|
Post by xcoldxfusionx on Apr 25, 2015 8:10:22 GMT
Hey, xCFx here! You may know me from such wonderful posts as... uh... never mind, let's get on with this. Why did I make this thread? Simple: I find Pathfinder way too much fun to make custom content for. And I want to share my insane concoctions with the rest of the world. So here you go, have a homebrew thread! RacesDataform Dragonborn Ikan MajinNymph
MonstersCreeper Moss (CR 3/MR 1) Animate Gazebo (CR 11)
|
|
|
Post by xcoldxfusionx on Apr 25, 2015 8:12:46 GMT
Dataform
Day 41 We did it. We made a living being from scratch. We didn't think it would be possible, but we did it. ...Well, we weren't the ones who were really responsible. One of the interns noticed that one of the machines had some weird code on it. Sarah decided it would be a good idea to run the process, and... a young lady came out of the machine. We've been running some basic tests on her, and she most definitely seems alive. You can hardly tell she was fabricated, even, though with the way she moves and goes about things you can tell she isn't entirely natural. Project Victor was a success. Now this is the point where we hope we don't end up like its namesake.
Racial Information
Physical Description: Dataforms are both varied and very unique in nature. Typically looking similar to humans, though sometimes miniature in scale depending on the person in question, dataforms are not particularly notable in appearance at a glance, but practically any exposure to them will quickly reveal their unique nature; they tend to be imperfect mimicries of humanity, resulting in unique quirks that mark them as unnatural. Physical oddities such as oddly-colored hair and eyes or animalistic features are not uncommon, and behavioral oddities such as a stiffness in their mannerisms or a wild, wandering mind that never stays in one place are also very frequent. Much like gnomes, dataforms are of a multitude of colors and lack any sort of "genetic" aspect to their coloration, though they tend towards more human-like tones for their skin (though some exceptions apply).
Society: Dataforms, being manufactured, lack a society of their own. Instead mingling in wherever they can fit, they work as craftsmen, artisans, and performers, shying away from physical labor when possible. While many dataforms are indeed capable of physical tasks, most are repulsed by the idea of extended periods of physical labor.
Relations: Dataforms are not particularly well understood, which leads to some degree of discrimination from many of the other races. In truth, this is primarily because others find their uncanny resemblance to humanity unsettling, confusing, or any number of other negative terms.
Alignment and Religion: Much like the humans that made them, dataforms are all over the spectrum in terms of alignment; they're known to tend towards Lawful alignments, though more than a few Chaotic dataforms exist. The majority of dataforms shun organized religion, seeing the races and/or, in some cases, themselves as the new, true essence of divinity. Those who are religious worship deities of knowledge, industry, technology, and the arts.
Adventurers: Dataforms are a curious lot, always wanting to see more of the world and the inhabitants within it. Dataforms work in pretty much every adventuring field out ther, but find themselves taking up arms most frequently as alchemists, wizards, rogues, and other classes that utilize their natural ingenuity.
Racial Traits
+4 Intelligence, -2 Constitution, -2 Charisma - Dataforms are renowned as fonts of information, but are often somewhat frail and not particularly sociable.
Medium - Dataforms are, generally speaking, medium-sized.
Normal Speed - Dataforms have a base speed of 30 feet.
Dataform Origin - Dataforms are humanoids with the half-construct and dataform subtypes.
Dataform Traits - Dataforms are bizzare beings in that they are halfway between living and constructed. As such, they gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue. In addition, dataforms don't necessarily have to breathe, eat, or sleep in order to function properly, though they can perform these activities to gain benefit from doing so. The downside to this advantage is that they don't have a soul in the same sense as other races, which makes resurrecting them through normal means impossible.
Lifebound - Dataforms gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Skill Training - Disable Device and Use Magic Device are always class skills for a Dataform.
Electric Vulnerability - Dataforms have vulnerability to electricity; surges of excessive energy make the dataform struggle to stay compiled.
Languages - Dataforms begin play speaking Common. Dataforms with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Alternate Racial Traits
Small - Sometimes, you just aren't as big as the others. Some Dataforms are crafted to be smaller; these dataforms gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. This replaces the typical Medium size.
Data Mind - Some dataforms are designed to be resilient to mental effects. Dataforms with this trait gain a +2 racial bonus on Will saving throws to resust spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a dataform with this trait fails such a save, they recieve another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration later greater than 1 round). This second save is made at the same DC as the first. If the dataform has a similar ability from another source (such as the rogue's Slippery Mind class feature), it can only use one of those abilities per round, but can try the other on the second round if the first reroll fails. This replaces the Dataform's Lifebound trait.
Translator - Some dataforms are programmed to quickly translate what they read or hear. Dataforms with this trait gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill. This replaces the Dataform's Lifebound trait.
Barometer - Some dataforms are programmed to analyze the environment, and can accurately give the weather at almost any time. Dataforms with this trait are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. This replaces the Dataform's Skill Training trait.
Racial Statistics
Age Adulthood - 3 years Intuitive - +1d3 years Self-Taught - +1d4 years Trained - +1d6 years
Middle-Aged - 20 years Old - 25 years Venerable - 30 years Maxiumum - 30 + 3d10 years
Height + Weight For Medium Dataforms, use the Human table. For Small Dataforms, use the Halfling table.
Builder Stats
Medium - 0 Greater Paragon (Attributes) - 2 Normal Speed - 0 Half-Construct - 7 Lifebound - 2 Skill Training - 1 Linguist - 1 Elemental Weakness - -2
Final Cost - 11 RP
Author's Notes
We really didn't need living computer programs in Pathfinder. I made them anyway.
This race is based on the idea of Annette Navya, a character of mine born from the power of the internet and a bunch of mad scientists who really didn't know what they were doing. While the base idea is represented above, the story may need to be changed to fit the campaign; perhaps the experiment in question was alchemical in nature rather than technological, resulting in humanoid-golem hybrids of some variety.
The dataform is technically an Advanced race, but I tried to keep this race as close to in line with the core races as I could, given its base concept. Keep this in mind when utilizing the race for your own devices, especially considering, let's face it, I made this on a whim at three in the morning.
|
|
|
Post by xcoldxfusionx on Apr 25, 2015 20:23:07 GMT
Dragonborn
Nations fall and rise. That is a fact of history. Our ancestors built up something too grand for words. It was awe-inspiring to all who saw it, a nation that encompassed everyone, under perfect, just rule. We all wept when it fell. It was a true tragedy when everything collapsed. New Arkhosia will rise again. And we will be its harbingers.
Racial Information
Physical Description: Dragonborn look, rather predictably, like a cross between a human and a dragon. However, they seem to take more traits from their draconic ancestry than their humanity; while they walk on two feet and have opposable thumbs, the similarities really end there. Covered from head to toe in dragon-like scales and bearing rows of sharp teeth, dragonborn bear great resemblance to their reptilian ancestry. Instead of hair, they generally bear long strands of dreadlock-like flesh. Their colors come from all colors of the rainbow, with some degree of connection between color and breath weapon, though it isn't perfect; there are known cases of red dragonborn with frost breath, and white dragonborn with fire breath.
Society: Dragonborn tend to isolate themselves to their own corner of the world. They dream of a new empire, one where everyone is united and happy under dragonborn rule, a revival of the old empire of Arkhosia. Dragonborn society is very militaristic and nationalistic, vigorously encouraging its populace to protect the ideals of and spread the influence of Arkhosia to the four corners of the Material Plane.
Relations: Dragonborn view themselves as the pinnacle of everything that ever was, the perfect creation of the gods. Despite this, they are rather open and easygoing with other races they view as allies, viewing such kindness and mercy as a divine quality. However, fiery death is almost guaranteed upon those who make enemies of dragonborn-kind; Even Arkhosia was known for its ruthless approach to warfare and the thoroughness of its victories.
Alignment and Religion: Dragonborns are almost strictly of lawful alignments, keeping up the traditions of their ancestors with the utmost respect and dignity. However, like any race, they run the gamut of all nine alignments. Dragonborns favor gods of war, glory, and society, hearkening back to the "good old days" of Arkhosia.
Adventurers: Some dragonborn leave the empire to spread the influence of Arkhosia in their own way, while others leave to learn about the world outside the dragonborn walls. Dragonborn favor paladins, fighters, and other such militaristic classes, and more than the fair share of dragonborn sorcerer has been seen on the paths around the world.
Racial Traits
+2 Strength, +2 Charisma, -2 Dexterity - Dragonborn are strong in body and personality, but their bulkier form makes it more difficult for them to maneuver precisely.
Medium - Dragonborn are medium-sized, and gain no penalties or bonuses based on size.
Normal Speed - Dragonborn have a base speed of 30 feet.
Dragonborn Origin - Dragonborn are humanoids with the reptilian subtype.
Natural Armor - Dragonborn gain a +1 natural armor bonus to their Armor Class thanks to their tough hide.
Bite - Dragonborn have sharp teeth, granting them a bite attack. This counts as a natural weapon that deals 1d4 damage.
Cornered Fury - Whenever a Dragonborn is reduced to half its hit points or fewer and has no conscious ally within 30 feet, they gain a +2 racial bonus on melee attack rolls and to Armor Class.
Breath Weapon - Choose fire, cold, electricity, or acid, then choose a 15 ft. cone or a 20 ft. line. Three times per day, as a standard action, a Dragonborn can make a supernatural breath weapon attack that deals 1d6 points of the damage type chosen in the area chosen. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + the user's Constitution modifier. Those who succeed at the save take no damage from the attack.
Languages - Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelligence scores can choose from the following: Abyssal, Auran, Celestial, Goblin, Ignan, Infernal, Orc
Alternate Racial Traits
+2 Constitution, +2 Charisma, -2 Dexterity - Some dragonborn value endurance over raw physical might. This replaces the Dragonborn's normal attribute modifiers.
Dragonfear - Some young dragonborn do not manifest their breath weapon, instead evoking a sense of raw savage fear that forces enemies to the brink of panic. Dragonborn with this trait gain the following supernatural ability: Once per hour as a standard action, a dragonborn with this trait can emit a thunderous roar. Any creature not of its type or subtype must make a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user's dragonfear for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect. This trait replaces the Dragonborn's breath weapon.
Enlarged Dragon Breath - Some Dragonborn become adept at expanding the range of their breath weapon. Such Dragonborn are capable of extending their breath weapon into a 30 ft. cone or a 50 ft. line. This replaces the Dragonborn's bite.
Empowered Dragon Breath - Some Dragonborn have learned how to get the most of their breath weapon. A Dragonborn with this trait deals an additional d6 of damage with their breath weapon. This replaces the Dragonborn's bite.
Dragonborn Senses - Some Dragonborn are adapted to seeing in the dark. A Dragonborn with this trait gains low-light vision. This replaces the Dragonborn's bite.
Racial Statistics
Age Adulthood - 12 years Intuitive - +1d4 Self-Taught - +1d6 Trained - +2d6
Middle-Aged - 35 years Old - 53 years Venerable - 70 years Maximum - 70 + 2d20
Height + Weight Male Base Height - 5 ft. 3 in. Base Weight - 200 Modifier - +2d12 Weight Modifier - x7 lbs.
Female Base Height - 5 ft. 2 in. Base Weight - 180 Modifier - +2d12 Weight Modifier - x7 lbs.
Builder Stats
Medium - 0 Standard (Attributes) - 0 Normal Speed - 0 Humanoid - 0 Natural Armor - 1 Bite - 1 Cornered Fury - 4 Breath Weapon - 1 > +2/Day - 2 Standard (Languages) - 0
Final Cost - 9 RP
Author's Notes
I'm running a Pathfinder campaign which was designed to be an extension of a 4e campaign that I ran a year or two ago. In that original campaign, the dragonborn played a critical part in pretty much everything. Then I noticed that there is nothing even resembling a Dragonborn in Pathfinder, and the 3.5 version is a template that makes characters way too overpowered to be playable. Thus, this conversion was born: to give the Dragonborn player from last campaign a way to tie himself back to his original character in the way the campaign was built for.
I was surprised to find that making alternate racial traits for this build was actually really simple. Most of them were pulled from the racial feats, though I was able to pull a couple that were actually available options in the supplementary material for 4e. A note for people who plan to use this, however: Dragonfear is technically 2 RP as opposed to Dragon Breath's 3 total, so keep that in mind if you plan to use it. Then again, I'm the kind of person to sacrifice optimization for the sake of character, so I decided to leave the option anyway.
|
|
|
Post by xcoldxfusionx on Apr 28, 2015 1:50:13 GMT
Ikan
Racial Information
Physical Description: The term "humanoid" defines Ikan at probably its absolute loosest. At first glance, an Ikan may look like a human with a strange hairstyle, but any period of observation longer than a second will quickly identify them as anything but. Their skin is generally somewhat moist and slippery, tinted a significantly paler color than most human skin. Their "hair" is made of stretchy, spongy tentacles they can control (and often use for body language or utility). They often seem to struggle to hold themselves up when above the water, as their body lacks any true bones, relying on cartilage to keep its rough shape. The longer the Ikan stays above water, though, the more they learn to stand properly, and their form doesn't generally host any problems in that regard after a while.
Society: Ikan are most at home underwater. Their society is small and closely-knit, living in an almost tribal setup where each family lives and hunts on its own deep below the ocean waves. Clan rivalries break out on a fairly regular basis, though they generally aren't fatal to any of the participants.
Relations: Ikan are incredibly territorial. Some go as far as altering their diets to change the color of the ink they spit, marking their territory with their ink. They are especially distrustful of other races, who they view as a menace to their way of life in addition to being just plain rude.
Alignment and Religion: Ikan are almost exclusively True Neutral, worshipping their own set of gods. Those who remain above ground primarily gravitate towards Gozreh, though worshippers of gods like Desna and Calistria aren't uncommon.
Adventurers: It's not uncommon for Ikan to make their way onto land to crusade for the ideaolgies of the deep. Ikan adventurers tend towards the brawler, druid, and (surprisingly enough) alchemist classes.
Racial Traits
+2 Strength, +2 Wisdom, -2 Intelligence - Ikan are powerful and wise, but aren't renowned for their ability to learn.
Medium - Ikan are medium-sized, and suffer no bonuses or penalties due to size.
Aquatic - Ikan have a base speed of 30 ft. and a swim speed of 40 ft.
Monstrous Humanoid - Ikan are monstrous humanoids.
Deepsight - Ikan eyes are adapted for seeing in deep waters. Ikan have Darkvision on the surface, gaining Darkvision 120 ft. underwater.
Grabbing Tentacles - Ikan have a large number of tentacles and can hold items in them, but can't keep control of them for long enough to use them for multiple different purposes simultaneously. Ikan gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages.
Bioluminesence (Ex) - Ikan can cause their bodies to glow with an eerie light. Treat using this ability as the Ikan casting Light on itself, and the Ikan also gains a +1 circumstance bonus to Intimidate while doing so due to the light's unnerving nature.
Ink Shot (Ex) - Ikan can fire a blast of jet-black ink from their mouths once per day. Each target in a 20-foot line must make a Reflex save with a DC of 10 + 1/2 the Ikan's level + the Ikan's Constitution modifier or be blinded for 1d4 rounds. Underwater, this instead functions as an Ink Cloud (10 ft.), as the monster ability.
Languages - Ikan begin play speaking Common and Aquan. Ikan with a high intelligence score can choose from the following: Aklo, Auran, Draconic, Elven, Undercommon, Sylvan, Terran.
Alternate Racial Traits
Ink Slide (Ex) - Some Ikan have developed a technique where they can slide across terrain on their stomachs by coating themselves in ink. The Ikan can use this to charge, run, or withdraw with a +10 bonus to their effective base speed while doing so. In addition, Ikan with this trait are treated as having Run as a bonus feat and gain a +2 racial bonus on initiative checks. This ability replaces the Ikan's Grappling Tentacles trait (as Ikan coated in this way are a bit too slippery to hold on to anything, generally).
Racial Statistics
Age Adulthood - 2 Intuitive - +1d4 Self-Taught - +1d6 Trained - +2d6
Middle-Aged - 15 Old - 25 Venerable - 35 Maximum - 35 + 2d6
Height + Weight Male Base Height - 3 ft. 9 in. Base Weight - 110 lbs. Modifier - 2d4 Weight Modifier - x5
Female Base Height - 3 ft. 7 in. Base Weight - 90 lbs. Modifier - 2d4 Weight Modifier - x5
Builder Stats
Medium - 0 Standard (Attributes) - 0 Normal Speed - 0 Monstrous Humanoid - 3 Swim (+ Powerful Swimmer) - 3 Amphibious - 2 Deepsight - 2 Grabbing Tentacles - 6 (!) Bioluminesence (Halo?) - 2 Ink Shot (Breath Weapon?) - ??
Total - 19-20 RP?
Author's Note
The invaders from the deep, the Ikan rise to the surface! Let's face it, we all need more squid people in our lives.
This race was a NIGHTMARE to create. I ended up throwing my hands in the air and shouting "screw it" for much of it; the result is a race that to my best guess, floats somewhere around the 20 RP mark. On top of the obvious houseruling for Ink Shot and the relatively minor tweak for Bioluminesence, I completely missed the part where Grabbing Appendages was limited to Large characters (which is kind of a sizable (pun intended) point sink). Use this race at your own risk, as I can't accurately place its power level compared to the others.
|
|
|
Post by xcoldxfusionx on Apr 28, 2015 18:51:17 GMT
Nymph
Racial Information Physical Description: Nymphs, in basic appearance, are very closely related to elves. However, those who look at them find something very distinctly... different; it's difficult for the average person to describe. Perhaps its because their movements flow and roll like a gently dancing brook, or a leaf caught in a gentle breeze. Perhaps its their eyes, that glimmer like still pools at mid-day, or skin light and soft as fresh snowfall. Perhaps its their voice, gentle as the wind itself. In any case, there's something that draws the eye to a nymph much more so than the average elf, human, or anyone else. Society: The nymph is a solitary creature, preferring the company of nature over social contact. When one does find their way into society, however, it's generally an Elven settlement that it deems appropriately close to nature. Relations: Nymphs have been known to keep to themselves, for the most part. Those that do interact with the races enjoy the company of elves and half-elves more than any of the others. Other races tend to see nymphs as "high and mighty." Alignment and Religion: Nymphs are known to almost exclusively revere nature gods, though some those that worship gods of trickery and magic aren't entirely unheard of. Nymphs are also almost exclusively Chaotic Good, with exceptions leaning towards Neutral Good. Adventurers: To see a nymph on the road of adventure is a very rare sight. Nymphs who do take such a path tend to almost exclusively become sorcerors or druids, with bards being surprisingly unpopular in comparison.
Racial Traits +4 Charisma, +2 Wisdom, -2 Strength, -2 Constitution - Nymphs are considered the pinnacle of natural beauty and wisdom, but are generally rather frail and weak in physical matters. Fey - Nymphs are fey creatures for the purposes of all spells and abilities that affect such. Medium - Nymphs are Medium creatures and have no bonuses or penalties due to their size. Normal Speed - Nymphs have a base speed of 30 feet. Low-Light Vision - In dim light, nymphs can see twice as far as humans. Fey Damage Resistance - Being fey by nature, Nymphs have DR 5/cold iron. Bond of the Land - Choose a terrain type from the ranger favored terrain list. The nymph gain +2 dodge bonus to AC when in that terrain. Nymph Glamour - When a nymph successfully uses Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the nymph's Charisma-based skills for the next 24 hours. In addition, when a nymph attempts to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. Seducer - Nymphs add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level is equal to the user's character level). Languages - Nymphs begin play speaking Common and Sylvan. Nymphs with high Intelligence scores can choose from the following languages: Elven, Auran, Aquan, Terran, Goblin, Gnoll, Draconic.
Alternate Racial Traits Hypnotic - Nymphs with this trait add +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from a member of this race, the member of the race can force that creature to reroll the saving throw and use the second result, even if it is worse. This ability replaces the Nymph's Bond of the Land. Aspect of Beauty - Nymphs with this trait gain the following supernatural ability: Once per day, a nymph with this trait can create a 20-foot-radius burst that causes humanoids within the aura's range to become fascinated with the user (as the bard's fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier). This trait replaces the Nymph's Fey Damage Resistance trait.
Racial Statistics Age Adulthood - 110 Intuitive - +4d6 Self-Taught - +6d6 Trained - +10d6 Middle-Aged - 175 Old - 263 Venerable - 350 Maximum - 350 + 4d% Height + Weight Female Base Height - 5 ft. 4 in. Base Weight - 90 lbs. Modifier - 2d6 Weight Modifier - x3
Builder Stats Medium - 0 Fey - 2 Paragon (Attributes) - 1 Normal Speed - 0 Advanced Wisdom - 4 Advanced Dexterity - 4 Fey Damage Resistance - 3 Bond of the Land - 2 Nymph Glamour (Gregarious + Sociable) - 3 Seducer - 2 Standard (Languages) - 0 Total: 21 RP
Author's Notes This nymph ended up being a LOT different from the monster in the Bestiary, primarily because AoE Permanent Blind is kind of ridiculously overpowered and/or dangerous to hand to players. In any case, the final result ended up being a race that takes the general idea of the nymph and translates it into something playable.
|
|
|
Post by xcoldxfusionx on Apr 30, 2015 8:17:33 GMT
Creeper Moss A pile of enchanted moss begins slowly shambling towards you, the shape of a face seemingly carved into one side.
Creeper Moss - CR 3/ MR 1 XP 800 N Medium Plant (Mythic) Init +0; Senses Darkvision 60 ft., Greensight 60 ft.; Perception +7
Defense AC 15, Touch 10, Flat-Footed 15 (+5 Natural) HP 38 (4d8+20) Fort +6, Ref +1, Will +3
Offense Speed 40 ft. Melee Slam +4 (1d8+1) Special Attacks Explosion (6d6, DC 16), Mythic Power (5/day, surge +1d6)
Statistics Str 12, Dex 10, Con 14, Int 2, Wis 14, Cha 6 BAB +3; CMB +4; CMD 15 (19 vs. trip) Feats Ability Focus (Explosion), Toughness, Extra Mythic Power Skills Perception +7, Stealth +5 Languages None
Ecology Environment any Organization solitary, gang (2-5), or horde (6-10) Treasure none
Special Abilities
Explosion (Ex) - As a full round action, the Creeper Moss can build up gasses in their body and explode with volatile force. The Creeper Moss automatically deals itself 6d6 damage in the process; anyone within 10 feet of the Creeper Moss takes 6d6 damage and is knocked back 10 feet (A DC 16 Reflex save halves both; this save is Constitution based.)
Greensight (Su) - Creeper Moss can see through thick plant matter as though it were transparent, usually with a range of 60 feet. Leaves, vines, greenery, and undergrowth offer no concealment to creeper moss's sight, though solid wood still blocks its line of sight.
Fortification (Ex) - Being made of an incoherent tangle of moss, creeper moss are notoriously hard to critically strike. Creeper moss have a 50% chance to treat any critical hit as a normal hit, as if wearing moderate fortification armor.
Author's Notes
Introducing our first custom monster, and a very popular one at that. The mossy green menace has made its way to Pathfinder, and is ready to wreak havoc on anyone and everyone it can!
One of these buttheads ended up killing an unsuspecting bard in the campaign I ran using them. Turns out that their impromptu Explosive Runes knockoff is very, VERY effective at demolishing health bars, especially at low levels. Do exercise some degree of caution with these, as things can get nasty when they get into range for their big kaboom. ...You know, just like actual Creepers.
Of note, this monster was designed using the Mythic rules from the Mythic Adventures book, as its original intent was to be used in a campaign where such mythic power came from interdimensional travel. For a non-mythic version, remove the Mythic Surge, Fortification and Greensight abilities, as well as the Extra Mythic Power feat and 8 HP.
|
|
|
Post by xcoldxfusionx on May 2, 2015 7:44:31 GMT
Animate Gazebo The structure suddenly lurches forward, its body opening and closing like a hungry maw.
Animate Gazebo - CR 11 XP 12,800 N Colossal construct Init -2; Senses Darkvision 60 ft., low-light vision; Perception –5
Defense AC 18, Touch 0, Flat-footed 18 (-2 DEX, +18 natural, -8 size) HP 151 (13d10+80) Fort +4, Ref +2, Will -1 Defensive Abilities hardness 5; Immune construct traits
Offense Speed 70 ft. Melee slam +23 (2d8+27 plus grab and constrict (2d8+27))
Statistics Str 46, Dex 6, Con —, Int —, Wis 1, Cha 1 BAB +13; CMB +39 ; CMD 47 (can't trip) SQ construction points 6/6 (Fast Movement x4, Grab, Constrict)
Ecology Environment any Organization solitary Treasure none
Special Qualities
Constrict (Ex) - An Animate Gazebo can crush an opponent it catches in its "mouth," dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).
Author's Notes
"It's not good, Eric. It's a gazebo."
I don't exactly remember what possessed me to make the Animate Gazebo. All I remember is that it's an Animate Object that runs around eating people. And also travels at roughly the speed of sound.
|
|
|
Post by xcoldxfusionx on May 13, 2015 18:54:43 GMT
Majin
Racial Information
Physical Description: Majin are mostly humanoid in appearance, though their body type varies significantly more than their human counterparts. This is partly due to their odd biology; their body is seemingly made of a soft, stretchy taffy as opposed to more solid substances, allowing the Majin a bit more control over their appearance than most other races. Some degree of sexual dimorphism occurs amongst Majin, with males being generally more heavy-set while females are lighter and more slender than their counterparts.
Society: As a race that resurfaced only recently, Majin have not really had the time to create their own civilization. They instead live either among other races, attempting to fit in with those around them (and generally seeming out of place regardless.) Majin are simple, valuing physical mastery, entertainment, and pleasure above all else.
Relations: Majin are met with a strong degree of distrust across the board; their childlike nature and penchant for wanton destruction and pleasure (often at the expense of logic) tend to earn them the ire of many of the more civilized races.
Alignment and Religion: A Majin's alignment is about as malleable as their body, with members constantly swinging between outlooks as each situation arises. As a result, the majority end up sitting somewhere between true neutral and chaotic neutral. On the rare occasion that a Majin takes up a religion beyond their own shifting whims, they favor gods of war, glory, and happiness.
Adventurers: Majin take to adventuring like a fish to water, as they are constantly out to look for ways to improve themselves, foes to test their mettle with, and sometimes just new food to eat. Brawlers are the most common path for these adventurers, though monks and barbarians are both not unheard of.
Racial Traits
+2 Strength, +2 Constitution, +2 Wisdom, -2 Intelligence - Majin are powerful and dangerous on the battlefield, but tend to ignore most information they find not useful (which is a lot of things.)
Outsider (Native) - Majin are outsiders with the native subtype.
Normal Speed - Majin have a base speed of 30 ft.
Weightless - Majin have a flight speed of 30 ft. with clumsy maneuverability. Fly and Acrobatics are always considered class skills for a Majin.
Quick Reactions - Majin gain Improved Initiative as a bonus feat.
Majin Polymorphism - Majin can use the following spell-like abilities with a caster level equal to their character level: 1/day - enlarge person, reduce person.
Darkvision 60 ft. - Majin can see in the dark up to 60 feet.
Blindsense 30 ft. - By detecting the ki that flows through every living being, Majin can detect nearby friends and foes without seeing them. Majin usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that a Majin cannot see still has total concealment against individuals with blindsense, and Majin still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of Majin. Majin are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.
Languages - Majin start play speaking Common. A Majin with a high Intelligence score can choose from the following: Aklo, Abyssal, Celestial, Draconic, Infernal, Sylvan, Giant.
Alternate Racial Traits
Curiosity - Many Majin are naturally inquisitive about the world around them, viewing everything and everyone they come across with childlike wonder. Majin with this trait gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This replaces the Majin's blindsense.
Aerial Ace - Some Majin have taken to mastering their natural aerial skill. Such Majin travel faster and more accurately than others, gaining a fly speed of 40 ft. with poor maneuverability. This replaces the Majin's Weightlessness and Quick Reactions traits.
Racial Statistics
Age Adulthood - 110 years Intuitive - +4d6 Self-Taught - +8d6 Trained - +10d6
Middle-Aged - 175 years Old - 263 years Venerable - 350 years Maximum - 350 + 6d%
Height + Weight Male Base Height - 4 ft. 10 in. Base Weight - 150 lbs. Modifier - +2d12 Weight Modifier - x7
Female Base Height - 4 ft. 5 in. Base Weight - 85 lbs. Modifier - +2d10 Weight Modifier - x5
Builder Stats
Outsider (Native) - 3 Medium - 0 Normal Speed - 0 Standard (Attributes) - 0 Advanced Constitution - 4 Quick Reactions - 2 Lesser Spell-Like Ability (Enlarge Person) - 1 Lesser Spell-Like Ability (Reduce Person) - 1 Flight 30 ft. - 4 Skill Training - 1 Darkvision 60 ft. - X Blindsense 30 ft. - 4 Standard (Languages) - 0
Total - 20 RP
Author's Notes
This was completely necessary and nobody can convince me otherwise.
I do have to put a disclaimer here: the last time I watched DBZ was when the Buu saga was still being aired on television, and even then I didn't watch it all that religiously. Ergo, this race may not be entirely accurate to the source material, partly for game balance (let's face it: chocolate lasers would be absolutely freaking ridiculously overpowered) and partly just because I'm not particularly well-versed in the Dragonball-verse.
|
|