Alternate World Stuff by KingCrazyGenius

The houserules and entities of Kain Darkwind

Moderator: Moderators

Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Thu Apr 03, 2008 7:57 am

Index
Last edited by KingCrazyGenius on Thu May 08, 2008 7:21 am, edited 1 time in total.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Ad from our Sponsor

by Sponsor » Today

Our sponsor
Sponsor
 
Posts: 1
Joined: Today
Location: Internet

Re: Alternate World Builds by KingCrazyGenius

Postby KingCrazyGenius » Thu Apr 03, 2008 8:03 am

Nothyp
Medium Outsider (Chaotic, Cosmic, Slaad)
Hit Dice:
33d8 + 636 (900 hp)
Initiative: +19
Speed: 60 ft., fly 120 ft (good)
Armor Class: 66 (+11 dex, +20 deflection, +30 natural, -5 insight) touch 36, flat-footed 55
Base Attack/Grapple: +33/+44
Attack: Claw +44 melee (2d8 + 11 and dancing wound /19-20/x2) or ranged touch +44
Full Attack: 2 claws +44 melee (2d8 + 11 and dancing wound /19-20/x2) and bite +39 melee (4d8 + 5 and hilarious wound) or ranged touch +44
Space/Reach: 5 ft./5 ft.
Special Attacks: Call slaadi, chaos blast, dancing wound, endearing aura, hilarious wound, spell-like abilities
Special Qualities: Chaotic soul, comedic prowess, damage reduction 40/cold iron, epic, and lawful, fast healing 20, immunity to exhaustion, fatigue, nonlethal damage, pain effects, and sonic, resistance to acid 20, cold 20, electricity 20, and fire 20, spell resistance 43
Saves: Fort +35, Ref +29, Will +33
Abilities: Str 33, Dex 32, Con 33, Int 14, Wis 1, Cha 50
Skills: Concentration +47, Hide +47, Listen +31, Move Silently +47, Perform (comedy) +69, Search +38, Sense Motive +31, Sleight of Hand +47, Spot +31, Swim +47
Feats: Combat Reflexes, Dodge, Great Fortitude, Improved Critical (claw), Improved Initiative, Power Attack, Quicken Spell-Like Ability(x2), Skill Focus (Perform [comedy])
Epic Feats: Epic Skill Focus (Perform [comedy]), Epic Fortitude, Superior Initaitive
Environment: Limbo
Organization: Solitary (unique)
Challenge Rating: 28
Treasure: Triple Standard
Alignment: Chaotic Neutral

Call Slaadi (Sp): At will Nothyp can call 3d10 slaadi of any type with a 45% chance of success. On a failure, xe instead summons 3d10 HD worth of random extraplanar outsiders.

Chaos Blast (Ex): As a ranged touch attack, Nothyp may blast foes with raw chaos, dealing 15d4 initial damage, and 7d4 damage for the next 5 rounds. Creatures protected by protection from chaos or similar effects take half damage. The blast has a range of 600 feet.

Dancing Wound (Su): Those who are struck by Nothyp's claws must make a Will save (DC 41) or be affected as though by the spell irresistible dance for 1d4+1 rounds. On a critical hit, the effect lasts for 1d8+2 rounds. This is not a mind-affecting effect.

Endearing Aura (Su): Those within 100 feet of Nothyp must succeed on a Will save DC 41 each round or gain a cumulative +1 cosmic bonus to Charisma and a cumulative -2 cosmic penalty to Wisdom. A successful save allows the target to reduce the severity of failed saves against this effect by one. A creature's effective Wisdom score cannot be decreased any lower than 1 in this manner. Nothyp is subject to this ability as well and currently has a -28 penalty to Wisdom and a +14 bonus to Charisma (reflected above).

Hilarious Wound (Su): Those who are struck by Nothyp's bite must make a Will save (DC 41) or be affected as though by the spell hideous laughter for 1d6 rounds. On a critical hit, the effect lasts for 1d12 rounds. Creatures who lack the chaotic subtype get a +4 bonus on their saving throw. This is not a mind-affecting effect.

Spell-Like Abilities: Always active – cloak of chaos, detect law, see invisibility; at will – animate objects, astral projection, baleful polymorph (DC 34), enervation, deeper darkness, dispel law, flame strike (DC 34), greater teleport, insanity (DC 37), mage's disjunction, mass charm monster (DC 34), maw of chaos (DC 39), planeshift, power word stun, reverse gravity (DC 37), shapechange, word of chaos (DC 33); 2/day - feeblemind (DC 35), maddening scream, mass frog (DC 42), symbol of insanity (DC 38), wish (DC 39) Caster level 24th

Chaotic Soul (Ex): Nothyp adds her Charisma modifier as a bonus to her Will saves.

Comedic Prowess (Ex): Nothyp can use xer Perform (comedy) in place of the following skills for the purposes of skill checks: Bluff, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Heal, Intimidate, Knowledge (any), Open Lock, Perform (any), Profession (any), Psicraft, Spellcraft, Survival, Tumble, Use Magic Device, Use Psionic Device, and Use Rope. Nothyp takes a -20 penalty to her Perform (comedy) skill check to use it in such a way, but otherwise makes skill checks in these skills as though xe had ranks as normal, though she uses her Charisma modifier regardless of the skill she is using. Creatures within 60 ft who are actively observing Nothyp can make Will saves with the DC equaling the skill check. Success indicates that they detect Nothyp's false competence, causing the skill check to fail outright.

Cosmic Entity: Nothyp has a +1d4 bonus on rank checks against creatures with a code of conduct.

Possessions: Nothyp wears a five-horned jester's cap with five bells attached. Once per minute as a move action, Nothyp can jingle one of the bells, one of the below effects. When applicable, the save DC is 32
Cacophany: All creatures and objects within 60 ft. (save the wearer of the hat) take 10d4 sonic damage and must make a Fortitude save or become deafened for 1 hour.
Healing: The wearer gains the benefits of a heal spell as cast by a 10th level caster.
Enchanting: All creatures within 60 ft. (including the wearer of the hat) must succeed on a Will save or become fascinated with the hat for up to 10 rounds.
Celerity: All creatures within 60 ft. (save the wearer of the hat) must succeed on a Will save or become affected as though by the slow spell for 5 rounds. If at least one creature fails on this save, the wearer of the hat gains the benefits of the haste spell for 5 rounds.
Die: The wearer of the hat must make a Fortitude and Will save or die. Success on both saves instead deals 100d6 damage to the wearer of the hat and stuns them for 1d10 rounds. The wearer is entitled to a Reflex save to reduce the damage by half, but they take a -10 penalty to the save.
Last edited by KingCrazyGenius on Sat Jul 18, 2009 9:31 am, edited 2 times in total.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Builds by KingCrazyGenius

Postby KingCrazyGenius » Thu Apr 03, 2008 8:05 am

Verrier
Huge Outsider (Baatorian, Cosmic, Evil, Lawful)
Hit Dice:
58d8 + 1218 (1595 hp)
Initiative: +18
Speed: 80 ft., fly 100 ft. (average)
Armor Class: 68 (+16 deflection, +10 Dexterity, +34 natural, -2 size), touch 34, flat-footed 58
Base Attack/Grapple: +58/+89
Attack: Slam +81 melee (3d8 + 23) or hellgaze +69 ranged touch (9d8 hellfire)
Full Attack: 2 slams +81 melee (3d8 + 23) and 2 stamps +81 melee (2d8 + 11) and gore +81 melee (4d6 + 11 plus 2 Con /x4) and tail +81 melee (3d8 + 11 plus stun) and 2 wings +81 melee (2d8 +11) or hellgaze +69 ranged touch (18d8 hellfire)
Space/ Reach: 15 ft. /15 ft.
Special Attacks: Aura of dominion, hellgaze, snort, spell-like abilities, stun, trample, vile strike
Special Qualities: Blindsight 90 ft., damage reduction 20/epic, good, and chaotic, darkvision, immunity to acid, fire, mind-affecting and necromancy, resistance to cold 20 and electricity 20, regeneration 23, spell resistance 57, telepathy 500 ft.
Saves: Fort +54, Ref +46, Will +45
Abilities: Str 57, Dex 32, Con 49, Int 29, Wis 31, Cha 42
Skills: Balance +78, Bluff +77, Climb +84, Diplomacy +89, Intimidate +83, Jump +90, Knowledge (the planes) +70, Listen +71, Move Silently +72, Search +70, Sense Motive +71, Spellcraft +70 (+76 deciphering scrolls), Spot +71, Survival +71 (+76 on other planes, +76 tracking), Swim +84, Tumble +78, Use Magic Device +77 (+83 using scrolls)
Feats: Cleave, Combat Reflexes, Dark Speech, Great Cleave, Improved Initiative, Improved Multiattack, Improved Power Attack, Improved Sunder, Multiattack, Power Attack, Quicken Spell-Like Ability(x2)
Epic Feats: Dire Charge, Epic Fortitude, Epic Prowess(x2), Epic Reflexes, Epic Toughness, Epic Will, Superior Initiative
Climate/Terrain: Hell
Organization: Solitary (Unique) or with 1d6 baatorians
Challenge Rating: 45
Treasure: Double Standard
Alignment: Lawful Evil

Aura of Dominion (Su): All creatures within 90 feet of Verrier must make a Will save (DC 55). Failure indicates that the victim is convinced of the absolute authority of Verrier and infused with an unholy zeal. The victim is immediately and utterly dominated by Verrier. In the absence of any orders, the victim will seek out and attack the nearest non lawful-evil entity in the area. A creature that succeeds on the saving throw is immune to Verrier’s aura of dominion for 24 hours.

Falling under the dominion of Verrier is permanent, but can be removed by greater restoration, heal, limited wish, miracle or wish.

Hellgaze (Ex): Creatures taking damage from Verrier’s hellgaze must succeed on Reflex saves (DC 58) or catch on fire, suffering 1d6 points of hellfire damage per round. Verrier’s hellgaze has a 90 foot range increment and a maximum range of ten increments.

Snort (Ex): As a move action, Verrier can snort burning ash from his nostrils. All creatures within a 20 foot radius gain concealment and suffer 9d8 fire damage per round. The cloud remains for one minute. A gust of wind disperses the cloud, but deals 72 fire damage to all creatures in the gust of wind’s area. Overlapping clouds have no additional effect.

Spell-like Abilities: Always active – detect chaos, detect good, nondetection, see invisibility, shield of law, unholy aura; at will – animate dead, blasphemy (DC 33), dictum (DC 33), dominate monster (DC 35), greater dispel magic, greater teleport, order’s wrath (DC 30), (DC 33), unhallow, unholy blight (DC 30). Caster level 58th

Stun (Ex): Creatures struck by Verrier’s tail must make a Fortitude save (DC 62) or be stunned for 2d6 rounds.

Tattoos: Verrier has many marks all over his body, tracing vile symbols of evil. These are actually potent arcane sigils that create a variety of effects around Verrier. Where applicable, the save DC is 55
and the caster level is 58th.

Destruction: This symbol, located on Verrier's chest, functions as a permanent symbol of death except that the the hit point limit is 200 and the range is 20 feet. Merely coming within a 20 foot cone of Verrier's front triggers the effect.

Corruption: This pattern is located along Verrier's left arm. Any weapon striking Verrier is affected as though by a rusting grasp spell. This effect can affect magical weapons of up to +7 enhancement.

Bereavement: This mark is located along Verrier's right arm. Creatures within 60 feet of Verrier are affected as though by energy drain. A successful Fortitude save negates the effect. Once affected, a victim is not subject to the effect for 1 minute.

Suffering: Verrier's back bears this symbol which functions as a permanent symbol of pain except that the penalty imposed is -6. Any within a 60 foot cone of Verrier's back trigger the effect.

Misdirection: Verrier's wings have this mark etched into them. Those beyond 60 feet of Verrier suffer a 50% miss chance on all ranged attacks against him, including single target spells. He receives the benefits of improved evasion against area effect spells originating from beyond that point as well.

Power: This mark is located over Verrier's legs. It is identical to a permanent symbol of stunning, except the hit point limit is 250, and the range is 20 feet. All within 20 feet of Verrier are subject to the effect.

Deception: This swirling pattern covers Verrier's tail. Those within 60 feet of Verrier must succeed on a Will save or be subject to a cruel illusion. The victim sees every creature he looks upon as having his own appearance. This inflicts a -9 profane penalty on attacks, as well as confuses the target as to who is ally and who is enemy. A creature under the effects of true sight receives a +7 bonus on his saving throw, but is affected normally if he fails.

Tyranny: Verrier bears this brand upon his forehead. Verrier can affect even other baataurians with his Aura of Domination. In addition, creatures that lack the devil or baatorian subtype take a -9 penalty on their saves against his Aura of Domination.

Trample (Ex): 6d10 + 34 damage, Reflex DC 62 half.

Vile Strike (Ex): All damage dealt by Verrier’s natural weapons is vile and must be healed in a consecrated area.

Regeneration (Ex): Verrier takes normal damage from chaotic good aligned weapons and from chaotic good aligned spells.
Last edited by KingCrazyGenius on Tue May 13, 2008 2:40 pm, edited 4 times in total.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Builds by KingCrazyGenius

Postby KingCrazyGenius » Thu Apr 03, 2008 8:14 am

Antonox Jvenson
Huge Outsider (Augmented Giant)
Hit Dice:
20d10 + 260 (394 hp)
Initiative: +8
Speed: 50 ft., swim 40 ft.
Armor Class: 39 (-2 size, +4 dex, +10 armor, +12 natural, +5 deflection), touch 17, flat-footed 35
Base Attack/Grapple: +20/+47
Attack: Lightning Song +44 melee (4d6 + 33/19-20 x2) or Hurricane Song +28 ranged (3d6 + 25/x3)
Full Attack: Lightning Song +44/+39/+34/+29 melee (4d6 + 33/19-20 x2) or Hurricane Song +28/+23/+18/+13 ranged (3d6 + 25/x3)
Space/Reach: 15 ft. / 15 ft.
Special Attacks: Counterattack, elusive attack, overwhelming attack, rock throwing, spell-like abilities
Special Qualities: Immunity to electricity, low-light vision, rock catching, water breathing
Saves: Fort +30, Ref +21, Will +25
Abilities: Str 48, Dex 18, Con 36, Int 22, Wis 26, Cha 26
Skills: Balance +24, Climb +42, Concentration +25, Diplomacy +10, Intimidate +31, Jump +44, Knowledge (history) +29, Knowledge (nature) +29, Knowledge (the planes) +29, Listen +31, Perform (comedy) +31, Sense Motive +31, Spellcraft +31, Spot +31, Survival +8 (+10 natural environments, other planes) Swim +50, Tumble +22
Feats: Awesome Blow, Blind Fight, Brutal Throw*, Cleave, Combat Awareness, Combat Focus, Combat Reflexes, Combat Stability, Combat Strike, Combat Vigor, Great Cleave, Improved Bull Rush, Improved Critical (great sword), Improved Initiative, Improved Power Attack, Power Attack, Robilar's Gambit, Weapon Focus (great sword), Weapon Specialization (great sword)
Climate/Terrain: Ysgard
Organization: Solitary (unique)
Challenge Rating: 23
Treasure: PC Standard
Alignment: Chaotic Good

Counterattack (Ex): If Antonox makes a single attack as a full-round action, he can make an additional attack (using his full attack bonus) as an immediate action at any time before the start of his next turn against an enemy that attacks him in melee.

Elusive Attack (Ex): If Antonox makes a single melee attack as a full-round action, he gains a +6 dodge bonus to his Armor Class until the start of his next turn.

Overpowering Attack (Ex): If Antonox makes a single attack as a full-round action, that attack deals double damage (8d6 + 66/19-20 x2), as does any other attack Antonox makes until the start of his next turn.

Spell-like Abilities: Continuous-freedom of movement; 2/day-control weather, levitate; 1/day-call lightning, chain lightning. Caster level 20th. The save DCs are Charisma-based.

Water Breathing (Ex): Antonox can breath underwater indefinitely and can freely use his spell-like abilities while submerged.

Skills: Antonox has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight light. *Antonox ignores all weight penalties for gear carried when swimming.

Possessions: Lightning Song is a +6 anarchic adamantine great sword. If Lightning Song confirms a critical hit, the target is struck by lightning, taking 1d10 d8 electrical damage. The owner is immune to electrical damage (which Antonox already possesses naturally)

Hurricane Song is a +6 holy composite longbow. If Hurricane Song confirms a critical hit, the target is affected by hurricane strength winds until the attacker's next turn. The owner automatically succeeds on Fortitude saves against high winds.

Antonox also wears black wyrm armor of light fortification. This suit of armor provides immunity to acid and a +10 armor bonus, is considered light armor, possesses no armor check penalty, and has a maximum Dex bonus of +6. His black wyrm helm provides a +5 deflection bonus to Armor Class and +5 resistance bonus on Saving Throws.
Last edited by KingCrazyGenius on Thu May 08, 2008 7:31 am, edited 1 time in total.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Builds by KingCrazyGenius

Postby KingCrazyGenius » Thu Apr 03, 2008 8:21 am

Jvenus Rexus
Colossal Outsider (Chaotic, Cosmic)
Hit Dice: 50d8 + 1,000 + 100 (1,500 hp)
Initiative: +11 (+3 dex, +8 Superior Initiative)
Speed: 80 ft., fly 250 ft. (clumsy)
Armor Class: 71 (-8 size, +3 dex, +50 natural, +16 deflection), touch 21, flat-footed 68
Base Attack/Grapple: +50/+98
Attack: Bite +75 melee (4d8+30) or clawed wing +75 melee (2d6+30)
Full Attack: Bite +75 melee (4d8+30) and gore +75 melee (4d8+17) and 2 slams +75 melee (2d8+17) and 2 clawed wings +75 melee (2d6+17) and tail bite +75 melee (3d6+17)
Space/Reach: 30 ft. /20 ft. (30 ft. w/ clawed wings)
Special Attacks: Breath weapon, frightful presence, improved grab, psi-like abilities, spell-like abilities, swallow whole
Special Qualities: Blindsight 100 ft., damage reduction 50/greater epic, major axiomatic, and adamantine, damage reduction 10/-, darkvision, fast healing 20, invincible, rapid restoration, regeneration 20, resistance to acid 40, cold 40, electricity 40, and fire 40, scent, spell/power resistance 55, telepathy 1000 ft.
Saves: Fort +47, Ref +36, Will +37
Abilities: Str 60, Dex 16, Con 50, Int 22, Wis 30, Cha 42
Skills: Autohypnosis +16 Balance +23, Concentration +50, Diplomacy +38, Gather Information +34, Intimidate +66, Jump +45, Knowledge (arcana) +56, Knowledge (dungeoneering) +36, Knowledge (geography) +36, Knowledge (history) +36, Knowledge (local) +26, Knowledge (nature) +52, Knowledge (nobility and royalty) +26, Knowledge (religion) +36, Knowledge (the planes) +56, Listen +60, Psicraft +40, Search +56, Sense Motive +50, Spellcraft +42, Spot +60 Survival +60 (+64 above ground, avoiding getting lost, underground, +66 other planes, following tracks), Swim +45
Feats: Awesome Blow, Combat Reflexes, Improved Grapple, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Powerful Charge, Track
Epic Feats: Epic Prowess(x3) Epic Reflexes, Epic Toughness, Improved Multiattack, Intensify Breath, Legendary Tracker
Climate/Terrain: The Material Plane
Organization: Solitary (unique)
Challenge Rating: 45
Treasure: None
Alignment: Chaotic Neutral

Terror and awe wash over you as you gaze upon the monster that just crushed your house. The beast seems to possess the physical features of both a dragon and a minotaur, his scales and fur a hodgepodge of dark colors. His bat-like wings end in long claws, and his tail ends in a black wolf head, sniffing and snapping at its surroundings. Each eye socket glows an unnatural sea green, a violent whirlpool of motion raging within. Freaking awesome.

Combat

Jvenus Rexus' natural weapons are treated as greater epic, major chaotic, and adamantine weapons for the purposes of overcoming damage reduction and hardness.

Breath Weapon (Su): Every 1d4 rounds. 160 ft long 10 ft wide Line. 15d12 anarchic and 15d12 divine. Reflex DC 53 to half anarchic damage. The save DC is Constitution-based.

Frightful Presence (Ex): Jvenus Rexus can inspire terror by charging or attacking. Affected creatures must succeed on a DC 51 Will save or become shaken, remaining in that condition as long as they remain with 100 feet of Jvenus Rexus and for 5d6 rounds afterwards. Jvenus Rexus ignores immunity to fear. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, Jvenus Rexus must hit a Huge or smaller opponent with its bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can try to swallow the foe the following round.

Swallow Whole: Jvenus Rexus can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 2d8+9 points of acid damage plus 2d8+8 points of divine damage per round from Jvenus Rexus’ digestive system. A swallowed creature can cut its way out by dealing 50 points of damage to Jvenus Rexus’ digestive tract (AC 60). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Jvenus Rexus’ gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Psi-like/Spell-like Abilities: Always active - greater magic fang; At will- bend reality DC 33; 3/day- reality revision DC 35. Manifester level 37th

Cosmic Entity: Jvenus Rexus has a +10 bonus on rank checks. He has a further +10 bonus on defensive rank checks.

Invincible (Ex): When Jvenus Rexus is reduced to 150 hit points or less, Jvenus Rexus gains the following special qualities: Damage reduction 50/-, immunity to acid, cold, electricity, and fire, power/spell resistance 75, resistance to divine 20 and sonic 40. He also gains a +4 morale bonus on saving throws. These changes stay in effect until Jvenus Rexus heals above 150 hit points.

When Jvenus Rexus is at full hit points, he gains 10 temporary hit points each round. These temporary hit points stack with each other, but not with other sources. Jvenus Rexus can gain a maximum of 1,500 temporary hit points in this fashion.

When Jvenus Rexus has temporary hit points, he can substitute them to negate ability damage, ability drain, and negative levels. By sacrificing 3 temporary hit points, Jvenus Rexus can negate 1 point of ability damage. By sacrificing 5 temporary hit points, Jvenus Rexus can negate 1 negative level. By sacrificing 7 temporary hit points, Jvenus Rexus can negate 1 point of ability drain.

Rapid Restoration (Ex): Jvenus Rexus has fast healing 20. He loses 1d4 negative levels per round, and does not die if his negative levels surpass his hit dice. He heals 1d4 point of ability damage from each ability score per minute, and 1d4 point of ability drain from each ability score per hour. Jvenus Rexus does not die if his Constitution score is reduced to 0, though he is helpless until his score increases to 1. Jvenus Rexus heals damage that is otherwise impossible to heal (such as permanent damage and vile damage outside of a consecrated area), though such damage is treated as double for the purposes of rapid restoration.

Regeneration (Ex): Divine energy deals normal damage to Jvenus Rexus. If Jvenus Rexus' cosmic immunity to death effects is pierced and he fails his save against it, he instead takes 100 points of non-lethal damage per level of the spell or power (to a maximum of 1,000), or 1,000 points of non-lethal damage if it was a supernatural effect.

Change Shape: Jvenus Rexus can assume any humanoid, monstrous humanoid, or giant form as a standard action. He loses his own natural weapons, but gains the natural weapons of his form. He loses his breath weapon, improved grab, and swallow whole abilities while in another form. For every size category smaller than Colossal he takes, Jvenus Rexus takes a -4 penalty to Strength, a -1 penalty to natural armor, and -1 penalty to Fortitude saves, and gains a +2 bonus to Dexterity. Otherwise Jvenus Rexus retains his statistics. A change in form cannot be dispelled, but he reverts to his true form if killed or reduced to 150 hit points or less. A true seeing spell reveals his natural form.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Builds by KingCrazyGenius

Postby KingCrazyGenius » Fri Apr 04, 2008 7:35 pm

Saoirsi
Medium Outsider (Chaotic, Eladrin, Good)
Hit Dice:
29d8 + 290 (421 hp)
Initiative: +22
Speed: 70 ft., fly 200 ft. (good)
Armor Class: 58 (+14 Dex, +11 deflection, +24 natural), touch 36, flat-footed 45
Base Attack/Grapple: +29/+36
Attack: Anarchy blade +48 melee (1d6 + 12 18-20/x2) or light ray +43 ranged touch (7d6)
Full Attack: Anarchy blade +48/+43/+38/+33 melee (1d6 + 12 18-20/x2) or 2 light rays +44 ranged touch (7d6)
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Anarchy blade, bardic music 21/day, gaze, glorious light, light rays, spell-like abilities, spells
Special Qualities: Alternate form, damage reduction 20/epic evil and lawful, darkvision, immunity to electricity, petrification, mind-affecting, paralysis, and stunning, fast healing 30, low-light vision, protective aura, resistance to acid 30, cold 30, and fire 30, spell resistance 45
Saves: Fort +30 (+34 poison), Ref +34, Will +29
Abilities: Str 25, Dex 38, Con 31, Int 26, Wis 28, Cha 35
Skills: Balance +18, Bluff +44, Concentration +42, Diplomacy +24, Hide +46, Intimidate +16, Jump +11, Knowledge (nature) +12, Knowledge (nobility & royalty) +40, Knowledge (the planes) +40, Listen +41, Move Silently +46, Perform (sing) +44, Search +40, Sense Motive +41, Sleight Of Hand +50, Spot +41, Survival +41 (+45 following tracks, other planes), Swim +39, Tumble +46, Use Magic Device +44
Feats: Combat Expertise, Combat Reflexes, Holy Tongue, Improved Disarm, Improved Feint, Improved Initiative, Quicken Spell-Like Ability, Track, Weapon Finesse
Epic Feats: Music Of The Gods, Superior Initiative
Climate/Terrain: Arborea
Organization: Solitary
Challenge Rating: 29
Treasure: Double Standard
Alignment: Always chaotic good
Advancement: 30-45 HD (Medium); 46-58 HD (Large)

Anarchy Blade (Su): The saoirsi can create a +5 anarchic holy rapier of brilliant energy as a standard action, though it can choose to suppress the brilliant energy property when creating the rapier. If the saoirsi is killed or loses contact with the anarchy blade, it instantly vanishes.

Gaze (Su): Slay evil creatures of 14 or less HD, range 60 feet, Will DC 32 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 14 HD, must succeed on a DC 31 Will save or suffer the fear effect. The save DCs are Charisma-based.

Glorious Light (Su): In energy form, the saoirsi constantly emits a wondrous light, providing bright illumination within 700 feet and dispelling all magical darkness as if it were a 10th level spell. This light is treated as natural sunlight in all respects. All creatures within 70 feet are dazzled for as long as they remain that close to the saoirsi, and must make a Will save (DC 32) or become fascinated. On a successful save, the creature is immune to the fascinating effect of that particular saoirsi's Glorious Light for 24 hours. Other eladrin are immune to this effect.

Light Rays (Su): A saoirsi can attack with a light ray as a standard action, or two light rays as a full-round action. A saoirsi's light rays are treated as epic level chaotic and good-aligned spells for the purposes of overcoming regeneration.

Spell-like Abilities: Always active – cloak of chaos, detect evil, detect law, freedom, holy aura, nondetection, see invisibility, tongues, true seeing; at will – bless, bless water, chaos hammer (DC 26), greater dispel magic, freedom, holy smite (DC 26), holy aura (DC 29), greater teleport, word of chaos (DC 29); 7/day – heal, greater restoration, true resurrection; 1/day - miracle. Caster level 29th

Spells: A saoirsi spontaneously casts spells from the bard list, and knows all spells from that list.
Spells per day: 16/7/7/7/7/6/6 (Caster Level 21st, DC 22 + spell level)

Alternate Form (Su): A saoirsi can shift between its humanoid and light forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its spell-like abilities, make physical attacks, use its gaze attack, and cast spells. In light form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells, make physical attacks, or use its gaze attack. The light form is incorporeal, and the saoirsi has no Strength score while in that form.

A saoirsi remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the saoirsi revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 40 feet of the saoirsi. Otherwise, it functions as a magic circle against evil effect and a globe of invulnerability.
Last edited by KingCrazyGenius on Tue Jul 15, 2008 9:21 am, edited 9 times in total.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Builds by KingCrazyGenius

Postby KingCrazyGenius » Fri Apr 04, 2008 7:38 pm

In the tradition of the elder fiends (baatorian, baernoloth, gha'agsheblah), the black slaad, and possibly the seraph, the liberre is my vision of a primal embodiment of Chaotic Good, born from the soup of Chaos at the same time as the black slaads and gha'agsheblahs were. If you can think of a better name for it please let me know.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Builds by KingCrazyGenius

Postby Kain Darkwind » Tue Apr 08, 2008 5:29 pm

KingCrazyGenius wrote:Liberre
Medium Outsider (Chaotic, Eladrin, Good)


So we're assuming the eladrin are as old as the qlippoth then? I think I agree with that.

Hit Dice: 29d8 + 290 (421 hp)
Initiative: +22
Speed: 70 ft., fly 200 ft. (good)
Armor Class: 58 (+14 dex, +11 deflection, +24 natural), touch 36, flat-footed 45; or 46 (+14 dex, +24 deflection), touch 48, flat-footed 34


Capitalize Dex. Why two ACs? I'm sure I'll find out later on down, but typically these stat changes would be listed with the special ability that caused them. LIke rage.

Base Attack/Grapple: +29/+36
Attack: Anarchy blade +48 melee (2d6 + 12 18-20/x2) or light ray +43 ranged touch (7d6 divine)
Full Attack: Anarchy blade +48/+43/+38/+33 melee (2d6 + 12 18-20/x2) or 2 light rays +44 ranged touch (7d6 divine)
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Alternate form, anarchy blade, bardic music 21/day, gaze, glorious light, light rays, spell-like abilities, spells
Special Qualities: Damage reduction 20/epic evil and lawful, immunity to electricity, petrification, mind-affecting, paralysis, and stunning, fast healing 30, protective aura, resistance to acid 30, cold 30, and fire 30, spell resistance 45


Alternate form is typically a special quality, not attack.

Saves: Fort +30, Ref +34, Will +29


Eladrin have a +4 vs poison.


Abilities: Str 25, Dex 38, Con 31, Int 26, Wis 28, Cha 35
Skills: Balance +18, Bluff +44, Concentration +42, Diplomacy +24, Hide +46, Intimidate +16, Jump +11, Knowledge (nature) +12, Knowledge (nobility & royalty) +40, Knowledge (the planes) +40, Listen +41, Move Silently +46, Perform (sing) +44, Search +40, Sense Motive +41, Sleight Of Hand +50, Spot +41, Survival +41 (+45 following tracks, other planes), Swim +39, Tumble +46, Use Magic Device +44
Feats: Combat Expertise, Combat Reflexes, Improved Disarm, Improved Feint, Improved Initiative, Quicken Spell-Like Ability, Track, Weapon Finesse, Words Of Creation


Words of Creation is known as Holy Tongue in Alternate World.

Epic Feats: Music Of The Gods, Superior Initiative
Climate/Terrain: Arborea
Organization: Solitary
Challenge Rating: 29
Treasure: Double Standard
Alignment: Always chaotic good
Advancement: 30-45 HD (Medium); 46-58 HD (Large)

Anarchy Blade (Su): The liberre can create a +5 grand brilliant energy rapier as a standard action. The anarchy blade deals an addition 1d6 damage to evil creatures and 1d6 damage to lawful creatures (both apply to lawful evil creatures). If the liberre is killed or loses contact with the anarchy blade, it instantly vanishes.


Unfamiliar with 'grand' Where is it from? 'Addition' should be 'additionally', but the entire thing could be scrapped if you made it an axiomatic holy rapier of brilliant energy.

Gaze (Su): In humanoid form-slay evil creatures of 14 or less HD, range 60 feet, Will DC 32 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 14 HD, must succeed on a DC 31 Will save or suffer the fear effect. The save DCs are Charisma-based.


One need not mention that it is in humanoid form. Instead, alternate form will mention that it loses access to its gaze attack. What are you basing this ability on?

Glorious Light (Su): In energy form, the liberre constantly emits a wondrous light, providing bright illumination within 700 feet and dispelling all magical darkness of 10th level or lower. All creatures within 70 feet are dazzled for as long as they remain that close to the liberre, and must make a Will save (DC 32) or become fascinated. On a successful save, the creature is immune to the fascinating effect of that particular liberre's Glorious Light for 24 hours. Other liberres are immune to this effect.


So....during battle if their leaders decide to change clothing, the rank and file eladrin will stare stupidly at them?

Light Rays (Su): In energy form, a liberre can attack with a light ray as a standard action, or two light rays as a full-round action. A liberre's light rays are treated as epic level chaotic and good-aligned spells for the purposes of overcoming regeneration. They are not, however, subject to spell resistance or any other limitations of spells.


Last sentence is unneeded. As supernatural abilities, this is already assumed.

Spell-like Abilities: Always active – cloak of chaos, detect evil, detect law, freedom, holy aura, nondetection, see invisibility, tongues, true seeing; at will – bless, bless water, chaos hammer (DC 26), greater dispel magic, freedom, holy smite (DC 26), holy aura (DC 29), greater teleport, word of chaos (DC 29); 7/day – heal, greater restoration, true resurrection; 1/day - miracle. Caster level 29th

Spells: A liberre spontaneously casts spells from the bard list, and knows all spells from that list.
Spells per day: 16/7/7/7/7/6/6 (Caster Level 21st, DC 22 + spell level)

Alternate Form (Su): A liberre can shift between its humanoid and light forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its spell-like abilities, make physical attacks, and cast spells. In light form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells, use its physical attacks, or use its gaze attack. The light form is incorporeal, and the liberre has no Strength score while in that form.

A liberre remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the liberre revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 40 feet of the liberre. Otherwise, it functions as a magic circle against evil effect and a globe of invulnerability, both with a radius of 40 feet (caster level 30th). (The defensive benefits from the circle are not included in a liberre’s statistics block.)


The defensive benefits of the circle are superseded by the always active holy aura and cloak of chaos. So they need never be included in the liberre's stats. Why is the caster level for the protective aura higher than the HD? What does it need a caster level at all for?

I don't know of a better name than liberre, but I agree it needs one. More eladrin sounding.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Builds by KingCrazyGenius

Postby KingCrazyGenius » Tue Apr 08, 2008 8:56 pm

Kain Darkwind wrote:
KingCrazyGenius wrote:Liberre
Medium Outsider (Chaotic, Eladrin, Good)


So we're assuming the eladrin are as old as the qlippoth then? I think I agree with that.

I don't see a reason why Chaotic Evil would be older than any other kind of Chaotic, so yeah.

Hit Dice: 29d8 + 290 (421 hp)
Initiative: +22
Speed: 70 ft., fly 200 ft. (good)
Armor Class: 58 (+14 dex, +11 deflection, +24 natural), touch 36, flat-footed 45; or 46 (+14 dex, +24 deflection), touch 48, flat-footed 34


Capitalize Dex. Why two ACs? I'm sure I'll find out later on down, but typically these stat changes would be listed with the special ability that caused them. LIke rage.


Will capitalize Dex. The two ACs are listed there because in the SRD the ghale has two ACs listed; one for humanoid form and one for their other form.

Epic Feats: Music Of The Gods, Superior Initiative
Climate/Terrain: Arborea
Organization: Solitary
Challenge Rating: 29
Treasure: Double Standard
Alignment: Always chaotic good
Advancement: 30-45 HD (Medium); 46-58 HD (Large)

Anarchy Blade (Su): The liberre can create a +5 grand brilliant energy rapier as a standard action. The anarchy blade deals an addition 1d6 damage to evil creatures and 1d6 damage to lawful creatures (both apply to lawful evil creatures). If the liberre is killed or loses contact with the anarchy blade, it instantly vanishes.


Unfamiliar with 'grand' Where is it from? 'Addition' should be 'additionally', but the entire thing could be scrapped if you made it an axiomatic holy rapier of brilliant energy.


I stole grand from your Eblis build; apparently it makes a weapon deal more damage than it usually does. Will make suggested change.
Gaze (Su): In humanoid form-slay evil creatures of 14 or less HD, range 60 feet, Will DC 32 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 14 HD, must succeed on a DC 31 Will save or suffer the fear effect. The save DCs are Charisma-based.


One need not mention that it is in humanoid form. Instead, alternate form will mention that it loses access to its gaze attack. What are you basing this ability on?


Basing it on the ghale, once again, as well as an ability I saw Morwel in the BoED have, though her's is next to useless.

Glorious Light (Su): In energy form, the liberre constantly emits a wondrous light, providing bright illumination within 700 feet and dispelling all magical darkness of 10th level or lower. All creatures within 70 feet are dazzled for as long as they remain that close to the liberre, and must make a Will save (DC 32) or become fascinated. On a successful save, the creature is immune to the fascinating effect of that particular liberre's Glorious Light for 24 hours. Other liberres are immune to this effect.


So....during battle if their leaders decide to change clothing, the rank and file eladrin will stare stupidly at them?

If they fail their saves, yeah. Sides, it isn't like liberres fight along side their lessers on a regular basis. In the very early ages of the cosmos a lot of them got cocky and ended up getting killed fighting off elder fiends. The survivors know to avoid fights when prudent, and if a fight requires the likes of a liberre, it is best that weaker eladrin not get involved.

Spell-like Abilities: Always active – cloak of chaos, detect evil, detect law, freedom, holy aura, nondetection, see invisibility, tongues, true seeing; at will – bless, bless water, chaos hammer (DC 26), greater dispel magic, freedom, holy smite (DC 26), holy aura (DC 29), greater teleport, word of chaos (DC 29); 7/day – heal, greater restoration, true resurrection; 1/day - miracle. Caster level 29th

Spells: A liberre spontaneously casts spells from the bard list, and knows all spells from that list.
Spells per day: 16/7/7/7/7/6/6 (Caster Level 21st, DC 22 + spell level)

Alternate Form (Su): A liberre can shift between its humanoid and light forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its spell-like abilities, make physical attacks, and cast spells. In light form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells, use its physical attacks, or use its gaze attack. The light form is incorporeal, and the liberre has no Strength score while in that form.

A liberre remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the liberre revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 40 feet of the liberre. Otherwise, it functions as a magic circle against evil effect and a globe of invulnerability, both with a radius of 40 feet (caster level 30th). (The defensive benefits from the circle are not included in a liberre’s statistics block.)


The defensive benefits of the circle are superseded by the always active holy aura and cloak of chaos. So they need never be included in the liberre's stats. Why is the caster level for the protective aura higher than the HD? What does it need a caster level at all for?

I don't know of a better name than liberre, but I agree it needs one. More eladrin sounding.[/quote]
How about Libelle? A bit French, though.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Builds by KingCrazyGenius

Postby Kain Darkwind » Tue Apr 08, 2008 9:08 pm

KingCrazyGenius wrote:I stole grand from your Eblis build; apparently it makes a weapon deal more damage than it usually does. Will make suggested change.


Er...a grand scimitar is a large two handed scimitar. It is the bastard sword version of a scimitar. A grand falchion is the fullblade version of a falchion. It isn't a magical quality, it is a different weapon.


How about Libelle? A bit French, though.


Er...no. That sounds even less eladrin. I'll try to think of something.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Builds by KingCrazyGenius

Postby KingCrazyGenius » Tue Apr 08, 2008 9:11 pm

Oooh. Well, I got rid of that anyways; its just an ordinary magical scimitar now.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Builds by KingCrazyGenius

Postby KingCrazyGenius » Fri May 02, 2008 9:41 pm

Cosmic Demon Death Throes

If a demon with the Cosmic subtype is killed, regardless of whether or not the killer succeeds on a rank check to keep the demon slain, it goes into death throes and explodes, dealing 1/2 HD d12 damage, 1/2 of which is cosmic, the other half determined by the demon in question. A successful Fortitude save reduces the damage by half. The death throes affects everything within 600 feet of the demon. In the case of demons with a bonus to rank checks, such as Demogorgon, the range instead a number of miles equal to their base rank bonus. Do not count situational bonuses, such as Orcus' bonus to rank checks involving the undead. Additionally, each death throes has a unique additional effect.

Example

Death Throes (Su): When killed, Orcus explodes in wave of dark energy that deals 28d12 points of cosmic and negative energy damage to anything within 6 miles (Fortitude DC 58 half). This explosion automatically destroys any non-artifact Orcus is holding. Any creatures slain in this explosion arise as wights in 1d4 rounds. The save DC is Constitution-based.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Stuff by KingCrazyGenius

Postby Kain Darkwind » Tue May 13, 2008 2:34 pm

I screwed up when I told you to make the liberre's weapon axiomatic. It should be anarchic.

Verrier is missing his darkvision. Possibly because my earlier Baataurian was missing it. Also, note that the baatorian is a subtype, the baataurian is a creature. (His organization includes some baatorians)

Also, I have the demon lords posted up and indexed now. Feel free to start coming up with death throes for them.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Tue May 13, 2008 2:36 pm

Kain Darkwind wrote:I screwed up when I told you to make the liberre's weapon axiomatic. It should be anarchic.

And evidently I screwed up by not catching that myself. Still no good name ideas for them?

Verrier is missing his darkvision. Possibly because my earlier Baataurian was missing it. Also, note that the baatorian is a subtype, the baataurian is a creature. (His organization includes some baatorians)


Noted.

Also, I have the demon lords posted up and indexed now. Feel free to start coming up with death throes for them.


Looks like I gots a project this afternoon!
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Stuff by KingCrazyGenius

Postby Kain Darkwind » Tue May 13, 2008 2:45 pm

KingCrazyGenius wrote:Still no good name ideas for them?


We could ask the Lights project members what they are calling the super CGs and see if we like that term.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Tue May 13, 2008 2:50 pm

I believe they were called Aeons, at least the last time Selah released information on that subject.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Stuff by KingCrazyGenius

Postby Kain Darkwind » Tue May 13, 2008 3:02 pm

Does that sound appropriate to you?
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Tue May 13, 2008 4:02 pm

Not at all. It seems too temporal, and not Eladrin enough (of course I only know the names of two of them off the top of my head, the Ghale and the Bralani)
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Stuff by KingCrazyGenius

Postby Kain Darkwind » Tue May 13, 2008 4:18 pm

KingCrazyGenius wrote:Not at all. It seems too temporal, and not Eladrin enough (of course I only know the names of two of them off the top of my head, the Ghale and the Bralani)


* Coure - Spritelike eladrins that serve more powerful beings as messengers and scouts.
* Bralani - Wild and feral eladrins that can assume the shape of a whirlwind or zephyr of dust, snow, or sand.
* Firre - Red-haired elven eladrins that protect works of art and the artists who create them.
* Ghaele - Knights-errant of the celestials who quietly muster resistance and offer guidance to any of good heart.
* Noviere - an aquatic eladrin that dwells on Ossa, the second layer of Arborea.
* Shiere - serve and protect Arborea as the noble knights of the eladrin.
* Shiradi - Shiradis battle for freedom across the planes, helping the oppressed, deceived, and less fortunate.
* Tulani - The ancient faerie lords of the eladrin, who roam seeking peace, beauty, and solitude.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Stuff by KingCrazyGenius

Postby MythMage » Tue May 13, 2008 5:05 pm

I like "Liberre". I think it sounds Eladrin.

Alternatively, "saoirse" is Irish Gaelic for "freedom" Maybe you could derive something from that.
User avatar
MythMage
Why don't I have a custom title yet?
 
Posts: 3194
Joined: Tue Apr 01, 2008 8:05 pm
Location: Spelunking in Andomhain with the Planar Cartographic Society

Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Tue May 13, 2008 5:31 pm

Hmm...perhaps Saoirsi.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Fri Aug 08, 2008 9:40 am

Ornias

The Arch Devil of Spite, Ornias has been banished from Hell since the days of Lucifer. Living in Acheron, he supports Hell's agenda through the sabotage and destruction of his enemies, and has the specific task of ensuring that there is never a victor amidst the warring armies of Acheron. He has also been assigned guardianship over tomes of infernal lore hidden in the recesses of Tintibulus, and was cursed with illiteracy to ensure that he did not use the secret knowledge for himself. Ornias' most prized possession is his horde of broken magic items and artifacts, an ever-growing testament to his pettiness and lust for vengeance.

Large Outsider (Cosmic, Devil, Evil, Lawful)
Hit Dice: 44d8 + 660 (1,012 hp)
Initiative: +19
Speed: 90 ft., fly 180 ft. (perfect)
Armor Class: 70 (+13 deflection, +11 Dex, +12 insight, +25 natural, -1 size), touch 45, flat-footed 59
Base Attack/Grapple: +44/+67
Attack: Bound Hate +68 melee (2d6+25 plus 1 Con /19-20 x2)
Full Attack: Bound Hate +68/+62/+58/+53 melee (2d6+25 plus 1 Con /19-20 x2) 2 claws +62 melee (3d8 + 19 plus disease) and 2 wings +62 melee (3d6 + 9) and bite +62 melee (4d6+9 plus energy drain)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Disease, energy drain, spite attack, spell-like abilities, summon devils
Special Qualities: Damage reduction 30/epic good and silver, illiteracy, immunity to fire, poison and sonic, regeneration 15, resistance to acid 30 and cold 30, see in darkness, spell resistance 46, telepathy 1000 ft.
Saves: Fort +43, Ref +39, Will +42
Abilities: Str 48, Dex 32, Con 37, Int 33, Wis 35, Cha 36
Skills: Appraise +58, Bluff +60, Craft (trapmaking) +58, Diplomacy +60, Disable Device +68, Escape Artist +58, Intimidate +60, Knowledge (arcana) +58, Knowledge (local) +58, Knowledge (history) +58, Knowledge (nobility) +58, Knowledge (planes) +58, Knowledge (religion) +58, Perception +59, Sense Motive +59, Sleight of Hand +58, Stealth +58, Spellcraft +58, Use Magic Device +60
Feats: Combat Expertise, Corrupt Spell-like Ability, Dark Speech, Great Fortitude, Improved Initiative, Improved Multiattack, Improved Sunder, Iron Will, Multiattack, Power Attack
Epic Feats: Epic Fortitutde, Epic Reflexes, Epic Skil Focus (Disable Device), Epic Toughness, Epic Will, Superior Initiative
Climate/Terrain: Tintibulus (Acheron)
Organization: Solitary (unique)
Challenge Rating: 34
Treasure: Quadruple Standard
Alignment: Lawful Evil

Disease (Ex): Creatures struck by Ornias' claws must make a Fortitude save (DC 45) or contract the disease faceless hate.

Energy Drain (Ex): Creatures struck by Ornias' bite attack suffer 1d4 negative levels. The DC is 45 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, Ornias heals 5 hit points.

Spite Attack (Su): Once per round when attacking or using a damage dealing spell, Ornias choose to inflict 10 points of lethal damage on himself. If the attack or spell successfully deals damage, the target takes an extra 10 points of vile damage. In addition, once per round Ornias can grant any or all natural weapons or weapons he holds the vicious quality as a free action. Removing the quality is another free action, though he cannot grant and remove the property in the same round.

Spell-like Abilities: Always active- detect chaos, detect good, mantle of pure spite*, see invisibility; at will- bestow greater curse (DC 31), bestow wound* (DC 24), blasphemy (DC 30), dictum (DC 30), fire in the blood*, greater dispel magic, order's wrath (DC 27), persistent image (DC 28), pronouncement of fate* (DC 27), rage (can affect unwilling targets, Will negates) (DC 26), shield of law, greater teleport, unholy aura, unholy blight (DC 27), vampiric touch; 1/day – imprison soul* (DC 32), wish (DC 32); 1/month - pact of return* Caster level 34th

*Heroes of Horror

Summon Devils: Thrice per day, Ornias can automatically summon 1 renegade pit fiend, 3 renegade cornugons, or 9 lesser devils.

Cosmic Entity: Ornias has a +3 bonus to rank checks directly related to harming others. If he himself is harmed in the process, he gains a further +3 bonus.

Illiteracy (Cs): Ornias is cursed with the inability to understand language. He cannot read or write words in any language, nor does he understand any words or speak intelligibly. This affect also makes him immune to all glyph, sigil, and symbol spells. He can communicate using telepathy and magical means without hindrance.

Regeneration: Ornias takes normal damage from good aligned silver weapons and spells.

Possessions: Bound Hate is a +6 wounding flail of impact.
Last edited by KingCrazyGenius on Mon Aug 11, 2008 7:07 pm, edited 2 times in total.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Stuff by KingCrazyGenius

Postby Kain Darkwind » Fri Aug 08, 2008 12:44 pm

Flails can't be keen. The enchantment is impact for bludgeoning weapons. I'll have more later.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Sat Aug 09, 2008 10:47 am

Aabix
A one-demon army, Aabix is singularly focused on the eradication of everything he beholds. Though known best by the simple epitath of "Devil-Killer", he has just as often butchered fellow demons, yugoloths, and virtually anything else found in the cosmos. Not an insightful or cunning creature by most measures, Aabix is frequently manipulated by more intelligent demons into attacking their enemies. The only creatures he doesn't immediately attack are other mariliths, but not even they are entirely safe.
Huge Outsider (Chaotic, Cosmic, Evil, Mazza’im)
Hit Dice:
32d8+675 (931 hp)
Initiative: +18
Speed: 40 ft., burrow 20 ft., climb 30 ft., swim 30 ft.
Armor Class: 57 (+10 Dex, +9 deflection, +4 insight, +26 natural, -2 size), touch 31, flat-footed 47
Base Attack/Combat Bonus: +32/+54
Attack: 6 bastard swords +57 melee (3d8 + 25 /17-20) or slam +51 melee (2d6 + 20 /19-20) or tail slap +51 melee (4d8 + 20 /19-20)
Full Attack: 6 longswords +57/+52/+47/+42 melee (3d8 + 25 /17-20) and tail slap +49 melee (4d8 + 10 /19-20) or 6 slams +51 melee (2d6 + 20 /19-20) and tail slap +49 melee (4d8 + 10 /19-20)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Constrict, devil-killer, improved grab, spell-like abilities, summon demon
Special Qualities: Damage reduction 30/epic, cold iron, and good, darkvision, fast healing 20, immunity to electricity and poison, mettle, resistance to acid 30, cold 30 and fire 30, spell resistance 38, superior multiweapon fighting, telepathy 200 ft., weapon mastery
Saves: Fort +44, Ref +36, Will +30
Abilities: Str 50, Dex 30, Con 46, Int 15, Wis 18, Cha 28
Skills: Acrobatics +45, Climb +63, Intimidate +44, Knowledge (planes) +37, Knowledge (religion) +37, Knowledge (tactics) +37, Perception +47, Spellcraft +37, Stealth +45, Swim +63
Feats: Combat Reflexes, Improved Critical, Improved Grapple, Improved Initiative, Improved Sunder, Improved Vital Strike, Multiattack, Power Attack, Toughness, Vital Strike, Weapon Focus
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Toughness, Epic Will, Superior Initiative
Climate/Terrain: The Abyss
Organization: Solitary (Unique)
Challenge Rating: 30
Treasure: Double standard, plus weapons
Alignment: Chaotic Evil

Constrict (Ex): Aabix deals 4d8+30 points of damage with a successful grapple check. The constricted creature must succeed on a Fortitude save (DC 44) or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter.

Devil-Killer (Ex): Aabix ignores the "Good" quality in a devil's regeneration and damage reduction.

Improved Grab (Ex): To use this ability, Aabix must hit with his tail slap attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he succeeds on the grapple check, he can constrict.

Spell-Like Abilities: Always active – true seeing, unholy aura (DC 27); at will—align weapon, blade barrier (DC 25), greater magic weapon, project image (DC 25), see invisibility, telekinesis (DC 24), greater teleport; 3/day - mage's sword, transformation, waves of exhaustion Caster level 32nd.

Summon Demon (Sp): Twice per day Aabix can automatically summon 8d8 dretches, 1d6 hezrou, 1d4 nalfeshnees, 1d4 glabrezus, or 1d4 mariliths. Mariliths summoned by Aabix have maximum hit points.

Cosmic Entity: Aabix has a +1 bonus to rank checks against devils.

Superior Multiweapon Fighting: Aabix can attack with all six of its arms any time it could attack with one. It takes no penalty to its attacks.

Weapon Mastery: Aabix is proficient with all simple and martial weapons and exotic melee weapons, and applies any weapon-specific feat he possesses to all his weapons, including natural weapons. He can deal any type of damage (bludgeoning, piercing, slashing) with any weapon without penalty, unless the weapon is a spear, in which case he cannot deal bludgeoning damage.

Skills: Aabix has a +8 racial bonus on Perception checks.

Possessions: Aabix currently wields six +6 silver bastard swords. However, between his vast collection and the plots that circle around him, he can potentially come into possession of virtually any non-artifact weapon in existence.
Last edited by KingCrazyGenius on Tue Aug 12, 2008 10:30 am, edited 3 times in total.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Stuff by KingCrazyGenius

Postby Kain Darkwind » Mon Aug 11, 2008 5:27 pm

Alright. So basically, we have an archdevil slightly less powerful than Merorem.

I like all of his abilities. You have shorted him on feats. Pathfinder gives a feat every odd level. 44HD means that he ought to have 22 feats.

Is the vicious damage he inflicts on himself lethal or nonlethal due to his regeneration?

If he can only turn on or turn off his vicious quality once per round, it should be a swift action, not a free action.

Faceless hate is a good disease, so is festering anger. Have you compared them to see which one fits the character best?

Shout is a sonic effect. Deaf creatures are not immune to sonic effects. Why would he be immune to shout? I'm also not clear if his illiteracy is the cause for his immunity to sonic or not.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Ad from our Sponsor

by Sponsor » Today

Our sponsor
Sponsor
 
Posts: 1
Joined: Today
Location: Internet

Next

Return to Alternate World

Who is online

Users browsing this forum: No registered users and 1 guest