Author Topic: Marraenoloth  (Read 5800 times)

Offline oslecamo

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Marraenoloth
« on: September 11, 2013, 09:09:53 AM »
Marraenoloth


HD:d8
Level Bab Fort Ref Will FeatureManeuvers KnownManeuvers ReadiedStances Known
1+1 + 0+2+2Ferrymen Body, Maneuvers, +1 Dex321
2+2 + 0+3+3Yugoloth, Styx Sailor, +1 Int321
3+3 + 1+3+3Lesser Ferrymen Magic, +1 Wis421
4+4 + 1+4+4Pitiless, +1 Dex531
5+5 + 1+4+4Advanced Ferrymen Magic, +1 Int642
6+6 + 2+5+5Specialized Fuction, +1 Wis742
7+7 + 2+5+5Adept Ferrymen Magic, +1 Dex852
8+8 + 2+6+6Fear Gaze, +1 Int962
9+9 + 3+6+6Master Ferrymen Magic, +1 Wis1072
10+10 +3+7+7Mercenary Ambush, +1 Dex, +1 Int1182
Skills:6+int modifier per level, quadruple at firt level, Class skills are: Appraise, Balance, Bluff, Craft(any), Concentration, Diplomacy, Disguise, Escape Artist, Hide, Intimidate, Jump, Listen, Knowledge(any), Move Silently, Perform(any), Profession(any), Sense Motive, Spot, Survival, Swim

Proficiencies:Simple and Martial weapons, its own Natural weapons.

Features:
Ferrymen Body: The Marraenoloth  loses all other racial traits and gains outsider traits (basically darkvision 60 feet). It's a medium sized outsider with base speed of 50 feet and a natural Bite attack dealing 1d6+Str mod damage.

In addition it gains a  Natural Armor bonus equal to its Int mod.

Maneuvers: the Marraenoloth learns and readies maneuvers of the Riverside View school as shown in the table. Its initiator level is equal to its Marraenoloth level and it can only learn maneuvers of a level no bigger than half (IL+1).

When the Marraenoloth witnesses one sentient creature die, it may recovers up to half (rounded up) of its expended maneuvers as an immediate action. In alternative they may recover all expended maneuveres as a fullround action that also produces a Riverside View spirit in any empty adjacent square.

At 4th level, and every even-numbered level afterwards, the Marraenoloth can swap  one of its older maneuvers with a new one it qualifies for from the Riverside View school.

If a Marraenoloth multiclasses into Warblade and picks Riverside View, both classes stack for IL purposes.

Maneuvers Readied: The Marraenoloth can choose and prepare her readied maneuvers with 5 minutes of meditation. After each battle, 1 minute of counting the money earned meditation is enough to recover its maneuvers.

Ability Score Increase: the Marraenoloth gains a permanent

+1 to Dex at levels 1, 4, 7, 10
+1 to Int at levels 2, 5, 8, 10
+1 to Wis at levels 3, 6, 9

For a total of +4 Dex, +4 Int and +3 Wis at level 10.

Yugoloth: At 2nd level the Marraenoloth gains a bonus on saves against poison and resistance to acid equal to its HD, and resistance to fire, cold & electricity equal to half HD. It also gains telepathy out to 10 feet per HD. Plus they can choose to leave a faint trail of ash when they move in their natural form.

It also gains the evil subtype, and its natural attacks and any weapon it wields count as evil aligned for purposes of bypassing DR.

Styx Sailor: When you've navigated the underworld river across the Hell and the Abyss, you can  take your boat anyywhere. Starting at 2nd level, as long as it is in the surface of a large body of water, the Marraenoloth never gets lost and never risks random ecounters (altough it can still arrange for ambushes, or be ambushed if he pissed off the wrong being). The Marraenoloth also becomes  immune to the ill effects of the Styx waters. It can also move between the material plane and a random point on the Styx as a 8 hour voyage, or from any point in the Styx to a random big river in the Material Plane.

Ferrymen Magic: At the indicated levels the Marraenoloth becomes able to cast some SLAs  each a certain number of times per day. Any save DCs are 10+1/2 HD+Int mod.

Lesser-At 3rd level Alter Self 1/day per HD and Produce Flame 2/day per HD.

Advanced-At 5th a permanent Tongues effect on themselves and Animate Dead 1/day per 5 HD and Poison 1/day per HD. Instead of zombies or skeletons, the Marraenoloth can choose to animate corpses of sentients as spirits. They become incorporeal undeads and gain a flight speed with perfect maneuverability equal to their highest movement speed, but lose all their other abilities and become mindless (losing their Int score, and thus their feats and skill points). Whenever the Marraenoloth iniates a Riverside View maneuver, it may choose to detonate one such spirit, dealing 1d6 damage per spirit HD to all inside and adjacent to the spirit, Reflex save DC 10+1/2 HD+Int mod for half. This destroys their soul forever, and also has 50% chance of recovering an expended maneuver for the Marraenoloth (which cannot be the same one that triggered this ability). Since they're incorporeal, they don't weight anything and you can fit multiple ones on the same space, making it handy to carry them over on your boat. You can ferry such spirits to their proper places on the underworld provided you're in a large body of water, at the rate of 100 GP per hour of work, up to 100 GP per HD of sentient creatures.


Adept-At 7th level Phantasmal Killer and Charm Person each 1/day per 3 HD.

Master-At 9th level Teleport 1/day per 4 HD, that upgrades to Greater Teleport at 13 HD. If the Marraenoloth is in the Boat In the Styx stance, creatures whitin its carrying capacity don't count towards the teleport limit.

Pitiless: Plenty of people try to evade their final travel with magic or physical “arguments”, and the ferrymen must be ready to endure trough it. At 4th level the Marraenoloth Nat armor increases by an amount equal to its Wis mod and can use its "original" Natural Armor when using Alter Self, plus it also gains SR equal to 11+ HD, which may be dropped or rised as a free action even if it isn't its turn.

Specialized Fuction: No other Yugoloth focuses so much in a specific line of work, and that makes Marraenoloths damn good evil at what they do.  At 6th level 1/day per 3 HD the Marraenoloth can use one Riverside View Strike or Boost it doesn't know or has unreadied as if it had readied it. That maneuver must be one level lower than the max level Riverside View maneuver the Marraenoloth knows. The Marraenoloth cannot use the same maneuver it doesn't know more than 1/day with this ability, but can count as having spent money on Death's Due up to half maximum it could spend (it can then add some more money of its own).

Fear Gaze: Altough their job isn't necessarily to kill others, the simple sight of a Marraenoloth sends cold chills down the spines of mortals.  At 8th level any creature that starts their turn able to see the Marraenoloth must make a Will save with DC 10+1/2 HD+Int mod or become shaken for 1d4 rounds. Increase the DC by 2 if you're in a boat in a large body of water. If the Marraenoloth has 13 or more HD even creatures normally immune can be affected, but they gain a +5 bonus on their saves. The only exception are constructs. Creatures spending more than 1 hour near the Marraenoloth become immune to its gaze for 24 hours.

Mercenary Ambush: Only by remaining scrupulously neutral in their dealings with all others do the marraenoloths retain the ability to move freely troughout the Outer Planes. At 10th level when the Marraenoloth defeats a group of opponent but they're still alive it may choose to let them go with half their material belongings (enemies automatically accept this deal). Any time in the future, as a fullround action the Marraenoloth may call the favor back and make those creatures appear from/above/below any large body of water or coast whitin view (it may look like a spontaneous act, but it was actually carefully planned in advance long ago). They serve up to 1 minute per HD fighting any enemies of the Marraenoloth to the best of their ability and then leave, but otherwise don't take specific orders. If the Marraenoloth or its allies turn on those mercenaries, the Marraenoloth loses this ability for 1 year and 1 day and is assured to be hunted down by Yugoloth society. The Marraenoloth cannot call a Mercenary Ambush more than once per 8 hours, and no single enemy group may be called more than once.

In addition, whenever the Marraenoloth would kill a sentient creature, it may choose to let them alive at the brink of death (just enough strength to crawl 5 feet each turn in defeat after making a mercenary contract for the next 24 hours). It's not their suposed job to kill after all! The Marraenoloth still recovers maneuvers as if it watched them die.

(click to show/hide)
« Last Edit: July 05, 2019, 07:16:56 PM by oslecamo »

Offline Anomander

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Re: Marraenoloth
« Reply #1 on: September 11, 2013, 11:32:56 AM »
Another well-made creature.

There are a few mechanical issues, mostly on clarity that I'd like confirmation on;

Fear Gaze
You put an exception for constructs, but what is the exception for?
Are they always immune or is their immunity bypassed but they do not get the +5 bonus to saves?

Ferrymen Magic (Advanced)
I'm concerned about the progression of the damage from exploding spirits.
This is basically 4xHDd6 damage. So 20d6 damage dealt as a free action at level 5. At level 10 40d6 and 80d6 damage as a free action at level 20.
That is a lot of free damage when all you have to do collect the spirit of a bunch of dead animals. Say, rats. Maybe get a buddy that can continuously spawn them.
I'm also unsure how those spirits can be sentient if they are mindless.
Quote
In addition, whenever the Marraenoloth would kill a sentient creature, it may choose to let them alive at the brink of death (just enough strength to crawl away in defeat after making a mercenary contract)
While the idea is pretty clear, it might be a good idea to clarify what it entails exactly, mechanically.
-9 hit points and stabilized works for living creatures, but to included creature dying at 0 hit points, perhaps leaving them at 1 hit point but unconscious or disabled and unable to make any action besides 5ft steps despite all immunities and abilities for a given period or until healed up to a certain amount (or other curing effect is applied) might be what you are aiming for.

I think that's about it.

Offline Rakoa

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Re: Marraenoloth
« Reply #2 on: September 11, 2013, 08:13:49 PM »
Anomander, I believe that the spirits are made from the bodies of sentient creatures, but the spirits are not themselves sentient.
The Paladin Code: Detect Evil, Smite it, ask questions later.

Offline Anomander

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Re: Marraenoloth
« Reply #3 on: September 11, 2013, 10:15:24 PM »
Indeed, you're right. I read it as "choose to animate corpses as sentient spirits" for some reason.
Nevermind that.

Clearly not as easy to abuse in that case but it is still quite a lot of damage as a free action that can be abused.

Offline oslecamo

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Re: Marraenoloth
« Reply #4 on: September 14, 2013, 03:36:33 PM »
Fear Gaze
You put an exception for constructs, but what is the exception for?
Are they always immune or is their immunity bypassed but they do not get the +5 bonus to saves?
Always immune.

Ferrymen Magic (Advanced)
I'm concerned about the progression of the damage from exploding spirits.
This is basically 4xHDd6 damage. So 20d6 damage dealt as a free action at level 5. At level 10 40d6 and 80d6 damage as a free action at level 20.
That is a lot of free damage when all you have to do collect the spirit of a bunch of dead animals. Say, rats. Maybe get a buddy that can continuously spawn them.
I'm also unsure how those spirits can be sentient if they are mindless.
The Marraenoloth can only detonate one spirit per iniated maneuver, and the damage is based on spirit HD.

Quote
In addition, whenever the Marraenoloth would kill a sentient creature, it may choose to let them alive at the brink of death (just enough strength to crawl away in defeat after making a mercenary contract)
While the idea is pretty clear, it might be a good idea to clarify what it entails exactly, mechanically.
-9 hit points and stabilized works for living creatures, but to included creature dying at 0 hit points, perhaps leaving them at 1 hit point but unconscious or disabled and unable to make any action besides 5ft steps despite all immunities and abilities for a given period or until healed up to a certain amount (or other curing effect is applied) might be what you are aiming for.

Clarified.

Also added a chance for the Marraenoloth to recover maneuvers when it detonates spirits.

Offline Anomander

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Re: Marraenoloth
« Reply #5 on: September 14, 2013, 04:18:53 PM »
I thought that you could explode all your spirits at once for some reason.
Then I estimate that it is perfect as is. All good!

Did you put it in the Index? I do not see it.
« Last Edit: September 14, 2013, 04:48:11 PM by Anomander »