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View Full Version : Minds of the Underdark [3.5e Creatures][PEACH]



Milo v3
2013-01-19, 12:11 AM
Note:
The following creatures were created from applications of Biollurgy (http://www.giantitp.com/forums/showthread.php?t=252794&page=1).


Ur-Koumarn Statistics
Medium Aberration (Aquatic)
HD: 1d8 + 5 (13 HP)
Init: +9
Speed: 30 ft., swim 30 ft.
AC: 19 (+9 Dex), Touch 19, Flatfooted 10
BAB/Grapple: +0/+2
Space/Reach: 5 ft/5 ft
Attack: Tentacles +4 melee (1d6+5; plus Thrall)
Full Attack: Tentacles +4 melee (1d6+5; Thrall)
Special Attacks: Eldritch Tendril, Thrall
Special Qualities: Amphibious, Darkvision 60 ft., Eldritch Mind, Hardness 2, Regeneration 1, Telepathy 200 ft.
Saves: Fort +5, Ref +9, Will +2
Abilities: Str 14 (+2), Dex 28 (+9), Con 21 (+5), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Skills: Knowledge (Architecture and Engineering) 2 (+2), Knowledge (Dungeoneering) 2 (+2), Heal 2 (+4), Stealth 1 (+10), Survival 0 (+2), Swim 0 (+10)
Feats: Self-Sufficient
Environment: Any Underdark.
Organisation: City
Challenge Rating: ?
Treasure: Standard
Alignment: Any
Advancement: See Below

Koumarn stand at a height of five and a half feet tall, with dark azure flesh. They have lithe bodies with a humanoid build. A thin regenerative liquid drips from their dark flesh, leaving them constantly slimy, though intense heat dries this chemical from their skin. From a glace most notice their faces lack mouths, but they actually have a concealed mouth. At their will, a Koumarn can split the lower sections of his face vertically. This reveals their squid-like beak mouth in the centre, and a collection of tendrils on both sides which can emit electrical signals.

Koumarn can breathe oxygen from the air or in water, which is converted into water within their bodies. This means they don’t need to drink water to survive. Any excess water is mixed with an enzyme to produce a regenerative slime. The Koumarn diet consists of feeding on the electrical impulses in the brains of creatures.

At any stage in their life, a Koumarn can decide to reproduce. The child gestates in the Koumarn’s womb for nine months. While they don’t require another to reproduce, Koumarn often randomise the genetic information of their spawn transmitting electrical signals through their tentacles with other Koumarn.

They are masters of gramarie, which they use to produce their marvellous cities in the Underdark. Using these gifts they form colossal forests, floating towers, and portals between space. Despite this power; they instinctively collect thralls and servants, though they often convert them into biostructure to fuel their research.

All Koumarn follow them instruction of an intangible sentience known as the True Mind. The True Mind is older than the Koumarn species, and its agenda is unknown.

During the Second Era, the race of gnomes mistakenly dug into a Koumarn city. But there wasn't any conflict, instead the two cultures made a deal; the Gnomes would gain access to Koumarn technology to supplement their own Steam-powered technology, and in return the Gnomes would give the Koumarn knowledge about Keran.

This partnership went for 100 years, but ended once the Koumarn had all of the Gnomish knowledge. But the gnomes were desperate, they didn't want to lose the possibility of getting more of the highly advanced technology.
So the Gnomes created a weapon for the Koumarn. The Aegis were hulking living titans of crystal, and a hybrid of Koumarn and Gnomish technology.

With these new weapons in their command the Koumarn started to lay siege to the surface of Keran, this was known as the Aliēnus War. The Dragon Isles took the most of the attack, hundreds of kobolds were taking captive, and thousands more were killed. During this invasion the Koumarn left the gnomes to command the Aegis which ran the prisons. When the Aegis gained sentience at the hands of the Kobolds and all the prisoners started to escape, the blame turned to the gnomes. The Koumarn killed the leaders of the Gnomish people as a punishment for their failure and exiled them from the underdark.

Eldritch Mind (Ex): The Koumarn mindset is a one of constant thought, filled with unending urges. These urges can be resisted with sufficient will power, requiring a Will Save (DC 30). The instincts of the Koumarn people are the following:
Do as the True Mind commands
Produce more Koumarn
Survive
Seek Evolution
Collect Thralls
Eat brains
Protect Knowledge
Learn Gramarie
Like Water
Beware Surface

In addition the eternal thought stops Koumarn from ever sleeping, though they can go unconscious.

Eldritch Tendril (Su): The electricity discharged by the tendrils of a Koumarn create confusion in the minds of those nearby. This bestows a +2 enhancement bonus on attack and damage rolls for the Tentacle attack. These bonuses have been applied to the statistics above.

Regeneration (Ex): The regeneration of a Koumarn is bypassed by fire damage.

Thrall (Sp): When the Koumarn succeeds on an attack with it’s tentacle attack the target must make a Will save (15 + Charisma Modifier) or be affected by a charm monster effect at a caster level equal to 10.

Skills: Koumarn can take 10 on Swim checks to perform special actions, even if stress or distraction would normally prevent them from doing so. Koumarn gain a +8 racial bonus on these Swim checks.

Special Advancement
The statistics given here are the base statistics of the race upon reaching adulthood. Afterwards they start to evolve and their true abilities appear. The first four levels a Koumarn gains after its first HD must be from the Evolutionist Class with the following mutations selected:

Level One Evolutionist: Evolve Combat Instinct, Superior Cognizance, Improved Grab, Constrict, Psi-Like Ability (Far Hand).
Level Two Evolutionist: Detect Psionics, Natural Armour, Energy Resistance (Electricity).
Level Three Evolutionist: Evolve Will, Evolve Combat Instinct, Detect Thoughts.
Level Four Evolutionist: Superior Cognizance, Psi-Like Ability (Telempathic Projection), Psychic Enhancement.

Also at 3 HD, they must take the Great Changer Feat and gain the Elemental Attack (Electricity) and Superior Instinct Mutations. At the same level, the Koumarn must take the Dire Body Teratomorph.

After the above is followed, the Koumarn advances via class levels.

Koumarn as a Playable Race
+4 Str, +18 Dex, +10 Con
Aberration (Aquatic)
Medium Size
A Koumarn’s base speed is 30 ft., and possesses a 30ft. swim speed
Darkvision out to 60 ft.
Racial Hit Dice: A Koumarn begins with one level of aberration, which provide 1d8 Hit Dice, a base attack bonus of +0, and base saving throw bonuses of Fort +0, Ref +0, and Will +2.
Racial Skills: A Koumarn’s aberration levels give it skill points equal to 4 * (2 + Int modifier, minimum 1). Its class skills are Heal and Knowledge (All, taken individually).
Racial Feats: A Koumarn’s aberration levels give it a single feat.
Natural Weapons: Tentacle (1d6)
Special Attacks (see above): Eldritch Tendril, Thrall
Special Qualities (see above): Amphibious, Darkvision 60 ft., Eldritch Mind, Regeneration 1, Telepathy 200 ft.
Automatic Languages: Common.
Favored Class: Evolutionist.
Level adjustment: +?.
Adult Age: 15
Middle Age: 30
Old Age: 45
Venerable Age: 61
Maximum Age: 61+1d6
Special Advancement: A players Koumarn must follow the special advancement rules detailed above.

Standard Koumarn Statistics
Medium Aberration (Aquatic)
HD: 5d8 + 25 (47 HP)
Init: +9
Speed: 30 ft., swim 30 ft.
AC: 22 (+9 Dex, +3 Natural), Touch 19, Flatfooted 12
BAB/Grapple: +4/+7
Space/Reach: 5 ft/5 ft
Attack: Tentacles +9 melee (1d8+5 + 1d6 electricity; plus Constrict, Improved Grab and Thrall)
Full Attack: Tentacles +9 melee (1d8+5 + 1d6 electricity; Constrict, Improved Grab and Thrall)
Special Attacks: Constrict, Eldritch Tendril, Improved Grab, Psi-Like Abilities, Thrall
Special Qualities: Amphibious, Darkvision 60 ft., Eldritch Mind, Electricity Resistance 5, Hardness 2, Regeneration 1, Researched Knowledge, Telepathy 200 ft.
Saves: Fort +6, Ref +10, Will +6
Abilities: Str 14 (+2), Dex 28 (+9), Con 21 (+5), Int 13 (+1), Wis 11 (+0), Cha 10 (+0)
Skills: Knowledge (Architecture and Engineering) 6 (+9), Knowledge (Dungeoneering) 2 (+5), Heal 5 (+10), Intimidate 0 (+2), Stealth 2 (+11), Survival 0 (+3), Swim 0 (+10)
Feats: Great Changer, Improved Unarmed StrikeB, Self-Sufficient
Environment: Any Underdark.
Organisation: City
Challenge Rating: ?
Treasure: Standard
Alignment: Any
Advancement: By class

A standard Koumarn possess 4 levels of Evolutionist.

Constrict (Ex): Whenever the Koumarn wins a grapple check, he deals damage equal to that of his tentacles attack.

Eldritch Mind (Ex): The Koumarn mindset is a one of constant thought, filled with unending urges. These urges can be resisted with sufficient will power, requiring a Will Save (DC 30). The instincts of the Koumarn people are the following:
Do as the True Mind commands
Produce more Koumarn
Survive
Seek Evolution
Collect Thralls
Eat brains
Protect Knowledge
Learn Gramarie
Like Water
Beware Surface

In addition the eternal thought stops Koumarn from ever sleeping, though they can go unconscious.

Eldritch Tendril (Su): The electricity discharged by the tendrils of a Koumarn create confusion in the minds of those nearby. This bestows a +2 enhancement bonus on attack and damage rolls for the Tentacle attack and the attack deals an additional +1d6 points of electricity damage. These bonuses have been applied to the statistics above.

Improved Grab (Ex): Whenever the Koumarn hits a creature at least small size with his tentacles, he can attempt to start a grapple as a free action without provoking an attack of opportunity.

Psi-Like Abilities (Ps): At Will – Detect Psionics, Detect Thoughts; 3/Day – Far Hand, Telempathic Projection. Manifester Level 6.

Regeneration (Ex): The regeneration of a Koumarn is bypassed by fire damage.

Researched Knowledge (Ex): Koumarn gain a +4 bonus on all knowledge checks made to discern information about a creature because of their experiments.

Thrall (Sp): When the Koumarn succeeds on an attack with it’s tentacle attack the target must make a Will save (15 + Charisma Modifier) or be affected by a charm monster effect at a caster level equal to 10.

Skills: Koumarn can take 10 on Swim checks to perform special actions, even if stress or distraction would normally prevent them from doing so. Koumarn gain a +8 racial bonus on these Swim checks.

Experiments of the Koumarn
Draesik
Huge Construct
HD: 3d10+40 (61 HP)
Init: +2
Speed: 50 ft., Fly 50 ft. (Average)
AC: 20 (+2 Dex + 8 natural), Touch 12, Flatfooted 18
BAB/Grapple: +2/+18
Space/Reach: 15 ft/15 ft
Attack: Slam +8 (1d6+12)
Full Attack: Slam +8 (1d6+12)
Special Attacks: Otherworldly Blast
Special Qualities: Construct Traits, Eldritch Repair, Hardness 2, Mindless, Operation
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 26 (+8), Dex 14 (+2), Con -, Int -, Wis 10 (+0), Cha 2 (-4)
Skills:
Feats:
Environment: Any Underdark.
Organisation: Hunter Team (3 and 3 Sortani)
Challenge Rating: ?
Treasure: None
Alignment: Always Neutral
Advancement: 4-7 HD (Huge); 8-12 HD (Gargantuan); 13-18 HD (Colossal); 19-25 (Enormous)

This behemoth is the result of several kobolds combined and merged into one metallic being. This creature has a bulky humanoid form, covered in purple scales. It's hands, chest, and the base of its feet all possess sanguine orbs which can emit powerful energy. These bursts can be controlled, resulting in flight or blasts of energy which corrodes existance itself.

The Draesik are used as vehicles and warmachines for the Koumarn, though it requires an operator to make any actions. Draesik are born from eggs, which take 17 months to hatch. Draesik are completely asexual.

Eldritch Repair (Su): 2d4 days after a Draesik is destroyed it must make a HD check (DC 20). On a success, the Draesik repairs itself to operational condition. This only works if it's body hasn't been totally destroyed (such as through disintegration).

Operation (Ex): On the center of the Draesik's spine lies an organic web-like material, a creature two sizes smaller can pass through this mesh and operate the Draesik with a DC 10 Knowledge (arcana), Disable Device, or Ride check for one round. While operating it, the riding creature is considered entirely subsumed in the Draesik, and for all intents and purposes acts as the chassis for that round.

Otherworldly Blast (Su): 100 ft. Line of acid, standard action once every 1d4 rounds; 6d6 points of acid damage, Reflex DC 16 halves the damage. The save DC is Constitution-based.

Nortulos
Medium Aberration
HD: 1d8+3 (11 HP)
Init: +1
Speed: 30 ft.,
AC: 15 (+2 Dex, +3 Natural), Touch 12, Flatfooted 13
BAB/Grapple: +0/+5
Space/Reach: 5 ft/5 ft
Attack: Slam +5 (1d6+7; plus Jinn Spark)
Full Attack: Slam +6 (1d6+7; plus Jinn Spark)
Special Attacks: Jinn Spark
Special Qualities: Darkvision 60 ft., Fire Resistance 5, Hardness 2
Saves: Fort +3, Ref +2, Will +2
Abilities: Str 20 (+5), Dex 14 (+2), Con 17 (+3), Int 1 (-5), Wis 10 (+0), Cha 2 (-4)
Skills: Climb 2 (+7), Perception 2 (+2), Swim 4 (+9)
Feats: Mutagenic Body
Environment: Any Underdark.
Organisation: Thralls (3-15)
Challenge Rating: ?
Treasure: None
Alignment: Always Neutral
Advancement: -

This hideous abomination is the result of three dwarves combined and merged into one being. This creature has a vagely humanoid form, but has small arms which extend from seemingly random positions. Remnants of its previous life can be seen with vestigal faces and legs which lie on the abominations flesh.

The Nortulos are used as physical labour by the Koumarn. They reside in their cages willingly and follow their masters without question.

Jinn Spark (Su): The Koumarn have learnt to harness the elemental fire within the bodies of Jinn caste dwarves, resulting in the Nortulos being able to immoliate their arms in flame. These flames can be called or dismissed as a free-action. While active Nortulos light things on fire by touching them, and deal 2d6 extra fire damage with natural attacks and metal weapons.

Petitioners
Medium Undead
HD: 1d12 (12 HP)
Init: +6
Speed: 30 ft.,
AC: 12 (+2 Dex), Touch 12, Flatfooted 10
BAB/Grapple: +0/-1
Space/Reach: 5 ft/5 ft
Attack: Bite -1 melee (1d6-1)
Full Attack: Bite -1 melee (1d6-1)
Special Attacks: Mimicry, Sarli Fangs
Special Qualities: Hardness 2, Instinct, Undead Traits
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 8 (-1), Dex 14 (+2), Con - , Int 2 (-5), Wis 10 (+0), Cha 2 (-5)
Skills: Bluff 4 (+1), Knowledge (Religion) 4 (+1)
Feats: Improved Initiative
Environment: Any Underdark.
Organisation: Church (3-15)
Challenge Rating: ?
Treasure: None
Alignment: Always Neutral
Advancement: 2-5 HD (Medium); 6-10 (Large); 11-15 (Huge); 16-20 (Gargantuan)

Stated to be beautiful yet disturbing to view upon, the Petitioners are hybrids of sarli and karmanians. These two heritages grant it a humanoid form, with only a number of changes from that of a Karmainian. They move around on all fours and possess two thin feline tails, short fur, cat-like ears eyes, and noses. Their mouths are filled with razor sharp black fangs, and twisted claws instead of fingers. A close inspection reveals they are actually ivory constructs under their soft flesh.

Their actions are nearly purely on instinct, which was shaped by the Koumarn. These make them highly pious individuals, and useful as a power source. They reproduce as if living animals and strangely each petitioner possesses a gender.

Instinct (Ex): The petitioner's mindset was formed by the Koumarn to make the whole species a power source. They filled the mind with nothing but simple instincts, though these urges can be resisted with sufficient will power, requiring a Will Save (DC 30). The instincts of a Petitioner are the following:
Worship the True Mind
Pray whenever in a temple of the True Mind
Repeat the prayers of the True Mind's prophet.
Drink blood
Reproduce
Hide from strangers


Mimicry (Ex): Petitioners can imitate anyone whose voice they've heard before. Petitions can perfectly mimic familiar sounds, voices, and accents. This ability does not enable them to speak languages they can't normally speak. To duplicate a specific individual's voice, a Petitioner make a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn't genuine.

Sarli Fangs (Ex): Whenever a Petitioner grapples with an enemy it automatically deals 2d4 points of Constitution damage every round.

Sortani
Large Ooze
HD: 2d10+4 (15 HP)
Init: +5
Speed: 40 ft., Climb 20 ft.
AC: 15 (+5 Dex), Touch 15, Flatfooted 10
BAB/Grapple: +0/+4
Space/Reach: 5 ft/5 ft
Attack: Unarmed Attack -1 (1d4)
Full Attack: Unarmed Attack -1 (1d4)
Special Attacks: Slime
Special Qualities: Blind, Blindsight 90 ft., Flexible, Hardness 2, Immunities
Saves: Fort +2, Ref +5, Will +0
Abilities: Str 10 (+0), Dex 20 (+5), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Skills: Knowledge (Arcana) 4 (+4), Disable Device 4 (+12)
Feats: Skill Focus (Disable Device)
Environment: Any Underdark.
Organisation: Hunter Team (3 and 3 Draesik)
Challenge Rating: ?
Treasure: None
Alignment: Any
Advancement: By Class Level

Formed from Newesti, these sludges are intelligent thralls of the Koumarn. They appear to be giant masses of blood, forming evershifting humanoid forms. Using their liquid nature, the Soranti are able to intermesh with devices with ease.

They are used to operate the Draesik and Vesarch, who they see as nothing more than machines. New Sortani are formed by asexual division, a process that takes 13 months.

Blind (Ex): Sortani are Blind and thus possess immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Flexible (Ex): You count as one size category smaller to determine the spaces you can squeeze into (including fitting into the operator area of a Draesik).

Immunities (Ex): Oozes possess immunity to poison, sleep effects, paralysis, polymorph, and stunning.

Slime (Ex): Any weapon that touches a Sortani takes 1d6 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a Reflex save (16+ Con Modifier) to avoid taking this damage. A creature who strikes you with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a Reflex save as well.

Skills: Sortani possess a +2 Racial bonus to Escape Artist checks, and a +8 bonus to Climb checks. You can always take 10 on climb checks, even if stress or distraction would normally prevent you from doing so.

Vesarch
Enormous Construct
HD: 6d10+100 (133 HP)
Init: +3
Speed: 70 ft., Fly 70 ft. (Average)
AC: 18 (+3 Dex, +5 Natural), Touch 13, Flatfooted 15
BAB/Grapple: +4/+15
Space/Reach: 40 ft/30 ft
Attack: Gore +11 melee (1d6+16)
Full Attack: Gore +11 melee (1d6+16)
Special Attacks: Breath Weapon, Powerful Charge
Special Qualities: Arcane Resistance, Construct Traits, Hardness 20, Mindless, Operation, Speed Burst
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 32 (+11), Dex 18 (+3), Con -, Int -, Wis 10 (+0), Cha 2 (-5)
Skills:
Feats:
Environment: Any Underdark.
Organisation: Scouting Party (3 and 3 Sortani)
Challenge Rating: ?
Treasure: None
Alignment: Any
Advancement: 7-10 HD (Enormous);11-14 HD (Immense); 15-19 HD (Behemothic); 20-25 (Cavernous)

These flying behemoths are colossal ellipsoids with covered in several sharp spikes. Their flesh is formed from adamantine, giving it a black metallic appearance. When moving along the ground, its spines warp into spider-like legs.

They are an outdated form of technology, with the Koumarn prefering to use non-living vehicles for war and semi-spaces for transportation. Because of this only Sortani operate them.

Every ten years, a Vesarch produces a mechanical orb known as a "seed". Over the course of 25 months, this seed will attract small amounts of metal to itself until it creates a fully operational Vesarch.

Arcane Resistance (Ex): Vesarch are immune to spells and spell-like abilities. This immunity doesn't affect; Charm Monster, Magic Jar, and Teleport. These spells disrupt the spell immunity for 3 rounds if they hit the Vesarch.

Breath Weapon (Su): 80 ft. Cone of fire, standard action once every 1d4 rounds; 10d6 points of fire damage, Reflex DC 20 halves the damage. The save DC is Constitution-based.

Operation (Ex): A creature at least two sizes smaller can press on a certain panel of the Vesarch to reveil a cockpit. This creature can enter and operate the Vesarch with a DC 10 Knowledge (arcana), Disable Device, or Ride check for one round. While operating it, the riding creature is considered entirely subsumed in the Vesarch, and for all intents and purposes acts as the chassis for that round.

Powerful Charge (Ex): Whenever a Vesarch makes a charge attack with its gore natural weapon it deals an extra 5d6+16 damage.

Speed Burst (Ex): Once an hour the Vesarch can move ten times it's speed as a single move action.


Devices of the Koumarn
Gramaric Energy Cell (GEC)
This thin elaborate wooden panel straps to your arm, with leather straps. In its centre is a black rectangle with white numbers. The number it currently shows indicates the number of ebbs currently in the circuit. This device emanates the 20 ft. bubble of a heuristical circuit. By joining this circuit to a gramarie device, it can produce 100 ebbs per round.
The Wooden panel can be replaced with nearly any other form of material and can be any shape, though expensive materials increase the cost. The leather straps can be replaced or removed at no change to functionality. As the black rectangle is an illusion, at request it could be changed to something else.

Principles Required: ALCH 325, ALCH 364, ARCD 350, HEUR 101, IMCH 295, YGGD 101
Prestige Classes: The Dreamason (Modified to a non-psionic version)
Cost: 2,922 gp
Blueprint:Modify the melting point of 2 cubic feet of water to 21 degrees individually. The water freeze into ice, at 20 degrees or lower. Convert these two cubic feet of ice into two input engines, each bubble should contain themselves only.

Locate a bar of wood and smooth it into the required shape, with a depression carved in with the following measurements; two inches wide, half and inch deep, and one inch high.

Create a semi-space in the depression with the entrance measurements of two inches wide and one inch high and the interior measurements of 2 ft. by 2 ft. by 2 ft. This semi-space stores a cubic foot of phlogiston and the two previously created Ice Engines. This Engine converts the heat to 100 ebbs per round.

Create a visual programmed Imachination over the semi-space entrance; this illusion is programmed to show the amount of ebbs in the circuit.

Connect the two engines and the imachination with a Circuit, through the semi-space using the Rabbit Hole ability.

Hand Operated Light Canon (HOLC)
This gauntlet extends up your arm and is pure white in colouration with a spherical depression the centre of the palm. Orange lines are lie upon its perfectly smooth surface. These traits are illusionary, with the true material being gold.
By thinking certain command words to the sentience behind the HOLC, a laser bursts from the sphere at a target you designate. The sentience behind the HOLC can be communicated with through telepathy, though only the wearer has access to this communication.
The command words and their result are as follows:
Minimal Energy Laser; transmits one ebb from a GEC to the HOLC creating a bolt of light which deals 1d8 damage, and works as a ranged touch attack with a maximum range of 100ft.
Average Energy Laser; transmits five ebbs from a GEC to the HOLC creating a bolt of light which deals 5d8 damage, and works as a ranged touch attack with a maximum range of 500ft.
Charged Energy Laser; transmits ten ebbs from a GEC to the HOLC creating a bolt of light which deals 10d8 damage, and works as a ranged touch attack with a maximum range of 1000ft.
Maximised Energy Laser; transmits twenty ebbs from a GEC to the HOLC creating a bolt of light which deals 20d8 damage, and works as a ranged touch attack with a maximum range of 2000ft.
Principles Required: ALCH 325, ARCD 204, HEUR 101, HEUR 328, IMCH 267
Cost: 2487 gp
Blueprint:Reduce the weight of 1 cubic foot of gold to 9 lb. while it is in a molten state. Mold this gold into a gauntlet in the correct shape. Place a Visual Differential Imachination upon the gauntlet, making it to appear differently; the standard is to make it pure white in colouration, with a hemi-sphere in the centre of the palm, and orange lines which are lie upon its perfectly smooth surface.
Convert the gold into an output engine with a use magic device check of 20. Connect this gold engine with the two ice engines of a GEC via a heuristical circuit. Implant an EI into the circuit, allowing for the EI to control the flow of puissance.


Aerial Mobility Attachment (AMA)
This device is an improvement on the HOLC, granting you the ability of flight at the cost of 3 ebbs of energy. It appears to be a silver orb, sticking out from the centre of the HOLC’s palm. While touching this sphere, you can request the EI to grant you flight (this functions as the Fly Spell).
Principles Required: ARCD 101, HEUR 101, YGGD 101, YGGD 241
Cost: 252 gp
Blueprint:Mold one cubic foot of silver into possessing a spherical protrusion, then convert it into an Output Engine with the Fly spell prepared.
Create a semi-space in a secure location and another in the spherical depression of the HOLC. Link them together with portals, and use the secure semi-space to transport the silver engine to the HOLC semi-space.
Position the silver engine, so that the spherical protrusion sticks out of the semi-space, giving it the appearance of being embedded in the HOLC’s palm. Leave the semi-spaces then destroy the secure one.
Once you have returned to normal space, link the silver engine via the protrusion to the existing HOLC/Ice Engine circuit, granting control of ebbs to the EI.

JoshuaZ
2013-01-19, 12:51 AM
This is well done and interesting. The only obvious comment I have is that it may make sense to make the Kourman psionic, maybe getting 2 power points for free. It seems in keeping with their general feel. Then maybe make their abilities psi-like rather than spell-like.

Milo v3
2013-01-19, 01:37 AM
This is well done and interesting. The only obvious comment I have is that it may make sense to make the Kourman psionic, maybe getting 2 power points for free. It seems in keeping with their general feel. Then maybe make their abilities psi-like rather than spell-like.

Thanks, though Power Points would be useless for this monster because Psion isn't a playable class in the campaign setting. Also, the spell-like abilities are from the monsters creation method.

Zireael
2013-01-19, 05:46 AM
This is very interesting and well statted.

Milo v3
2013-01-19, 07:12 AM
This is very interesting and well statted.

Thanks. :smallsmile:

Anyone have any ideas for the CR and LA?

Mithril Leaf
2013-01-20, 03:35 AM
My instinct is between 4 and 6 LA. I'd be tempted to say any of those, depending on my mood.