Gwyn chan 'r Gwyll
2007-06-05, 08:19 PM
Not really machines, i just used that to mean "very good at it"
Tenens
SMALL MONSTROUS HUMANOID
HD 2d8-1 (Average 7)
Speed 20 ft. (6 squares); SEE DESCRIPTION
Init: +3
AC 15; touch 14; flat-footed 12
(+3 Dex, +1 Natural Armour, +1 size)
BAB +1; Grp +2
Attack 2 Dagger +3/+3
(1d3+1, 18-20/x2)
Full-Attack Full attack +5/+0 (1d3+1, 18-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Torture
Special Qualities Augmented Criticals, Legs/Arms
Saves Fort +2 Ref +3 Will +1
Abilities Str 13, Dex 17, Con 8, Int 14, Wis 12, Cha 10
Skills +5 heal, +3 jump
Feats Weapon Finesse, MultiWeapon fighting, multidexterity
Environment Underground
Organization Solitary, Pair, Gang (3-5), Raiding Party, (4-5, with 1-2 manequins, and 6-10 human 1 warrior bonekissed)
Challenge Rating 2
Treasure X gold; X gems; X art; X magical items
Alignment Usually Neutral Evil
Favored Class Rogue
Level Adjustment +2
The thing runs towards you, on all 4 legs, and at the last second, jumps, and draw small blades with all 4 legs, now arms, and very swiftly, defeats the party. You fall unconscious. Later, you wake up, tied to the floor, with the thing standing on one leg, holding various torture implements. Shortly, you will scream.
Tenens are small humanlike creatures with long arms, and legs identical to their arms. They are surgeons, but instead of helping you, the tenens horribly disfigure you. Big difference. They work for the Manequins, and both collaborate to create the bonekissed, humans whose bones were twisted by the Manequins, and turned into fighting machines.
Combat
They don’t often fight themselves, but when they do, they can be vicious, fighting with many daggers at the same time. They are most often there after combat, at which point they torture the subjects into submission
legs/arms Tenens have 4 legs, which have opposable thumbs, and can be used as hands. The stats assume that it is using 2 legs as hands, but it can also use other arms. You can add 1 attack, but decrease speed by 10 per attack you add. You can also take away attacks, and add 10 speed per attack taken away.
torture Tenens are adept at torture. Their specialized torture methods do very little lethal damage, and are mostly mentally damaging. Every hour of torture deals 1d4 charisma, intelligence, and wisdom damage, as well as 2d6 non-lethal damage. For another 4 hours after torture, the subject is given DR 1d4 per hd/-, and for 48 after torture hours, is immune to pain effects.
Augmented Criticals Tenens know where to hit where it hurts, and all attack's crit chance is either 18-20, or the weapons listed crit chance, whichever is higher.
Bonekissed
Bonekissed are the soldiers and servants of the Manequins. Horrifically mutilated by torture, and with bones grafted onto their body, a squad of bonekissed are terrible indeed.
Sample Bonekissed
Bonekissed Goblin Warrior 1
SMALL MONSTROUS HUMANOID (GOBLINOID)
Hit Dice 1d12+2 (Average 8)
Speed 30 ft. (6 squares)
Init: +2
AC 19 (+1 size, +2 dex +2 leather armour, +3 natural, +1 light shield) touch 13; flat-footed 17
Base Attack/Grapple +1/+-2
Attack Morningstar +4 melee (1d6+ 1), OR Javelin +5 ranged (1d8), OR claw ++4 melee (1d6+1) OR Spike ++4 melee (1d8+ 6)
Full-Attack Morningstar/claw +2/+0 melee (1d6+ 1, critical range) Space/Reach 5 ft/5 ft
Special Attacks Spike
Special Qualities Damage resistance
Saves Fort +4 Ref +2 Will -1
Abilities Str 13, Dex 15, Con 14, Int 10, Wis 9, Cha 6
Skills Hide +5,Intimidate +4, Listen +2, Move silently +5, Ride +4, Spot +2
Feats Alertness
Environment Underground
Organization Solitary, pair, Squad (4-6, plus 1 manequin, 1 tenen), plattoon (10-20, plus 5 manequins, 7 tenens)
Challenge Rating 2
Treasure Standard
Alignment Usually Neutral Evil
Advancement by character class; Favored Class: Rogue
Level Adjustment +1
A goblin with ribs unnaturally close to his chest, elongated fingernails, and a hole in his hand.
A soldier in the Manequin Army.
Combat
Goblin Bonekissed like to soften the enemy up for a round or two before charging in.
Spike (Ex) Once per round a bonekissed can make an attack that does 1d8+5 damage as a standard action. It can use this attack in a grapple.
Damage Reduction (Su)
A bonekissed enhanced body is tough, giving the creature damage reduction 5/ magic. .
Creating a Bonekissed
"Bonekissed" is an aquired template that can be added to any humanoid creature (refered to hereafter as the base creature) .
A bonekissed has all the base creature's statistic and special abilities except as noted here.
Size and Type
The creature's type changes to Monstrous Humanoid. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice
Increase all current and future Hit Dice to d12s.
Armour Class
A Bonekissed has a +3 natural armour bonus, or the base creature's natural armour bonus, whichever is better.
Attack
A bonekissed has a claw attack. If the base creature can use weapons, the bonekissed retains this ability. A creature with natural weapons retains those natural weapons. A bonekissed fighting without weapons uses its claw attack. A bonekissed armed with a weapon uses its claw, or a weapon, as it desires.
Full Attack
A bonekissed fighting without weapons uses its claw attack (see above) or its natural weaponry (if it has any). If armed with a weapon, it usually uses the weapon as its primary attacking along with its claw as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage
A bonekissed has a claw attack that deals 1d6 points of damage.
Special Attacks
Spike (Ex) Once per round a bonekissed can make an attack that does 1d8+5 damage as a standard action. It can use this attack in a grapple.
Spells
A bonekissed can cast any spells it could cast while alive.
Special Qualities
A bonekissed retains all the base creature’s special qualities and gains those described below.
Damage Reduction (Su)
A bonekissed enhanced body is tough, giving the creature damage reduction 5/ magic. .
Abilities
Increase from the base creature as follows: Str +2, Con +2, Dex +2.
Skills
Bonekissed have a +4 racial bonus on intimidate checks. Otherwise same as the base creature.
Organization
Solitary, pair, Squad (4-6, plus 1 manequin, 1 tenen), plattoon (10-20, plus 5 manequins, 7 tenens)
Challenge Rating
Same as base creature +1.
Treasure
Standard coins; double goods; double items.
Alignment
Any
Advancement
By character class.
Level Adjustment
Same as base creature +1.
Manequins
MEDIUM ABBERATION
Hit Dice 5d8 HD (Average HP 25)
Speed 30 ft. (6 squares); 5 ft. climb
Init: INITIATIVE
AC 18 (+3 Dex, +3 Natural, +2 leather) touch 16; flat-footed 15
Base Attack/Grapple +3/+3
Attack +1 Short sword +6 melee (1d6+ 1, 19-20/x2) or claw +4 melee (1d6+2, x2)
Full-Attack Full attack +4/+3 melee/ranged (first attack with short sword: 1d6+ 1, 19-20/x2 Second attack with claw 1d6+ 2, x2,)
Space/Reach 5 ft/5 ft
Special Attacks Create Bonekissed, Pulling punches
Special Qualities Medium Fortification
Saves Fort +3 Ref +4 Will +3
Abilities Str 14, Dex 17, Con 15, Int 12, Wis 10, Cha 8
Skills +5 knowledge (dungioneering), +5 Use magic device, +5 Intimidate*
Feats Two Weapon Fighting, Endurance
Environment Underground
Organization Name (Number appearing)
Challenge Rating 4
Treasure Double magic item
Alignment Always Lawful Evil
Advancement by TYPE; Favoured class: Fighter
Looking like humans with stretched out skin showing all of their bones, Manequins are unique in that they can meld their bones at will. Their ribs are unnaturally close to the surface, and their fingers are extended far out, just the bone.
The Manequins live in small cities underground, in great caverns in the volcanic mountain ranges. They are the rulers, and the officers, the elite soldiers. They control the Bonekissed with brutality, and organize raids against the surface.
Manequins speak Undercommon and Terran
SKILLS: Manequins gain a –8 racial penalty to diplomacy against humanoids. * Manequins gain a +4 racial bonus to intimidate agaist humanoids
Combat
Manequins fight like clockwork, with both their sword and their claws. They fight to incapitate, not kill.
Create Bonekissed Manequins take victims that survived the torture the tenens dealt upon them, and twist and move and strengthen their bones, bestowing the Bonekissed template on the subject, and dealing 1d4 damage per HD.
Pulling punches Whenever a Manequin would kill someone with their claw attack, then instead of dieing, the subject drops to –9 and is stable.
What do you think.
Tenens
SMALL MONSTROUS HUMANOID
HD 2d8-1 (Average 7)
Speed 20 ft. (6 squares); SEE DESCRIPTION
Init: +3
AC 15; touch 14; flat-footed 12
(+3 Dex, +1 Natural Armour, +1 size)
BAB +1; Grp +2
Attack 2 Dagger +3/+3
(1d3+1, 18-20/x2)
Full-Attack Full attack +5/+0 (1d3+1, 18-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Torture
Special Qualities Augmented Criticals, Legs/Arms
Saves Fort +2 Ref +3 Will +1
Abilities Str 13, Dex 17, Con 8, Int 14, Wis 12, Cha 10
Skills +5 heal, +3 jump
Feats Weapon Finesse, MultiWeapon fighting, multidexterity
Environment Underground
Organization Solitary, Pair, Gang (3-5), Raiding Party, (4-5, with 1-2 manequins, and 6-10 human 1 warrior bonekissed)
Challenge Rating 2
Treasure X gold; X gems; X art; X magical items
Alignment Usually Neutral Evil
Favored Class Rogue
Level Adjustment +2
The thing runs towards you, on all 4 legs, and at the last second, jumps, and draw small blades with all 4 legs, now arms, and very swiftly, defeats the party. You fall unconscious. Later, you wake up, tied to the floor, with the thing standing on one leg, holding various torture implements. Shortly, you will scream.
Tenens are small humanlike creatures with long arms, and legs identical to their arms. They are surgeons, but instead of helping you, the tenens horribly disfigure you. Big difference. They work for the Manequins, and both collaborate to create the bonekissed, humans whose bones were twisted by the Manequins, and turned into fighting machines.
Combat
They don’t often fight themselves, but when they do, they can be vicious, fighting with many daggers at the same time. They are most often there after combat, at which point they torture the subjects into submission
legs/arms Tenens have 4 legs, which have opposable thumbs, and can be used as hands. The stats assume that it is using 2 legs as hands, but it can also use other arms. You can add 1 attack, but decrease speed by 10 per attack you add. You can also take away attacks, and add 10 speed per attack taken away.
torture Tenens are adept at torture. Their specialized torture methods do very little lethal damage, and are mostly mentally damaging. Every hour of torture deals 1d4 charisma, intelligence, and wisdom damage, as well as 2d6 non-lethal damage. For another 4 hours after torture, the subject is given DR 1d4 per hd/-, and for 48 after torture hours, is immune to pain effects.
Augmented Criticals Tenens know where to hit where it hurts, and all attack's crit chance is either 18-20, or the weapons listed crit chance, whichever is higher.
Bonekissed
Bonekissed are the soldiers and servants of the Manequins. Horrifically mutilated by torture, and with bones grafted onto their body, a squad of bonekissed are terrible indeed.
Sample Bonekissed
Bonekissed Goblin Warrior 1
SMALL MONSTROUS HUMANOID (GOBLINOID)
Hit Dice 1d12+2 (Average 8)
Speed 30 ft. (6 squares)
Init: +2
AC 19 (+1 size, +2 dex +2 leather armour, +3 natural, +1 light shield) touch 13; flat-footed 17
Base Attack/Grapple +1/+-2
Attack Morningstar +4 melee (1d6+ 1), OR Javelin +5 ranged (1d8), OR claw ++4 melee (1d6+1) OR Spike ++4 melee (1d8+ 6)
Full-Attack Morningstar/claw +2/+0 melee (1d6+ 1, critical range) Space/Reach 5 ft/5 ft
Special Attacks Spike
Special Qualities Damage resistance
Saves Fort +4 Ref +2 Will -1
Abilities Str 13, Dex 15, Con 14, Int 10, Wis 9, Cha 6
Skills Hide +5,Intimidate +4, Listen +2, Move silently +5, Ride +4, Spot +2
Feats Alertness
Environment Underground
Organization Solitary, pair, Squad (4-6, plus 1 manequin, 1 tenen), plattoon (10-20, plus 5 manequins, 7 tenens)
Challenge Rating 2
Treasure Standard
Alignment Usually Neutral Evil
Advancement by character class; Favored Class: Rogue
Level Adjustment +1
A goblin with ribs unnaturally close to his chest, elongated fingernails, and a hole in his hand.
A soldier in the Manequin Army.
Combat
Goblin Bonekissed like to soften the enemy up for a round or two before charging in.
Spike (Ex) Once per round a bonekissed can make an attack that does 1d8+5 damage as a standard action. It can use this attack in a grapple.
Damage Reduction (Su)
A bonekissed enhanced body is tough, giving the creature damage reduction 5/ magic. .
Creating a Bonekissed
"Bonekissed" is an aquired template that can be added to any humanoid creature (refered to hereafter as the base creature) .
A bonekissed has all the base creature's statistic and special abilities except as noted here.
Size and Type
The creature's type changes to Monstrous Humanoid. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice
Increase all current and future Hit Dice to d12s.
Armour Class
A Bonekissed has a +3 natural armour bonus, or the base creature's natural armour bonus, whichever is better.
Attack
A bonekissed has a claw attack. If the base creature can use weapons, the bonekissed retains this ability. A creature with natural weapons retains those natural weapons. A bonekissed fighting without weapons uses its claw attack. A bonekissed armed with a weapon uses its claw, or a weapon, as it desires.
Full Attack
A bonekissed fighting without weapons uses its claw attack (see above) or its natural weaponry (if it has any). If armed with a weapon, it usually uses the weapon as its primary attacking along with its claw as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage
A bonekissed has a claw attack that deals 1d6 points of damage.
Special Attacks
Spike (Ex) Once per round a bonekissed can make an attack that does 1d8+5 damage as a standard action. It can use this attack in a grapple.
Spells
A bonekissed can cast any spells it could cast while alive.
Special Qualities
A bonekissed retains all the base creature’s special qualities and gains those described below.
Damage Reduction (Su)
A bonekissed enhanced body is tough, giving the creature damage reduction 5/ magic. .
Abilities
Increase from the base creature as follows: Str +2, Con +2, Dex +2.
Skills
Bonekissed have a +4 racial bonus on intimidate checks. Otherwise same as the base creature.
Organization
Solitary, pair, Squad (4-6, plus 1 manequin, 1 tenen), plattoon (10-20, plus 5 manequins, 7 tenens)
Challenge Rating
Same as base creature +1.
Treasure
Standard coins; double goods; double items.
Alignment
Any
Advancement
By character class.
Level Adjustment
Same as base creature +1.
Manequins
MEDIUM ABBERATION
Hit Dice 5d8 HD (Average HP 25)
Speed 30 ft. (6 squares); 5 ft. climb
Init: INITIATIVE
AC 18 (+3 Dex, +3 Natural, +2 leather) touch 16; flat-footed 15
Base Attack/Grapple +3/+3
Attack +1 Short sword +6 melee (1d6+ 1, 19-20/x2) or claw +4 melee (1d6+2, x2)
Full-Attack Full attack +4/+3 melee/ranged (first attack with short sword: 1d6+ 1, 19-20/x2 Second attack with claw 1d6+ 2, x2,)
Space/Reach 5 ft/5 ft
Special Attacks Create Bonekissed, Pulling punches
Special Qualities Medium Fortification
Saves Fort +3 Ref +4 Will +3
Abilities Str 14, Dex 17, Con 15, Int 12, Wis 10, Cha 8
Skills +5 knowledge (dungioneering), +5 Use magic device, +5 Intimidate*
Feats Two Weapon Fighting, Endurance
Environment Underground
Organization Name (Number appearing)
Challenge Rating 4
Treasure Double magic item
Alignment Always Lawful Evil
Advancement by TYPE; Favoured class: Fighter
Looking like humans with stretched out skin showing all of their bones, Manequins are unique in that they can meld their bones at will. Their ribs are unnaturally close to the surface, and their fingers are extended far out, just the bone.
The Manequins live in small cities underground, in great caverns in the volcanic mountain ranges. They are the rulers, and the officers, the elite soldiers. They control the Bonekissed with brutality, and organize raids against the surface.
Manequins speak Undercommon and Terran
SKILLS: Manequins gain a –8 racial penalty to diplomacy against humanoids. * Manequins gain a +4 racial bonus to intimidate agaist humanoids
Combat
Manequins fight like clockwork, with both their sword and their claws. They fight to incapitate, not kill.
Create Bonekissed Manequins take victims that survived the torture the tenens dealt upon them, and twist and move and strengthen their bones, bestowing the Bonekissed template on the subject, and dealing 1d4 damage per HD.
Pulling punches Whenever a Manequin would kill someone with their claw attack, then instead of dieing, the subject drops to –9 and is stable.
What do you think.