Okay, last night I finished The Polymer Path, which turned out to be a 50 page monster sourcebook, that completely revamps the old D20 Future cybernetics rules for the Pathfinder Roleplaying Game.
It's setting free, but will become the default reference for cybernetic implants for Otherverse America, Psi-Watch, Heavy Future and any other cyber-punk settings I publish in the future.
I based the rule set around the concept of 'drain' I introduced with my first cybernetics sourcebook in 2007. Basically, if your implants require more energy than your body can safely handle, you take negative levels, unless you install a power source of some kind. It's a little deeper than the one implant per point of CON modifier used by D20 Future, as implants can have different drain costs from 0.5 to 4 or 5 for very energy-intensive devices.
Cybernetics can also be hacked, and certain kinds of devices, such as implanted communications gear, actually makes you more vulnerable to cyber-hacking.
Several of the implants are modular, and can be combined with other implants, making them more easy to install and maintain as a result. Other implants can be stacked, providing escalating benefit for the cyborg each time.
Anyway, I think you'll enjoy this crunchy new tool-kit.
CHRIS
Sunday, January 26, 2014
Wednesday, January 15, 2014
Revising the Lifechain
Guide to the Known Galaxy is one of my first Otherverse Games releases. I've held off on re-vamping it because it's an art heavy project that would strain my resources well past the breaking point, and despite the high-powered nature of the Lifechain, everything remains mostly mechanically consistent. Things are poweful and unbalanced, and Lifechain feats are plainly superior to ordinary combat feats, but that was intentional, and fit the theme of cosmic space gods.
However, the other night I did a Pathfinder style revision of the Lifespawn subtype and the Awakened Heritage Lifechain feat. I really needed to do this if I was going to include additional Lifespawn monsters in future releases, and it gives me a spinal cord to build a future Lifechained Feats sourcebook around.
Take a look.
CHRIS
However, the other night I did a Pathfinder style revision of the Lifespawn subtype and the Awakened Heritage Lifechain feat. I really needed to do this if I was going to include additional Lifespawn monsters in future releases, and it gives me a spinal cord to build a future Lifechained Feats sourcebook around.
Take a look.
CHRIS
Welcome
to the Lifechain
The
Lifechain is a star-spanning (and multiversal) ecosystem that binds mortal life
firmly to the primordial gods who created the multiverse. The Lifechain is a
web of blood and divine heritage which has touched billions of living worlds
and millions of timelines. Lifechained creatures have powers far in excess of
their kind. They are planetary champions, conquerors, heroes and messiahs, and
they owe their vast gifts to the infusion of a few molecules of ancient, divine
DNA.
All
Lifechained creatures share a connection, however tenuous, to Phallus Space and
its gods. Some Lifechained creatures are the direct descendants of one of the
Third Pantheon’s dieties, and even if they do not know it, can trace their
heritage back aeons to the dawn of the Multiverse.
Others
are hereditary royalty, a genetically superior planetary champion whose
bloodline has been preserved through gene-treatments and selective incest, in
the hopes of breeding a superior creature. Other Lifechains are the products of
experimentation and reverse engineering- artificially grafting Lifechained DNA to a humanoid genome, or are products of strange magic that awakens
the Lifechained DNA lurking in otherwise ordinary creatures. The most
feared and spectacular Lifechains are the monstrous Nemesis Lifesapwn,
super-predators which hunt the cosmos in search of Lifechained prey.
Players
might choose to enter the Lifechain by selecting a species with an innate
Lifechained heritage (including several of the player species found in Species
of the Otherverse, Otherverse Games, 2011). Even if a character comes from a
species not normally known for its connection to the Lifechain, that character
can choose the Awaken Heritage feat to unlock their divine heritage. Once a
Lifechained heritage is unlocked, a character can choose additional Lifechained
feats, offering new capabilities, anytime a new feat slot opens up.
Lifechain
feats grant amazing powers. Lifechained creatures can shapeshift into virtually
any form, heal wounds that would kill entire platoons of mortals, manipulate
energy, unleash primal sorcery, alter molecular structure and reality, and some
wield even stranger abilities! However, power comes with a price. A Lifechained
creature is easily detected by another Lifechain, and some Lifechained
abilities allow a Lifechained hunter to more easily kill his demi-god brothers
and sisters.
The
Lifespawn Subtype
When
a character selects the Awakened Heritage
feat, described fully below, the character gains the Lifespawn subtype. In
addition, the character gains other abilities specific to the Lifechained
Bloodline chosen by the player.
Lifespawn
Creatures with the Lifespawn subtype are genetically connected to a
galaxy spanning eco-system. They are extremely powerful and have a connection
to the enigmatic beings that forged the current universe. Creatures with this
subtype are often referred to as Lifechained creatures or by the name of their
particular genetic lineage, such as Nemesis Lifespawn or Gazelle Lifespawn.
This is an abbreviated treatment of Lifespawn, who are fully described in
Guide to the Known Galaxy (Otherverse
Games, 2008), and reflects the authors intended revisions to how Lifespawn
powers work.
·
Lifespawn receive Darkvision 60 ft and gain the
Scent special quality. Lifespawn can sense the distance to and general
direction of all other creatures with this subtype within one mile. Some
Lifespawn have even greater Lifesense radius.
Location: Senses Format: Darkvision
90 ft, scent, Lifesense 1 mile
·
Lifespawn are immune to non-magical disease and
poison.
Location: Immunities Format: Lifechained Immunities
·
Lifespawn have a statistic called a Lifecount,
which measures the relative strength of their bloodline. Lifespawn suffer a
penalty equal to their Lifecount on saving throws against effects caused by
other creatures with this subtype. Immunities to a particular effect, such as
poison or disease, does not apply against effects caused by other Lifespawn.
Location: Weaknesses Format: Lifecount 3
·
Some, but not all Lifespawn, are capable of
spaceflight. These Lifespawn gain the No Breath and Greater Starflight special
qualities. Lifespawn typically fly as fast as a top of the line military
starship; in space, they gain a tactical Fly speed of at least 500 ft (one
space scale square).
Location: Special Qualities Format: No Breath, Greater Starflight
Lifechain
Feats
A being who
chooses Lifechain abilities becomes something far more than mortal, gaining
unearthly powers. Creatures with the Lifespawn subtype also gain a specific
Bloodline, a direct connection to one of the primal architects of the Multiverse,
that manifests as additional bloodline-specific powers, weaknesses. While many
Lifechain feats can be chosen by any Lifespawn, a few are specific to a
particular bloodline, and become emblematic of that particular heritage.
Awakened Heritage
(Lifechain)
You are one
of the last children of the old gods. Your divine heritage may be limited to a
few strands of DNA, passed down through the
millennia. You possess incredible power and potential, and are intimately connected
to the plots and schemes of The Pantheon.
Prerequisite: Character level first or
gamemaster approval
Special: Characters from a
species with the Lifespawn subtype can choose Awakened Heritage at any point in
their lives, not merely at first level.
Benefit: You gain the Lifespawn
subtype. In addition, you must choose a single Lifechained bloodline from which
your powers are derived. Once chosen, this choice of heritage cannot be
changed. You gain additional Lifespawn abilities as you increase in level.
If you
wish, you need not declare a bloodline when you first choose this feat. Until
you do, you gain only the Lifespawn subtype, but at anytime you can declare a
bloodline as a swift action, gaining the attendant powers of a Lifespawn of
your level. However, you must declare your bloodline immediately under the
following conditions:
- When encountering any other creature with the Lifespawn subtype
- Before choosing any other Lifechain feat
Caster Level
Many Lifechained bloodline
abilities grant the character access to specific spells as spell-like
abilities. Caster level is equal to the Lifespawn’s total character level. The
ability score which modifies spell-like abilities of a particular Bloodline is
listed.
The Lifechained
Bloodlines
The Choir (CHA)
The Fencers (CHA)
The Gazelles (CHA)
The Genesis (INT)
The Mother (WIS)
The Nemesis (WIS)
The Senate (INT)
The Singular (CHA)
Bloodline: The
Choir (CHA)
The Choir
were bodiless beings of song, light and intellect, who traversed the length and
breadth of the Old Multiverse, bringing the voice of the ruled to the Senators.
Some were spies, others messengers and representatives, and it was the words
and speed of The Choir which allowed the Senate to function at all.
First Level The
Lifespawn receives a +2 holy bonus on Fly, Knowledge (history), and Perform
(sing) checks. If the Lifespawn possesses 10 or more ranks in any of these
skills, the bonus provided is +3 instead.
The Lifespawn becomes immune to
the effects of magical silence. As a move equivalent action, the Lifespawn can
sing on behalf of a single allied spellcaster. The allied spellcaster must be
within 60 ft of the Lifespawn, and clearly able to hear him. While the
Lifespawn sings, the allied spells are all treated as Silent spells, without
increasing level or casting time. This ability functions even if the allied
spellcaster is a bard, whose spells cannot normally be silenced.
Third Level The
Lifespawn gains Sonic Resistance 5, which increases to Sonic Resistance 10 at
10th level, and Sonic Resistance 15 at 15th level, and
Sonic Immunity at 18th level.
Ninth Level The
Lifespawn gains a breath weapon, usable once per day, plus one additional time
per day per four character levels beyond 9th, as a standard action.
The breath weapon is a 60 ft line that inflicts 1d8 sonic damage per two
character levels (maximum 10d8), with a REF
Save for half damage. Damaged targets must succeed at FORT
Save or become permanently
deafened. The DC for both saves is 10 + ½ the Lifespawn’s level + his CHA
modifier.
Bloodline: The
Fencers (CHA)
Warrior
gods of living silver and azure light were the last line of defense who
protected the ancient council of the gods. Like the Gazelle, they fell in vain
battle against the traitorous Singular. Your connection to this bloodline gives
you superhuman mastery of all weapons- particularly the elegant lethality of
blades.
First Level The
Lifespawn gains a +2 insight bonus on Craft (blacksmith), Intimidate and
Sleight of Hand checks. If the Lifespawn possesses 10 or more ranks in any of
these skills, the bonus provided is +3 instead.
The Lifespawn is proficient with
all Simple and Martial Weapons, and is considered proficient with any Exotic
Weapon that inflicts slashing damage after one minute of use in combat.
Third Level When
wielding any melee weapon that inflicts Slashing damage, you gain a +1
competence bonus to Armor Class. At 10th level, this increases to
+2. Any situation that would cause you to lose your DEX bonus to defense also
removes this bonus.
Ninth Level Beginning
at 9th level, you can give any Slashing weapon you are wielding the Vorpal quality. You may activate the
vorpal quality as a swift action. You may make your weapon Vorpal for a number of rounds equal to 3 + your CHA modifier per
day. These rounds need not be consecutive, but must be taken in one round
increments.
Bloodline: The
Gazelles (CHA)
You are the distant offspring of
the gazelle-cyborgs who protected the council of the gods and fell in a futile
and heroic final stand against the Singular. Like those long ago cyber-beasts
you are a lithe, graceful warrior that does not know the meaning of fear.
First Level The
Lifespawn receives a +2 racial bonus on Acrobatics, Knowledge (tactics) and
Perception checks. If the Lifespawn possesses 10 or more ranks in any of these
skills, the bonus provided is +3 instead.
The Lifespawn becomes immune to fear effects.
If targeted with a fear effect, instead of being affected normally, the
Lifespawn receives a +5 ft increase to his base landspeed for one round.
Third Level Once
per day, the Lifespawn can declare that he or she automatically succeeds at any
single WILL Save, regardless of the DC. The Lifespawn must declare the use of
this ability prior to rolling the saving throw.
Ninth Level The
Lifespawn can use haste as a
spell-like ability a number of times per day equal to 3 + his CHA modifier. If
the Lifespawn expends three daily uses of this ability, he can activate haste as a swift action rather than a
standard action.
Bloodline: The
Genesis (INT)
The offspring of the god of
technology and advanced war fighting techniques possess an instinctive bond
with and understanding of machines. They are technological savants and genius
weapon smiths.
First Level The
Lifespawn receive a +2 racial bonus on one Craft skill of Choice, Computer Use
and either Drive or Pilot checks, as chosen by the character. If the Lifespawn
possesses 10 or more ranks in any of these skills, the bonus provided is +3
instead.
While touching any ranged weapon
with a box magazine or energy cell, the Lifespawn can sacrifice his own Hit
Points to partially or completely refill the device’s magazine or energy cell.
The Lifespawn suffers 1 HP worth of damage per bullet/charge restored. Using
this ability is a free action, and the Lifespawn cannot reduce his HP below 1
HP in this manner.
Third Level As a
standard action, the Lifespawn can touch any machine or mechanical device,
Construct, robot or cybernetic creature and instantly repair the device. The
Lifespawn can restore any number of Hit Points to the touched machine. Each
day, the Lifespawn can restore a number of HP to machines equal to her total
character level plus her INT modifier. As
with lay on hands, this healing can
be spread across multiple instances or used to maximum effect in a single use.
Alternatively,
by expending 10 points of healing while touching any non-masterwork weapon or
equipment, the Lifespawn can permanently transform the device into a masterwork
quality equivalent.
Ninth Level The
Lifespawn can temporarily change her type to Construct, gaining Damage
Resistance 10/magic and all construct immunities as a swift action. The
Lifespawn can remain in Construct form for a number of rounds per day equal to
3 + her INT modifier. These rounds need not
be consecutive but must be taken in one round increments.
Bloodline: The
Mother (WIS)
The offspring of the goddess of
change, chance and sexual reproduction are gifted with a profound understanding
of reproductive biology and the chemical underpinnings of emotion.
First Level The
Lifespawn receives a +2 insight bonus on Heal, Knowledge (nature), and Sense
Motive checks. If the Lifespawn possesses 10 or more ranks in any of these
skills, the bonus provided is +3 instead.
As a full-round
action usable once per day, the Lifespawn can touch a willing or helpless
humanoid or monstrous humanoid female capable of reproduction and induce a
pregnancy. The pregnancy proceeds as normal for the touched creature, and the
offspring receives Awakened Heritage as a racial bonus feat and is of The
Mother’s bloodline.
Third Level The
Lifespawn gains the telepathy 60 ft
and truespeech qualities but these
special qualities apply only to female creatures. They do not apply to males,
nor to genderless creatures.
Ninth Level The
Lifespawn may use Cure Disease as a
supernatural ability to benefit a humanoid or monstrous humanoid a number of
times per day equal to 3 + her WIS
modifier. When using this ability to benefit a female humanoid or monstrous
humanoid, the Lifespawn can expend three daily uses of this ability to cast Heal instead.
Bloodline: The Nemesis
(WIS)
The children of the bastard god of
painful evolution, torment and cruel nature are naturalists and dispassionate
hunters, coldly precise scientists and feral warriors.
First Level The
Lifespawn receives a +2 racial bonus on Intimidate, Handle Animals and Survival
checks. If the Lifespawn possesses 10 or more ranks in any of these skills, the
bonus provided is +3 instead.
With a successful melee touch
attack, the Lifespawn can cause a creature who has successfully made an initial
FORT Save
against poison or disease within the last round to roll a new FORT
Save, at the same bonuses or
penalties as the initial save. If this second save fails, the creature is affected
by the disease or poison. This ability is usable a number of times per day
equal to 3 + the Lifespawn’s WIS
modifier.
Third Level At
will, as a move-equivalent action, the Lifespawn can deploy a stinger from the
center of one of his palms. This stinger functions as a masterwork quality
dagger, save that it cannot be disarmed. If sundered, the stinger regenerates
completely when the Lifespawn next sleeps or rests.
The stinger
is naturally coated with Nemesis Toxin, a virulent, blackish-green gel that
stinks like ammonia and stagnant sea water.
Nemesis Toxin
Type: injury
poison
Save: FORT
DC 10 + ½ character level + CON modifier
Frequency: 1/round for 6 rounds
Initial Effect: nausea
for 1d4 minutes
Secondary Effect: 1d2
CON
Cure: 2 saves
Ninth Level Starting
at ninth level, any creature who takes damage from the Lifespawn’s Nemesis
Toxin becomes bio-toxic in the extreme. Any creature that makes skin-to-skin
contact with the initial victim must succeed at a FORT
Save or also contract Nemesis
Toxin, as the poison is carried in the victim’s sweat for one hour after the
injury.
Alternatively,
rather than rendering the victim bio-toxic, a number of times per day equal to
3 + his WIS modifier, the Lifespawn can instead use the either of the following
spell-like abilities on the victim as an immediate action: Bestow Curse or Baleful
Polymorph.
Bloodline: The
Senators (INT)
Your ancestor was a member of the
pan-galactic council ruled wisely and unchallenged during the last eons of the
previous Multiverse. Like your murdered and betrayed ancestors, you are a
creature of great wisdom and startling diplomatic insight.
First Level The
Lifespawn receives a +2 insight bonus on Diplomacy, Knowledge (history) and
Knowledge (religion) checkes. If the Lifespawn possesses 10 or more ranks in
any of these skills, the bonus provided is +3 instead.
Once per day, you can shroud
yourself in a glowing aura, its hue representing one of the multiple and
obscure factions within the ancient Galactic Senate. Your aura is a single shade of some glittering color: red,
white, blue, green, and yellow are the most common, though other shades exist.
Activating and maintaining this aura is a full round action. All allies who can
see your glowing aura receive a +2 holy bonus on melee attack and damage rolls
while within the aura’s radius. This aura has an initial radius of 60 ft, but
increases by 5 ft radius per round the aura is maintained. The Lifespawn can
maintain this ability indefinitely.
Third Level At
will, the Lifespawn can project a bolt of glowing force as a standard action.
This forcebolt inflicts 1d6 Force damage (crit 20/x2) and has a 30 ft range
increment. The forcebolt’s damage increases to 1d8 at 10th level and
2d6 at 15th level.
Ninth Level While
the Lifespawn maintains his glowing aura, all allies within the aura’s area of
effect gain Spell Resistance 15. At 15th level, this increases to
Spell Resistance 20, and increases to Spell Resistance 25 at 20th
level.
Bloodline: The
Singular (CHA)
Your divine ancestor is the
universe’s first betrayer, a monstrous warrior-king who ascended to absolute
power through guile, military force and audacity. Like the Singular, you are a
creature of unbridled ambition tempered by intelligence, precision and
deliberation.
First Level The
Lifespawn receives a +2 profane bonus on Bluff, Intimidate, Knowledge (arcana)
checks. If the Lifespawn possesses 10 or more ranks in any of these skills, the
bonus provided is +3 instead.
With a successful melee touch
attack, the Lifespawn can give the touched creature the flatfooted condition.
This condition persists until the touched creature next acts. This ability is
usable a number of times per day equal to 3 + the Lifespawn’s INT
modifier.
Third Level When
you witness a beneficial spell or spell-like ability cast within 30 ft, you can
attempt to redirect the spell’s energy to yourself, gaining the benefit and
denying it to its intended recipient. If you make a successful opposed
caster-level check (your caster level is considered equal to ½ your level even
if you are not a caster, or have fewer caster levels), you gain the benefit of
the spell and it is negated with regards to its original recipient. You can use
this ability as a swift action once per day at 3rd level, and an
additional timpe per day per every four levels, to a maximum of 5 uses at 19th
level.
Ninth Level If
you are damaged by a confirmed critical hit from a creature from the Lifespawn
subtype, and survive, you can use lesser
geas against your attacker as a spell like ability as an immediate action.
At 15th level, you use geas/quest
instead.
Thursday, January 9, 2014
Advanced Arsenal Cover
Yesterday I finished up with The Advanced Arsenal, which as I mentioned in the last post, is a collection of all the futuristic guns from Otherverse America, Psi-Watch, Heavy Future and a few other places, updated to be fully compatible with the Pathfinder Roleplaying Game and setting-neutral.
The book is 19 pages, and includes over 50 weapons, from basic blaster pistols to antimatter cannons and rocket launchers. The cover at the right is just beautifully stark. I really like the way the image came out, and once The Advanced Arsenal goes up for sale at www.rpgnow.com and other sites, I expect it to rapidly become a Top Five seller.
Talk to you soon,
CHRIS
The book is 19 pages, and includes over 50 weapons, from basic blaster pistols to antimatter cannons and rocket launchers. The cover at the right is just beautifully stark. I really like the way the image came out, and once The Advanced Arsenal goes up for sale at www.rpgnow.com and other sites, I expect it to rapidly become a Top Five seller.
Talk to you soon,
CHRIS
Wednesday, January 8, 2014
The Basics of the New Year
So far, 2014 is off to an unusual start. My bout of unemployment has prevented me from commissioning as much original art as I would have liked, and delayed some projects I wanted to complete- namely Even Heavier Weapons for Heavy Future, and the Advanced Guide for Black Tokyo Unlimited.
I've been working on smaller side projects that I can illustrate with stock or existing artwork and have a nice backlog of releases for the first part of the year lined up. The Nemesis Bestiary remains one of my most popular and consistently well-reviewed products, and was a lot of fun to produce. Building new monsters around existing art is a fun creative challenge. So expect Volume II and Volume III of the Nemesis Bestiary this month! In addition, I put together Free20: The Lesser Nemesis Bestiary, which collects all the CR 1 and CR 2 creatures from all three volumes in one ten-monster mini-sourcebook.
Expect a similar monster-book for Heavy Future soon, mingling stock art with artwork from John and Amanda soon. I'm also putting out a short gear book, that collects all (or at least almost all, I've left out a few that are either too setting specific or just boring) the futuristic guns from all my high tech settings: Otherverse America, Psi-Watch and Heavy Future, and presents them as generic weapons, suitable for any sci-fi campaign, fully compatible with Pathfinder. I'll lay out the gun book, titled The Advanced Arsenal, tonight or tomorrow and it'll also be up for sale this month. It'll be useful to me as a designer- to have all these guns in one place, in a standard format, and will make it easier to produce magic items for my settings. Instead of describing something as a +2 heartseeking Campanelli MP Plasma Rifle, which is a rather clunky and setting-specific appaleation, I can just call it a +2 heartseeking Plasma Rifle and be done with it.
You'll notice I mentioned magic items for Otherverse America.... I had so much fun with Heavy Future as a future-magic/science-fantasy setting, I want to revisit Otherverse America in the same vein, perhaps reimagining it as a magi-tech setting? I've got some ideas in that vein, but would love to hear the opinions of regular posters here.
Finally, I thought I'd highlight two of the monsters presented in Nemesis Bestiary, one from Vol II and the other from Vol III. The artwork for the Coral Reaver is provided by Nicholas Cloister and Amanda Webb's Hell Maid illustration originally appeared as a racial illustration for the Phade race in One Planet, One Power.
Enjoy,
CHRIS
Reports From The Field
Reports From The Field
I've been working on smaller side projects that I can illustrate with stock or existing artwork and have a nice backlog of releases for the first part of the year lined up. The Nemesis Bestiary remains one of my most popular and consistently well-reviewed products, and was a lot of fun to produce. Building new monsters around existing art is a fun creative challenge. So expect Volume II and Volume III of the Nemesis Bestiary this month! In addition, I put together Free20: The Lesser Nemesis Bestiary, which collects all the CR 1 and CR 2 creatures from all three volumes in one ten-monster mini-sourcebook.
Expect a similar monster-book for Heavy Future soon, mingling stock art with artwork from John and Amanda soon. I'm also putting out a short gear book, that collects all (or at least almost all, I've left out a few that are either too setting specific or just boring) the futuristic guns from all my high tech settings: Otherverse America, Psi-Watch and Heavy Future, and presents them as generic weapons, suitable for any sci-fi campaign, fully compatible with Pathfinder. I'll lay out the gun book, titled The Advanced Arsenal, tonight or tomorrow and it'll also be up for sale this month. It'll be useful to me as a designer- to have all these guns in one place, in a standard format, and will make it easier to produce magic items for my settings. Instead of describing something as a +2 heartseeking Campanelli MP Plasma Rifle, which is a rather clunky and setting-specific appaleation, I can just call it a +2 heartseeking Plasma Rifle and be done with it.
You'll notice I mentioned magic items for Otherverse America.... I had so much fun with Heavy Future as a future-magic/science-fantasy setting, I want to revisit Otherverse America in the same vein, perhaps reimagining it as a magi-tech setting? I've got some ideas in that vein, but would love to hear the opinions of regular posters here.
Finally, I thought I'd highlight two of the monsters presented in Nemesis Bestiary, one from Vol II and the other from Vol III. The artwork for the Coral Reaver is provided by Nicholas Cloister and Amanda Webb's Hell Maid illustration originally appeared as a racial illustration for the Phade race in One Planet, One Power.
Enjoy,
CHRIS
Huge N Magical Beast (aquatic, cold)
XP 6,400
Init +1 Senses
Blindsense 60 ft, Darkvision 60 ft, Perception +12
Defense
AC 22 Touch
9 Flatfooted 21 (-2 size, +1 DEX, + 13 natural)
HP 12d10 + 60
hp (126 HP)
FORT +13 REF
+9 WILL +7
Immune Cold
Weaknesses Vulnerability
to Fire
Offense
Spd 30 ft
Swim 30 ft
Melee two +17
claws (1d8+6 slashing plus 1d6 cold)
Special Attacks Ice Bound Breath Weapon (100 ft line, 6d6 cold (REF DC 21 half) plus encasement and grease
effects, see text)
Special Qualities amphibious
Statistics
Str 22 Dex
12 Con 20 Int 2 Wis
17 Cha 8
Base Atk +12
CMB +20 CMD 31
Feats Bull
Rush Strike, Charge Through, Improved Bull Rush, Improved Overrun, Run, Power
Attack
Skills Perception
+12, Stealth +8, Survival +12, Swim +19 (Racial bonus +4 Swim)
Ecology
Environment cold
aquatic or coastal
Organization solitary
or pod (4-6)
Treasure none
Special Abilities
Ice-Bound
Breath Weapon (SU)
Every 1d4 rounds, the Coral Reaver can use
its breath weapon, which takes the form of a 100 ft x 50 ft line of ice. All
creatures and objects within this area suffer 6d6 cold damage (REF DC 21 half).
Creatures who take full damage from this attack are entombed in thick
layers of rapidly hardening ice. They are considered pinned, and suffer 2d6
ongoing Cold damage per round of entrapment. These ice cocoons have Hardness 5
and 25 HP, and take double damage from fire. The ice can be burst with a DC 21 STR check.
Furthermore, the length of the line is coated in a thin layer of slippery
ice, which functions identically to a grease
spell save that it has the cold descriptor, for one round after the breath
weapon fires. (REF DC 21 not to fall prone).
This breath weapon is usable both underwater and on the surface. If used
underwater, creatures encased in icy cocoons become positively buoyant, and
float towards the surface at 60 ft per round of encasement.
Appearance
The Coral Reaver is a
powerful, ursine predator whose limbs, torso and skull are sheathed in
overlapping plates of thickly grown purple and cerulean coral. Frills and ridgs
of iridescent violet shimmer in the light, between the great beast’s segmented
armor. Sharklike teeth fill the Coral Reaver’s wide jaw. The monster steams
constantly, enshrouded by frigid mist.
Reports From The Field
“Coral
Reavers are far too dangerous for most whalers and trappers, but for those few
able to rise to the challenge, rewards are immense. Coral from the skin of the
beasts is in high demand by sculptors, the creature’s fat deposits can be
boiled down to make a fragrant and long-burning oil. Coral Reaver flesh is a
delicacy. Virtually every part of the animal may be utilized in some fashion.”
-Usable
Beasts of Shore and Sea
“My first a’reaving was a thrilling thing. I was a
lad of twelve and a half, and I was tasked with firing the arrows launched by
the reaver-ship Coldheart’s starboard
ballista. I rushed from arrow to arrow, putting them to the torch, barely ducking
clear ‘fore The Captain ordered the flaming bolts launched at a pod of Coral
Reavers sunning themselves on an iceberg…..”
-The
Memoirs of Captain Richard Wesmuiel, whaler and reaver
Medium LE Outsider (devil, evil, extraplanar, lawful)
XP 800
Init +7 Senses
Perception +9, See in Darkness
Languages Infernal,
Common, Telepathy 100 ft
Defense
AC 15 Touch
15 Flatfooted 12 (+3 DEX, +2 deflection)
HP 4d10 + 4 hp
(22HP)
FORT +2 REF
+7 WILL +6
Immune Fire,
Poison
Resist Acid
10, Cold 10
Offense
Spd 30 ft
Melee +4
dagger (1d4 slashing, 19-20/x2)
Ranged +7
fire bolt (1d4 fire, 50 ft range increment)
Spell-Like Abilities (CL 1st Concentration +4)
At Will – Cantrips (most
commonly: Bleed, Daze, Lullaby, Mending, Ray of Enfeeblement, Prestidigitation;
DC 13 for all)
1x/day - Summon (level 1, one Hell Maid 90%)
Statistics
Str 11 Dex
17 Con 13 Int 12 Wis
15 Cha 16
Base Atk +4
CMB +7 CMD 17
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics
+10, Bluff +10, Diplomacy +10, Knowledge (the planes) +8, Perception +9, Sense
Motive +9, Stealth +10
Gear dagger,
ring of protection +2
Ecology
Environment any
urban (extraplanar)
Organization solitary
or household (3-6, often in the service of a more powerful devil or Infernal
Duke)
Treasure standard
(including combat gear)
Special Abilities
Cantrip
Mastery (SP)
The Hell’s Maid makes good use of extremely
low level spells. She knows all non-damage dealing 0 level spells from all
spell-lists. These spells are considered arcane when cast by a Hell’s Maid.
Each day, the Hell’s Maid selects 6 different cantrips that she can cast at
will that day. She cannot prepare cantrips that inflict direct damage.
Patient
Service (SU)
If the Hell’s Maid makes no standard or
attack actions during a round, an allied devil within 30 ft recovers a number of
hit points equal to the Hell’s Maid CHA modifier (3 HP) if wounded. Excess
healing are gained as temporary HP which remain for 1 minute. The Hit Points
are gained immediately after the Hell’s Maid turn ends.
Appearance
Hell’s Maids are attractive devilish
women, with pale crimson skin and short, dark horns at their hairline. They are
dressed in starched servants’ uniforms, decorated with elaborate lace and
ruffles. They wear hoop skirts and bustles well, and have an almost perpetual
expression of polite disinterest.
Reports From The Field
“I’ve had occasion to parley with a
Hell’s Maid on a few occasions. Each time, the devil women were nothing other
than polite and proper. I had to remind myself- forcefully-that these pretty
maids are the transformed souls of nannies who poisoned their charges.”
-Petrov Arkarada, paladin of the
planes
“The Handmaiden Devil Bathory is
accompanied everywhere by a retinue of lesser devils, dressed primly and in
archaic style. These lesser devils rarely speak, and then only to share gossip
with their mistress, and do not attack, but strengthen Bathory by their mere
presence.”
- Being a Treatise on the
Personalities, Principalities and Powers of Hell, their Tactics and Guards
Against Their Corruption
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