Sunday, February 11, 2018

Mobgoblin Race

Still under construction.

Despite a lesser measure of physical flexibility than typical goblins with whom they share an identical appearance, mobgoblins possess high density musculature and better communication skills. Although they are more gregarious and less adverse to working with others, mobgoblins usually develop those traits celebrating their frenzied feasts and destructive exploits as a culture. Being of greater average mass, mobgoblins are afforded fewer opportunities to ride the mounts preferred by their lighter kin.

Mobgoblin Racial Traits (10 RP)

+2 Strength, +2 Dexterity: Mobgoblin characters are brawny and quick. (2 RP)

Humanoid (Goblinoid): Mobgoblins are humanoids with the goblinoid subtype.

Small: Mobgoblins 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: Mobgoblins have a base speed of 30 feet.

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

Swarming: Unless one of them are pinned, paralyzed, stunned, unconscious, or otherwise unable to act; a Small mobgoblin and one other ally of the same size can occupy the same square without penalty. When attempting a melee attack of opportunity against a foe threatened by at least one other ally, a creature with this trait is considered to be flanking that foe regardless of positioning. (1 RP)

Sneaky: A mobgoblin gains a +4 racial bonus on Stealth checks. (2 RP)

Boss (Ex): During his or her turn, a mobgoblin able to address, signal or spur a specific creature within natural reach, can target that creature like a boss as a free action. Any creature so targeted, can use an immediate action at that very moment to take a 5-foot step or one free action. If one takes that 5-foot step, they must negate the next 5 feet of any movement they gain from their actions before their next turn expires. (1 RP)

Leading Edge (Ex): As a swift action, a mobgoblin can take a bonus 5-foot step in addition to any other movement(s) performed, or they can add 5 feet to any speed-enabled movement they gain from their very next action. Regardless of other prerequisites, when a creature with this trait gains one of the following feats, it also gains the next feat in parenthesis as a bonus feat: Sidestep (Improved Sidestep) or Step Up (Following Step). (2 RP)

Quick Rise (Ex): A kneeling mobgoblin can stand up by subtracting 5 feet from any speed-enabled movement he or she gains when taking an action normally available to one already standing. As a move action, a prone mobgoblin can stand up and move up to half his or her speed. If one of those actions provokes attacks of opportunity more than once, a given foe can only react to one such opportunity. (1 RP)

Languages: Mobgoblins begin play speaking Common and Goblin. Mobgoblins with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnome, Orc, Terran and Undercommon.

Random Mobgoblin Height and Weight:

Male Height: 2 ft. 8 in. + 2d4 in.
Male Weight: 40 lbs. + 2d8 lbs.
Female Height: 2 ft. 6 in. + 2d4 in.
Female Weight: 35 lbs. + 2d8 lbs.

Friday, January 19, 2018

Observation Orb

Still under construction.

Although their make and model vary, each of the following dwoemer droids usually appears as a pair of mottled metallic hemispheres linked, fitted, locked and bonded together along a flush, but irregular partition shaped to enforce proper alignment. Each design produces an exterior with its own pattern of various tinted ceramic lenses and micro pores packed with recessed nano-filament sensors.

OBSERVATION ORB CR 3
XP 800
N Diminutive Construct (robot, willwired)
Init +5; Senses blindsight 180 ft., darkvision 360 ft., eldritch ops,
    fraud filtering, low-light vision, optimizing optics, see in darkness,
    spectro-VI surveillance, tremorsense 180 ft.; Perception +21

DEFENSE
AC 21, touch 19, flat-footed 21 (+5 Dex, +4 size, +2 natural)
hp 22 (4d10)
Fort +1, Ref +6, Will +6; +8 vs. mind-affecting effects
SR 14; Immune construct traits, willwired traits
Resist acid 5, cold 20, electricity 15, fire 20
Defensive Abilities all-around vision, cloak emitters,
    evasion, hardness 5, spherical resilience, uncanny dodge
Weakness vulnerable to critical hits, vulnerable to electricity

OFFENSE
Speed fly 300 ft. (perfect), swim 120 ft.
Space 1 ft.; Reach 0 ft. (long)
Special Attack mnemonic access (DC 14)

STATISTICS
Str 5, Dex 21, Con –, Int 14, Wis 14, Cha 10
Base Atk +4; CMB +5; CMD 12
Feats Alertness, Run
Racial Feats Flyby Attack, Technologist
Skills Acrobatics +9 (+17 w/ gravity nodes), Fly +33, Knowledge (any 11) +6,
    Linguistics +9, Perception +21, Sense Motive +8, Spellcraft +7,
    Stealth +24 (+32 w/ gravity nodes), Swim +25
Racial Modifiers +4 Perception
Languages Binary, Common, Undercommon, plus 12 more; telepathy 360 ft.
SQ gravity nodes, nanite channels, perceptive tracking
    polyglot-III protocols, task protocols, telepathic pairing

SPECIAL ABILITIES
Cloak Emitters (Ex) With these bodily components, observation orbs receive the benefit of the Lurker in Darkness feat and remain invisible by means not subject to the invisibility purge spell, even when they attack. One with these components can toggle their function as a free or immediate action.
Eldritch Ops (Su) Observation orbs possess the continuous benefit of arcane sight, comprehend languages, read magic, see invisibility and tongues.
Fraud Filtering (Su) Observation orbs automatically disbelieve all relevant illusory effects they perceive in some way, while the true forms of all things polymorphed, changed or transmuted; appear to them as ghostly apparitions superimposed over their apparent forms.
Gravity Nodes (Ex) With these bodily components, observation orbs receive a +8 circumstance bonus to Acrobatics, Fly, Stealth and Swim checks while employing the extraordinary fly or swim speed listed in the base statistics for their kind.
Mnemonic Access (Su) An observation orb can share memory (as the spell) as an Intelligence-based supernatural ability, with the added option of targeting any creature it contacts using its own supernatural telepathy or telepathic pairing. Any successful Will save one makes against this ability guarantees them success on all other saving throws they attempt against it from the same user for 24 hours.
Nanite Channels (Ex) With these bodily components, an observation orb is repaired for a number of hit points equal to its Hit Dice every hour.
Optimizing Optics (Ex) With these bodily components, observation orbs see all that is rendered invisible as if it were not, with vision cleared of all distortion due to any blur or displacement effects. One with these components can toggle their function as a free or immediate action.
Perceptive Tracking (Ex) Observation orbs can use Perception instead of Survival to both find and follow tracks, using the same DCs listed under the Survival skill.
Polyglot-III Protocols (Ex) Observation orbs learn two additional languages for each rank they gain in the Linguistics skill.
Spectro-VI Surveillance (Ex) With these bodily components, obliteration orbs receive a +6 circumstance bonus to Perception checks for which they suffer only one-sixth the normal distance penalty (–1 per 60 feet, rather than –1 per 10 feet). As reflected in the base statistics for their kind, those with these components also possess the following: blindsight, darkvision, low-light vision and tremorsense. As a free or immediate action, one with these components may toggle the option enabling them to detect radiation (as the spell) out to 360 feet.
Spherical Resilience (Ex) Against observation orbs in true form, damage dealt by diffuse blunt trauma via battering, buffeting, compression, constriction, crushing, falling, impact collisions, shockwaves or trampling is halved and rounded down.
Task Protocols (Ex) Observation orbs are unable to deviate from serving the expressed will of their corresponding creator(s) in the truest good faith. Their class skills include Acrobatics, Fly, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth and Swim.
Telepathic Pairing (Su) As an immediate action, an observation orb can form a telepathic pairing with one other willing creature it contacts using its own supernatural telepathy. Until disbanded as a free or immediate action by either participant, such a pairing enables two-way conversation between both regardless of their location relative to one another. Forming a telepathic pairing with this ability disbands all others formed by the same.
Willwired Subtype (Ex) Willwired constructs possess a good Will save progression for their racial Hit Dice and gain skill points for each one equal to 6 + their Intelligence modifier. Although subject to mind-affecting effects, against which they possess a +8 racial bonus on saving throws, they are still immune to charms, compulsions, emotions, pain, patterns and phantasms. They also possess Technologist as a racial bonus feat.


Obliteration orbs are less subtle and more substantial than observation orbs. Centered on the exterior for one of its two hemispheres, each of them possess a significant concave recess surrounding the layered set of apertures capping the drive barrel of its internalized graviton cannon.

OBLITERATION ORB CR 8
XP 4800
N Tiny Construct (robot, willwired)
Init +4; Senses blindsight 210 ft., darkvision 420 ft., eldritch ops,
    fraud filtering, low-light vision, optimizing optics, see in darkness,
    spectro-VII surveillance, tremorsense 210 ft.; Perception +24

DEFENSE
AC 21, touch 16, flat-footed 17 (+4 Dex, +2 size, +5 natural)
hp 49 (8d10+5); force field emitters (40 hp, fast healing 8)
Fort +2, Ref +6, Will +8; +8 vs. mind-affecting effects
SR 18; Immune construct traits, willwired traits
Resist acid 5, cold 30, electricity 20, fire 30
Defensive Abilities all-around vision, hardness 10, spherical resilience
Weakness vulnerable to critical hits, vulnerable to electricity

OFFENSE
Speed fly 250 ft. (perfect), swim 100 ft.
Ranged integrated graviton cannon +14 touch (3d6 force/19-20)
Space 2-1/2 ft.; Reach 0 ft. (long)
Special Attacks mnemonic access (DC 16)

STATISTICS
Str 7, Dex 19, Con –, Int 14, Wis 14, Cha 10
Base Atk +8; CMB +10; CMD 18
Feats Far Shot, Precise Shot, Run, Vital Strike
Racial Feats Flyby Attack, Technologist,
    Improved Natural Attack [integrated graviton cannon]
Skills Acrobatics +15 (+23 w/ gravity nodes), Fly +33, Knowledge (any 11) +7,
    Linguistics +9, Perception +24, Sense Motive +10, Spellcraft +10,
    Stealth +19 (+27 w/ gravity nodes), Swim +25
Racial Modifiers +4 Perception
Languages Binary, Common, Undercommon, plus 12 more; telepathy 420 ft.
SQ gravity nodes, nanite channels, perceptive tracking
    polyglot-III protocols, task protocols, telepathic pairing

SPECIAL ABILITIES
Eldritch Ops (Su) As an observation orb.
Force Field Emitters (Ex) With these bodily components, an obliteration orb can emit an otherwise typical force field. One with these components can track the 2d12 hours they take to emit that force field again with full hit points following its last collapse at 0 hit points. Otherwise, these components enable one to suspend that force field as a free or immediate action, or resume it once more as a standard action with the same hit points it had prior to being suspended.
Fraud Filtering (Su) As an observation orb.
Gravity Nodes (Ex) As an observation orb.
Integrated Graviton Cannon (Ex) With this bodily component, an obliteration orb can fire graviton bolts as projectiles with a range increment of 250 feet. Damage dealt by graviton bolt is never halved against an object. Any living creature damaged by a graviton bolt becomes sickened for 2d4 rounds (Fort DC 18 negates). The save DC for that effect is Strength-based and includes a +6 racial bonus.
Mnemonic Access (Su) As an observation orb.
Nanite Channels (Ex) As an observation orb.
Optimizing Optics (Ex) As an observation orb.
Perceptive Tracking (Ex) As an observation orb.
Polyglot-III Protocols (Ex) As an observation orb.
Spectro-VII Surveillance (Ex) With these bodily components, obliteration orbs receive a +7 circumstance bonus to Perception checks for which they suffer only one-seventh the normal distance penalty (–1 per 70 feet, rather than –1 per 10 feet). As reflected in the base statistics for their kind, those with these components also possess the following: blindsight, darkvision, low-light vision and tremorsense. As a free or immediate action, one with these components may toggle the option enabling them to detect radiation (as the spell) out to 420 feet.
Spherical Resilience (Ex) As an observation orb.
Task Protocols (Ex) As an observation orb.
Telepathic Pairing (Su) As an observation orb.
Willwired Subtype (Ex) As an observation orb.

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 including geothermal generators, fusion reactors and even graviton reactors. 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 bonus feat at 1st level. (2 RP)

Diverse: Upon creation, deepygmy characters become one kind they select from the following list. (2 RP)
  • Hidden: Those of this kind gain a +2 racial bonus on Stealth checks, as well as the continuous supernatural benefits of nondetection one can suspend or resume as a free or immediate action.
  • Naturally Psionic: Those of this kind gain 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

Reconfigured Manifesting (Race or Psionic)
You have adapted one of your manifesting paradigms to the landscape of your mind.
Prerequisite: Naturally Psionic.
Benefit: Choose one mental ability score and one manifesting class. The chosen ability score becomes your key ability score for any manifesting ability you gain from the chosen class.

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 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)

Energy Resistance: Frostborne gain cold resistance 5. (1 RP)

Placeholder: (4 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)

Ageless: 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.