| Waldham |
Hello, I want to create a creature with the picture above.
Trompe l'oeil Fleshwarped Nightmare Improved Stakler Raktavarna CR 11 [1+5x1+1+2+2]
LE Tiny outsider construct (native, rakshasa, shapechanger, evil)
Init +3; Senses darkvision 120 ft., detect magic; sense fear; Perception +9
Defense
AC 23, touch 15, flat-footed 20 (+3 Dex, +8 [6+2] natural, +2 size)
hp 28 (3d10+3+6+3)
Fort +3, Ref +6, Will +4
DR 5/good or piercing or silver; DR 5/— SR 17
Defensive Abilities: resistance to acid, cold, electricity, fire, and sonic 10, Terrifying Inevitability, Feign Death, Illusion Resistance, Regeneration 5, Rejuvenation
Offense
Speed 10 ft., climb 20 ft., swim 20 ft., fly (Su) 10 (perfect maneuverability)
Melee bite/morphic weapon +8 (1d4–2 plus poison)
Ranged morphic weapon + 8 (1d4 ?)
Special Attacks detect thoughts (DC 13), Fear Aura (DC 13), gory display, Frightful Presence, Night Terrors, symbiosis
Spell-Like Abilities (CL 6th; concentration +8)
Constant—comprehend languages, protection from good
3/day—dream, nightmare, suggestion
1/day—charm person (DC 13), suggestion (DC 15), shadow walk
1/week—commune (CL 12th, 6 questions)
Statistics
Str 11(7+4), Dex 20(4+16), Con 21 (15+6), Int 14(2+12), Wis 13, Cha 18(14+4)
Base Atk +3; CMB +4; CMD 12 (can’t be tripped)
Feats Alertness, Weapon Finesse, Diehard, Endurance, Intimidating Prowess, Toughness
Skills Bluff +12/13, Climb +14, Disguise +16/18, Escape Artist +6, Intimidation + 10, Perception +9, Sense Motive +9, Stealth +23/28 (+5 bonus on Stealth checks to appear as part of a painting), , Survival + 6 (to follow the tracks), Swim +11; Racial Modifiers +4/5 Bluff, +8/10 Disguise, + 8 Intimidation, + 6 Stealth, + 6 Survival (to follow the tracks)
Languages Common, Infernal, Undercommon; comprehend languages
SQ change shape (Tiny living object), master’s eyes, Nightmare Resurrection, monstrous growth, morphic body, autoelic, enter painting
Special Abilities
Change Shape (Su) As a full-round action, a raktavarna can take the shape of a handheld object, most often an ornamental light, a one-handed weapon, or a piece of treasure. If the rakshasa remains stationary in such a form, it can attempt Stealth checks even while being observed. It can remain motionless in object form indefinitely, but reverts to its true form as soon as it takes any action.
Master’s Eyes (Su) A raktavarna can designate a single creature as its master as a standard action. If the raktavarna is a spellcaster’s familiar, its master is automatically that spellcaster, and the raktavarna cannot change this. As a full-round action, a raktavarna’s master can observe the world as if looking through the raktavarna’s eyes. The master must concentrate to maintain this link each round. The master’s visual senses are suppressed for this time, and he uses the raktavarna’s darkvision, detect magic, and regular eyesight to observe the world. This ability has no limit on range, and functions even across planar boundaries. If the raktavarna is slain while its master is using this ability, the master is stunned for 1d4 rounds (no save).
Poison (Su) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Wis plus modify memory; cure 1 save. Each time a victim takes Wisdom damage from this poison, a modify memory effect causes the victim to forget the previous minute’s interactions with the raktavarna, as long as the raktavarna is no longer visible or is in object form. The save DC is Constitution-based.
Sense Fear (Su): An implacable stalker is able to sense the fear of nearby living creatures. This functions similarly to blindsight, with a range of 120 feet, except it only allows the implacable stalker to detect creatures that are currently experiencing any level of fear ranging from spooked to horrified (see page 10). Additionally, this ability allows the implacable stalker to detect such creatures even through solid barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Terrifying Inevitability (Su): An implacable stalker is even more difficult to kill when in the presence of fear. As long as the implacable stalker is able to see or hear a creature currently experiencing any level of fear ranging from spooked to horrified (see page 10), it gains fast healing equal to its Hit Dice, its damage reduction increases to 10/—, and it gains spell resistance equal to 16 + its CR.
Fear Aura (Su): Creatures that have at least 5 fewer Hit Dice than the implacable stalker must succeed at a Will save or become frightened for 1 minute if they come within 60 feet of it. Even if they succeed at their saves, they gain the shaken condition for as long as they remain within 60 feet of the implacable stalker, and for 1 round thereafter. All other creatures within this radius must succeed at a Will save or become shaken for as long as they remain within 60 feet of the implacable stalker, and for 1 round thereafter. A creature that successfully saves cannot be affected again by the same implacable stalker’s aura until the creature has left the aura and reentered it. This is a mind-affecting fear effect.
Gory Display (Ex): Whenever an implacable stalker kills a sentient living creature, as a swift action, it can revel in the kill, shredding its victim’s corpse in a gruesome display of power. If it does, it chooses one of the following benefits: gain a +4 morale bonus to Strength and Dexterity for 1 minute, regain a single use of a spell-like ability that it can normally use three or more times per day, or immediately heal a number of hit points equal to its Hit Dice.
Alternatively, instead of any of these benefits, the implacable stalker can cause a single creature within 60 feet to become more vulnerable to fear. Creatures affected in this way lose any immunity to fear they may have. If the creature did not possess immunity to fear, it takes a –4 penalty on saving throws to resist fear effects, and all Intimidate checks attempted against it receive a +4 circumstance bonus. These effects last for 10 minutes. Finally, if the creature is currently immune to the implacable stalker’s fear aura because it succeeded at a previous saving throw, it loses that immunity.
Nightmare Resurrection (Su): When an implacable stalker dies, it creates a psychic imprint on the mind of each intelligent creature within 60 feet that witnessed its death. Each week, such creatures are subject to a nightmare effect (DC = 10 + 1/2 the implacable stalker’s Hit Dice + the implacable stalker’s Charisma modifier; the normal modifiers for nightmare based on knowledge and connection do not apply). In this nightmare, the creature is hunted and slain by the implacable stalker (for GMs using the nightmare dreamscape rules on page 162, these nightmares always have the “being chased” nightmare feature). A creature that succeeds at three consecutive saving throws to resist the effect is freed from it. If any creature fails at three consecutive saving throws to resist the nightmare, the implacable stalker returns to life, as per true resurrection. If its corpse has been completely destroyed, it returns to life in a random location within 5 miles of the creature that failed to resist the nightmare effects. Once the implacable stalker is returned to life, the psychic imprint fades from all creatures still affected by it. Right Behind You (Sp): As a swift action, an implacable stalker can teleport to an unoccupied space, which must be adjacent to a creature the stalker is aware of that has the shaken, frightened, or panicked condition. The implacable stalker can travel a maximum distance of 480 feet with each use of this ability, and must wait 1d6 rounds between each use. Additionally, if the implacable stalker travels at least 40 feet, any shaken, frightened, or panicked creature it arrives adjacent to is denied its Dexterity bonus to AC against the implacable stalker’s attacks until the beginning of the implacable stalker’s next turn.
Feign Death (Ex): Whenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an immediate action. Any creature that physically interacts with a nightmare creature feigning death must succeed at a Heal check or Will saving throw (DC 10 + 1/2 the nightmare creature’s Hit Dice + the nightmare creature’s Intelligence or Charisma modifier, whichever is higher) to recognize it is actually alive.
Illusion Resistance (Ex): A nightmare creature automatically disbelieves illusions (no saving throw required) and has a +4 bonus on saving throws to resist illusion effects.
Regeneration (Ex): Good-aligned weapons, silver weapons, and spells with the good descriptor cause a nightmare creature’s regeneration to stop functioning for 1 round.
Frightful Presence (Su): This ability activates when the nightmare creature charges, attacks during a surprise round, or succeeds at a DC 15 Intimidate or Perform check. Its frightful presence has a range of 30 feet.
Night Terrors (Su): Once a nightmare creature enters a target’s mind with its dream or nightmare spell-like ability, it can attempt to control the target’s dream. If the target fails a Will saving throw, it remains asleep and trapped in the dream world with the nightmare creature. Thereafter, the nightmare creature controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the nightmare creature releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the dream; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score.
Monstrous Growth (Ex) It gains growth points from eating creatures. When it consumes a creature that’s been dead no more than an hour, it gains 1 growth point if that creature is of its size or one size category smaller, or 2 growth points if its meal is larger than it is. Eating a creature takes a fullround action if it is the same size or smaller than the hungry flesh or 1 minute if it is larger. Each time it flesh reaches 5 growth points, it gains the giant creature simple template. This template stacks with itself each time it gains another 5 growth points, but it can’t increase its size beyond Gargantuan. When it stops gaining growth points, a hungry flesh loses a single application of the giant creature simple template for each hour that passes.
Symbiosis (Ex) As part of a constrict attack ([u]need constrict attack ?[/u]), it can attempt to forcefully inhabit a humanoid victim’s body. A DC 21 (modifier CON ?) Fortitude save resists this intrusion and renders immunity to that creature’s symbiosis ability for 24 hours; failure means the it spends a full-round action inhabiting its new host. Once absorbed, the it grants incredible boons to willing hosts, or slowly incinerates unwilling victims. A willing host ceases aging, is sustained as if wearing a ring of sustenance, and becomes sterile. He or she also gains the [u]rakshasa[/u] fire subtype, spell resistance, and telepathic abilities ([u]detect thoughts[/u]) of the tear of Nuruu’galrakshasa. A host can use the creature’s spell-like abilities, with save DCs calculated using the host’s Hit Dice and Charisma score, although daily limits of powers still apply. Damage dealt to the host body does not harm the creature.
Unwilling victims are granted no abilities, and are instead tortured with searing pain. Victims take automatic burn damage each round, and must succeed on a DC 21 Fortitude save or become nauseated for 1d4 rounds. While this occurs, the ooze may telepathically appeal to the host for control of the body to prevent further pain (treat control as magic jar, with no receptacle required). It may vacate the body of a host as a full-round action, bursting forth in a protoplasmic expulsion, dealing double burn damage.
Morphic Body (Su) As a standard action, it can assume the appearance of any Medium or Small its size or one category in less creature (other than creatures with the elemental, incorporeal, or swarm subtype— the body assumed must be solid). This ability affects only the creature’s outward image. Its creature type doesn’t change in this new form; it gains none of the mimicked creature’s special abilities, and it retains all of its normal statistics and abilities as depicted above. This is a polymorph effect.
Morphic Weapons (Su) It can manipulate its body to mimic a wide array of potent weaponry wielded by its various forms. While the weapons may look different, they are considered natural weapons and they all do the same amount of damage. Morphic weapons deal bludgeoning, piercing, and slashing damage, and are treated as magic for the purpose of overcoming damage reduction. Once per round, it can extend one of its limbs to strike at a distance up to 15 feet away with one of its morphic weapons. It can also attack with a morphic weapon by hurling a portion of its body as a thrown weapon with a range increment of 60 feet (it swiftly regrows thrown portions of its body after using this attack, while the hurled portion melts away into slime after dealing damage to a target).
Rejuvenation (Su): When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas (see page 243). The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex): A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su): As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
0/Is it correct ?
1/ I keep the fear aura from the implacable stalker and nothing from nightmare template, yes ?
2/ For the skills from template, I keep the higher racial bonus from implacable stalker and nightmare template, yes ?
3/ From fleshwarped creature template : hungry flesh CR 3, Tear of Nuruu'gal CR6, can it gain abilities from Mezlan CR 14 ?
4/ Can it gain Hit Dice from giant template ?
Thanks for your future help.
| VoodistMonk |
You got it close enough, now just match its stats to whatever CR you want it to be. Don't stress over the details, honestly. You have the base creature you want to use, and some cool abilities from templates... now just use the tables to set its stats and DC's to match those of other monsters appropriate for your target CR.
Stacking templates gets tricky, so just use the average for CR tables.
Diego Rossi
|
Why a Trompe l'oeil?
If you are a player trying to make the ultimate servant, it doesn't work as a Trompe l'oeil template is added to a base creature and you are stacking several templates together.
If you are the GM, sure, you can create any monster you wish, but be careful, stacking templates can easily generate strange effects.
In this instance, we have a CR 11 creature with 3 HD, low saves, and low BAB.
The fear aura has no game effect as I won't know any creature with -2 HD.
It has two ways to return to life: Nightmare Resurrection, and Rejuvenation, and in theory, they can both function at the same time. Does it reproduce that way?
| Waldham |
it doesn't work as a Trompe l'oeil template is added to a base creature and you are stacking several templates together.
Can you indicate me the specific rules about the stacking templates, please ?
now just use the tables to set its stats and DC's to match those of other monsters appropriate for your target CR.
In Dungeon Master's Guide or Monster Manual ?
| Claxon |
Quote:it doesn't work as a Trompe l'oeil template is added to a base creature and you are stacking several templates together.Can you indicate me the specific rules about the stacking templates, please ?
Quote:now just use the tables to set its stats and DC's to match those of other monsters appropriate for your target CR.In Dungeon Master's Guide or Monster Manual ?
It only applies to players, and players don't get to choose to apply several templates to a creature.
You would only be able to apply the trompe l'oeil template, unless you had some rule that specified you could add more.
In general rules tell you what you can do, not what you can't. Not to say there are specific exceptions or reminders, but you can't in general go looking for a rule that tells you not to apply multiple templates to a trompe l'oeil because the rules on it tell you to apply it to the base creature.
You would need to have a rule (as a player) to tell you could do more.
As a GM you can do whatever the heck you want.
Diego Rossi
|
Quote:it doesn't work as a Trompe l'oeil template is added to a base creature and you are stacking several templates together.Can you indicate me the specific rules about the stacking templates, please ?
Quote:now just use the tables to set its stats and DC's to match those of other monsters appropriate for your target CR.In Dungeon Master's Guide or Monster Manual ?
Acquired Templates: Some templates, like the lich, are the results of a creature’s choice and desire to transform. Others, like the ghost template, are the result of an external force acting upon a creature (for example, when a tormented person dies and becomes a ghost). Yet in both cases, the template changed a creature well after its birth or creation—these types are called “acquired templates,” and can be added to a creature at any time during its existance.
Inherited Templates: Some templates, such as the half-dragon and half-fiend templates, are part of a creature from the beginning of its existence. Creatures are born or created with these templates already in place, and have never known life without them. These types of templates are called “inherited templates.”
“Trompe l’oeil” is an inherited template that can be added to any corporeal creature that has an Intelligence score (referred to hereafter as the base creature).
Fleshwarped Creature
Acquired/Inherited Template Acquired
This template can be applied only to corporeal living creatures.
Constructs aren't living creatures, inapplicable.
“Nightmare creature” is an acquired or inherited template that can be added to any creature with Intelligence and Charisma scores of at least 6
Applicable.
“Implacable stalker” is an acquired template that can be added to any creature with an Intelligence score of 3 or higher. Most implacable stalkers are humanoids, monstrous humanoids, or outsiders. An implacable stalker uses the base creature’s stats and abilities except as noted here.
I suppose that is what you mean with "Improved Stakler " (sic.).
It is not usual, but it can be applied to a construct.The first time I read base creature as "unmodified creature", but that is not necessarily true.
You still haven't addressed the other point.
"If you are the GM, sure, you can create any monster you wish, but be careful, stacking templates can easily generate strange effects.
In this instance, we have a CR 11 creature with 3 HD, low saves, and low BAB.
The fear aura has no game effect as I won't know any creature with -2 HD.
It has two ways to return to life: Nightmare Resurrection, and Rejuvenation, and in theory, they can both function at the same time. Does it reproduce that way?"
Honestly, for any group of level 7+, this monster is only a good source of XP.
As a player, you need to pay for all the applied templates. And need to have the means to add all of them.
Diego Rossi
|
Quote:Constructs aren't living creatures, inapplicable.Order to apply the templates :
Base creature raktavarna
first template : Improved Stakler
second template : Nightmare
following templates : Fleshwarped
Las template ! Trompe l'oeil
You can't.
Base creature raktavarna
first template : Improved Stakler - you are either using something that isn't a Paizo product or mistyping it. It is not present in the official books.
second template : Nightmare - can be an inherited template ad added when "born"
following templates: Fleshwarped - Acquired can be applied only after the creature is "born" and only to a living creature
Las template: Trompe l'oeil - inherited, can only be acquired at birth.
So:
Base creature raktavarna
At birth: Nightmare, Trompe l'oeil
Fleshwarped: can't be applied, a construct is not a living creature.
Improved Stakler: it depends on what the template says.
| ErichAD |
Let me see if I got this right.
The idea is that a Rakshasah Raktavarna, which typically spies on other people, instead starts tracking them down and murdering them eventually embodying murderous pursuit(slither slither, or a suspiciously teleporting object?).
After being killed and resurrecting multiple times in the dreams of others, it becomes linked to the dimension of dreams and becomes a nightmare creature.
Someone tracks the shape shifting snake down and surgically adds wings to it for reasons.
Then someone decides to paint its portrait and animate the portrait.
It seems a little silly, but I guess that works. It looks like someone trying to game the system to get the most bang for their buck from a tromp l'oeil, but it hinges on a very unlikely creature existing and sitting for its portrait in the first place, so a DM who let it get that far would deserve what they got.
| Quixote |
Yeah, I'm lost, too.
What is this thing? What's it supposed to do? It has So. Many. things going on but it does't seem effective or good.
You have us a link to some artwork and said this creature is supposed to represent that, but I don't see the resemblance at all.
Can you give us a little insight into your motivations and goals for this project?
| avr |
There was a previous thread where Waldham was trying to exploit rules to make an unusually useful creature. That one involved a fleshwarped raktavarna getting the symbiosis ability from a tear of Nuruu'gall, and then changing the wording of the symbiosis ability so that it gives the rakshasa subtype instead of the fire subtype - not how it works IMO.
This appears to be a version of the same, only with more weird abilities.
| Artofregicide |
There was a previous thread where Waldham was trying to exploit rules to make an unusually useful creature. That one involved a fleshwarped raktavarna getting the symbiosis ability from a tear of Nuruu'gall, and then changing the wording of the symbiosis ability so that it gives the rakshasa subtype instead of the fire subtype - not how it works IMO.
This appears to be a version of the same, only with more weird abilities.
Oh. I'm now really curious as to what it's meant to do?
| Aldrakan |
Then someone decides to paint its portrait and animate the portrait.It seems a little silly, but I guess that works. It looks like someone trying to game the system to get the most bang for their buck from a tromp l'oeil, but it hinges on a very unlikely creature existing and sitting for its portrait in the first place, so a DM who let it get that far would deserve what they got.
Not sure what a lot of this is supposed to be but I suspect they're falling into the same error I've seen before, that you can just make up a trompe l'oiel of whatever you imagine instead of it being a portrait of a creature that exists. Last time I think someone was trying to paint a devilbound creature whose contract was being permanently enslaved to the painter - who obviously was not even a devil.