Kassmak

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The Ursine Scourge was, according to legend, created by a sect of subversive necromancers and alchemists as a weapon to sell, its purpose to wreak havoc in urban areas. The creation process combines necromancy and alchemy, using the fat and marrow from a bear that was slain by negative energy, poison, or other agonizing death that leaves the carcass tainted, and mixing it with incenses and alchemical reagents. When inert, the Ursine Scourge looks like normal bear's grease, but then animates in the form of an ooze. When a victim takes a handful of the creature's mass and applies it, the Ursine Scourge will drench the victim's skin with its negative energy and alchemical reagents, the victim is possessed by the bear's agony and rage, going into a state of berserk frenzy, if not quickly subdued and cleansed the victim will start mutating: first its skin becomes sleek and slippery, then it grows claws and fangs, then it grows fur, then it transforms into a bear-like monster, then it dies and rises as an undead creature, that can vomit up more of the Ursine Scourge like a breath weapon or spray it from the pores of its skin. the taint of an Ursine Scourge can be cleansed with a mixture of water, soap and honey.

Wait no, sorry
The Blue Soother is a type of golem created with the purpose of protecting its owner from harsh environment, it takes the form of a magically animated denim suit, that perfectly fits the wearer. the tissue can harden like leather to act as armor, plus thanks to bound elemental spirits it can shield the wearer from heat or cold, or quickly dry if soaked. when not worn it can fly in the air, reminiscent of a swimming octopus, and attacks by snatching and constricting.

Substance: Casu Marzu cheese


Shane LeRose wrote:
Also in my campaign I treat the champion classes as such, paladin for LG, avengers for CG, tyrant knights for LE and anti-paladin (or whatever each one calls itself) at CE. There is no true neutral champion as of yet, but maybe someday if things get out of balence in the game.

Best thing to do would be to just dump the 'Lawful Good Only' thing and replace it with 'Same as their deity', so that lawful paladins get Smite Chaos while chaotic paladins get Smite Law, good paladins get Smite Evil while evil paladins get Smite Good, kinda like the cleric.

In general however, alignment restrictions don't really make sense.


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Ok, what happens next, do Lenin and Stalin come to your aid, piloting Cherno Alpha?


Oh right, we also need a 'Creature with Frickin' Laser Beams on its Frickin' Head' Template.


Umbranus wrote:

The undead bloodline strikes me as one of the weak ones or at least very situational. Two abilities are about causing fear, one is about combating incorporeals, most of which are not subject to fear (undead). It has a clear line to follow only in fluff but not execution.

Celestial is very depending in the campaign you play but elemental (especially air) can be nice for the early permanent fly speed.

Infernal again seems rather weak. Especially when compared to elemental which is somewhat similar. The 1st level power gives flaming and thus doesn't stack with a flaming weapon whereas the elemental version should stack. And for most of the other powers elemental has a power that is similar but better.

What strikes me as interesting is that you will not be able to make a fly check while raging without taking a feat or trait that allows it, yet many bloodlines eventually give you a permanent fly speed. I guess that will be a much overlooked/handwaved rule.

Especially frustrating is that even with the undead bloodline a bloodrager can't create undead, i'm not saying ghouls or vampires but Animate Dead is level 4 and Lesser Animate Dead is level 3(2 for cleric), both are within the max level of bloodrager spells.

That's quite disappointing, i mean how cool it would be to smite your enemies while raging, then casting the spell and making them come back as your personal squad of unliving helpers?


The Evil Queen wrote:

And while the Blemmyes and Acephali are fun, I hope the Xing Tian makes it into the Bestiary 5.

Reason 1: It begins with the letter X and not much creatures begin with the letter X, many creatures begin with B and even more with A.

Reason 2: Xing Tian are said to wear armor, which makes them cooler than the other two, maybe create the Blemmyes as an armorless version of the Xing Tian.

Reason 3: They are from Chinese mythology, and not all too much creatures come from Chinese Mythology, mostly from Japanese.

I also really love the name Xing Tian.

Hope to see them in Bestiary 5, my Dullahans could use some cool headless minions that hold skull shields and skull weapons.

the race may simply be known with different names in different regions, with Xing Tian as the Dragon Empires name(considering the original myth, it may also be the name of their god/mythic ancestor) and blemmyes/anthropophagi elsewhere. for peculiar equipment they may wear armor in the form of 'breastplate-masks'.

if you like chinese monsters, then you should look for the Shan Hai Jing('Masterpiece of the Mountains and the Seas'), an ancient chinese text that describes mythological locations and the monsters/spirits inhabiting them, complete with peculiar characteristics(it's pretty much the ancient chinese version of the D&D Monster Manual). among other things it describes two weird races, one has freakishly long arms and the other freakishly long legs, that live in a symbiotic relationship. also, it features shark mermaids.

also, i want to see a Xing Tian Pennanggalan!


golems made of food? sounds like a great idea! could be justified as a defense mechanism to protect stored goods, they animate and attack unless a magic word is pronounced and can heal allies by feeding them pieces of themselves:
-Ham Golem, made of dried meat and sea salt, armed with very painful crystalline blades and dehydrating strikes;
-Symbiotic Cheese Golem, AKA golems made of cheese with symbiotic life forms in it that allow it to have some benefits of living creatures and summons for aid, comes in two variants: Zola(blue mold that can infect enemies and release spore clouds) and Casu Marzu(crawls with maggots that can be spwen out as a swarm).


Cr500cricket wrote:
Khshar'naja wrote:
Cr500cricket wrote:
Temporal, Spatial, Distortion, Primal good/ Primal evil/ Primal Law/ Primal Chaos, Truth, Ideals, and Weather dragons

why no Fruit Dragons?

?!

a weird genus of dragons whose eggs act like seeds, they are considered both Dragons and Plants.

* Lemon Dragon: a bright yellow dragon with electrified breath weapon, its cytric breath can blind targets and its bite is supernaturally painful;
* Grape Dragon: a reddish purple dragon with a fiery breath weapon, its breath can daze targets and it can breath an intoxicating mist;
* Melon Dragon: a striped green dragon with sonic breath weapon, its breath also deals piercing damage and it can fire a volley of bullet-like seeds;
* Coconut Dragon: a brown and white dragon with a freezing breath weapon, its breath is a stream of milky cold water that can bull-rush enemies and its tough hide makes it very hard to kill;
* Maracuja Dragon: a dark violet dragon with an acidic breath weapon, its breath clings to the victim for ongoing damage and its it sprays acidic blood when wounded.


Guy St-Amant wrote:

Hybrid "Multi-Types" monsters (kinda like the Android).

Living Constructs anyone?

Cr500cricket wrote:
Temporal, Spatial, Distortion, Primal good/ Primal evil/ Primal Law/ Primal Chaos, Truth, Ideals, and Weather dragons

why no Fruit Dragons?


how about new types of genies to match the eastern elemental wheel, AKA metal and wood? the metallic ones could be named Ashkal('Automaton' in arabic). also, D&D 3E had the shadow genies called Khayal(described as opposed to the Jann since while the Jann are made of all the elements, the Khayal are made of none).

about modern myth, how about the New York Albino Alligator? would be a nice surprise while exploring sewers.

also, for a pirate campaign it would be cool to have an expy of Davy Jones and/or the Flying Dutchman(not necessarily inspired by Pirates of the Caribbean, but the movie designs were awesome).


Wannabe Demon Lord wrote:

Kshar'naja, welcome to the thread. You brought up something I've been wondering...

Does Ahriman have unique, named Divs that serve as his minions? I get the idea that he's about as strong as a Demon Lord, ArchDevil, or Horsemen, if not stronger, so does he have Div equivalents to the Nascent Lords, Infernal Dukes, or Daemonic Harbingers serving as his elite minions? It seems logical that he would. The Amesha Daeva would serve that role awesomely. Btw, when are we going to get stats for Ahriman?

Bestiary 3 says nothing about unique Divs, but in Zoroastrism Ahriman was served by seven Amesha Daeva, as opposed to Ahura Mazda's Amesha Spenta(Archangels, would be a nice source for new celestial lords), so yeah it would be nice to have some Amesha Divs, like the first genies to be corrupted by Ahriman.

speaking of which how about some new Books of the Damned, something like
- Harbingers of Ruin: Divs
- Unmakers of Creation: Asuras
- Quenchers of Life: Qlippoth
-Scourges of the World: Oni and Rakshasa

Gancanagh wrote:

All those D&D creatures are under copyright protection and Paizo won't make clones of them UNLESS they are from real mythology.

A cool animated skin monster from real mythology is the El Cuero, it's also a lake monster, ray-like.

Inkanyamba and Dunkleosteus are already in pathfinder Adventure paths.

I wished a very lot for Adze, so maybe it will be in Bestiary 5.

=======

If you are a horror-freak like me you know the movie Dead Silence!

IN this cool horror movie about dolls there is this undead creature that resembles a women that is made into a doll and which turns other creatures into dolls, steals their tongues which end up in her own very abominable and long tongue, uses their voices to lure others close.

She also can teleport into her own dolls and spawn from those dolls.

however we need more bizarre, body horror-ish or just plain WTF undead, something like that Bogleech zombie comic that included zombies that regurgitate schools of miniature sharks, huge zombies with corpse lures like an anglerfish, and zombies whose heads detonate into fiery balls once chopped off. a great inspiration would be Braindead, Return of the Living Dead or Helldriver.

in general, more 'What in the Deepest Pits of the Nine Hells & Beyond is That?' monsters.

Dead Silence? sounds neat, i think i'll include something like that in my next campaign!


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personally, i'd like some of the old super-awesome undead of D&D 3E such as
-Vitreous Drinker, an undead covered of eyes, not only it eats eyes, the victim's eyes appear on its body AND the creature can see through the victim's emptied eye sockets, also it can summon spectral ravens for aid(perhaps working like Mage's Sword and/or Blood Raven Strike spells);
-Plague Spewer, a giant undead that vomits disease-carrying swarms;
-Crawling Head, the undead head of a giant that grows to Huge size and sithers around(Spider Climb, no less) on flesh and veins sprouting from its neck stump, has a Vorpal bite and stores the heads it eats in folds of flesh, gaining new powers(it can also make them scream), its only weakness is water;
-Salt Mummy, like a mummy only it can suck the water out of the victim's body;
-Ulgurstasta, a Huge undead mutant maggot that eats people, digests them and then spews them out as skeleton minions, it can also sprout razor wires to attack; the funniest thing is that these things are SMART;
-Hullathoin, it looks like a rotten dragon/dinosaur/whatever thing(its actual origin is not well-explained, but they mention it speaks draconic), it can detonate sores on its body to release corrosive fluids or undead swarms, and can dominate other undead;
-Corpse Gatherer, AKA what's worse than the dead in a graveyard animating as undead? the entire frickin' graveyard animating as a colossal undead full of other undead, this guy loves to engulf and bury people alive(Soul Included) in its mass of soil, tombstones and zombies, of course once you derstroy it all of the zombies emerge from its remains;
-Crawling Apocalypse AKA Mummified Kraken that swims in the desert sands, 'nuff said.

for new Undead, how about something like the animated, dessiccated husk of an aquatic creature like a merfolk or a sahuagin that died of dehydration, now swimming in the ground and sucking the moisture from the living in a desperate attempt of quenching its neverending thirst?

other great stuff would be
-more Asura
-more Div, perhaps inspired from the seven Amesha Daeva(archdemons) of zoroastrism
*Aeshma: a div of rage and hatred that drives people into mindless, wanton revenge quests, pushing their victims in harming as many innocents as possible, THEN when the victim realizes they did horrible things the Aeshma eats their soul. its weakness is that it flees in horror when a vengeful person forgives its enemy;
*Vidatu: a div of death that prevents the dead from resting in peace, rising them as undead under its control, it can snatch the souls of its victims and force them to watch as their reanimated corpses do the div's bidding, its weakness is positive energy;
*Tawrich: a div of Hunger that defiles food and drinks, driving people into desperate starvation, its weakness is blood;
*Dahaka: a div of deception that likes to manipulate and deceive to cause wars and disasters, has three heads, can spew fiendish scorpion swarms and bleeds fiendish snake swarms, the only way to get rid of it is forcing it to keep its word;
-more prehistoric animals, either dinosaurs, megafauna or cambrian invertebrates, how about Dunkleostheus, Kaprosuchus or trilobite swarms?
-more of those old crazy awesome monsters from 2E, such as the Fleas of Madness, the Albino Crocodile, the Rogue Moon, the Giant Vampire Frog, the Death Minnow and the ACID PIGEONS!
-more monsters from african mythology, such as the Inkanyamba(giant eel/serpent thing that controls weather), the Gbahali(kaprosuchus-like beast), the Adze(firefly vampire), the Ninki Nanka(giant dragon-like beast that looks like a horned monitor lizard), the Kasai Rex(a mystyc Tyrannosaurus) and the Malawi Terror Beast.
-new planetouched races, like Inevitable-blooded and Prothean-blooded or even Aeon-blooded(would be a nice splatbook: Blood of the Planes)
-a playable draconic race, something like the Dragonborn from 4E(one of the few good things in it) and the Spellscales from 3E(awful, but may work as a draconic expy of the Yuan-ti)
-a more balanced Serpentfolk breed to play as
-a playable Mind Flayer expy
-playable versions of humanoid monsters such as Medusas, Satyrs, Gnolls, Gargoles or Lizardfolk
-new giants, trolls and oozes, never enuff of them
-new templates
*pretty much every single template from Savage Species
*Half-Farspawn & Pseudonatural templates
*Book of Templates anyone?
*especially, some new templates that make monsters into puzzle bosses, forcing the players to use a strategy more complex than 'bash it until it dies'.

so?


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ok, how about this

New Race - Draconians
Descrition:
The actual origin of the Draconians is shrouded in mistery, some say they are naturally born from a bloodline of half-dragon ancestors or draconic sorcerers, others say they were created via magics and splicing by dragons from humanoid ivestock eons ago to be their servants and/or super-soldiers, however nowadays they are a widespread race around the world.

Appearance:
As diverse as true dragons both racially and culturally, all Draconians appear as powerfully built reptilian humanoids with obvious draconic features, they have a scaled skin that varies wildly in pattern, scale shape and texture, thick arms that end in four-fingered hands, muscular legs with digitigrade feet, bony spikes that adorn their forearms, both fingers and toes that end in talons, and a draconic head, with eyes may be either with vertical, round or even crescent pupils, their mouth is large and full of curved, serrated teeth, the tongue varies in color and length and is sometimes forked. other features vary according to their ancestry and may include horns, spiky protusions, frills, barbels or hardened scales, they may have or may lack hair in the form of ropy 'dreadlocks' or a mane of thick hair; they also have a reptilian tail, it may be short and stumpy or long and thick. There is little sexual dimorphism in Draconians, females tend to have a more feminine body shape(including sometimes actual, vestigial breasts because of their humanoid heritage, although they are usually stretched over their pectoral muscles to the point they are barely noticeable) and a voice not as deep, but aside from that they are as tall and muscular as the males.

Life Cycle:
According to the subspecies draconians may either be born from eggs or from live, ovoviviparous birth, hatchlings quickly learn how to move around and are born with teeth, sometimes in a Draconian brood(composed of 1 to four eggs) the strongest hatchling devours the other unhatched eggs at birth, in their culture this is considered a sign that the hatchling is destined to do great things, either good or evil. Draconians are adults at 12-14 years of age and can live up to 400 years. Draconians are pure carnivores and eat pretty much anything organic, they are not picky about their meat being cooked or raw, sentient or not, alive or dead; some of them eat vegetables as well because they like the taste, for the same reason some even eat gems, although they get little nourishment from them.

Society:
Around the world Draconians live either in communities of their own, these communities may vary from nomadic tribes to small cities, or integrated into 'melting pot' communities with other types of humanoids, some of them act as the servants of true dragons. Draconian society is clan-based, draconians tend to either be Lawful or Chaotic, with little space for Neutral; Lawful Draconian societies are highly disciplined, typically developing a strict sense of honor that regulates their life, the level of adherence to such honor code varies between individuals but even a Lawful Evil Draconian is going to do its best to stay true to such code, many of them consider honor to be more important than life itself, but those that think they could trick a honorable Draconian into harmlessness by turning their code against them quickly finds out these beings are not above using loopholes to counter loopholes. Chaotic Draconians put their own feelings above any code, and if they form communities these are based on pecking order, however their personal pride still pushes them to fight their way fairly, there is little glory in winning through deception, so they still tend to be less disorganized than orcs or other savage humanoids. this does not mean they do not use cunning when necessary.

Personality:
Although their temperament varies according to their personal experience and racial heritage, Draconians at large are proud of their own draconic ancestry, that brings them to either become righteous in striving to live up to such glorious legacy or self-righteous in constantly rubbing a supposed superiority in other people's faces, or more typically a mix of both. For this all Draconians strive to improve themselves and prove their own worth, this sometimes drives them to arrogance. Draconians get along well especially with Kobolds.

Racial Traits:
Abilities: +2 Strength or Constitution, +2 Intelligence or Charisma, -2 Wisdom or Dexterity.
Size: Medium.
Speed: 30 feet.
Senses:Low-Light Vision.
Special Qualities:
- Draconic Heritage: Draconians are Humanoids with the Human* and Dragonblood Subtypes, they are considered both humans and dragons.
- Draconic Scales: Draconians have a +1 racial bonus to AC.
- Skill Bonuses: Draconians have a +1 bonus to Perception and Intimidate.
- Dragon Power: at 1st level a Draconian chooses one of the following powers:
* Breath Weapon: the Draconian has a breath weapon, choose either Acid, Cold, Electricity, Fire, Force, or Sonic, this is the type of damage the breath weapon deals. Choose either a 20 feet cone or a 40 feet line, this is the shape of the breath weapon. The weapon can be used 1/Day and inflicts 1d6 + half the Draconian's level + the Draconian's Strength or Constitution modifier, a Reflex save equal to 10+ half the Draconian's level + the Draconian's Strength or Constitution Modifier halves the damage. The Draconian has resistance 10 to the damage type of its own breath weapon.
* Frightful Presence: the Draconian can manifest an aura akin to a true Dragon's frightful presence. The aura can be manifested 1/Day as a free action and has a range of 30 feet, all enemies around the Draconian must succeed a Will Check equal to 10 + the Draconian's level + the Draconian's Intelligence or Charisma modifier, failure means the enemy is shaken for a number of rounds equal to 1d6+the Draconian's Intelligence or Charisma modifier, on a critical failure the enemy is frightened instead of shaken. This ability can only affect creatures that have less hit dice or levels than the Draconian. This is a mind-affecting effect.
* Wings: the draconian can temporarly grow a pair of draconic wings, it can grow the wings for a number of rounds per day equal to 1+ half its level + its Strength or Constitution modifier, these rounds do not need to be consecutive. Sprouting and retracting the wings is a Standard Action, and the Draconian gains for the duration of the wings a fly speed of 20 feet with poor maneuverability.
- Draconic Might: Draconians regain 1 extra hit point with natural healing.
Languages: Draconians speak Common and Draconic, those with an intelligence score higher than 10 may also speak Abyssal, Infernal, Celestial, Aklo, Auran, Ignan, or Undercommon.

*=if one wants to play a draconian of different heritage, just replace Human with any other humanoid subtype.

Variants:
* Chromatic(Smaugan)
Alt. Skill Bonuses: +1 Sense Motive and Intimidate
the Smaugan trace their ancestry to Chromatic Dragons, and their scales tend to be of such colors. Smaugan have a domineering tendency that leads them to arrogance more than other variants, as well as a shrewd cunning. Despite their ancestry, Smaugan are not inherently evil, but many of them end up becoming such because of discrimination from other races, some good Smaugan exploit this prejudice at their advantage to infiltrate evil organizations and destroy them from the inside. Smaugan can be found anywhere in the world.
Alternate Dragon Powers:
- Draconic Terror: once per day as a standard action a Smaugan may wreathe its weapons with draconic energy, for a number of rounds equal to half its level + its Strength or Constitution modifier the Smaugan's attacks inflict +1d4 extra energy(see breath weapon) damage, this damage is not multiplied by Criticals.
- Chromatic Reservoir: choose one energy type(see breath weapon), not only you gain Resistance 5 against that energy type, but also every time you are struck by that energy type, you can try to resist it with a Fortitude save(DC equal to 10+damage suffered), if you succeed you suffer only half the damage.

* Metallic(Dracoi)
Alt. Skill Bonuses: +1 Sense Motive and Diplomacy
descending from the noble Metallic Dragons, Dracoi have scales that reflect a metallic sheen. The dracoi are typically calm and open-minded , but also quick to read others. Although they fit better than their Smaugan bretrhen, not all Dracoi are good, some of them get sick of positive expectetions from others, such evil individuals actually exploit the 'positive discrimination' to fool others into a sense of false security so that they lower their guard against them. Dracoi can be found anywhere in the world.
Alternate Dragon Powers:
- Metallic Aura: the Dracoi can 1/Day as a standard action manifest an aura effect within a range of 20 feet, choose between the following energy types: Acid, Cold, Electricity, Fire, Force, or Sonic. This is the type of damage dealt by the aura, the aura lasts for 1d6 + Int/Cha rounds, and those that fail their Fortitude save suffer 2 points of damage, they are entitled another save each round.
- Alternative Breath: rather than use its typical breath weapon, the Dracoi can rather breath a psychotropic gas, choose one of the following effects: asleep, repulsion, slowed, weakened, paralyzed, if the target fails the saving throw it suffers such condition for 1d6 rounds, the DC is Constitution-based.

* Primal(Vlitrai)
Alt. Skill Bonuses: +1 Knowledge(Planes) and Perception
Aloof and reserved, the Vlitrai descend from Primal Dragons and have a deep connection to the elements. Although they can be found anywhere the boundaries between the Material Plane and the Elemental Planes are thin enough to let Primal Dragons around, the greatest concentration of Vlitrai is in the nation of Vudra.
Alternate Dragon Powers:
- Enhanched Breath: rather than have a typical breath weapon, the Vlitrai may choose not to add its Str/Con modifier to the damage, at the exchange of adding a condition to the breath: 1 ongoing damage for 1d6 rounds(magma), blinded for 1 round(mist), stunned for 1 round(brine), deafened for 1 round(crystal), 1d6 extra negative energy damage(umbral), if the target succeeds the Reflex check such secondary condition is negated.

* Imperial(Ryuren)
Alt. Skill Bonuses: +1 Perception and Diplomacy
A common sight in the Dragon Empires are the Ryuren, Draconians whose ancestors are the Imperial Dragons. These Draconians are noble and contemplative, less likely than other Draconians to resort to violence but no less deadly. The veneration of dragons in such lands allow the Ryuren to be well-integrated, sometimes even to the point of occupying positions of power. Most Ryuren reside in the Dragon Empires, but some have traveled far and individuals can be encountered outside Tien.
Alternate Dragon Powers:
- Draconic Grace: once per day as a minor action a Ryuren may cast Freedom of Movement on itself, with a Caster Level equal to its level.
- Tricky Breath: like the breath weapon, but rather than add its Strength or Constitution modifier to the damage the Ryuren not only inflicts damage but attempts a maneuver. Choose one among the following: Bull Rush, Trip, Disarm, or Sunder. This is the one the Ryuren uses with its breath weapon, if the target fails the saving thrown it must also save against the maneuver, if the target succeeds the first savinng thrown the maneuver is negated.

* Linnorm(Thraax)
Alt. Skill Bonuses: +1 Bluff and Intimidate
Savage at heart, the Linnorm-descended Thraax have a wild attitude that leads them to give great value to freedom, either only their own or that of their fellows as well depending on alignment. Discriminated because of such a fearsome ancestry, Thraax tend to not care about that, as long as they are allowed their degree of freedom, some however become adventurers to prove their worth or out of vengeance. The Thraax are mostly encountered in the north, but especially, needless to say, in the Lands of the Linnorm Kings.
Alternate Dragon Powers:
- Linnorm Curse: once per day when reduced to 0 hit points or subjected to a Critical Hit, the Thraax can, as a free action, bestow a Curse on the opponent who struck it. The target must succeed a Will Check equal to 10 + half the Thraax's level + the Thraax's Intelligence or Charisma modifier, failure means the target suffers the effect of the Bestow Curse spell.
- Primal Resilience: once per day a Thraax may call to the supernatural hardiness of Linnorms, gaining Fast Healing 1 for a number of rounds equal to 1d4 + its Strength or Constitution modifier(minimum 1).

* Outer(Thuban)
Alt. Skill Bonuses: +1 Sense Motive and Bluff
Possibly the rarest among the main Draconian subraces, the Thuban trace their ancestry to the barely-known Outer Dragons, this alien heritage makes them difficult to read and aloof, many of them feel an attraction toward the outer rifts of reality. Outside Golarion the Thuban are slightly more frequent, but the few of these mysterious dragonblood are, for some odd reason, mostly found in Qadira, another large population is said to thrive in Numeria.
Alternate Dragon Powers:
- Alien Presence: rather than cause its opponents to be shaken, the Thuban may instead to cause its Frightful Presence to inflict a different condition. Choose among the following: Touch of Idiocy(Lunar), Blinded(Solar), Staggered(Time), Sickened(Void), treat other creatures as if Blurred(Vortex), this is the effect of the Alien Presence, otherwise it works the same way as the Frightful Presence.
- Star Traveler: up to 2/Day a Thuban may move by teleporting through hyperspace, the Thuban can move up to 30 feet in any direction, it must see where it is going, and can only carry up to its maximum load of objects or creatures, otherwise the teleport fails.
- Space Sight: the Thuban can see through any darkness in a range of 60 feet, even that created by the Deeper Darkness spell.

* Others(Wyrmbrood)
Alt. Skill Bonuses: +2 to one skill.
The Wyrmbrood are not actually a subrace, but rather comprehend all of those Draconians that do not belong to the main six subraces, they vary even more wildly among each other. Because of their rarity Wyrmbrood rarely form any community of their own, and are almost always encoutered in others's communities.
Alternate Dragon Powers:
- Dragon Turtle's Shell: the Wyrmbrood's Natural Armor bonus to AC raises to +3.
- Guardian Dragon's Lair: the Wyrmbrood may cast Rope Trick 1/Day, without the need of a rope.
- Gorynych's Reflexes: the Wyrmbrood gains a +1 bonus to Reflex and Iniziative.
- Kongamato's Breaking: the Wyrmbrood gains a +1 bonus on Sunder checks.
- Korir-Kokembe's Swarm: the Wyrmbrood may cast Vomit Swarm 1/Day as a Spell-like Ability.
- Peluda's Tail: the Wyrmbrood has a long tail, it inflicts 1d6+Str damage and threatens Critical on a 19-20.
- Spine Dragon's Hide: the Wyrmbrood may use Thorn Body on itself 1/Day as a spell-like ability, using half its level as caster level.
- Taniniver's Scourge: the Wyrmbrood may cast Contagion 1/Day as a spell-like ability.
- Woundwyrm's Maw: the Wyrmbrood has a breath weapon that causes random energy damage, but inflicts 1d8 instead of 1d6.
- Wyvern's Stinger: the Wyrmbrood has a long tail ending in a stinger, the stinger inflicts 1d6+Str damage and 1/Day it can deliver Poison(1/Round for 6 rounds, 1 point of Str/Dex/Con damage[player's choice], Cure 1 save, DC 10 + half the Wyrmbrood's livel + the Wyrmbrood's Str/Con modifier).

Ok, the references in the subrace names are:
Smaugan=Smaug from the Hobbit(the archetypical evil dragon);
Dracoi=Draco from Dragonheart(the archetypical good dragon);
Vlitrai=Vlitra from Hindu mythology(dragon as a force of nature);
Ryuren='Ryu' means 'Dragon' in japanese, 'Ren' means 'Person' in chinese;
Thraax=Vermithrax from Dragonslayer(unlike Draco or Smaug, Vermithrax was less a character and more a pure destructive force, like the Linnorms);
and Thuban='Thuban(arabic for 'Serpent')', also known as Alpha Draconis, is the most famous star in the Draco constellation, so it fits the spacey fluff of Outer Dragons.

(also, Smaugan all sound like Bendedict Cumberbatch, Dracoi sound like Sean Connery)


Samasboy1 wrote:

Trollkin

** spoiler omitted **

13-15 RP

not sure about Fast Healing 1, i mean it's good at 1st level but when you meet high level monsters it's close to useless, at least Fast Healing equal to Con modifier(Minimum 1), counterbalanced with Elemental Vulnerability to both Fire and Acid(both halt regeneration for 1d6 round).

also, i'd rather have +4 Str, -2 Int, -2 Cha(trolls are described as being surprisingly agile for their size, plus a high bonus in Constitution would make too easy to have high regeneration).


riatin wrote:

All variations of these seem a bit strong in my opinion. The advantages are large while the disadvantages are minimal. Judge these against the Core races.

Goliath's should be large with the stats that go with large creatures. Or if you want them to be medium with +4 strength, +2 Con, -4 dex and -2 charisma or something similarly balanced. Dumping on 2 good stats should be counterbalanced by a decent penalty to a good stat. This is before you even get to the subtype that allows for SLA's and other benefits.

A good philosophy to design by is that if the option is the obvious best choice among all the choices then it's probably too good. Humans and dwarves already border on this in many cases.

The Trollkin is just too strong and it gets a crazy regeneration ability off the start. A trollkin barbarian would be incredibly strong versus a normal 1st level group, so would a Goliath.

But I'm old-school, I'm certain there are other people that would allow these races in their games.

i was afraid that they were too strong. perhaps i can remove the +2 Con from the Goliath, but a -4 Dexterity is crippling.

with the Trollkin, i think i can nerf a bit the regeneration, how about the variants?


hi everyone.
i thought that we may add some new 'hybrid' races, how about Giant-blooded people?
by now i designed two of them: Goliath and Trollkin.
these two races can vary a lot thanks to the variety of giants and trolls, so they can easily fit in any setting and appeal players that can further personalize their PCs.

Goliaths:
Also known as Half-Giants, Giant-Blooded or Jotunfolk, goliaths came into existence as the offspring of humans and giants, however nowadays they breed true and can be found everywhere there are humans and giants, living in communities of either parent or on their own. Whatever their heritage, goliaths are clearly gigantic, they appear as humans of great size, ranging from 180 to 250 cm tall, however unlike humans with growth disorders their bodies are proportioned, healthy, and thick with powerful muscles. Their physique may vary in built, from the wiry frames of those that descend from forest giants or taiga giants, to the heroic proportions of those descending from cloud giants or storm giants, to the apelike gait of those descending from hill giants or cave giants. Size and built are not the only hints of a goliath’s heritage: a goliath descending from fire giants may have dark skin feverish to the touch, orange eyes like burning coals and reddish hair that almost looks like fire, while a goliath descending from frost giants may have pale skin cold to the touch, piercing gray or azure eyes, and snow-white or fair blonde hair. Unlike other hybrid races, goliaths do not face much discrimination in human societies, partly because aside from their size their appearance is not as monstrous as that of half-orcs or trollkin(many of them may simply pass as big humans), and partly because their heritage blesses them with monstrous strength and durability that makes them great laborers and this allows them to become functional members of society more easily, many humanoids however(especially dwarves and gnomes) are disturbed by the goliaths, both for their heritage and because they find their imposing size intimidating; goliaths make even greater warriors, and some particularly skilled goliath fighters or barbarians are even capable of wielding large weapon made for giants. Evil humans capture giants to sire goliaths as slaves; evil giants see goliaths as a human mockery of true giants, they either destroy them or breed them as expendable troops. Good giants have good feelings toward goliaths, and some giant communities include golaths as diplomats. Goliaths get along well with other hybrid races, such as half-orcs, ryuren, trollkin, planetouched or half-elves.

Goliath Racial Traits:
* +4 Strength, +2 Constitution, -2 Dexterity, -2 Charisma. Goliaths are incredibly strong, but somewhat clumsy.
* Medium Size
* Base Speed 30 Feet
* Senses: Normal.
* Blood of Giants: Goliaths are Humanoids with the Human and Giant Subtype, they are considered both humans and giants.
* Oversized: Goliaths calculate their carrying capacity as if they were Large, and gain a +2 bonus to CMB and CMD. however, they suffer a -2 penalty to Stealth. a Goliath may use Large weapons with just a -1 penalty.
* Jotun Heritage: at 1st level a Goliath chooses from which type of giant it descends and obtains the related special abilities, this choice cannot be changed:
-Ash: Vermin Empathy, +1 Fortitude. the Goliath has black eyes and thick warty hide.
-Cave: Climb Speed 20 feet or Darvision(60 feet) the goliath has small tusks and wild hair, and looks almost orcish.
-Cloud: Air Subtype, Levitate(self only)2/Day. the goliath is fair skinned, and is always surrounded by a faint breeze.
-Cyclops: Aid(self only) 1/Day, Cyclops as bonus language. the goliath has two eyes, but one of the two is larger and almost seems to spark with eldritch power.
-Desert: Fire Resistance 5, no Dex penalty or Sandwalking. the goliath is dark skinned and lanky, and surprisingly agile for his bulk
-Ettin: Two-Weapon Fighting as bonus Feat or +1 Reflex and Will, Orc or Goblin as bonus language. the goliath has one head, but from its mannerism it seems to have two minds.
-Fire: Fire Subtype, immune to Fire and vulnerable to Cold. the goliath has dark skin feverish to the touch, burning eyes and hair that looks like fire.
-Forest: Speak with Animals and Tree Shape 1/Day. the goliath looks like a muscular, oversized elf.
-Frost: Cold Subtype, immune to Cold and vulnerable to Fire. the goliath has pale skin cold to the touch, snow-white or light blonde hair, and piercing blue or gray eyes.
-Hill: no penalty on Large Weapons, -1 Will. the goliath has a feral gait and look, almost apelike.
-Jungle: +2 Perception and Survival, +1 Natural Armor Bonus. the goliath has a thick barklike skin.
-Marsh: Aquatic Subtype, Swim Speed 20 feet. the goliath has smooth froglike skin, webbed hands and feet, and big black eyes.
-Rune: +2 Charisma but -2 Wisdom, Charme Person 1/Day. the goliath's skin seems to be scarred with rune-like brands.
-Shadow: Shadow Subtype, Blur(self only) 2/Day. the goliath has obsidian black skin and white pupilless eyes, and its figure seems to be blurred.
-Stone: Earth Subtype, +2 Natural Armor Bonus. the goliath has smooth, thick skin that looks like stone.
-Storm: Shocking Grasp and Feather Fall 1/Day. the goliath is intimidating, and its voice sounds like a roaring thunder, its eyes seem to sparkle with electricity.
-Taiga: +2 against Illusions and Mind-affecting powers. the goliath has small fangs and crimson hair.
* Base Languages: Common, Giant.

Trollkin:
As the name implies, Trollkin are a hybrid race, born from the intermingling of humans and trolls. Trollkin breed true as a race and may breed with trolls(spawning either trolls or trollkin) and humans(offspring Is either human or trollkin) as well. As varied as the many troll subraces, trollkin may vary in height from 6 to 8 feet(180 to 240 cm) tall, with long and muscular arms and legs and a slightly hunched posture, they look mostly human but sport trollish features such as ropy hair, a big nose, large ears and sharp teeth, some have patches of fur, nonhuman skin hue, a long tail ending in a tuft of hair, fangs or tusks, or small stubby horns, they vary wildly in appearance from looking like tall weird humans to looking like miniature trolls, and each trollkin shows features that indicate what kind of troll it descends from, a scrag(aquatic) trollkin may have spotted froglike skin and webbed hands and feet, a cave trollkin may have gray thick skin and feral visage, a hill trollkin may have mottled skin and a superhuman sense of smell. Just like their trollish parents, trollkin are incredibly strong for their size and have regeneration, a trollkin rapidly heals injuries and may even regrow/reattach lost bodyparts, but where a full-blooded troll needs mere minutes a trollkin needs hours if not days, however this still allows trollkin to come back from injuries that may be crippling if not deadly for a normal human. Fire and acid are still a bane for trollkin.
As varied as humans, many trollkin are independent and stubborn, from their trollish parents they inherit a love for the thrill of adventure, they’re eager to enjoy discovery, lust, violence and gluttony(trollkin are famous to be big eaters and fine tasters), not to mention the cruel but cunning pranks typical of trolls(known as ‘Trolling’).
Trollkin mostly lack a culture of their own and live in human communities, since their monstrous ancestry is evident they usually face discrimination, the common stereotype paints them as products of troll brutality just like half-orcs are painted as a result of orc violence(actually close to zero trollkin are born from rape, since no human woman would survive the ravages of a horny troll, and typically trolls are not THAT evil) or as products of vile magic, or simply as not different from their ravenous nonhuman parents, however many trollkin find ways to prove themselves in battle, since their superhuman strength and regeneration makes them very hard to kill and are prized among warlike cultures. Some trollkin form tribal communities that include humans and true trolls as well, raids of these ‘Trollblood’ tribes are dreaded by all since the only thing worse than hungry trolls is hungry trolls given weapons, armor and smarter trollkin/humans leading them in organized tactics.

Trollkin Racial Traits:
* +4 Strength, +2 Constitution/Dexterity/Wisdom, -2 Intelligence, -2 Charisma. Trollkin inherit monstrous strength and durability from their trollish parents, but also their beastly demeanor.
* Medium Size
* Base Speed 30 feet
* Senses: Low-Light Vision
* Trollborn: Trollkin are Humanoids with the Human and Giant Subtypes, they are considered both humans and trolls.
* Trollish Regeneration: a trollkin heals a number of Hit Points per round equal to their Constitution modifier +1(minimum 2), even when it is dying, however a trollkin that reaches -Con Hit Points is dead. Fire and Acid halt a trollkin regeneration for 1d3 rounds. if a trollkin loses a bodypart, that bodypart regrows in a number of hours equal to 2d12+the damage dealt by the maiming, it may reattach the lost bodypart by holding it to the stump for 1d10-Con minutes and succeeding a DC 20 Fortitude or Heal Check, success means the bodypart is reattached, failure that it is lost and must be regrown. a trollkin that loses a vital bodypart such as the head dies.
* Blood of Trolls: at 1st level a trollkin chooses from which type of troll it descends and obtains the related special abilities, this choice cannot be changed:
-Troll: Scent, +2 Survival.
-Ice Troll: only +2 Strength but no Intelligence penalty, Cold Subtype. the trollkin has bluish skin cold to the touch and its eyes gleam with intelligence.
-Moss Troll: only +2 Strength but +2 Dexterity, Climb Speed 20 feet, Tree Shape 1/Day, Regeneration halted by Fire and Cold, Fire Vulnerability. the trollkin has mottled skin and patches of fur that adorn its body, greenish with symbiotic algae.
-Mountain Troll: +2 Will, Climb Speed 20 feet or Oversized(see Goliath). the trollkin is even bulkier than the norm, patches of fur adorn its body.
-Rock Troll: +2 Natural Armor, Light Sensitivity, Regeneration halted by Acid or Sonic. the trollkin has smooth stony skin studded with small gems.
-Scrag: Aquatic Subtype, Swim Speed 20 feet. the trolllkin has webbed hands and feet.
-Two-Headed Troll: Two-Weapon Fighting as bonus Feat or +1 Reflex and Will. the trollkin has one head, but from its mannerism it seems to have two minds.
* Languages: Common, Giant.

Spoiler:
Fun fact: trolls get their name from how they laugh after a particularly cruel prank or when an enemy is shocked by their regeneration: “TROLOLOLOLOL!”

about the trollkin, i thought that it could work to make them hybrids of troll and any medium humanoid rather than just human(just change the human subtype with something else), but not sure, i like to think of them as equivalent to half-elves and half-orcs.

so, what do you think?


yeah, the Nagaji were cool, but the Vishkanya and the Ophiduan...they're a bit lame to me, they just look like the poor man's yuan-ti purebloods.


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not bad, but i'd make a small change on the degerate serpentfolk:
-Just one bonus to stats is a bit weak, add a +2 to Strength or Constitution, to make them more flexible;

-How about personalized venom, AKA at 1st level you can choose which stat is damaged by your venom? plus, i'd add some feats that allow the venom to become more potent, something like this:

*Increased Potency: the damage die of your venom increases by one(1d2 to 1d3, 1d3 to 1d4, 1d4 to 1d6 etc...), if taken multiple times the effect stacks;

*Concentrated Venom: the DC to resist your venom increases by +2;

*Tenacious Venom: it takes 2 saves to cure your venom and not 1.

*Psychotropic Venom: victim that fails the Fortitude check becomes confused for the duration of the venom effect, your venom must deal INT, WIS or CHA damage to take this feat;

*Miotoxic Venom: victim that fails the Fortitude check becomes slowed for the duration of the venom effect, your venom must deal STR, CON or DEX damage to take this feat;

*Emotoxic Venom: victim that fails the Fortitude check suffers 1 point of bleeding damage every time it is damaged for the duration of the venom effect, your venom must deal CON or CHA damage to take this feat;

*Neurotoxic Venom: victim that fails the Fortitude check becomes slowed for the duration of the venom effect, your venom must deal INT or DEX damage to take this feat;

*Enzymatic Venom: victim that fails the Fortitude check takes ongoing Acid damage equal to your CON modifier for the duration of the venom effect.


it is a awesome template to me, it really allows the GM to unleash his/her imagination, if you choose the base humanoid and the base creature well(AKA choose them for abilities that work in synergy) you can create some memorable encounters, it works well for creating both mooks and final bosses.
not a good idea to use it for PCs, unless you start on a high level and play a true monster campaign, it allows a bit too much munchkinism to me.


hy huys, i don't know if there is already a thread like this, but i'd like to ask you: which templates you like?
to me, templates are among the best things in the game when you're a GM, they're varied, they allow you to unleash your creativity and make monsters more interesting, and if you know how to mix them you can create moments of pure crazy awesome, plus they're a good antidote against metagamer munchkins since they'll learn memorizing the Bestiary/Monster Manual will prove uneffective. in my gaming i use both 3.5 D&D and Pathfinder RPG monsters, races and templates, and they work pretty well, my favourite are
-Chameleon Creature(+1) from Underdark: makes a creature reptilian and capable of camouflage. the auhtors of the Underdark splatbook deserve a medal for saying that chameleon creatures are the offspring of chameleons and other creatures...the sample creature was a chameleon bugbear. hot bugbear-on-chameleon erotica FTW!
-Aquatic Creature(+0) from Stormwrack: make a creature amphibious, pretty good.
-Multiheaded Creature(+Varies) from Savage Species: not only this gives a creature more heads, it can also give them hydra powers(Learnean, Pyro and Cryo). send a Learnean(cut one head off, two grow back) multiheaded troll for maximum trolling!
-well, EVERY SINGLE TEMPLATE from Savage Species actually.
-Half-Illithid(+2): take a big bad monster and implant a mind flayer tadpole in it, now THIS is gonna be funny!
-Tauric Creature(+2): a centaur-like fusion of a humanoid and a quadrupedal beast, how about a Tauric Manticore-Dragonborn? Spike Volley AND Breath Weapon!
-Undead as Templates(+Varies): undead are already varied, and you can create them from any creature, AND have variants! one of the best i got was a Ettin Mudra(four armed) Skeleton, upgrading Two-Weapon Mastery into Multiweapon Mastery this undead is going to be a nasty surprise.
-Abomination(+Varies) from the Tome of Horrors: simply put, if you like the Owlbear or the Armadillephant, now you can create YOUR OWN wacky animal/vermin/humanoid hybrid! the possibilities are unlimited, for example i created the Honey Dragon(Komodo Dragon+Honey Badger, with an Advanced Dire Badger as the Honey Badger and a Giant Monitor Lizard as the Komodo Dragon) and the Thundercoil(Anaconda+Electric Eel). if you step into homebrewing, you can use any kind of creature, and then the doors for glorious(or simply idiotic) mixes open...

so, which are your favourite templates? what was your wackiest template monster?


Ascalaphus wrote:

Too focused on the physical for my taste. I think player races shouldn't 1) be good only at a handful of classes, so that you'd never seriously consider any other classes when playing that race

2) be so good for a particular class that all other races become obsolete for that class.

This one falls into category 2, it's ridiculously good for melee characters, especially rogues. Three natural weapons to Sneak Attack with, more movement modes, AC, and physical bonuses, while adding a mild penalty to skill point, of which you have plenty?

ok, then let's have only one natural weapon(bite or claws?) and only a +1 on Natural Armor.

anyway, for 'Climbing/Swimming' i meant Climbing OR Swimming speed.


how about this:

Humanoid(Reptilian)

Medium-sized

+2 Strength, +2 Constitution or Dexterity, -2 Intelligence

Low-Light Vision

Speed 30 feet, Swimming/Climbing 20 feet

+2 to Acrobatics and Swim/Climb

Hold Breath

+2 Natural Armor

2 Claws(1d4+Str) and Bite(1d4+1/2Str)

what do you think, too powerful?