|
Post by Vaynor on Apr 24, 2007 19:55:59 GMT -5
|
|
|
Post by Vaynor on Apr 24, 2007 19:56:30 GMT -5
Cloth Golem Medium Construct Hit Dice: 4d10 (44) Initiative: +9 Speed: 30 ft. AC: 18 (+5 Dex, +3 Natural) BAB/Grapple: +3/+5 (+10 when Static Cling is applicable) Attacks: slam +5 melee (1d8+2) Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Qualities: Construct Traits, Magic Immunity, Cloth Traits, Low-Light Vision, Darkvision (60 ft.), Immune to Bludgeoning Damage, Static Cling Saves: Fort +1, Ref +6, Will +1 Abilities: Str 14, Dex 20, Con --, Int --, Wis 11, Cha 8 Feats: Improved Natural Attack, Improved Initiative Environment: Any Organization: Solitary Challenge Rating: 3 Treasure: 1d6 pairs of normal clothes (roll a d12 for each) (must equal at least 50 pounds, if it does not, add more clothing until it does) Alignment: Always neutral Advancement: 5-9 (medium) 10-20 (large) Level Adjustment: - The large mass of twisting and convulsing cloth leaps forward at the enemy wizard's command. Everyday clothing is sewn into the being, and colors mingle randomly, as if dancing a maddening dance. It slams into you with a jolt, it's creator laughing at your peril. Cloth Golems are golems made from discarded clothing, old towels, rags, and other items. Wizards who cannot afford a better golem use these as bodyguards at lower levels. Creators usually sew in symbols, or use certain colors that match their alignment or profession. For example, a necromancer might used dyed black clothing with a white skull sewn in the front. Special Qualities: Construct Traits: Immune to mind influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Magic immunity: Cloth golems can completely resist spells that grant Spell Resistance. All spells with the fire descriptor affect the Cloth Golem normally, and set it on fire for 1d6 damage per round until the fire is put out. Cloth Traits: Cloth golems gain a +15 to escape artist, balance, move silently, and pick pocket checks because of their light and silent nature. Immune to Bludgeoning: The cloth golem is immune to all forms of bludgeoning attacks due to its malleable nature.
Static Cling: All electricity spells affect this creature as normal, and also affect it as if it were a slow spell also. A cloth golem receives a +5 bonus to grapple checks against creatures wearing cloth, or with fur.
Construction: Cloth golems are made from random tidbits of clothing, including, gloves, pants, a shirt and/or coat, shoes and some cloth to form into a “head”, you may also use magic clothing for certain parts, when this is done the golem gets all bonuses from these items. A minimum of 50 pounds of clothing is required to construct a cloth golem. A cloth golem costs as much as the clothes used. Creating the golem requires a successful craft check (tailoring) (DC 15). If clothing costing more than 20 gp is used, increase the natural armor of the cloth golem by 1. The creator must be at least 7th level and able to cast arcane or divine spells. Completing the ritual takes 500 XP and requires the spell animate object.
|
|
|
Post by Vaynor on Apr 24, 2007 19:59:20 GMT -5
Mist Rats Tiny Magical Beast Hit Dice: 2d10 (11 hp) Initiative: +3 Speed: 30ft., burrow 5 ft., swim 15ft. AC: 18 (+3 Dex, +2 size, +3 natural) touch: 15, flat-footed: 15 BAB/Grapple: +2/-9 Attacks: Bite +7 Damage: Bite 1d3-3 Face/Reach: 2 1/2 ft.; 0 ft. Special Qualities: Dark-vision 60 ft., low-light vision, scent, fast healing 1, cloudwalking, obscuring mist, gaseous form Saves: Fort +3, Ref +6, Will +0 Abilities: Str 4, Dex 16, Con 10, Int 2, Wis 11, Cha 2 Skills: Balance +4, Climb -3, Hide +15, Move Silently +6, +8 Swim Feats: Weapon FinesseB, Stealthy Climate/Terrain: Any land and cloud islands Organisation: Pack (2-16) Challenge Rating: 1 Treasure: None Alignment: True Neutral Advancement: - You look ahead at the path in front of you, an shiver from the damp cold. Suddenly, your foot begins to hurt, then your leg, and your knee. The mist surrounding you slowly forms into menacing rats of unnatural size and substance. They approach slowly, their eyes glinting menacingly in the moonlight. Rats flood the mist as you pull out your sword to deal with the menaces. Mist rats appear to be large grey rats made out of insubstantial mist. They dwell in misty areas, often forged from some magical disaster, but they also inhabit substantial cloud islands, often plaguing the domains of cloud giants. Combat As with other rats, Mist rats attack with a vicious bite. They use their incorporeal form to surround their targets and launch a surprise attack.
Obscuring Mist (Sp): When a mist rat dies, its body dissipates, producing an effect identical to that of the obscuring mist spell at caster level 2nd.
Gaseous Form (Sp): At will, a mist rat can assume a gaseous form, as per the spell. This effect operates at caster level 2nd. A mist rat generally uses this ability to sneak up on its enemies, disguised as mist, or to flee.
Fast Healing (Ex): Because of their easily changed bodies, mist rats can heal very quickly.
Cloudwalking: Due to its insubstantial nature, a mist rat can treat clouds as a solid walking surface. However, speed is reduced to 15 ft. when cloudwalking. Mist can also be walked upon, but it requires a DC 5 balance check ever round and speed is reduced to 5 ft. Familiar: A mist rat can be a sorcerer or wizard’s familiar with the Improved Familiar feat. All Wizard's with a Mist Rat familiar gain a +1 deflection bonus to Armor Class.
Summoning: A mist rat may be summoned using the spell Summon Monster I.
|
|
|
Post by Vaynor on Sept 29, 2007 21:39:42 GMT -5
Tainted OneMedium Outsider (Chaotic, Extraplanar, Evil) HD 8d8+24 (60 hp) Speed 50 ft. (10 squares); Fly 40 ft. (poor) Init: +5 AC 21; touch 15; flat-footed 16 (+5 Dex, +6 natural) BAB +8/+3; Grp +10 Attack Claws +13/+8 (2d6+2, 19-20/x2) Full-Attack Claws +13/+8/+3 (2d6+2, 19-20/x2) or Claws +13/+8 (2d6+2, 19-20/x2) and Gore (horns) +0 (1d10+2, x3) Space 5 ft.; Reach 5 ft. Special Attacks Poison, spell-like abilities, summon demon, taint Special Qualities Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to poison and disease, resistance to fire 10, acid 10, cold 10, and electricity 10, spell resistance 16 Saves Fort +11 Ref +11 Will +7 Abilities Str 14, Dex 20, Con 17, Int 8, Wis 13, Cha 18 Skills Climb +10, Disable Device +8, Disguise +15, Escape Artist +13, Hide +20, Listen +8, Move Silently +20, Open Lock +13, Search +8, Sleight of Hand +8, Spot +10, Survival +7, Use Rope +7 Feats Weapon Finesse, Great Fortitude, Fly-by Attack Environment A chaotic evil-aligned plane Organization Solitary or group (2-5) Challenge Rating 9 Treasure Standard Alignment Always chaotic evil Advancement 9-15 (Large) Level Adjustment - The creature is lithe, with tight, warped, leathery skin. Upon its back are folded two bat-like wings. Its hands are warped out of proportion, its fingers massively long. From its hands unfold massive claws, unsheathed like those of a cat. Red, sticky liquid drips down to the ground from the monster's perch. As it jumps down, the ground below it cracks and the plant life wilts.Tainted ones roam the world, wreaking havoc with their taint. They pleasure in the disruption of happy life, making many detours to small farms and such, destroying crops and loved ones but not completely destroying the victim, but every last shred of their hope. Tainted ones prefer to stay invisible, except when in combat, as they enjoy watching others run in fear from their horrific appearance. They have done their job well, when all that people know was horrible luck has been bestowed upon them. Combat: Tainted ones use their poison and taint to rid attackers or their most powerful fighters (and their weapons) as fast as possible. With their spell resistance they can hold off casters for slightly longer. They try to make the best of their invisibility and teleporting by disappearing randomly behind their foes and catching them unawares. Tainted one's natural attacks are treated as chaotic-aligned and evil-aligned for the purposes of overcoming damage reduction. Poison: Any creature successfully attacked by a tainted one has a 50% chance of being inflicted with its poison. Injury DC 17; initial damage, 2d6 Con, stunned for 1d4 rounds; secondary damage, 1d6 Con. If the poison is successful, it incurs a DC 15 Con check every day, if failed the target takes another 1d4 Con damage. If this check is failed the target loses another 1d4 Con. This damage cannot be removed until the poison is cured. This poison can be harvested from a dead tainted one, but there is a 50% chance without protective gear that the poison will affect them if they have any recent wounds from the last 24 hours or less. If protective gear is used to cover the wounds the chance goes down to 25%. A tainted one is immune to his own poison. Spell-Like Abilities: At will greater teleport (self plus 50 pounds of objects only), invisibility. Caster level 7th. Summon Demon: Once per day a tainted one can attempt to summon 1 tainted one with a 40% chance of success. This ability is the equivalent of a 3rd-level spell. Taint: Anything a tainted one touches must make a DC 10 fortitude save or become tainted. Taint makes metal rust (-6 on all attack rolls and damage rolls), water become polluted (imbibers have a 75% chance of receiving the blinding sickness, plant life become wilted and rust-colored (dies within 1d4 hours), and ground the tainted one steps on becomes infertile (for 1d4 months). For every square yard of mater needed to be tainted, one standard action is required. All attacks a tainted one makes can spread this taint if the tainted one uses a full action on a single attack to spread the taint; if a tainted one attacks a weapon the taint affects it, or if the target is attacked the taint spreads to his armor or clothing. Anything imbibed that is tainted can spread a non-monster-specific disease to the imbiber, at the DM's discretion. Other taint effects can occur at the DM's discretion depending on the circumstances. Skills: Tainted ones have a +5 racial bonus on Disguise, Hide, and Move Silently checks. Plot Hooks:- A nearby town has been having crops die suddenly and for no reason, and as a main producer for the area the [city official, other] has sent you there to investigate.
- Small children in numerous homes have been killed in the night, brutally and savagely. The [king, city official, other] has hired you to find out the murderer.
- The local lake has become polluted and people who drink from it are going blind from disease. The town populace has pleaded you to find out what is causing this. They suspect a large cave on the south side of the lake.
- The local forest is dying, and the elves of the forest cannot survive much longer if the cause is not found.
|
|
|
Post by Vaynor on Oct 1, 2007 21:34:28 GMT -5
Blood OozeHuge Ooze HD 12d10+96 (162) Speed 20 ft. (4 squares) Init: -5 AC 3; touch 3; flat-footed 3 (-2 size, -5 Dex) BAB +9/+4; Grp +23 Attack Slam +13 (4d4+6 plus 2d6+2+2/size category past medium) Full-Attack Slam +13/+8 (4d4+6 plus 2d6+2+2/size category past medium) Space 15 ft.; Reach 10 ft. Special Attacks Blood steal, constrict, drown, improved grab Special Qualities Blindsight 60 ft., ooze traits Saves Fort +12 Ref -1 Will -1 Abilities Str 22, Dex 1, Con 27, Int Ø, Wis 1, Cha 1 Skills - Feats - Environment Battlefields, sites of many deaths Organization Solitary Challenge Rating 10 Treasure None Alignment Always neutral Advancement 13-20 HD (Gargantuan) Level Adjustment - This mass of blood is swirling as it flows swiftly around the battlefield, sucking blood out of bodies lying there. The massive masses of red blood tower over most nearby landmarks.Blood oozes are most commonly found where many people have died very suddenly, usually near a battlefield. However, sometimes they travel to nearby cities or towns and flood the area with death, enlarging its already massive body. CombatBlood oozes don’t strategize, they merely head straight on towards the largest concentration of opponents to best use their grappling abilities. Blood Steal: Any attack made by the blood ooze attempts to tear blood directly from the body of the target. This deals 2d6+2+2/size category past medium. For example, if a blood ooze attacked a large creature it would deal an extra 2d6+4 damage. This extra damage can only affect creatures with blood. If an attack that subjects the target to this extra damage kills the target, the blood ooze takes the blood from the creature and adds it to its mass. Every ten creatures killed with this method add 1 HD to the blood ooze (see the Advancement section for details). Constrict: A blood ooze. deals automatic slam and blood steal damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid. Drown: On a successful grapple attack, a blood ooze may attempt to drown its target the following turn. Blood forcedly flows into the creatures lungs and the target must succeed on a DC 21 Fort save or begin drowning as normal. While drowning the constricted creature must stay inside the blood oozes space. While drowning the creatures blood continues to be stolen, and 1d6 damage is dealt per round. If the creature dies from this damage before drowning the creature’s blood is stolen as normal. If the creature dies from drowning the blood ooze may spend one full-round action gathering the blood. Improved Grab: To use this ability, a blood ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Plot Hooks:- The [town/city official] has requested you and your party seek out a recent menace in a nearby town.
- After a recent battle, many people straying outside of the town have been killed, drained of all blood. A reward is up for the perpetrator.
|
|
|
Post by Vaynor on Oct 6, 2007 23:05:02 GMT -5
Creating A Frozen Flesh"Frozen Flesh" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature). A creature gains this template by having their frozen corpse possessed by an evil ice spirit after death. Size and TypeThe creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here. Hit DiceDrop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. SpeedIf the base creature can fly, its maneuverability rating drops to clumsy. Armor Class Natural armor bonus increases by a number based on the frozen flesh’s size: Base Attack A frozen flesh has a base attack bonus equal to ½ its Hit Dice. Attacks A frozen flesh retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A frozen flesh also gains a slam attack. All slam attacks add cold damage equal to the creature’s HD. Damage Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the frozen flesh’s size. (Use the base creature’s slam damage if it’s better.) Special Attacks A frozen flesh retains none of the base creature’s special attacks. Special Qualities A frozen flesh loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A frozen flesh gains the following special quality. Damage Reduction (Ex) A frozen flesh has damage reduction 5/bludgeoning. Frozen flesh hardly resemble the creature they once were, covered with clumps of ice and rotten flesh. Single Actions Only (Ex) Frozen flesh have poor reflexes and can perform only a single move action or attack action each round. A frozen flesh can move up to its speed and attack in the same round, but only if it attempts a charge. Saves Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2. Abilities A frozen flesh’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1. Skills A frozen flesh has no skills. Feats A frozen flesh loses all feats of the base creature and gains Toughness. Environment Any Cold. Organization Any. Challenge Rating Depends on Hit Dice, as follows: Treasure None. Alignment Always neutral evil. Advancement As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class. Level Adjustment — Example Frozen Flesh: Human Commoner Frozen FleshMedium Undead (Cold)HD 2d12+3 (16 hp) Speed 30 ft. (6 squares, can’t run) Init: -1 AC 12 (-1 Dex, +3 natural), touch 9, flat-footed 11 BAB +1; Grp +2 Attack Slam +2 melee (1d8+3) Full-Attack Slam +2 melee, (1d8+3) Space 5 ft.; Reach 5 ft. Special Attacks - Special Qualities Single actions only, damage reduction 5/bludgeoning, darkvision 60 ft., undead traits Saves Fort +0 Ref -1 Will +3 Abilities Str 12, Dex 8, Con Ø, Int Ø, Wis 10, Cha 1 Skills - Feats Toughness Environment Any cold Organization Any Challenge Rating 1 Treasure None Alignment Always neutral evil Advancement None Level Adjustment -
|
|
|
Post by Vaynor on Feb 21, 2008 18:41:56 GMT -5
Fist of Aten
Long ago, a cult of worshipers decided to ignore the old sun gods. Their patron, a god known as Aten, used their belief to push back the ancient gods and usurp their power. Yet it did not last long, for the ancient ones brooded and planned until their power again grew, and together they threw Aten from the heavens and split his essence apart.
But gods are almost impossible to kill, and so Aten walks the world in pieces, each a part of the dying sun god. These pieces have a mind and will of their own...these are the Fists of Aten.
A Fist of Aten appears as a frighteningly tall, dessicated human with the head of a hawk. It's skin is blackened and charred, and it constantly smolders as if some dying fire burned inside it. It's eyes are glowing coals, and its crackles and snaps when it walks, as if it's flaky, charred skin were breaking and burning.
Fist of Aten Size/Type: Large Outsider (Extraplanar, Fire) Hit Dice: 22d8+110 (209 hp) Initiative: +4 Speed: 40ft Armor Class: 28, touch 9, flat-footed 28 (-1 size, +19 natural) Base Attack/Grapple: +22/+35 Attack: Slam +31 melee (2d8+13; 19-20/x2) Full Attack: 2 Slams +31 melee (2d8+13; 19-20/x2) Space/Reach: 10 ft./10 ft. Special Attacks: Solar Radiance, Smolder, Dying Sun Special Qualities: SR 29, DR 10/Cold Iron, Solar Immunity, Scorned by the Gods Saves: Fort +17, Ref +13, Will +17 Abilities: Str 28, Dex 10, Con 19, Int 10, Wis 18, Cha 18 Skills: 200 skill points, assign as you see fit (I may get around to this later...) Feats: Power Attack, Cleave, Awesome Blow, Great Cleave, Weapon Focus (Slam), Improved Critical (Slam), Improved Initiative, Improved Toughness Enviroment: Desert Organization: Solitary Challange Rating: ~15 (I'm not the best judge, but it seems about right) Treasure: Normal Alignment: Any Evil Advancement: Hit Dice Level Adjustment: —
Scorned by the Gods: After Aten’s fall, the gods erased all memory of him from the heavens. As a result, his children walk the world unnoticed by all that is divine, and are treated as having unbeatable spell resistance against any and all divine spells. Solar Immunity: Although their god is long dead, the Fists of Aten still connect to sun. They are immune to any effect that would blind or dazzle them through the use of light. Solar Radiance: The light that once graced these creatures is gone, but the right spark may just ignite it. If a Fist of Aten is struck by a spell or object that would deal fire damage, its desiccated body erupts in a burst of otherworldly light. Everything within 60ft of the Fist takes 10d6 points of fire damage (Reflex save DC 25 for ½, Con based), and its fists deal an additional +2d6 points of fire damage for the next hour. Additionally, during that hour, any non-natural weapon that strikes the Fist must make a Fortitude check (DC 25, Con based) or melt instantly into useless slag, dealing no damage. Smolder: The Fist of Aten’s body now smolders gently with the remnants of a once mighty blaze. Any creature grappling the Fist takes 4d6 points of fire damage a round. Dying Sun: As a final tribute to their fallen lord, the Fists of Aten can, for a short time, extinguish the sun itself. 3/day, as a full round action, a Fist of Aten may cause the sun to darken to a hideous, blackened shade of red. Anyone who sees the change must make a DC 25 Will save (Charisma based) or be panicked for 4d6 rounds. A successful save reduces the effect to shaken. This has the additional effect of granting the Fist of Aten the sun’s light, and activates it’s Solar Radiance power as if it had taken fire damage. This ability has a radius of 1 mile; outside of the range, the sun still appears perfectly normal.
|
|
|
Post by Vaynor on Jun 28, 2009 1:56:19 GMT -5
Panserbjørn[/font] Large Magical Beast HD 12d10+72 (138 hp) Speed 60 ft. (12 squares); swim 40 ft. Init: +3 AC 25 (-1 size, +3 Dex, +7 natural, +6 armor); touch 12; flat-footed 22 BAB +12; Grp +21 Attack Claw +21 melee (1d10+9) Full-Attack 2 claws +21 melee (1d10+9) and bite +16 melee (2d6+9) Space 10 ft.; Reach 5 ft. Special Attacks Improved grab Special Qualities Low-light vision, scent, adept smith, craft sky-iron armor, armor connection, DR 5/-, resistance to cold 10 Saves Fort +15 Ref +12 Will +9 Abilities Str 29, Dex 16, Con 23, Int 15, Wis 15, Cha 13 Skills Craft (armor) +25, Diplomacy +7, Hide +3, Intimidate +9, Knowledge (geography) +5, Listen +9, Sense Motive +8, Spot +9, Survival +9, Swim +20 Feats Endurance, Run, Track B, Iron Will, Diehard Environment Cold plains Organization Solitary, pair, group (2-6) Challenge Rating 11 Treasure Half standard Alignment Always lawful Advancement By character class Level Adjustment +4 Panserbjørn resemble huge polar bears, wearing shining armor that shimmers in the light. They are both taller and heavier than normal polar bears, and much more formidable. Their deadly claws coupled with their impenetrable armor form a formidable foe. Panserbjørn usually weigh about 1,800 pounds and are about 6 feet tall when on all fours, but can get up to 15 feet high when standing up. Panserbjørn speak common. CombatA panserbjørn is not stupid, and considers risks before combat, but most of the time there is little that can stop an armored bear. A panserbjørn is very honorable and will accept any challenge. Improved Grab: To use this ability, a panserbjørn must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Adept Smith: A panserbjørn receives a +10 bonus to his craft (armor) checks. Craft Sky-Iron Armor: By innate skill in armor crafting and careful practice, a panserbjørn has learned how to craft armor made from sky-iron, a metal found in meteorites. Finding enough metal to make a full suit of sky-iron armor takes 2d4 days of search. Once found, a panserbjørn must take 1d2 days to make his armor, making craft (armor) checks every hour. If any of these rolls results in anything less than 30, an extra 5 hours must be added to the process. Once complete the panserbjørn is exhausted. Sky-iron armor is treated as a +1 large breastplate that confers DR 5/- and resistance to cold 10 when worn by a panserbjørn. This armor will not fit anyone other than the panserbjørn it was made for without extensive modifications, taking half the time taken to create the armor. The same amount of time must be taken for repairs if the armor is damaged. Armor Connection: A panserbjørn’s armor is his soul. An innate connection formed during the creation process increases the panserbjørn’s vigor and abilities. When a panserbjørn is wearing armor that he has created himself, he gains a +2 bonus on all saves, does not count his armor’s weight towards encumbrance, and receives no check penalties, maximum dexterity bonus, spell failure chance, or speed decreases associated with the armor. When wearing his armor a panserbjørn cannot be subject to any intimidation or fear effects, and receives a +4 bonus when making any intimidation check. When wearing his armor, a panserbjørn restores hit points at twice the daily rate. Skills: A panserbjørn has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A panserbjørn’s white coat bestows a +12 racial bonus on Hide checks in snowy areas. Inspiration found here.
|
|
|
Post by Vaynor on Jun 28, 2009 1:59:11 GMT -5
GallivespianFine Humanoid HD 3d8-9 (5 hp) Speed 5 ft. (1 square); fly 60 feet (good)* Initiative +4 AC 22 (+8 size, +4 Dex); touch ; flat-footed BAB +2; Grp -18 Attack Spur +14 (1d2-4+poison) Full-Attack Spur +14 (1d2-4+poison) Space 1/2 ft.; Reach 0 ft. Special Attacks Poison Special Qualities Adept dragonfly rider, dragonfly mount, poison-use Saves Fort +0 Ref +7 Will +2 Abilities Str 3, Dex 19, Con 4, Int 15, Wis 13, Cha 14 Skills Balance +12*, Handle Animal +13*, Hide +22, Listen +6, Move Silently +9, Ride +14* Feats Weapon Finesse (spur) B, Mounted Combat B, Ride-By-Attack B, Great Fortitude, Stealthy Environment Any Organization Solitary or pair Challenge Rating 6 Treasure None Alignment True neutral Advancement By character class Gallivespians resemble very small humans, barely as tall as a man’s hand is wide. As their size is so diminutive, they ride a large species of dragonflies as mounts, and equip themselves with spurs coated in a deadly poison; all of which makes them worthy spies. Gallivespians are very arrogant, making up for their small size with a giant ego. Gallivespians are proud, but will ally themselves with a larger race when it is convenient. Decisions are made by their king, who rides a sparrow or other small bird instead of a dragonfly. Despite limited resources and small population, the gallivespian community is tight-knit and organized. Gallivespians are about 5 inches tall and speak Common. CombatGallivespians will flee from a full-frontal assault if possible, using their dragonfly mounts to escape with great speed. Gallivespians will attempt to force their opponent into a compromising situation, where they can kill with ease. Poison: A gallivespian’s spurs are coated with an extremely deadly poison. This poison accumulates over time, and cannot be used too frequently. At the start of each day, a gallivespian has 10 charges of poison in his spurs. Also, no more than 5 charges can be used per hour. Once 5 charges have been used, the gallivespian must wait 1 hour from the last time the spurs were used. This poison may be used in two ways, depending on the situation. Disable: A gallivespian using his poison spurs to disable his target delivers a minimal dose. The target must succeed on a DC 18 Fortitude save or be fully affected by the poison. The target takes 2d6 points of Constitution damage in the first round, and is paralyzed in the next if the save is failed. The paralyzation lasts for up to 2d4 rounds. If the save is successful, the damage is reduced to 1d6 and paralysis is negated. Using his poison to disable uses up 2 charges. The save DC is Dexterity-based with a +4 racial bonus. Kill: When using his poison to kill, a gallivespian uses a high dose of poison when attacking. The target must succeed on a DC 18 Fortitude save or be paralyzed for 2d4 rounds. Regardless of the result of the save, the target takes Constitution damage every round (1d6 if the save was failed, 1d4 if successful). If paralyzed, every round after the poison has been used the target must make a Fortitude save or die. Using his poison to kill uses up 3 charges. The save DCs are Dexterity-based with a +4 racial bonus. Adept Dragonfly Rider: A gallivespian receives a +10 racial bonus to Balance, Handle Animal, and Ride checks associated with riding or training his dragonfly mount. A dragonfly is extremely obedient and obeys every command given to it by the rider. Dragonfly Mount: A gallivespian rides a large species of dragonfly. These dragonflies live for a very long time compared to most other insects (up to 3 or 4 years). A gallivespian carries a dragonfly egg in his backpack at all times, on the occasion that his mount is killed. When attempting to breed a new mount, a gallivespian must submerge the egg in water for an hour, to start the growing process. After 1d4 days, the egg hatches. The gallivespian must spend another 1d4 days training his mount, making DC 20 Handle Animal checks every day (if any are failed another day is added to this time). Poison-use: A gallivespian’s skill with the poison increases the DC by 4 (already included). *Anything noted with this mark is an ability only usable when riding a dragonfly mount.Inspiration found here.[/i]
|
|