Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   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

PaizoCon 2013!

Search

Links
Shop
Messageboards

Benedict is Kaaaaaaaaaaaahhhhnn!, by magnuskn

Roy Greenhilt's Lament: Serious issue underlying a comical play session, by Krass Kargoth

Advice on Foreshadowing Events in Later Books Earlier in the AP, by Jason Nelson

Your silicon is in my peanut butter!, by Mavrickindigo

More vehicles. More. More!, by Vamptastic

WIld Shape Questions, by Satchmo

The Snows of Summer (GM Reference), by Neil Spicer

Have you ever walked out on a DM, mid combat?, by Durngrun Stonebreaker

Pathfinder Adventure Path #70: The Frozen Stars (Reign of Winter 4 of 6) (PFRPG), by Odraude

Rise of the Runelords Anniversary Edition Errata, by James Jacobs

Your best of the broken, by Finlanderboy

Xbox one is coming, by Scott Betts

Loading Advanced Firearms, by Xaratherus

Daughers of Urgathoa bother me, by Mavrickindigo

Advanced Firearms and Rapid Reload, by Xaratherus

Online Campaigns

A Song of Ice and...Well, Actually, Just Ice: DM-Phil's Reign of Winter, by Drew Fallowfield

PFS 1.01 -The Devil We Know - Part I - Group Green, by Birgit Birgirssdottir

DM Immortal's Blood Red Roses: A Skull & Shackles Campaign (Gameplay), by Horatio Flynn

GM Tektites PFS First Steps (First Run) Group B, by Kaneka Kasuri

looking for a GM!!, by Gobo Horde

GM Dak - RotRL AE (Group 2) Gameplay, by Darpan Bala Manujyestha

We Be Pirates, You Be Booty! ICThread., by Bjorkus

DM_Kumo Gekkou's Way of the Wicked Gameplay, by Elijah Moore

GM Tektite's PFS #04-19 The Night March of Kalkamedes, by Raul

Tales of Agartha: the Avalon Chronicles, by Vare, the Summoner

PFS 1.01 -The Devil We Know - Part I - Group Red, by GM Captain Trips

The Heghland 1st [Only War - PbP - OOC], by Garion Valkof

PFS PbP First Steps - Part 3: A Vision of Betrayal Discussion, by Hawk Lifebinder

Welcome to The Happy Cow - Ordinary Heroes Discussion, by Doc Ginley

Thod - Carrion Crown - OOC and discussion, by Galadan Teresthin

Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder RPG / Suggestions/House Rules/Homebrew
RSS Facebook Twitter Email

Goth's Freakshow


Suggestions/House Rules/Homebrew

Search Thread
Search this Thread:

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.


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

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

Want to post a reply? Sign in.



©2002–2013 Paizo Publishing, LLC®. 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 Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, 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 Publishing, LLC. 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 Publishing 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.