Tuesday, March 30, 2010

Positrix Krimm Blackleaf Homebrew Part 4

Medium Outsider (Extraplanar, positive)
HD: 9d8+18 (58 hp)
Initiative: +9
Speed: 30 feet (6 squares) or fly 60 feet (perfect)
Armor Class: 27 (+5 Dex, +8 Natural, +4 Deflection), touch 19, flat-footed 22
Base Attack/Grapple: +9/+11
Attack: Claw +11 melee (1d6+3 plus soul snare) or bite +9 melee (1d6+3 plus soul snare)
Full Attack: 2 Claws +11 melee (1d6+3 plus soul snare) and bite +9 melee (1d6+1 plus soul snare)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of life-stealing, soul snare, spell-like abilities
Special Qualities: Damage Reduction 10/magic, darkvision 60 ft., Fast healing 3, Madness, Positive subtype, resistance to acid 10, cold 10, fire 10, electricity 10, spectral shield, SR 19
Saves: Fort +8, Ref +11, Will +10
Abilities: Str 16, Dex 21, Con 15, Int 10, Wis 9, Cha 18
Skills: Concentration +12, Diplomacy +6, Hide +13, Intimidate +16, Knowledge (the planes) +12, Listen +9, Move Silently +13, Sense Motive +11, Spellcraft +6, Spot +9, Survival +7(+9 on other planes)
Feats: Ability Focus (soul snare), Improved Initiative, Multiattack, Power Attack
Environment: Positive Energy Plane
Organization: Solitary, pair or scourge (3-10)
Challenge Rating: 10
Treasure: None
Alignment: Usually chaotic evil
Advancement: 10-16 HD (medium), 17-23 HD (medium)
Level Adjustment: --

Floating here, in a blinding corona of light is what appears to be a beautiful clothless woman completely snow white in color. Her hair flows as if not affected by gravity and her arms are stretched out as if ready to strike. Her hands are tipped with vicious claws and her mouth is full of white ivory fangs.

Positrixes are a tragic story of a soul somehow subverted to the positive energy plane in death. The souls of the dead wander the plane for ages trying to find a way out, some make it, most don't. Those who don't become positrixes, mad lost souls that roam the Positive Energy Plane looking for a soul to follow into a more appropriate afterlife. They are almost all completely mad, doing all they can to leave the positive energy plane on the backs of other souls no matter the cost.

Positrixes are immune to all the negative effects of the Positive Energy plane.

Despite their female appearance, positrixes are genderless. Positrixes weigh 110 pounds and stand about 5 and a half feet tall. They almost never speak, but they understand common, draconic, celestial and infernal.

COMBAT
Positrixes will always attack with natural weapons unless something else is completely necesarry. If finding themselves in too much danger they fly as far away as possible to regain lost hitpoints and come back to continue their assault on their weakened foe.
Some positrixes will attempt to heal up their enemies as to expose them to the negative effects of their native plane.The positrixes who use this tactic are often the most fearsome of their kind.

Aura of Life-stealing (Su): The positrix is a creature that is both a victem of and parasite to the Positive energy plane, constantly sucking in its energy for itself. Any living creature within 30 feet of a positrix does not gain the fast healing benefit of the Positive Energy plane. This aura does not counteract the excess hitpoints a character may recieve as temporary hitpoints due to healing magic, and they still suffer all the penalties for too many excess hitpoints. Conversely, any undead creature within 30 feet of a positrix takes all the penalties of the plane twofold.
Anyone within the same radius recieve all the damage the positrix takes during a round. For example, Regdar, Tordek and Lidda are all within 30 feet of a positrix. Regdar swings his sword and strikes it, dealing 15 points of damage. Regdar, Tordek, Lidda and the positrix all take this slashing damage.
This aura is represented as a brilliant white corona of light surrounding it, illuminating a 30 foot area around it with bright light, and dim illumination for another 30 feet.

Flight (Su): Positrixes may stop or resume flight as a free action.

Madness (Ex): Positrixes use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A positrix cannot be restored to sanity by any means short of a miracle or wish spell.

Positive subtype: The fast healing granted by major positive-dominant planes does not grant positrixes temporary hp. Spells and effects employing negative energy deal 50% more damage to a positrix on a failed save.

Soul Snare (Su): The madness that drives a positrix to carry on have caused these creatures to evolve a way to accomplish their goal. Whenever a positrix hits with any natural weapon, the victem must succeed on a Will saving throw (DC 20) or take 1d6 Charisma damage. When a creature's Charisma reaches 0, the creatures soul becomes proporty of the positrix, killing the subject and the positrix will attempt to follow the soul to its destined plane. Creatures killed using this ability may still be raised as normal.

Spectral Shield (Su): Due to the positrix's supernatural nature, they radiate powerful magic. They may add their Charisma modifier as a deflection modifier to their Armor Class.

Spell-like Abilities: at will - cure light wounds, light, command; 3/day - Cure Serious wounds, Suggestion; 1/day - Heal. DC's are Charisma based.

Personal comments

Its pretty cool, but i wish it had more fluff. Ah well, it has a use of being a good random encounter for the positive energy plane, and cool idea
from
EE

The Furty Entity, Krimm Blackleaf part 3

"Art belongs to the original artist, of whom I know not the identity." -Krimm
yet again, this wasn't mine, but another cool monster, enjoy it :)


The Fury Entity

Inspired by Malfeas of Exalted fame, the Red Lantern Corps,
H.P. Lovecraft and all those scary bastards in the ocean.

Huge Outsider (Chaos, Extraplanar)
HD: 36d8+615 (777 hp)
Initiative: +15
Speed: 30 ft. (6 squares), fly 60 ft. (perfect), swim 40 ft. (8 squares)
Armor Class: 41 (+7 Dex, -2 size, +28 Natural, -2 rage), touch 15, flat-footed 34
Base Attack/Grapple: +36/+65
Attack: Leg +59 melee (3d6+31+36 red sun nimbus flare) or claw +59 melee (2d6+21+36 red sun nimbus flare)
Full Attack: 8 legs +59 melee (3d6+31+36 red sun nimbus flare) and 2 claws +57 melee (2d6+21+36 red sun nimbus flare)
Space/Reach: 15 ft./15 ft.(30 ft. with legs)
Special Attacks: Aura of madness, breath weapon, burning body, cold fire desolation brand, improved grab, red sun nimbus flare, powerful limbs, spell-like abilities, wrath-stoked bonfire soul
Special Qualities: Alien mind, by agony empowered, by pain reforged, darkvision 60 ft., DR 20/epic and lawful, endless fury, epic madspawn, immunity to cold, fire, disease, exaustion, fatigue, fear, petrification, poison, mind-affecting abilities and transmutation, regeneration 15, resistance to acid, electricity and sonic 20, spell resistance 44, telepathy 1,000 ft., true seeing
Saves: Fort +37, Ref +27, Will +17
Abilities: Str 53, Dex 28, Con 45, Int 24, Wis 1, Cha 36
Skills: Appraise +7(+9 flesh), Autohypnosis +34, Balance +11, Bluff +48, Concentration +56, Craft (flesh) +46, Decipher Script +22, Diplomacy +37, Disguise +25, Hide +31, Intimidate +54, Jump +23, Knowledge (arcana) +32, Knowledge (the planes) +46, Listen +42, Move Silently +39, Psicraft +27, Search +37, Sense Motive +34, Spellcraft +29(+31 to decipher scrolls), Spot +42, Survival -5 (-3 on other planes, -3 while following tracks, -1 following tracks on other planes), Swim +59, Tumble +48, Use Magic Device +21(+23 using scrolls)
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Bull-Rush, Improved Initiative, Multiattack, Power Attackb, Shock Trooper, Toughnessb
Epic Feats: Epic Prowess(x3), Improved Combat Reflexes, Superior Initiative, Terrifying Rage
Environment: The Far Realm
Organization: Solitary
Challenge Rating: 33
Treasure: Half standard; no coins, no art, all horrifying and nonflammable
Alignment: Chaotic neutral
Advancement: 37+ HD (Huge)
Level Adjustment: --

It is at first that you believe you are looking upon a second sun, one composed of searing, red fire. It is soon after that you realize the crimson light before you has the vague shape of both a crab and a human man. The details become apparent when you see several crab-legs sticking from it's black and red flesh, and the razor claws at the ends of it's hands and legs. It's entire body swells with red fire that crackles furiously. It roars louder than one might suspect it should be able to, then belches forth burning hot blood.

The Fury Entity is a terrible and thankfully scarcely known Far-Realm entity of massive power. It has birthed countless myths from the handful of times it has visited the Material plane and unleashed it's burning havoc upon the innocent and weak. These myths are rarely spoken of or even known, for anyone who has truly seen it is not likely to have survived the encounter.
Whatever the Entity has done, the most relevant things it has done are what it is capable in it's rare few moments of lucidity. Many people that are creatures of living rage are subject to being the 'chosen' of this malicious creature. These sorry juggernauts have had their minds shattered so that they might only feel the same endless, directionless hatred and rage the Entity does itself. Being a creature of the Far Realm, the motives it has behind these chosen are one of the greatest mysteries of all existance.

The Fury Entity does not speak coherently, as it's only a garbled fit of hatred and anger. Though the fury that's made it's physical body incapable of speech allows it's hatred to be exposed more coherently through it's screaming, hateful telepathy.

The Fury Entity weighs several dozen tons, far more than it seems it should, due to it's incredibly dense muscles. Despite it's weight, it can keep itself aloft supernaturally without effort.

Like all outsiders, the Fury Entity need only breathe, but can breath air, salt water, fresh water, Far Realm viscera, lava, infrared light and screaming.

COMBAT
The Fury Entity is a creature subject to the one emotion it is capable of feeling. That means it's subject toward lashing out physically, unleashing it's furious power upon anything and everything in it's path. It prefers to use it's many melee attacks, where it is capable of using most of it's natural powers and unleashing terrible irresistible damage, terrible viruses or even instant death. If incapable of reaching it's foes in time, it can use some of it's spell-like abilities to burn anything from afar. Along with physical combat, it also likes to unleash madness with it's Aura of Madness ability.

The Fury Entity's natural weapons and any weapons it wields count as chaotic and epic for the purposes of overcoming damage reduction.

Alien Mind (Ex): The mind of the Entity is a raging inferno of rage and madness, swallowing anyone attempting to access these veritable gates of Hell. Any creature who attempts to read the thoughts of the Entity or otherwise study it's mind must make a Will save with a DC of 39 or suffer the effects of the insanity spell. This is a Charisma-based save.

Aura of Madness (Su): As a free action, the Entity can trigger a 40-foot-radius burst of mental chaos centered on itself. Any creature in the area must succeed on a Will save with a DC of 39. If they fail, they are affected as by the insanity spell. Any creature that successfully saves against this ability cannot be affected by it again for 24 hours. This ability is a mind-affecting compulsion effect. The save DC is Charisma-based.

Breath Weapon (Su): The Entity is capable of ejecting it's own hatred from it's mouth, in the form of it's own caustic, plasmic blood. This breath weapon takes the form of a 60 ft. burning red cone, and deals 20d6 points of untyped damage. Anyone caught inside the cone can make a Reflex save with a DC of 37 for half damage. Once used, this breath weapon cannot be used for another 1d4 rounds. The save DC is Constitution-based.

Burning Body (Ex): The heart and body of the Fury Entity are made of unnaturally hot plasma. Anything flammable the fury entity touches instantly ignites, and anyone grappling the Entity takes an additional 10d6 points of damage. Half this damage is fire damage; the other half results from the sheer hatred and is unaffected by energy resistance or immunity.

By Agony Empowered (Ex): The flesh of the Entity can not be brought down by any mere mortal means, rage fuels and empowers the Entity to a point of the supernatural. It cannot be killed by hit point damage. It remains alive and undisabled at -10 hp and below. Instead, at -10 hp, it takes a -2 penalty to Strength and Dexterity(regardless of it's immunity, granted through By Pain Reforged, see below). For every 10 hp below that it falls, the penalty increases by an additional -2. The penalty lasts until it is healed above -10 hp. It it's Strength or Dexterity fall to 0, it becomes unable to move and falls comatose. While in this comatose state, if it is dealt damage, it must make a Fortitude save with a DC equal to the amount of damage it was dealt, or die.

By Pain Reforged (Ex): The body of the Fury Entity is made almost entirely of it's own hate in physical flesh. It is immune to any penalty or effect based on pain. It has also transcended weaknesses of the flesh, gaining immunity to ability damage, penalty or burn(with the exception of By Agony Empowered, see above) to it's Strength, Dexterity and Constitution scores.

Cold Fire Desolation Brand (Su): The true anger the Entity feels is not always so fast and vicious, sometimes it may linger and fester within his victims. It may forgo 10 points of extra damage from it's Red Sun Nimbus Flare(see below). If it does, that enemy must make a DC 49 Fortitude save or contract demon fever. The disease takes hold immediately, with no incubation time. If it forgoes an additional 5 points of damage, the disease can affect even creatures normally immune to disease, although creatures without a Constitution score can never be affected. The save DC is Strength-based.

Endless Fury (Ex): The Entity feels rage so incredible that it is rage incarnate, the real physical embodiment of the emotion. The Fury Entity is in a constant state of rage, as a 20th level barbarian. The bonuses and penalties accrued through the rage ability are already figured into it's statistics. Unlike a normal rage, the Fury Entity is capable of concentrating just enough to use skills, spells, spell-like abilities and the like if it so desires. It is not capable of exiting it's rage.

Epic Madspawn (Ex): The Entity has a mind that is completely alien, completely insane by mortal standards. It is immune to confusion or insanity-like effects, and are not affected by Wisdom damage, drain, or burn, or by penalties to Wisdom. Additionally, it is immune to being detected by any non-epic divination spells save ones that meant to detect him within normal visual range, such as true seeing or see invisibility.

Improved Grab (Ex): To use this ability, the Fury Entity must hit with at least two leg or claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it can immediately begin to burn the enemy.

Powerful Limbs (Ex): At a molecular level, the muscles of the Fury Entity are many times denser than that of a normal living creature. This makes them more powerful in comparison. The leg attacks of the Entity add one and a half it's Strength modifier to damage instead of only one time(already figured into it's statistics). It also counts it's leg attacks as two-handed weapons for the purposes of the Power Attack feat.

Red Sun Nimbus Flare (Su): The heart of the Entity is an aberrant sun of burning red plasma, and it surges from it's body when it attacks. Every melee attack it makes deals an additional 36 damage. Half this damage is fire damage; the other half results from the sheer hatred and is unaffected by energy resistance or immunity.

Regeneration: The Fury Entity's regeneration can only be overcome by weapons lawful and epic, as well as weapons forged by gods or demigods out of true love for another god or demigod.

True Seeing (Su): As the spell, and constantly active. Caster level 20th.

Wrath-Stoked Bonfire Soul (Su): Feeding upon the cosmic fires raging within it's red-sun heart, the Entity can utterly unmake living foes. Once per round, when it damages an enemy with a melee attack, it may choose to forgo all damage from red sun nimbus flare. If it does, that enemy must make a DC 49 Fortitude save or die. If it dies in this way, its corpse is twisted inside-out and then explodes, destroying the corpse. The save DC is Strength-based.

Spell-like Abilities: at will - confusion, detect thoughts, fireball, greater plane shift, greater teleport, telekinesis, rage, suggestion; 3/day - implosion, imprisonment, meteor swarm. CL 25th, all save-DC's are Charisma-based.

Skills: The Fury Entity has a +8 racial bonus on any swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
The Fury Entity has a +8 racial bonus to Spot and Listen checks, and it may make Intimidate checks to demoralize enemies as a free action once per round.


Personal Comments

This is a really scary monster. Again, Epic monsters who are legitimately scary are kinda hard to pull off, but I like how hard this thing is...well look at it, its a killing machine. It doesn't quite fit in my world, so this is my own personal take on it, where I say it came from the Abyss, so its Chaotic Evil Outsider)

"The Fury Entity"
When humanity was first born, the world was still raw and fresh from creation. While populated by spirits and elementals, they drew their power from creatures nature. All spirits are ultimately mirrors of the world around them, embodying aspects of thoughts or feelings ranging from anger, to love, to nature. As humanity awoke, the spirits were reflections of the raw world, the world of animals and weather. For example, while their were creatures of rage and hatred, but they were embodiments of the rage felt by an angry bear protecting its young or a stage trying to earn a mate, not the deliberate hatred that only humanity is capable of. Anger was just another evolutionary trait, while animal might hate another, it wouldn't let this drive them to go out of their way to hunt down and kill a specific creature. Thus, when humanity came into the world, a new level of anger came into existence. A man killed his brother, jealous of his fathers favoritism, beating his brother to death with a stone. This new crime forced a new generation of spirits emerged, those who drew power from human emotions and the more complicated aspects of human anger, such as rage, hatred, vengeance, racism, wrath. The spirits became strong, as the anger they reflected was the rage of those who had the ability to simply accept love. Their is a vast multitude of creatures who are based after the very human understanding of anger, and this is what makes the Fury Entity so terrifying, as it isn't one of them. The Fury Entity is formed from something more primal than any rage that humanity is capable off. The Fury Entity is raw hatred of the universe itself, the hatred of the cosmos created by every storm, every animal who feels pain, every wild fire that rages out of control. The Fury Entity is not a creature made from anger of humanity, far more senseless and arbitrary than racism or vengeance, it is something that humanity is only able to barely touch upon, the instinctive feeling of disguise felt when seeing the weak, or the revulsion felt for somebody who stutters. The Entity has acceded any human understanding of hatred becoming something something far more alien and terrifying. This very alien nature however, means the entity hardly ever bothers the material plane, content to fester in the lowest level of the Abyss, where while not a demon, it can at least feed off something more powerful than humanity. Every so often however, this creature might break into the Material Realm, where, mortally offended by mortals needs to justify their own dislike, it lashes out, hoping to ruin this mortal feeling of reason. When ever the Fury Entity has been realized, it has destroyed whole populations, before being forced back to the Abyss. It has even appeared in the Blood War once or twice, destroying whole armies on both sides before retreating home, for even the hatred of the demons and devils is too logical for its taste. However the most terrifying aspect of this creature is
Its not alone
from
EE

Saturday, March 27, 2010

Video game Trailer ideas

Right I was watching the Tailors for Dragon Age, and I was disgusted by the EA style anti intellectualism in them. Bioware is famed for their deep plots and good dialogue and well written stories (well not so much Dragon Age, but it still has those elements) and by the tailors you just have a mindless hack and slash, with the implication that there is more in there if you buy the game. I'm playing the game right now and while I like it, it not breaking any boundaries, which is what Bioware is suppose to be for. So I was just thinking of game ads that i would love to make

First
We have a man walking with some weapons over his shoulder, when a bunch of guys appear and we have a typically epic fight with lots of grunting and hitting and blood, with dramatic music, then the camera moves back and we realize that he is a gladiator fighting in a ring, and as the camera moves back we see how small and human he seems. We then go to a pair of senators who are talking about various things in the Roman based city when one of them goes "hey that was awesome" and they make some jokes about how much the fighter must work to get his six pack, then it moves back even more and we see how big the area is, then we move out to see crowds outside the city, trying to get through their daily lives, then we move back even further to see the vast expanse of the city at its whole before the camera moves away

Second
We have typical dramatic music as we see a Roman Legion marching across the field (not real rome, fantasy wold based after one since we will see some magic and stuff) and we see vast hoards of various non roman ethnic groups the idea being that you have the whole barbarian image", and the fight starts. basically exactly like that first blight fight in dragon age orgins where the Blight charge the ruins in a style totally ripping off helms deep. except in this version, we have the Romans do some badass stunts and start to win, and lots of drama, when suddenly we hear "Bloody Sunday) as the fighting goes on and we see the mass of bodies being trampled by the approaching force

Third

Very typical set up, a fight going in a city with badass people running around fighting, with these title going across the screen
"The most innovative RPG ever made"
"Great fun, an great hack and slash for the new system"
"A fine addition to your collection of games"
but the fight is revealed to be more a fight between revolutionaries and nobility, with both sides showing doing bad things and both sides having deserters and people trying to escape, with Zombie playing in the back ground. And the comments change to more
"A shocking display of human ability to indulge in our base instincts"
"A literal cornucopia of large words to try to sound like its intelligent"
"The most innovative game since....we haven't actually had any innovative games before, um....yeah ever?"

Actually DragonAge has gotten me thinking, expect a bunch of articles in between college vists
from
EE

Tuesday, March 9, 2010

The Thought Entity, Krimm Blackleaf gets full credit


Gargantuan Outsider (Extraplanar, Psionic)
HD: 32d8+584 (728 hp)
Initiative: +12
Speed: 30 ft. (6 squares), fly 100 ft. (perfect), swim 80 ft. (16 squares)
Armor Class: 51 (+8 Dex, -4 size, +17 madness, +20 natural), touch 31, flat-footed 43
Base Attack/Grapple: +32/+53
Attack: Mind-hand manipulation +47 (1d8+25) or tentacle +36 (4d6+8)
Full Attack: 15 mind-hand manipulations +47 (1d8+25) and 10 tentacles +36 (4d6+8)
Space/Reach: 20 ft./20 ft.(50 ft. with tentacles, 420 ft. with mind-hand manipulation)
Special Attacks: Aura of madness, manifesting, mind-hand manipulation, spell-like abilities, will-crushing onslaught
Special Qualities: Alien mind, all-around vision, constructive convergence of principles, cosmic transcendence of good and evil, counter-conceptual interposition, darkvision 60 ft., DR 20/epic and lawful, epic madspawn, immunity to acid, cold, petrification, mind-affecting abilities and transmutation, regeneration 15, resistane to elec 20, fire 20, sonic 20, spell resistance 43, telepathy 1,000 ft., true seeing
Saves: Fort +43, Ref +25, Will +12
Abilities: Str 28, Dex 26, Con 43, Int 41, Wis 1, Cha 30
Skills: Appraise +15(+17 living things), Autohypnosis +17, Bluff +30, Concentration +51, Craft (genesis) +50, Diplomacy +47, Disguise +42, Escape Artist +43, Heal +10, Hide +22, Intimidate +47, Jump +11, Knowledge (arcana) +50, Knowledge (history) +50, Knowledge (psionics) +50, Knowledge (the planes) +50, Listen +25, Move Silently +38, Psicraft +62(+64 to address power stones), Search +38, Sense Motive +30, Sleight of Hand +20, Spellcraft +50(+52 to decipher scrolls), Spot +29, Survival +30(+32 on other planes or following tracks, +34 following tracks on other planes), Swim +47, Tumble +38, Use Magic Device +30, Use Psionic Device +45
Feats: Ability Focus(Aura of Madness), Empower Power, Improved Initiative, Improved Toughness, Mind Over Body, Psionic Meditation, Quicken Power
Epic Feats: Epic Manifesting, Epic Skill Focus (Psicraft), Epic Toughness(x2)
Environment: The Far Realm
Organization: Solitary
Challenge Rating: 30
Treasure: Standard, always horrific
Alignment: None
Advancement: 33+ HD (Gargantuan)
Level Adjustment: --

It appears as a dot in the sky several hundred yards above you. Suddenly your mind grasps the 'shape' of the monster, and it is maddening simply to look upon it. Tentacles and eyes swarm about the shapeless core of it. The next instant the ground at your feet is impacted by countless invisible forces, and cloven by countless invisible blades. At the same time, your brain is berated by madness.

The Thought Entity is a scarcely known Far-Realm entity, and said by several scholars of distant and terrible things to be the cause of many a tragic and horrific event. It has been accused of things from nightmares to entire villages and cities to physical destabilization to many parts of almost every plane. If it is the cause of any of these things is yet to be proven, and can only be speculated on. One that is certain is that anyone that has faced it and lived can claim that it is indeed powerful enough to any of these things-that is if they are sane enough to speak.
In truth, whatever horrific occurances the Thought Entity is responsible, there are many more 'chosen' of this entity who cause more havoc than the Entity does alone. These monsters that were once men have their minds shattered and given some of the abilities of the Entity until they are almost as strong as it is. Many of these chosen are sought out randomly with yet to be figured motives. Because it is a Far-Realm entity, it's motives are likely as big a mystery to itself as it is to anyone who seeks them.

The Thought Entity does not speak coherently through the rims of it's tendril-sockets, but it is capable of getting it's communications across through maddening and semi-coherent telepathy.

It weighs only a couple of tons despite it's size, and keeps itself aloft with effortless psychic force. The core of the Entity is nearly eight meters in diameter and it's tentacles are hard to gauge the length of, due to their retractability.

Like all outsiders, the Thought Entity need only breathe, but it can breathe air, salt water, fresh water, Far Realm viscerae, acid, gamma radiation and fear.

COMBAT
The Thought Entity rarely attacks within close range, allowing it's invisble psychic weapons cleave through it's opposition from afar, and usually after using it's greater invisibility spell-like ability. It's mind-hand manipulation is definitely it's main combat tactic, but it is just as likely to use it's psion-powers and most especially it's epic power. If attacking with it's mind-hand manipulation, it never attacks a single enemy one or twice, even if it has the means to attack it over a dozen times. Only if it is pressed will it attack with it's many many psychic weapons, and if an opponant has brought itself within tentacle-range, it will not hesitate to rain blows from it's tentacles upon them, though it despises the use of it's actual body(the tentacles seem to attack, regardless of the Entity's constant psychic protests).

The Thought Entity's natural weapons and any manufactured weapons it wields through mind-hand manipulation are counted as chaotic and epic for the purposes of overcoming damage reduction.

Alien Mind (Ex): The mind(s?) of the Entity is an infinite labyrinth that can swallow even the most powerful mind. Any creature who attempts to read the thoughts of the Entity or otherwise study it's mind must make a Will save with a DC of 36 or suffer the effects of the insanity spell. This is a Charisma-based save.

All-Around Vision (Ex): The Thought Entity's tentacles and core are dotted with alien eyes, providing a +4 racial bonus on Spot and Search checks. The Entity can’t be flanked.

Aura of Madness (Su): As a free action, the Entity can trigger a 40-foot-radius burst of mental chaos centered on itself. Any creature in the area must succeed on a Will save with a DC of 38. If they fail, they are affected as by the insanity spell. Any creature that successfully saves against this ability cannot be affected by it again for 24 hours. This ability is a mind-affecting compulsion effect. The save DC is Charisma-based.

Constructive Convergence of Principles (Su): The pitiful adamant steadfastness of physical law is something far younger than the Thought Entity or the Far Realm, and such things can easily be overcome. The Thought Entity has the ability to treat all planes it is on as being highly morphic. Additionally, at the cost of 10,000 XP, it may create a single living creature with an effective character level of 20th or lower(usually a unique lesser daelkyr) over the course of 24 hours. This creature is not controlled by the Entity, but is considered loyal to it. In the face of any situation though, it may choose for itself. It is capable of creating more than one creature, but each individual creature has another 10,000 XP cost.

Cosmic Transcendence of Good and Evil (Ex): The essence of morality and ethics are so puny and insignificant in the Far Realm that the creatures there don't even acknowledge it's existence in the rest of the Multiverse. The Entity does not have an alignment to speak of. It's not as simple as being of true neutral alignment, but not having an alignment at all.
Additionally, any attacks it makes with it's Mind-Hand Manipulation ability(be it force-weapons or weapons wielded through telekinesis) gain a +2 to attack rolls and +2d6 to damage rolls with creatures with only one neutral alignment component, and a +4 bonus to attack rolls and +4d6 damage to creatures of an extreme alignment.
The Entity, if it should ever attain more feats or class levels need not comply to alignment restrictions, nor similar restrictions when it comes to magic items.

Counter-Conceptual Interposition (Su): Faced with any physical attack, pure chaos can shift in the Entity's favor. It adds a madness bonus equal to it's base Will save modifier to it's Armor Class(already figured into it's statistics block). Three times per encounter as an immediate, it may also reduce the damage it's taken from any source by half.

Epic Madspawn (Ex): The Entity has a mind(or more) that is completely alien, completely insane by mortal standards. It is immune to confusion or insanity-like effects, and are not affected by Wisdom damage, drain, or burn, or by penalties to Wisdom. Additionally, it is immune to being detected by any non-epic divination spells save ones that meant to detect him within normal visual range, such as true seeing or see invisibility.

Mind-Hand Manipulation (Su): The Thought Entity is not a creature that is so crude that it would even desire to use it's physical body in any task, it is after-all, a creature of thought. The Entity can use telekinesis at will as a supernatural ability, with a caster level of 32nd. However, unlike the normal telekinesis spell, the Entity need not concentrate to maintain the effect and can manipulate 3,200 lb.
It can also create weapons of pure, invisible force. This acts as the spiritual weapon spell, and the Entity can only have 15 such weapons active at once.

Regeneration: The Thought Entity's regeneration can only be overcome by weapons that are both lawful and epic, as well as weapons forged by demigods or gods of greater power with the Lawful subtype against the outer-hull of the very heart of Mechanus.

True Seeing (Su): As the spell, and constantly active. Caster level 20th.

Will-Crushing Onslaught (Su): Of course, the Thought Entity is a creature of thought! Mental force is superior to physical force. Whenever the Entity deals damage with it's Mind-Hand Manipulation ability it automatically deals an additional 20 points of force damage.

Manifesting: The Thought Entity manifests powers as though it were a 25th level psion with a discipline in telepathy. It also knows several psychokinesis-discipline powers, despite the restriction. The save DC's are Intelligence-based.

Psion powers known (543 pp, base save DC 25 + power level):
1st - create sound, disable, inertial armor, psionic charm, synethete
2nd - brain lock, ego whip, psionic suggestion, read thoughts
3rd - body adjustment, crisis of breath, energy cone, false sensory input, time hop
4th - control body, death urge, energy ball, psionic dominate
5th - energy current, mind probe, psionic major creation, shatter mind blank
6th - fuse flesh, mass cloud mind, mind switch, psionic contigency
7th - crisis of life, decerebrate, insanity, reddopsi
8th - bend reality, mind seed, psionic telekinetic sphere, recall death, true metabolism
9th - apopsi, psychic chirurgery, reality revision, tornado blast

11th - madness epidemic

The Entity has an effective pool of 32,000 XP it may use for powers or other abilities, such as Constructive Convergence of Principles. It may replenish this pool by killing creatures and acquiring XP, or spending a material-plane-year in the Far Realm.

Spell-Like Abilities: at will - detect thoughts, etherealness, greater invisibility, greater plane shift, greater teleport, mind fog; 3/day - time stop

Skills: The Thought Entity has a +8 racial bonus on any swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
The thought entity is also capable of instances of clarity through the chaos of the Far Realm, allowing it the ability to take 20 on any Psicraft check every 3 rounds.

Epic Manifesting [Epic, Psionic]
You are capable of using great and terrible psychic powers, beyond the scope of lesser manifesters of all sorts.
Prerequisites: Knowledge (psionics) 24 ranks, Psicraft 24 ranks, ability to manifest 9th level powers
Benefits: You gain a number of bonus powers points equal to twice your manifester level, which rises along with an increased manifester level as you progress. Additionally, you are capable of using epic powers. Epic powers are treated just as epic spells(using the feanmerc system) except they use Psicraft instead of Spellcraft and instead of using spell slots, they require a number of power points equal to (power level*2)-1. Instead of using normal spells as seeds, it uses psionic powers that the manifester has access to.
Psions are capable of using epic powers if all the power seeds are of their discipline or are not restricted to a discipline, even if they do not know it but they cannot use an epic power if any of the seeds are of a different discipline unless they know each of the seed-powers that are of another discipline.
Special: This feat can be taken multiple times, each time it's taken after the first the manifester gains an additional number of power points equal to twice their manifester level.
Note: This is a psionic adaptation of my other feat, Improved Spell Capacity.
Madness Epidemic
Telepathy (Compulsion) [Mind-Affecting]
Level: 11th
Psicraft DC: 45
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Single target; see text
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 21

To Develop: 294,000 gp; 9 days; 11,200 XP. Seed: insanity (DC 25). Factors: virulence (ad hoc +20)

A shocking mental force penetrates your mind like a spike of pure madness being driven through your skull. As if the Far Realm itself has invaded you, your mind begins to tear. Even as you drool and babble, flail madly at the closest thing to you or run as fast as you can in a random direction, you feel the madness trying to escape and spread.

This epic power functions just as the insanity power, with one major exception. Once the original target or targets of this power fail their save, they become permanently confused as normal, but can also spread the madness as if it were a disease.
Whenever one of the targets stays within contact with anyone not immune to mind-affecting abilities or insanity by some means must make a save as well, with a DC equal to the one made by the original target minus 2. If the second target also fails, they are also insane and carry this same virulant madness. Spreading it to more targets along that chain reduces the DC by 2 every time. Once the DC becomes 0 or lower the madness can no longer be spread.

Augment: For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.


Personal comments
I was just reading the D&D Elder Evils book, and while i like some of the fluff, i was struck by how lame the elder evils were as challenges, they were more like particularly tough monsters, not ungodly creatures who are the greatest challenge the game has ever seen. So I really like this.... thing, because it seems like it could legitimately single-handedly wipe out a whole world, and could really be the greatest challenge players would ever face. I wish their was more of an effort to establish it as a threat, because its only scary when you look at its stats and realize its a a powerhouse. So more fluff and more detail, but it seems great as sort of the ultimate cosmic horror faced at the end of a game
from
EE

Alice and Boring Land


Now I’m not a huge Lewis Carroll Fan, I loved both books when I read them, but that was when I was like, 10. And I admit to being something of a Tim Burton fan, I liked his early work like Beatle Juice, but his recent stuff turned me off (Charlie and the Chocolate Factory=eww). However, this seems to be his thing, its Alice and Wonderland, total nonsense fantasy, with crazy weirdness about the human subconscious and society, that he could exploit with his own weird artist/nonconformist angle and make something great, so I high expectations. What I didn’t expect was how boring it was. Instead of a surreal world of clever metaphors and a world that challenges my expectations of reality, I got a Fantasy action movie, with this really forced feminist message. Alice goes back to “Underland” in order to escape the most stereotypical view of English society you could imagine, to fall down the 3-D rabbit hole. The problem with this movie is they made it an action movie? Why? This is Tim Burton, he supposedly the nonconformist artistic guy, why was this film so formulaic? The image of Alice in a suit of armor just seems weirdly perverse, its like Calvin and Hobbes not being awesome, its just disturbing. It also departs from the whole idea of the story, I mean, why did this movie have a plot? The plot of Alice was this nonsensical surreal nonsense fantasy, with random stuff happening and lots of logic twists abound. With a plot, the world just seems…small. The Mad Hatter, despite his constant hogging of screen time, was actually less important in this version, because he was just a tool in a cold war, while in the book he was just another random weird creature, like the White Knight or the Duchess. Or the Cheshire Cat who was this sort of omnipresent jerk who was only interested in self amusement, while in the movie he is just a weird player for one side. Why didn’t he just vanish and kill the Red Queen than hang around like a git? This took the insane world, what was mysterious and huge and made it seem small and limited, as everything existed only in the context of this unreasonable war. Also by making this story about Good and Evil seems counterproductive, because in the book it was about law vs. order, as non of the kings and queens were really good or evil, just various levels of insane. By making it good and evil makes it seem simplistic, while in the book she is more like a normal person caught between two natural destructive forces. On that the whole idea was ruined more by the idea of fate, the prophecy was absolutely right and that robs Alice of the all important Free Will. On that, if the story is about standing up for yourself and doing what you want, why does she give in and kill the Jabbywalk (Not Jabbywalky, that’s the name of the poem “Have you slain the Jabbywalk my son”). Beyond that, it was just tedious, they basically repeat the Alice Growing/shrinking scene exactly as it was in the book, but as this is intended to be a sequel then we’ve seen it before, its just redundant. There are no surprises in this film, you can see everything coming from a mile away, and its mostly just waiting for the film to go through the motions you’ve predicted ten mins earlier. Last three points. A) Ok, guys, Queen of Hearts=cards, Red Queen=Chess. You can’t have a card queen fighting a chess queen, it doesn’t make any sense. I mean, I would complain about how in the books the White Queen was an evil sociopath as well and the Red Queen was just cold (oh wait I just did) but this really just boils down to they just didn’t care. They just didn’t care…B)What was the point of Johnny D? His character wasn’t special in any way beyond his just beginning constantly around and showing off, but he didn’t really matter other than the movie blatantly trying to show off their main star more. Hell he wasn’t even that crazy, because he was too logical in the film just weird C) SCREW YOU TIM BURTON. One of the last lines in the movie is “Lets trade with China, nobody has ever thought to do that before” No, screw you, white people have been trading with China since the Roman times, the whole point of our expansion west was “Trade with china” They even mention Hong Kong, then obviously the British have always gotten the Chinese addicted to optimum and are exploiting them for all they are worth. Also feminist message? This is the 1800s, women can’t own ships, she’d be slapped and forced into a marriage, what were you smoking Tim? This is just Tim Burton Masterbating to his own reputation, it’s a waste of everybody’s time and adds nothing. The best word to describe the film is creatively sterile.

The Moiraiut Krimm Blackleaf's homebrew part 1




I made this blog for gaming and i want to get back to that. While Sr. Year is a hard time to take off for homebrew, some of the people i respect most at OOTs have kindly wished to donate their work on the site, to give it a permanent place of residence. All credit of this material goes to Kimm Blackleaf, I did nothing here, through i might add comments on some of these. Enjoy

Medium Construct (Extraplanar, Lawful, Living Construct)
HD: 30d10+300 (465 hp)
Initiative: +12
Speed: 40 ft. (8 squares), fly 80 ft. (average)
Armor Class: 53 (+8 Dex, +25 Natural, +10 Deflection), touch 28, flat-footed 45
Base Attack/Grapple: +22/+34
Attack: Slam +40 melee (1d8+12) or electricity arc +30 ranged touch (10d6 electricity)
Full Attack: Slam +38/+33/+28/+25 melee (1d8+12) and slam +38/+33/+28 (1d8+6) or electricity arc +30 ranged touch (10d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Electricity arc, maneuvers, restabilize, spell-like abilities, swift blows
Special Qualities: Darkvision 60 ft., DR 20/epic and chaos, fateful excellency, force protection, immunity to death effects, electricity, fear, negative levels and sonic, living construct traits, low-light vision, sense fate disturbance, regeneration 10, resistance to acid 10, cold 10, fire 10, spell resistance 35
Saves: Fort +20, Ref +18, Will +17
Abilities: Str 35, Dex 26, Con 31, Int 14, Wis 21, Cha 27
Skills: 132(-100) skill points - Balance +43, Concentration +11, Knowledge (history) +18, Knowledge (the planes) +18, Listen +37, Martial Lore +14, Search +35, Spot +37, Survival +5(+7 on other planes)
Feats: Blade Mediation (Quicksilver Aegis), Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Power Attack, Two-Weapon Fighting
Epic Feats: Dire Charge, Dual Stance Mastery, Empower Maneuver (Quicksilver Aegis), Signature Move (adamant walls of mechanus)
Environment: The Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 25
Treasure: Standard, no coins, no art
Alignment: Always lawful neutral
Advancement: 30-45 HD (medium), 45+ HD (large)
Level Adjustment: --

A steadfast and powerful looking figure suddenly appears before you. It looks as though it might be a well-built human male completely covered in articulated steel armor. Inspecting it further reveals it is in fact composed of the metal, a construct. Glowing cyan eyes pierce the darkness and bore directly into you until a feeling of sheer stability washes over you and undoes the chaos that swarms around you.

The Moiraiut are a unique group of powerful inevitables, a group of which there are only eight members and named by the order in which they were created by numerals in Menta Von. As a feature absolutely unique to natives to Mechanus, and especially to inevitables is that each of these eight moiraiut are uniquely designed. Certainly they have many similar or identical features, but under minor inspection any intelligent creature can tell one from another. This is said to be because each of these inevitables were forged against the hull of the very heart of Mechanus by mechanical gods of Law. In fact, this is true.
The moiraiut are tasked with one simple and extremely difficult thing: to maintain the proper flow of fate and destiny. They go throughout the multiverse to seek those who have marred fate too much and attempt to reverse it, and will not hesitate to dispose of law-breakers who would continue to mangle fate. Their greatest targets are those who have one way or another gone backwards in time to alter their own fate. Whether or not they are capable of it, the moiraiut can sense the attempt easily from anywhere in the Multiverse.

Moiraiut are between five and a half and six and a half feet tall, weigh exactly 600 pounds and speak Common, Menta Von and Celestial.

COMBAT
At the beginning of every combat, or indeed many times before a fight begins, the moiraiut will use it's restabilize ability to negate any potential advantages any transgressors might have. After this, the moiraiut will not hold back from using it's most powerful readied maneuvers through it's slam attacks or make many attacks against many targets with it's slams iterative attacks. Moiraiut are never afraid to use it's spell-like abilities, and indeed it activates it's mind blank spell-like ability at exactly the same time every day.

A moiraiut's natural weapons, as well as any weapons it wields, are treated as lawful-aligned and epic for the purposes of overcoming damage reduction.

Electricity Arc (Su): The moiraiut are capable of generating and focusing a single arc of electricity as a standard action. This is a ranged touch attack that deals 10d6 points of electricity damage, has a critical range of 20 and a critical modifier of x2. This ability can only be used once every three rounds unless the moiraiut would be affected with at least 10 points of electricity damage, if not for it's immunity. This effectively charges the moiraiut's electricity reservoir.

Fateful Excellency (Su): The moiraiut are warriors of fate, keeping it in line but also capable of manipulating it to a degree without breaking it's rules. Once per encounter when it would roll a d20, it may choose to instead not roll, and treat the result as a 20. It is not considered a natural 20. In addition, whenever it rolls a 1 on an attack roll, saving throw, ability check, or skill check, it may reroll it, keeping the result of the reroll even if it is a 1.

Force Protection (Su): The moiraiut are capable of putting up a shield of pure invisible force to protect them from attacks. This shield can be activated and maintained as a swift action, and provides the moiraiut with a Deflection bonus to it's Armor Class equal to it's Constitution modifier(which is figured into it's statistics block). This field also helps protect against magic missile and similar spells, as the shield spell.

Maneuvers: A typical moiraiut is a skilled warrior, following strict regiments of training in martial arts. A moiraiut is capable of using maneuvers and stances as a 20th level warblade. Unlike a warblade, it only knows all the maneuvers and stances of the Quicksilver Aegis discipline and can only have a number of maneuvers readied equal to it's Charisma modifier. It may still only use one stance at a time, as a normal martial adept would.

Regeneration (Ex): Moiraiuts take normal damage from attacks that are both chaotic and epic, as well as spells of the chaos descriptor and epic spells. A moiraiut that loses a piece of it's body regrows it in 3d6 minutes. Holding the severed member against the stump enables it to reattach instantly. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the moiraiut dies.

Restabilize (Su): The moiraiut is a creature capable of something unique to itself, capable of something none other than the forges and gods that created them are. This ability is the ability to align chaos into order, and negate the change someone has imposed upon the Multiverse. As a standard action, the moiraiut instantly emanates a 60 ft. field of law. Each creature within the field that does not have the Lawful subtype must make a Will save(DC 33) for every time they have used wish, limited wish, reality revision or bend reality within the last 8 days. Each failure indicates the undoing of that wish, as if it had never happened, while leaving the flow of fate intact outside of the individual(thus negating any potential paradoxes).
Additionally, it can potentially act as a mordenkainen's disjunction spell but only affecting active spells of the Chaos descriptor or chaotic magic items. This ability has a caster level of 30th.

Sense Fate Disturbance (Su): The moiraiut are created for no other purpose than to set fate back into place, and because of this they were created with a way of sensing when they are needed. Whenever fate is maladjusted, altered or warped unnaturally in any way, the moiraiut is aware of it. This includes things such as time travel, excessive use of wish or reality revision or anything along those lines. This is most useful as a plot device for DM's to use appropriately.

Swift Blows (Ex): The moiraiut are adept at attacking with their own form. The slam attack of the moiraiut is capable of making iterative attacks as though it were a manufactured weapon. It can use it's second slam attack as though it were an off-hand weapon for the purposes of two-weapon fighting. The moiraiut also adds a +6 enhancement bonus to attack rolls made with it's slam attacks.

Spell-like abilities: at will - dictum, greater plane shift, greater scrying, greater teleport, mass hold monster, tongues, true seeing; 3/day - time stop; 1/day - mind blank inevitable

EE's comments
Honestly, i want there to be more inevitables. I've always been a fan of Modrons, and I found the inevitables to be the only part of 3.5 Law creatures that interested me, and its nice that they get more leader castes. In my world they are the inevitable who have to maintain the actual laws of the rules, IE maintaining the actual idea of law. In my world their is more than 8, but in fact more like one thousand, but thats just me :)
Anyways, great job Krimm, thanks alot for everything
From
EE