Reworking again?

May 8, 2011

Working out, again, how I want to handle this blog. I don’t think it’ll be weekly anymore, for which I apologize, but I’m going to look toward pursuing other projects and not focusing as much on this as I have been.

Sorry!

Monster #4 : Facestealer

May 1, 2011

FACESTEALER

Large Aberration (Shapechanger)

Hit Dice: 12d8+24 (124 hp)

Initiative: +5

Speed: 20 ft (natural form)

Armor Class: 20 (+1 Dex, +10 natural, -1 size)

Base Attack/Grapple: +8/14

Attack: Tentacle +9 melee (2d6+2)

Full Attack: Tentacle +9 melee (2d6+2) and Tentacle +4 melee (2d6+2)

Space/Reach: 10/5

Special Attacks: Adopt Face, Improved grab, Steal Face (DC 21)

Special Qualities: Darkvision 60 ft, damage reduction 5/bludgeoning, Mostly Amorphous, One Hundred Eyes

Saves: +6 Fort, +5 Reflex, +10 Will

Abilities: Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 20

Skills: Disguise +15, Listen +6, Search +5 Spot +5

Feats: Improved Natural Attack, Improved Initiative

CR: 12

Treasure: None

Advancement: 13-18 HD (Huge)

A Facestealer is a gooey, half-formed, vaguely humanoid monstrosity. Its own face is little more than a cavernous maw and holes where its eyes should be that leak a black pus-like fluid like blood. It wears stolen faces on its body like clothes to cover itself, the eyes and mouth and nose of each dripping blood in an eternal loop.

Adopt Face (Su): A Facestealer can adopt the guise and form of any of the people whose faces it has stolen. As a standard action the Facestealer can alter itself to match anyone it has taken, even the person’s clothing and gear (though any magical items are replaced by nonmagical replicas). Anyone looking at a transformed Facestealer get a Spot check (DC 25) to notice very fine, pale lines like scars that cross its face, around its eyes, nose and mouth, from where the face was torn when the Facestealer stole it.

Improved Grab (Ex): To use this ability, a Facestealer must hit a Large or smaller foe with a Tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Mostly Amorphous (Ex): A Facestealer in its natural form is not subject to critical hits.

One Hundred Eyes (Ex): Because of its many faces, it cannot be flanked or blinded, but it also cannot avert its eyes from a gaze attack.

Skills: Because of its many faces, in its natural form the Facestealer gets a +4 bonus to Spot and Search checks (not represented in the above block).

Steal Face (Su): During a successful Grapple, instead of making an attack the Facestealer can bite the grappled character’s face and remove one of its primary features. Each round this happens, the victim makes a Reflex save to avoid being bitten.

If the victim fails its save, on the first round, it takes the victim’s mouth, rendering it mute and incapable of casting spells with a verbal component, and dealing 3 points of Constitution damage. On the second failed save, it takes the victim’s eyes, rendering it blind, and dealing another 3 points of Constitution damage. On the third failed save, it takes the victim’s nose, forcing him to make Constitution checks to avoid suffocating, and dealing another 3 points of Constitution damage. If the victim has not already died, the fourth blow is the killing blow, at which point the Facestealer adds the entire face of the person to its collection and can use it as a disguise.

The reflex saving throw DC is Charisma-based. The last feature to be taken can be restored by a Heal spell, but if more than one has been taken, the spell seals the wound without restoring it, and it can only be reversed with a Wish or Miracle spell.

Feat/Flaw #4 : Kneecap Strike

April 24, 2011

Earlier this week I sprained my ankle. Again, actually, since I did the same thing in high school. So I kind of wanted to do something with movement penalties?

Kneecap Strike Feat

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Item #3 : Slingstick of the Martyr

April 17, 2011

Description

This item looks like an old, 16th century musket, crafted from bronze and iron casts and detailed with silver threading. The secrets of its construction are lost to time, but according to hearsay the weapon was forged by an alchemist named Johnathan Larion while in the depths of madness. It was erratic and impossible to reproduce (or near-impossible, if you feel the desire to have more than one firearm running around).

This rifle, with a short barrel of only about a foot, was lost and found and lost again, and finally settled into the possession of a cleric whose name has been lost to time. The cleric only used the rifle once.

During an attempt to carry on negotiations with a rivaling religious order, while the cleric was trying to finalize a peace treaty, an assassin from his order came to kill him. The cleric raised the rifle in self-defense and shot him, but they struggled and the assassin dealt him a mortal blow.

The cleric’s murder was publicized as having been the fault of the other side, and he was viewed as a martyr within his own Order, despite their treachery.

Qualities

This gun, which does not need to be loaded or primed with powder, always has one and only one bullet in it. It is fueled by the cleric’s bitterness and hatred for his betrayers, and motivated by his rage at the treachery.

The rifle is more accurate against those who commit falsehoods, particularly those who serve ideals and fail to uphold them. Betrayers and false martyrs are the most accurately targeted.

Mechanics

The rifle functions as a ranged weapon with an 80 foot range that hits with a d10 and threatens on a 19-20. It must be used with both hands and weighs 12 pounds.

The rifle is axiomatic (Lawful for the purpose of damage reduction and deals 2d6 extra damage against Chaotic foes) and has a +1 enhancement bonus, but it is treated as a +2 weapon against traitors and liars.

It does not have to be reloaded physically, but the wielder must commit a move action to ask for aid from the martyr, so that he’ll reload it.

Moderate evocation [lawful]; CL 7th; Craft Magic Arms and Armor, order’s wrath, creator must be lawful; 18,500 gp.

 

NPC Profile #9 : Fultz

April 10, 2011

Fultz

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Monster #3 : Flylion

April 3, 2011

The Flylion is basically, for all intents and purposes, a winged lion. But it’s entirely mundane, not like the Golden Protector or any of that crazy magical-ness.

Flylions can be ridden as mounts and trained the way griffons are.

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Feat/Flaw #3 : Anorexia

March 27, 2011

Mind you guys this isn’t exactly play-tested, and I’m not sure they’re all perfectly balanced. But it’s a fun idea, regardless.

Anorexia nervosa is described as:

“an eating disorder characterized by refusal to maintain a healthy body weight and an obsessive fear of gaining weight. It is often coupled with a distorted self image which may be maintained by various cognitive biases that alter how the affected individual evaluates and thinks about her or his body, food and eating. Persons with anorexia nervosa continue to feel hunger, but deny themselves all but very small quantities of food. The average caloric intake of a person with anorexia nervosa is 600-800 calories per day, but there are extreme cases of complete self-starvation.” (Taken from wikipedia.com)

As I mentioned in my last flaw, the Unearthed Arcana book provides variant rules for traits like being Skinny, but all it affects is a couple combat mechanics. True anorexia is a lot more damaging than that, so what if we could portray that too?

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Item #2 : Spellshield of Spastic Simaun

March 20, 2011

Description

The front of this light metal shield boasts a carving of a dragon ensnared in a dark red net. On the back over the arm-straps is a long leather strip that looks to have multiple kinds of handwriting carved into the surface.

Qualities

This shield appears to allow the user to scribe a single spell onto the leather strip on the back as if it were a scroll. It seems to work as a regular Caster’s Shield, so that it follows the same rules: that a spell scribed on the strip has only half the base raw material cost, while experience point and component costs remain the same, and that the strip cannot accommodate spells of higher than 3rd level.

However, in actuality every spell loaded into the leather strip is absorbed until the strip has amassed 15 spell levels worth of energy, then blasts it outward into the shield’s curved shell and back onto the user, dealing a number of points of damage equal to the number of spell levels it had stored.

Mechanics

The shield generally functions as a +1 light steel shield, but its ability to store a spell in its leather strip is false and has no actual effect. Below stats are for a regular Caster’s Shield, but this one would fetch more or less depending on what market.

Moderate abjuration; CL 6th; Craft Magic Arms and Armor, Scribe Scroll, creator must be at least 6th level; Price 3,153 gp; Cost 1,653 gp + 120 XP.

NPC Profile #8 : Thom Kassock

March 13, 2011

My schedule has been all kinds of weird this past week, and I crashed at about 11:30 last night. Whups! Sorry guys!

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Monster #2 : “Roadblocks”

March 6, 2011

So in early 2010 I ran a short World of Darkness: Hunter the Vigil game online, a chronicle (because WoD is special and doesn’t use the word “campaign”) called Cry Havoc! and Release the Dogs of War.

(Dogs of War for short.)

The game featured, as one of its peon villains, modified creatures that I lovingly referred to as “Roadblocks,” since their first appearance was to stop the characters on their drive south to Mexico. They were a lot of fun to use, so I’m going to share them with you!
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