Friday, January 19, 2018

Observation Orb

Still under construction.

The following construct is still in the works.

OBSERVATION ORB CR 3
XP 800
N Fine Construct
Init +9; Senses blindsight 120 ft., darkvision 180 ft., low-light vision, see in darkness,
    tremorsense 120 ft., see invisibility, steadfast perception, Perception +19

DEFENSE
AC 24, touch 23, flat-footed 24 (+5 Dex, +8 size, +1 natural)
hp 22 (4d10); fast healing 1
Fort +1, Ref +6, Will +2;
DR 5/magic; SR 14; Immune construct traits
Resist acid 5, cold 10, electricity 10, fire 10, sonic 5, force 5
Defensive Abilities evasion, uncanny dodge, cloaking field, sensor array
Weakness assembled, combat inability

OFFENSE
Speed fly 150 ft. (perfect), swim 50 ft.
Melee slam +1 (1–4)
Space 1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 21, Con –, Int 13, Wis 13, Cha 13
Base Attk +2; CMB –1; CMD 5
Feats Alertness, Improved Initiative
Racial Bonus Feats Mobility, Run
Skills Acrobatics +9, Fly +25, Linguistics +5,
    Perception +19, Sense Motive +3, Stealth +25, Swim +4
Languages Common, Undercommon, plus 8 more; telepathy 300 ft.
SQ induction cell, master mindlink, master sense link, spectral optics, translator protocol

SPECIAL ABILITIES

Assembled (Ex) Unlike most constructs, observation orbs are not immune to critical hits, sneak attacks or precision damage. There is only a 50% chance that any critical hit or any precision damage scored against one is actually negated so that the damage is instead rolled normally.
Cloaking Field (Ex) An observation orb in true form remains invisible at all times, even when it attacks. This ability is inherent and not subject to the invisibility purge spell. This ability's effect also grants one the benefit of the Lurker in Darkness feat. Any creature with this ability can suspend or resume its effect as a free or immediate action.
Combat Inability (Ex) Observation orbs possess a low base attack bonus progression for their racial Hit Dice, and no primary natural weapons.
Induction Cell (Ex) Observation orbs in true form possess the reach and carrying capacity of a quadruped, and produce artificial gravity to provide thrust and lift, enabling them to fly, swim and otherwise maneuver. They do so with a +4 racial bonus to Acrobatics and Stealth checks and may even fly in a vacuum without hindrance. Wind speeds and water currents affect one as if it were three sizes larger than it actually is.
Master Mindlink (Su) A observation orb's designated master can converse with it from anywhere. Its telepathic link to that master enables a two-way conversation of indefinite duration. Directing an observation orb to perform specific actions or to identify one target creature as its new designated master requires a move action on the part of its current designated master.
Master Sense Link (Su): Regardless of location, an observation orb's designated master can look and listen as if he or she were part of that orb. Alternating between use of their own vision and hearing to/from those of that orb, requires a free or immediate action on the part of that master. For the purpose of this ability, a creature's body is considered blinded and deafened when not using their own vision and hearing.
Sensor Array (Ex) An observation orb in true form gains a +12 racial bonus to Perception checks, cannot be flanked and suffers only one-half the normal penalty on Perception checks because of distance (–1 per 20 feet of distance, rather than –1 per 10 feet).
Spectral Optics (Ex) An observation orb in true form gains every benefit normally granted by the see invisibility spell and the steadfast perception power.
Translation Protocol (Ex) An observation orb learns one additional language for each rank gained in the Linguistics skill.

Saturday, December 2, 2017

Deepygmy Race

The deepygmy are very much a smaller subterranean version of humanity with a knack for technological advancement. Concealed beneath the mountains and high hills of many suitable planets scattered throughout the cosmological multiverse, lie the subterranean settlements of the deepygmy, usually surrounded on the surface by camouflaged summit lookouts and the occasional forest outpost. The deepygmy have long been in the habit of covertly scrying upon and spreading to other planets via powerful portal terminals as a means of transportation. Each of those devices are capable of establishing a two-way portal with almost any other observed or visited location that isn't properly warded or subjected to adverse magical conditions, be it on another plane or planet. Upon traveling to a new and often untamed world, the deepygmy are quick to establish a well-warded, concealed and sustainable subterranean settlement for which they soon build at least one other portal terminal, steadily expanding their network throughout the cosmos.
    Wherever possible, each deepygmy settlement is designed and sometimes altered to preserve and utilize the natural leylines of its host planet. Typically permeated by powerful wards and enclosed within faraday cages, those settlements include a multitude of secret doors and various nonlethal traps designed to help neutralize nosy intruders. Their underground chambers and corridors usually contain a few dozen keyed portals, many of which lead to modest demiplanes, created with steady environments suitable for cultivating a great variety of plants and livestock.
    Depending on available resources, each deepygmy settlement typically sustains any technological demands with electricity produced by means of fusion and geothermal activity. Each settlement almost always builds and employs a variety of space-faring vessels and scouting probes equipped with cloaking technology to help them discreetly monitor and study its host planet and anything else within the astrological vicinity.
    Several deepygmy settlements share their host planets with other sapient intelligent species on terms that are mostly respectful and mutually beneficial. Those settlements are less adverse than others of their kind to receiving diverse company of various origins.

Deepygmy Racial Traits (10 RP)

+2 Constitution, +2 to One Mental Ability Score: Deepygmy characters are sturdy and gain a +2 racial bonus to one mental ability score of their choice at creation to represent the varied nature of their kind. (2 RP)

Humanoid (Human): Deepygmy are humanoids with the human subtype.

Small: Deepygmy are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Normal Speed: Deepygmy have a base speed of 30 feet.

Low-Light Vision: Deepygmy can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Darkvision: Deepygmy can see in the dark out to 60 feet. (2 RP)

Tech Intuitive: Deepygmy gain Technologist as a racial bonus feat. (2 RP)

Diverse: Upon creation, deepygmy characters become one kind they select from the following list. (2 RP)
  • Naturally Psionic: Those of this kind receive Wild Talent as a bonus feat at 1st level. If they gain levels in a psionic class, they gain the Psionic Talent feat instead. When taking a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point.
  • Resilient: Those of this kind gain a +1 racial bonus on all saving throws.

Languages: Deepygmy begin play speaking Common and Deepygmy. Deepygmy with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Random Deepygmy Height and Weight:

Male Height: 3 ft. 0 in. + 2d6 in.
Male Weight: 40 lbs. + 2d8 lbs.
Female Height: 2 ft. 10 in. + 2d6 in.
Female Weight: 35 lbs. + 2d8 lbs.

Character Traits

Mental Reconfiguration (Race or Psionic)
You have shifted one of your psionic paradigms to the landscape of your mind.
Prerequisite: Naturally Psionic.
Benefit: Choose one manifesting class and one mental ability score. Any manifesting ability you gain from the chosen class, becomes keyed to the chosen ability score as its primary manifesting ability score for all purposes.

Tech Savvy (Race or Regional)
You have acquired additional expertise regarding the advancements of your culture.
Benefit: Disable Device and Knowledge (engineering) are always class skills for you, and you gain a +1 trait bonus on skill checks with each of those you gain as a class skill from your class levels or any other source.

Thursday, November 23, 2017

Frostborne

Still under construction.

The frostborne race featured below, was drafted to reflect part of a friend's character concept.

Frostborne Racial Traits (10 RP)

+2 Dexterity, +2 to One Mental Ability Score: Frostborne are nimble and gain a +2 racial bonus to one mental ability score of their choice at creation to represent the varied nature of their kind. (2 RP)

Humanoid (Faeriekin): Frostborne are humanoids with the faeriekin subtype.

Medium: Frostborne are Medium creatures and have no bonuses or penalties due to their size

Normal Speed: Frostborne have a base speed of 30 feet.

Low-Light Vision: Frostborne can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Improved Energy Resistance: Frostborne gain cold resistance 10. (2 RP)

Placeholder: (3 RP undetermined)

Terrain Stride: Frostborne can move through natural difficult terrain at their normal speed within cold terrain. Magically altered terrain affects them normally. (1 RP)

Immortal: Frostborne do not age after reaching adulthood and are immune to spells and effects that cause aging. (1 RP)

Languages: Frostborne begin play speaking Common and Sylvan. Frostborne with high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Dwarven, Giant, Terran, Undercommon.

Thursday, November 9, 2017

Umaro Race

Still under construction.

The umaro race featured below, is inspired by the yeti Umaro from Final Fantasy VI and other related titles.

Umaro Racial Traits (10 RP)

+2 Strength, +2 Constitution, –2 Intelligence: Umaro are strong and durable, but lack intellectual focus. (1 RP)

Humanoid (Giantkin): Umaro are humanoids with the giantkin subtype.

Medium: Umaro are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Umaro have a base speed of 30 feet and a Climb speed of 20 feet. (2 RP)

Low-Light Vision: Umaro can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Darkvision: Umaro can see in the dark up to 60 feet. (2 RP)

Alpine Ancestry: Umaro are automatically acclimated to high altitudes and reduce nonlethal damage they take from any form of cold exposure by 4 (minimum 0). (1 RP)

Tribal Terrain Affinity: Umaro gain a +2 racial bonus on Survival checks in cold, mountain or underground terrain. They gain that same bonus on saving throws and checks to avoid slipping or falling. They also add that same bonus to CMD when resisting trip attempts. (1 RP)

Instinctive Brawler: Umaro gain the Unarmed Strike class feature of a 1st-level brawler, which includes Improved Unarmed Strike as a racial bonus feat. If they acquire that same feature from class levels, they instead gain the option of rolling once again, any unarmed strike damage they deal, taking the new result even if it is worse. (2 RP)

Languages: Umaro begin play speaking Common and Giant. Umaro with high Intelligence scores can choose from the following: Aklo, Auran, Draconic, Moogle, Sylvan, Terran, Undercommon.

Saturday, October 28, 2017

Moogle Locations

The following excerpts describe custom setting locations in the works.

Little Kupo's Buy and Save is a franchise operation with a shop located within the northwestern edge of Avia's shopping district. That particular establishment is tended to by a small contingent of moogles from Kupocavernheim who sell a variety of adventuring, security and survival equipment to individuals based on their licenses to carry such devices in the city and the nation of Atama as a whole. They also sell some baseline magical equipment, potions and even their on site spellcasting services commonly used for repairing items and teleporting others as a means of transit. Located behind the shop are a few stables the moogles typically use to house their axe beak steeds when not riding them about. Far below the shop, lies a basement studio that is both warded and reinforced for the purpose of untested spells and spellcasters alike.

Thursday, August 24, 2017

Gloombearer

Still under construction.

The following fiend is inspired by doomguards from World of Warcraft.

GLOOMBEARER CR 6
XP 2,400
NE Large outsider (evil, extraplanar, fel'fiend)
Init +2; Senses darkvision 180 ft., low-light vision, see in darkness, Perception +15

DEFENSE
AC 20, touch 11, flat-footed 18 (+2 Dex, –1 size, +9 natural)
hp 66 (7d10+28); regeneration 1d2–1 (any)
Fort +8, Ref +7, Will +8; +4 vs. disease and poison
DR 5/magic; SR 17; Immune ability drain (taken as ability damage),
    death by massive damage, death effects, energy drain, paralysis,
    petrification, phantasms, involuntary polymorph effects, sleep effects
Resist acid 5, cold 15, electricity 10, fire 5, negative energy damage 15,
    psychic energy damage 10, sonic 5
Defensive Ability cosmic defiance

OFFENSE
Speed 50 ft., fly 50 ft. (average), climb 30 ft., swim 40 ft.
Melee 2 claws +11 (1d6+5)
Ranged +1 void'vortex +8/+8/+3 touch (3d6+3 dusk'decay)
Space 10 ft.; Reach 10 ft.
Special Attacks cosmic strike, void'vortex

STATISTICS
Str 20, Dex 15, Con 18, Int 15, Wis 13, Cha 15
Base Attk +7; CMB +13; CMD 25
Feats Combat Reflexes, Great Fortitude, Iron Will, Vital Strike
Racial Bonus Feats Conceal Scent, Diehard, Endurance,
    Lurker in Darkness, Point-Blank Shot, Precise Shot,
    Rapid Shot, Weapon Focus [void'vortex]
Skills Acrobatics +12, Bluff +6, Climb +17, Escape Artist +12,
    Fly +10, Intimidate +8, Knowledge (planes) +6, Perception +15,
    Sense Motive +15, Spellcraft +12, Stealth +8, Swim +17
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Celestial, Draconic, Infernal, Giant; telepathy 300 ft.
SQ concealed alignment, cosmic tolerance, no breath, trackless step

SPECIAL ABILITIES
Concealed Alignment (Ex) Fel'fiends radiate no alignment aura. This affects only alignment detection, not effects that cause harm or are otherwise based on alignment.
Cosmic Defiance (Ex) When and wherever it is advantageous for them, stunned or cowering fel'fiends are only considered dazed.
Cosmic Strike (Su) The natural weapons of fel'fiends, as well as any weapons they wield, are considered ghost touch seaborne weapons and overcome all forms of damage reduction based on magic, alignment or material.
Cosmic Tolerance (Su) Fel'fiends adapt to hostile environments as per adapt body (psionic power).
Void'Vortex (Su) As a free or immediate action, a gloombearer may evoke a single void'vortex it can hold between two hands without harm. Any void'vortex evoked with this ability ends when no longer held by its evoker or its evoker evokes another.
    A void'vortex is a supernatural evocation effect and a two-handed projectile weapon with a +1 enhancement bonus per 4 effective caster levels. Anyone evoking a void'vortex may wield it proficiently to launch ranged touch attacks out to medium range (100 ft. + 10 ft./level) with no range penalty. Each void'vortex must be evoked to correspond with a weapon size its evoker can wield with or without penalty. A void'vortex of large size deals a 3d6 base amount of dusk'decay damage. Strength does not apply to such damage. One applies their Charisma modifier to the damage they deal with any void'vortex attack. While not subject to resistance or immunity, dusk'decay damage is considered acid damage.

Monday, August 21, 2017

Fel'pyrolith

Still under construction.

The following fiend is inspired by infernals from World of Warcraft.

FEL'PYROLITH CR 6
XP 2,400
NE Large outsider (elemental, evil, extraplanar, fel'fiend)
Init +0; Senses darkvision 180 ft., low-light vision, see in darkness, Perception +15

DEFENSE
AC 20, touch 9, flat-footed 20 (–1 size, +11 natural)
hp 73 (7d10+35); regeneration 1d2–1 (any)
Fort +7, Ref +7, Will +8; +4 vs. disease and poison
DR 5/magic and adamantine; SR 17; Immune ability drain (taken as ability damage),
    death by massive damage, death effects, elemental traits, energy drain,
    paralysis, petrification, phantasms, involuntary polymorph effects, sleep effects
Resist acid 20, cold 10, electricity 10, fire 30, negative energy damage 5,
    psychic energy damage 5, sonic 5
Defensive Abilities cosmic defiance, stability

OFFENSE
Speed 50 ft., climb 30 ft., swim 40 ft.
Melee 2 slams +14 (3d6+8)
Space 10 ft.; Reach 10 ft.
Special Attacks cosmic strike, fel'fire blastwave (DC 18), fel'fire corona

STATISTICS
Str 27, Dex 11, Con 21, Int 13, Wis 12, Cha 12
Base Attk +7; CMB +16; CMD 26 (30 vs. trip)
Feats Cornugon Smash, Iron Will, Lightning Reflexes, Vital Strike
Racial Bonus Feats Conceal Scent, Diehard, Endurance,
    Improved Natural Attack [slam], Intimidating Prowess,
    Lurker in Darkness, Power Attack
Skills Acrobatics +10, Bluff +5, Climb +20, Escape Artist +10,
    Intimidate +19, Knowledge (planes) +5, Perception +15,
    Sense Motive +15, Spellcraft +11, Stealth +2, Swim +20
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Ignan, Infernal, Terran; telepathy 300 ft.
SQ concealed alignment, cosmic tolerance, no breath, trackless step

SPECIAL ABILITIES
Concealed Alignment (Ex) Fel'fiends radiate no alignment aura. This affects only alignment detection, not effects that cause harm or are otherwise based on alignment.
Cosmic Defiance (Ex) When and wherever it is advantageous for them, stunned or cowering fel'fiends are only considered dazed.
Cosmic Strike (Su) The natural weapons of fel'fiends, as well as any weapons they wield, are considered ghost touch seaborne weapons and overcome all forms of damage reduction based on magic, alignment or material.
Cosmic Tolerance (Su) Fel'fiends adapt to hostile environments as per adapt body (psionic power).
Fel'fire Blastwave (Su) Once per minute as a free or immediate action, a fel'pyrolith may erupt in an instantaneous self-centered radial burst extending any distance it desires out to close range (25 ft. + 5 ft./2 levels). In doing so, a large creature deals a 2d6 base amount of fel'fire damage to other creatures and unattended objects in the area (Reflex negates) as a Constitution-based effect. Any creature using this ability applies their Charisma modifier and total Hit Dice to such damage. While not subject to resistance or immunity, fel'fire damage is considered fire damage. This is a supernatural evocation [fire] effect that functions normally underwater and deals damage normally to incorporeal targets. This ability cannot be used to ignite any other fire.
Fel'fire Corona (Su) As a free or immediate action, a fel'pyrolith may suspend or resume the green flames that burn harmlessly around it with the brightness of a torch. A large subject of this effect may add a 1d8 base amount of extra fel'fire damage to any melee damage roll it makes. Any subject of this effect applies their Charisma modifier to such damage. Damage dealt by this effect is not multiplied in the event of a critical hit. While not subject to resistance or immunity, fel'fire damage is considered fire damage. This is a supernatural evocation [fire] effect that functions normally underwater and deals damage normally to incorporeal targets. This ability cannot be used to ignite any other fire.