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.

Concealed beneath the mountains beyond the northwest borders of Atama, lies the subterranean moogle settlement of Kupocavernheim, surrounded on the surface by camouflaged summit lookouts and forest outposts. Untamed wilds remain as a bulwark throughout the territory of these moogles, patrolled by their knights and rangers mounted upon the axe beaks they breed and train so well. Where little goes to waste, the depths of Kupocavernheim house legions of taxidermic axe beak constructs running tirelessly while caged within wheels to generate electric power for the various technological aspects of living there. Permeated by powerful wards and enclosed within faraday cages, the settlement includes a multitude of secret doors and various nonlethal traps designed to help neutralize nosy intruders.
    Kupocavernheim's underground chambers and corridors also 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.
    This community of moogles is part of much greater host of those who have long been in the habit of covertly scrying upon and expanding to other planets via powerful portal terminals as a means of transportation. Each of these 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 each of these distant, often untamed worlds, the moogles have quickly established a well-warded, concealed and sustained subterranean settlement for which they soon built at least one other portal terminal, eventually creating a vast network throughout the cosmos.

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.

Saturday, August 12, 2017

Fel'weaver

Still under construction.

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

FEL'WEAVER CR 5
XP 1,600
NE Large outsider (evil, extraplanar, fel'fiend)
Init +2; Senses darkvision 180 ft., low-light vision, see in darkness, Perception +14

DEFENSE
AC 17, touch 15, flat-footed 15 (+2 Dex, –1 size, +2 natural, +4 deflection)
hp 51 (6d10+18); regeneration 1d2–1 (any)
Fort +5, Ref +7, Will +6; +4 vs. disease and poison
DR 5/magic; SR 16; 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 5, electricity 5, fire 5, negative energy damage 5,
    psychic energy damage 15, sonic 5
Defensive Abilities cosmic defiance, unearthly grace

OFFENSE
Speed 50 ft., climb 30 ft., swim 40 ft.
Melee +1 short sword +10/+5 (1d8+5/19-20)
    and three +1 short swords +10 (1d8+3/19-20)
    and two +1 light maces +10 (1d8+3)
Melee 6 slams +9 (1d4+4)
Space 10 ft.; Reach 10 ft.
Spell-like Abilities (CL 7th, concentration +11)
    At will— invisibility (self only)
    1/minute— mesmerize (DC 17, see below)
Special Attacks cosmic strike, multiweapon focus

STATISTICS
Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 19
Base Attk +6; CMB +11 (+15 grapple); CMD 23 (25 vs. grapple)
Feats (3 undetermined)
Racial Bonus Feats Combat Casting, Conceal Scent, Diehard,
    Endurance, Greater Grapple, Improved Grapple,
    Lurker in Darkness, Multiweapon Fighting
Skills Acrobatics +11, Bluff +9, Climb +16, Escape Artist +11,
    Knowledge (planes) +5, Perception +14, Sleight of Hand +6,
    Sense Motive +14, Spellcraft +10, Stealth +7, Swim +16
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Celestial, Giant, Infernal; telepathy 300 ft.
SQ access arms, concealed alignment, cosmic tolerance,
    no breath, six-handed, trackless step

SPECIAL ABILITIES
Access Arms (Su) Up to six times per round as a free or immediate action, a fel'weaver may call weaponry (as the power) to obtain a light melee weapon as if spending power points to match the effective manifester level of this ability. Any such weapon returns to its point of origin instantly upon release from its caller's grasp.
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).
Mesmerize (Sp) As calm emotions, but only with respect to one target creature, rather than creatures in an area. While this effect remains active, its subject is also staggered. The save DC of this Charisma-based spell-like ability increases by 1 per 2 caster levels beyond the first 4.
Multiweapon Focus (Ex) Any attack roll penalties a fel'weaver incurs for fighting with multiple weapons are reduced by –2.
Six-Handed (Ex) A fel'weaver in true form has six arms with corresponding hands. Although not reflected above — each hand beyond the first two, grants a +1 circumstance bonus on Climb, Escape Artist and Swim checks in addition to CMB and CMD for the purpose of grappling.
    At the start of any turn taken — one may reduce the total circumstance bonus this ability grants by any amount for an equal number of "spare" hands. This effect lasts for 1 round.
    When casting a spell while grappled/pinned — one must empty a "spare" hand before it can be used to supply a single corresponding component (somatic, focus, material) as needed. This has no effect on any concentration checks involved in doing so.
    As a full round action — one may attempt to start, maintain or escape a grapple/pin with a creature while also using each "spare" hand to make an attack (off-hand or secondary natural weapon) against that creature, subject to any penalties incurred by grappling.
Unearthly Grace (Su) A fel'weaver adds its Charisma bonus (if any) as a deflection bonus to AC when wearing no armor.

Friday, August 11, 2017

Fel'fiends

Still under construction.

The following creatures were made to reflect warlock minions from World of Warcraft.

FEL'FIEND TRAITS
Fel'fiends such as the fel'spark, umbrawler, fel'fatale, fel'fang, fel'brute, fel'weaver, fel'pyrolith and gloombearer are typically neutral evil outsiders that possess a particular suite of traits (unless otherwise noted in a creature’s entry) as summarized here.

Darkvision 180 feet.
Low-Light Vision.
See in Darkness (Su) Fel'fiends can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Regeneration 1d2–1 (any).
+4 racial bonus on saves against disease and poison.
Damage Reduction 5/magic.
Spell Resistance (Ex) A fel'fiend gains SR equal to its CR + 11.
Immune to ability drain (taken as ability damage), death by massive damage, death effects, energy drain, paralysis, petrification, phantasms, involuntary polymorph effects and sleep effects.
Resistance to acid 5, cold 5, electricity 5, fire 5, negative energy damage 5, psychic energy damage 5, sonic 5.
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.
Racial Bonus Feats: Fel'fiends gain Conceal Scent, Diehard, Endurance and Lurker in Darkness as racial bonus feats.
Racial Modifiers: Fel'fiends gain a +4 racial bonus on Perception and Sense Motive checks.
Telepathy (Su) A fel'fiend can mentally communicate with any other creature within 300 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Languages: Fel'fiends speak Abyssal, Infernal and at least one other language.
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 Tolerance (Su) Fel'fiends adapt to hostile environments as per adapt body (psionic power).
No Breath (Ex) Fel'fiends do not breathe, and are immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.
Trackless Step (Ex) When desired, fel'fiends leave no trail in natural surroundings and cannot be tracked.

Fel'brute

Still under construction.

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

FEL'BRUTE CR 5
XP 1,600
NE Medium outsider (evil, extraplanar, fel'fiend)
Init +2; Senses darkvision 180 ft., low-light vision, see in darkness, Perception +14

DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 57 (6d10+24); regeneration 1d2–1 (any)
Fort +6, Ref +7, Will +6; +4 vs. disease and poison
DR 5/magic; SR 16; 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 5, electricity 5, fire 5, negative energy damage 5,
    psychic energy damage 5, sonic 5
Defensive Ability cosmic defiance

OFFENSE
Speed 50 ft., climb 30 ft., swim 40 ft.
Melee large +1 greataxe +12/+7 (3d6+9/x3)
Melee large +1 lucerne hammer +12/+7 (3d6+9)
Melee 2 slams +11 (1d6+5)
Space 5 ft.; Reach 5 ft.
Special Attacks brutal heft (DC 18), cosmic strike

STATISTICS
Str 21, Dex 15, Con 19, Int 13, Wis 12, Cha 10
Base Attk +6; CMB +12; CMD 24
Feats Cornugon Smash, Furious Focus, Intimidating Prowess
Racial Bonus Feats Conceal Scent, Diehard, Endurance, Haft Strike,
    Lunge, Lurker in Darkness, Power Attack, Throw Anything,
    Two-Handed Thrower, Whirlwind Attack
Skills Acrobatics +11, Bluff +4, Climb +17, Escape Artist +10,
    Intimidate +15, Knowledge (planes) +5, Perception +14,
    Sense Motive +13, Spellcraft +9, Stealth +10, Swim +17
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Draconic, Giant, Infernal; telepathy 300 ft.
SQ access arms, concealed alignment, cosmic tolerance,
    no breath, powerful build, trackless step

SPECIAL ABILITIES
Access Arms (Su) Once per round as a free or immediate action, a fel'brute may call weaponry (as the power) to obtain a melee weapon as if spending power points to match the effective manifester level of this ability.
Brutal Heft (Ex) Once per minute, a fel'brute may apply its Strength modifier instead of its Dexterity modifier to one ranged attack roll using a thrown weapon. A creature hit and damaged by that attack is also dazed for 1 round (Fort negates) as a Strength-based effect.
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).