Author Topic: Children of Zoretha (Zorethian)  (Read 6378 times)

Offline TC X0 Lt 0X

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Children of Zoretha (Zorethian)
« on: March 24, 2019, 04:34:52 PM »

Daughter of Zoretha (Zorethian)

Some Flavor text




HD:d10
Level BAB Fort Ref Will       Feature       Ability Score Increases
1+1 +2 +0 +2       Hulk Body, Blasphemous Existence, Energy Affinity       +1 Str OR Con
2+2 +3 +0 +3       Stony Hide                +1 Str, +1 Con
3+3 +3 +1 +3      Abominable Senses, Dark Resilience       +1 Str OR Con
4+4 +4 +1 +4       Growth                +1 Str, +1 Con, +1 Wis
5+5 +4 +1 +4       Elder Sign          +1 Str OR Con
6+6 +5 +2 +5       Spawn Elemental          +1 Str, +1 Con
7+7 +5 +2 +5       Waking Nightmare          +1 Str OR Con
8+8 +6 +2 +5       Alien Existance          +1 Str, +1 Con, +1 Wis
9+9 +6 +3 +6       Runewarded Hide          +1 Str OR Con
10+10 +7 +3 +7       Elder Sign          +1 Str, +1 Con
11+11 +7 +3 +7       Growth                +1 Str OR Con
12+12 +8 +4+8       Sinister Sight             +1 Str, +1 Con, +1 Wis
13+13 +8 +4 +8       Dark Visiting           +1 Str OR Con
14+14 +9 +4 +9       Eldritch Existance          +1 Str, +1 Con
15+15 +9 +5 +9       Elder Sign          +1 Str OR Con
16+16 +10 +5 +10       Dark Matriarch             +1 Str, +1 Con, +1 Wis

4 Skill points+Int per level, quadruple at 1st level. Class skills: Climb, Diplomacy, Intimidate, Jump, Knowledge(Arcana), Knowledge(the Planes), Knowledge(Religion), Listen, Search, Sense Motive, Spot, Swim
Proficiencies: A Child of Zoretha is not proficient with any armor or shields, and is only proficient with it's natural weapons.

Features:
Hulk Body: A Child of Zoretha loses all other racial bonuses, and gains the Outsider type and traits (Darkvision 60). A Child of Zoretha also has the Evil and Native subtypes, and are immune to Petrification, Paralysis, and Polymorphing effects. They are medium-sized, have a movement speed of 40ft, and 1 Slam attack (1d8 + Str Mod*1.5). A Child of Zoretha also gains a natural armor bonus equal to its Constitution modifier.
While asleep, Children of Zoretha gain a number of points of hardness equal to twice their HD, as their body partially solidifies into a statuesque state. A Child of Zoretha can sleep while standing and has no care for comforts while doing so but must spend a move action to end its self-imposed petrification.

Blasphemous Existence: The very existence of the Zorethians is an affront to the gods. As such, you can never use/cast a divine spell or otherwise divinely inspired ability (such as a Cleric's Turn Undead, a Paladins Smite or Lay on Hands, an Ardent's manifesting, a Crusader's maneuvers, etc), as divine agents would never bestow such powers upon you. Allies may attempt to use such abilities upon you, though pending on your disposition and actions in relation to any divine agents sponsoring such an ally (assuming they are beneficial effects), this may sour such relationships, and further such abilities cause great discomfort to you (though there is no actual harm beyond the actual effects of such abilities)

Energy Affinity (Su): All Daughters of Zoretha have an affinity for one of four energy types which they inherit from their mother.
Choose one of the following: Fire(Fire), Ice(Cold), Acid(Acid), Lightning(Electricity). You now have Immunity to damage of the associated energy type, and your Melee attacks deal a number of points of damage of the associated energy equal to 1/2 HD (min 1).
A Daughter of Zoretha also gains a Breath Weapon that deals damage of the associated energy type. This breath weapon deals 1d6 Damage per HD (Reflex (Half) DC 10 + 1/2 HD + Con Modifier), is a Cone (Area 20ft, +5ft per 2 HD), and has a 1d4 round recharge.
This choice will also have an effect on future class features.

Stony Hide (Ex): Starting at 2nd Level, a Child of Zoretha tough outer shell absorbs blows and quickly mends itself. You gain Damage Reduction equal to 1/2 HD which is ignored by magic attacks, as well as Fast Healing equal to 1/2 HD.

Abominable Senses (Su): Starting at 3rd level, Children of Zoretha can naturally sense the presence and communicate with those around them, and gain Blindsense with a range of 15ft per HD and Telepathy with a range of 30ft per HD.

Dark Resilience (Su): Children of Zoretha can easily withstand magical attack and hide themselves from magical probing, especially that of a divine source. Starting at 3rd level, you gain SR equal to HD+7, which increases to HD+15 against Divine Spells and effects. Further, you are under the constant effect of Nondetection, with a caster level equal to HD+7, or HD+15 vs Divine spells and effects. It may raise or lower its SR as a free action at any time even if it isn't its turn, except vs divine spells and effects.
This Nondetection effect extend to all Children of Zoretha within 15ft per HD regardless if they have the Dark Resilience class feature themselves, and Dark Resilience's effective caster level increases by 1 per additional Zorethian (max twice CL) within this area (anyone attempting to divine a Zorethian rolls against the highest level Zorethian in the area).

Growth: At 4th level a Child of Zoretha size increases to the next larger size. This happens again at 11th level, and if you have taken all levels of this class,  again at 18 HD and every 7 HD thereafter.
His AC, bonus to hit, base damage, grapple, and skills change accordingly, but he doesn't get any ability score bonus or penalties.
A Child of Zoretha's land speed increases by 10ft and its bonus to natural armor increase by 1 each time it does (or would) increase in size from this class feature.

Elder Sign (Sp): Starting at 5th level, and again at 10th level and 15th level, a Zorthian gains a rune of dark power marking their links to their terrible origin. With this Elder Sign, a Child or Zoretha can affect the world around them, or the creatures that inhabit it. Unless otherwise noted, all Elder Signs are spell-like abilities with a CL equal to HD. Should a Zorthian take all 16 levels of this class, they will gain an additional Elder Sign at HD 20 and every 5 HD thereafter.
(click to show/hide)

Spawn Elemental (Su): Starting at 6th Level, a Daughter of Zoretha can spawn an elemental from their very being, which has a matching energy affinity (Fire Elementals for fire affinity, Water Elementals for Ice affinity, Earth Elementals for Acid affinity, and Air Elementals for Lightning affinity). These elementals have a level equal to your HD - 2.
This Elemental is treated as a Cohort and is built with the elite array (15, 14, 13, 12, 10, 8), and a Daughter of Zoertha with Leadership does not get a Cohort with that feat. When the elemental gains all it’s base elemental levels, it then takes levels in its corresponding Elemental Monolith Class. If the elemental has taken all those class levels, it advances as a Fighter thereafter.
The Daughter of Zoretha can spawn such an elemental at will as a standard action, can dismiss it as a swift action as long as it is within reach, and can only have one in service to her at any one time. Should the one currently in service by slain, you will receive no penalty but must wait 1d4+1 days before spawning one again as you slowly restore the essence of the elemental within your being. All elementals summoned are identical to one another. Should you wish to change any aspect of your elemental companion, you must spend 1 week in suspended animation, reconfiguring the elemental energy within yourself, and are unable to perform any other tasks.

Waking Nightmare (Su): As a Standard Action a number of times per day equal to HD/2, a Daughter of Zoretha can inflict a target within close range (25ft + 5ft per 2 HD) with waking nightmares for 1d6 rounds, with effects dependant on her chosen energy affinity:
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A target can make a Will DC 10 + 1/2 HD + Highest Mental Ability Score mod to avoid these effects. This is a Mind-Affecting effect.

Alien Existence (Ex): As Children of Zoretha grow more mature, their minds and bodies take on new complexity and alien design. Starting at 8th Level, A Child of Zoretha is immune to Ability Drain, Energy Drain, and Mind-Affecting effects.

Runewarded Hide (Ex): In addition to the major runes a Zorethian gains gain from your Elder Sign class feature, vague lesser runes begin to appear upon their bodies, warding it against damage. Upon reaching 9th level, the Damage Reduction gained from the Stony Hide class feature now requires an epic attack to penetrate. In addition, you gain Energy Resistance equal to your highest mental ability score modifier to acid, cold, electricity, fire, and sonic damage.

Sinister Sight (Su): Elder Zorethians can pinpoint the position of anyone nearby, and their eyes can pierce illusions with ease. Staring at 12th level, you gain the benefits of the True Seeing spell and Blindsight with a range of 10ft per HD.

Dark Visiting (Su): An Elder Zorethian brings with it terrible and blasphemous visions that wrack the minds of those that attempt to channel the divine in their presence. Any creature with HD equal to or lower then your HD-4 that is within 100ft per HD of a Child of Zoretha that attempts to use/cast a divine spell or otherwise divinely inspired ability (such as a Cleric's Turn Undead, a Paladins Smite or Lay on Hands, an Ardent's manifesting, a Crusader's maneuvers, etc) must make a Will Save (DC 10 + 1/2 HD + Highest mental ability score modifier) or fail to use/cast that ability (losing the action, though retaining any uses or resources required to use that ability), and take 1d4+1 ability score damage to the ability score relevant to that ability or of that relevant to the class using that ability (if no ability score can be linked, default to Wisdom). If ability score damage taken from Dark Visiting would result in the character being reduced to half or lower in that ability score, that character is affected as if under the effect of the Insanity spell so long as they remain within the area of Dark Visiting + 1d4 rounds, and lose the ability to use/cast Divine Spell/abilities for 1 day per each of your HD, or until an Atonement spell is cast upon them. Further, they gain SR equal to that gained through your Dark Resilience class feature against Divine Spells/effects for 1 hour after losing access to their divine abilities. Creatures with HD greater then your HD-4 are still affected by this ability, though they gain immunity to failing to use their divine abilities should they make a save for 24 hours, but they must still save against damage, though this damage is minimized to only 2 damage, rather than 1d4+1 damage (though they still can lose access to their divine abilities if reduced to half their relevant ability score, as normal).
This ability can be suppressed or reactivated as a swift action.

Eldritch Existence (Su): The body of an elder Child of Zoretha defies logic and natural limitations. You no longer need to breathe, eat, or sleep (though you can choose to do so for things that require such) and gain a profane bonus equal to half your highest mental ability score modifier to AC and Saves, though this bonus is not to exceed the standard ability score modifier granted to those statistics.

Dark Matriarch (Ex): You have become a Matriarch of the Zorethian race, and unlock terrible power. First, you ignore any immunity to your fear or mind-affecting abilities, though targets with such immunities receive a +5 to their saves against such effects. Further, you can expend a use of your Waking Nightmare ability while using your Breath weapon to have your Waking Nightmare ability affects all targets hit with your breath weapon (this will affect the target regardless if they make their reflex save against the Breath Weapon itself, though the target is entitled to a Will save as normal for being targeted by Waking Nightmare). Further, you can use your Waking Nightmare ability as a Swift Action instead of a Standard Action.
In addition, as a Matriarch you sense the presence and general direction of any Zorethian Patriarch (Son of Zoretha Level 16), which is ready and willing to breed. This sense includes any such specimen on the plane you currently occupy but does not extend into other planes. Zorethians are not picky with their mates, and after mating a Matriarch will remain fertile for 1 year, able to produce any number of offspring in this period as time permits.
After mating a Matriarch can produce offspring at an abnormal rate atypical for creatures of such size, able to produce one or Daughter of Zoretha (75/25 odds) each day, though she is unable to take any strenuous actions in a day when she chooses to give birth. Her offspring stay by her side until they are driven out by their siblings or mature enough to head out on their own, though some may remain and serve their mother indefinitely.
In effect, a Zorethian Matriarch can maintain a brood of her children as if she had the Leadership feat, treating any of her children as followers, however, her leadership score for this purpose is calculated as her level + Highest Mental Ability score modifier, adding no other leadership modifiers. All of these children can only be built by taking Son or Daughter of Zoretha levels, use the nonelite array, and start small sized instead of Medium (growing to normal size upon leaving the brood). The children are born as 1st level characters, but the Matriarch can grant bonus extra levels to fill up her higher level follower slots (these levels are immediately lost upon leaving the brood).
« Last Edit: July 17, 2019, 07:18:48 PM by TC X0 Lt 0X »
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Offline TC X0 Lt 0X

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Re: Child of Zoretha (Zorethian)
« Reply #1 on: March 24, 2019, 04:35:02 PM »
Son of Zoretha (Zorethian)

Some Flavor text



"I think this is pretty accurate tbh"

HD:d8
Level BAB Fort Ref Will       Feature       Ability Score Increases
1+0 +0 +2 +2       Hulk Body, Blasphemous Existence, Poison, Spikes       +1 Str OR Dex
2+1 +0 +3 +3       Stony Hide                +1 Str OR Dex, +1 Mental Ability Score (Int, Wis, or Cha)
3+2 +1 +3 +3      Abominable Senses, Dark Resilience, Sneak attack +1d6       +1 Str OR Dex
4+3 +1 +4 +4      Growth, Wings                +1 Str OR Dex, +1 Con, +1 Mental Ability Score (Int, Wis, or Cha)
5+3 +1 +4 +4       Elder Sign          +1 Str OR Dex
6+4 +2 +5 +5       Spawn Displacer Beast, Sneak attack +2d6         +1 Str OR Dex, +1 Mental Ability Score (Int, Wis, or Cha)
7+5 +2 +5 +5       Waking Nightmare          +1 Str OR Dex
8+6 +2 +5 +5       Alien Existance          +1 Str OR Dex, +1 Con, +1 Mental Ability Score (Int, Wis, or Cha)
9+6 +3 +6 +6       Runewarded Hide, Sneak attack +3d6          +1 Str OR Dex
10+7 +3 +7 +7       Elder Sign          +1 Str OR Dex, +1 Mental Ability Score (Int, Wis, or Cha)
11+8 +3 +7 +7       Growth                +1 Str OR Dex
12+9 +4 +8+8       Sinister Sight, Sneak attack +4d6             +1 Str OR Dex, +1 Con, +1 Mental Ability Score (Int, Wis, or Cha)
13+9 +4 +8 +8       Dark Visiting           +1 Str OR Dex
14+10 +4 +9 +9       Eldritch Existance          +1 Str OR Dex, +1 Mental Ability Score (Int, Wis, or Cha)
15+11 +5 +9 +9       Elder Sign, Sneak attack +5d6          +1 Str OR Dex
16+12 +5 +10 +10       Dark Patriarch             +1 Str OR Dex, +1 Con, +1 Mental Ability Score (Int, Wis, or Cha)


6 Skill points+Int per level, quadruple at 1st level. Class skills: Balance, Bluff, Climb, Concentration, Diplomacy, Hide, Intimidate, Jump, Knowledge(Arcana), Knowledge(History), Knowledge(the Planes), Knowledge(Religion), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Tumble
Proficiencies: A Child of Zoretha is not proficient with any armor or shields, and is only proficient with it's natural weapons.

Features:
Hulk Body: A Child of Zoretha loses all other racial bonuses, and gains the Outsider type and traits (Darkvision 60). A Child of Zoretha also has the Evil and Native subtypes, and are immune to Petrification, Paralysis, and Polymorphing effects. They are medium-sized, have a movement speed of 40ft, and 2 Claw attacks (1d4 + 1/2 Str Mod). At 5HD, a Son of Zoretha also gains 1 Bite attack (1d6 + Str Mod). A Child of Zoretha also gains a natural armor bonus equal to its Constitution modifier.
While asleep, Children of Zoretha gain a number of points of hardness equal to twice their HD, as their body partially solidifies into a statuesque state. A Child of Zoretha can sleep while standing and has no care for comforts while doing so but must spend a move action to end its self-imposed petrification.
Sons of Zoretha also have bat-like wings, though at this stage in their development they are too weak to fly with, though they will reduce fall distance by 5ft per HD (minimum 10ft) for the purposes of calculating fall damage.

Blasphemous Existence: The very existence of the Zorethians is an affront to the gods. As such, you can never use/cast a divine spell or otherwise divinely inspired ability (such as a Cleric's Turn Undead, a Paladins Smite or Lay on Hands, an Ardent's manifesting, a Crusader's maneuvers, etc), as divine agents would never bestow such powers upon you. Allies may attempt to use such abilities upon you, though pending on your disposition and actions in relation to any divine agents sponsoring such an ally (assuming they are beneficial effects), this may sour such relationships, and further such abilities cause great discomfort to you (though there is no actual harm beyond the actual effects of such abilities)

Poison (Ex): From 1st level on, whenever the Son of Zoretha hits with any of its natural attacks gained from this class, at the end of Zorethians turn the target must make a Fort save (DC = 10 + ½ HD + its Con bonus) or suffer 1d4 Con damage as both the initial and secondary effects. For every 8 HD, the poison's initial and secondary damage both increase one die step. Multiple applications of this poison do not force multiple saves at the end of the Zorethians turn; instead, each application this turn after the first increases the DC to save vs the poison by 2.
This poison damage is in addition to any normal damage inflicted by the natural weapons delivering it.

Spikes (Ex): A Son of Zoretha can fire spikes from his forearms, which are treated as a ranged natural weapon which deals 1d8 piercing damage and have a range increment of Close (25ft + 5ft per 2 HD). A Son of Zoretha can make as many Spike attacks per round as their BAB and other applicable abilities that grant extra ranged attacks would allow.

Stony Hide (Ex): Starting at 2nd Level, a Child of Zoretha tough outer shell absorbs blows and quickly mends itself. You gain Damage Reduction equal to 1/2 HD which is ignored by magic attacks, as well as Fast Healing equal to 1/2 HD.

Abominable Senses (Su): Starting at 3rd level, Children of Zoretha can naturally sense the presence and communicate with those around them, and gain Blindsense with a range of 15ft per HD and Telepathy with a range of 30ft per HD.

Dark Resilience (Su): Children of Zoretha can easily withstand magical attack and hide themselves from magical probing, especially that of a divine source. Starting at 3rd level, you gain SR equal to HD+7, which increases to HD+15 against Divine Spells and effects. Further, you are under the constant effect of Nondetection, with a caster level equal to HD, or HD+5 vs Divine spells and effects. It may raise or lower its SR as a free action at any time even if it isn't its turn, except vs divine spells and effects.
This Nondetection effect extend to all Children of Zoretha within 15ft per HD regardless if they have the Dark Resilience class feature themselves, and Dark Resilience's effective caster level increases by 1 per additional Zorethian (max twice CL) within this area (anyone attempting to divine a Zorethian rolls against the highest level Zorethian in the area).

Sneak Attack: A Son of Zoretha gains Sneak Attack as the Rogue class feature, dealing 1d6 extra damage at 3rd level, which increases by 1d6 every 3 class levels thereafter.

Growth: At 4th level a Child of Zoretha size increases to the next larger size. This happens again at 11th level, and if you have taken all levels of this class,  again at 18 HD and every 7 HD thereafter.
His AC, bonus to hit, base damage, grapple, and skills change accordingly, but he doesn't get any ability score bonus or penalties. Sons of Zoretha only take half the size penalty to hide checks, using shadow stuff and instinct to blend in to their surroundings.
A Child of Zoretha's land speed increases by 10ft and its bonus to natural armor increase by 1 each time it does (or would) increase in size from this class feature.

Wings: At 4th level a Son of Zoretha 's becomes able to fly at the speed equal to their land speed + 20ft, with clumsy 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. So long as they would otherwise be able to fly unimpeded and are touching the ground, they can use this fly speed as their land speed (essentially increasing their land speed by an additional 20ft for the purposes of movement only).

Elder Sign (Sp): Starting at 5th level, and again at 10th level and 15th level, a Zorthian gains a rune of dark power marking their links to their terrible origin. With this Elder Sign, a Child or Zoretha can affect the world around them, or the creatures that inhabit it. Unless otherwise noted, all Elder Signs are spell-like abilities with a CL equal to HD. Should a Zorthian take all 16 levels of this class, they will gain an additional Elder Sign at HD 20 and every 5 HD thereafter.
(click to show/hide)

Spawn Displacer Beast(Su): Starting at 6th Level, a Son of Zoretha can create a Displacer Beast, shaping it from shadowstuff. This Displacer Beast has a level equal to your HD - 2, and has the Outsider type.
This Displacer Beast is treated as a Cohort and is built with the elite array (15, 14, 13, 12, 10, 8), and a Son of Zoertha with Leadership does not get a Cohort with that feat. When the Displacer Beast gains all it’s base racial levels, it then takes levels in Pseudonatural Creature. If the Displacer Beast has taken all those class levels, it advances as either a Fighter or Rogue thereafter.
The Son of Zoretha can spawn such a creature at will as a standard action, can dismiss it as a swift action as long as it is within reach, and can only have one in service to her at any one time. Should the one currently in service by slain, you will receive no penalty but must wait 1d4+1 days before spawning one again as you slowly restore the shadow essence to shape the within your being. All Displacer Beasts summoned are identical to one another. Should you wish to change any aspect of your companion, you must spend 1 week in suspended animation, reconfiguring the shadow energy within yourself, and are unable to perform any other tasks.

Hypnotic Gaze (Su): As a Swift Action a number of times per day equal to HD/2, a Son of Zoretha can cause a target within close range (25ft + 5ft per 2 HD) to lose all sensory and time perception until the end of the Hulk's turn, gaining the blinded and paralyzed conditions (ignoring any immunities to such conditions), though they cannot be coup de graced in this state, and are otherwise unable to take any actions for the duration.
A target can make a Will DC 10 + 1/2 HD + Highest Mental Ability Score mod to avoid these effects. This is a Mind-Affecting effect and gaze attack.

Alien Existence (Ex): As Children of Zoretha grow more mature, their minds and bodies take on new complexity and alien design. Starting at 8th Level, A Child of Zoretha is immune to Ability Drain, Energy Drain, and Mind-Affecting effects.

Runewarded Hide (Ex): In addition to the major runes a Zorethian gains gain from your Elder Sign class feature, vague lesser runes begin to appear upon their bodies, warding it against damage. Upon reaching 9th level, the Damage Reduction gained from the Stony Hide class feature now requires an epic attack to penetrate. In addition, you gain Energy Resistance equal to your highest mental ability score modifier to acid, cold, electricity, fire, and sonic damage.

Sinister Sight (Su): Elder Zorethians can pinpoint the position of anyone nearby, and their eyes can pierce illusions with ease. Staring at 12th level, you gain the benefits of the True Seeing spell and Blindsight with a range of 10ft per HD.

Dark Visiting (Su): An Elder Zorethian brings with it terrible and blasphemous visions that wrack the minds of those that attempt to channel the divine in their presence. Any creature with HD equal to or lower then your HD-4 that is within 100ft per HD of a Child of Zoretha that attempts to use/cast a divine spell or otherwise divinely inspired ability (such as a Cleric's Turn Undead, a Paladins Smite or Lay on Hands, an Ardent's manifesting, a Crusader's maneuvers, etc) must make a Will Save (DC 10 + 1/2 HD + Highest mental ability score modifier) or fail to use/cast that ability (losing the action, though retaining any uses or resources required to use that ability), and take 1d4+1 ability score damage to the ability score relevant to that ability or of that relevant to the class using that ability (if no ability score can be linked, default to Wisdom). If ability score damage taken from Dark Visiting would result in the character being reduced to half or lower in that ability score, that character is affected as if under the effect of the Insanity spell so long as they remain within the area of Dark Visiting + 1d4 rounds, and lose the ability to use/cast Divine Spell/abilities for 1 day per each of your HD, or until an Atonement spell is cast upon them. Further, they gain SR equal to that gained through your Dark Resilience class feature against Divine Spells/effects for 1 hour after losing access to their divine abilities. Creatures with HD greater then your HD-4 are still affected by this ability, though they gain immunity to failing to use their divine abilities should they make a save for 24 hours, but they must still save against damage, though this damage is minimized to only 2 damage, rather than 1d4+1 damage (though they still can lose access to their divine abilities if reduced to half their relevant ability score, as normal).
This ability can be suppressed or reactivated as a swift action.

Eldritch Existence (Su): The body of an elder Child of Zoretha defies logic and natural limitations. You no longer need to breathe, eat, or sleep (though you can choose to do so for things that require such) and gain a profane bonus equal to half your highest mental ability score modifier to AC and Saves, though this bonus is not to exceed the standard ability score modifier granted to those statistics.

Dark Patriarch (Ex): You have become a Patriarch of the Zorethian race, and unlock terrible power. First, you ignore any immunity to your fear, mind-affecting, and poison abilities, though targets with such immunities receive a +5 to their saves against such effects. Creatures that normally cannot take Constitution Damage (for instance, Constructs and Undead), take 1d4 per 2HD damage from your Poison instead, as initial and secondary effects.
Your Hypnotic Gaze also grows greater in power. First, you ignore any immunity to your sneak attack damage against any creature affected by your Hypnotic Gaze ability. Any creature that fails their save vs your Hypnotic gaze by 5 or more is affected as if by the Suggestion spell, but with a duration of 1 round (or if you set a triggering condition, 1 round of special activity during its full duration). This suggestion warps the target's mind, so suggestions that would cause obvious harm to others can also be suggested. If the save is failed by 10 or more, the target if affected by the full duration of Suggestion. If the target fails by 15 or more, the suggestion is permanent (as an instantaneous effect), and can only be removed with a Break Enchantment or more powerful effect (only a number of targets equal to the Patriarchs highest mental ability score modifier can be affected by this ability at any one time, and should this limit be exceeded, the target the greatest distance from the Patriarch is freed).
In addition, as a Patriarch, you sense the presence and general direction of any Zorethian Matriarch (Daughter of Zoretha Level 16), which is ready and willing to breed. This sense includes any such specimen on the plane you currently occupy but does not extend into other planes. Zorethians are not picky with their mates, and after mating a Matriarch will remain fertile for 1 year, able to produce any number of offspring in this period as time permits. After breeding with a suitable partner, the Patriarch is empowered, and they receive a +2 bonus to any one ability score for one year. Only one such bonus can be in effect at any one time, but the bonus can be changed to a different ability score and/or have its durations reset should another mate be found.
« Last Edit: April 01, 2020, 11:15:57 PM by TC X0 Lt 0X »
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Re: Child of Zoretha (Zorethian)
« Reply #2 on: March 24, 2019, 04:35:21 PM »
Placeholder
Im really bad at what I do.
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Re: Child of Zoretha (Zorethian)
« Reply #3 on: March 24, 2019, 04:35:29 PM »
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Im really bad at what I do.
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Re: Child of Zoretha (Zorethian)
« Reply #4 on: March 24, 2019, 04:35:50 PM »
Thats probably enough Placeholder


Making a Monster class based on the Hulks of Zoretha (in the hypothetical scenario where the Hulks actually did manageto Murder-Fuck a world)


The monster will be split into 2 classes, 1 for the males and 1 for the females (the female will also be split into 4 subclasses, for each of the energy types associated with the four female Hulks).

I think it should be pretty straight forward overall to build, but not sure how I should incorporate the Elder Evil traits in.  I can probably break them up and spread them around. Well at least the less impactful ones like the nondetection effect and the like. The traits such as Dark Visiting which effects Divine Casters within 100 miles will need a serious nerfing and rework for sure.
Basing a decent amount of the progression off of the Anaxim Monster classes ability progression of similar effect, as abominations and Elder Evils share a large number of traits, even by the admission of the Elder Evil supplement itself.

Any suggests are welcome of course!
« Last Edit: March 24, 2019, 06:48:27 PM by TC X0 Lt 0X »
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Offline oslecamo

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Re: Children of Zoretha (Zorethian)
« Reply #5 on: March 24, 2019, 10:42:15 PM »
Will take a closer look later, but first why does exactly the daughter/female uses the picture of an explicitly male character? :psyduck

Not to mention using the pic of a famous hero for, well, an elder evil wanting to destroy the world just feels extra weird. At least should be a pic of a dark/corrupted Ben Grimm, not his usual self.

Offline TC X0 Lt 0X

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Re: Children of Zoretha (Zorethian)
« Reply #6 on: March 24, 2019, 11:18:36 PM »
It was mainly a placeholder joke, but the female Hulks of Zoretha pretty much look like the thing anyways

Quote
When quiescent, the four female Hulks of Zoretha look
nearly identical and stand in a circle facing each other. They
resemble stone monoliths over 20 feet in height, blocky but
vaguely humanoid and traced with indecipherable carvings
that occasionally seem to move out of the corner of one’s eye.
They do not look female in any mammalian sense and are not
beautiful. One monolith is mottled red and orange; one is
gray stone with pale blue veins; a third is brown with sickly
green blotches; and the fourth female hulk is dark blue with
white veins like crystal.
 The male Hulk of Zoretha looks different from the other
four. He still resembles a stone monolith but is slightly
smaller, especially around the base. He is all black, and
his back bulges as if somewhat deformed. Though basi-
cally humanoid, the black Hulk exhibits no mammalian
male traits. He stands just outside the circle of females,
facing out.
 When they awaken, the Hulks of Zoretha become slightly
more organic in their overall shape and appearance, but their
tough hides still resemble stone. The carvings that covered
them become tattoos. They remain alien and sexless in overall
appearance.
 After the fi  rst use of any physical attack, a female Hulk
shows signs of her associated energy type. The red and orange
hulk begins to fl  icker with pale fl  ames, while the gray and
pale blue hulk is brushed lightly with frost. Foul liquid drips
from the brown and green hulk, and the dark blue and white
hulk crackles slightly with static electricity. Upon awaken-
ing, the male Hulk of Zoretha unfurls large black wings and
reveals a graceful, slightly shadowy form, perfectly molded to human standards of beauty.


This image here is of the female Hulks (and besides the other one I posed the only other image of the Hulks I know of)
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Offline TC X0 Lt 0X

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Re: Children of Zoretha (Zorethian)
« Reply #7 on: March 27, 2019, 11:03:51 PM »
Alright, the Daughter of Zoretha is fulling complete for its 1st rough draft. Still need to go find a decent image for it, though if all else fails I can pull out the other image I posted of them from the book. Was hoping to do 1 or 2 other Elder Sign options too but am unsure. Probably is going to need some heavy changes in some cases regardless.


The Son will share a lot of the same features, those instead of a breath weapon/ elemental affinity they will have poison, sneak attack, and the ability to shoot bone spikes, Will summon a Displacer beast instead of an elemental, get their hypnotic gaze as their waking nightmare ability, some modification for this Dark Patriarch ability (because I am pretty sure they shouldn't be spitting out baby Zorethians, and flight somewhere in the single digits.
Some of the Elder Signs will need to be modified for the sons, and I will probably step down their BAB and HP HD by a step, which Good Fort to Good Ref, and change up their ability score increases to match their different stats of the base monster (they are oddly very balanced in stat distribution)
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Re: Children of Zoretha (Zorethian)
« Reply #8 on: March 29, 2019, 11:09:20 PM »
Comments at first glance:
-Breath weapon needs a cooldown.
-Elder Sign: Blood Moon should clarify what is the action needs to keep the concentration on. Probably also some way to prevent the party from turning on each other and stuff, maybe allow a select few to remain unnafected.
-Elder Sign: Abomination is too good, even with a duration of 1 round/HD it's basically a save-or-lose that also doubles as crazy utility by polymorphing yourself or allies in useful forms. Would suggest reducing the initial durations to just 1 round/ 1 minute/10 minutes. Or maybe it's best to allow a new Fort save to return to normal every round until 12 HD at least.
-Elder Sign: Elements should be limited to cleric/wizard/druid spells to stop lower spell list shenigans.
-Waking Nightmare starting as a swift action is probably too good since several of those are save-or-disable.
-Runewarded Hide should clarify it it covers sonic/force damage.
-Dark Visiting is probably too much, maybe make it work full power against enemies with less 4 HD or lower than yourself and anybody above who makes their save becomes immune for 24 hours or something.
-Still not amused by current pic choice, if you've got nothing better just use the actual monster's pic. :eh

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Re: Children of Zoretha (Zorethian)
« Reply #9 on: April 03, 2019, 07:06:44 PM »
Comments at first glance:
-Breath weapon needs a cooldown.
Added a 1d4 cooldown. I am a little surprised I missed that.


Quote
-Elder Sign: Blood Moon should clarify what is the action needs to keep the concentration on. Probably also some way to prevent the party from turning on each other and stuff, maybe allow a select few to remain unnafected.
Clarified it to be full round actions. Gave the Zorthian the ability to grant creatures in its vicinity a +5 to saves and ignore fails on 1s, and further added the clause that Elder Sign: Dark Sanction will give immunity to this.


Quote
-Elder Sign: Abomination is too good, even with a duration of 1 round/HD it's basically a save-or-lose that also doubles as crazy utility by polymorphing yourself or allies in useful forms. Would suggest reducing the initial durations to just 1 round/ 1 minute/10 minutes. Or maybe it's best to allow a new Fort save to return to normal every round until 12 HD at least.
Gave a once per round resave, that moves up to once per 2 rounds, then once per minute, and finally a chance save after 24 hours for when it has a permanent duration.


Quote
-Elder Sign: Elements should be limited to cleric/wizard/druid spells to stop lower spell list shenigans.
Limited to Sorcerer/Wizard.


Quote
-Waking Nightmare starting as a swift action is probably too good since several of those are save-or-disable.
Set as Standard Action, upgrading to Swift with Dark Matriarch as 16th level.


Quote
-Runewarded Hide should clarify it it covers sonic/force damage.
Clarified by stating specific damage types. Included Sonic, but not Force (or other pseudo energies).


Quote
-Dark Visiting is probably too much, maybe make it work full power against enemies with less 4 HD or lower than yourself and anybody above who makes their save becomes immune for 24 hours or something.
Made the base effect affect targets 4 HD lower. Creatures above that gain immunity to failure upon saving and only take minimum ability damage (2 points) on further failed saves thereafter. Still have the Insanity and temporary loss of divine abilities should ability scores be dropped below half, though it will take a few more failures with the ability damage minimized so I think that will probably be okay unless you think otherwise. Might clarify it only counts damage from this ability though, so you can't combo this with some poisons or other ability score targetting abilities and knock people insane quicker.


Quote
-Still not amused by current pic choice, if you've got nothing better just use the actual monster's pic. :eh
I will find a better pic (I might so perusing right now actually).
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Re: Children of Zoretha (Zorethian)
« Reply #10 on: April 05, 2019, 12:24:28 AM »
Quote
-Elder Sign: Abomination is too good, even with a duration of 1 round/HD it's basically a save-or-lose that also doubles as crazy utility by polymorphing yourself or allies in useful forms. Would suggest reducing the initial durations to just 1 round/ 1 minute/10 minutes. Or maybe it's best to allow a new Fort save to return to normal every round until 12 HD at least.
Gave a once per round resave, that moves up to once per 2 rounds, then once per minute, and finally a chance save after 24 hours for when it has a permanent duration.
Number of uses seems quite too high for such an effect still, everything else looking fine now.

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Re: Children of Zoretha (Zorethian)
« Reply #11 on: April 05, 2019, 02:43:46 AM »
Quote
-Elder Sign: Abomination is too good, even with a duration of 1 round/HD it's basically a save-or-lose that also doubles as crazy utility by polymorphing yourself or allies in useful forms. Would suggest reducing the initial durations to just 1 round/ 1 minute/10 minutes. Or maybe it's best to allow a new Fort save to return to normal every round until 12 HD at least.
Gave a once per round resave, that moves up to once per 2 rounds, then once per minute, and finally a chance save after 24 hours for when it has a permanent duration.
Number of uses seems quite too high for such an effect still, everything else looking fine now.

Ah yes, it should be HD/3, not 3 per HD
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Re: Children of Zoretha (Zorethian)
« Reply #12 on: April 07, 2019, 03:10:57 AM »
Yeah that makes more sense.

Offline TC X0 Lt 0X

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Re: Children of Zoretha (Zorethian)
« Reply #13 on: July 16, 2019, 07:33:30 PM »
Alright after 10000 years of putting it off, I went and finished the Son or Zoretha.
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Re: Children of Zoretha (Zorethian)
« Reply #14 on: July 17, 2019, 02:38:13 AM »
The son appears to follow the same structure as the daughter overall, and I don't really see anything particularly troublesome. The only critique I have is that they both still say WIP. :p

Offline TC X0 Lt 0X

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Re: Children of Zoretha (Zorethian)
« Reply #15 on: July 17, 2019, 07:18:22 PM »
Ah yes, I think I can fix that.
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Re: Children of Zoretha (Zorethian)
« Reply #16 on: July 22, 2019, 04:01:23 AM »
Great, added to the index!

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Re: Children of Zoretha (Zorethian)
« Reply #17 on: February 24, 2020, 05:50:04 PM »
Slightly reduced Nondetection CL bonuses
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