Saturday, December 2, 2017

Deepygmy Race

A subterranean branch of mankind, deepygmy are physically smaller and tougher than most other humans, with eyesight and pigmentation patterns befitting their underground ancestry. In events predating the terran bronze age by at least a few dozen millennia, prehistoric humans were periodically abducted into slavery and experimentation by extraterrestrials of several kinds and origins. During that time, the infant offspring of captive humans bred and engineered to dwell and work in the depths of many inhospitable, industrialized and metaphysically anomalous worlds, were often traded between those worlds to promote their hardiness and diminish their familial bonds. Under those conditions, that portion of humanity continued to evolve as one race individually and collectively referred to as deepygmy. Eventually, anonymous acts of sabotage and mysterious phenomena aligned to offer the deepygmy enough of an edge to escape and elude their oppressors until they gathered, organized and innovated enough as one people to hold their own and liberate others.
    Deepygmy settlements have since become legion, hidden beneath the surface of several thousand planets and moons scattered throughout the cosmological multiverse. Long in the habit of covertly scouting out and scrying upon new celestial bodies, deepygmy utilize various means of spreading to those they deem suitable. Such means scale up to devices each capable of originating a two-way metaphysical portal with almost any other observed or visited location that isn't properly warded or subjected to adverse metaphysical conditions. Following their arrival to a new and often untamed world, deepygmy are quick to establish a well-warded, concealed and sustainable subterranean settlement with the ability to originate its own portals, steadily expanding the network of their kind.
    Wherever possible, each deepygmy settlement is designed and sometimes altered to preserve and utilize the natural leylines of its host planet or moon. Typically permeated by powerful wards, those settlements include a multitude of secret doors and traps designed to help neutralize nosy intruders. Their underground chambers and corridors usually contain an array of persistent portals, many of which correspond to demiplanes created with environments ideal for laboratories, workshops and farms. Oftentimes, some of those demiplanes are cleared and secured to receive traffic that involves shifting or opening gates through planar veils.
    Depending on available resources, each deepygmy settlement typically sustains any technological demands with energy produced by means including geothermal generators, fusion reactors and even graviton reactors. Commonly enclosed within faraday cages, each settlement employs quantum ansible nodes to facilitate technological communication. To discreetly monitor and study regions within their astrological vicinity, settlements will build a variety of space-faring vessels and scouting probes well equipped for cloaking.
    A vast portion of deepygmy settlements share their host planet or moon 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 unusual company.

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 perfectly in the dark up to 60 feet. (2 RP)

Depth of Diversity: Upon creation, deepygmy characters gain two traits they select from the following list. (4 RP)
  • Inherently Hidden: Those with this trait gain a +2 racial bonus on Stealth checks. As a free or immediate action, each of them can suspend or resume the supernatural equivalent of having cast nondetection on their own self with a permanent duration and an effective caster level equaling their character level.
  • Naturally Psionic: Those with this trait 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.
  • Oddly Resistant: Those with this trait gain a +1 racial bonus on all saving throws.
  • Tech Intuitive: Those with this trait gain Technologist as a bonus feat at 1st level. They can gain other feats listing Technologist as a prerequisite, as if every skill rank prerequisite were reduced by 2, to no less than 1.

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

MUTABLE MANIFESTING (Race or Psionic Trait)
You can adapt one of your manifesting paradigms to match the landscape of your mind.
Prerequisite: Naturally Psionic.
Benefit: Upon acquiring this trait, choose one psionic manifesting class. You can keep any psionic manifesting ability you gain from the chosen class keyed to your highest mental ability score at all times.

TECH SAVVY (Race or Regional Trait)
You are well versed in the technological advancements of your culture.
Prerequisite (Race): Tech Intuitive.
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.

UNIQUELY RESISTANT (Race Trait)
Your kin defy the odds overall while you find more success in doing so selectively.
Prerequisite: Racial bonus on all saving throws.
Benefit: Upon acquiring this trait, choose one type of saving throw: Fort, Ref or Will. You gain a +3 trait bonus on saving throws of the chosen type while a –1 penalty applies to all others you attempt.

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.

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 of fel'fire 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 [evil, fire] effect that functions normally underwater and deals damage normally to incorporeal targets, but cannot start or spread fires.
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 can add a 1d8 base amount of extra fel'fire damage to any melee damage roll it makes. A 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 [evil, fire] effect that functions normally underwater and deals damage normally to incorporeal targets, but cannot start or spread fires.

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).

Friday, August 4, 2017

Fel'fang

Still under construction.

The following fiend is inspired by felhunters and felstalkers from World of Warcraft.

FEL'FANG CR 4
XP 1,200
NE Small outsider (evil, extraplanar, fel'fiend)
Init +2; Senses darkvision 180 ft., low-light vision, see in darkness,
    scent, spellsight, Perception +14

DEFENSE
AC 17, touch 13, flat-footed 15 (+2 Dex, +1 size, +4 natural)
hp 37 (5d10+10); regeneration 1d2–1 (any)
Fort +5, Ref +6, Will +6; +4 vs. disease and poison
DR 5/magic; SR 15; 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 10, cold 10, electricity 10, fire 10, negative energy damage 10,
    psychic energy damage 10, sonic 10
Defensive Abilities cosmic defiance, devour dweomer

OFFENSE
Speed 80 ft., climb 40 ft., swim 60 ft.
Melee bite +9 (2d6+4 plus 1d4 bleed plus trip)
Space 5 ft. (long); Reach 5 ft.
Special Attacks bleed (1d4), cosmic strike, nether lock (DC 16)

STATISTICS
Str 15, Dex 15, Con 15, Int 10, Wis 15, Cha 15
Base Attk +5; CMB +7; CMD 19 (23 vs. trip)
Feats Combat Reflexes, Great Fortitude, Seize the Opportunity
Racial Bonus Feats Ability Focus [nether lock], Conceal Scent,
    Diehard, Endurance, Improved Natural Attack [bite],
    Lurker in Darkness, Mobility, Spring Attack, Weapon Focus [bite]
Skills Acrobatics +8, Bluff +6, Climb +14, Escape Artist +8,
    Knowledge (planes) +4, Perception +14, Sense Motive +10,
    Spellcraft +8, Stealth +14, Survival +10, Swim +14
Racial Modifiers +4 Perception, +4 Sense Motive,
    +4 Survival when tracking by scent
Languages Abyssal, Aklo, Infernal; telepathy 300 ft.
SQ concealed alignment, cosmic tolerance, deft drop, no breath,
    powerful bite, powerful build, swift tracker, 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).
Deft Drop (Ex) A fel'fang in true form may ignore the first 30 feet of any fall when calculating falling damage. When taking no damage from a fall, one does not fall prone.
Devour Dweomer (Su) Once per minute as a free or immediate action, a fel'fang may attempt an effective caster level check to dispel any single ongoing spell or spell-like ability it can perceive with its spellsight as if by greater dispel magic. Doing so successfully heals that fel'fang for hit points equal to the spell level + the caster level of the effect dispelled.
Nether Lock (Su) Once per minute as a free or immediate action, a fel'fang may nullify one target creature within medium range (100 ft. + 10 ft./level) for 1 round (Will negates) as a Charisma-based abjuration effect. For the purpose of this ability, a nullified creature is unable to utilize any function of a spell, spell-like ability, supernatural ability or item that requires casting, concentration, or an activation method other than use-activation.
Powerful Bite (Ex) A fel'fang applies twice its strength bonus to bite damage.
Spellsight (Su) Fel'fangs can see the magical auras of ongoing spells and spell-like abilities within their line of sight out to medium range (100 ft. + 10 ft./level) and freely ascertain the location, identity, function, spell level, caster level and remaining duration of each one. When used to locate the subject of an ongoing effect indirectly, this Charisma-based divination effect does not allow one to overcome any miss chance from concealment that subject may have.

Wednesday, August 2, 2017

Fel'fatale

Still under construction.

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

FEL'FATALE CR 4
XP 1,200
NE Medium outsider (evil, extraplanar, fel'fiend)
Init +3; Senses darkvision 180 ft., low-light vision, see in darkness, Perception +13

DEFENSE
AC 16, touch 16, flat-footed 13 (+3 Dex, +3 deflection)
hp 32 (5d10+5); regeneration 1d2–1 (any)
Fort +4, Ref +7, Will +5; +4 vs. disease and poison
DR 5/magic; SR 15; 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 40 ft., fly 40 ft. (poor), climb 20 ft., swim 30 ft.
Melee +1 netherlash +8/+8 touch (1d8+4 dusk'decay)
Melee 2 slams +8 (1d3)
Space 5 ft.; Reach 5 ft. (15 ft. w/ netherlash)
Spell-like Abilities (CL 6th, concentration +9)
    At will— invisibility (self only)
    1/minute— seduce (DC 16, see below)
Special Attacks cosmic strike, netherlash, rapid lash, sneak attack +3d6

STATISTICS
Str 10, Dex 17, Con 12, Int 13, Wis 13, Cha 17
Base Attk +5; CMB +8; CMD 18
Feats Great Fortitude, Improved Feint, Shadow Strike
Racial Bonus Feats Agile Maneuvers, Combat Casting,
    Conceal Scent, Diehard, Endurance, Lurker in Darkness,
    Weapon Finesse, Weapon Focus [scorpion whip], Whip Mastery
Skills Acrobatics +11, Bluff +11, Climb +12, Escape Artist +8,
    Fly +7, Knowledge (planes) +5, Perception +13, Sense Motive +13,
    Sleight of Hand +7, Spellcraft +9, Stealth +7, Swim +12
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Common, Infernal, Undercommon; telepathy 300 ft.
SQ concealed alignment, cosmic tolerance, gliding wings,
    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).
Netherlash (Su) As a free or immediate action, a fel'fatale may evoke a single netherlash it can hold in one hand without harm. Any netherlash evoked with this ability ends when no longer held by its evoker or its evoker evokes another.
    A netherlash is a supernatural evocation effect and a scorpion whip that gains a +1 enhancement bonus per 4 effective caster levels. Anyone evoking a netherlash may wield it proficiently to deliver melee touch attacks and attempt combat maneuvers. Each netherlash must be evoked to correspond with a size of scorpion whip its evoker can wield in one hand without penalty. A netherlash of medium size deals a 1d8 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 netherlash attack. While not subject to resistance or immunity, dusk'decay damage is considered acid damage.
Rapid Lash (Ex) A fel'fatale may use a whip during a full attack action to make one additional attack at its highest base attack bonus. Doing so imposes a –2 penalty on all attack rolls one makes using that action.
Seduce (Sp) As calm emotions, but only with respect to one humanoid or monstrous humanoid target, 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.
Sneak Attack (Ex) A fel'fatale has a sneak attack identical to a rogue with a class level equaling its racial Hit Dice. This ability stacks with any sneak attack damage one might gain through taking rogue levels.
Unearthly Grace (Su) A fel'fatale adds its Charisma bonus (if any) as a deflection bonus to AC when wearing no armor.

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 19, touch 11, flat-footed 18 (+1 Dex, +8 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 Attacks adaptive arms, cosmic strike

STATISTICS
Str 18, Dex 13, Con 17, Int 13, Wis 12, Cha 17
Base Attk +5; CMB +10; CMD 24
Feats Iron Will, Lightning Reflexes, Seize the Opportunity
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 +9, Bluff +7, Escape Artist +9, Fly +16,
    Intimidate +7, Knowledge (planes) +5, Perception +13,
    Sense Motive +13, Spellcraft +9, Stealth +13, 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 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).
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 +3, 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 (1d2–1)
Ranged +1 soul'star +10/+10 touch (1d6+4 fel'fire)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks cosmic strike, soul'star

STATISTICS
Str 8, Dex 19, Con 10, Int 13, Wis 13, Cha 17
Base Attk +4; CMB +6; CMD 15
Feats Great Fortitude, Run
Racial Bonus Feats Conceal Scent, Diehard, Endurance,
    Lurker in Darkness, Point-Blank Shot, Precise Shot,
    Rapid Shot, Weapon Finesse, Weapon Focus [soul'star]
Skills Acrobatics +11, Bluff +7, 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 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).
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.
Soul'Star (Su) As a free or immediate action, a fel'spark may evoke a single soul'star it can hold between two hands without harm. Any soul'star evoked with this ability ends when no longer held by its evoker or its evoker evokes another.
    A soul'star is a supernatural evocation [fire] effect that functions normally underwater and sheds green light with the brightness of a torch. Such an effect is also a two-handed projectile weapon with a +1 enhancement bonus per 4 effective caster levels. Anyone evoking a soul'star may wield it proficiently to launch ranged touch attacks out to medium range (100 ft. + 10 ft./level) with no range penalty. Each soul'star must be evoked to correspond with a weapon size its evoker can wield with or without penalty. A soul'star of tiny size deals a 1d6 base amount of fel'fire damage. Strength does not apply to such damage. One applies their Charisma modifier to the damage they deal with any soul'star attack. While not subject to resistance or immunity, fel'fire damage is considered fire damage. A soul'star cannot be used to ignite any other fire.
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 spirit turns against itself. 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.


CRIPPLE SPIRIT
School necromancy
Level cleric/oracle 0, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration concentration, up to 1 round/level
Saving Throw Will negates
Spell Resistance yes

This spell staggers its subject by disrupting their spirit. The effect of this spell ends for a subject when their distance from you exceeds this spell's range.


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 1 minute + 1 round/level (D)
Saving Throw Will negates
Spell Resistance yes

As dominate person, except as detailed above. When carrying out your commands, the subject can choose to roll any ability check, attack roll, caster level check, concentration check, combat maneuver check or skill check twice and take the lesser result.


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 can sacrifice up to one prepared spell or unused 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, psychic 1
Casting Time 1 immediate action
Components none
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.


MOVEMENT OF FREEDOM
Level bard 5, cleric/oracle 5, druid 5, inquisitor 5
Components V, S, DF
Targets creatures touched

This spell functions like freedom of movement, except you divide the duration in 10-minute intervals among the creatures touched.


TEMPORAL TIDE
School transmutation
Level bard 4, magus 4, medium 3, occultist 4, psychic 4, sorcerer/wizard 4, spiritualist 4, summoner 3, unchained summoner 4
Casting Time 1 standard action
Components V, S
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.