Sunday, July 30, 2017

Umbrawler

Still under construction.

The following fiend is inspired by voidwalkers and voidlords from World of Warcraft.

UMBRAWLER CR 4
XP 1,200
NE Medium outsider (elemental, evil, extraplanar, fel'fiend)
Init +1; Senses darkvision 180 ft., low-light vision, see in darkness, Perception +13

DEFENSE
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 57 (5d10+15+15); regeneration 1d2–1 (any)
Fort +7, Ref +7, Will +7; +4 vs. disease and poison
DR 5/magic; SR 15; 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 5, cold 15, electricity 5, fire 5, negative energy damage 15,
    psychic energy damage 15, sonic 5
Defensive Abilities cosmic defiance, reign of darkness,
    shadow blend, shadow bulwark

OFFENSE
Speed fly 40 ft. (perfect), swim 30 ft.
Melee 2 adaptive arms +9 (2d6+4)
Space 5 ft.; Reach 5 ft.
Special Attack cosmic strike

STATISTICS
Str 18, Dex 13, Con 17, Int 13, Wis 12, Cha 17
Base Attk +5; CMB +10; CMD 24
Feats Intimidating Prowess, Iron Will, Lightning Reflexes
Racial Bonus Feats Combat Patrol, Combat Reflexes, Conceal Scent,
    Diehard, Endurance, Improved Natural Attack [claw, slam],
    Lurker in Darkness, Mobility, Pin Down, Stand Still
Skills Acrobatics +8, Bluff +7, Escape Artist +8, Fly +16,
    Intimidate +15, Knowledge (planes) +5, Perception +13,
    Sense Motive +13, Spellcraft +8, Stealth +12, Swim +16
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Auran, Celestial, Infernal; telepathy 300 ft.
SQ compression, concealed alignment, cosmic tolerance, insulated,
    malleable gravitation, no breath, powerful build,
    greater shadow slip, trackless step

SPECIAL ABILITIES
Adaptive Arms (Ex) As an anytime free action, an umbrawler in true form may alter any number of its hands to feature a claw or slam attack. Any such slam attack may include spikes to deal both bludgeoning and piercing damage.
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, a stunned or cowering fel'fiend is 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).
Insulated (Ex) Against umbrawlers 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.
Malleable Gravitation (Ex) Although legless, umbrawlers in true form manipulate gravity and need not make Fly or Swim checks to undertake complex maneuvers. They still require such checks to resist external influences against them, such as strong winds or currents. When so enabled, one also gains a +4 racial bonus to Stealth checks and may apply their Strength modifier instead of their Dexterity modifier to any Fly check they make.
Reign of Darkness (Ex) An umbrawler adds its Charisma bonus (if any) to hit points gained per Hit Die, to Fortitude saving throws, to CMD, and to the number of attacks of opportunity it can make each round. In addition, the enemies of an umbrawler treat its threatened area as difficult terrain.
Shadow Blend (Su) For each step of illumination below bright light where it would receive an attack, an umbrawler in true form gains a degree of concealment (10% miss chance per step, up to 40%) from blending with shadows, overlapping with any gained from a lack of light. An umbrawler can suspend or resume this ability as an anytime free action.
Shadow Bulwark (Su) Once per 10 minutes as a free or immediate action, an umbrawler may gain temporary hit points equal to its Hit Dice for each step of illumination below bright light through most its space. These temporary hit points last for 1 minute.
Shadow Slip, Greater (Su) For each step of illumination below bright light through most its space, an umbrawler gains a +4 racial bonus on Stealth checks.

Saturday, July 29, 2017

Fel'spark

Still under construction.

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

FEL'SPARK CR 3
XP 800
NE Tiny outsider (evil, extraplanar, fel'fiend)
Init +4; Senses darkvision 180 ft., low-light vision, see in darkness, Perception +12

DEFENSE
AC 17, touch 16, flat-footed 13 (+4 Dex, +2 size, +1 natural)
hp 22 (4d10); regeneration 1d2–1 (any)
Fort +1, Ref +8, Will +5; +4 vs. disease and poison
DR 5/magic; SR 14; 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 15, negative energy damage 5,
    psychic energy damage 5, sonic 5
Defensive Abilities cosmic defiance, momentary freedom, urgent resurgence

OFFENSE
Speed 40 ft., climb 20 ft., swim 30 ft.
Melee 2 claws +10 (1d2)
Melee/Ranged +1 handful of fel'fire +9 touch (1d4+2 fel'fire)
   and +1 handful of fel'fire +9 touch (1d4+2 fel'fire)
Ranged +1 handful of fel'fire +7/+7 touch (1d4+2 fel'fire)
   and +1 handful of fel'fire +7 touch (1d4+2 fel'fire)
Space 2-1/2 ft.; Reach 0 ft.
Special Attack cosmic strike, dual strike, handfuls of fel'fire

STATISTICS
Str 10, Dex 19, Con 10, Int 13, Wis 13, Cha 13
Base Attk +4; CMB +6; CMD 16
Feats Point-Blank Shot, Precise Shot
Racial Bonus Feats Conceal Scent, Diehard, Endurance, Lurker in Darkness,
    Rapid Shot, Run, Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +11, Bluff +5, Escape Artist +10, Climb +16,
    Knowledge (planes) +5, Perception +12, Sense Motive +12,
    Sleight of Hand +8, Spellcraft +8, Stealth +18, Swim +16
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Aklo, Ignan, Infernal; 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, a stunned or cowering fel'fiend is 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).
Dual Strike (Ex) As a standard action, a fel'spark wielding a matched pair of light weapons may attack once with each at its highest base attack bonus. Any penalties for attacking with two weapons apply normally.
Handfuls of Fel'fire (Su) As a free or immediate action, a fel'spark may suspend or resume the green flames that burn harmlessly around each hand with the brightness of a torch. The flames around each free hand gain a +1 enhancement bonus per 4 effective caster levels when used as a light weapon to — deliver touch melee attacks (or) shoot ranged touch attacks out to medium range (100 ft. + 10 ft./level) with no range penalty. For a tiny attacker, each of those attacks deals a 1d4 base amount of fel'fire damage. Strength does not apply to such damage. The attacker's Charisma modifier applies to the damage dealt by any attack this ability enables. 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 and is suspended for anyone rendered unconscious.
Momentary Freedom (Su) Once per minute as a free or immediate action, a fel'spark may move unhindered for 1 round as per freedom of movement.
Urgent Resurgence (Su) Once per minute as a free or immediate action, a fel'spark may grant one target creature within medium range (100 ft. + 10 ft./level) another attempt to save against an ongoing spell, spell-like ability, or supernatural ability, such as dominate person. If that creature is affected by more than one ongoing magical effect, it chooses one of them to retry the save against. If that creature succeeds on the saving throw gained from this ability, the effect ends immediately. This ability never restores hit points or ability score damage, but it does eliminate any conditions such as shaken, fatigued, or nauseated that were caused by a spell, spell-like ability, or supernatural ability. If a spell, spell-like ability, or supernatural ability doesn’t allow a save (such as power word stun), then this ability won’t help a creature recover from it.

Thursday, July 27, 2017

Grimoire of Fel Sorcery

Still under construction.

The following spells are inspired by the warlock class from World of Warcraft.


CORRUPT SPIRIT
School necromancy
Level sorcerer/wizard 2, witch 2
Components V, S
Casting Time 1 swift action
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/level or until discharged (max 10 rounds)
Saving Throw Will negates
Spell Resistance yes

The subject's own spirit attacks it. Each round starting just before your next turn, this spell deals 1d6 damage to the subject. Only one casting of corrupt spirit can remain active on any one creature at any one time. Whenever a creature is affected by a new casting of this spell, every casting of this spell already active on that creature is discharged. When so discharged, this spell deals 1d4 damage to its subject for each round of its remaining duration in which it had yet to deal damage. Damage dealt by this spell bypasses any hardness the subject may possess.


ENSLAVE FIEND
School enchantment (compulsion) [mind-affecting]
Level sorcerer/wizard 4, summoner/unchained summoner 3, witch 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one evil extraplanar creature
Duration 5 minutes + 1 round/level (D)
Saving Throw Will negates
Spell Resistance yes

As dominate person, except as detailed above. The subject may choose to apply a –2 penalty to any ability check, attack roll, caster level check, concentration check, combat maneuver check or skill check it makes when carrying out your commands.


IMMOLATE
School evocation [fire]
Level sorcerer/wizard 2
Components V, S
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/level or until discharged (max 10 rounds)
Saving Throw Reflex negates
Spell Resistance yes

The subject is engulfed by a pernicious blaze. Each round starting just before your next turn, this spell deals 2d4–1 fire damage to the subject. Only one casting of immolate can remain active on any one creature at any one time. Whenever more than one casting of this spell is active on the same creature, those effects are discharged as a single instantaneous effect. When so discharged, this spell deals 2d3–1 fire damage to its subject for each round of its remaining duration in which it had yet to deal damage. This spell and its effects function normally underwater and cannot be extinguished by non-magical means, but they also cannot ignite or otherwise harm anything beyond the subject itself.


PLANAR ARREST
Level sorcerer/wizard 0, summoner/unchained summoner 0
Range medium (100 ft. + 10 ft./level)
Target one extraplanar creature
Duration 1 round (D)

As imprisonment, except as detailed above. You may only have one planar arrest spell active at any one time. Affecting a subject with a casting of this spell, dispels every other you still have in effect.

While this spell remains active, you may expend up to one charged or occupied spell slot of at least 1st level (anytime free action) to extend this spell's remaining duration by 1 minute per slot level + 1 round per caster level (max +5 per slot level).

Thursday, July 20, 2017

Volume of Variation

The following spells are variations of those previously established.


COURAGEOUS AEGIS
Level cleric/oracle 1, inquisitor 1, paladin 1
Components V or S
Casting Time 1 immediate action
Target one other creature
Duration 1 minute + 1 round/level (D)

As shield other, except as detailed above.


MAGE'S INDISCERNIBLE LOCATION
Level sorcerer/wizard 8
Components V, S
Duration 24 hours + 2 hours/level (D)

As mage's private sanctum, except as detailed above. This spell grants all creatures and objects within its area, the benefits of mind blank or sequester respectively, against all spells and effects that originate from beyond that area.
Mage's indiscernible location can be made permanent with a permanency spell.


MOMENTARY FREEDOM
Level bard 3, cleric/oracle 3, druid 3, inquisitor 3, paladin 3, ranger 3
Components none
Casting Time 1 immediate action
Range personal or close (25 ft. + 5 ft./2 levels)
Target you or one creature
Duration 1 round

As freedom of movement, except as detailed above.


TEMPORAL TIDE
School transmutation [time]
Level bard 4, magus 4, sorcerer/wizard 4, summoner 3, unchained summoner 4
Components V, S
Casting Time 1 standard action
Range personal and close (25 ft. + 5 ft./2 levels)
Targets you and up to one other creature/level, no two of which can be more than 30 ft. apart

Except as detailed above, this spell affects you as haste, and all other targets as haste or slow, as you choose upon casting it. Temporal tide still affects you as normal when used to counter haste or slow.