| Post/Author/DateTime | Post |
|---|---|
| The Vorpal Tribble04-17-07, 05:08 PM | The Vorpal Tribble's Creation Page I don't make the crazy rules, I just twist them to my purpose. - Celia, Order of the Stick (http://www.giantitp.com/cgi-bin/GiantITP/ootscript?SK=278) 10 Most Recent Creations Peanut Butter Golem (http://forums.gleemax.com/showthread.php?t=1105607) (Creature) Phobic Master (http://forums.gleemax.com/showthread.php?t=1104580) (Prestige Class) Xoloitzcuintle (http://forums.gleemax.com/showpost.php?p=17014150&postcount=3) (Creature) Shekinah (http://forums.gleemax.com/showpost.php?p=16915531&postcount=3) (Creature) Hisromam (http://forums.gleemax.com/showpost.php?p=16915529&postcount=2) (Creature) Mal'akh (http://forums.gleemax.com/showthread.php?t=1093183) (Creature Type) Giant Cow Killer Wasp (http://forums.gleemax.com/showthread.php?t=1093513) (Creature) Dragon Uncarnate (http://boards1.wizards.com/showthread.php?t=1089452) (Creature) Scourge Beetle Swarm (http://forums.gleemax.com/showthread.php?t=1087625) (Creature) Stranger on the Shore (http://forums.gleemax.com/showthread.php?t=1086828) (Creature) _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ A Dying Ember (http://boards1.wizards.com/showthread.php?t=566554) (My homebrewed campaign setting) |
| The Vorpal Tribble04-17-07, 05:16 PM | The Bestiary (Note: Some of these monsters were made up to three years ago, when I was first learning to make monsters. Haven't had the time to redo them now that I know what I'm doing, but will get around to updating someday.) 3.5 Monster Making For the Feebleminded (http://boards1.wizards.com/showthread.php?t=840641) A Acervusaestuo (http://forums.gleemax.com/showthread.php?p=16628271#post16628271)-Alatessa (Angel In Faded Lace) (http://boards1.wizards.com/wotc_archive/index.php/t-627517)-Alley Wolf (http://boards1.wizards.com/showthread.php?t=659077)-Amberward of Salpa (http://boards1.wizards.com/showthread.php?t=655451)-Angel, Ealaín (http://forums.gleemax.com/showpost.php?p=16418198&postcount=5)-Angel, Parley (http://forums.gleemax.com/showpost.php?p=16403485&postcount=3)-Angel, Waguli (http://forums.gleemax.com/showthread.php?p=16395691#post16395691)-Angel, Welkin (http://boards1.wizards.com/showpost.php?p=16403481&postcount=2)-Angiak (http://forums.gleemax.com/wotc_archive/index.php/t-970830)-Animated Object Swarm (http://boards1.wizards.com/showthread.php?t=895338)-Arcadian Holly (http://boards1.wizards.com/wotc_archive/index.php/t-548406)-Archer's Bane Swarm (http://forums.gleemax.com/showthread.php?t=972336)-Aurochs (http://boards1.wizards.com/showthread.php?t=798330)-Autumnal Breath (http://boards1.wizards.com/showthread.php?p=7432916#post7432916) B Bad Ass (http://forums.gleemax.com/showthread.php?p=14025305#post14025305)-Bahramsu (http://boards1.wizards.com/showthread.php?t=377672)-Bandytwine (http://boards1.wizards.com/showthread.php?t=409462)-Barkstrone (http://boards1.wizards.com/showthread.php?p=12239081#post12239081)-Beholderkin Eyeball Swarm (http://boards1.wizards.com/showpost.php?p=12288112&postcount=8)-Belly Serphent (http://boards1.wizards.com/showthread.php?t=455055)-Biting Wind (http://boards1.wizards.com/showthread.php?t=455053)-Blizzard Willow (http://boards1.wizards.com/showthread.php?t=540255)-Bloosnjor (http://boards1.wizards.com/showthread.php?t=728610)-Blue Heifer (http://forums.gleemax.com/showthread.php?p=15361176#post15361176)-Blarestorm (http://boards1.wizards.com/showthread.php?t=663476)-Breathtaker (http://boards1.wizards.com/showthread.php?t=438454)-Burl Noggin (http://boards1.wizards.com/showthread.php?t=688240)-Burl Tortoise (http://boards1.wizards.com/showthread.php?t=831211) C Calaca (http://forums.gleemax.com/showthread.php?t=946742)-Cancer (http://forums.gleemax.com/showthread.php?p=16620360#post16620360)-Carnage Apple (http://boards1.wizards.com/showthread.php?t=710943)-Chrystalis_Nullgray (http://boards1.wizards.com/showthread.php?t=333925)-Claws On the Wall (http://boards1.wizards.com/showthread.php?p=13230147#post13230147)-Coatiecuck (http://boards1.wizards.com/showthread.php?t=392675)-Cobblecap (http://boards1.wizards.com/showthread.php?t=723858)-Cryptfire (http://boards1.wizards.com/showthread.php?t=860528)-Crystal Woman (http://boards1.wizards.com/showthread.php?t=581529)-Cyclops, Higher (http://boards1.wizards.com/showthread.php?p=12131834) D Dampstrider (http://boards1.wizards.com/wotc_archive/index.php/t-499743)-Damu Chura (http://boards1.wizards.com/showthread.php?t=669336)-Dandifleur (http://forums.gleemax.com/showthread.php?t=1003286)-Danket (http://boards1.wizards.com/showthread.php?t=455054)-Dark Bedfellow (http://boards1.wizards.com/showthread.php?t=673695)-Darkcrop (http://boards1.wizards.com/showthread.php?t=663804)-Death Dew (http://boards1.wizards.com/showthread.php?t=484849)-Deepestblack (http://boards1.wizards.com/showthread.php?t=387196)-Devil, Hail (http://boards1.wizards.com/showthread.php?t=866046)-Devil, Soulhawker (http://boards1.wizards.com/showthread.php?t=698225)-Devil's Kine (http://boards1.wizards.com/showthread.php?t=716845)-Dewmoss (http://boards1.wizards.com/showthread.php?p=12131977)-Dinichthys (http://forums.gleemax.com/wotc_archive/index.php/t-368457.html)-Dire Duck-Billed Platypus (http://boards1.wizards.com/showthread.php?t=895212)-Dripping Delugia (http://boards1.wizards.com/showthread.php?t=648630)- Dropbear (http://boards1.wizards.com/showthread.php?t=660094[/url)-Dullahan (http://forums.gleemax.com/showthread.php?t=930765)-Dullahan, Gan Ceann (http://forums.gleemax.com/showpost.php?p=13926072&postcount=2) E Edgepuddle (http://boards1.wizards.com/showthread.php?t=682291)-Eh, Steve! (http://boards1.wizards.com/showthread.php?t=405984)-Elysium Orchid (http://boards1.wizards.com/showthread.php?t=683167)-Essence of Pharos (http://boards1.wizards.com/showthread.php?t=510902)-Eunuchorn (http://forums.gleemax.com/showthread.php?p=16181575#post16181575) F Fane (http://boards1.wizards.com/showthread.php?t=733857)-Feathered Widower (http://boards1.wizards.com/showpost.php?p=5753104&postcount=88)-Fevercramp Flies (http://forums.gleemax.com/showthread.php?p=16646829#post16646829)-Fewmet Golem (http://boards1.wizards.com/showthread.php?t=664988)-Flash Herring (http://boards1.wizards.com/showthread.php?t=489417)-Fleshkindler (http://boards1.wizards.com/showthread.php?t=860531)-Frosti Swarm (http://forums.gleemax.com/showthread.php?t=969149)-Froutmooth (http://boards1.wizards.com/showthread.php?t=521431)-Fuulifliff (http://www.giantitp.com/forums/archive/index.php/t-10770.html) G Geyserbelly (http://boards1.wizards.com/showthread.php?t=681453))-Gglupagug (http://boards1.wizards.com/showthread.php?t=381057)-Giant Archerfish (http://forums.gleemax.com/showthread.php?p=14858759)-Giant Cow Killer Wasp (http://forums.gleemax.com/showthread.php?t=1093513)-Gjósa (http://boards1.wizards.com/showthread.php?t=688910)-Golden Miasma (http://boards1.wizards.com/showthread.php?t=680297)-Gratuitous Gore (http://forums.gleemax.com/showthread.php?p=13629088)-Green Geyser (http://community.wizards.com/showthread.php?t=666861)-Gremlin (http://forums.gleemax.com/showthread.php?t=944050) H Harmpit (http://boards1.wizards.com/showthread.php?t=895097)-Headhunter (http://boards1.wizards.com/showthread.php?t=694039)-Heavenspark Firefly Swarm (http://forums.gleemax.com/showthread.php?p=16444874#post16444874)-Hidden Stream (http://boards1.wizards.com/showthread.php?t=580862)-Hisromam (http://forums.gleemax.com/showpost.php?p=16915529&postcount=2)-Honeydew (http://boards1.wizards.com/showthread.php?t=818318)-Horrid Earwig (http://forums.gleemax.com/showthread.php?p=14188255#post14188255)-Huffing White (http://boards1.wizards.com/showthread.php?t=692106)-Hyperborean (http://boards1.wizards.com/showthread.php?p=9996464) I Indigo Rose (http://boards1.wizards.com/showpost.php?p=10356379&postcount=3)-Inquisition Golem (http://forums.gleemax.com/showthread.php?t=927571) J and K John Barleycorn (http://boards1.wizards.com/showthread.php?t=514312)-Kelp Worm (http://boards1.wizards.com/showthread.php?t=362458)-Killer Bee Swarm (http://boards1.wizards.com/showthread.php?t=817884) L Lackblight Swarm (http://boards1.wizards.com/showthread.php?t=888399)-Lady Blackscuttle (http://forums.gleemax.com/showthread.php?p=14646363#post14646363)-Lady of the Harvest Moon (http://boards1.wizards.com/wotc_archive/index.php/t-514312)-Lamentisk (http://forums.gleemax.com/showthread.php?p=16387322#post16387322)-Landwave (http://boards1.wizards.com/showthread.php?t=894684)-Leather Dread (http://boards1.wizards.com/showthread.php?p=13069908#post13069908)-Licosti (http://boards1.wizards.com/showthread.php?t=713360)-Light of the Ancestors (http://boards1.wizards.com/showthread.php?t=669221)-Llymha (http://boards1.wizards.com/showthread.php?t=826875)-Longhorse (http://boards1.wizards.com/showthread.php?t=765414) M Magnusumatta (http://boards1.wizards.com/showthread.php?t=689661)-Masqueradin (http://forums.gleemax.com/showthread.php?p=16636935#post16636935)-Memory of Trees (http://boards1.wizards.com/showthread.php?t=577371)-Miracle Dog (http://boards1.wizards.com/showthread.php?t=457744)-Mole of the Deep (http://boards1.wizards.com/showthread.php?t=895427)-Morphine Fairy (http://boards1.wizards.com/showthread.php?t=886925)-Munchkin (http://boards1.wizards.com/showthread.php?p=12839081#post12839081)-Muusi (http://boards1.wizards.com/showthread.php?t=434850)-Myconid, Deathcap (http://boards1.wizards.com/showthread.php?t=778189) N and O Necrospede (http://boards1.wizards.com/showthread.php?t=424198)-Nibbleduck Swarm (http://forums.gleemax.com/showthread.php?p=15221848#post15221848)-Novaroot (http://forums.gleemax.com/showthread.php?p=16781727#post16781727)-Outer Golem (http://forums.gleemax.com/showthread.php?p=14890401#post14890401) P Pathcrosser (http://boards1.wizards.com/showthread.php?t=483147)-Peanut Butter Golem (http://forums.gleemax.com/showthread.php?t=1105607)-Pestilant (http://boards1.wizards.com/showthread.php?t=390671)-Plaskamn (http://boards1.wizards.com/showthread.php?p=12133168)-Pufferwolf (http://boards1.wizards.com/showthread.php?t=628689)-Pureborn Beast (http://boards1.wizards.com/showthread.php?p=12133191)-Purefire (http://boards1.wizards.com/showpost.php?p=10166315&postcount=2) Q Qalupalik (http://boards1.wizards.com/showthread.php?t=672633) R Ravenclawe (http://boards1.wizards.com/showthread.php?t=690361)-Red Death (http://forums.gleemax.com/showthread.php?t=1082323)-Red Man (http://boards1.wizards.com/showthread.php?t=612856)-Relentless Courser (http://boards1.wizards.com/showthread.php?t=467244)-Rememdian (http://forums.gleemax.com/showthread.php?p=15450880#post15450880)-Rose Immortal (http://forums.gleemax.com/showthread.php?p=15081797#post15081797)-Rosynhaunt (http://forums.gleemax.com/showthread.php?p=13587430#post13587430)-Rubber Chicken Swarm (http://forums.gleemax.com/showthread.php?p=15456791#post15456791) S Sanctusarach (http://forums.gleemax.com/wotc_archive/index.php/t-739080)-Scarred Warrior (http://boards1.wizards.com/showthread.php?t=682690)-Scorchedwind Grain (http://boards1.wizards.com/showthread.php?t=669556)-Scourge Beetle Swarm (http://forums.gleemax.com/showthread.php?t=1087625)-Sea Froth (http://boards1.wizards.com/showthread.php?t=500462)-Shattered (http://boards1.wizards.com/showthread.php?t=537351)-Shekinah (http://forums.gleemax.com/showpost.php?p=16915531&postcount=3) -Shierum Serpent (http://boards1.wizards.com/showthread.php?t=736757)-Shrunken Head (http://boards1.wizards.com/showthread.php?t=708406)-Siphonut (http://boards1.wizards.com/showthread.php?t=674535)-Skrytinn'kanina (http://boards1.wizards.com/showthread.php?p=8251743#post8251743)-Sloughworm (http://boards1.wizards.com/showthread.php?t=675037)-Snowy Dove (http://boards1.wizards.com/showthread.php?t=482737)-Sorcaii (http://boards1.wizards.com/showthread.php?t=305666)-Spirit of the Candle (http://boards1.wizards.com/showthread.php?p=5078203#post5078203)-Spirit of the Virgin Lands (http://boards1.wizards.com/showthread.php?t=469496)-Spitfire Cockerel (http://boards1.wizards.com/showthread.php?p=12306157)- Split-Rail Golem (http://boards1.wizards.com/showthread.php?t=686015)-Splittermaw (http://boards1.wizards.com/showthread.php?t=646752)-Squiqa (http://boards1.wizards.com/showthread.php?p=6829002#post6829002)-Ssi't'ssi (http://boards1.wizards.com/showthread.php?t=339959)-Stomiitaw (http://boards1.wizards.com/showthread.php?t=679083)-Storyhunduy (http://boards1.wizards.com/showthread.php?t=565125)-Stranger on the Shore (http://forums.gleemax.com/showthread.php?t=1086828)-Stumbleslink (http://boards1.wizards.com/showthread.php?t=677996)-Swellhorse (http://boards1.wizards.com/showthread.php?t=669393) T Tangrill (http://boards1.wizards.com/showthread.php?t=371968)-Tekka-Tekka (http://boards1.wizards.com/showthread.php?t=701896)-Thistlehen (http://boards1.wizards.com/showthread.php?t=726286)-Tilinikan (http://boards1.wizards.com/showthread.php?t=428332)-Tohnn (http://forums.gleemax.com/showpost.php?p=16303825&postcount=3)-Torcrab (http://boards1.wizards.com/showthread.php?t=315441)-Toxdra (http://forums.gleemax.com/showthread.php?t=930222)-Treecer (http://boards1.wizards.com/showthread.php?t=356088)-Trick In the Hand (http://boards1.wizards.com/showthread.php?t=356717) U and V Unihorn (http://boards1.wizards.com/showthread.php?p=5761355#post5761355)-Veroiseau (http://boards1.wizards.com/showthread.php?t=783989)-Vicious Longleg Swarm (http://forums.gleemax.com/showthread.php?p=15168277#post15168277)-Vlakwa (http://forums.gleemax.com/showthread.php?p=14858759) W Wai (http://boards1.wizards.com/showthread.php?t=711339)-Wellspring Newt (http://boards1.wizards.com/showthread.php?p=13260702)-Whacko Jacko (http://boards1.wizards.com/showthread.php?p=5596543#post5596543)-Winds of Papyrus (http://boards1.wizards.com/showthread.php?p=12510442#post12510442)-Woman In Black (http://boards1.wizards.com/showthread.php?t=574958) X and Y Xehoo (http://boards1.wizards.com/showthread.php?t=773456)-Xelcius (http://boards1.wizards.com/showthread.php?t=684869)-Xoloitzcuintle (http://forums.gleemax.com/showpost.php?p=17014150&postcount=3)-Yuyu (http://boards1.wizards.com/showthread.php?t=632534) Psionic Beasts Aurcach (http://boards1.wizards.com/showthread.php?t=489238)-Bleggan (http://boards1.wizards.com/showthread.php?t=505394)-Both-th-th-in (http://boards1.wizards.com/showthread.php?t=644289)-Brine Treader (http://boards1.wizards.com/showthread.php?p=5917842#post5917842)-Chill Scattered (http://boards1.wizards.com/showthread.php?t=621924)-Cirripedian (http://boards1.wizards.com/showthread.php?p=4564646#post4564646)-Combrunner (http://boards1.wizards.com/showthread.php?p=12620715#post12620715)-Craillput (http://boards1.wizards.com/showthread.php?t=875341)-Cricketman (http://boards1.wizards.com/showthread.php?t=629865)-Darkwater Fungus (http://boards1.wizards.com/showthread.php?t=300299)-Disciple of M'tu (http://boards1.wizards.com/showthread.php?t=384535)-Dragon Uncarnate (http://boards1.wizards.com/showthread.php?t=1089452)-Dreamcatcher (http://boards1.wizards.com/showthread.php?t=639306)-Drippitch (http://boards1.wizards.com/showthread.php?t=705973)-Duskwing Swarm (http://boards1.wizards.com/showpost.php?p=5735300&postcount=99)-Dying Breath (http://boards1.wizards.com/showthread.php?t=895674)-Genie, Fikri (http://boards1.wizards.com/showthread.php?t=841352)-Gilga (http://boards1.wizards.com/showthread.php?t=392865)-Guible (http://boards1.wizards.com/showthread.php?t=793748)-Imagineered (http://boards1.wizards.com/showthread.php?t=635673)-Insomnius (http://boards1.wizards.com/showthread.php?p=12314668)-J'marlik (http://boards1.wizards.com/showthread.php?t=405743)-Man Who Wasn't There (http://boards1.wizards.com/showthread.php?t=396111)-Mayura (http://forums.gleemax.com/showthread.php?t=1074512)-Mkichaa (http://boards1.wizards.com/showthread.php?t=671134)-Momeh (http://boards1.wizards.com/showthread.php?t=652875)-Night Rain (http://boards1.wizards.com/showthread.php?t=645415)-Nihil (http://boards1.wizards.com/showthread.php?t=788536)-Oomn (http://boards1.wizards.com/showthread.php?p=12990961#post12990961)-Padaelias (http://boards1.wizards.com/showthread.php?t=455061)-Pdian (http://boards1.wizards.com/showthread.php?t=622196)-Plethelid (http://boards1.wizards.com/showthread.php?t=687083)-Pswarmers (http://boards1.wizards.com/showthread.php?t=494301)-Resonance Raven (http://boards1.wizards.com/showthread.php?t=337957)-Salikaa (http://boards1.wizards.com/showthread.php?t=305733)-Secret Piercer (Odaiusey) (http://boards1.wizards.com/showthread.php?t=624323)-Sleepwalker (http://boards1.wizards.com/showthread.php?t=657053)-Somnians (Dalmerdal, Dream Guard, Pangari, and Yani-Yileen) (http://boards1.wizards.com/showthread.php?t=495320)-Swiftjerker (http://boards1.wizards.com/showthread.php?t=628164)-Symbiotic Mind, Inspirator (http://boards1.wizards.com/showthread.php?t=895291)-Teaxi (http://boards1.wizards.com/showthread.php?t=531784)-T'gelli (http://boards1.wizards.com/showthread.php?p=5647399#post5647399)-The Vorpal Tribble (http://boards1.wizards.com/showpost.php?p=5312064&postcount=26)-Thought Elemental (http://forums.gleemax.com/showthread.php?t=925718)-Torrga and Torrgan Starets (http://boards1.wizards.com/showthread.php?t=413261)-Tromluí (http://boards1.wizards.com/showthread.php?t=816258)-T't't (http://boards1.wizards.com/showthread.php?t=455052)-Voidwing (http://boards1.wizards.com/showthread.php?t=649540) Phrenicalis Animalis (http://boards1.wizards.com/showthread.php?t=525300&page=1&pp=30) (Phrenic template added to every open-content animal) Animals Canopy Scorpion (http://www.giantitp.com/forums/showthread.php?p=2568538) Gamecock (http://boards1.wizards.com/showpost.php?p=12279895&postcount=3) Giant Salamander (http://boards1.wizards.com/showpost.php?p=5103918&postcount=7) Guineafowl (http://boards1.wizards.com/showpost.php?p=12279743&postcount=2) Hummingbird (http://forums.gleemax.com/showthread.php?p=13847251#post13847251) Pangolin (http://boards1.wizards.com/showpost.php?p=5103147&postcount=4) Peafowl (http://boards1.wizards.com/showpost.php?p=12279731&postcount=1) Skunk (http://boards1.wizards.com/showthread.php?t=809034) Subtypes Daikaiju (http://forums.gleemax.com/showthread.php?p=15075319#post15075319) Mal'akh (http://forums.gleemax.com/showthread.php?t=1093183) Templates Anamola (http://forums.gleemax.com/showpost.php?p=16578537&postcount=2) Bitterborn (http://boards1.wizards.com/showthread.php?t=753564) Black Passion (http://boards1.wizards.com/showthread.php?t=695690) Broken (http://boards1.wizards.com/showthread.php?t=689109) Castaway of Votemmaris (http://forums.gleemax.com/showthread.php?t=1076903) Celestial (http://forums.gleemax.com/showthread.php?p=13543254#post13543254) - Arborean - Arcadian - Beastland - Bytopian - Celestia - Elysium Centered (http://boards1.wizards.com/showthread.php?t=670444) Coldblooded (http://boards1.wizards.com/wotc_archive/index.php/t-621924) Elbrun (http://boards1.wizards.com/showthread.php?t=654621) Elegy (http://boards1.wizards.com/showthread.php?t=730648) Heartsblood (http://forums.gleemax.com/showthread.php?p=16633461#post16633461) Heavenly Chorist (http://forums.gleemax.com/showthread.php?p=16717302#post16717302) Hellgilt (http://forums.gleemax.com/showthread.php?p=15206787#post15206787) Ilsensine-Blooded (http://forums.gleemax.com/showthread.php?t=944633) Immortal (http://boards1.wizards.com/showthread.php?p=12597206#post12597206) Indigo Beauty (http://boards1.wizards.com/showpost.php?p=10356377&postcount=2) Mosaican (http://boards1.wizards.com/showthread.php?p=12133406) Neverwhere (http://boards1.wizards.com/showthread.php?t=805710) Paramind (http://forums.gleemax.com/showthread.php?t=1002182) Pelt (http://boards1.wizards.com/showthread.php?t=564626) Plasma (http://forums.gleemax.com/showthread.php?p=13463378#post13463378) Proxidicae (http://boards1.wizards.com/showthread.php?p=11020335) Seadreamt (http://boards1.wizards.com/showthread.php?t=706362) Spiderbelly (http://boards1.wizards.com/showthread.php?t=598820) Tapper (http://boards1.wizards.com/showthread.php?p=12627411#post12627411) Untamed (http://boards1.wizards.com/showthread.php?p=12308659) Wary (http://forums.gleemax.com/showthread.php?p=14198115#post14198115) Wax (http://boards1.wizards.com/showthread.php?p=13000976#post13000976) Races Cheval (http://boards1.wizards.com/showthread.php?t=677648) Chimneyfolk (http://boards1.wizards.com/showthread.php?p=10785618#post10785618) Kryptonian (http://boards1.wizards.com/showthread.php?t=788404) Somnambul (http://boards1.wizards.com/showthread.php?t=638374) Media Monsters Alagaësian Shade (http://boards1.wizards.com/showthread.php?t=702766) (Eragon) Cloverfield Parasite (http://forums.gleemax.com/showthread.php?t=988374) (Cloverfield) Crystalline Entity (http://boards1.wizards.com/showthread.php?t=761307) (Star Trek: Next Generation) Flaming Hobo (http://forums.gleemax.com/showthread.php?t=988374) (Cloverfield) Jumper Template (http://forums.gleemax.com/showthread.php?p=15230155#post15230155) (Jumper) Narf (http://forums.gleemax.com/showthread.php?p=16147540#post16147540) (Lady In the Water) Pikka Bird (http://boards1.wizards.com/showthread.php?t=799654) (HHGTTG: Mostly Harmless) Racing Snail (http://boards1.wizards.com/showthread.php?t=680257) (Neverending Story) Rocoulm (http://forums.gleemax.com/showthread.php?t=945933) (Homestarrunner) Salt Scuttler (http://boards1.wizards.com/showthread.php?t=853354) (PotC: At World's End) Sewerfolk ([url=http://forums.gleemax.com/showthread.php?t=1001835) (Neverwhere) Species 8472 (http://boards1.wizards.com/showpost.php?p=8653053&postcount=11) (Star Trek: Voyager) Skin Of Evil (http://boards1.wizards.com/showthread.php?t=767115) (Star Trek: Next Generation) Stay-Puffed Marshmallow Man (http://boards1.wizards.com/showthread.php?p=5592364#post5592364) (Ghostbusters) Thestral (http://boards1.wizards.com/showthread.php?p=13033554#post13033554) (Harry Potter and the Order of the Phoenix) Living Spells Deathgrip (http://boards1.wizards.com/showpost.php?p=7041123&postcount=12) Hazing Thin (http://boards1.wizards.com/showpost.php?p=6843138&postcount=2) Hillarious Babbling (http://boards1.wizards.com/showpost.php?p=6844938&postcount=7) Psiphoner (http://boards1.wizards.com/showthread.php?t=474542) Slaggen (http://boards1.wizards.com/showpost.php?p=6880144&postcount=9) Thundering Blaze (http://boards1.wizards.com/showpost.php?p=7040609&postcount=11) |
| The Vorpal Tribble04-17-07, 05:17 PM | Everything Else Classes Mental (http://boards1.wizards.com/showthread.php?p=12413583#post12413583) Somnambul Paragon (http://boards1.wizards.com/showpost.php?p=9408922&postcount=11) Prestige Classes Blue Pheonices (http://boards1.wizards.com/showthread.php?p=7463663#post7463663) Cold Ken (http://boards1.wizards.com/showthread.php?t=563063) Dark Waltzing (http://boards1.wizards.com/showthread.php?p=12000989#post12000989) Doorkeeper (http://forums.gleemax.com/showthread.php?p=15296297#post15296297) Dying Ember (http://boards1.wizards.com/showpost.php?p=7914775&postcount=8) Ever Rising (http://boards1.wizards.com/showthread.php?t=395882) Knight of the Golden Orchard (http://forums.gleemax.com/showpost.php?p=14262658&postcount=2) Lichenfriend (http://boards1.wizards.com/showthread.php?p=8107888#post8107888) Phobic Master (http://forums.gleemax.com/showthread.php?t=1104580) Ragman (http://boards1.wizards.com/showthread.php?t=757717) Rat-A-Tat (http://boards1.wizards.com/showthread.php?p=12661977#post12661977) Storyhost (http://boards1.wizards.com/showthread.php?t=739766) Surrealist of Karribi (http://boards1.wizards.com/showthread.php?t=576692) Vigilant Guardian (http://forums.gleemax.com/showthread.php?p=15288531#post15288531) -=-=-=-=-=- Feats Blacklung (http://boards1.wizards.com/showthread.php?p=10667541#post10667541) Carrier (http://boards1.wizards.com/showthread.php?p=10667541#post10667541) Desperate Blow (http://boards1.wizards.com/showpost.php?p=11038636&postcount=4) Dislocation (http://boards1.wizards.com/showthread.php?p=10667541#post10667541) Duck Low (http://boards1.wizards.com/showpost.php?p=11038636&postcount=4) Eidetic Memory (http://boards1.wizards.com/showthread.php?p=11479923#post11479923) Fell Fallman (http://boards1.wizards.com/showpost.php?p=8206379&postcount=30) Golden Tongue (http://boards1.wizards.com/showthread.php?p=12590703#post12590703) Green Thumb (http://boards1.wizards.com/showthread.php?p=12214257) Hauler (http://boards1.wizards.com/showpost.php?p=8206379&postcount=30) High Pitch (http://boards1.wizards.com/showthread.php?p=11992301) Lightfooted (http://boards1.wizards.com/showthread.php?p=11429450#post11429450) Manipulative (http://boards1.wizards.com/showthread.php?p=12590703#post12590703) Numbing Rage (http://boards1.wizards.com/showthread.php?p=10667541#post10667541) One Against Many (http://boards1.wizards.com/showthread.php?t=757298) Resonant Pitch (http://boards1.wizards.com/showthread.php?p=11992301#post11992301) Reverse Thrust (http://boards1.wizards.com/showthread.php?p=12143122#post12143122) Silent Struggle (http://boards1.wizards.com/showthread.php?p=11231543#post11231543) Skewering Thrust (http://boards1.wizards.com/showthread.php?p=10667541#post10667541) Strike the Heartbeat (http://forums.gleemax.com/showpost.php?p=14270578&postcount=4) Sudden Snatch (http://boards1.wizards.com/showthread.php?p=11231543#post11231543) Archivist Feats Archivist of the Masses (http://boards1.wizards.com/showthread.php?t=733193) Archivist of the Mind (http://boards1.wizards.com/showthread.php?t=733193) Archivist Primordial (http://boards1.wizards.com/showthread.php?t=733193) Wild Archivist (http://boards1.wizards.com/showthread.php?t=733193) Monstrous Feats Disperse (http://boards1.wizards.com/showthread.php?t=759989) Divide and Conquer (http://boards1.wizards.com/showthread.php?t=759989) Irongut (http://boards1.wizards.com/showpost.php?p=11366566&postcount=3) One With the Hills (http://boards1.wizards.com/showthread.php?t=759989) Psionic Feats Accelerated Rejuvenation (http://boards1.wizards.com/showpost.php?p=9165533&postcount=3) Chronon Power (http://forums.gleemax.com/showthread.php?t=924770) Deformity (http://forums.gleemax.com/showthread.php?t=989521) - Cranium - Id - Masochistic - Neuronecrotic - Nightmare - Psi - Third Eye Gentle Intrusion (http://boards1.wizards.com/showthread.php?p=12165178) Mind to Mind (http://boards1.wizards.com/showthread.php?t=727456) Rejuvenating Trance (http://boards1.wizards.com/showpost.php?p=9165533&postcount=3) Sense of Scrutiny (http://boards1.wizards.com/showthread.php?p=11065878#post11065878) Sylar's Study (http://boards1.wizards.com/showthread.php?t=847382) Unhealthy Resonance (http://boards1.wizards.com/showthread.php?t=623093) Vow of Mind's Sanctity (http://boards1.wizards.com/showthread.php?t=661980) -=-=-=-=-=-=- The Supernatural Powers Acute Hearing (http://boards1.wizards.com/showthread.php?p=12429766#post12429766) Breathless Flame (http://boards1.wizards.com/showthread.php?p=11994079#post11994079) Dreamless (http://boards1.wizards.com/showthread.php?p=12314527) Elfshot (http://boards1.wizards.com/showthread.php?t=620444) Erratic Time (http://forums.gleemax.com/showthread.php?t=1074968) Euphoria (http://boards1.wizards.com/showthread.php?p=11495026#post11495026) Feedback (http://boards1.wizards.com/showthread.php?t=760081) Immune Response (http://boards1.wizards.com/showthread.php?t=730424) Increased Momentum (http://boards1.wizards.com/showthread.php?t=730424) Inner Sanctum (http://forums.gleemax.com/showthread.php?p=15072621#post15072621) Inner Sanctum, Trapping (http://forums.gleemax.com/showthread.php?p=15072621#post15072621) Masochistic (http://boards1.wizards.com/showthread.php?p=9759961#post9759961) Mind of Marble (http://boards1.wizards.com/showthread.php?p=10764760) Patagium (http://boards1.wizards.com/showthread.php?t=730424) Retrogradance (http://forums.gleemax.com/showthread.php?p=16632374#post16632374) Rogue Scholar (http://boards1.wizards.com/showthread.php?t=760068) Rogue Scholar, Thieving (http://boards1.wizards.com/showthread.php?t=760068) Shifting Philisophy (http://boards1.wizards.com/showthread.php?t=789548) Split Stream (http://forums.gleemax.com/showthread.php?t=1074968) Still the Echoes (http://forums.gleemax.com/showthread.php?p=14695906#post14695906) Telekinetic Eviscerate (http://boards1.wizards.com/showthread.php?p=12429766#post12429766) Temporal Anchor (http://forums.gleemax.com/showthread.php?t=1074968) Wall of Pits (http://boards1.wizards.com/showthread.php?p=12379763) Spells Black Plague (http://forums.gleemax.com/showthread.php?p=13971791#post13971791) Bloody Weeping (http://boards1.wizards.com/showthread.php?t=839980) Breath of Heaven (http://boards1.wizards.com/showthread.php?t=691505) Collected Favor (http://boards1.wizards.com/showthread.php?p=11765945#post11765945) Deepwarmth (http://boards1.wizards.com/showthread.php?t=691505) Detect Wealth (http://boards1.wizards.com/showthread.php?p=12058315#post12058315) Disfigure (http://boards1.wizards.com/showthread.php?p=12587397#post12587397) Dwelling Upon the Past (http://boards1.wizards.com/showthread.php?t=837770) Elemental Speech (http://boards1.wizards.com/showthread.php?p=13176201#post13176201) Flay (http://boards1.wizards.com/showthread.php?t=755044) Fumarole (http://boards1.wizards.com/showthread.php?t=691505) Gut (http://boards1.wizards.com/showthread.php?t=755368) Gutworm (http://boards1.wizards.com/showthread.php?p=11229814) Gutworm, Greater (http://boards1.wizards.com/showthread.php?p=11229814) Gutworm, Lesser (http://boards1.wizards.com/showthread.php?p=11229814) Life Whispers (http://forums.gleemax.com/showthread.php?p=14357799#post14357799) Lilly White (http://boards1.wizards.com/showthread.php?p=12577482#post12577482) Lost (http://boards1.wizards.com/showthread.php?t=837772) Mimicking Weapon ([url=http://boards1.wizards.com/showthread.php?p=11122838) Mirror Wall (http://boards1.wizards.com/showthread.php?p=11229115#post11229115) Panya's Maddening Perfume (http://forums.gleemax.com/showthread.php?t=1073063) Paragon Weapon (http://boards1.wizards.com/showthread.php?p=11049933#post11049933) Pollen Cloud (http://forums.gleemax.com/showthread.php?t=1073063) Pollen Cloud, Predatory (http://forums.gleemax.com/showthread.php?t=1073063) Preservation (http://boards1.wizards.com/showthread.php?t=837776) Purge Stomach (http://boards1.wizards.com/showthread.php?t=769173) Purge Stomach, Mass (http://boards1.wizards.com/showthread.php?t=769173) Rapture (http://boards1.wizards.com/showthread.php?p=11507230#post11507230) Stain of Guilt (http://boards1.wizards.com/showthread.php?p=11484447#post11484447) Summon Killer Bees (http://forums.gleemax.com/showthread.php?t=1073063) Summon Wild Spirit I-IX (http://boards1.wizards.com/showthread.php?p=10968027#post10968027) Sweet Scent of Surrender (http://forums.gleemax.com/showthread.php?t=1073063) Taken to the Grave (http://boards1.wizards.com/showthread.php?t=868602) Transmute Water to Honey (http://forums.gleemax.com/showthread.php?t=1073063) Transmute Water Into Slime (http://forums.gleemax.com/showthread.php?p=14001023#post14001023) Wailspell (http://forums.gleemax.com/showthread.php?p=14357799#post14357799) Wall of Bilestone (http://forums.gleemax.com/showthread.php?p=14001023#post14001023) Wall of Yo Momma! (http://boards1.wizards.com/showthread.php?t=837448) Werefell (http://boards1.wizards.com/showthread.php?t=691505) -=-=-=-=-=- Material Plane Special Items Boots of Immovability (http://boards1.wizards.com/showthread.php?p=9787763#post9787763) Boots of the Trail (http://boards1.wizards.com/showthread.php?p=11765559#post11765559) Clasp of Inner Turmoil (http://boards1.wizards.com/showthread.php?p=9787763#post9787763) Coach-A-Bower (http://forums.gleemax.com/showpost.php?p=13926072&postcount=2) Collar of the Great Beast (http://boards1.wizards.com/showthread.php?p=12434991#post12434991) Greenthought Cap (http://boards1.wizards.com/showthread.php?p=9652547#post9652547) Incense of Restless Nights (http://boards1.wizards.com/showpost.php?p=9165814&postcount=4) Mirror of Desire (http://boards1.wizards.com/showthread.php?p=9787763#post9787763) Penny For Your Thoughts (http://forums.gleemax.com/showthread.php?p=14214039#post14214039) Phidippides's Slippers (http://boards1.wizards.com/showthread.php?p=11765559#post11765559) Psicrown of the Dark Psyche (http://boards1.wizards.com/showthread.php?t=623264) Sleeping Glass (http://boards1.wizards.com/showthread.php?t=707283) Smock of Repentance (http://boards1.wizards.com/showpost.php?p=10474119&postcount=6) Artifacts Hare's Foot (http://forums.gleemax.com/showthread.php?p=14172217#post14172217) Weapons Bagh Nakh (http://forums.gleemax.com/showthread.php?t=1074512) Magic Weapon Enhancements Disfiguring (http://boards1.wizards.com/showthread.php?p=12587397#post12587397) Mimicking (http://boards1.wizards.com/showthread.php?p=11122838) Paragon (http://boards1.wizards.com/showthread.php?p=11049933#post11049933) Poisons Ichzzu Tea (http://boards1.wizards.com/showthread.php?p=9062311#post9062311) The Golden Kettle (http://boards1.wizards.com/showpost.php?p=8445075&postcount=41) (new substances, alchemical mixtures, spell components and the like) Grafts Glycerol Glands Substances Blizzard Nectar Red Dew -=-=-=-=-=-=- Diseases Mind Melody Mind Melody The mindsong is an odd malady that is picked up after telepathic discourse with a mind much more powerful than the subject's, leaving a sort of psionic ringing in the mind that disrupts telepathic communication. It is also passed by telepathic contact with one suffering from this affliction. The first day it takes three extra power points to use any kind of telepathy. The second day twice as many. The third day a player must use up every one of their allotted psionic points to attempt or hear even the briefest message. After three days of this, the ringing forms into a melody that starts to play in the subjects mind. Most of those whom have had this have mentioned that the tune is almost always lovely beyond words. However, every day for the next week it grows louder and louder. The first day of the melody the player is telepathically deaf, and cannot send or receive. It hits its peak at the eighth day of the illness, where the melody is so loud that they cannot even hear normally, and no psionic abilities can be concentrated on. This last for two solid days before slowly becoming softer, reversing the effects until no song is heard, only a ringing, and then this to disappears at the end of the second eight-day. All in all this mental malady takes 18 days to disappear after contacting. While ringing the subject takes a -2 to concentration and listen checks. While the melody plays the subject takes -6 to concentration and listen checks. At peak no concentration, listening or psionic abilities is possible, even with the Unconditional Power feat. A second bout of this disease leaves a subject partially psionically deafened, causing a permanent doubling of psionic points to use telepathic powers and they act as if Dazed during the peak two days. A third bout leaves the subject permanently telepathically deaf and they act as if Insane during the peak. A fourth bout leaves the subject permanently insane as the melody continues unabated. It can be cured by Psychic Chirurgery, but the manifester has a chance of contacting the malady in doing so (a roll of 1 on a six sided die means it has spread to the manifester). Reality Revision can also cure the mindsong. -=-=-=-=-=-=- Deities and New Domains Harkatottom (http://boards1.wizards.com/showthread.php?t=479625) (Demi-God) - Sap Domain Karibbi (http://boards1.wizards.com/showthread.php?p=7832075#post7832075) (Greater God) Lamentea (http://boards1.wizards.com/showthread.php?t=507681) (Lesser God) - Dirge Domain Marble (http://boards1.wizards.com/showthread.php?p=10764760) (Demi-God) - Sanctum Domain Porcelain (http://forums.gleemax.com/showthread.php?p=13711571#post13711571) (Greater God) - Commode Domain Praeter (http://boards1.wizards.com/showthread.php?p=12243244#post12243244) (Demi-God) - Nostalgia Domain Votemmaris (http://boards1.wizards.com/showthread.php?t=509831) (Lesser God) Other Domains Blossom Domain (http://forums.gleemax.com/showthread.php?t=1073063) Eminent Domain (http://boards1.wizards.com/showthread.php?t=844704) Secrecy Domain (http://boards1.wizards.com/showthread.php?p=12763949#post12763949) -=-=-=-=- Terrain Haze (http://boards1.wizards.com/showthread.php?t=755681) -=-=-=-=- Whispers of the Bards (http://boards1.wizards.com/showthread.php?t=845677) (Collection of Character Backstories) |
| The Vorpal Tribble06-08-07, 12:19 PM | Arktos Discipline Stance Strike Boost |
| The Vorpal Tribble09-07-07, 08:38 PM | Cold Ken Some look at the glistening expanses of snow and ice and see hardship. Others are entranced by the beauty and majesty. I see the potential... - Jergen Tam the Northdrawn Every snowflake, every ice floe, every rain of sleet holds great power. Crystals are not limited to rocks buried deep underground, but are in great abundance in every northern clime. Gems of beauty that rival any bit of earth, snow and ice have within them fantastic possibilities in every facet of their graceful forms. Cold ken have come to understand this power, and daily hike through lands filled with the scintillating accumulation. As they walk the ice crystals beneath their very feet shifts and alters itself into more logical patterns alike to the makings of the brain itself. Through these connections with these crystals the Cold Ken learns a discipline that druids themselves find difficult to comprehend. Cold ken are generally psionic explorers living alongside glaciers or in vast snowfields and icebergs deep within the frostfell. Just by their traipsing through the cold they gain new insight into the power waiting to be tapped. Some even come together and construct glistening structures to channel and focus the crystals of vast areas. These areas are always freezing but a haven to wanderers lost in the arctics, for few dare attack the Cold Ken and his guests in their focal dens. Hit Dice: d6 Requirements To qualify to become a Cold Ken, a character must fulfill all the following criteria. Skills: Concentration 9 ranks, Craft (Ice Sculpture) 4 ranks, Knowledge (nature) 5, Knowledge (psionics) 5 Feats: Imprint Stone, Psicrystal Affinity (Hero) Psionics: Ability to manifest 3rd-level powers. Level BAB Fort Ref Will Special Powers Known 1st +0 +2 +0 +2 Deepblue, Ice Crystal - 2nd +1 +3 +0 +3 Skater's Poise, Clear Headed +1 level of existing manifesting class 3rd +1 +3 +1 +3 Cold Command +1 level of existing manifesting class 4th +2 +4 +1 +4 Arctic Mind, Frostfelt - 5th +2 +4 +1 +4 Crystal Clarity, Resistance to cold 5 +1 level of existing manifesting class 6th +3 +5 +2 +5 Preservation of the Ice +1 level of existing manifesting class 7th +3 +5 +2 +5 Decree of Cold Blood, Resistance to cold 10 - 8th +4 +6 +2 +6 True Ken +1 level of existing manifesting class 9th +4 +6 +3 +6 Blizzard Meld, Resistance to cold 15 +1 level of existing manifesting class 10th +5 +7 +3 +7 Glacial Enrapture - Class Skills Balance (Dex), Concentration (Con), Craft (Int), Knowledge (nature/psionics) (Int), Psicraft (Int), Search (Int), Spot (Wis), Survival (Wis) Skill points at each level: 2 + Int modifier. Class Features Weapon and Armor Proficiency: Cold Ken gain no proficiency with any weapon or armor. Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain most other benefits a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of Cold Ken to the level of whatever manifesting class the character has, then determines power points per day, powers known, psicrystal special abilities, and manifester level accordingly. If a character had more than one manifesting class before he became a Cold Ken, he must decide to which class he adds the new level of Cold Ken for the purpose of determining power points per day, powers known, and manifester level. Deepblue (Ex): In the hands of a Cold Ken a weapon of blue ice gains the properties of deep crystal and may channel psionic energy into it. Ice Crystal (Ps): At first level a Cold Ken's psicrystal becomes numbingly cold to the touch, freezing moisture out of the air to build a layer of ice, forming connections with the fractal crystals of the frozen substance itself. The psicrystal alters and arranges the crystals to form a protective barrier of blue ice about itself and melds with the new material. The psicrystal gains 20 additional hit points, a +10 bonus to its natural armor, and immunity to cold. Skater's Poise (Ps): While psionically focused a Cold Ken may move on snow, ice, or any other frozen substance without any penalty to speed or chance of slipping and may even use the Run action. Clear Headed (Ex): Freezing temperatures seem to crystalize a Cold Ken's thought processes. When in areas below freezing a Cold Ken gains a +2 Circumstance bonus to Intelligence. If exposed to unearthly temperatures (-50 or colder) this bonus raises to +3. Chill Command (Ex): If a cold ken makes a successful touch attack he can cause a matrix of ice crystals to grow within the body of the target. This deals 1d4 cold damage a minute unless they succeed on a Fortitude save (DC 10 + half Cold Ken's class level + Int modifier halves for a minimum of 1 point), but also interacts with the target's nervous system. For one minute per prestige level a Cold Ken may use the psionic suggestion power, able to make a new suggestion every minute. Every minute the target may make a new Will save to resist the suggestion (DC as above). Arctic Mind (Ps): At 4th level a Cold Ken can create a kinetic field once per day which cools the moisture in the air and freezes it, forming an arctic haze that follows the Cold Ken wherever he goes. A bank of fog composed entirely of tiny ice crystals billows out from about him in a 40-foot radius and 20 feet high. The fog obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (20% miss-chance). Creatures farther away have total concealment (50% miss-chance, and the attacker can't use sight to locate the target). This cold cloud lasts 10 minutes per prestige level. He may generate the field twice per day at 6th level, and thrice at 8th. Frostfelt (Ps): A Cold Ken gains Tremorsense out to 60 feet when in contact with ice or snow as he resonates with their crystal patterns. Crystal Clarity (Ps): When a Cold Ken would gain his bonus to Intelligence he may, once per day, truly open his mind to the cold around him. He gains an additional +2 bonus to intelligence for a total of +4, or +5 in areas of unearthly cold. However, this is extraordinarily painful and the Cold Ken takes 1d4 points of nonlethal damage every minute that cannot be healed until he ceases to expose his mind. At 8th level he takes only half damage from this ability, for a minimum of 1 point. Resistance to Cold (Su): At 5th level a Cold Ken gains resistance to cold 5. This increases to +10 at 7th level, and +15 at 9th level. This does not protect him from damage while using his Crystal Clear ability. Preservation of the Ice (Ex): At 6th level, a Cold Ken learns both suspend life and crystalize. These powers are in addition to any powers the Cold Ken normally learns by advancing a level. The cold ken treats these powers as if they were 4th-level powers on his class list. This means, among other things, that manifesting these powers costs 7 power points. (If the character does not have a high enough manifester level to manifest 4th-level powers the character cannot manifest these powers until he has attained the required manifester level.) Decree of Cold Blood (Ps): At 7th level a Cold Ken may use an advanced form of Chill Command. His touch deals 1d8 points of cold damage per minute and unless the target makes a successful Will save he acts as if the target of the psionic dominate power. The Cold Ken may only dominate one target at a time, but it affects any living creature that contains internal fluids. He may dominate for one minute per prestige level. True Ken (Ex): Once per day a Cold Ken may use Hypercognition. If in direct contact with snow or ice or in temperatures below freezing he may use it one additional time per day. He also gains a +20 bonus on Knowledge (nature) checks for a minute as he becomes intimately connected with his natural surroundings. Blizzard Meld (Ps): At 9th level a Cold Ken forms mental connections even with ice crystals in the air, be they snow or merely the frozen moisture in the wind. While in falling snows, sleet, or other freezing moisture, or in areas below freezing, a Cold Ken gains the blindsight ability out to 40 feet, including within his own Arctic Mind haze. In these conditions, a Cold Ken may also manifest any power he knows with the range of touch on any subject within 40 feet as a ranged touch attack. Saves still apply as normal. Glacial Enrapture (Ps): At 10th level a Cold Ken has learned to shape the crystalline nature of ice and gains 3 points in Craft (Ice Sculpture). With a successful DC 30 Craft (Ice Sculpture) roll, he can mentally manipulate the ice crystals of an area to form into an intricate shape that he may imbue with his own psionic energy. Those who come near this sculpture have a chance of contracting Fractal Dementia. Fractal Dementia Spread by mental contact with infected psionic beings or by visual means mentioned below; mental contact or visual; DC = Half Cold Ken's class level + Int modifier; incubation 1d4 rounds (visual) or 1d4 days (mental contact); damage fractal dementia. Fractal dementia is linked to the mind's need to find patterns and shapes. Almost everyone at some time has been momentarily intrigued by the shape of an object or a particularly interesting pattern. A Cold Ken's constructions are literally mesmerizing, more so to individuals of particular mental might. Their minds see more than a pattern, they view a fascinating enigma whose solution is right on the brink of being understood. Perhaps it could be solved if they just concentrated enough they think. Captivated by this puzzle they no longer care for such unimportant things as drink, food or even simple comfort. For the disease causes the mind to spiral internally, seeking with infinite anticipation the end of the riddle. But there is no known end, or if there is an end, it dwells so deep that once within, it is nigh impossible to pull oneself out. Those who make contact with the mind of an infected individual suddenly receive a clear image of the fractal and must make the same saves or contract the disease as well. Any being with an Intelligence of 4 or higher who looks upon the fractal from within 5 feet must make an initial will save (DC mentioned above) to keep from contracting the disease. Even if they make the save they become Dazed for 1 round. If they fail, they become Fascinated by the pattern. Even if moved away and no longer in sight of the fractal, an infected creature dwells upon the mystery of the pattern and it fills their thoughts so as they cannot achieve Psionic Focus or cast spells/manifest powers requiring concentration. Each day of their incubation period they may attempt a new save to keep from becoming enthralled. If they can hold off being enthralled through the incubation period the dementia fades away. Normal disease healing spells will remove the condition while in its incubation stage. If they fail every save their mind turns completely within itself and they are considered permanently helpless. Only psychic chirurgery, bend reality, reality revision, or other similar powerful abilities can bring the subject out of themselves. The Cold Ken is vaguely aware of any creature who has succumbed to Fractal Dementia and may use Mind Switch for a duration of 10 minutes per Prestige level once per day to have full control over the helpless body, which costs no XP and allows no Will save. The Cold Ken and victim of Fractal Dementia must both be on the same planet or plane (if in an extraplanar setting). -=-=-=-=- Cold Ken Lore Characters who have ranks in Knowledge (Psionics) can learn more about the Cold Ken. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Those with 5 or more ranks in Knowledge (nature) get a +2 bonus to the check. Knowledge (Psionics) DC/Result DC 10 - The Cold Ken follow a special discipline that allows them to psionically interact with the crystalline nature of snow and ice. DC 14 - Cold Ken are said to be so in tune with the resonance of crystals that they never slip on ice and can sense beings in contact with it. DC 18 - A cold ken thoroughly enjoys a a bracing chill, saying their thoughts are clearer and their minds better functioning the colder it is around them. Many seem hardly bothered by even the most frigid temperatures in fact. DC 22 - The touch of a cold ken is something that must be avoided. They are capable of freezing the fluids in one's body into ice which allows them to influence the being. DC 26 - Cold Ken are capable of pulling the heat right out of the air, surrounding themselves in a chill fog. Those within the fog are at the mercy of the cold ken's strange powers even if they are well away from him. DC 30 - The mightiest of Cold Ken can sculpt ice into shapes and patterns so alluring one may become entranced by their sheer beauty. Those affected do not eat, sleep or drink, merely drinking in the site of it until they die of neglect. Even those pulled away find it hard to forget the memory of the experience and become trapped within their own mind. Sample Cold Ken Jergen Tam Male Glacier Dwarf Psion (egoist) 6/Cold Ken 5 Medium Humanoid Hit Dice: 6d4+18 + 5d6+15 (65 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 10 (), touch, flat-footed Base Attack/Grapple: +5/+6 Attack: Blue ice iceaxe +6 melee (1d6+2/x4) Full Attack: Blue ice iceaxe +6 melee (1d6+2/x4) Space/Reach: 5 ft./5 ft. Special Attacks: Arctic mind, chill command, psionics Special Qualities: Clear headed, cold tolerant, darkvision 60 ft., deepblue, frostfelt, ice crystal, ice cunning, resistance to cold 5, skater's poise Saves: Fort +11, Ref +3, Will +11 Abilities: Str 13, Dex 10, Con 17, Int 22, Wis 15, Cha 8 Skills: Autohypnosis +16, Balance +9, Climb +6, Concentration +17, Craft (ice sculpture) +15, Knowledge (nature) +16, Knowledge (psionics) +20, Survival +8, Use Psionic Device +4 Feats: Armor Proficiency (light), Imprint Stone, Psicrystal Affinity (hero), Psicrystal Containment Challenge Rating: 11 Possessions: +4 blue ice shirt, +2 blue ice iceaxe, 10 power stones (major), clear spindle ioun stone, scarlet and blue sphere ioun stone Alignment: Lawful Neutral Advancement: By character class Level Adjustment: +0 Combat Arctic Mind (Ps): Jergen Tam can create a kinetic field once per day which cools the moisture in the air and freezes it, forming an arctic haze that follows him wherever he goes. A bank of fog composed entirely of tiny ice crystals billows out from about him in a 40-foot radius and 20 feet high. The fog obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (20% miss-chance). Creatures farther away have total concealment (50% miss-chance, and the attacker can't use sight to locate the target). This cold cloud lasts 50 minutes. Chill Command (Ex): If Jergen Tam makes a successful touch attack he can cause a matrix of ice crystals to grow within the body of the target. This deals 1d4 cold damage a minute unless they succeed on a Fortitude save (DC 17 halves for a minimum of 1 point), but also interacts with the target's nervous system. For 5 minutes a Cold Ken may use the psionic suggestion power, able to make a new suggestion every minute. Every minute the target may make a new Will save to resist the suggestion (DC as above). Clear Headed (Ex): When in areas below freezing Jergen Tam gains a +2 Circumstance bonus to Intelligence (already factored into the stat block). If exposed to unearthly temperatures (-50 or colder) this bonus raises to +3. Crystal Clarity (Ps): When Jergen Tam would gain his bonus to Intelligence he may, once per day, truly open his mind to the cold around him. He gains an additional +2 bonus to intelligence for a total of +4, or +5 in areas of unearthly cold. However, this is extraordinarily painful and he takes 1d4 points of nonlethal damage every minute that cannot be healed until he ceases to expose his mind. Deepblue (Ex): In the hands of Jergen Tam a weapon of blue ice gains the properties of deep crystal and he may channel psionic energy into it. Frostfelt (Ps): Jergan Tam has Tremorsense out to 60 feet when in contact with ice or snow as he resonates with their crystal patterns. Ice Crystal (Ps): Jergen Tam's psicrystal gains 20 additional hit points, a +10 bonus to its natural armor, and immunity to cold. Ice Cunning: This ability grants Jergen Tam a +2 racial bonus on Search checks to notice unusual construction or hazards in ice and snow. This includes traps of ice or snow, and natural or supernatural hazards such as thin ice or blood snow. If Jergen Tam merely comes within 10 feet of unusual ice construction or hazards he can make a Search check as if he were actively searching, and he can use Search to find ice or snow traps as a rogue can. This ability replaces a dwarf's stonecunning. Psionics: Manifester level 8th. (Power Points per day = 78; Save DC 15 + power level): 1st - Control Flames, Matter Agitation, Psionic Grease, Skate, Vigor 2nd - Body Equilibrium, Psionic Identify, Sustenance, Swarm of Crystals 3rd - Body Adjustment, Energy Bolt, Energy Retort, Solicit Psicrystal 4th - Energy Adaption, Mindwipe, Power Leech, Psionic Freedom of Movement Skater's Poise (Ps): While psionically focused Jergen Tam may move on snow, ice, or any other frozen substance without any penalty to speed or chance of slipping, and may even use the Run action. |
| The Vorpal Tribble10-20-07, 01:11 PM | This is based upon an old Scandinavian belief that the aurora was the flashing of light off flying herring scales. The aurora itself was referred to as 'herring flash' in fact. -=-=-=-=- Flash Herring Tiny Magical Beast (swarm) Hit Dice: 10d10+40 (95 hp) Initiative: +7 Speed: Fly 40 ft. (8 squares)(good) Armor Class: 20 (+3 dex, +5 deflection, +2 size), touch 20, flat-footed 17 Base Attack/Grapple: +10/- Attack: Swarm (2d6 plus herring flash) Full attack: Swarm (2d6 plus herring flash) Space/Reach: 10 ft./0 ft. Special Attacks: Blinding scales, distraction, herring flash Special Qualities: Blindsight 60 ft., energy resistance, half damage from slashing and piercing weapons, harmony of energy, immune to blindness, resistance to cold 5, resonant flight, scent, swarm traits, thin-gilled Saves: Fort +11, Ref +10, Will +4 Abilities: Str 5, Dex 16, Con 19, Int 1, Wis 12, Cha 9 Skills: Listen +7, Spot +8 Feats: Ability Focus (blinding scales), Flyby Attack, Improved Initiative, Wingover Environment: Any cold or temperate Organization: Swarm, Glimmer (2-6 swarms), Aurora (10-18 swarms), Aurora Profundis (40-60 swarms) Challenge Rating: 12 Treasure: None Alignment: Always neutral Advancement: - Level Adjustment: - Combat Flash herrings don't fight, they simply go their course and woe betide any who get in their way. This course is erratic and ever changing, with one never knowing which direction the herring will go. The swarm deals damage as seen under their Herring Flash ability to any creature whose space it occupies at the end of its move. Blinding Scales (Ex): One within 60 feet of a Flash Herring swarm may attempt a DC 21 fortitude save or be blinded for 2d4 rounds, at the end of which they are considered Dazzled for the entire time they are within range plus 1d4 minutes. Even those that make the save are considered dazzled. The save DC is Constitution-based. Flash herring provide illumination as a daylight spell at all times out to 200 feet and shadowy illumination for up to a mile. Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 19) negates the effect. Spellcasting or concentrating on spells within the area of the swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check. Energy Resistance (Ex): Such is the disruption of forces around a flash herring that a mage must make a DC 20 caster level check to overcome the force. This is similar to spell resistance but only works on spells dealing with energy, such as fireball or lightening bolt. If unsuccessful the energy merely dissipates. Harmony of Energy (Ex): The make of a flash herring is such that it can pass through fields of force and prismatic walls as if it was water, the force being reflected back and bending around the fish. It does daze the swarm for 1d6 rounds however as the two energies resonate with one another. This does not however give them resistance to force damage. Herring Flash (Su): Flash herring's flashes of energy change in nature every 1d100 rounds and they gain immunity to whatever energy they are currently radiating. This energy is determined at random. The effect of the swarm is based on their color, as shown on the following table: d8 Color Effect 1 Red 3d6 points of fire damage 2 Orange 3d6 points of acid damage 3 Yellow 3d6 points of sonic damage 4 Green 6d6 points of damage (as disintegrate spell; Fortitude DC 19 half; DC Con based) 5 Blue 3d6 points of cold damage 6 Indigo 3d6 points of negative energy damage 7 Violet 3d6 points of electricity damage 8 White 3d6 points of force damage Resonant Flight (Ex): Flash herrings are unmagically buoyant, lifting upwards on the natural magnetic forces of their world. They can lift very little more than their own weight and so are unusable for hauling purposes. Those in the southern hemisphere of a world are charged differently than flash herrings in the north and both fall immediately upon nearing the equator. Thingilled (Ex): Flash herrings do not suffer from altitude sickness, and only in areas of no air at all do they suffer from suffocation. Flash Herring Lore Characters who have ranks in Knowledge (arcane) can learn more about flash herring. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Knowledge (Arcane) DC Result DC 12 - This is the aurora, a natural phenomena found most often in locales of the extreme northern and southern climes. DC 22 - The aurora you see above are actually a great multitude of magical beasts called flash herring. This reveals the magical beast type and swarm subtype. DC 27 - Flash herring float high above on the magnetic forces of the world and it is said their great luminescence blinds those who approach too closely. This reveals the swarm's resonant flight, thingilled, and blinding scales ability. DC 32 - Flash herring radiate harmful energy that affects those caught in their path, the type changing seemingly at random along with their colors. As well, energy spells and abilities take more concentration to cast in their vicinity. This reveals the swarm's herring flash and energy resistance. DC 37 - Flash herring are able to pass through force effects, though the process disorients them. This reveals their Harmony of Energy ability. -=-=-=-=-=-=- Ecology Many tales of polar climes in both the north and south tell of the flash herring; flying fish of scintillating colors that are often mistaken for the aurora. Only the occasional hurt or sick herrings ever fall, and upon dying go out quickly. In the rare instance when these herrings plummet into water, cushioning the fall, are they found still glowing, but they quickly drown, being unused to water. Environment: Flash herring are found far above the surface of cold lands and seas, often mingle with true aurora, feeding off the electrically charged energy provided. Typical Physical Characteristics: Flash herring are the same shape as common herrings, but blaze with fierce, blinding colors. These swarms appear far larger than they actually are, their light flaring out hundreds of feet past their bodies. Individuals normally keep to the same color as their neighbors, but if one changes, so does all around until the entire swarm of herrings have adjusted. Flash herring always know when another is part of their swarm, so if another swarm approaches they may even mingle, but will not adopt the other's colors except when coincidence brings them to the same shade. Alignment: Flash herring are quite unintelligent and incapable of understanding morals and ethics. Flash herring are always true neutral. Society Flash herring are always found in teeming masses, and seek out other herring swarms, thinking them true aurora. Rarely however do they approach very closely however unless the other swarm is of the same energy type, otherwise they would injure one another with their conflicting energies. Typical Treasure Flash herring possess no treasure. |
| The Vorpal Tribble10-22-07, 10:10 PM | Bloosnjor http://webdeveloper.com/animations/holiday/christmas/gifs/snow.gif The world is dying. Trees laid bare, the ground cold and baren, the spark of life snuffed out with the coming of frost... Large Elemental (cold) Hit Dice: 18d8+126 (207 hp) Initiative: +7 Speed: 50 ft., burrow 50 ft. (ice and snow only) Armor Class: 23 (+3 dex, +11 natural, -1 size), touch 12, flat-footed 20 Base Attack/Grapple: +13/+27 Attack: Bite +22 melee (2d6+10/19-20x2 plus 1d8 coldfire) Full Attack: Bite +22 melee (2d6+10/19-20x2 plus 1d8 coldfire) and 2 claws +20 melee (1d8+5) Space/Reach: 10 ft./15 ft. Special Attacks: Blood sacrifice, howl of the north, spell-like abilities Special Qualities: Blindsight 60 ft., elemental traits, fast healing 5, fimbulwinter, ice glide, vulnerability to fire, whitesight Saves: Fort +18, Ref +9, Will +12 Abilities: Str 31, Dex 16, Con 24, Int 8, Wis 18, Cha 17 Skills: Listen +15, Spot +14 Feats: Cold Focus (http://realmshelps.dandello.net/cgi-bin/feats.pl?Cold_Focus,Fr), Improved Critical (bite), Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (crushing despair) Environment: Any Cold Land Organization: Solitary Challenge Rating: 16 Treasure: None Alignment: Usually Neutral Evil Advancement: 19-28 HD (Large), 29-41 HD (Huge) Level Adjustment: - Combat A bloosjnor often comes wailing out from the snow within which it hid, filling living beings nearby with dispair. It then claws and tears as it drains their vitality with its presence. If its victims manage to flee or are difficult to reach it vents its frustration in a great roar of freezing wind. Blood Sacrifice (Su): Wherever a bloosjnor walks the snow momentarily reddens. Any creature within 20 feet of a Bloosjnor must succeed on a DC 26 fortitude save each round they remain in range or take 1d3 points of constitution drain. The bloosjnor heals a number of hit points equal to three times that of the number of ability points drained. A bloosjnor can retain up to twice its healthy total for an hour before they fade away. If a creature is killed by this drain they rise up within 1d4 hours as frostfell ghosts, forever bound to the dying land. If the victim is killed while on unhallowed ground however there is a 50% chance that a second bloosjnor is birthed. If done before an evil altar of some kind there is an 80% chance. The save DC is Constitution-based. Fimbulwinter (Sp): The haunts of the bloosjnor are constantly affected as the Fimbulwinter spell (Frostburn, p. 93) cast by a druid of the same level as the bloosjnor's HD. Howl of the North (Su): As a full-round action that provokes an attack of opportunity a bloosnjor can release a great cry. From its maw blows forth a Severe Wind (see DMG) that strikes those in a 100-foot cone. Those caught in this cone take a -12 penalty on Listen checks until the bloosnjor's next turn and take 4d6 sonic plus 2d6 coldfire damage (a DC 26 fortitude save halves the damage and negates the chance of contracting coldfire ruin). The save DC is Constitution-based. Ice Glide (Ex): A bloosjnor can glide through ice, snow, or slush as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, and its passage does not create any ripples of other signs of its presence. A bloosjnor often fights from the cover of an an ice sheet or snow field in much the same way that an incorporeal creature can use a wall or floor for cover. A bloosjnor attacking a creature outside the ice or snow in which it is hiding gains the benefit of cover. Spell Like Abilities: At Will - Crushing Despair, Diminish Plants, Flash-Freeze. 3/day - Arctic Haze, Blight, Heart Freeze. Caster level 20th. Save DC's are Charisma-based. Vulnerability to Fire: A bloosnjor takes half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure. Whitesight (Ex): A bloosnjor is immune to snow glare and can see normally in whiteout conditions. Bloosnjor Lore Characters who have ranks in Knowledge (nature) can learn more about bloosnjors. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Knowledge (Nature) DC/Result DC 26 - This creature is a bloosjnor, an elemental creature of winter of the material plane. A being born of despair of a never rising sun. This reveals all elemental traits and the cold subtype. DC 31 - A bloosnjor is always found in the most desolate locales of the cold, passing through snow and ice without a trace. Wherever it goes the ground reddens and those that walk through it find themselves growing weak and sickly. As well, it seems to radiate despair and plants wilt and water freezes where it passes. This reveals its Ice glide, Blood Sacrifice ability, and at will spell-like abilities. DC 36 - The horrible cry of a bloosnjor sounds like the ominous approach of a blizzard, and it has nearly the same power. As well, the mere glance of the beast can literally freeze a man's heart or keep the ground from ever growing another living thing. This reveals its Howl of the North and other spell-like abilities. DC 41 - The bloosnjor is literally the cause of the desolation and permanent freezing of the locales it haunts. This is but a taste of the true winter that it awaits for at the world's end. It speaks only the ancient dialect of the peoples that brought it to life through their sacrifices and fear. This reveals its Fimbulwinter ability and language (which is up to the DM's discretion) -=-=-=-=- Ecology Of wintry ruin is the bloosjnor, haunters of lifeless mountain passes and terrors of boreal forests. Bloosjnors are ancient beings brought to unholy life by the accumulation of a thousand yearly blood sacrifices involved in rituals of primitive peoples who wished to appease the spirits of the chill months. What they accomplished in doing however was awakening a being that embodied the fierce brutality of winter and tainted with the fears of a world never reviving from its frigid death. Though once only a frightening beast, with the passing of each year the Bloosjnor's strength and power grows. They wait for the day they can cover all in eternal winter and eventually join together at the Fimbulwinter of time's end. Environment: Bloosjnors are always found in frozen, lifeless locales, having created them themselves. They normally only worsen already chill areas, coming to life around those that feared the winter. Typical Physical Characteristics: A bloosnjor appears as a vaguely humanoid being composed entirely of greatly compressed snow covered over with a thick layer of cracked frost. Near the center of its chest is a large dark stain the color of old blood. Faint hints at veins spread from this stain in shadowed lines all about the creature. Bones of both man and beast jut out from the snow of its body at places. Wheres its head would be is but a swirling fog of coldfire. Thousands of teeth and razor-sharp bone slivers of all kinds float horribly together to form a disembodied, oversized maw. At the end of each frozen appendage erupt great curving claws of frozen blood the size of sickles. Bloosjnor weigh several thousand pounds and stand some 12 feet tall. Alignment: A bloosjnor is as uncaring as the falling snow and as brutal as an avalanche. It thinks only of bringing a frozen death to all things. A bloosjnor is usually neutral evil. Society Bloosjnor have no society, often being brought to life far from one another, and keep to their own wanderings. If two were to meet by sheer chance they would pass by uncaringly, but without any hostility, considering themselves as all parts of the same goal. They can only barely speak in a howling, whispy voice, and this in a primitive language that resembles the ancient dialect of their awakeners. Typical Treasure Bloosjnor possess nothing of value, nor are interested in wealth or collections. |
| The Vorpal Tribble02-12-08, 12:38 PM | Daikaiju Traits Armor Class: Daikaiju gain a +50 'daikaiju' bonus to their Armor Class. Damage Reduction (Ex): A daikaiju always has at least damage reduction 200/daikaiju, meaning that only the blow of another creature with the Daikaiju subtype bypasses its damage reduction. Frightful Presence (Ex): A daikaiju can unsettle foes with its mere presence. The ability takes effect automatically whenever the daikaiju attacks, charges, or flies overhead. Creatures within a radius of 30 feet x 10 + 5 for every five feet it's space is over 50 are subject to the effect if they have fewer HD than the daikaiju. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 the daikaiju's HD + the daikaiju’s Cha modifier) remains immune to that daikaiju’s frightful presence for 24 hours. On a failure, creatures with 10 or less HD become panicked for 4d6 rounds and those with 20 or more HD become shaken for 4d6 rounds. Daikaiju ignore the frightful presence of other daikaiju. Great Crush (Ex): This special attack allows a flying or jumping daikaiju to land on opponents as a standard action, using its whole body to crush them. Great crush attacks are effective only against creatures of Colossal size or smaller (though it can attempt normal overrun or grapple attacks against larger opponents). A great crush attack affects as many creatures as can fit under the daikaiju’s body. No save is allowed unless the target can move a distance equal to the daiku's space in a single move action. If such is the case they must succeed on a Reflex save (DC equal to that of 10 + daikaiju space) or be pinned, automatically taking bludgeoning damage during the next round unless the daikaiju moves off them. If the daikaiju chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. A great crush attack deals the indicated damage plus 1-1/2 times the daikaiju’s Strength bonus (round down). Those within 500 feet of a daikaiju's great crush attack must succeed on a Reflex DC equal to 10 + daikaiju’s HD + strength modifier or fall prone for 1d4 rounds and take 1d6 damage. Macroscopic (Ex): A Daikaiju does not take size penalties to Armor Class or any roll they make Attack and Hide checks. Vast Size (Ex): Daikaiju are several steps up from Colossal and take up space and have a reach of at least 50 ft./50 ft. |
| The Vorpal Tribble06-15-08, 07:43 PM | Blossom Domain http://tn1-5.pv.deviantart.com/images/150/i/2003/40/2/0/Lightning_Flower.jpg Granted Powers: You gain the scent ability out to 30 feet. The distance of this scent stacks with those granted by racial abilities, spells, and similar. Add Knowledge (nature) to your list of cleric class skills. Blossom Domain Spells 1 Goodberry: You imbue berries with life-giving properties. 2 Transmute Water to Honey: You turn water into honey. 3 Summon Killer Bees: Call a swarm of killer bees to fight for you. 4 Panya's Maddening Perfume: Make your opponent smell irresistible to insects. 5 Pollen Cloud: Cloud causes debilitating sneezing. 6 Sweet Scent of Surrender: Area becomes filled with flowers 7 *Rain of Roses: Roses fall from the sky, dealing 1d4 Wisdom damage and sickening evil beings. 8 Pollen Cloud, Predatory: Cloud causes intense asthma as plant grows rapidly within the target. 9 *Rain of Black Tulips: Black tulips fall from the sky, dealing 5d6 points of damage and nauseating evil beings. * From the Book of Exalted Deeds. -=-=-=-=-=-=- Panya's Maddening Perfume Transmutation Level: Blossom 4 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature per three levels Duration: 1 min/level Saving Throw: Fortitude negates Spell Resistance: Yes With a tap of your nose a wondrous floral scent fills the air... You cause the target to exude an alluring scent that attracts and drives insects mad. While in an area that could conceivably hold insects the target takes 1d6 points of damage per round as he is bitten, stung and pinched. Spellcasting or concentrating on spells requires a Concentration check (DC 15 + caster's level). Using skills that involve patience and concentration requires a DC 20 Concentration check. As well, insect swarms and giant insects will focus their attacks on the target in preference to all others, even if the target does not attack. If the target teleports away they attract a new swarm within 1d4 rounds. -=-=-=-=-=- Pollen Cloud Transmutation Level: Blossom 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft. level) Effect: Pollen cloud in a 20-ft. radius, 20 ft. high Duration: 1 min./level Saving Throw: Fortitude negates; see text Spell Resistance: No You exhale deeply and suddenly the area is filled with pollen-laden blossoms of every shape and hue... Flowers suddenly blossom from every plant, releasing highly irritating pollen. Those who breathe within the area must succeed on a fortitude save each round or spend a full round action sneezing and choking (are considered stunned) and take 1d4 constitution damage. In addition they take a -4 penalty to spot and search checks from their watering eyes as long as they are within the cloud and for 1d4 hours afterwards. A remove disease, heal, restoration and similar spells give momentary relief, but only for their duration, or one round, whichever is longer. They remove the penalty to spot and search once out of the cloud. You must be within natural terrain to cast this spell. -=-=-=-=-=-=- Pollen Cloud, Predatory Transmutation Level: Blossom 8 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft. level) Effect: Pollen cloud in a 20-ft. radius, 20 ft. high plus 5 ft./level. Duration: 1 hour/level Saving Throw: Fortitude negates; see text Spell Resistance: No You exhale deeply and suddenly the area is filled with pollen-laden blossoms of every shape and hue... Flowers suddenly blossom from every plant, releasing a pollen that clings to the lungs and begin to grow. Those who breathe within the area must succeed on a fortitude save each round or contract a horrible condition. They begin to suffocate, taking a standard action in each round to gasp for breath. An affected creature can attempt to take actions normally (instead of consciously controlling its breathing), but each round it does so, beginning in the round when it failed its Fortitude save, the subject risks blacking out from lack of oxygen. It must succeed on a Fortitude save at the end of any of its turns in which it did not consciously take a breath. The DC of this save increases by 1 in every consecutive round after the first one that goes by without a breath; the DC drops back to its original value if the subject spends an action to take a breath. If a subject fails a Fortitude save, it is disabled (0 hp). In the following round, it drops to -1 hit points and is dying. Curing powers or spells can revive a dying subject normally, so long as this power’s duration has expired; if the power is still in effect, a revived creature is still subject to Fortitude saves in each round when it does not consciously breathe. In addition to this condition, they take 1d6 points of constitution damage per minute as the pollen forms seeds in the lungs, which grow at an accelerated rate. If killed, flowering plants erupt from the target, covering him completely, concealing the body. A remove disease, heal, restoration and similar cure the condition, though there is a 20% chance that the seeds merely go dormant and reemerge 1d4 days later. The process then repeats itself as if the spell had been recast. You must be within natural terrain to cast this spell. -=-=-=-=-=-=- Summon Killer Bees Conjuration (Summoning) Level: Drd 3, Blossom 3 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One swarm of killer bees Duration: Concentration + 2 rounds Saving Throw: None Spell Resistance: No You make a buzzing noise with your tongue and suddenly the air is filled with the droning of angry bees... You summon a swarm of killer bees (http://www.giantitp.com/forums/showthread.php?t=38821), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has full control over its target and direction of travel, and the bees will not harm the caster even in their area. -=-=-=-=-=- Sweet Scent of Surrender Conjuration (Creation) Level: Blossom 6 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-diameter sphere + 10 ft./level Duration: Permanent Saving Throw: Will saves partial Spell Resistance: No Flowers of impossible beauty cover the area, releasing a scent that fills you with rapture and tranquility... Flowers suddenly blossom from every plant, which immediately begins to release an odor that all living creatures find intoxicating. Those within 60 feet of the area must succeed on a will save each round or become obsessed with finding the source of the odor. They will take reasonable steps to approach the area. They will act on this attraction only when not engaged in combat. The subject won’t perform obviously suicidal actions to find the area. He can still recognize danger but will not flee unless the threat is immediate. Once within the area the subject must make a secondary save or fall into a dream-like state utter joy from which there is no awakening. They may make a new save each day, though take a cumulative -2 penalty. While in this state flowering creepers cover over the being within 24 hours, giving them complete concealment and requiring a DC 20 Escape Artist check to escape. Sweet scent of surrender counters and dispels fear and despair effects if of a level equal to or lesser than the caster. The subject awakens if removed from the area. You must be within natural terrain to cast this spell. -=-=-=-=-=- Transmute Water to Honey Transmutation Level: Druid 1, Blossom 1 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. +10 ft./level) Area: One five-foot cube/level Duration: Instantaneous Saving Throw: Fortitude half; see text Spell Resistance: No As you wave your hand a sweet scent fills the air and a section of water becomes thick and viscous with a golden hue... This spell enables you to change all water within its area to sap. All creatures in the spell's area act as if slowed. Creatures within cannot draw breath from it, even those with gills, and immediately begin to suffocate. They must succeed on a Fortitude save each time they attempt to breathe it. If their save is failed their lungs and gills or equivalent become clogged, requiring a full round action to clean off or expel. Those submerged also take a -4 penalty to all Dexterity-based skill checks unless they spend a full-round action cleaning themselves. This sap has a secondary use, being nutritious enough to stave off hunger if collected. |
| The Vorpal Tribble08-10-08, 12:56 AM | Mayura http://tn3-2.deviantart.com/fs27/300W/f/2008/118/5/a/Peacock_by_MaureenOlder.jpg Medium Outsider (native, psionic) Hit Dice: 14d8+42 (105 hp) Initiative: +4 Speed: 40 ft. (8 squares) Armor Class: 21 (+4 dex, +7 natural), touch 14, flat-footed 17 Base Attack/Grapple: +14/+16 Attack: Cold Iron Bagh Nakh +20 melee (1d6+2) or cold iron chakram +20 ranged (1d4+2/20x3) Full Attack: Cold Iron Bagh Nakh +20/+15/+10 melee (1d6+2) or cold iron chakram +20 ranged (1d4+2/20x3) Space/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities Special Qualities: All-around vision, alternate form, bonded, darkvision 60 ft., low-light vision, master mayura, naturally psionic, outsider traits, true seeing Saves: Fort +12, Ref +13, Will +16 Abilities: Str 15, Dex 19, Con 17, Int 16, Wis 18, Cha 24 Skills: Balance +18, Bluff +22, Climb +13, Craft (any) +20, Diplomacy +22, Handle Animal +14, Hide +20, Intimidate +26, Jump +13, Knowledge (nature) +20, Listen +21, Move Silently +18, Use Psionic Device +20, Spot +25, Search +8, Survival +17 Feats: Chakram Ricochet (http://realmshelps.dandello.net/cgi-bin/feats.pl?Chakram_Ricochet,CR), Craft Psionic Seal (http://realmshelps.dandello.net/cgi-bin/feats.pl?Craft_Psionic_Seal,LoM), Force of Personality (http://realmshelps.dandello.net/cgi-bin/feats.pl?Force_Of_Personality,CAd)(B), Inquisitor, Scribe Tatoo, Weapon Finesse (chakram) Environment: Warm Forest Organization: Mates (1 mayura, 1 anamola mayura, and 2d6 peafowl), or Khanadana (3+ mayura, 1 anamola mayura, and 2d6 peafowl) Challenge Rating: 9 Treasure: Double standard good and items; no coins Alignment: Usually Chaotic Good Advancement: By character class Level Adjustment: +6 Appears as a tall young man with skin of a dark golden hue that glints with a strange bluish sheen in bright light. His beautifully delicate features and slender build give him a distinctly effeminate appearance if not for his bare chest covered only by a jacket-like criss-crossing of material. His head is naturally bare except for a thin, backwards sweeping mohawk. His hazel eyes are very large, with exceptionally lengthy lashes. In the center of his head however is what appears as a jeweled mass of hundreds of glistening blue and green eyes which move independently of each other. His middle is clothed by a lungi that changes color and pattern from day to day. Despite his otherwise impossibly perfect features his feet are pale and gnarled, cracked with callous and prehensile toes lengthy of nail. The first mayura was said to be a prince of the Unseelie Court, sent on a mission to cozen away the daughter of a great king that had insulted a fairie lord. He thought her easy game as she was plain and no other would take her. However, he outwitted himself, for in the wooing of her he found that she was as beautiful on the inside as he was on the out and his professed love became a reality. Knowing if he did not bring her back another would be sent he disappeared with her after their marriage into the deepest part of the jungle to hide her. With the might of his mind alone he constructed her a palace which look ancient and abandoned on the out, but on the inside was a place of beauty and laughter. He then took a wandering jungle pheasant and its mate and turned them into the first peafowl, to guard the grounds and confuse the fey. There the Mayura and his wife raised a son that eventually left the jungles to find a wife of his own. Taking after his father he hid her away as well in his own self-made palace. Such has been the way ever since, but they never let their numbers grow large for fear of attracting the ever-patient revenge of the Unseelie. Mayura are compassionate, yet wont to strut and flont, and are ultimately prideful, taking insults to themselves and their loved ones personally. They will not allow one to go that has insulted them and will pursue them to exact an apology or revenge, whichever they can get. They are likewise brave, passionate beings and lovers of beauty in all forms. They are sweet of tongue and seem to flirt with all things, though they remain true to their those wife always. Mayura stand near seven feet tall and weigh around 200 lbs. They speak Common, Elven, and Sylvan. Combat Mayura are highly protective of their land and loved ones and though of a goodly nature still possess their feyish passion. They will often take the form of a peacock and try to lead their foes away. If their opponent is a potential danger or an unseelie fey they unleash their mental powers, often hurling them into cold iron spikes they have hidden away or making them cower. Those that plead for mercy are reluctantly shown it if they have done no harm to the mayura's family, but their memories are taken of their find. A mayura's natural weapons are considered cold iron for the purpose of overcoming damage reduction. All-Around Vision (Ex): Mayura are always on the lookout for trouble. Their many eyes give them a +4 bonus on Search and Spot checks, and they can't be flanked. Alternate Form (Su): A Mayura can shift between his humanoid and peafowl (http://www.giantitp.com/forums/showthread.php?t=42906) form as a standard action. In humanoid form, he cannot fly or use his fanning ability, but it can use its spell-like abilities and its weapons. In peafowl form, he can fly, make bite and spur attacks, fan, use psi-like abilities, and has all-around vision. A mayura remains in one form until he chooses to assume a new one. A change in form cannot be dispelled, nor does the mayura revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously. Bonded (Su): A Mayura and his wife are bonded to one another for life. This acts as the Fate Link power, though they are also aware of one another's emotions. Master Mayura: All peafowl about a mayura's home are considered the equivalent of a 14th level wizard's familiar. Mayura Peafowl Small Magical Beast Hit Dice: 2d8 (52 hp) Initiative: +2 Speed: 30 ft. (6 squares), fly 40 ft. (poor) Armor Class: 22 (+2 dex, +9 natural, +1 size), touch 13, flat-footed 20 Base Attack/Grapple: +14/+7 Attack: Bite +3 melee (1d3-3 non-lethal) Full Attack: Bite +3 melee (1d3-3 non-lethal) and spurs -2 melee (1d3-3) Space/Reach: 5 ft./5 ft. Special Attacks: Deliver touch powers, fanning, share power, Special Qualities: Empathic link, low-light vision, improved evasion, power resistance 19, scry on familiar, speak with animals of it's kind, speak with master Saves: Fort +9, Ref +11, Will +10 Abilities: Str 5, Dex 14, Con 10, Int 12, Wis 12, Cha 12 Skills: Listen +4, Spot +5 Feats: Alertness, Weapon Finesse (B) Environment: Warm Forest and Plains Organization: Solitary, Mates, or Pride (3-8) Challenge Rating: 1/2 Treasure: None Alignment: Always neutral Advancement: 3 HD (Small) Level Adjustment: - This beautiful creature appears as an extremely large pheasant whose plumage can range from blue and green, to gold and green, to even pure white. The females of the species are much duller in color, often a lustrous brown, tan and gold with more colorful highlights. Brushing the ground behind the males are fantastic tails (trains) up to 3-6 feet in length, most with strange eye-like spots of scintillating blue, purples, oranges and blacks. At the end of a small, sharp head is a curved beak. Its dark eyes are surrounded by white skin and sport elaborate lashes. From the top of its it head sprout a black crest. Combat Peafowl tend to flee creatures as large or larger than they, though small creatures they ward off with blows of their beaks and fluffing of their feathers. Deliver Touch Powers (Su): A mayura's peafowl can deliver touch spells for him. If the mayura and the peafowl are in contact at the time the mayura manifests a touch spell, he can designate his peafowl as the “toucher.” The peafowl can then deliver the touch power just as the mayura could. As usual, if the mayura manifests another power before the touch is delivered, the touch power dissipates. Empathic Link (Su): The mayura has an empathic link with his peafowl out to a distance of up to 1 mile. The mayura cannot see through the peafowl’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the mayura has the same connection to an item or place that his familiar does. Fanning (Ex): As a full round action a peafowl may spread their tail feathers to impressive heights, becoming much larger in appearance. While fanning, a peafowl is considered a Medium creature for the purpose of the Intimidation skill. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a Mayura peacock takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Scry on Familiar (Sp): A mayura may scry on his peafowl (as if manifesting the clairvoyant sense power) once per day. Share Power: At the the Mayura's option, he may have any power (but not any psi-like ability) he manifests on himself also affect his peafowl. The familiar must be within 5 feet at the time of manifesting to receive the benefit. If the power or effect has a duration other than instantaneous, it stops affecting the peafowl if it moves farther than 5 feet away and will not affect the peafowl again even if it returns to the mayura before the duration expires. Additionally, the Mayura may manifest a power with a target of “You” on his peafowl (as a touch range spell) instead of on himself. A mayura and his peafowl can share powers even if the powers normally do not affect creatures of the familiar’s type (magical beast). Speak with Master (Ex): A mayura's peafowl and the mayura himself can communicate verbally as if they were using a common language. Other creatures do not understand the communication without supernatural help. Speak with Animals of Its Kind (Ex): A mayura peafowl can communicate with other birds. Such communication is limited by the intelligence of the conversing creatures. Naturally Psionic: A mayura gains 1 bonus power point. Psi-like Abilities: Manifester level 14th. Save DC's are Charisma-based. At Will - Attraction, Control Light, Empathy, Far Hand 6/day - Chameleon, Telekinetic Force, Telekinetic Thrust 3/day - Animal Affinity, *Mindful Aura, Modify Memory, Remote View Trap, Psionic Greater Fabricate, Psionic Telekinetic Sphere * From Hyperconscious True Seeing (Ps): A Mayura is continuously affected as by the Psionic True Seeing power, manifester level 14th. Skills: Mayura gain a +6 racial bonus to Climb and Jump checks. They use their dexterity modifiers in place of strength for these checks. -=-=-=- Bagh Nakh (Exotic Weapon) http://i29.photobucket.com/albums/c273/AwakenedDreamer/RandomStuff/Bagh.jpg A bah nakh appears as a bar of metal wrapped with leather for gripping. From the bar curves a number of curved, claw-like blades. As well, one end of the bar ends in a vicious knife blade. Cost Damage(S) Damage(M) Critical Range Type 10 gp 1d4 1d6 x2 - Piercing and Slashing |
| The Vorpal Tribble08-13-08, 08:00 PM | Anamola http://i29.photobucket.com/albums/c273/AwakenedDreamer/RandomStuff/Peawoman.jpg The anamola are the wives of the Mayura, who regardless of their physical appearance possess a majestic and beautiful personality. Through their connection with their faerie-prince husbands what they have within seeps closer to the surface. They likewise become princesses of faerie, more through magic and blood than from any granted title. They tend to develop an unassuming, forgetable quality around company, but it is a ruse to remain in the background should their visitors, which are very infrequent, prove to be a faerie being or one who serves them. They instead let their husbands dazzle and attract attention while they remain watchful and silent. Sample Anamola Manjusha This woman is dark of skin and hair, with bones too prominent in a thin face, but despite her modest looks her large eyes are watchful and alluring, a fiery personality at odds with her quiet demeanor... Anamola Human Aristocrat 6 Medium Fey (augmented humanoid, psionic) Hit Dice: 6d8+6 (33 hp) Initiative: +3 Speed: 30 ft. (6 squares) Armor Class: 13 (+3 dex), touch 13, flat-footed 10 Base Attack/Grapple: +3/+3 Attack: Masterwork cold iron dagger +7 melee (1d4) Full Attack: Masterwork cold iron dagger +7 melee (1d4) Space/Reach: 5 ft./ 5 ft. Special Attacks: - Special Qualities: Alternate form, bonded, hide in plain sight, low-light vision, naturally psionic, resist nature's lure Saves: Fort +3, Ref +5, Will +6 Abilities: Str 10, Dex 16, Con 13, Int 14, Wis 15, Cha 17 Skills: Bluff +15, Diplomacy +12, Disguise +14 (+16 in character), Hide +16, Knowledge (nobility) +11, Move Silently +16, Sense Motive +12 Feats: Improved Initiative(B), Iron Will, Fade Into Violence (http://realmshelps.dandello.net/cgi-bin/feats.pl?Fade_Into_Violence,PH2)(B), Nymph's Kiss, Weapon Finesse (dagger) Environment: Warm Jungle Organization: Mates (1 mayura, 1 anamola mayura, and 2d6 peafowl), or Khanadana (3+ mayura, 1 anamola mayura, and 2d6 peafowl) Challenge Rating: 3 Treasure: Standard Alignment: Neutral Good Advancement: By character class Level Adjustment: +1 Manjusha was once but the youngest daughter of a small lord. While walking along the edges of her estates near the jungle she had often seen a beautiful, wild peacock strutting atop the wall. Whenever anyone else was to come however it would quickly fly back over, into the jungle. It hesitantly approached her at first, but eventually it gained trust and would allow her to stroke it and she would speak to it. One evening as she slept she dreamt the peacock had flown to her window and had become a strange, but handsome man. She then awoke to feel lips on her forehead and a realization that her dream had come true... Combat Anamola, if forced to fight, is soon joined by her husband who senses her distress and anger. She allows him to take the brunt of the attack as she flanks and aids him. Alternate Form (Su): An anamola can shift between her humanoid and peafowl (http://www.giantitp.com/forums/showthread.php?t=42906) form as a standard action. In humanoid form, she cannot fly or use her fanning ability, but she can use her psi-like abilities and weapons. In peafowl form, she can fly, make bite attacks, fan, use psi-like abilities, and all other abilities granted by this template. An anamola remains in one form until she chooses to assume a new one. A change in form cannot be dispelled, nor does the anamola revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously. Bonded (Su): An anamola and her mayura are bonded to one another for life. This acts as the Fate Link power, though they are also aware of one another's emotions. Hide in Plain Sight (Ex): While in any sort of natural terrain, an anamola can use the Hide skill even while being observed. Low-Light Vision (Ex): An anamola can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Naturally Psionic: An anamola gains 1 bonus power point. Resist Nature’s Lure (Ex): An anamola gains a +4 bonus on saving throws against the spell-like abilities of fey. She uses her base saves or her mayura's, whichever is better. -=-=-=-=-=-=- Anamola "Anamola" is an acquired template that can be added to any female humanoid a mayura has taken as his wife, hereafter referred to as the base creature. An anamola uses all the base creature’s statistics and special abilities except as noted here. She gains the augmented (humanoid) and psionic subtype. Size and Type: The creature's type changes to fey. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Attack: An anamola retain all the natural attacks, manufactured attacks, and weapon proficiencies of the base creature. Special Attacks: An anamola retains all attacks of the base creature. Special Qualities: An anamola retains all qualities of the base creature plus the following qualities. Alternate Form (Su): An anamola can shift between her humanoid and peafowl (http://www.giantitp.com/forums/showthread.php?t=42906) form as a standard action. In humanoid form, she cannot fly or use her fanning ability, but she can use her psi-like abilities and weapons. In peafowl form, she can fly, make bite attacks, fan, use psi-like abilities, and all other abilities granted by this template. An anamola remains in one form until she chooses to assume a new one. A change in form cannot be dispelled, nor does the anamola revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously. Bonded (Su): An anamola and her mayura are bonded to one another for life. This acts as the Fate Link power, though they are also aware of one another's emotions. Hide in Plain Sight (Ex): While in any sort of natural terrain, an anamola can use the Hide skill even while being observed. Low-Light Vision (Ex): An anamola can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Naturally Psionic: An anamola gains 1 bonus power point. Resist Nature’s Lure (Ex): An anamola gains a +4 bonus on saving throws against the spell-like abilities of fey. She uses her base saves or her mayura's, whichever is better. Abilities: Increase from the base creature as follows: Dex +2, Cha +2 Skills: An anamola gains a +4 bonus on Bluff, Hide and Move Silently checks and are considered class skills. Otherwise same as the base creature. Feats: An anamola gains Fade Into Violence (http://realmshelps.dandello.net/cgi-bin/feats.pl?Fade_Into_Violence,PH2) and Improved Initiative as bonus feats even if she doesn't meet the prerequisites. Otherwise same as the base creature. Challenge Rating: Same as base creature. Alignment: Usually good Advancement: By character class Level Adjustment: +1 |
| TheLash08-14-08, 02:21 AM | Cool stuff. I will have to read the lot of it. |
| The Vorpal Tribble08-14-08, 02:51 PM | Cool stuff. I will have to read the lot of it. Good luck. Since 4th ed came around and they moved the boards hither and thither they've lost a good chunk of my links :headexplo |
| The Vorpal Tribble08-14-08, 11:39 PM | Erratic Time Psychoportation Level: Psion/Wilder 9 Display: Visual Manifesting Time: 1 standard action Range: 30 ft. Area: 10-ft.-radius Duration: 1 round/2 levels Saving Throw: See text Power Resistance: No Power Points: 17 You cause a great disruption in the time stream, making those in the area move erratically through time, forward and back, freezing or speeding up. Every target in the area rolls on the below chart each round to see how they are effected. If they are thrown to a point of time before the manifestation or after the duration the power is considered to be effectively ended. The effects that mimic powers and spells are considered to be at a level equal to the manifester for the purpose of duration, though do not allow saves. They are not augmented. Erratic Time Effects d% Effect 01-05 Wounds open all about you, past and present, as the Recall Agony power. 06-10 You speed up as if from the Hasten spell. 11-15 You slow down as from the Slow spell. 16-20 You speed up til you are a blur as the Temporal Acceleration power. 21-25 You speed up til you are a blur as the Temporal Acceleration power. Your next round, even while accelerated, you must roll again. 26-30 You move forward in time as the Time Hop power. 31-35 You move backwards in time as the Regression power. 36-40 You freeze in place, unable to act for 1d6 rounds, and are considered helpless. 41-45 You remain in normal time but all powers or spells act as if Quickened without requiring extra psionic points or expending psionic focus. 46-50 You remain in normal time. 51-55 You remain in normal time but all powers or spells have a duration of only 1 round. Instantaneous durations are unaffected. 56-60 You remain in normal time for 1 minute and then move back 1 minute in a loop that repeats itself 1d8 times. 61-65 You remain in normal time but all your wounds heal. 66-70 You freeze in place, but are affected as by the Timeless Body power. 71-75 You move backwards in time 1d6 rounds and then forward 1d6 rounds. 76-80 You move forwards in time 1d4 minutes and then backwards 10d6 rounds. 81-85 You move an infinitesimal amount of time backwards, occupying the same point of time and space. You take 5d6 damage 1d6 times. Fortitude save halves. 86-90 You gain a +50 bonus to initiative checks as your perception moves forward in time, while your body remains. 91-93 You regain all psionic power points or spells for the day as if you had never manifested. You cannot choose new spells for the day. 94-95 The stress of temporal displacement is such a strain on your mind you must succeed on a Will save or go permanently insane. 96-97 Your age permanently increases to the next stage with the corresponding stat adjustments. Adulthood to Middle Age, Middle Age to Old, Old to Venerable. 98-99 You suddenly age a thousand times faster and crumble into dust unless you succeed on a Fortitude save. 100 You create a temporal paradox that sweeps through a 30-foot area. All within must succeed on a Reflex save or be killed and their bodies spread throughout the continuum. |
| TheLash08-15-08, 02:16 AM | Good luck. Since 4th ed came around and they moved the boards hither and thither they've lost a good chunk of my links :headexplo Sigh.... $e.. Well I will look at as much as possible. After all I don't ever want to play a game that magic missile can miss. |
| The Vorpal Tribble08-25-08, 09:20 PM | Krrt http://i29.photobucket.com/albums/c273/AwakenedDreamer/RandomStuff/Krrt.jpg Huge Aberration Hit Dice: 14d8+56 (119 hp) Initiative: +4 Speed: 50 ft. (10 squares), climb 30 ft. Armor Class: 22 (+4 dex, +12 natural, -4 size), touch 10, flat-footed 18 Base Attack/Grapple: +10/+35 Attack: Claw +15 melee (2d6) Full Attack: 2 claws +15 melee (2d6+9), slam +15 melee (1d8+4), bite +15 melee (1d6+4), 12 arms +15 melee (1d4+4) Space/Reach: 15 ft./10 ft. (15 ft. with claws) Special Attacks: Constrict, deathgrip, improved grab, pounce Special Qualities: Blindsight 120 ft., damage reduction 15/magic, great stability, limber, scent, up quick Saves: Fort +8, Ref +10, Will +11 Abilities: Str 28, Dex 18, Con 19, Int 14, Wis 15, Cha 11 Skills: Balance +21, Climb +24, Escape Artist +14, Jump +26, Move Silently +21 Feats: Darkstalker (http://realmshelps.dandello.net/cgi-bin/feats.pl?Darkstalker,LoM), Deflect Arrows(B), Improved Multiattack (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Multiattack,Dr), Leap Of the Heavens (http://realmshelps.dandello.net/cgi-bin/feats.pl?Leap_Of_The_Heavens,PH2), Lightening Reflexes, Multiattack, Snatch Arrows(B) Environment: Xoriat Organization: Solitary, Pair, Trio, or Grip (5-9) Challenge Rating: 11 Treasure: None Alignment: Often chaotic neutral Advancement: 15-28 HD (Huge), 29-40 HD (Gargantuan) Level Adjustment: - Combat Blindsight (Ex): Krrts have no visual organs but can ascertain all foes within 120 feet using sound, scent, and vibration. Constrict (Ex): A Krrt deals damage equal to twice its normal claw damage plus its Strength damage on a successful grapple check. Deathgrip (Ex): If a krrt manages to sustain it's pin for 3 consecutive rounds its victim dies unless they succeed on a DC 26 fortitude save. A creature immune to critical hits is not affected. The save DC is Strength-based. As well, if a Krrt is knocked unconscious or killed it immediately grips whatever it is in contact with. If it is climbing it clings tightly to the surface, and if it is grappling it grabs tightly to it's victim, refusing to let it go, making a grapple check each round. If the krrt is killed it's grip lasts for a number of rounds equal to it's constitution score before releasing. If unconscious it remains so indefinitely. Great Stability (Ex): A Krrt gains a +10 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Improved Grab (Ex): To use this ability, a krrt must hit an opponent of any size with it's bite attack or claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Krrts have a +8 racial bonus on grapple checks. Limber (Ex): A krrt has dozens of appendages of all types. It gains Deflect Arrows and Snatch Arrows as bonus feats. They are considered to have 16 + 1d6 limbs for the purposes of worn objects. If at any time a krrt loses a limb for any reason one of it's many extra's grow in size to replace it in an hour. Finally, they may climb, even upside-down, at their base speed and attack without penalty while on a non-horizontal surface. Pounce (Ex): If a krr charges a foe, it can make a full attack. Up Quick (Ex): A krrt may regain its feet immediately as a free action. Opponents gain no bonus on attacks against a krrt while it's prone. Skills: Krrts have a +8 racial bonus on Climb checks. A krrt can always choose to take 10 on Climb checks, even if rushed or threatened. |
| The Vorpal Tribble09-02-08, 09:29 PM | Chastity Small Outsider (extraplanar, good) Hit Dice: 12d8 (54 hp) Initiative: +7 Speed: 30 ft. (6 squares), climb 30 ft. Armor Class: 19 (+3 dex, +5 deflection, +1 size), touch 19, flat-footed 16 Base Attack/Grapple: +12/+6 Attack: +3 Holy Sling +18 ranged (1d3+1) Full Attack: +3 Holy Sling +18 ranged (1d3+1) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities Special Qualities: Chaste, damage reduction 10/evil, darkvision 60 ft., heaven's grace, immunity to disease and piercing damage, low-light vision, outsider traits, tongues, touch me not, wholeness of self Saves: Fort +13, Ref +16, Will +19 Abilities: Str 7, Dex 16, Con 11, Int 12, Wis 18, Cha 21 Skills: Balance +18, Climb +13, Escape Artist +18, Heal +19, Hide +18, Listen +19, Move Silently +18, Spot +19, Tumble +18 Feats: Improved Initiative, Iron Will, Point Blank Shot, Rapid Shot, Run Environment: Any good-aligned plane Organization: Solitary Challenge Rating: 7 Treasure: Blossom of Purity Alignment: Always neutral good Advancement: 13-21 HD (Small) Level Adjustment: - Chastity appears as a slight, petite girl on the cusp of womanhood wearing a simple toga of pure-white wool. Her hair hangs to her waist with a lily or lotus blossom behind her ear her only adornment. Chastity is the embodiment of innocence, purity and wholesomeness of self along with the courage and faith to resist temptation. Combat Chastity's natural weapons and any weapon she wields is the good-aligned for the purpose of damage reduction. Chaste (Ex): Chastity is immune to charm and phantasm effects, as well as domination. Diplomacy checks cannot influence Chastity's attitude higher than Friendly. Heaven's Grace (Ex): Chastity adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses). Spell-like Abilities: Caster level 12th. Save DC's are Charisma-based. At Will - Bless Water, Purify Food and Water, Remove Disease 3/day - Break Enchantment, Freedom of Movement. 6/day - Calm Emotions, Sanctuary. Tongues (Su): Chastity can speak with any creature that has a language, as though using a tongues spell (caster level equal to Hit Dice). This ability is always active. Touch Me Not (Ex): Chastity may surround herself with an invisible repulsing field as a standard action. This acts as a Wall of Force except it completely surrounds her and does not extend beyond her space. She must drop this field to perform any action that requires her to reach beyond her immediate square. Wholeness of Self (Ex): Chastity cannot be possessed by any creature, such as a ghost or fiend, nor can she be a host to any being, such as a tsochar or other parasitical creature. -=-=-=-=-=-=- Blossom of Purity A good-aligned being who possess a blossom of purity gains the benefits of the Vow of Chastity (http://realmshelps.dandello.net/cgi-bin/feats.pl?Vow_of_Chastity,BE) feat. If you intentionally perform an act in opposition of the vow's conditions the blossom withers and you lose the benefits. |
| The Vorpal Tribble09-03-08, 10:22 PM | Angel That Fell Sideways Gargantuan Outsider (chaotic, extraplanar) Hit Dice: 24d8+216 (324 hp) Initiative: +3 Speed: Fly 280 ft. (good) Armor Class: 30 (+3 dex, +10 deflection, +17 natural, -4 size, +4 uncertainty), touch 13, flat-footed 27 Base Attack/Grapple: +24/+53 Attack: Tentacle +37 melee (3d6+17) Full Attack: 2 tentacles +37 melee (3d6+17) and bite +32 melee (3d8+8) Space/Reach: 20 ft./15 ft. Special Attacks: Special Qualities: darkvision 60 ft., low-light vision, outsider traits Saves: Fort +23, Ref +17, Will +28 Abilities: Str 44 (+17), Dex 16, Con 29 (+9), Int 20, Wis 3, Cha 31 (+10) Skills: Feats: Force of Personality, Iron Will, Unnatural Will Environment: Organization: Challenge Rating: Treasure: Alignment: Usually chaotic neutral Advancement: Level Adjustment: - Combat An angel that fell sideway's natural attacks and any weapon it wields are considered Chaotic for the purpose of overcoming damage reduction. All-Around Vision (Ex): An angel that fell sideways has eyes sprouting from all about it's body. This grants it a +4 bonus on Search and Spot checks, and it can't be flanked. Chaotic Mind (Ex): Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against the angel that fell sideways. Holy Huh (Ex): An angel that fell sideways is filled with an aberrant version of it's previous holy energy. All natural attacks and any weapon it wields is considered good-aligned for the purpose of overcoming damage reduction. When battling a good-aligned being there is a 50% chance each time it hits that it's weapons are also considered evil aligned for the purpose of overcoming damage reduction. Spell-like Abilities: Caster level 20th. Save DC's are Charisma-based. At Will - Bolts of Bedevilment (DC 25) 6/day - Brain Spider (DC 28), *Maddening Scream (DC 28) 1/day - Weird (DC 29) * From Lords of Madness Strangethought (Su): An angel that fell sideways can communicate telepathically with any creature within 120 feet that has an Intelligence score. The creature can respond to the angel if it wishes - no common language is needed. Each round the angel that fell sideways attempts to communicate telepathically the target must succeed on a DC 32 will save or take 1d4 wisdom drain. Each time they take 2 or more points of drain horrible lesion opens up in their skulls. From these holes crawl out a small, androgynous creature called a Mentis who resembles the target in a simplified form. These creatures are a physical manifestation of the being's lost sanity. If the mentis is pinned the target can use a standard action to force it back within the lesions of it's head, upon which it regains 2 points of wisdom drain. If the wisdom drain has already been healed then the lesions have also healed and the mentis cannot therefore be replaced. The save DC is Charisma-based. Swallow Whole (Ex): An angel that fell sideways can try to swallow a grabbed Large or smaller opponent by making a successful grapple check. A swallowed creature takes 3d8+17 points of bludgeoning damage and 17 points of acid damage per round from the angel's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the gizzard (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. An angel that fell sideway’s gizzard can hold 2 Large, 4 Medium, 16 Small, 64 Tiny, or 256 Diminutive or smaller opponents. Wherewhat (Ex): An angel that fell sideways gains an Uncertainty bonus to it's armor class equal to it's negative wisdom modifier. As well, there is a 1d4 chance each time a spell is directed at the angel that it is changed and warped as the Wild Magic trait. |
| The Vorpal Tribble09-07-08, 06:22 PM | <Reserved> |