smoke prism
2015-06-25, 08:28 PM
Hello fellow members of the playground:smile:
This is my first pice of homebrew after about a year of inactivaty. This mean that I'm quite rusty on the rules (doesn't help 3.5 is a pain to work with at the best of times).so please be kind, but truthful in your criticism :smile:
Size/Type: Medium outsider (native)
Hit Dice:4d8 (18 hp)
Initiative:+6
Speed:30 ft
Armor Class: 15 (+2 Dex, +3 Deflection), touch 12 , flat-footed 13
Base Attack/Grapple:+4/+3
Attack:slam+3 (1d6-1)
Full Attack: slam+3 (1d6-1)
Space/Reach:5ft/5my
Special Attacks:Fragments of darkspeech
Special Qualities:Darkvision 60ft
Saves:Fort +4, Ref +6, Will +3
Abilities: Str 9 , Dex 14 , Con 10 , Int 5 , Wis 5 , Cha 18
Skills: Hide +9, Move silently +9, escape artist +9, listen +9, search +9
Feats:improved Initiative, iron will
Environment:Any, material plane
Organization:Solo, cackle (2-3), madness (4-6), cacophony (7 or more)
Challenge Rating:CR 2
Treasure:none
Alignment:Chaotic neutral
Advancement:5-10 (medium), 11-15 (large),
Level Adjustment:-
Description:
"We were going to ruff the guy up, take his money. Then he whispered something into Brekts ear, and his eyes started to bleed black blood"
- Unknown gang member, describing a encounter with a vile speaker.
Most people know that words have power. They can convince men to go against there better nature. Those who encounter vile speakers know this more that anyone.
Standing slightly smaller than a adult human and shrouded in tattered black cloth. No one has ever lived to tell what a is under a vile speakers cloths, with many scholar speculation that they are mearly cloths animated by a shard of malice.
Whalst the true origins of Vile speakers are not know, the most wildly accepted theory is that Vile speakers are fragments of darkspeech given form. This means that any use of darkspeech means that Vile speakers will manifest. These Vile speakers will then have the innate ability to reflexively utter fragments of darkspeech.
Thankfully Vile speakers don't actively seek to cause damage, they will reflexively utter fragments of darkspeech as a defence mechanism when in danger.
Combat:
Fragments of darkspeech (su):
As a full round action a Vile speaker may cause a enemy within 30 feet, who can hear him, to make a will save (DC: 16. based on charisma). If they pass there is no effect. If they fail roll 1d8 and consult the effect on the below table:
1: There is no effect: The fragment of darkspeech is incomplete.
2: Frightened: Frightened for 1d6 rounds
3: laceration: 1d6 damage. In addition they must make a fortitude save (DC: 16. save charisma based) save or they are dazed for 1d6 rounds.
4: Panicked: Panicked for 1d10 rounds.
5: Eye bleed: 1d10 points of damage. In addition they must make a fortitude save (DC:16.save charisma based) save or they are blind for 1d6 rounds.
6: flesh to ash: 2d6 points of damage. In addition they must make a fortitude save (DC: 15. save charisma based) save or they are Nauseated for 1d6 rounds.
7: Mental decay: Roll a 1d3: (1) int, (2) wis, (3) cha. They take 1d6 ability damage to that state.
8: Physical atrophy: Roll a 1d3: (1) str, (2) dex, (3) con. They take 1d6 ability damage to that state.
This is my first pice of homebrew after about a year of inactivaty. This mean that I'm quite rusty on the rules (doesn't help 3.5 is a pain to work with at the best of times).so please be kind, but truthful in your criticism :smile:
Size/Type: Medium outsider (native)
Hit Dice:4d8 (18 hp)
Initiative:+6
Speed:30 ft
Armor Class: 15 (+2 Dex, +3 Deflection), touch 12 , flat-footed 13
Base Attack/Grapple:+4/+3
Attack:slam+3 (1d6-1)
Full Attack: slam+3 (1d6-1)
Space/Reach:5ft/5my
Special Attacks:Fragments of darkspeech
Special Qualities:Darkvision 60ft
Saves:Fort +4, Ref +6, Will +3
Abilities: Str 9 , Dex 14 , Con 10 , Int 5 , Wis 5 , Cha 18
Skills: Hide +9, Move silently +9, escape artist +9, listen +9, search +9
Feats:improved Initiative, iron will
Environment:Any, material plane
Organization:Solo, cackle (2-3), madness (4-6), cacophony (7 or more)
Challenge Rating:CR 2
Treasure:none
Alignment:Chaotic neutral
Advancement:5-10 (medium), 11-15 (large),
Level Adjustment:-
Description:
"We were going to ruff the guy up, take his money. Then he whispered something into Brekts ear, and his eyes started to bleed black blood"
- Unknown gang member, describing a encounter with a vile speaker.
Most people know that words have power. They can convince men to go against there better nature. Those who encounter vile speakers know this more that anyone.
Standing slightly smaller than a adult human and shrouded in tattered black cloth. No one has ever lived to tell what a is under a vile speakers cloths, with many scholar speculation that they are mearly cloths animated by a shard of malice.
Whalst the true origins of Vile speakers are not know, the most wildly accepted theory is that Vile speakers are fragments of darkspeech given form. This means that any use of darkspeech means that Vile speakers will manifest. These Vile speakers will then have the innate ability to reflexively utter fragments of darkspeech.
Thankfully Vile speakers don't actively seek to cause damage, they will reflexively utter fragments of darkspeech as a defence mechanism when in danger.
Combat:
Fragments of darkspeech (su):
As a full round action a Vile speaker may cause a enemy within 30 feet, who can hear him, to make a will save (DC: 16. based on charisma). If they pass there is no effect. If they fail roll 1d8 and consult the effect on the below table:
1: There is no effect: The fragment of darkspeech is incomplete.
2: Frightened: Frightened for 1d6 rounds
3: laceration: 1d6 damage. In addition they must make a fortitude save (DC: 16. save charisma based) save or they are dazed for 1d6 rounds.
4: Panicked: Panicked for 1d10 rounds.
5: Eye bleed: 1d10 points of damage. In addition they must make a fortitude save (DC:16.save charisma based) save or they are blind for 1d6 rounds.
6: flesh to ash: 2d6 points of damage. In addition they must make a fortitude save (DC: 15. save charisma based) save or they are Nauseated for 1d6 rounds.
7: Mental decay: Roll a 1d3: (1) int, (2) wis, (3) cha. They take 1d6 ability damage to that state.
8: Physical atrophy: Roll a 1d3: (1) str, (2) dex, (3) con. They take 1d6 ability damage to that state.