Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

RPG Superstar 2015

Goth's Freakshow


Suggestions/House Rules/Homebrew


3 people marked this as a favorite.

This is a place for my, and maybe your ideas that fit RAW but they don't allow in other topics here.
For example...

Vampire Unicorn
It loos like a unicorn, but emaciated, and it's horn looks like a rino's tusk. It's tail, mane, and goatee are all black. It's eyes are red.

Name: Vampire Unicorn CR: 7

Type:Undead Terrain: Forrest Climate:Temperate

XP: 3,200

Alignment: CE Size: Large Type(Subtype): Undead Undead(Augmented Beast)

Init: +3 ; Senses dkvsn 60 ft. Low light, scent Perception +10
___________________________________________________________________________ ____________________________________________
Defense

AC 23 Touch 14 Flat footed 20 ;(+3dex,+9natural,-1size;+2 deflection )

Hp 32 ( 4 d 8 + 12 ) Fast healing 5

Fort +7 ,Ref +7 ,Will +6
DA: Channel Resistance+4, DR 10/Magic and Silver;
Immune Undead Traits, Resist Cold 10, Electricity 10
Weaknesses, Vampire Weaknsses

Offense
Powerful charge(Gore,2D8+8)

Speed 60

Melee gore +8(1D8+4),2 holves +4(1D3+2)
Energy Drain, 2 levels once a round.

Space 10 Reach 5feet

Special Attacks, Powerful charge(Gore,2D8+8)

Spell-Like Abilities(CL9th)
At will-detect Good(Free Action),darkness
3/day-Cause light wounds
1/day-cause moderate wounds,Greater Teleport(Within the forrest it once lived in), poison(DC21)

Statistics

Str 24 ,Dex 21 ,Con - ,Int 13 ,Wis 23 ,Cha 28

Base Atk. +4 ;CMB +9 ;CMD 22(26 vs. trip

Feats, Multiattack, Weapon Focus (horn)

Skills Acrobatics +8, Bluff+8, Perception +18, Sense Motive +8, Stealth +16,
Survival +7(+10 in forrests),
Racial Modifiers +3Survival, +4 Stealth

Languages Common and Sylvan

SQ Magical Strike(Magical and Evil) Wild Empathy +17

Ecology Temperate Forrests, Dungeons, Underdark

Environment Forrest(at night of course)

Organization Solitary or family(vampire plus 2-8 spawn)

Treasure Usually none

Special Abilities
Magic circle against good(SU)
Magical Strike (EX) Its gore attack is treated as a magic evil weapon for the purposes of damage
reduction.
Wild Empathy(SU)They retain their wild empathy because they are defending nature in their own way.
When a unicorn dies there is a chance it will rise as a vampire to seek it's revenge. It feeds only on humaniods and domestic animals. It cannot turn it's fellow unicorns unless they are already dead. It can turn other sorts of horses, cows, mules, ect. It cannot take back it's original horn, but
it will seek the one who took it. They may serve as mounts for winter druids or Gnoll rangers.

Phantom Hitchhikers are beings that don't know they are dead, and with the strength of that belief they form an illusionary (sp) body that's 75% real. They hitch rides to their destination with cars, trucks, caravans, or whatever.

"See the hitcher with the sad eyes?
Be ready for a bad surprise.
Give a ride or leave them be.
The murderous ambushers you soon will see!"

If near their remains, they act out their death.
If avenged or given a funeral, they transform into a petitioner.

Taunting Fruit.
This orange colored fruit grows on semi tropical trees.
It has eyes and a mouth that is forever taunting everyone.
It is often grown in glass and wood houses which the fruit calls "Not really greenhouses." Note that it has lots of vitamin C and is a sovern cure for scurvy. It is often juiced or made into tarts. Some like to throw them into dungeon rooms to set off traps and ambushes.
Supposedly, they came in a time machine that crashed and noone could repair.
It's a tiny plant monster. It crawls like a worm, and can roll.
Speed 5, Hits 1D2 +jester or bard levels.


If you check out my Avatar on Facebook, you will see a Dracula Pegataur.
My vampire Unicorn can't turn into a bat. If Dracula is a Prestige class for vampires maybe.


1 person marked this as a favorite.

I'm working on the Oogler.
Ooglers
Also known as Aberrant Eyeballs, Lost Lookers, the Unblinking Ones, or Iris.
This floating eyeball has an iris with a swirling pattern.
Usual power: Charm person beam. Will save or trust thoughts it puts in target’s head.
Name: Tiny Oogler Bud CR: ½
Type: Aberration Terrain: Any air Climate: Not Arctic
XP: 200
Alignment: LE Size: Tiny Type(Subtype): Aberration
Init: +4 ; Senses darkvision 60 ft Perception +4
___________________________________________________________________________ ______________________
Defense
___________________________________________________________________________ ______________________________________________
AC 17 Touch 17 Flat footed 17 ;( 15+size adjustment )
Acid reflex-Any weapon must fort save or take acid damage if it hits the
white of the eye.
Hp 5 ( 1d8 + 1 ) [1D4 if attached]
Fort +0 ,Ref +0 ,Will +2
___________________________________________________________________________ ______________________________________________
Offense
___________________________________________________________________________ ______________________________________________
Speed 30 (Flying only)
Melee Acid touch (1D4)
Space N/A Reach N/A
Spell-Like Abilities: Constant Mage Hand and Fly.
___________________________________________________________________________ ______________________________________________
Statistics
___________________________________________________________________________ ______________________________________________
Str 6 ,Dex 10 ,Con 10 ,Int 18 ,Wis 16 ,Cha 16
Base Atk. +2 ;CMB 0 ;CMD 0
Feats Improved initiative
Skills Fly: 5 Intimidate 5 Knowledge(The Planes): 5 Perception: 5
Stealth 5 Survival 5
Languages Common, undercommon, Dragon, Goblinoid (Can't speak itself)
Telepathic (100 feet)
___________________________________________________________________________ ______________________________________________
Ecology
___________________________________________________________________________ ______________________________________________
Environment any (far realm)
Organization Solitary or gang, usually charmed minions.
Treasure Armor, small tools, special lenses, etc.
___________________________________________________________________________ ______________________________________________
Special Abilities
___________________________________________________________________________ ______________________________________________
Usual power: Charm beam. Will save or trust thoughts it puts in target’s head. Range 50 feet + 10ft per dice. Save DC 15 (14+dice) Will. Works on anything intelligence 1 or higher and not immune.
Internal gas bag. Will drift if unconscious.
Race memory: Will know everything parent knows but may not be able to use everything till they grow larger.
Inflate/Deflate: Can grow or shrink 2 size categories without changing hits or abilities. AC will change as normal.
If attached; All saves are as parent body, Hit points are 1D4, and does not think for itself. Dice dependent things, like eye beam saves and range are as parent body.
If unattached: Usually eats bugs and tries to grow larger.
Name: Oogler-Adult CR:
Type: Aberration Terrain: Any air Climate: Not Arctic
XP:
Alignment: LE Size: M Type(Subtype): Aberration
Init: ; Senses Perception
___________________________________________________________________________ ______________________
Defense
___________________________________________________________________________ ______________________________________________
AC Touch Flat footed ;( )
Hp 40 ( 6d8+6 )
Fort ,Ref ,Will
Offense
___________________________________________________________________________ _________________________________________________________________
Speed
Melee
Space Reach
Spell-Like Abilities
Statistics
Str ,Dex ,Con ,Int ,Wis ,Cha
Base Atk. ;CMB ;CMD
Feats
Skills
Languages
Ecology
Environment
Organization
Treasure
Special Abilities
Usual power: Charm beam. Will save or trust thoughts it puts in target’s head. Range 100 feet. Save DC 15 (14+dice) Will. Works on anything intelligence 1 or higher and not immune.
5 buds, one on; top, lower surface, right side, one left side, and on back. Usually Dispel on right, Scorching ray on back, Sleep on top, Cause wounds on left,
Internal gas bag. Will drift if unconscious.
Race memory: Will know everything parent knows but may not be able to use everything till they grow larger.
Inflate/Deflate: Can grow or shrink 2 size categories without changing hits or abilities. AC will change as normal.
Can regrow buds, dictate eye beam, alignment, etc.
Name: Oogler Rex CR:
Type: Aberration Terrain: Any air Climate: Not Arctic
XP:
Alignment: Size: Type(Subtype):
Init: ; Senses Perception
___________________________________________________________________________ ______________________
Defense
___________________________________________________________________________ ______________________________________________
AC Touch Flat footed ;( )
Hp ( 10d8+10)
Fort ,Ref ,Will
Offense
___________________________________________________________________________ _________________________________________________________________
Speed
Melee
Space Reach
Spell-Like Abilities
Statistics
Str ,Dex ,Con ,Int ,Wis ,Cha
Base Atk. ;CMB ;CMD
Feats
Skills
Languages
Ecology
Environment
Organization
Treasure
Special Abilities
General. All ooglers have internal gas bags and strange ring shaped brains behind their iris.
These strange brains generate their eye beam, their telepathy, their flight, and their mage hand.
The flight and mage hand are both telekinetically based. Aside from the brain and iris the thing is amorphous, allowing it to shrink or blow up like a balloon. This also allows it to instantly repair minor punctures so it won't pop like a balloon unless dead.
Eye powers: Range 50ft + 10ft per dice. Save DC 15 (14+dice)
1: Charm Monster: Will save or trust thoughts it puts in target’s head. Range 100 feet. Save DC 15 (14+dice) Will. It works on anything intelligence 1 or higher and not immune. Duration 1 hour per hit dice, then they get another save.
2: Dispel Ray. Acts as Dispel magic except as noted. Hit dice is caster level for checks. It dispels one magical effect for each 2 levels
3: Sleep Ray: Hit dice is maximum hit dice affected by sleep.
4: Cause wounds beam: (1D8 per 2 dice) + 1per level damage. Heals undead.
5: Scorching ray: 1D6 per hit die. Spell resistance, yes
6: Lightning beam: 1D6 per hit dice ref save for half. No spell resistance.
7: Freeze ray: 1D6 per hit dice ref save for half.
8:Vibro ray: 1D6 per hit dice ref. save for half. Failed save includes deafness for 1D6 minutes.
It's getting harder as I progress. Any help would be appreciated.
I could increase natural armor as it gets bigger, but its rubbery.
Should I give the central eye a cone shaped ray? Would that be a monster feat?


Order Loving Geometric Golems
These things that reside in the plane of pure law are made of an unfamiliar alloy. They come in several forms.
Type I Sphere
Type II 4 sided pyramid
Type III Cube
Type IV 8 sided spindle
Type V 10 sider triangle formed
Type VI 12 sided pentigon formed
Type VII 20 sided triangle formed
Type VIII 30 sider (very rare)
Type IX The unique godlike 100 sider.
They all have spirits of purest lawful neutral ancored inside of their hull by a soul symbol. Their eyes(1 per roman numeral) can be closed and their limbs can be retracted (2 arms and 2 legs seemed practicle) allowing them to roll for charges and running speed.
Thus a OLGG Sphere is size M and can slam for 2D6 with at least a 10 start. It might have 4D8 before class levels.


The Were-Cephlapoid
New details.
It has telepahic powers. If it succeds in reading thoughts, charming, or dominating, the target must fort save to avoid contracting the disease. An infected Were Cephlapoid can only read thoughts, and the DC is just 15. A born Were-Cephlapoid would have a DC of 20.
They have a beak instead of a mouth(1-4 damage and it attaches) as well as tenticles(4 for infected, 6 for full born) around the beak that also attach.


NPC classes such as warriors will be supplanted by Lycantrophy. Thus an infected Were Cephlapoid will normally be a 2 dice creature, DA 5/silver.


Order Loving Geometric Golems are outsiders, and will regenerate if summoned and killed. Even if truly destroyed, their replacement will be hard to tell from the original.


Bump


1 person marked this as a favorite.

Necro Knight
A knight in field plate stands by the door. He moves stiffly as he brings his spear to bear. He speaks in a metallic rasp. "Welcome to your last encounter, as mere humans!" The door opens and 6 more of whatever "He" is march out.
CR 8
N Medium Construct
Init -1 Senses Lowlight vision and undead lifesense. Perception +0
Defense
AC 29, touch 8, flatfooted 29(-1 dex, +20 natural)
HP 80(9D10+38)
Fort +4, Ref +1, Will +4
DR 10/adamantine; Immune construct traits, magic
Offense
Speed 20 ft
Melee 2 slams +14(2D8+6) or weapon
Space 5ft reach 5ft
Special attack: Crushing grapple
Str:22, Dex 7, Con nil, Int usually 10, Wis usually 10, Cha 0
Base attack 10,
Languages: Common (Plus any bonus languages)
Organization solitary or up to 6(squad)
Treasure: Usable only.
Special abilities
Special berserk: 1% cumulative chance it becomes permanently uncontrolled. It will use the special ritual to make more of its kind from corpses and armor. Anything, magical or otherwise, that involves emotion, will make it uncontrolled, as will electrical attacks.
Crushing Grapple: By crushing the windpipe or other bones of a foe it does double and a half the damage of a slam and crits on 19-20.
Immunity to magic: Any spell that allows spell resistance will have no effect, except electrical and emotion based magic. Electrical hastes the creature for 2D6 rounds while emotion based effects slow it for a like amount of time.
Construction: 50% of a corpse and a suit of armor are combined using wires, chains, gears, and other machinery. A special ritual requiring 5,000 gp. in materials has an effect combining animate dead and animate object. If successful the thing retains all its character levels and all mental abilities not dependent on emotions(no rage). Failure produces a standard creature already berserk. Using my ritual system, the chance of success is knowledge engineering + the heal skill + craft arms and armor. The DC is 30.


Pre-petitioners
and I would also like a separate land of the dead. It’s an overlap of the astral, ethereal, and shadow. Where the Pre-petitioners try to figure out if they will head for the outer planes or fight to the prime and become undead. With them are shadowy versions of all the people, places, and objects they interacted with, causing haunts in the prime material.
Basicly, they are enough like they were, that they might not be aware of their death. Other Pre-petitioners or outer planer creatures, might wake them up and help them adjust.
I'm going to develop the prestige classes here. If someone practices being a poltergeist for 5 levels before his buds can wish him back, he'll have those levels.


so, when is this poltergeist stuff coming? it is something I am intrigued by.


Poltergeist
Prestige class. Must be a spirit to start.
Role. They can lift and move objects in both worlds with their mind. The objects must be familiar to the poltergeist, be in a place, or near a person they know.
Alignment: Any
Hit Dice: d6
Class Skills: Bluff(Cha), Fly(Dex), Intimidate(Cha), Knowledge(Arcana)(Int), Knowledge(Planes)(Int), Spellcraft(Int), and Use Magic Device(Cha)
Skill Ranks per level: 3+Int modifier.
Class Features
Weapon and armor proficiency: Must be something they handled extensively while alive. Even if they never used it during life they could make the item dance.
Spells-SA: Same as a sorcerer with telekinesis as their bloodline.
See page 72, Core Rulebook, Table 3-14 Sorcerer, and 3-15: Sorcerer Spells Known. Most of the spells are effective only in the Land of the Dead.
Spirit vision. All prepetitioners can see everything in the area of a haunt as long as they are with the object in the Land of the Dead. Everything else in the living game world will look ghostly.


Reaper
Prestige class. Must be a spirit to start.
Role. They can return to life, but only to collect people who should be dead. 10 kills and they get to bring back one person. It can be themselves, or someone else. Like Specter, from DC comics.
Alignment: Not chaotic, but they may change when the offer is made.
Hit Dice: D8
Level 1: Death Touch(constantly on, Dc 10+Cha bonus + level or hit dice), Patron(Outsider with death portfolio), Astral Cloak, Death Scythe(Cold iron weapon that Death touches on a crit)
Level 2: Extra combat feat. Death Scythe becomes +1 to hit and damage.
Level 3: Extra combat feat. Death Scythe becomes +2 to hit and damage.
Level 4: Extra combat feat. Death Scythe becomes +3 to hit and damage.
Level 5: Extra combat feat. Death Scythe becomes +4 to hit and damage.
Level 6: Extra combat feat. Death Scythe becomes +5 to hit and damage.
Patron: Could be a high level angel of death, Inevitable, or Prince of Hell. If the reaper has any spell caster levels, they can teach them any spells from the necromancy school or domain spells from death, law, or the other alignment axis.
Astral Cloak: It allows the wearer to travel to the game world, persist there, and come back. If they hand it to anyone they snap back to the land of the dead, but anyone who wears it can travel to the Land of the Dead, similarly. Snapping back causes one round stunning like Dimension Door.
When they achieve life, they can still turn into their Reaper form when necessary.


While wearing the Astral Cloak, all attacks are ghost touch.

Combat Feat-Rip the soul.
Someone with the ghost touch quality on any kind of weapon can (on a crit)reach into a spirit, grab or spear the divine inspiration, and pull it out. Once it's removed, it goes back to the gods, and the spirit is destroyed. The shreds can become part of an Illip or something, but only a True Res. or the open grave ritual has a chance of bringing the personality back together.
Prereqs. Ghost touch and it only works on an intangible spirit, on a crit. Gassious form is vulnerable too.
Normal. Ghosts keep coming back till their issues are resolved, normally.

Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder RPG / Suggestions/House Rules/Homebrew / Goth's Freakshow All Messageboards

Want to post a reply? Sign in.

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.