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.