Showing posts with label homebrew. Show all posts
Showing posts with label homebrew. Show all posts

Saturday, November 5, 2011

31 new house rules

So the main question is "Where the hell have I been". Well actually....I've been at college, so yeah. But in terms of writing, I've actually been doing alot. Just instead of writing here, I've been working on my Obsidian Portal account (Imperial Dreams) playing around with alternate rules and systems. The reason why I haven't posted any of that stuff here is because I haven't finished playtesting or working out the glitches, so all of the stuff up their are prototypes, (though feel free to look around if you wish). So I don't want to post anything until I understand the system myself. However, these are some houserules my D&D group came up with in order to improve combat, so I wanted to know what you guys think. I am currently using all of them (and they are all stolen thank you very much) but I am still open to changes

I am trying to make combat in D&D more intensive. By intensive I mean
A) Takes other factions into account, like bleeding, fatigue, wounds, exhaustion, armor, weapon styles, shields ect
B) Making Combat far more scary, so that casual combat more interesting and everybody has to be careful
C) Greater variety

So just a collection of rules before I move on

1) Hit points still exist, I don’t want to get ride of that. However the way they work I might tinker with
2) Combat challenges from Iron Heroes, Ie additional benefits you can apply to an attack in return for a decrease in your defensive abilities. For example, an attack that will knock a weapon out of their hand, or force them into a certain area are both examples of this style, however in return you take a penalty on defense. The range of the benefits and the penalties depend upon what class you are, martial usually have far better benefits.
3) Stunts are ways of incorporating skill bonuses into combat, normally as a way to make up for being mechanically outmatched. I haven’t figured it out yet, but something like pushing over a barrel in order to jump off of it to make an attack. They add bonuses to your actions depending on you skill points
4) Defense class is how well you can deflect or parry blows, which is determined by your class, your level, your Strength bonus, as well as your weapon and shield. Armor does not give you a defense bonus. If somebody attacks you but you succeed your defense check, then you simply can avoid any damage, but your actions next turn will be limited, depending on the weapon used and what you blocked with. For example, if the fighter armed with a short sword is attacked by an orc great axe, he is able to block the axe, but in the process is knocked backwards and losses his sword. however if he had a shield, he would keep his weapon, stand his ground and take no damage, but he would still have his movement next turn limited. Defense bonus isn’t applied if you are taken by suprise or without your equipment
5) Dodge bonus is a way of avoiding attacks all together, and is depended upon your dexterity. This does not scale with level, with the exception of a few classes, and if you succeed a dodge check, the attack simply doesn’t hit you. However it is very hard for characters get very high dodge bonuses, with the exception of classes like Rogue or Ninja who are hard to hit. You loose this bonus. Again, this is taken away if you are under attack.
6) Wounds- Certain weapons, certain class abilities, or certain attacks that inflict over a certain hit point limit can inflict injuries upon a foe. These are minor negative status effects that linger after combat, much like the injuries in Dragon Age/Dragon Age II. The wound is randomly chosen, so they can vary from midly annoying (a 2 to spell caster for a fighter is worthless), to inconvenient (a -1/4 speed for a caster) to frustrating (a -2 to all attack bonuses for a Ranger). Special healing spells can deal with these after battle. You can get multiple injuries during combat, but rarely on a single attack (unless you are up against a Warrior), and certain martial classes can either increase their chances of scoring the attack, or decrease their chances of being effected by an injury. A dodge is decreased by how heavy your armor is, or if you are using a shield ect.
7) Pain
Certain weapons or attacks can inflict pain damage, which is a seperate stat. Each class has a certain “pain tolerance” which is determined by their race, class, constitution, and level. A martial class can choose to reduce the damage of their attack (IE how many hit points are taken away) in return for inflicting more pain. Pain inhibits all physical stats, as well as all stats involving concentration, making casting hard. However pain doesn’t normally get inflicted easily without special class abilities/luck/feats/weapons. If a character suffers too much pain, they can go down fairly easily.
8) Armor class- An attack has to be successful in order to even do damage. Otherwise it bounces off as useless. A shield will also help with this
9) Armor as damage reduction. To make this clear, depending upon the armor, armor can provide Defense class, Armor Class, AND damage reduction. A leather jacked will only provide some basic damage reduction, while a set of full plate will provide not only a high armor class, a moderate defense bonus, and moderate damage reduction, it will also provide resistance to injuries, pain deduction, and might even break the enemies blade. Of course, armor is heavy, provides a penalty to stealth/dexterity, and drains far more fatigue.
10) Armor effects- Certain armors will have special effects (discounting magic obviously), for example, helmets will reduce the chance of a critical hit, while full plate might catch a weapon inside the armor, leaving it stuck.
11) Wound points- Getting wounded fucking hurts, and it often does some really nasty as fuck things to your body. Thus in addition to everything else, characters have what are called “Wound points”. this doesn’t measure weather you are alive or not, but instead how long you can last before your body starts falling apart on you. You have as many wound points as your Consitution x 2 +Level. Every attack that inflicts actual hit point damage will also reduce a single wound point. As long as you have wound points, you are able to keep on fighting without taking any penalties to combat (unless it is a status effect, like bleeding or injuries). After your wounds run out however, you start bleeding and taking a minus on your defense, attack, and dodge bonuses. These penalties keep building until you have your wound points restored, or you can get some healing, or you die.
12) Vigor points- Vigor represents how health you are, and how well you can avoid being effected by various effects. Vigor (normally) is not determined by equipment, but instead by your class, your Constitution, and your level. If you are hit by an effect, you can give up a certain amount of vigor points to negate that effect. For example, you can give up 5 vigor points instead of losing 5 hit points, or you can give up 5 vigor points to avoid an injury, or you can give up a 10 Vigor points to avoid losing a wound point. Certain weapons however rely upon inflicting vigor points in addition to hit points, such as serrated or barbed weapons. vigor also determines how well you heal naturally. Spells can restore vigor points of course
13) Called shots, you can take a penalties to an attack in order to try to inflict an attack on a specific region, which inflicts wounds on a target, these are very specific attacks that undermine your ability to use that particular body part, for example a wound on your arm might make that arm unusable, or extremely weak, or even cut it off
14) After you are reduced to 0 hit points, you are conscious but have to roll a constitution save if you take any physically strenuous action. After that you go into negative hit points, of which you have -10 + constitution (total), + Level. Essentially you are dying. For the first 10 hit points, you get a chance to roll a very difficult Constitution check in order to stabilize, where you simply stop losing hit points. -10, you only have a 1 in 20 chance of stabilizing, and will bleed out until you pass over your negative hit point limit, where you will die. If you are healed from negative to positive hit points, you are considered crippled, until you can get a powerful healing spell, which is a permanent wound randomly decided, (for example a broken arm). all of these wounds will go way over time, or with the right magic. Certain truly vile weapons or attacks can make it so that you gain extra wounds when you go into negatives, others are even rumored to make it so you only get -10 hit points at best.
15) All raise dead spells have been split into many different spells. The weakest spells will restore the body if the person died within the last ten mins, even then he will be at 1 hit point and extremely fatigued. More powerful spells will work within 1 hour, 1 day, 3 days, a week, or a ten day, or a year. All of these spells have sub specifications, like for example weather he will lose a level, weather he will lose Consitution, weather he needs to be healed first, if the bodies needs to be in good condition, or if he will be restored at 1 hit point. The most powerful spells can bring a guy back from life almost right away, while they are in the middle of combat. True Resurrection is the only spell which will restore them to life after any point in time (provided they didn’t die of old age and the soul can be found), with no level loss, at full hit points, without requiring the body and without any chance of a Resurrection failure. A Resurrection failure is chance that the soul has somehow come back wrong. Regardless, all raise dead effects will change the character’s soulname, for better or for worst.
16) A fatigue system, which is drained when you take certain actions, i have no idea how to implement this, except i want the armor you wear to determine how much you lose
17) Save or die spells for the most part are changed into variable effects, depending on the level of the caster, the target and the spell. True save or die effects are extremely risking and high level, and often allow multiple saves.
18) Certain high level spells, instead of costing XP, instead add an XP debt, which is a certain amount of extra Xp the caster must gain to level up.
19) All healing spells are broken up into a wide variety of healing spells, some of which deal with hit points, vigor points, Wound points, Fatigue, injuries, wounds, or served limbs. Only the most powerful heal all of these effects at once. All healing spells also have chances of failing, or only partially healing the target.
20) A crippling wound happens if a single attack is higher than twice a character’s total con score, which normally results in a servered limb, a missing eye, a cut off ear ect.
21) Magical healing will leave scars if the wound isn’t treated within a day, though specific spells can remove these
22) Certain martial classes can inflict aggravated damage, which are wound over time in a very specific manner. However these are high level abilities, and only open to martial classes. Certain healing spells can get ride of these effects (a wounding effect from the magical item is much easier to fix than these effects)
23) Magic items require a mix between a crafter and a spell caster, both of home have to take time and money to make the item.
24) Armor counts as a proficency skill, which means certain characters can put combat points itno armor to increase its benefits, IE a novice wearing full plate might have lower defense than an expert wearing chainmail.
25) Certain weapons have penetration bonuses which allow them to ignore armor/defense/damage reduction effects. these only apply (normally) against certain kinds of armor, for example a mace vs. a breastplate wouldn’t work as well against chainmail.
26) certain masters have what is called a carapace, which is like DR, except that once the damage needed to over come the Carapace is inflicted, it not longer provides protection, as the defense is essentially broken
27) Weapons speeds are more important and weapon damages is increased, for example a dagger does a 1D6. In addition weapon maneuverability is a far bigger factor
28) Spell casting (mostly) has high casting times, and more chances to screw up
29) Critical strikes are separate from critical hits, in that the former are class specific and inflict injuries, while the latter just inflict massive damage
30) Weapons now have a wide variety of qualities, which have different performances. Masterwork are just the most powerful of the lot
31) Magic items are divided into three types, Trinkets which are other wise normal item with a few magical effects, so a trinket bow which shoots fire is just as likely to break as a normal bow, mage touched items which are like “improved” normal weapons, so they do more damage and have special effects but they break easily and cannot gain special effects. Full fledged enchanted items are unique and powerful, and are almost always extremely difficult to destroy.



From,
EE

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

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

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

Thursday, September 3, 2009

Homebrew stuff

basically, as i am still trying to get back all of my missing documents, i'm relying mostly on home-brews from people. Neoclassic is being awesome by letting me link her stuff, so you might be seeing some of it reposted here. If you want to see all of her stuff, check out her blog, at
http://neoclassicvere.blogspot.com/2009/08/introduction.html
i am following it, her setting is cool, so check it out if you can

Sorry for taking so long, i'm still making lots of stuff. Review on Gladiator, Inglorious Bastards, and Higurahsi (sorry Lord of Rapture lol)
from
EE

FACE OF THE BEAST

this is a Homebrew from NeoClassic, so its not mine. Enjoy :)
From
EE



Those who become Faces of the Beast are surprisingly diverse. Some are simple pyromaniacs, others religious zealots obsessed with the ever-approaching end of this world. A few use fire as a way to seek vengeance on those who have wronged them, and rarer still are those who merely want civilization to end solely for the sake of destruction.

A note on inspiration: I was particularly struck by the mask on the man in the picture, as well as his perilously swinging lamp. The notion of scarred by fire, but having no fear of it and in fact choosing it as a weapon of destruction & revenge, struck me. I admit that it was at this point I remembered "Some men just want to see the world burn" from "The Dark Knight," so that has influenced me some as well, specifically giving this class a more twisted, insane edge.

BECOMING A FACE OF THE BEAST
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Race: Any humanoid
Base Attack Bonus: +7
Base Fortitude Save: +7
Alignment: Any nongood and nonlawful
Special: Must have at least part of one's face, torso, arms, or legs covered in scarring from second or third degree burns

Class Skills
The Face of the Beast's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 2 + Int modifier

Hit Dice: d8

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st
+0
+2
+2
+0
These Scars, Double-Sided Flesh (fire resistance 5)
2nd
+1
+3
+3
+0
Fueling the Flames, Double-Sided Flesh (fire resistance 10)
3rd
+2
+3
+3
+1
Furious Defense, Double-Sided Flesh (fire resistance 15)
4th
+3
+4
+4
+1
Iron Lungs, Pyrotechnics, Double-Sided Flesh (fire resistance 20)
5th
+3
+4
+4
+1
Not One of Us, Touch of Armageddon, Double-Sided Flesh (immunity to fire)

Weapon Proficiencies: A face of the beast gains no new weapon or armor proficiencies.
These Scars: The burns of a face of the beast are an integral part of his identity. They become oddly immune to most healing magic; only a miracle spell or similar can remove them. If the burns are such removed, a face of the beast loses all other class abilities and may no longer gain levels in this class until he gains new, notable, second or third degree burns.
Double-Sided Flesh (Ex): Whenever a face of the beast takes fire damage, he appears to be injured by it as any normal creature would; his flesh turns red, blisters, and bubbles. However, he only feels mild discomfort and takes less damage than normal creatures despite this appearance. At first level, he gains fire resistance five, which increases by five each subsequent level. At fifth level, a face of the beast becomes immune to fire.
Unlike most individuals, when a face of the beast receives magical healing, his flesh does not appear fully healed. Scars from combat wounds are generally light and nearly unnoticeable, but any burns from fire or acid leave a distinct scar upon his flesh, no matter how strong the healing magic.
Should a face of the beast be under the influence of shapechange, polymorph, or alter self, he loses this inexplicable property of his own skin and hence does not gain this fire resistance or immunity.
Fueling the Flames (Su): At second level, a face of the beast's connection with fire allows him to double the rate of expansion of (but not damage done by each section of) any nonmagical fires within one hundred feet. This can be anything from causing candles to burn down to the wick more quickly to speeding up forest fires. This ability has no effect upon magical fires of any sort.
Furious Defense: Once per day, after an opponent has rolled a successful attack against a face of the beast, the face may choose to use this ability. He adds his Strength bonus to his armor class. If the attack is still successful, he takes damage as usual. If it is not, he takes half of what the damage of a successful attack would've been. Immediately after, however, the face of the beast gets an immediate grapple check against his opponent at a +4 circumstance modifier.
Iron Lungs (Ex): At fourth level, a face of the beast's internal chemistry has grown hardier. He is now able to breathe in smoke or similarly contaminated air without penalty, though he can still suffocate by drowning or in a vacuum. Furthermore, he gains an immunity to inhaled poisons.
Pyrotechnics (Sp): Beginning at fourth level a face of the beast can cast pyrotechnics as a spell-like ability once per day.
Not One of Us: At fifth level, a face of the beast's creature type changes from humanoid to monstrous humanoid. From now on, he is not affected by spells or abilities which affect humanoids only. However, this is disconcerting to most humanoids, so he receives a -2 Diplomacy penalty to all such checks dealing with humanoids. He is granted a +2 profane bonus to Intimidate checks thanks to this change as well. This creature type change, and hence skill penalty & bonus, cannot be reversed unless the face of the beast loses his scars (see These Scars)
Touch of Armageddon (Su): Upon reaching fifth level, a face of the beast channels a connection to supernatural fiery and destructive energies. When casting a spell or using a weapon that does at least 1d6 of fire damage, he automatically adds another 1d6 fire damage. For chaotic weapons or spells that deal at least 1d6 variable damage, he instead adds 1d4 fire damage. These two effects can stack with each other but not upon themselves (a fiery weapon only get +1d6 fire damage, no matter how many magical fire properties it has, but a chaotic flaming weapon would deal 1d6+d4 additional fire damage).

PLAYING A FACE OF THE BEAST
Despite the fairly uniform reaction that societies tend to display towards faces of the beast (see below), these individuals tend to vary greatly in motivation, means, and philosophy.
Combat: Due to their class abilities and affinity with fire, it's rare to find a Face of the Beast who doesn't use a flaming or flaming burst weapon, though the particular weapon tends to be a matter of personal preference. Most members of this class are fearless, and tend to favor very direct, offensive combat. However, those who practiced a different combat style previous to entering the class may still retain that, so some Faces of the Beast do use ranged combat or stealthy/hit-and-run tactics. When possible, many choose to fight near or even inside of buildings or wilderness that's on fire, with their Iron Lungs allowing them to ignore any penalties from smoke and intimidating opponents with carefully timed Fueling the Flames.

FACE OF THE BEAST IN THE WORLD
There was no reason to it. One madman in the night, and the whole town of petrified trees, that little gem nestled away in the heart of the elven queendom, now lies charred and dead. - Anonymous traveler and witness of the destruction of Ille Nievere

Civilization has always appreciated fire but likewise realized its destructive capacity must be kept in check. At most, fire is to be used against one's opponents in war; otherwise it belongs solely in the hearth or the midsummer bonfire.
A face of the beast who is recognized as such is usually seen with prominent burns- yet holding a torch or other flaming item. As such, the association between this class and dangerously careless use of fire became widespread, leading to a great deal of distrust and outright hatred of faces of the beast in civilized and frontier regions alike.
Daily Life: It is rare for a face of the beast to choose a sedentary life. They are best suited to wandering, more often alone than not. Their skills at combat allow them to hunt for their own food and fend for thesmselves just fine.
Notables: Allegra (see below) is a good example of how an individual from a fairly ordinary life might end up as a Face of the Beast, but her power is petty in comparison with many who've walked the earth. The Trickster (Rogue 11 / Fighter 4 / Face of the Beast 5) has burned entire cities to the ground with just a bit of patience and the right knowledge of flammable substances. Mielle, a fallen paladin, recognized after her prolongued and near-fatal submersion in acid that she'd been vain, and dedicated herself to destroying the distraction of beauty in all its forms.
Organizations: There are no particular organizations dedicated to Faces of the Beast, since many (if not most) prefer to work alone. However, fire-centric or destruction-based faiths may have one or more Faces of the Beast active in their ranks.

NPC Reaction
NPCs, particularly authorities or those who live in flammable buildings, are likely to react in an unfriendly, if not hostile, manner towards faces of the beast. At best, a face of the beast might be viewed as a useful tool for a dangerous mission which the NPC doesn't want to have to do themself. At worst, they may be attacked upon sight, particularly if there have been any local arsons lately- regardless of whether this particular face of the beast (or any members of their class) were actually involved.

FACE OF THE BEAST IN THE GAME
Face of the Beast is a uniquely flavored but highly adaptable class, with a potential niche or role in nearly any campaign setting.
Adaptation: In your setting, you might decide that Faces of the Beast are in fact members of an evil, fire-centric cult, seeking to make everyone fear and respect the power of flame and its destruction. Alternatively, it might be useful for an odd villian or chaotic neutral pyromaniac, giving some unique powers to an individual with an unusual past shaped, at least in part, by their burns.
For a spellcasting version of this class, only a few adjustments are needed. Drop the HD to d6, change the good save to Will, and move the BAB to that of a Sorcerer. Remove Furious Defense. Add +1 spellcasting level for each level other than the first, and you now have a Face of the Beast variant perfect for a fire mage or destruction-focused divine caster!
Encounters: The PCs might discover a Face of the Beast at the heart of an apocalyptic cult, or perhaps as the high priest's henchmen, stirring up worry or even paranoia in common folk and nobles alike. Alternatively, one might be found as a stand-alone prophet of doom, prone to fits of destruction but at other times remarkably lucid and speaking eloquently of the civilization's inevitable fall through fire. Against an evil empire, either an icy northern one or a flammable agrarian one, PCs may instead find themselves wary but awed by a Face of the Beast fighting for freedom, or at least change.

Sample Encounter
Not all Faces of the Beast are malicious, dangerous folks; some could as easily be allies against a common threat as they could be enemies. It's up to the DM's decision of how to design the NPC's encounter with the PCs as well as the PCs' choice of how to interact with the particular Face of the Beast.
EL 11: Allegra was a tough-as-nails bodyguard for most of her life. Someone carelessly (or maliciously) dumped a cauldron of hot oil on her client as he walked through a narrow street. While she was able to push his out of the way in time, so that he only received minor burns, Allegra was severely injured, cosmetically and otherwise.

Previously, Allegra had never cared too much about her appearance, but her new scars were severe enough that she couldn't help but obssess over them. Resigning from her position, she sought to adventure independently, currently heading to a southern volcanic region, and warn others of the dangers - and power - of fire along the way.

Allegra
Female human barbarian 10 / face of the beast 1
TN medium humanoid (human)
Init +8, Senses: Listen +14, Spot +1
Languages Common
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AC 18, touch 18, flat-footed 18 (14 if immobilized)
hp 75 (11 HD)
Fort +12, Ref +9, Will +4
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Speed 40 ft. (8 squares)
Melee +1 flaming greatsword +14/+9 (2d6+3 plus 1d6 fire, 19-20/x2)
Base Atk +10/+5, Grp +12
Atk Options Rage 3/day
Combat Gear necklace of fireballs (type II), potion of cure moderate wounds
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Abilities Str 17 (15), Dex 18 (16), Con 16, Int 8, Wis 13, Cha 11
SQ Double-Sided Flesh (fire resistance 5), literate, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +3, Damage Reduction 2, These Scars
Feats Improved Initiative, Blind Fight, Combat Reflexes, Weapon Focus (Greatsword), Power Attack
Skills Intimidate +14, Jump +13, Listen +14, Survival +15
Possessions combat gear plus +1 flaming greatsword, +1 studded leather armor, boots of dexterity +2, gauntlets of ogre power, everburning torch, 23 gp

Tuesday, August 25, 2009

Very small alignment Homebrew


nitpick homebrews for the win


Basically, since I have pretty much lost all of my documents, I’m just going to post on of the few I’ve manage to recover, a minor alignment homebrew. Basically, when the player makes his/her character, the player will choose the character’s alignment. However, the DM will be the one who knows the Alignment, and keeps track of the character’s real moral positioning. However, with the exception of characters who’s powers rely upon there alignment, paladins and druids for example, the character’s aren’t aware of there real alignment unless they have a magical item. Thus, a good ranger who murders innocents for food doesn’t suddenly get warned he is evil, because nobody has something that convenient. So the DM is the only one who knows the PC’s alignment, unless the PCs have magic (or are a special class), which makes the whole moral element as little more hard to gather for PCs, as it should be. Because unless they are a special class, again Paladin, the line between good and evil can be blurry, which is a good role-playing situation, and it also keeps people from using there good and evil as a sort of “karma meter”, where people can keep track of how many evil actions they can commit before slipping. It’s a minor rule, and I normally would have never posted it if I didn’t literally lose everything else. Enjoy

From

EE

Saturday, August 8, 2009

Vulpine fluff, unedited for now

Right, Tempest Fanatic was promised that I’d write some fluff for his race, the Vulpines, and so finally I’m going to actually write up there back ground.  Now I wanted to base them on the Volsci people of pre Roman Italy, but there is very little known about there culture and customs, so I just made up a lot of the details. The Volsci were a nearby tribe who constantly harassed the Roman when they are a small regional power.  So I am using what elements of there culture I could find (if anybody has any good sites about them, let me know) and make the rest up.  Bear in mind, this is the Vulpine’s in my game, where they are trapped between a rather hard savaged land, and a powerful expansionist empire.  Also based it off the fox perception in tales, and the expression “A fox many know many little things, a hedgehog will know one big thing”


            The Vulpines are a hill tribe, but unlike most, they are not nomadic.  Instead, their civilization is a stationary one, with large communities being set up when they can.   However they are often mistaken for nomadic, because they are forced to wander in order to find good land to set up their communities.  Thus small bands of Vulpines are often found moving through their hills or swamps in order to find a suitable place to build.  More confusion is caused due to the nature of their villages.  With the exception of their grand temples, all of the houses are not build out of stone, but are instead tents, or made of wood, or even tree houses, as the Vulpines make a conscious effort to not disturb the environment around them, and try their level best to avoid conflict.  The society is highly communal, with the entire society dedicated to helping each other out, but there is a strong society hierarchy within the community, based very much around how much attention an individual can gain himself.  While officially, there are only three social levels within society, Druid, Warrior, and Citizen respectfully (some societies keep slaves, through only the richest and most decedent, as slaves can’t be obtain in a large enough number to be used for anything other than showing off wealth), in reality, a Vulpine’s position is assured not by their birth or position so much as their ability to call attention to themselves.  Vulpine society is a constant popularity fight, as every indivisual tires to draw attention to themselves in order to make a splash and establish themselves in society, as truly popular Vulpines are able to direct and take charge of the community and act with impunity.  A Vulpin who has establish himself as a social kingpin can decide when the society moves, goes to war, or makes treaties, simply by “suggesting” a certain idea, which there many friends and partitions will take up the cause until it becomes reality.  The only counter to these cults of personality are the Druids, who’s word is law and can at any time override any “community decision”.  Only the most daring and influence Vulpin will challenge a Druid’s veto, and those that do will often find themselves in trouble, often finding their lands stormed upon, their animals rowdy, or, in some of the more shadowy communities, simply “disappear”.


            Vulpines are thus constantly trying to draw attention to themselves and make a splash in their communities.  Great care is taken by ambitious Vulpines to try to attract as much attention as possible to their every action in order to advance up the social ladder, however Vulpines at the top will in turn take great care to try to nip any possible threats in the bud and will try their best to limit the acclaim of lesser Vulpines, often trying to arrange a way to steal other’s credit entirely. In short, Vulpine society is a constant popularity contest, as each individual tries to stay in the public eye so as to increase there personal prestige.  Thus, the Vulpine views on art, writing, poetry, and philosophy are dictated more on how they get attention of the public and keep it.  Thus, a young wealthy Vulpines will learn to play music, and will show off his talents at a party, but most will not learn professionally, nor bother with pieces that are too obscure or complicated to bring positive acclaim, but will instead learn simply for the ability to show off that they are talented.  Singers and poets will produce based on what will get the crowds attention and, if the community is wealthy enough to have a music industry, money.  Dancing is never pursued as an art form, merely as a way to make an impression.  The average Vulpine will know plenty of tidbits about various interesting facts but will mostly focus upon showing off before anything else.  However, Vulpines’ aren’t necessarily shallow, for all of there pretensions, they are a vibrant people, but the view social class as an elaborate game to be played rather than real interactions, (Vulpines are much more honest with the nuclear family), but they find this “game” endlessly amusing, through, unlike humans, Vulpines don’t take it as seriously, as the real details of the community are taken care of by the druids.


 In order to keep this society actually functional, most of the “real” responsibility within the community is given to the warrior and druid class.  The warrior “class” isn’t just any Vulpline who can fight, which is most of the population, but instead professionally trained Vulpine who’s are committed to making sure that the society actually works, and maintaining the order.  Technically speaking, professional warriors, called shield maidens, as they are all female, are apart from the elaborate social structure of the Vulpines, through they have no official authority apart from that granted to them by the Druids, in reality, they act as enforcers of the Druid’s will.  The real masters of the society, through they would prefer not to have to deal with the political intrigues are the Druid/priests, who manage the great temples and try to keep the Vulpine race focused upon the importance of nature worship.  And for all of their foolishness, the Vulpines are deeply committed to the worship of nature, through rumors exist of Vulpines settlements that have departed the worship of nature and have embraced a fully decedent society, through other speak of society where the druids have taken a more active role in controlling society, often mentioned along with rumors of human sacrifice and cruel rites.  The Druids generally however, work to keep the society in check, and all major decisions will need their support, but otherwise focus mostly upon their religion and trying to help maintain the society. 


Due to their urban nature, Vulpines are somewhat reluctantly accepted, earning a well-earned reputation as charmers, as well as tricksters.  But Vulpines do generally attempt to stay on good terms with those who live near by, but they are perfectly willing to fight to protect their land, surrounded as they are by hostile forces.  However, Vulpines are know to try to nip off chunks of enemy land that they use for building community and farming, as their own lands tend to be hard places to set up farms.  Vulpines dislike straight out war with any fraction, preferring instead to raid and harass larger border nations, and will often unite with other fractions when they do go to war.  For example, if a neighboring human kingdom comes into conflict with a Vulpine tribe, the local tribe will send diplomats to all of the local groups in the area to try to pit them against their enemy before attacking themselves.  Vulpines prefer to attack nations who are already weak and struggling, as their small populations and generally peaceful life style mean they aren’t disposed to straight fight with well-organized foes.  However they are dangerous threat if riled and Vulpine raiders can be a plague upon a society for decades if they aren’t stopped.  Vulpines prefer not to go to war against foes who haven’t actually wronged them, or are generally good societies, but if they feel that the community has offended them or mistreated them, and they will have no compunctions about raiding and harassing the outlying settlements.  The tactics of the Vulpines differ from tribe to tribe, the mostly Good tribes will reserve their wraith to enemy solders or theft rather than murder or pillaging, the neutral ones will fight those who resist but otherwise leave the native alone, focusing mostly on taking land, and obtaining food, while evil tribes will try to destroy as many communities as possible until their enemy has had enough and tries to come to terms.  As a rule, Vulpines have no interest in excessive cruelty, even the evil ones, and focus instead on “getting the job done”. However, their raiding tactics, coupled with the fact that they have no problem about allying themselves with gnolls or goblins, lead to Vulpines being lumped with he former as nothing more than “demi human pests” to be exterminated, which has led to intense human/Vulpine tensions.  Vulpines do unite with gobliniod races, but in all honesty, they tend to unite with any race if it will help them in times of war, they aren’t particularly prejudice against any non Vulpine.  They refuse to unite with any race that they feel is “disrespecting nature” however, which normally leads to conflict with both humans, and orcs (and occasionally gnomes).  The only race Vulpines seem to generally like better than others are halfings, due to there witty and urban nature, through halfings have commented upon being disturbed by the Vulpines obsession with social standing.  Vulpines hate Kenders, finding them, as one ArchDruid put it “really annoying…just annoying little buggers.”, and will often try to lead them away from their settlements using what-ever means possible.  Otherwise, Vulpines try to stay on good terms with everyone in the area.  

from

EE