robert best 549's page
Organized Play Member. 319 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
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84) The Devil Trap. A large range of valleys that form a perfect replica of a magic circle.
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Don't goblin's fully mature in like 2 years? If yes keep them and train them into the perfect minions.
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chkflip wrote: 111. A Human walks in and immediately approaches one of the PCs. He draws his weapon. "My name is Inigo Montoya. You killed my father. Prepare to die."
But, but, but, I has no 6 fingers on a hand...

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Doomed Hero wrote: I was in a PbP game where a sexual relationship between a Summoner and his Eidolon was heavily implied. I was all red flags at first, but it was surprisingly well handled.The player in question never really shoved it in anyone's face, but used it to impressive creepiness over time.
Some highlights-
The Summoner had some sort of wasting sickness, like the Oracle curse, and it was implied that the Eidolon was slowly draining the him, but was also somehow keeping him alive past the point where he should have been dead. The Summoner would routinely fling himself into danger, and the Eidolon would protect him, heal him with Life Link, and chastise him for his recklessness. They had an epically dysfunctional relationship.
It eventually came out in gameplay that he had tried to commit suicide a few times, but the Eidolon had kept him alive, and that neither of them could die unless they both did.
The final bit of nightmare fuel was that this particular kind of Eidolon only ever died when giving birth, in sort of a mother-as-chrysalis birthing, so the Summoner was having sex with the Eidolon in a complicated sort of suicide pact.
The cherry on top was the GM slowly weaving a sub-plot into the game about a Ragnarok- style apocalyptic prophesy. Turned out the "Fenris" of the prophecy was supposed to be a creature spawned of man and monster, who would be able to walk in both worlds and who's very footsteps would open rips to the world of the dead.
Now that is disturbingly awesome world building around an odd situation.
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snickersimba wrote: am I the only one who doesn't understand the joke behind the thread?
Im sixteen if you are wondering, I don't exactly get this thread.
Well, as you are 16 I am unsure you need to know, but that is ok.

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CrimsonVixen wrote: Cevah wrote: CrimsonVixen wrote: Cevah wrote: What's the DC to convince her to wear it? Or the DC to bluff her it makes her look prettier so she will wear it without question?
/cevah To wear it? Diplomacy, Intimidate, or Bluff against the succubi's Sense Motive. And the bluff check will be answered with a roll against your AC for suggesting that she's not already the prettiest being you've ever seen. I never said you weren't the loveliest sight around. I suggested that the ring could make you look even better. Is there a maximum to "prettiness"? I don't think so.
/cevah Okay, you do have a point, however taking an arrow to the knee might help your bluff check to convince me.
robert best 549 wrote: A thought came to mind. What kind of magic items would succubi create if so inclined, and what would the comedy of them making intelligent items look like?
What kind of magic items? Weapons, armor, wondrous? I'm always up for a creative mood. I haven't the faintest idea, but I bet they are going to be awesome in some amusing way.
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A thought came to mind. What kind of magic items would succubi create if so inclined, and what would the comedy of them making intelligent items look like?

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Base sliver update
Sliver CR 2
XP 600
*A Small Aberration
Init +5; Senses Darkvision 60ft; Perception +8
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DEFENSE
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AC 15, touch 12, flat-footed 14 (+1 size, +1 Dex, +3 natural)
hp 20 (3d8+6)
Fort +2, Ref +2, Will +4
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OFFENSE
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Speed 20 ft., climb 20 ft.
Melee bite +5 (1d4+1) , 2 claws +3 (1d3+1)
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STATISTICS
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Str 13, Dex 12, Con 12, Int 10, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 14
Feats Improved Initiative, Multiattack, Toughness
Skills: Bluff +5, Intimidate +8, Perception +8, Stealth +9
Languages Common
SQ Aberration Traits
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SPECIAL ABILITIES
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Aberration Traits
-An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
-Darkvision 60 feet.
-Aberrations breathe, eat, and sleep.
-Slivers are intelligent and may act individually. They can be controlled by either a Sliver Queen, a Sliver Overlord, or a Sliver Hivelord within 500 ft.
-Parallel Evolution: Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.
Evolution Traits:
Slivers are generated with additional abilities based of the number in the area and the types.
Galerider Sliver- Slivers gain 60 ft Fly Speed.
Burrowing Sliver- Slivers gain a burrow speed equal to their base speed.
Megantic Sliver- Slivers increase their size by one category.
Siphon Sliver- Slivers can use drain HP from 1 successful melee attack per round, as per the spell Vampiric Touch.
Virulent Sliver- Slivers gain a poison special attack.
Crypt Sliver- Slivers can raise 1 dead Sliver as a Zombie, once per day, under their control, as per animate dead , minus material costs.
Swift Sliver- Slivers gain the effects of the haste spell.
Sentinel Sliver- Slivers gain the Improved Uncanny Dodge ability.
Basal Sliver- Slivers gain an explosive death ability, causes half their hit dice (round down, minimum 1 hit die) of negative energy damage in a 15 ft radious.
Battle Sliver- Slivers gain a +4 bonus to their CMB and CMD.
Spinneret Sliver- Slivers gain a Web attack, with power appropriate to their HD.
Bonescythe Sliver- Slivers have a threat range of (19-20)/x2 on their natural attacks instead of (20)/x2.
Thorncaster Sliver- Slivers gain a Thorns attack, dealing claw damage appropriate for a creature one size smaller than the Sliver.
Might Sliver- Slivers gain +3 insight to Melee attack rolls, +3 Natural Armor, +1 HP per hit dice.
Groundshaker Sliver- Slivers gain a +4 on charges instead of +2, gain the effects of the Trample feat, even if they do not meet the prerequisites.
Illusion Weaver Sliver - Sliver may use the spell silent image at will as a spell like ability.
Stalker Sliver - Slivers may use invisibility 3/Day as a spell-like ability.
Dragon Sliver - Slivers gain an 40 ft line or 20 ft cone elemental breath weapon (fire, cold, electricity, acid, sonic) that deals damage equal to their # of hit dice in d6s (so 3d8 does 3d6), reflex save dc (10 + 1/2 hd + Con mod) for half. Recharges 1/minute.
Arcane Sliver - Slivers may use magic missile for 1d4+1 damage 3/Day.
Siren Sliver - Slivers may fascinate targets as the Bard ability for (4 + Cha Mod) rounds/Day.
Cave Sliver - Slivers have tremorsense 30 ft.
Bloody Sliver - Slivers' melee attacks cause 1d4 bleeding damage per round that does not stop until a Dc 20 heal check or magical healing.
Bulwark sliver- bodyguard and in harms way +4 AC, claw damage reduced by 50%.

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Updated Sliver Queen block.
Sliver Queen CR 8
XP 4800
N Large Aberration
Init +3; Senses Darkvision 60ft; Perception +15
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DEFENSE
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AC 20, touch 12, flat-footed 17 (-1 size, +3 Dex, +8 natural)
hp 78 (12d8+24)
Fort +8, Ref +7, Will +8
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OFFENSE
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Speed 40 ft., climb 40 ft.
Melee bite +15 (1d8+6), 2 claws +9 (1d6+6)
Space 10 ft.; Reach 10 ft.
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STATISTICS
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Str 22, Dex 16, Con 14, Int 14, Wis 10, Cha 12
Base Atk +9; CMB +16; CMD 29
Feats Great Fortitude, Skill Focus (Stealth), Weapon Focus ((CHOOSE ATTACK))
Skills: Bluff +16, Intimidate +16, Perception +15, Stealth +18
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SPECIAL ABILITIES
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Aberration Traits
-An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
-Darkvision 60 feet.
-Aberrations breathe, eat, and sleep.
-Sliver Queen can once per round force a clutch of 3 Sliver Eggs to hatch into base Sliver creatures.(This ability is not shared by Parallel Evolution)
-Hive Mind (EX): Though Slivers are intelligent enough to act on their own, A queen (or overlord, or hivelord) brings out the full potential of the hive. All Slivers within 500 feet of the Queen (or overlord, or hivelord) share abilities with all other Slivers in the same area; excluding the Queen, Hivelord and Overlord. This effect ends only upon the Queens (or overlords, or hivelords) death.
(optional for general population of slivers)
-Parallel Evolution: Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.

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Hows this for a start.
Sliver
XP 800
N Small Aberration
Init +5; Senses scent; Perception +14
DEFENSE
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 25 (3d8+12)
Fort +6, Ref +8, Will +4;
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +7 (1d4+8 plus grab)
Space 5 ft.Reach 5 ft.
Special Attacks constrict (1d4+4)
STATISTICS
Str 21, Dex 21, Con 16, Int 1, Wis 16, Cha 6;
Base Atk 2; CMB 7; CMD 22
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +17, Climb +13, Perception +14, Stealth +13, Swim +13; Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics
ECOLOGY
Environment Any
Organization Patrol (2-8), Hive (10-60)
Treasure none
Slivers have a hive mind. They are controlled by Either a Sliver Queen, a Sliver Overlord, or a Sliver Hivelord.
Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.
Slivers are generated with additional abilities based of the number in the area and the types.
Galerider Sliver Slivers gain 60 ft Fly Speed.
Burrowing Sliver Slivers gain a burrow speed equal to their base speed.
Megantic Sliver Slivers increase their size by one category.
Siphon Sliver Slivers can use drain HP from 1 successful melee attack per round, as per the spell Vampiric Touch.
Virulent Sliver Slivers gain a poison special attack.
Crypt Sliver Slivers can raise 1 dead Sliver as a Zombie, once per day, under their control, as per animate dead , minus material costs.
Blur Sliver Slivers gain the effects of the haste spell.
Sentinel Sliver Slivers gain the Improved Uncanny Dodge ability.
Basal Sliver Slivers gain an explosive death ability, causes half their hit dice (round down, minimum 1 hit die) of negative energy damage in a 15 ft radious.
Battle Sliver Slivers gain a +4 bonus to their CMB and CMD.
Spinneret Sliver Slivers gain a Web attack, with power appropriate to their HD.
Bonescythe Sliver Slivers have a threat range of (19-20)/x2 on their natural attacks instead of (20)/x2.
Thorncaster Sliver Slivers gain a Thorns attack, dealing claw damage appropriate for a creature one size smaller than the Sliver.
Might Sliver Slivers gain +3 insight to Melee attack rolls, +3 Natural Armor, +1 HP per hit dice.
Groundshaker Sliver Slivers gain a +4 on charges instead of +2, gain the effects of the Trample feat, even if they do not meet the prerequisites.
Queen Sliver
XP 800
N LargeAberration
Init +5; Senses scent; Perception +14
DEFENSE
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 25 (3d8+12)
Fort +6, Ref +8, Will +4;
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +7 (1d4+8 plus grab)
Space 5 ft.Reach 5 ft.
Special Attacks constrict (1d4+4)
STATISTICS
Str 22, Dex 22, Con 16, Int 8, Wis 16, Cha 6;
Base Atk 2; CMB 7; CMD 22
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +17, Climb +13, Perception +14, Stealth +13, Swim +13; Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics
ECOLOGY
Environment Any
Organization Solo (Leader)
Treasure none
Sliver Queen can once per round force a clutch of 3 Sliver Eggs to hatch into base Sliver creatures.
Slivers have a hive mind. They are controlled by Either a Sliver Queen, a Sliver Overlord, or a Sliver Hivelord.
Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.
Sliver Over lord
XP 800
N LargeAberration
Init +5; Senses scent; Perception +14
DEFENSE
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 26 (3d8+13)
Fort +6, Ref +8, Will +4;
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +7 (1d4+8 plus grab)
Space 5 ft.Reach 5 ft.
Special Attacks constrict (1d4+4)
STATISTICS
Str 24, Dex 22, Con 18, Int 12, Wis 16, Cha 6;
Base Atk 2; CMB 7; CMD 22
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +17, Climb +13, Perception +14, Stealth +13, Swim +13; Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics
ECOLOGY
Environment Any
Organization Solo (Leader)
Treasure none
Sliver Overlord can as an immediate action summon 2D6 Slivers to within 30 feet of itself.
Slivers have a hive mind. They are controlled by Either a Sliver Queen, a Sliver Overlord, or a Sliver Hivelord.
Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.
Sliver Hivelord
XP 800
N LargeAberration
Init +5; Senses scent; Perception +14
DEFENSE
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 25 (3d8+12)
Fort +6, Ref +8, Will +4;
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +7 (1d4+8 plus grab)
Space 5 ft.Reach 5 ft.
Special Attacks constrict (1d4+4)
STATISTICS
Str 22, Dex 22, Con 16, Int 8, Wis 18, Cha 6;
Base Atk 2; CMB 7; CMD 22
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +17, Climb +13, Perception +14, Stealth +13, Swim +13; Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics
ECOLOGY
Environment Any
Organization Solo (Leader)
Treasure none
Sliver Hivelord can Heal Slivers as though it used cure medium wounds.
Sliver Hivelord may Resurrect Sliver creatures 3 times per day as true resurrection.
Slivers have a hive mind. They are controlled by Either a Sliver Queen, a Sliver Overlord, or a Sliver Hivelord.
Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.
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keyafay wrote: 135. A Litch has embedded his phylactery in a innocent child so any who may want to destroy him must kill a innocent and this becoming evil themselves. 135b: He turned the kid into a horcrux.
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I love 3PP. But I prefer that they enhance a standard rule set like ultimate rulership and battle.
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115. An odd bald, noseless sorcerer in a robe is running around killing Potters and destroying their goods.
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5) The Wondering Colossi of - A time worn statue 200 feet tall wonders the around an arid valley. The statue seems to have been motivated by a powerful surge of wild magic and ignores anything that is not interfering with its walk.
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I want to see if they will ever do more for Word Casting, who knows maybe Unchained will give a little more.
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Well they are brutal physical combatants, with the power of suggestion and the ability at the top tiers to see into their ancestry on the matriarchal side... Not sure how you could do it without gestalt.
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Magic Shops have a set of items that is rolled from the list per the book, if people want specific magic items, they either attempt to craft them or they go to the mages guild or a temple to a god that has purview over crafting and commissions the item at market value, or for a service(or a few) rendered.
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Could someone explain how the heck this thread always has 69 new entries when I find it. Every time.
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DungeonmasterCal wrote: Maybe thats' why she was the last one. They all stank on ice when it came to fighting..... I kinda thought that it was because they are always playing super hero with only moderately better than peak human abilities. Fighting insurmountable odds frequently is also kinda implied, so I bet a lot of them won by Pyrrhic victory.
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DungeonmasterCal wrote: Face it. She was just an excuse to rotoscope another naked model and play a kick ass Black Sabbath song. Indeed but I have to say that maybe the next Taarakian will actually be good at her job. I mean she is young enough to learn to fight(movie of course).

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DungeonmasterCal wrote: robert best 549 wrote: DungeonmasterCal wrote: robert best 549 wrote: I can't remember the page I got this from but it is an excelent rendition from what I can tell. That is a really good work up! Thanks!! Agreed though in the movie I question her skill as a actual combatant. She repeatedly gets whooped, and saved by her chickendactl. The whole the reincarnation thing is actually a really well thought out thing for the Taarakian race though.
edit: I personally would never allow a player to play this race, but I could see it as a prime enemy in a evil campaign or as a NPC that is story centric.
I wasn't going to allow her as a PC race, but as an NPC (if I ever used her at all. I saw HM recently and it just sparked the idea). The idea was that the PCs had to step in when the people summoning the Taarakian failed to successfully do so, for whatever reason. Perhaps there are no more reincarnation phases, or maybe she gets bad cell reception. Or she's through being cool. Of find out where she is and let her know she's needed. Or something. But the PCs have to be the ones to take her job and save the day. Cool idea and it kind of matches the whole she was too late thing from the movie as well.

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I can't remember the page I got this from but it is an excelent rendition from what I can tell.
Taarakians are a race of beautiful, white-haired humanoids charged with defending humanity against evil. They are easily identified by the symbol of Taarak, a stylized red sword somewhere on their bodies (Spot10 to notice, Knowledge (arcane lore) 15 to identify it). Unfortunately, most of them have been wiped out, undoubtedly due to the frequent wars that plague mankind. There were presumably male Taarakians, but they have since become extinct.
A Taarakian can be summoned through a special ritual. This ritual calls the Taarakian from wherever she is at the moment to the defense of the weak. If the Taarakian is unable to reach her charges in time, her mission changes from defense to vengeance.
All Taarakians have a +2 bonus to Dexterity and Charisma and receive a +2 racial bonus to Handle Animal and Ride checks, but are otherwise similar to humans.
Taarakians are mute. They cannot speak, but can adequately convey their intentions using sign language (the Bluff skill, opposed by other characters' Sense Motive to understand her). A Taarakian can also sacrifice herself at will. This full-round action invokes a dictum spell centered on the Taarakian as a caster of her character level.
The entire race of Taarakians can never be reduced below just one soul – indeed, it's possible the entire race shares a soul. As a result, a Taarakian who dies is always reincarnated, as per the reincarnate spell. No matter what the Taarakian's new form, it becomes a Taarakian within 24 hours. During that time its hair turns white and it acquires the symbol of Taarak.
Taarna (CR 13, HD 3d10+10d10)
Female Occupation: Gladiator TaarakianTough Hero3/Sword of Justice10
LN Medium Humanoid
Init +5 Spd 30
Senses Low-light Vision (Ex), Listen +8, Spot +8
AC 20 (FF 19, Touch 11)
hp 76 (Disabled 0/Dying -10/Injury 10)
Saves: Fort +9, Ref +5, Will +7
Immunity: Sleep Effects (Ex); +2 Saves vs. Enchantment Spells and Effects;
Atk +15/+10/+5 base melee, +13/+8/+3 base ranged; Grapple +15;
+19/+14/+9 Melee (+3 Longsword 1d8+8/crit 19-20/x2)
SQ: Tough Talent (Qualifies for DR)
Tough Hero Features: Defense Bonus (Class/Natural) (+7), Tough Talents (2), Reputation Bonus +5, Action Points (Total): 92, Bonus Feat; Sword of Justice Features: Defense Bonus (Class/Natural) (+7), Urban Survival, Reputation Bonus +5, Action Points (Total): 92, Improvised Implements, Bonus Feat (3), Street Cred, Improved Streetfighting, Weapon Specialization, Improvised Weapon Damage, Turn undead (0+Cha.Mod/day), Advanced Streetfighting;
Abilities: STR 16, DEX 13, CON 10, INT 15, WIS 16, CHA 15
Feats: Alertness, Archaic Weapons Proficiency, Armor Proficiency (light), Brawl, Defensive Martial Arts, Divine Heritage, Elusive Target, Fight with Anything, Improved Initiative, Simple Weapon Proficiency, Streetfighting, Weapon Focus: Longsword.
Skills: Bluff +5, Climb +6, Diplomacy +4, Gather Information +6, Hide +5, Intimidate +7, Investigate +6, Jump +6, Knowledge (Streetwise) +8, Knowledge (Theology and Philosophy) +8, Listen +8, Move Silently +5, Ride +13, Search +5, Sense Motive +6, Spot +8, Survival +6, Swim +5, Treat Injury +6.
Weapons: +3 Longsword: Lawful, Keen. Armor: Leather Armor. (Spell Failure 0%).
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Almost any animated item becomes absolutely hysterical. But I would say that an animated belt is greatest.
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Dumb luck deathblow on a 3.5 Cloud Giant. Though this is on a character that had a record of crit or miss that had stretched the whole lengthy campaign. we started at 1 and ended it at 18 IIRC. 1 in 5 rolls were a crit with that character. :D Thank goodness the DM hated slimes. I would have hated fighting them.
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Drejk wrote: (note to self: make a draft of firebreathing ponies) I thought pony's with petrifying gaze would be on the list?
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Naruto Uzumaki wrote: *Puffs in*
Reads a few posts while wondering why the ruling is so complicated as to get a thread with 300+ posts
*Rushingly puffs out*
To be honest I think more of it is because its amusing rather than difficult.
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Daynen wrote: Succubus. Best Bestiary Entry, ~30 years running.
So much thought provoking information and mechanically deep abilities; you could plan entire CAMPAIGNS around succubi.
...Hmmm. Stay tuned.
Done so before. New queen of hell, it makes a great story.
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grease + barbarian + frozen lake = hilarity. Rather they are your ally or not.
Greasing the arrows of a archer can be amusing.
Not sure if it is completely within the rules but I greased a dragon and he set himself on fire with his breathweapon...

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This thing is amusing it generated this.
Gynoid CR 5
XP 1600
N Medium Construct
Init +2; Senses Low-Light Vision, True Seeing, Darkvision 60ft; Perception +6
Auras Desecrating Aura, Elusive Aura
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DEFENSE
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AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 73 (7d10+34)
Fort +4, Ref +6, Will +4; +4 vs. disease
DR 5/-
Weaknesses Bludgeoning Weapon Vulnerability, Light Sensitivity
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OFFENSE
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Speed 30 ft.
Melee rapier +14/+9 (1d6+7/18-20,x2)
Cleric spells prepared: (CL 4, Concentration +4)
Domains: liberation, destruction
2nd-(DC 12) Remove Paralysis, Resist Energy, Find Traps
1st-(DC 11) Remove Fear, Comprehend Languages(2), Curse Water
0th-(DC 10) Create Water, Detect Magic, Stabilize, Detect Poison
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STATISTICS
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Str 20, Dex 14, Con 0, Int 0, Wis 10, Cha 5
Base Atk +7; CMB +12; CMD 24
Feats -
Skills: ; Racial Modifiers Perception +6
Languages -
SQ Construct Traits, Envisaging
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SPECIAL ABILITIES
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Bludgeoning Weapon Vulnerability (Ex)
A Gynoid takes 50% extra damage from physical attacks that deal bludgeoning damage.
Light Sensitivity (Ex)
A Gynoid becomes dazzled in bright sunlight or within the radius of a daylight spell.
Construct Traits
A construct is an animated object or artificially created creature.
-No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
-Low-light vision.
-Darkvision 60 feet.
-Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
-Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
-Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
-Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
-Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
-A construct cannot be raised or resurrected.
-A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
-Constructs do not breathe, eat, or sleep.
Desecrating Aura (Su)
A Gynoid has a 30-foot radius 'Desecration' spell in effect which functions as if centered on a shrine of evil power. Undead within this radius (including the Gynoid) gain a +2 profane bonus on attack and damage rolls and saving throws, as well as +2 hit points per die, and the save DC of channeled negative energy is increased by 6 (these adjustments are already included in a Gynoid's statistics block). This aura can be negated by 'Dispel Evil', but the Gynoid can reactivate it on its turn as a free action. A desecrating aura suppresses and is supressed by 'Consecrate' or 'Hallow'; both effects are negated within any overlapping area of effect.
Envisaging (Su)
A Gynoid can communicate wordlessly through thoughts. A Gynoid can read the thoughts of creatures around it and projects its thoughts into the target in reply. They emit a psychic, wordless flash of their intended message to the target's mind, functioning as a wordless form of telepathy. A Gynoid cannot read the thoughts of a creature immune to mind-affecting effects.
Elusive Aura (Su)
A Gynoid exudes an 20 ft aura that affects all creatues within the area as if by a 'Nondetection' spell. The caster level check to attempt divination on creatures within the aura is 22.
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ECOLOGY
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Environment: City
Organization: Squad (3-5)
Treasure: None
With its faded blue body, a Gynoid is normally kidnapped by wounded animals. A Gynoid is known for its lustful ways and tendency to investigate adventurers.
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Mystic_Snowfang wrote: A basic Were-critter template that could be used to make any sort of were-creature that the GM wants
Now I want to make a wereKaiju...
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Little Red Goblin Games wrote: Yeah, I can make it more deadly at say stage 3. I didn't want a casual user to suddenly get struck dead by lightning if they didn't get their fix though. I would actually give a fourth stage of addiction, where the more lethal possibilities show. The spice is life after all lol.
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nate lange wrote: Azten, part of me is really glad that you linked those rules (there are clearly some folks who aren't familiar with stacking vs. overlapping bonuses...) that said, here's a build that totally ignores the recommendation against prestige classes that combine multiple class abilities (though it follows all the other rules, and isn't as abusive as some of those combos):
1-5: warblade 1-5/(PF) wizard 1-5
6-10: abjurant champion 1-5/kensai (magus) 1-5
11-20: eldritch knight 1-10/kensai 6-15
you end up +20 BAB, all the spells of level 19 wiz and 15 magus (take broad study to use them all with spell combat/spellstrike), both of which will be at CL 20 (use Magical Knack for wizard and Martial Arcanist, from AC, for magus)- plus a lot of Int synergy.
This is a book keepers nightmare but it would be so incredibly awesome.
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Martial and gish classes can take a weapon proficiency at lvl 1 that is not standard for their class, as a bonus feat if the player wants it.
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