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View Full Version : Pathfinder Jeepers Creepers (Dark Creepers Revisited)



KitsuneBoxing
2016-01-09, 03:04 PM
So, i've always liked darkfolk. But there isn't much material that expands on them as a race, society or monsters (that i know of anyway) except for the bestiary entries. Therefore i descided to make some additional material to create alternatives for dark creepers, those poor, lowborn darkfolk. It's time they got their commupence!

I've tried to create material to allow for fun and varied encounters with dark creepers, as well as some background material when interacting with them and other darkfolk. Hope you enjoy, and please provide critisism if you find any flaws or errors.


Dark Creepers:

Dark creepers are the lowest rank of darkfolk, however, this does not mean that they lack cunning or skill. The creepers have their own culture and tactics, although these are often mocked or looked down upon by the dark stalkers and other darkfolk. Dark creepers are very adept at working together, and are most dangerous when in a team. Allthough it is even more common for their stalker overlords, it is not uncommon for dark creepers to have class levels, usually rogue, slayer, adept or witch.

Feats:

Whispertongue:

Prerequisite: Dark creeper

Effect: You know the secret whispering chant language of the dark creepers. Whispertongue can be used to communicate with others who know it, allthough it is an inpractical language, used to convey only simple meaning. Expressing something ins whispertongue takes twice as long as it would in any other language. It is very hard to determine the direction from which whispertongue was spoken, even if close to it. When using stealth to hide and speaking in whispertongue, you can make a stealth check with a +20 bonus to hide your locations from anyone that hears you. Other speakers of whispertongue can locate you as if you where speaking a normal language. Also, you can use whispertongue to chant a menacing chant, attempting to scare any nearby creatures. Chanting in this way is a standard action and allow you to make an intimidate check to attempt to demorilize all enemies within 20 feet that can hear you. This check gains no penalty or bonus depending on size.

Special: A GM may choose to let all dark creepers learn whispertongue as a bonus language, giving them this feat as a bonus feat.

Creepy Chant (Teamwork):

Prerequisites: Dark Creeper, Whispertongue

Effect: When you use whispertongue to make a menacing chant, you may choose to wait to make your intimidate check. All allies within 100 ft of you that also have this teamwork feat can spend a swift action on their turns to chant with you. On your next turn, you may make the intimidate check as a free action, gaining a +1 bonus for each ally that spent a swift action to chant with you. In addition, your chant targets all enemies that are within 20 feet of anyone taking part in the chant.

Ghost Whisper:

Prerequisites: Dark Creeper, Whispertongue

Effect: You can use your whispertongue ability to create the effect that you are in a different location than you are. When speaking in whispertongue or making a menacing chant, you can choose a location within 30 feet of you and attempt to make it sound as if that is where the sound is coming from. If an enemy fails its perception check to determine your location by 10 or more it will sound as if your voice is coming from your determined location.

Whisperspell:

Prerequisites: Dark creeper, able to cast spells, whispertongue, creepy chant

Effect: When you are hiding and use a swift action on your turn to aid an ally in making a menacing chant, you can cast any harmful mind effecting spell you know against an enemy and use the chant as part of your casting. Immediately upon casting the spell, you make a stealth check with a +20 bonus to hide your location from any enemies. Any verbal and somatic components that are part of the spell become part of the chant and any enemy that is unable to determine your location is unable to identify the spell using spellcraft.

Dark Traitor:

Prerequisites: Dark Creeper, Must have killed a dark stalker

Effect: Many dark creepers believe that if a dark creeper kills a dark stalker and eats its remains, it steals its victim's identity, turning into a stalker itself. While most dark creepers would never dare to try so, or indeed are to loyal to even think it, once in a while a creeper manages and succeeds. While it soon finds out that it does not truly turn into a stalker, it does gain some of the stalker's abilities. Once per day, you can cast alter self as a spell like ability, using your HD as caster level, but only to take the form of a dark stalker. You can also cast deeper darkness at will as a spell like ability, using your HD as caster level.

Spells:

False Darkvision:

School: Illusion (Phantasm), Bard 2, Mesmerist 2, Psychic 3, Sorcerer/Wizard 3, Witch 3

Casting time: 1 standard action
Components: V, S

Range: Short
Target: a single creature in complete darkness
Duration: 1 round/level
Saving throw: Will negates; Spell resistance: yes

Description: This spell can only target a creature in complete darkness. If the targeted creature fails its will save, it will seem to it that it has gained the see in darkness ability. However, it has not. While it will accurately see the terrain around itself you can also add various things to the creature's sight that arent real. You can add things as if you had cast 2 minor image spells, placing them out where you wish. The illusions act according to what you descide when you create them and they cannot take complicated actions or react to thingt that happen around them. Unlike a normal illusion, the images do not disapear if the creature interacts with them, but the sounds they create do disapear if the targeted creature interacts with them and succeeds at a second will save. In the case of a creature with darkvision the spell still works, but all of the images must be outside of the creature's field of darkvision. A creature with the see in darkness ability or the blindsight ability is immune to the effects of this spell, and a creature with blindsense or tremorsense is counted as interacting with the images as soon as they are within it's area of blindsense or tremorsense.

Note: If the caster of this spell has the whispertongue feat it can cast the spell without sematic components and with the verbal components counted as part of a whisper, with the normal +20 stealth bonus.

Items:

Boneshard Dagger: This piece of bone has been sharpened into a pointy end. It has the statistict of a dagger but with the fragile weapon property. If rubbed against a dark creeper's rags as a move action, it can absorb some of the mulch and filth on there. The next creature that is damaged by the weapon must save against the filth fever disease.

Graybladder Balloon: This large ballon is made from the bladders of large animals, typically dire bats. Sewn together, the bladders are filled with special gas that the darkfolk sometimes find in pockets underground. It is approximately 4 feet in diameter and can easily lift a small creature, but not a medium one. Used outside, it is very hard to control because of the wind, but used inside a cave, it will go straight up to the cave roof. A creature tied to it cannot control the balloon's ascent or descent, but once the balloon hits a cave roof the creature can move 5 feet in any direction it wishes by succeeding at a DC 10 fly check as a standard action. Once made, the balloon remains afloat for 1d3 days, after which it defloats and slowly descends to the ground. Dark creepers use the balloons to scout by ascending to the roofs of very high caves, prefereably ones with roofs higher than 120 feet, so that creatures who merely have darkvision, rather than the ability to see perfectly in darkness, cannot see them. To be sent up in this way is often a punishment to a dark creeper who has misbehaved, since the danger of falling is high, and you might be left up there for days.

Magic Items:

False Body: Aura: Faint necromancy; CL 4; Price: 400 gp

Description: This item resembles the lifeless body of a dark creeper or dark stalker. In reality of course any darkfolk that dies explode in a flash of light and leaves behind only charred remains. This body is actually a trap, made by the darkfolk as a mockery towards the other races, and their absurd ways of leaving bodies behind when they die. Anyone that touches the body must make a DC 15 will save or be cursed. When in areas of complete darkness, the cursed creature sees dark figures following it. This gives the creature the shaken condition and gives it a -5 penalty to perception checks opposed to stealth checks made by darkfolk, because it has a risk of seeing them as merely one of the many shadows constantly stalking it. This is a curse and fear effect. A DC 20 perception check reveals the body as a fake and a DC 15 knowledge (dungeoneering) check or knowledge (local) check reveals that darkfolk don't leave bodies behind.

Construction Requirements: Craft Wondrous Items, Sculpt Corps, Scare, Cost 200 GP. Also, the corpse of one humanoid creature must be provided to create the false body. The corpse must be of the same size as the body created.

Ethereal Gears
2016-01-09, 04:14 PM
All awesome and flavorful stuff for the dark creepers! They're definitely one of my favorite kinds of monsters (dark folk, that is), so it's always great to get things to flesh them out. I especially like the Whispertongue feats. Very evocative. It would be cool to create some kind of feat or spell to let a dark creeper create a ghost sound-like effect via whispertongue whereby they affect an area with their whispertongue and then choose a unique message that each creature within the area hears, or some similar misinformation-themed power.

Anyway, good job!

Cheers,
- Gears

KitsuneBoxing
2016-01-09, 05:43 PM
It would be cool to create some kind of feat or spell to let a dark creeper create a ghost sound-like effect via whispertongue whereby they affect an area with their whispertongue and then choose a unique message that each creature within the area hears, or some similar misinformation-themed power.

As you wish sir!

I added a feat called ghost whisper that i think has a very cool effect and i created a spell called false darkvision, that is not what you requested, but i think is is cool.

I also added some changes to the false body item.

Debihuman
2016-01-11, 10:33 AM
Whisperspell seems to allow you to cast a spell that you don't have to know.

Debby

KitsuneBoxing
2016-01-11, 01:05 PM
Whisperspell seems to allow you to cast a spell that you don't have to know

How is that? I'm not saying that you're wrong, but i don't understand how to correct it. I thought the phrase "cast a spell" automatically demanded and assumed that this is a spell you know and have access to.

Would a simple change to "when you are casting a harmful, mind affecting spell while hiding and one the same turn that you spend a swift action..." get rid of the problem?

Debihuman
2016-01-11, 01:43 PM
Whisperspell
Prerequisites: Dark creeper, ability to cast spells, whispertongue, creepy chant
Benefit: When you are hiding and use a swift action on your turn to aid an ally in making a menacing chant, you can cast any harmful mind-affecting spell that you know against an enemy and use the chant as part of your casting. Immediately upon casting the spell, you make a Stealth check with a +20 bonus to Hide your location from any enemies. Any verbal and somatic components that are part of the spell become part of the chant and any enemy that is unable to determine your location is unable to identify the spell using Spellcraft.

Fixed it

KitsuneBoxing
2016-01-11, 02:46 PM
When you are hiding and use a swift action on your turn to aid an ally in making a menacing chant, you can cast any harmful mind-affecting spell that you know against an enemy and use the chant as part of your casting. Immediately upon casting the spell, you make a Stealth check with a +20 bonus to Hide your location from any enemies. Any verbal and somatic components that are part of the spell become part of the chant and any enemy that is unable to determine your location is unable to identify the spell using Spellcraft.

Fixed it

Changed it.