21 August 2016

Planar NPC: Merekh Ren

Merekh Ren

This blurred man is translucent grey, with pale outline, clearly a ghost of some sort.

CR 5; XP 1,600
Ghost male human expert 5
CG Medium Undead (extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +20

Defense
AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge, +4 deflection)
hp 47 (5d8+25)
Fort +5, Ref +3, Will +8
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee corrupting touch +5 (5d6, Fort half, DC 16)
Special Attacks possession (DC 16)

Statistics
Str —, Dex 14, Con —, Int 16, Wis 15, Cha 18
Base Atk +3; CMB +3; CMD 20
Feats Alertness, Dodge, Iron Will, Toughness
Skills Bluff +12, Diplomacy +12, Fly +18, Heal +10, Knowledge (local) +11, Perception +20, Sense Motive +12, Sleight Of Hand +10, Stealth +18, Use Magic Device +12
Language Common, Abyssal, Celestial, Ignan

Ecology
Environment any
Organization unique
Treasure none

Special Abilities


Possession (Su) Merekh can posses an adjacent creature as a standard action as if using possession spell with duration of up to 12 hours. When the possession ends or is prevented by a successful saving throw, Merekh can't attempt to possess the same target for the next 24 hours. While using this ability, Merekh's incorporeal body remains within the subject's physical body. Saving throw DC is Charisma-based. Merekh avoids using this ability on unwilling innocent subjects, though he will use this ability if he thinks that innocent lives are at stake. He has much less compunctions about possessing wrong-doers, though he finds the experience straining.

Rejuvenation (Su) Even when destroyed, Merekh reforms in 2d4 days, back in his office.

Merekh Ren was a mortal man living in a marvelous interdimensional city at the junction of the planar routes. Now, he is a spirit lingering where he lived. When alive, he was a private investigator, a thief-taker, a denouncer, and occasionally a snitch. His unexpected death hadn't made him quit. In fact, returning as a ghost created new opportunities, though it made being paid quite hard. At least he does not have to earn living wage, though he still needs to pay for his office (a small room in obscure tenement house). After meeting his diminished financial needs, his favored payment is living: being allowed to possess the customer's body (or convincing another person to agree to being possessed for a limited amount of time) and experiencing the simple joys of life.

When alive, Merekh was restraining himself to simple and boring investigations, tracking unfaithful spouses, finding debtors, searching for missing relatives, undermining wills, and similar down to earth cases. After his death, which was honest accident involving panicked horses unprepared for streets of planar metropolis, Merekh stayed behind, feeling unfulfilled, seeking to do more good and become better investigator than he was.

16 August 2016

More Kemonomimi Options!

Kemonomimi just got a few more options to choose from!

"Kemonomimi Moe Options" from Amora currently available on Drive Thru.

15 August 2016

Planar NPC: Six Broken Seals

Six Broken Seals

This perfectly shaped man's body has a burning pentacle made of blue flame with eye in its center instead of head. Two pairs of feather wings grow from his back, one reddish-black and one bluish-white.

CR 10; XP 9,600
N Medium Outsider (archon, chaotic, demon, extraplanar, lawful)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +20
Aura aura of menace (DC 19)

Defense

AC 24, touch 21, flat-footed 18 (+5 Dex, +1 dodge, +3 natural, +5 Wis, +2 deflection vs. good or evil)
hp 126 (12d10+60)
Fort +9, Ref +13, Will +13; +2 resistance vs. good or evil
Defensive Abilities AC bonus; DR 10/chaotic or lawful; Immune electricity, petrification, poison; Resist acid 10, cold 10, fire 10; SR 26 vs spells and spell-like abilities with evil or good descriptors

Offense
Speed 30 ft., fly 60 ft. (average)
Melee +1 keen katana +20/+15/+10 (1d8+10, 15–20/x2)
Special Attacks seal-breaching strike
Spell-Like Abilities (CL 12th; concentration +15)
Constant—protection from evil, protection from good
2/day—plane shift (to Abyss or Heaven only, or back to Material Plane from which he traveled to either)

Statistics
Str 22, Dex 20, Con 20, Int 13, Wis 21, Cha 17
Base Atk +12; CMB +18; CMD 38
Feats Combat Expertise, Dodge, Mobility, Spring Attack, Weapon Focus (katana), Whirlwind Attack
Skills Acrobatics +20, Fly +20, Intimidate +17, Knowledge (planes) +16, Knowledge (religion) +16, Perception +20, Sense Motive +20
Language Understands Abyssal, Celestial, Draconic; understands all spoken languages as per truespeech, though he cannot speak; telepathy 100 ft.

Ecology
Environment any
Organization unique
Treasure standard

Special Abilities


AC Bonus (Ex) When unarmored and unencumbered, Six Broken Seals adds his Wisdom bonus to his AC and CMD. These bonuses applies against touch attacks or when Six Broken Seals is flat-footed. He loses  those these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Seal-Breaching Strike (Su) Six Broken Seals can make a single special strike as a standard action, or as a part of charge, Spring Attack or Whirlwind Attack actions. Seal-Breaching Strike inflicts normal damage and acts as dispel evil and dispel good. It also acts like a dispel magic but only against protective spells and spell-like abilities, summoned creatures, and illusions (shadow).

Six Broken Seals was sired in a shocking affair between a demonic lady and heavenly envoy during their meeting on the neutral ground in the City Of Brass. The abyssal lady swayed the celestial lord with a sensual dance during an official ball after he attracted her attention with his impeccable manners—as they danced she told him seven forbidden verses of lust and in return he whispered into her eager ears five words of creation.

Six Broken Seals is at once an archon and a demon, a living embodiment of opposing ideals of law and chaos, though for some incomprehensible reason good and evil natures of his parents not only canceled each other but also gave him power to break and repel both. Born of contradiction, he seeks enlightenment and internal harmony uniting thought and action, free of compassion or selfishness of either of his heritages.

07 August 2016

Planar NPC: Dembomor

Dembomor

This is a man-sized tree stump with a pair of arms and a pair of legs. It has two dark holes that appear to be eyes, and a warped crack were a mouth should be.

CR 8; XP 4,800
CE Medium Plant (extraplanar)
Init +1; Senses low-light vision; Perception +17

Defense

AC 21, touch 11, flat-footed 20 (+1 Dex, +10 natural)
hp 105 (10d8+60)
Fort +13, Ref +6, Will +7
DR 10/—; Immune plant traits; Resist cold 10, fire 10

Offense
Speed 20 ft.
Melee 2 slams +15 (2d6+7)
Spell-Like Abilities (CL 10th; concentration +14)
At will—commune with nature, entangle (centered on self, DC 15), speak with plants, vomit swarm
3/day—quickened entangle, transport via plants

Statistics
Str 24, Dex 12, Con 22, Int 13, Wis 19, Cha 11
Base Atk +7; CMB +14; CMD 25
Feats Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (entangle), Weapon Focus (slam)
Skills Bluff +13, Perception +17, Stealth +14
Language Common, Sylvan; speak with plants
SQ freeze, hidden heart, nature magic

Ecology
Environment any
Organization unique
Treasure standard

Special Abilities


Freeze (Ex) Dembomor can pretend to be immobile tree stump in fitting environment taking 20 on a Stealth check.

Hidden Heart (Ex) Dembomor gains +20 bonus to Bluff checks made to hide his feelings toward others. Being an animated tree with no face expression and wooden voice helps hide emotions well.

Nature Magic (Sp) Dembomor uses Wisdom bonus to determine concentration checks and saving throw DC of his spell-like abilities.

Dembomor heart is rotting with hatred he feels toward the mortal (and some immortal) races. He secretly detests humanoids, and much less secretly, abhors monstrous humanoids and dragons, he wishes for their total eradication and hopes to use their remains as fertilizer. He is no fool, though, and he hides his feelings well—he only directly attacks humanoids when they can't escape and expose his homicidal hatred. When the odds are not in his favor, he tries to subtly lead humanoids into danger—providing them with inaccurate directions, sending them into lethal dungeons, hiring them to fight dragons or other humanoids...

31 July 2016

Monster: Voyeurist Kyton

Kyton, Voyeurist

The almost-perfect androgynous body of this anthropomorphic figure is marred by presence of too many eyes in their shadowed face, and eyes implanted in the palms of their hands, their chest, and their stomach. The implanted eyes seem to bleed inky shadows leaving strangely fascinating patterns on the pale flesh.

CR 7; XP 3,200
LE Medium Outsider (evil, extraplanar, kyton, lawful)
Init +8; Senses darkvision 60 ft., see invisibilityPerception +22


Defense
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 85 (9d10+36); regeneration 5 (good weapons and spells)
Fort +7, Ref +10, Will +10

Defensive Abilities all-around vision, evasion, uncanny dodge; DR 5/silver or good; Immune cold
Weakness can't look away

Offense
Speed 30 ft.
Melee 2 slams +13 (1d4+4 plus glimpse of torment)

Special Attacks unnerving gaze (30 ft., DC 17)
Spell-Like Abilities (CL 10th, concentration +13)
Constant—see invisibility
At will—analyze aura, fly, mindlink
3/day—invisibilityprying eyes, shadow walk, summon (1 augur kyton)

Statistics
Str 18, Dex 19, Con 18, Int 17, Wis 18, Cha 17

Base Atk +9; CMB +13; CMD 27
Feats Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Power Attack
Skills Bluff +15, Fly +16, Heal +16, Intimidate +15, Knowledge (planes) +15, Perception +22, Profession (torturer) +16, Sense Motive +22, Stealth +16; Racial Modifiers +4 Perception, +4 Sense Motive

Languages Common, Infernal; telepathy 100 ft.
SQ voyeurist's mark

Ecology
Environment any (Plane Of Shadow)

Organization solitary, pair, gang (3–5), or synod (5–9)
Treasure standard


Special Abilities

Can't Look Away (Ex) A voyeurist is essentially incapable of not looking on anything worth looking. It can't avert eyes to avoid gaze attacks and it suffers –4 penalty to saving throws against visual patterns.

Glimpse Of Torment (Su) A creature struck by one of a voyeurist's slam attacks has a profound vision of hellish landscape where kytons torment their victims and becomes staggered for 1d3 rounds. A successful Will saving throw against DC of 17 negates the effect. The suffering experienced strips away the sense of self inflicting 1d3 points of temporary Charisma damage each round on a failed Fortitude saving throw. A voyeurist can also deliver this effect with a touch as a standard action. This is a mind-affecting pain effect. The saving throw DC is Charisma-based.

Unnerving Gaze (Su) A creature succumbing to a voyeurist's gaze suffers –10 penalty to Perception and Sense Motive checks and, outside of combat, becomes fascinated with voyeurist for 1 minute. This is a mind-affecting fear effect.

Voyeurist's Mark (Su) A voyeurist can place an invisible magic mark on a single creature within line of sight as a standard action (a successful Will saving throw with DC of 17 negates the mark and makes the creature forever immune to the individual voyeurist's mark). As long as they remain on the same plane of existence, the voyeurist can observe the marked creature and its surroundings as if using greater scrying, with no saving throw allowed. The mark can be detected with detect evil, detect magic, or detect scrying spells or similar effects and removed with break enchantment, dispel evil, erase and similar effects. It also vanishes if the voyeurist marks another creature. The saving throw DC is Charisma-based.

While all kytons are sadistic beings, voyeurist kytons love to watch mortals suffer. They are not above causing pain themselves, though given a chance they will remain in the background and watch others tormenting and being tormented. They view themselves as chroniclers, critics, and judges of pain and suffering, often exchanging their experiences via mindlink, in a sort of twisted reflection of sharing of the academic notes. A group of voyeurists can gather to oversee activities by lesser kytons or even other fiends, acting as a sort of art critics clique, even going as far as to score "the performance".

24 July 2016

Planar NPC: Trent Aubergine Svietlorob XIII

Trent Aubergine Svietlorob XIII

This purplish-brown anthropomorphic figure has strange, inhuman proportions. Too small head with googly eyes is flanked by oversized shoulder pads. The arms are very long and ending with three flexible fingers, while the two-toed legs are short, stubby, and dwarfed by barrel-like torso.


CR 10; XP 9,600

N Medium Construct (robot)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +3

Defense

AC 24, touch 12, flat-footed 22 (+2 Dex, +12 natural)
hp 86 (12d10+20), force field (50 hp, fast healing 10)
Fort +4, Ref +8, Will +9
Defensive Abilities hardness 10, reconstruction; Immune cold, construct traits; Resist acid 10, electricity 10, fire 10, sonic 10
Weakness vulnerable to critical hits, vulnerable to electricity

Offense
Speed 30 ft.
Melee 2 slams +18 (2d6+6)
Ranged x-laser +15 ranged touch (5d6 fire)
Special Attacks micro-missiles, x-laser

Statistics
Str 22, Dex 14, Con —Int 15, Wis 17, Cha 11
Base Atk +12; CMB +18; CMD 30
Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Profession [gardening]), Weapon Focus (x-laser)
Skills Knowledge (engineering) +14, Knowledge (nature) +14, Linguistics +14, Profession (gardening) +21
Language Abyssal, Aquan, Auran, Celestial, Common, Draconic, Giant, Ignan, Infernal, Protean, Sylvan, Terran
SQ holographic projector, universal translator

Ecology
Environment any
Organization unique
Treasure standard

Special Abilities


Holographic Projector (Ex) Trent can project a holographic image into an adjacent square that acts like a non-magical major image.

Micro-Missiles (Ex) Trent's left shoulder contains a launcher of micro-missiles. Launching or directing a missile is a swift action that does not provoke attacks of opportunity and the missile flies up to 100 feet per round. Only one micro-missile can be active at the same time. It can be detonated as a free action, when it reaches preset location, or when it is destroyed (AC 23, hardness 5, 2 hit points, Ref save +5, evasion). Trent can't launch another missile until the beginning of its turn following the detonation. Detonating micro-missile inflicts 4d6 fire and 4d6 bludgeoning damage within 30-ft. radius burst. A successful Reflex saving throw (DC 18) halves the damage for anyone except the creature that destroyed the micro-missile with a melee attack. Trent has a load of forty of micro-missiles, and its internal fabricator can replenish them at the rate of four missiles per hour as long as it has access to the raw materials. The saving throw DC is Constitution-based and includes +2 racial bonus.

Reconstruction (Ex) Trent has an extensive self-repair systems that allow it to heal a number of hit points equal to its HD each hour. When Trent is reduced to 0 or less hit points by an effect that does not utterly destroys its body (such as disintegrate), its reconstruction systems rebuild it in 1d10 days using available surrounding matter, though lack of suitable amount of metal and other minerals can slow down the process to weeks or years, while the effects that suppress technology or almost complete lack of surrounding solid matter (such as being suspended in void of space or a plane of air) can suspend reconstruction indefinitely. When a full reconstruction occurs, Trent may undergo significant personality changes, including exchange of some of its feats and its Knowledge (nature) and Profession (gardening) skill.

Universal Translator (Ex) After listening to a language for an hour, Trent can learn that language in place of one of his existing languages. It can know up to twelve languages at the same time (one per rank in Linguistics skill). Its native language was originally hard-coded in its read-only memory but it was lost during one of the reconstructions.

X-Laser (Ex) Trent has integrated x-laser with range increment of 200 feet in its right shoulder. This powerful weapon is not only capable of passing through transparent force effects (such as wall of force) but also burning through targets and hitting multiple targets in line unless it fails to penetrate hardness, fire resistance, or fire immunity of closer target.

Trent Aubergine Svietlorob XIII is an ancient automaton that found its true purpose in gardening. While it does not speak much of its past—as many of its memories were purged or lost during its many reconstructions—it can be inferred that it was created as a weapon of war, as it retains many of its original functions, even if it no longer desires to fight.

Despite its peaceful ways it can still be swayed to serve in military capacity, if reluctantly. It had participated in combat operations in the past, for a payment in land to garden, seeds of exotic plants, rare soils, and gardening tools. It had also been coerced by local authorities into "volunteering" when threatened with anti-gardening ordinances being enacted if it refused and provoked into a devastating rampage when its gardens were destroyed...

17 July 2016

Fantasy Races: Luminarian Language And Communication

Luminarian language is a deliberate creation, presumably of their dead god. It has a certain degree of simplicity and predictability that can be expected from artificial creation, though it has many glitches indicating that their deity wasn't a particularly talented linguist.

Luminarian language uses fifteen consonants (b, d, f, g, h, k, l, m, n, p, r, s, t, v, z) and five vowels (a, e, i, o, u). The basic unit of language is a syllable always composed of one consonant and one vowel, in that order. The classic luminarian vowels are always short, though certain dialects differ by length of pronunciation. There is no deliberate accent used—in fact classic luminarian speech is sometimes described as bland and toneless by foreign speakers, with stress and non-verbal components conveyed by deliberate gestures.

There are three fixed lengths of luminarian words. One-syllable words represent classes of entities (eg. ro refers to reptilian, ve arthropods, ta stone, za fire, sa light, su mind, etheric, tu personified, anthropomorphic). Majority of common words are composed of two syllables (kala pack predator or scavenger, kamo apex solitary predator, tava dirth, earth, sula can be translated as social life or mental grouping). Full names are composed of three syllable personal name, followed by a single syllable referring to one's regional group (which have assigned class syllables, so one can come from ro, "reptile region" or ta "earth region"), followed by three syllable family name. There is a specific name for the luminarian world, manata. It is used sometimes in place of family name, together with class name -tu- as polite way of declining to reveal one's lineage.

Luminarian language uses lots of compound words as nouns, usually composed of the initial class-word followed by other words describing the subject, for example ro-kala-tava means "reptilian pack hunter (living in) earth" and refers to a specific animal species; ku-sumo-manata is "dead individuality of Manata", the luminarian creator deity, and was know as tu-sumo while alive; tu-sula originally meant luminars themselves and now is general reference to sapient, more or less humanoid people (though lizardmen would be ro-sula instead), tu-sula-tava means "people of earth" and was coined after the first contact with dwarves. Now, when luminars need to distinguish themselves from other sapient people, they call themselves tu-sula-manata, "people of Manata".

While there are currently around sixty types in use, luminarian philosophers are concerned about possibility of existence of more types, exceeding the inherent limitation of having only seventy five syllables in their language. There are obvious connections between many classes and related words (roda scale, veda chitin, plate, suda psychic aura), though many other words seem like arbitrary picks made by the dead deity (or the philosophers and linguists for words introduced after the deity's death). There is no distinction between singular or plural forms, but it is customary (though not required) to provide a non-verbal cue. A closed fist represent singe being, an open palm plural, while having one or more fingers extended usually representing specific number, up to four, or orders of magnitude when the context already conveys a significant number. However certain words imply uniqueness or solitude, such as kamo "apex predator" is expected to be solitary as opposed to kala "pack predator". Luminarian language has no homophones and generally lacks synonyms, at least when it comes to common words, though there are different compound words referring to the same specific subjects, especially the many compound words referring to the luminarian deity. In fact, luminars learning alien languages find both concept particularly hard to comprehend. On the other hand, the exact meaning of common words can be hard to translate as they might refer to wide phenomena, for example sula is sort of general term for social life/ Together with humanoid class it forms tu-sula, people, with mental class it is su-sula, the abstract concept of culture, and with the arthropodic class it becomes ve-sula, the hive. Many words also function as nouns, verbs, and possibly adjectives, depending upon context and position in the compound word, for example kala could mean hunt, while kamo is solitary hunting or killing.

Non-verbal cues used by luminarian language are rather pronounced and far from subtle, using primarily hand gestures—luminarian faces are not particularly expressive, nor are luminars keen on noticing subtle social hints. The gestures most commonly used used by luminars include covering one's mouth when speaking frivolously or in jest, merely brushing one's lips with finger to imply humorous aspect to the statement, speaking serious things one does not believe involves covering one's eyes, and touching one's temple when speaking things from memory notes possibility of less than perfect recall. If luminar actually doubts his memories he will be touching his forehead instead, with the exact placement of the hand between temple and the forehead being declaration of degree of uncertainty.