everything: At 16th level the Umbral Blot has 50% chance of simply disintegrating any attack that would cause it harm.

At 19th level 60 % chance. In addition the Umbral Blot can no longer be controled by the will of other creatures as detailed in Elder Protocols, even if they have an Amulet of the Sphere.

At 22th level 70 % chance. In addition casting a Gate spell upon the Umbral Blot no longer has any special effect.

At 25th level 80 % chance. In addition anyone casting Gate inside the Blindsight range of the Umbral Blot automatically fails the spell.

At 28th level 90 % chance. In addition Planar Travel can now be used to bring multiple creatures along with it, but not when used as a  Swift action.

At 31st level 95% chance. In addition Planar Travel can now be used to bring multiple creatures along with it, even when used as a Swift action.

Sense Intelligence:
At 17th level the Umbral Blot is automatically aware of any Intelligent creatures wthing 60 feet and ignores all miss chances in melee against such opponents.

Umbral Travel: At 18th level The Umbral Blot can use Planar Travel as a swift action a number of times per hour equal to its Cha mod instead of per day, and adds half its Umbral Blot level to its Natural armor. In addition it is no longer vulnerable to Gate Spells.


Blackball: At 20th level the Umbral Blot can just pass trhough any barrier or obstacle, leaving a hole of its size behind, and can't be slowed down short of being disabled or destroyed somehow. Creatures and objects destroyed by it are gone forever and cannot be restored/ressurected unless the Umbral Blot is destroyed first. Plus it becomes immune to Disintegrate and any similar spells and effects, including any attacks that would fully destroy a creature's body.

Endless Blot: At 21st level the Umbral Blot can use Planar Travel at will.

Black Aegis: At 23rd level Immune to Almost Everything overrides any abilities that would ignore immunities.

Umbral Fate: At 24h level the Umbral Blot can ignore effects that would block teleportation with Planar Travel, including entering private planes and extradimensional spaces. The Umbral Blot is automatically aware of where anyone inside its Blindsight range has gone if they use any kind of planar travel.

Divine Destroyer: Many sages wonder what happened to the creators of the Umbral Blot, certainly elder gods of great power. Some speculate they were destroyed by their own creations. At 26th level the Umbral Blot ignores Salient Divine abilities. Creatures hit by its Disintegrating Touch have all positive effects on them with a duration other than permanent or instantaneous automatically ended.

Black Vortex: At 27th level when the Umbral Blot uses Controled Vortex it can choose to end all all positive effects on creatures inside the area with a duration other than permanent or instantaneous automatically ended, as well as area effects within with the same duration.


Sphere of Zero:
At 29th level as an Immediate or move action the Umbral Blot can choose an opponent inside its Blindsight range and as an immediate action reduce one of its ability score bonus, AC, Bab, skill bonus, CL, or IL bonus to zero for 1 round. As a fullround action it may reduce three of the chosen stats to zero.

Extremely Rare: At 30th level the Umbral Blot becomes immune to all divinations and Knowledge checks.

Eternal Void:
At 32th level the Umbral Blot has become a perfect nothing. It cannot be ended because it's not actually there. If it would be destroyed it is instead transported to random place in a random plane, and cannot exit it that plane for 24 hours, and cannot return to the plane from where it was expelled for a century, unless someone on the other plane casts a Gate, Miracle or Wish for the specific purpose of calling the Umbral Blot before. It is however under no compulsion to obey the caller. Any magic properties the Umbral Blot had absorbed still have a 50% chance of being transfered to the nearest mundane items when it would be destroyed and is instead transported this way.

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