View Full Version : GITP Monster Competition XXIX - Tick... Tock...
The Vorpal Tribble
01-02-2009, 11:09 AM
Time is a brisk wind, for each hour it brings something new... but who can understand and measure its sharp breath, its mystery and its design? - Paracelsus
Happy New Year! Around the world this was called out, but what is a year? It is how long it takes our planet to go around the sun once, but what about other worlds? Other stars? Our words become meaningless and are altered and stretched. One might then ask, is time mutable? Your creation is the answer. They have all the time in the world... what do they do with it?
_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/
The contest begins with the posting of this thread and will continue until Midnight of January 20th (EST).
Soon after a poll will be opened for everyone to vote for their favorite that will last until the last day of the month.
1. You will be creating an 'original' D&D monster. A manipulator of time in whichever way you wish to interpret. They may simply measure it out or they may travel it like you or I would a well-worn path.
2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional. Incomplete entries will be disqualified upon the deadline.
3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV, except for a lore section which is encouraged).
4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link) (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).
5. One entry per participant. No double-teaming.
6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.
7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.
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The Vorpal Tribble
01-02-2009, 11:56 AM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)
As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).
Speed: (# squares)
Armor Class: (), touch, flat-footed
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Plot Hook/Story if any
01-02-2009, 03:05 PM
At some indeterminate point in the future, a powerful wizard will create the futurelings using Sprites and powerful magic. The futurelings will be sent back in time to stop some sort of cataclysmic event. Unfortunately, some of the futurelings realized that if they prevented that from happening, they would cease to exist. So they rebelled, and vowed to stop the other futurelings and bring on the apocalypse. Now futurelings fight each other across the timestream, trying to either bring on or prevent the end of the world.
Hit Dice: 5d6 +5 (21)
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 19 (+2 size, +1 shield, +4 Dex, +2 Leather Armor), touch 16, flat-footed 13
Base Attack/Grapple: +2/ -6
Attack: Shortsword +8 melee (1d3), or shortbow +7 ranged (1d3)
Full Attack: Shortsword +8 melee (1d3), or shortbow +7 ranged (1d3)
Space/Reach: 2½/ 0
Special Attacks: Time Hop, Summon Futureling, Steal Time
Special Qualities: Shared time, Damage Reduction 5/ cold iron, Low-light vision, Spell Resistance 19
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 6, Dex 18, Con 12, Int 12, Wis 16, Cha 10
Skills: Bluff +8, Escape Artist +6, Gather Information +6, Hide +8, Listen +6, Move Silently +8, Sense Motive +8, Spot +6
Feats: Weapon Finesse, Ability Focus (B), Improved Initiative
Organization: Squad (1 -6) or solo
Challenge Rating: 3
Treasure: Standard, plus tiny masterwork shortsword
Alignment: Usually Lawful
Advancement: By class level
Level Adjustment: +4
A tiny creature, only about a foot and a half tall, in black armor with a black helmet and little insect wings, appears out of thin air and zooms towards you.
Time Hop – Futurelings can travel through time at will. They are forbidden by their code, however, to cross their own timestream. A futurling cannot occupy the same point in time as itself, regardless of geographic location.
Summon Futureling - Once per day a futureling can attempt to summon 1d6 futurelings with a 25% chance of success. This ability is the equivalent of a 3rd-level spell.
Steal Time – If a futureling deals damage to another creature with at least one full hit die, it can attempt to steal some of their time. This allows a Will Save, DC 17 (The save DC is wisdom based.) On a failed save, the target loses their swift action, and cannot take one on their next turn. The futureling gains one point of stolen time. It can save these up and use them later to ‘buy’ extra actions – 1 for an immediate or swift action, 2 for a move, and 3 for a standard action. The futureling can only store up to five points at any given time, and can only buy one action per round. Any unused points are lost when a futureling uses it's Time Hop.
Shared time – Any spell or spell-like ability which grants extra actions to anyone within ten feet of the Futureling has a 75% chance of also affecting the Futureling.
Characters with ranks in Knowledge (Arcana) or Knowledge (History) can learn more about Futurelings. What they know is dependant on the DC of the check:
17| Futurelings are trying to prevent a cataclysmic event which will destroy the world some day.
22| Not all futurelings are on the same side – some want to bring on the apocalypse. If a futureling touches you, it can take a moment of your time.
25| Using spells that affect time around a futureling is a bad idea, since more often then not those spells will end up helping the futureling
Since there's no way to know what ripple effects any event will have, futurelings can be sent to stop anything the PC's try to accomplish - or to help them.
01-02-2009, 10:54 PM
Medium Outsider (Native)
Hit Dice: 12d8-12 (42 hp)
Speed: 50 ft. (10 squares)
Armor Class: 34 (+1 Dex, +15 insight, +8 natural), touch 26, flat-footed 33
Base Attack/Grapple: +12/+10
Attack: +27 melee touch (Flight of Time)
Full Attack: +27 melee touch (Flight of Time)
Space/Reach: 5 ft./5 ft.
Special Attacks: Turn Back the Hands, Flight of Time
Special Qualities: DR 15/epic, Fast Healing 10, Immunities, A Stitch in Time, Deathless, One with Time, Precognition, Time Stands Still, Time Waits for No Man, Timeless Knowledge, Tongues, True Seeing, Walk Through Time
Saves: Fort +22, Ref +26, Will +40
Abilities: Str 6, Dex 12, Con 8, Int 24, Wis 40, Cha 26
Skills: Concentration +13, Decipher Script +22, Gather Information +23, Heal +30, Intimidate +23, Knowledge (arcana) +52, Knowledge (history) +55, Knowledge(religion) +52, Knowledge (the planes) +52, Listen +30, Move Silently +16, Sense Motive +30, Sleight of Hand +16, Spot +30, Spellcraft +22
Feats: Improved Initiative, Ability Focus (Flight of Time), Iron Will, Skill Focus (Knowledge [history]), Lightning Reflexes
Challenge Rating: 21
Advancement: 13+ HD (Medium)
A frail and aged man stands quietly in the corner, his bright black eyes gleaming out from above a long, wispy white beard. As your eyes meet his you see them stare out from the countenance of a handsome young man, and the face of an infant, and the grim skull of a dessicated corpse. The eyes are all the same; all the visions stand before you. This is the Grandfather
The Grandfather is one of the most enigmatic beings in the multiverse. A creature of all ages, he is the physical manifestation of time itself, both everywhere and nowhere at once. He comes and goes seemingly at a whim, sometimes leaving peace in his wake, sometimes havoc, and sometimes seeming to ignore the material world completely. His motives are beyond the scope of mortal minds, and even the gods do not attempt to control him. His avatar takes the form of an aged man, wandering across the planes in what appears to be an aimless fashion, guarding time and watching each moment pass.
While potent, the Grandfather does not attack if unprovoked. Destroying a creature to further his own goals is something that he would never dream of doing. Only those who provoke his ire by attempting to meddle with the natural flow of events will receive the full force of his anger.
A Stitch in Time (Ex): At the beginning of every encounter the Grandfather gains a pool of 9 Spin points. By spending a Spin point as an immediate action, the Grandfather may completely ignore any damage or effects from any and all spells, power, attacks, abilities, or natural hazards. This immunity lasts until the beginning of his next turn.
Deathless (Ex): The Grandfather does not die. If reduced to 0 or fewer hit points, he disappears, reforming elsewhere in the multiverse 1 round later. He will not, however, pursue those who defeated him unless they manage to provoke his ire a second time. They have bought the time they need at a high price, and he will give it to them.
Flight of Time (Ex): The touch of the Grandfather causes his foes to rapidly age, crippling them and eventually reducing them to dust. Any creature who is subject to this attack must make a Fortitude save (DC 33) or advance one age category. A successful save leaves the creature fatigued. Creatures of Venerable age who fail this saving throw are destroyed as if by a Disintegrate spell, and cannot be brought back to life by mortal means. If a creature is destroyed through the use of this ability, the Grandfather gains a point of Spin. The Grandfather may never have more than 9 points of Spin at a time.
Immunities: The Grandfather is immune to negative energy, ability drain, energy drain, death effects, disease, poison, paralysis, stunning, sleep, fatigue, mind affecting attacks, and exhaustion.
One with Time (Ex): The Grandfather may move through time and space at will, as if using the spell greater teleport, only with no restrictions on planar travel. Additionally, he may teleport through the timeline to any time, although he will never encounter himself (although he can be within the same timeline as himself--the Grandfather is exempt to the basic rules of logic with regards to time). Finally, all his abilities are treated as being Extraordinary abilities, as time overcomes even the power of magic.
Precognition (Ex): The Grandfather sees ahead in time, gaining an exceptional insight into things to come. He adds his Wisdom bonus as an Insight bonus to all attack rolls, saving throws, initiative, and to his armor class. The Grandfather is also never caught flat-footed, and is always considered to have rolled a 20 on his initiative check.
Time Stands Still (Ex): The Grandfather may take an additional standard action each round.
Time Waits for No Man (Ex): The Grandfather is constantly surrounded by a field of shifting time. Combat that seems to take merely seconds can take hours or even years. Each round after the beginning of the encounter, roll a d10 to see how much time has elapsed in the outside world.
Designer's Note on Time Waits for No Man
There is no set radius listed here, simply to keep party unity. Use what you consider the beginning of the encounter to determine the effect, and hit all party members even remotely involved equally, as it's hard to adjudicate a party when one or two members suddenly phase a year into the future, leaving the other's behind. This sort of separation should be used sparingly, and only if it would further the plot.
Table 1-1: Time's Passing
d10 Result|Amount of Time Elapsed
Timeless Knowledge (Ex): The Grandfather receives a +30 Insight bonus on all Knowledge checks.
Tongues (Ex): The Grandfather can communicate with any creature that has a language.
Turn Back the Hands (Ex): Once per round, as a Swift Action, the Grandfather may turn time backwards. Every enemy within 60ft of the Grandfather must make a Will save (DC 31) or gain 1 negative level and be slowed as the spell for 12 rounds.
True Seeing (Ex): The Grandfather sees all things as they are. His vision functions exactly as the spell true seeing.
Walk Through Time (Ex): For the Grandfather, all things will fade away in the eons to come, and, as such, they cannot stand in his way even now. The Grandfather is treated as incorporeal whenever it would be beneficial for him to be so. He may also freely choose to ignore the effects of any spell or ability with a duration other than instantaneous.
Table 1-2: Lore
15 (The Planes)|This figure bears a striking resemblance to the traditional representation of Father Time.
30 (The Planes|This may well be the Grandfather, a legendary being who supposedly watches over the passing of the hours. It is said that his touch is death.
45 (The Planes)|This is the Grandfather, lord and master of the ages. He floats through time effortlessly, and can reduce even the strongest of heroes to grave dust. His presence alone erodes the spirit, if he wills it to be so.
Designer's Note on why all the powers are Extraordinary
As an immensely powerful being, the Grandfather (the incarnation of Time itself) shouldn't be able to be stopped by simply mortal magic. As such, his powers are an inherent part of his being, and cannot be negated by simple things like mere anti-magic.
01-03-2009, 03:23 PM
Large Magical Beast (Extraplanar)
Hit dice: 6d10+12 (45 hp)
Speed: 30 feet (6 squares)
Armor Class: 15 (-1 Size, +2 Dex, +4 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +6/ +16
Attack: Bite +12 melee (1d8+6)
Full Attack: Bite +12 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Alarm, bark, time wounds all heels
Special Qualities: Darkvision 60 feet, low-light vision, scent, time flies, time heals all wounds
Saves: Fort +7, Ref +7, Will +3
Abilities: Str 23 (+6), Dex 15 (+2), Con 15 (+2), Int 10 (+0), Wis 12 (+1), Cha 6 (-2)
Skills: Jump +14, Listen +7, Spot +7, *Survival +5, Swim +8
Feats: Alertness, Track, Weapon Focus (Bite)
Environment: The Lands Beyond, usually in the Doldrums
Organization: Solitary or Pack (5-12)
Challenge Rating: 5
Alignment: Always Lawful Good
Advancement: 7 HD (Large) 8-14 HD (Huge)
Level Adjustment: —
A watchdog resembles a brown shaggy dog with a grossly oversized pocketwatch embedded in its side. These creatures are the guardians of time and protect those who unwittingly become trapped by the lethargians whose sole purpose in the Doldrums is to exert every variation of "doing nothing."
Watchdogs are fierce and loyal companions and are always dependable as well as punctual. Although they are bred for gruffness, their main purpose is to see that time is being used wisely. Watchdogs have a completely different mindset regarding relationships. They do not pairbond. The male abandons the female after mating and leaves her to raise the puppies alone. Once the puppies are weaned (6-8 weeks), they are fostered out and begin training. After they reach adulthood in 10 to 12 months, each watchdog is assigned his or her post. Nevertheless, watchdogs take great pride in their lineage. Watchdogs are short lived, rarely living beyond 20 years, which may explain their stoic outlook.
When necessary, a watchdog can move at the speed of time (see time flies). They can carry up to four passengers of Medium size. A watchdog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Due to their pocketwatches, watchdogs have a innate ability to always know the correct time. A slain watchdog’s pocketwatch immediately stops working. It can be removed but any repair requires a DC 30 Engineering or Craft (Blacksmith) or Craft (Clockwork) skill check and requires the repairer to have the Craft (Wondrous Item) feat. In the hands of anyone but a watchdog, the watch merely acts as a normal, though very large, pocketwatch weighing a hefty 50 pounds.
Watchdogs can speak Common but prefer to listen more than talk. A typical watchdog weighs 800 pounds.
Watchdogs patrol their areas with fierce determination. Intruders are generally put off by a watchdog’s standard alarm and normal growl. When confronted with more obstinate foes, a watchdog will use its bark to stun them and then attacks with its bite.
Alarm (Sp): A watchdog’s alarm can be set to go off at will or be set to a specific time. The alarm has two settings. Setting the alarm is a standard action for a watchdog. The first setting acts exactly like an alarm spell; caster level is 6. The second setting is much louder and anyone hearing it (no saving throw) is temporarily deafened 1d4 rounds. Creatures who cannot hear are unaffected. A watchdog is never deafened by his own alarm or by the alarm of other watchdogs.
Bark (Su): A watchdog’s bark is worse than his bite. This is a sonic attack which stuns an opponent within 60 feet of the watchdog for 1 round per hit die of the watchdog (DC 15 Fort negates). The DC is Constitution based. A watchdog can bark once every four rounds. A watchdog is immune to his own bark and the bark of other watchdogs.
Time Flies (Sp): Once per week, a watchdog can fly as per the spell but at quadruple speed (240 feet, Good maneuverability); Caster Level is 6. Watchdogs intensely dislike flying and only use this as a last resort. Anyone carried on the back of a flying watchdog is disoriented and becomes nauseated for 1d4 rounds after landing (no save). Creatures that have their own fly speed are immune to the disorienting effect.
Time Heals All Wounds (Su): Once per day, a watchdog can heal 1d6 points of damage by licking a wound on itself or on another.
Time Wounds All Heels (Su): Creatures with an evil subtype take an additional 1d6 points of damage from a watchdog’s bite.
Skills: Watchdogs have a +4 racial bonus on Jump checks. *Watchdogs have a +4 racial bonus on Survival checks when tracking by scent.
As a quadruped, a watchdog can carry much more than its strength would imply. A light load for a watchdog is up to 600 pounds; a medium load, 601-1,200 pounds; and a heavy load, 1,201 to 1,800 pounds. A watchdog can drag 9,000 pounds.
Characters with Bardic Knowledge or with ranks in Knowledge (the Planes) can learn more about watchdogs. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.
16 | The creature is a watchdog and guards the Doldrums. Its purpose is to see that time is being used wisely. This reveals type and subtype.
21 |A watchdog’s bark is worse than its bite and it can sound its alarm as warning. Watchdogs can talk and sometimes carry passengers.
26 |Reveals all special abilities and special qualities. Bards can tell which lineage a particular watchdog is from, adding +2 to any diplomacy checks.
A band of lethargians (see below) has left the Doldrums and is seeking to invade a swamp near the PCs. A watchdog has been sent to alert the locals and to offer any assistance.
Dognapped! A litter of watchdogs has been stolen and it is up to the PCs to retrieve the puppies.
A deceased watchdog's pocketwatch has been stolen from the Hall of the Fallen (a mausoleum which displays the pocketwatches of the greatest watchdogs whoever lived). The heirs of the deceased request the PCs to find the missing item.
A watchdog has been corrupted and enslaved by a covey of hags. The PCs are recruited to stop the nefarious plans.
Designer Notes: Watchdog is loosely based off the character Tock from The Phantom Tollbooth. The watchdog has 18 skill points; I put 4 ranks into Jump, Listen, Spot and Survival and 2 ranks into Swim. They are long rather than tall creatures.
Bonus Information: Lethargians are goblins with the Gelatinous Creature Template (from Savage Species) with the following exceptions: They have an Int of 5. They have an Aura of Lethergy (Su): Any creature within 30 feet of a Lethargian is slowed as per the spell; CL is 7. They prefer bogs, swamps and any place mud accumulates. They have darkvision 60 feet and blindsense 60 feet. They are sensitive to light and sound and greatly fear the watchdogs.
01-06-2009, 03:00 AM
-A male and female diatock dance under the dazzling effects of their echo petals.
Image property of FreeSpiritIris (http://freespiritiris.deviantart.com/). Used with permission.
Diatock, 1st-Level Warrior
Small Plant (Sapient Plant)
Hit Dice: 1d8 (4 hp)
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 size, +2 heavy shield), touch 11, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Flail +3 melee (1d6 x2)
Full Attack: Flail +3 melee (1d6 x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bloom to perish
Special Qualities: Born to blossom, echo petals, sapient plant subtype, shield acclimation
Saves: Fort +2, Ref +0, Will -1
Abilities: Str 11, Dex 11, Con 10, Int 10, Wis 9, Cha 10
Skills: Hide +4, Jump +2
Feats: Weapon Focus (flail)
Organization: Solitary, pair, or cabal (3-6)
Challenge Rating: 1/2
Alignment: Usually Chaotic Neutral
Advancement: By character class
Level Adjustment: +0
Fading in and out in a blur of whirling colors and shapes is the form of a beautiful crystalline humanoid. Powerful emotions flood from the creature like light shining through a prism. Rage, passion, ecstasy, and despair all engulf the being at the same time, as if it were a nexus for the sentiments of the ages.
Just as light can be shone through a crystal to reveal the colors that are formed within, time is reflected through the radiant bodies of the diatocks to be emulated within their psyche. The emotions of man throughout time are shone through the diatocks with stunning intensity reflected through the diatock's wild actions. While the diatocks are exceedingly beautiful to other races, they are also seen as dangerous for they are prone to fervent mood swings as time passes. It has been proposed by some scholars that certain diatocks follow the time of a set period in history. As the theory goes, a diatock harmonized to a century-spanning war will be wrought with anguish and fury, while another diatock following an era of peace will be exuberant and vivacious.
It is the emotions flowing through the diatocks that made them aware and gave them the emotions of man. Appearing as a glossy crystalline humanoid with a head shaped like an elongated droplet of water, diatocks stand at about the same height as a gnome and do indeed appear quite human. Little sexual dimorphism exists among the diatocks, instead, males are alight with hues of red and orange like a living flame while females appear silky and polished like a delicate figure of glass. However similarly shaped they may be, diatocks are far more alien than most members of the common races and don't even appear to be physically 'real' due to the effects of the small droplets that emanate off of their forms. Known as echo petals, these beads of light project the emotions of the diatocks, giving them their eternally hazy appearances.
Diatocks typically speak Sylvan but have also learned Common as well as a multitude of other languages due to their connections with the emotions of the past.
Due to their tendency to break from calm conduct into a fury, Diatocks get into fights quite often. During battle, diatocks often prefer head-on assaults as opposed to subtle strikes, making full use of their echo petals and blurring abilities. Even though they are apt to charging into the fray, diatocks normally can't take much of a punch and instead focus on avoiding the damage in the first place.
Bloom to Perish (Su): Once per day per character level, a diatock can cause her echo petals to bloom as a standard action, resulting in a blinding flash followed by a surge of emotion. All creatures within 10 ft of the diatock must succeed a Fortitude save or become dazzled (http://www.d20srd.org/srd/conditionSummary.htm#dazzled) for 1d4 rounds. In addition, any creature who fails their save becomes subject to a mood swing, randomly determined from the table below. Save DC is 10 + diatock's level + diatock's Charisma modifier.
1d4 | Effect
1 | The creature is overwhelmed with despair and becomes sickened (http://www.d20srd.org/srd/conditionSummary.htm#sickened).
2 | The creature's mind is clouded with pure elation and is dazed (http://www.d20srd.org/srd/conditionSummary.htm#dazed).
3 | The creature is wracked with horrible torment and becomes shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken).
4 | The creature is filled with careless passion, taking a -2 penalty to AC.
At level 5, the effects of bloom to perish increase. Sickened turns into nauseated, dazed turns into confused, shaken turns into frightened, and the AC penalty turns into -4.
Born to Blossom (Su): Once per day per character level, a diatock can focus the emotions passing through her body into a more manageable state as a standard action. This newfound clarity gives her a +1 insight bonus to her AC for 2d12 rounds. Every three character levels, this insight bonus increases by +1 as the diatock further harnesses her control over the affections of the past.
Echo Petals (Ex): Light and emotion being passed through the echo petals that flow off the diatock result in a muddying of her image, duplicating the effects of a blur (http://www.d20srd.org/srd/spells/blur.htm) spell. An unconscious or dead diatock still maintains the benefit of her echo petals for 2d12 rounds after becoming helpless.
Shield Acclimation (Ex): Being unable to wear armor, diatocks have become adapt wielders of shields and take no armor check penalty or arcane spell failure chance for wielding any shield except tower shields.
The diatock warrior presented here had the following ability scores prior to racial adjustment: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Lore: Characters with ranks in Knowledge (nature) can learn more about diatocks. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
DC | Result
11 | This creature is a diatock, an oddly humanoid plant being prone to powerful mood swings. This result reveals all plant and sapient plant traits.
16 | Diatocks also have the ability to hinder their enemies with bouts of intense emotion.
21 | The sentiments of the diatocks are not their own, but the feelings of the past. They express these emotions in bright flashes of light which produce a blurring effect that makes the diatocks difficult to touch.
Diatocks as Characters: Exotic and alien, diatocks seem out of place in the wild or within civilization. Such exclusion gives more than a few diatocks the chance to take up the mantle of an adventurer. Diatocks tend toward classes that let them express their emotions most freely. Most diatocks take levels in wilder classes such as bard, barbarian, or rogue.
Diatocks have the following racial traits:
• +2 Charisma, -2 Strength, -2 Constitution; diatocks are alluring and have elegant appearances, but they seem to flutter in and out of the physical realm.
• Small Size: As a small creature a diatock gains a +1 bonus to Armor Class, a +1 bonus on attack rolls, and a +4 bonus on Hide checks, but she takes a -4 penalty on grapple checks, uses smaller weapons than a human uses, and her lifting and carrying limits are three-quarters of those of Medium characters.
• Diatock base land speed is 30 feet.
• Sapient Plant Subtype (Ex): Diatocks are plants with the sapient plant subtype. A sapient plant has developed sentience through evolution and powerful magical energies. Diatocks are sapient plants that combine aspects of both animals and plants, as detailed below.
......Features: As a sapient plant, a diatock has the following features.
...-A diatock derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
......Traits: A diatock possesses the following traits.
...-Unlike other plants, diatocks do not have low-light vision
...-Unlike other plants, a diatock is not immune to mind-affecting spells and abilities.
...-Immunity to poison, sleep effects, paralysis disease, paralysis, polymorph, and stunning.
...-Unlike other plants, diatocks are subject to critical hits.
...-Due to their unusual anatomy diatocks are incapable of wearing armor.
...-A diatock does not need to sleep but is still required to eat and breathe.
...-Although sapient plants do not need sleep, a diatock wizard must rest for 8 hours before preparing spells
• Bloom to Perish (Su): Once per day per character level, a diatock can cause her echo petals to bloom as a standard action, resulting in a blinding flash followed by a surge of emotion. All creatures within 10 ft of the diatock must succeed a Fortitude save or become dazzled for 1d4 rounds. In addition, any creature who fails their save becomes subject to a mood swing, randomly determined on Table: Effects. Save DC is 10 + diatock's level + diatock's Charisma modifier.
• Born to Blossom (Su): Once per day per character level, a diatock can focus the emotions passing through her body into a more manageable state as a standard action. This newfound clarity gives her a +1 insight bonus to her AC for 2d12 rounds. Every three character levels, this insight bonus increases by +1 as the diatock further harnesses her control over the affections of the past.
• Echo Petals (Ex): Light and emotion being passed through the echo petals that flow off the diatock result in a muddying of her image, duplicating the effects of a blur (http://www.d20srd.org/srd/spells/blur.htm) spell. An unconscious or dead diatock still maintains the benefit of her echo petals for 2d12 rounds after becoming helpless
• Knowledge (history) is always a class skill for diatocks.
• Shield Acclimation (Ex): Being unable to wear armor, diatocks have become adapt wielders of shields and take no armor check penalty or arcane spell failure chance for wielding any shield except tower shields.
• Automatic Languages: Common, Sylvan. Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Bard. A multiclass diatock's bard class does not count when determining whether she takes an experience point penalty.
01-07-2009, 07:26 AM
JANESVILLE PLAYERS DO NOT READ THIS!
"I am the first to strike."
"I am the last thing you will see before death claims you."
"I am speed incarnate."
"I am inevitability made flesh."
"I was the wind that seared every bit of your flesh."
"I will be the rock that will break your bone."
"None shall out-race my blades."
"None shall be unharmed by my blow."
"I am The First Word."
"I am The Final Word."
"We challenge you to honorable Combat!"
There is a fundamental struggle in the minds of warriors across the multiverse between two competing goals: To strike swiftly, and to strike surely. Even the very gods must weigh these two factors in the balance when they war with eachother. From the thoughts on this dichotomy were born two beings, one for each of the extremes. They are eternal rivals, but eternal allies.
They travel the planes, challenging worthy opponents to prove their relative worth. The above "script" is their standard mode of challenge (on the chance that you might not guess after reading the entries, The First Word is saying the stuff in italics, and The Final Word is staying the stuff in bold). They may vary this based on the (potential) foe if circumstances dictate. Against the more prudent sorts of opponents they will approach peacefully, and explain there goal politely and carefully with The First Word leading the negotiations with occasional suggestions on how to proceed from The Final Word. In such cases they will make it quite clear that the battle is not, and can not be, to more than momentary death. If they are refused for any reason other than shear contrariness they will depart peacefully. Against foes who would try to "cheat" by attacking with overwhelming numbers or somehow creating terrain to their advantage ahead of time, or would be likely to refuse the challenge out of shear contrariness, the Words are not above simply attacking without warning, possibly from ambush.
GM's note: Because nobody can die permanently during one of their challenges and because of the prizes they leave behind, you should probably set up the encounter to have approximately a 50% chance of Total Party Kill. Even if the party all are defeated, but manages to (temporarily) kill one of them before they do, then the party can be considered to have won the fight.
The Final Word
Medium Outsider (Extraplanar, Word)
HD 20d8+100 (190)
Speed 15 ft. (3 squares);
Init: -20 (-20 Final Word)
AC 43; touch 15; flat-footed 38
(+15 Natural Armor, +13 Adamintine Full-Plate of Heavy Fortification and Invulnerability +5, +5 Deflection)
BAB +20; Grp +25
Attack +5 Keen Flaming Burst Shocking Burst Icy Burst Ghost-touch Brilliant Energy(suppressible) Adamantine Greatsword +52 melee
(28 + 6 fire +6 electricity +6 cold + adaptive Power Attack, 17-20/x2 and energy damages change to 16 each)
Full-Attack +5 Keen Flaming Burst Shocking Burst Frost Burst Ghost-touch Brilliant Energy(suppressible) Adamantine Greatsword +52 melee
(28 + 6 fire +6 electricity +6 cold + adaptive Power Attack, 17-20/x2 and energy damages change to 16 each)
Space 5 ft.; Reach 5 ft.
Special Attacks Final Word
Special Qualities SR 35, Inevitability, Final Word, Fast Healing 5
Saves Fort +19 Ref +6 Will +19
Abilities Str 20, Dex 10, Con 20, Int 16, Wis 20, Cha 20
Skills Balance +18, Concentration +28, Knowledge(Arcana) +26, Knowledge(Nature) +26, Knowledge(Dungeoneering) +26, Knowledge(Geography) +26, Knowledge(Religion) +26, Knowledge(The Planes) +26, Jump +23, Sense Motive +28, Swim +23
Feats Weapon Focus (Greatsword), Weapon Specialization (Greatsword), Greater Weapon Focus (Greatsword), Greater Weapons Specialization(Greatsword), Power Attack, Iron Will, Great Fortitude
Environment Where-ever challengers may be found.
Organization The First Word and The Final Word (both unique)
Challenge Rating 20
Treasure Greatsword of the Final Word
Alignment True Neutral
The humanoid before you resembles a powerfully built dwarf with jet-black skin. He is wearing full-plate and bears a large sword. His bearing is implacable.
Adaptive Power Attack(Ex): The Final Word's prescience goes beyond merely making contact with his foes, he also foresees how to put as much overwhelming force into the blow as possible while still landing the blow, he does not need to decide how much he is power attacking for before he attacks, instead the power attack amount is the most possible while still hitting and confirming the critical if any.
Final Word(Ex): The Final Word sees into the future, and waits patiently for the perfect moment to strike, having fully gathered every resource within himself. He has a -20 initiative modifier and may not make attacks of opportunity. Once per round as a free action, if not in melee range of an enemy (Conjured creatures and creatures with less than or equal to half his hit dice don’t count for this purpose), may dimension door(at caster level equal to his hit-dice) to within melee range of anyone who has dealt him damage or cast an offensive spell at him that round(doesn’t have to know where they are to do this), he may act after this (Note especially that he can appear next to a flying opponent and attack them before falling, regardless of whether the Feather Fall effect from Inevitability is in effect at that time or not). He is under a continuous, True Strike (at caster level equal to his hit-dice) effect, these effects may not be dispelled and function even in an Anti-Magic Field or Dimension Locked area of if he is subject to a Dimensional Anchor spell. All damage he deals with his sword is maximized. Upon his defeat (Reduced to below 0 hp, turned to stone, turned into a frog, etc), The Final Word gets one last attack (including Dimension Door effect if necessary) against whoever was the source of the attack that defeated him. Note that in the case of summoned creatures, this is the summoner, not the summoned creature.
Inevitability(Su): The final word is protected by permanent Freedom of Movement, True Seeing and Feather Fall effects, these effects may be dispelled but he can recreate it/them as a free action on his next turn. Once per round, as a free action, The Final Word may attempt to move through a force effect. He rolls his Hit-dice+d20 against a DC equal to the caster level of the effect +10. If it fails there is no effect, upon success it may pass through that force effect a single time immediately. If the force effect relocates before the end of its turn, it may pass through it again if it wishes. This allows bypassing or escape (for one round) from Interposing Hand, Grasping Hand, Forceful Hand, as well as passing through a Wall of Force, or Force Cage. In his hands his great-sword counts as having whatever alignment or material properties are required to bypass the damage reduction of what he strikes. As a full round action that does not provoke attacks of opportunity he may focus his energies into his weapon causing it to count as an Epic weapon for the purposes of bypassing damage reduction for the next 2 rounds.
In the hands of anyone else, the sword "merely" functions as a +1 Keen Ghost-touch Icy Burst Brilliant Energy(Suppressible) Adamantine Great sword that imposes a minus -20 penalty to the initiative of anyone wielding it, always deals maximum damage, and has a permanent True Strike effect. The wielder may only make one attack per round regardless of Haste, Cleave, Great Cleave, Whirlwind Attack, AoOs etc.... One attack PERIOD. The (Supressable) feature simply means that the Brilliant Energy property may be supressed or resumed as a free action by the wielder, an unlimited number of times per round. If the wielder has an ECL of at least 22 then it also counts as an Epic weapon for purposes of bypassing damage reduction and regeneration. It is a minor artifact and has a market price of 250,000 gp.
The First Word
Medium Outsider (Extraplanar, Word)
HD 20d8 (90 hp)
Speed 180' ft. (36 squares); Fly 180' ft (Perfect); Swim 180'; Climb 180'
Init: +20 AND +10 (+5 Dex, +7 DoubleHaste, +8 Epic Initiative, second full round's worth of actions 10 initiative points later)
AC 37; touch 28; flat-footed 24
(+5 Dex., +9 Mithrel Chain Shirt +5, +8 DoubleHaste, +5 Deflection)
BAB +20; Grp +20
Attack 2 +5 Ghost-touch Shocking Burst Short Swords of Speed +27 and +27
(1d6+5 + 1d6 Electricity damage , 19-20/x2 +1d10 electricity and Lucky Shot)
Full-Attack 2 +5 Ghost-touch Shocking Burst Short Swords of Speed +27/+27/+22/+17/+12 and +27/+27/+22/+17/+12 (1d6+5 + 1d6 Electricity damage , 19-20/x2 +1d10 electricity and Lucky Shot)
Space 5 ft.; Reach 5 ft.
Special Attacks Double-strike, Lucky Shot, Supreme Cleave
Special Qualities Absolute Ambidexterity, Double Haste, Foe Seeker, SR 35, Transmute Weapon, True Two-Weapon Fighting, Quickened Lesser Invisibility
Saves Fort +8 Ref +19 Will +14
Abilities Str 10, Dex 20, Con 10, Int 16, Wis 10, Cha 20
Skills Balance +28, Climb +23, Diplomacy +23, Jump +83, Knowledge(Arcana) +26, Knowledge(Nature) +26, Knowledge(Dungeoneering) +26, Knowledge(Religion) +26, Knowledge(The Planes) +26, Tumble +28, Swim +31,
Feats Cleave(B), Great Cleave(B), Combat Reflexes(B), Dodge, Iron Will, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Run, Whirlwind Attack(B), Weapon Focus(Short Sword), Greater Weapon Focus(Short Sword)
Epic Feats Epic Initiative(B)
Environment Where-ever challengers may be found.
Organization The First Word and The Final Word (both unique)
Challenge Rating 20
Treasure The short-swords of The Final Word
Alignment True Neutral
You would call this one an elf if not for the pure white skin. He wears a chain shirt and bears two short swords. He seems to vibrate with barely contained energy.
Absolute Ambidexterity(Ex): The First Word does not take a -2 penalty to hit for wielding two weapons.
Double-Haste(Su): The First word gets two full rounds worth of actions each round, one at rolled initiative (plus modifiers), and the other at an initiative score 10 points lower. This does not stack with Haste or similar effects. It provides a +7 bonus to initiative, a +8 Haste bonus to AC, but NO bonus to hit, and a +60 bonus all movement speeds (already included). This ability can not be countered or dispelled, and renders The First Word immune to Slow and similar spells and effects.
Double-strike(Ex): Any time the first word would only be allowed a single attack (such as when charging, spring attacking, or when making an attack of opportunity) he instead attacks with both weapons. When making a full attack, he gets a number of attacks with his secondary weapon as if it were his primary weapon.
Quickened Lesser Invisibility(Sp): This power is similar to Invisibility and may be used at-will as a free action, this provokes A.O.O.’s but can not be disrupted. Caster level= HD. Unlimited duration. The First Word becomes visible about a half second BEFORE he attacks, so gets no surprise bonus to the attack roll.
Foe Seeker(Su): At both times during a round when The First Word may act he has a Detect Invisibility effect, and Darkvision with unlimited range. Neither of these effects are present on him during the action of any other creature.
Lucky Shot(Ex): On a critical hit, The First Word's attacks bypass all regeneration, and all damage reduction except X/-.
Supreme Cleave(Ex): The First Word may take a 5 foot step between dropping an opponent and taking the Cleave/Great Cleave attack this grants him.
Transmute Weapon(Su): Once per round as a free action The First Word may transmute either or both of his weapons to cold-iron, alchemical silver, or any other substance useful for bypassing damage reduction as well as assign up to two alignments to them for purposes of bypassing damage reduction. They still retain the hardness and hit-points of adamantine.
Skills: The First Word has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
In the hands of anyone else, the swords "merely" function as +1 Ghost-touch Shocking Burst Adamantine short swords of speed. When both are wielded (by the same person of course) the wielder gains the Double Strike and Absolute Ambidexterity qualities and one of the following feats (provided feat and BAB prerequisites are met, but regardless of dexterity requirements): Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting. If the wielder already has all these feats and a BAB of at least +16 they instead receive yet another attack with their off-hand weapon, this one at a -15 penalty. If the wielder has an ECL of at least 22 then it also counts as an Epic weapon for purposes of bypassing damage reduction and regeneration.
A Word has a Deflection bonus to Armor Class equal to its Charisma bonus or +1, whichever is greater.
If a Word is slain or yields he vanishes from the field of battle leaving only his sword(s) in his wake. They consider the instance of their weapon left behind to be a fair prize for the victor, and would be quite amused if someone tried to return it to them. All other equipment travels with him, even if it is in the possession of another, and regardless of local conditions. He appears back in perfect health, and cured of all negative conditions, in his home dimension (they periodically relocate their shared fortress between Ysgard, Archeron, and whatever plane the bloodwar is most intense on at any given moment) already equipped with new, identical weapons. When all combatants on one side or another of a challenge that a Word fought in are slain or yield then the Word and any of his fallen foes are effected by True Resurrection and Heal at a caster level equal to the Word's unmodified (IE by level-drain or such) hit-dice.
Battle Aura (Su): This functions the second effect of a Protection from X (Good/Evil/Chaos/Law) effect(1) and a lesser globe of invulnerability, both with personal areas of effect (caster level equals Word’s HD). It provides no bonus to saves or armor class. This aura can be dispelled, but the Word can create it again as a free action on its next turn. (The defensive benefits from the aura are not included in an Word’s statistics block.)
One with the Blade(Su): A Word may never be disarmed or mentally controlled into releasing their weapon. While weilded their weapons are immune to Sundering and to corrosion effects (Such as Rusting Grasp).
Tongues (Su): Words can speak with any creature that has a language, as though using a Tongues spell (caster level equal to Word’s Hit Dice). This ability is always active.
Seek challenger (Su): A Word may perform a 10 minute ritual to create a Plane Shift or Teleport, Greater effect. Only the caster and/or the other Word and their equipment may be teleported by these effects.
(1) (Somewhat reworded from the Protection from Evil entry for the specific situation). The barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate monster). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from X effect. If the protection from X effect is dispelled or suppressed before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is re-cast.
01-10-2009, 11:16 PM
"Okay, listen sharp, because this time stuff gets a little heady. You know how a echo is like what's left after a sound? Like space remembering what was? Well, these things are like echoes of people, but not like undead. Undead are people that happened and went. These things, these Temporal Echoes, are people that never existed."-The lone survivor of "Temporal Catastrophe" he claims happened many years ago.
Size/Type: Medium Undead (Incorporeal)
Hit Dice: 5d12 (32 hp)
Speed: Fly 30 ft. (perfect)
Armor Class: 15 ( +3 Dex, +2 Deflection), touch 15, flat-footed 12
Base Attack/Grapple: +2/-
Attack: Incorporeal touch +5 (1d6 and 1d4 Ability Damage)
Full Attack: Incorporeal touch +5 (1d6 and 1d4 Ability Damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ability Damage, Spell-Like Abilities
Special Qualities: Energy Immunity, Family Values, Incorporeal Traits, Out of Step, Superior Incorporeality
Saves: Fort +1, Ref +4, Will +7
Abilities: Str -, Dex 16, Con -, Int 12, Wis 16, Cha 14
Skills: Bluff +8, Diplomacy +8, Hide +13, Listen +8, Search +6, Sense Motive +10, Spellcraft +8
Feats: Ability Focus (Ability Drain), Improved Initiative,
Organization: Solitary, Family (2-4), or Heritage (5-10)
Challenge Rating: 8
Level Adjustment: -
It is said that the multiverse has a plan. Certain people live, certain people die. Certain people get together, certain people never talk to each other. With adventurers mucking about in the time stream, things change. People who were supposed to be born aren't, but the multiverse repairs those little holes, and nobody remembers something (or someone) that never existed. Those people who were denied a chance at existence don't give up without a fight though, some become determined to make their mark, if not directly, then as an Echo.
Unlike most Undead, Temporal Echoes are not all evil, and cannot be created by a necromancer. More often than not, Temporal Echoes are created by accident, and unlike ghosts, the circumstances regarding their "death" cannot be fixed. Just like living people, every Temporal Echo is different, but each has the same drive, to make a difference in the world or multiverse.
A Temporal Echo is created the moment they were supposed to be born, but weren't, but many don't get their bearings until years later.
The appearance of a Temporal Echo varies depending on the specimen. The typical Temporal Echo is a wispy, vaguely humanoid shape surrounded in a faint aura.
Temporal Echoes do not speak, but understand all spoken and written languages. They have Telepathy with any Temporal Echo they are related to (See Family Values, below). A Temporal Echo will usually interact usually though indirect manipulation (Usually with Dominate Person, Command, Telekinesis, Geas/Quest, or Ghost Sound). On the rare occasion a Temporal Echo needs to directly communicate with a mortal, it will use Sending or Ghost Sound, usually to communicate information it has obtained from Augury or Legend Lore or to communicate battle tactics.
Alone, a Temporal Echo will pursue whatever interests it. It may become a force for good and justice in the world, or it may become a force for evil and chaos. Because they are incorporeal and the majority of their abilities are subtle, most Temporal Undead will escape with their Superior Movement. In the case of a whole family line being erased, the Family or Heritage of Temporal Echoes will seek out whoever wronged them and extract revenge.
Ability Damage (Ex): Each time it hits with an attack, a Temporal Echo can chose which Ability score to damage. Most drain Dexterity to make their targets easier to hit and slower, followed by Constitution to kill them. The creature hit by a Temporal Echo's Incorporeal touch attack makes a Will save against DC 14 (Save DC is based on Charisma), or is damaged by 1d4 damage to the ability score the Temporal Echo chooses.
Energy Immunity (Ex): Because Temporal Echoes are not really part of this multiverse, they retain an immunity to all types of energy. This includes the four classical elements, Acid, Sonic, Electrical, Negative, Positive, and any other sort of typed damage (Except for Force, see below). In addition, Temporal Echoes are immune to Turning and holy/unholy/anarchic/axiomatic water.
Family Values (Ex): A Temporal Echo automatically knows temporal and spatial location of any Echoes related to it (Parents they were supposed to be descended from, or children they were supposed to have). Temporal Echoes also have Telepathy with any Temporal Echo that they are related to that exist at the same time they do (Regardless of location, only the time matters.)
Out of Step (Ex): Not only are Temporal Echoes Incorporeal, but they also don't really belong in this multiverse. Whenever a Temporal Echo is attacked by a corporeal source that should have a 50% miss chance against incorporeal creatures, (Like a non-Force spell, or a Magic weapon) that attack instead has a 75% miss chance. Whenever a Temporal Echo is attacked in a way that has a 0% miss chance against incorporeal creatures (Like a Ghost Touch weapon, or a Force Spell), that attack has a 25% miss chance.
Spell-Like Abilities: At will: Augury, Command, Ghost Sound, Invisibility, Sending, Telekinesis. 1/week: Dominate Person, Geas/Quest, Legend Lore. Cast as a level 11 Wizard or Cleric as Appropriate.
Superior Incorporeality (Ex) : Unlike a normal Incorporeal creature, a Temporal Echo must not remain adjacent to the object’s exterior which it is passing through. It can move as far as it wants into any solid object.
The problem with time travel is that only 3 groups of people ever recognize changes in the time stream: The Time Travelers themselves, any Temporal Echoes that were created by the time traveling, and some expert Chrono-Mages or Psions.
As such, the only way to learn that Temporal Echoes even exist, let alone any lore about them is to learn it from a Time Traveler that has been tormented by them, learn it from a Temporal Echo itself, or learn it from an expert in Time Magic or Psionics (Although even most Mages and Psions deny their existence).
A Legend Lore or similarly powerful spell looking for information specifically regarding Temporal Echoes will return some information, or the location of a person with information, but any weaker spell or vague request fails.
A Gather Information check in a large city, or a Knowledge (Planes) or Knowledge (Arcana) will return the following results if the DC is met, as well as any results under it.
A Gather Information check made in a smaller city, hamlet, or village on the subject of Temporal Echoes will have its DC increased by 5. A similar request made on the road or in the wilderness will have its DC increased by 10.
Information | DC
The location or name of a person who knows something about Temporal Echoes. | DC 25
Temporal Echoes exist, and are spirits that were denied existence because of time travelers. | DC 30
Temporal Echoes will often band up with any relatives they should have had to extract revenge on whoever caused them to not be born. | DC 35
1. One of the Party's favorite NPC's is being tormented by Temporal Echoes. Figure out what these things are, how they came to be, and placate or destroy them.
2. In a recent Time Traveling accident, the party killed (accidentally or on purpose) a man who was supposed to have a number of sons. Those sons want revenge.
3. A major artifact that allows the user to time travel has caused entire family trees to become Temporal Echoes, creating hundreds or thousands of them. Locate the artifact and put an end to all of this.
-Depending on how Time Travel works in your game, it may be possible to go back in time and prevent yourself or another from creating Temporal Echoes.
-For those of you that don't allow Time Travel in your game, perhaps these are spirits from parallel universes. In this case, these spirits are going to be mostly solitary.
01-17-2009, 01:44 PM
Sower of Seasons
Hit Dice: 6d6+12 (33 hp)
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d4+3 plus Touch of Years)
Full Attack: 2 slams +6 melee (1d4+3 plus Touch of Years)
Space/Reach: 5 ft./5 ft.
Special Attacks: Touch of years
Special Qualities: Cycle of seasons, low light vision, resist decay
Saves: Fort +4, Ref +6, Will +6
Abilities: Str 16, Dex 13, Con 15, Int 11, Wis 13, Cha 10
Skills: Diplomacy +2, Hide +6*, Knowledge (history) +3, Knowledge (nature) +11, Listen +12, Move Silently +6, Sense Motive +6, Spot +12, Survival +10 (+2 in natural settings)
Feats: Alertness, Improved Initiative, Track
Environment: Temperate forests
Organization: Solitary or gathering (2–6)
Challenge Rating: 4
Advancement: 7–9 HD (Medium); 10–15 HD (Large)
Level Adjustment: —
A humanoid form suddenly steps out of the tree line. Its dark, wrinkled skin and sharply formed hair evokes the image of a rotted tree trunk. Behind it, the sun falls rapidly below the horizon, only for the moon to follow suite, alternating night and day ever faster and faster.
A sower of seasons is a nature spirit associated with the flow of time. It channels and controls time to ensure the passing of seasons within its domain. Its effects maintain the balance between decay and rejuvenation, ensuring that plants and animals properly alternate between growth and decay.
A typical sower of seasons commands a several mile range of temperate forest, although sowers do hold sway wherever wild things grow. Each sower thoroughly knows his domain and can often cite the paths of any intruders through it. As such, a sower can be a useful resource to respectful adventurers, though any who take or destroy from his domain will suffer his wrath.
Since sowers of seaons rarely leave their own domain, gatherings of sowers are quite rare. However, if a large swathe of nature comes under threat, sowers from that area may band together (along with nymphs, dryads, treants, and other of nature's defenders) to protect their land.
When a sower of seasons feels threatened, he uses Cycle of Seasons to disorient and disable its opponents. When he enters melee, it does its best to apply the two different versions of Touch of Years effectively, using Touch of Youth against casters and Touch of Age against physical threats. If the sower loses more than one half of his hit points, he will attempt to flee.
Cycle of Seaons (Su): By compressing and rearranging time, a sower of seasons can create dizzying array of effects with a 60 ft. radius of himself.
Each round that Cycle of Seasons is active, one of the four following effects occurs:
Autumn: A flurry of falling leaves provides concealment to all creatures in the area. This concealment does not negatively affect a sower of seasons; he can make attack rolls without a miss chance, and creatures cannot use the concealment to hide from a sower.
Winter: Sudden snowfall covers the entire range and makes movement very difficult. Movement into an affected square costs 4 squares. Sowers of seasons can walk on top of the snow without difficulty.
Spring: Spring storms rain lightning bolts over the area. Every creature in the radius has a 20% chance of being struck; those that do take 5d6 electricity damage (Reflex DC 13 halves). These lightning bolts never hit a sower of seasons. The save DC is Charisma-based.
Summer: Summer storms bring heavy winds which extinguish any unprotected flames. All ranged attacks and Listen check suffer a –4 penalty. These penalties do not affect the sower of seasons.
In addition to these effects, minor environmental effects appropriate to the season manifest in the area, including temperature changes and brief moments of precipitation. The sun, moon, and stars also spin through the sky much more rapidly than normal, creating an overall impression of dusk.
Activating Cycle of Seasons is a swift action. On the round that it was activated, determine the affect according to the current season. On subsequent rounds, the effect advances to the next season. Dismissing Cycle of Seaons is also a swift action, but the sower of seasons can only dismiss Cycle of Seasons if the current effect matches the current season.
If the sower of seasons moves or dies while Cycle of Seasons is active, the affected area continue to experience changes until the current effect matches the current season, at which point Cycle of Seasons ends.
Note: A typical encounter with a sower of seasons in a temperate forest environment uses the above effects. If encountered in another environment, the Cycle of Seasons ability may have different effects.
Resist Decay (Ex): Sowers of seasons are naturally resistant to several degenerative effects. They have a +4 racial bonus on all saves versus ability damage, ability drain, disease, energy drain, paralysis, and poison.
Touch of Years (Su): The touch of a sower of seasons can temporarily age or regress the target. Whenever a sower of seasons hits with a slam attack, it causes one of the two following effects (sower's choice, one per attack):
Touch of Youth: Target takes a –2 penalty to his Intelligence, Wisdom, and Charisma scores, but a +1 bonus to his Strength, Dexterity, and Constitution scores.
Touch of Age: Target takes a –2 penalty to his Strength, Dexterity, and Constitution scores, but a +1 bonus to his Intelligence, Wisdom, and Charisma scores.
The target can negate the bonuses and penalties with a DC 15 Fortitude save (the target cannot negate just the penalties). The penalties and bonuses stack with themselves and last for 1 hour. Sowers of seasons are immune to this effect. The save DC is Constitution-based.
Skills: *Sowers of seasons have a +8 racial bonus on Hide checks in woodland areas.
Characters with ranks in Knowledge (nature) can research sowers of seasons to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from the lower DCs.
DC 16: A sower of seasons is a fey with the ability to control the seasons. When near him, expect to encounter the worst of each season in rapid succession.
DC 21: The touch of a sower of seasons has effects similar to aging; he can also reverse this affect to return someone to a child-like state.
DC 26: Sowers of seasons are resistant to many degenerative effects, including disease, poison, and paralysis.
Runoff from an alchemist's laboratory has sparked several sowers of seasons into action against the alchemist's city.
A captured sower of season brought into the city is reeking havoc on the local weather and businesses.
A local sower of seasons knows where a wanted criminal is hiding, but refuses to cooperate until a batch of undead are removed from his domain.
01-17-2009, 01:53 PM
Clockwork Man IV by Ben Farris (http://abf.deviantart.com/)
One of the original Clockwork Weavers toils endless amidst the abyss of the astral plane. Tireless, he works to ensure that the fabric of time is free of knots or kinks.
Hit Dice: 7d10+20 (58 hp)
Speed: 30’ (6 squares)
Armor Class: 17 (+2 Dexterity, +5 Natural), 12 touch, 15 flat-footed
Base Attack/Grapple: +5/+9
Attack: Slam +9 Melee (1d4+4)
Full Attack: 2 Slams +9 melee (1d4+4)
Space/Reach: 5 ft/5 ft.
Special Attacks: Spell-Lke Abilities, Time Lapse
Special Qualities: Astral Steel Exoskeleton, Construct Traits, Phase Armor, Recall, Time Slip, Telepathic Link
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 18, Dex 15, Con -, Int 13, Wis 11, Cha 14
Skills: Concentration +10, Listen +10, Spot +10
Feats: Combat Reflexes, Improved Initiative, Weapon Focus (Natural), Whirlwind Attack(B)
Environment: Astral Plane
Organization: Solitary, Team (2-3)
Challenge Rating: 10
Alignment: True Neutral
Advancement: Medium (8-15 HD), Large (16-21 HD)
Level Adjustment: -
The mechanical beast flings itself at your comrades, swinging its limbs wildly. Right and left, they freeze regardless of their positions with blue flashes writhing over their skin. Amazed, you wonder what created this beast, but regardless, it turns it's unliving eyes toward you.
None are quite sure who first created the Clockwork Weavers, but from writings it is easy to understand their purpose. They were created to watch over the fabric of time and make sure that nothing halts it's manifest crawl forward or endangers its existence.
Clockwork Weavers appear as fairly humanoid constructs of clockwork pieces. The technology making them appears to be from different eras, and can be vastly different depending on how old it is.
Clockwork Weavers speak any language their creators did and may learn more through expending skill points. In the case of the original Clockwork Weavers, they know all languages.
Clockwork Weavers will usually avoid combat if they can help it, preferring to go about their business. Even when attacked, they will usually use their Ethereal Jaunt or Etherealness special abilities to escape. When incapable of using those abilities, they will rely on their time lapse abilities to render their foes harmless as they make their escape in some other fashion.
Astral Steel Exoskeleton (Ex)
During its creation, the Clockwork Weaver becomes closely tied with the Astral Plane, giving it a bluish glow when looked at. The Clockwork Weaver gains Damage Reduction 10/- unless it is on the Astral Plane.
Phase Armor (Ex)
The Clockwork Weaver is indelibly tied to the Astral and Ethereal Planes, there is a 50% chance any damage done to it will be completely negated as it flickers back and forth between realities.
At any time, the Clockwork Weaver may use a Free Action to reset time to the beginning of its last turn of the current encounter. All creature's positions, abilities, and hit points are reset to how they had been at that time as though nothing had happened. A Clockwork Weaver may use this ability 3 times per day. Creatures may make a DC 15 (CHA based) will save to remember what occurred; if they fail, their memories are also reset.
At will – Ethereal Jaunt, Haste, Slow; 1/day – Etherealness, Time Stop; Caster Level is equal to HD
Telepathic Link (Ex)
When summoned or created by a spellcaster, the Clockwork Weaver immediately forms a Telepathic Link (as the Telepathic Bond spell with the following differences) with its summoner or creator. In the case of a summoner, the link ends as the spell that summoned it ends. In the case of a creator, the Clockwork Weaver's Link is permanent with no range limit and works perfectly even if the two are in separate planes or times.
Time Lapse (Ex)
The Clockwork Weaver's being is covered with temporal energy,
Each time the Clockwork Weaver strikes an opponent with its slame attack roll a 1d4-1. The target is put under the effects of the spell Temporal Stasis for an equal amount of rounds. The effects of this cannot be dispelled or resisted.
Enemies are covered with a staticy blue aura while under this effect.
Time Slip (Ex)
When the spell Time Stop is cast by another creature, or any other effect occurs that stops time, the Clockwork Weaver is not frozen and may act normally.
The Clockwork Weaver may travel, physically, to the Astral plane as a full-round action. It may use another full round action to appear back in any material plane.
From the Astral plane, a Clockwork Weaver may travel to any point in time and can negotiate through both the Astral and Ethereal plane without getting lost.
* No Constitution score.
* Low-light vision.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
* Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
* Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
* Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
* Since it was never alive, a construct cannot be raised or resurrected.
* Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
* Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
* Proficient with no armor.
* Constructs do not eat, sleep, or breathe.
DC | Lore, Knowledge (Arcane, Planes)
17 | Clockwork Weavers are constructs closely tied with time.
22 | They have powers over the Astral and Ethereal Planes.
27 | Being struck by their attacks leave the recipient frozen in time.
32 | Their armor is potent at protecting them from attacks, even allowing weapons to pass through them completely unless you can get them on the Astral Plane.
37 | They have powerful innate abilities to manipulate and travel through time.
* An evil mage is trying to go back in time and change the past which would have dire consequences on the present. Team up with Clockwork Weavers to fix the "problem"!
* A time distortion changes things for the worse, as you travel back in time, you find Clockwork Weavers already working to fix it but are besieged by terrible time-traveling creatures.
* The PC group travels back in time to try to stop something terrible from happening. Unfortunately, this counts as meddling with time and are constantly being harried by Clockwork Weaver strike teams.
The caster must have access to blueprints of the creature in order to create it. Finding the Blueprints is the hard part as they can only be found in the Tome of Ages. To understand them, the reader must make a DC 35 Decipher Script check.
To create the body of the creature, 5,000 gp must be spent in clockwork devices and gizmos. The creator must make a DC 35 Craft (Engineering) check to put it together correctly. The caster need not make the body himself.
Then it must be bathed with sap from plants found in the Astral plane, the cost of which would be approximately 50,000 gp.
CL 18th; Craft Construct, Etherealness, Geas/Quest, Time Stop; Price 1,200,000 gp; Cost 455,000 gp + 75,000 XP.
Tome of Ages (Major Artifact)
An earthy brown book sits before you. It is covered with a film of dust and no matter how you blow on it, it refuses to disappear. On the front cover is a glass circle underneath which is a clock. Its pages, though yellowed, are incredibly strong and defy your best efforts to rip them out. Flipping it over, you are astounded by an incredibly complex series of pictures and unreadable words which appear to be the blueprints for a marvelously complex machine.
This book is a magical tome filled with the entire recorded history of the world. Flipping through the book will take you from the beginning of time to the present (if you have that much time to spend reading). The pages never run out, and considering how much is going on at one time, you could potentially be turning pages and reading forever. However, you may also whisper into the spine of the book for an exact point in time you wish to read and then open it. The date and event you were seeking will automatically be at the first page you reach. The possessor of this book automatically wins all Knowledge (History, Geography, and Local) checks.
In addition, the possessor of this book gains the ability to summon a Clockwork Weaver once per day as a full-round action. The Clockwork Weaver will serve and defend the Summoner for a number of minutes equal to half the summoner's ECL.
Anyone attempting to create a Clockwork Weaver must have this book in their possession, as it's back cover is filled with the blueprints and instructions to make it. Any attempt to copy these blueprints causes the images and instructions to blur and become unintelligible, and it is impossible to memorize the instructions.
The Tome of Ages cannot be destroyed by any means unless it is on the Astral Plane. There it becomes as frail as any ordinary book.
01-17-2009, 03:31 PM
CAUTION: Due to a rise in the number of Thyme related deaths visitors to the forest are to refrain from eating any of the fruit growing unless they have been instructed it is safe to do so. - Warning Sign outside "The Woods of Thyme"
Size/Type: Large Plant
Hit Dice: 8d8+16 (52 hp)
Speed: 0 ft. (Immobile)
Armor Class: 11, touch 9, flat-footed 11 (-1 size, +2 natural)
Base Attack/Grapple: +6/+12
Attack: Bite +7 melee (2d6+2)
Full Attack: Bite +7 melee (2d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Phasing Pollen
Special Qualities: Plant Traits, Rooted, Temporal Fruit, Camouflage
Saves: Fort +8, Ref +2, Will +2
Abilities: Str 14, Dex 10, Con 14, Int -, Wis 10, Cha 10
Feats: Improved Grab (B)
Environment: Temperate Forests
Challenge Rating: 6
Alignment: Always Neutral
Carnivorous Thyme is a plant which grows in woodland areas. It mostly stays underground, however it lures in prey using an unusual method. Each of the large berries which grow on stems in an area of about 15 feet around the main plant (this area is known as the orchard) has a chance to send whoever consumes them a few hours forward in time. The plant uses this trap to separate a single creature from its companions so it may devour it when it materialises. While withdrawn the plant resembles a small pile off moss. Its anatomy essentially consists of a single large jaw on a long vine like neck.
Phasing Pollen Once every hour the Thyme may release a cloud of pollen anywhere within its orchard, filling a 10x10 square. Any creature which is caught in the cloud must make a DC 12 fortitude check (con based) or be warped forward, disappearing until the end of the next round whereupon they find themselves in the same spot. The cloud dissipates after 2 rounds.
Plant TraitsThis type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores (see Nonabilities) and are not creatures, but objects, even though they are alive.
A plant creature possesses the following traits (unless otherwise noted in a creature’s entry).
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits.
Proficient with its natural weapons only.
Proficient with no armor.
Plants breathe and eat, but do not sleep.
Rooted The thyme may not move from the spot it grows from. However it's head can be maneuvered freely. Treat any creature in the 15ft. radius around it as in reach of its bite attack.
Temporal Fruit The area around the plant is full of vines with large berries growing on them. 1 in 10 berries have an unusual effect. Every time someone eats one there is a 10% chance that this berry will turn out to be laced with a toxin. The save is DC12, fortitude (constitution based). Initial "damage" transports the victim 1d6 hours into the future, causing them to rematerialised where they disappeared. Secondary damage causes them to become dazed for 1d6 rounds. If they fail both saves the shock causes a point of wisdom damage. A DC 10 survival check can be used to identify whether or not a berry is toxic (make the % role before hand, on a failed check the berry appears safe). A single stems worth (about 1lb) of toxin free fruit can be sold for 5GP. A dozen berries which contain the toxin sell for approximately 100GP to researchers, however they spoil quickly. The toxin leaves the berries 2d12 hours after they are picked and the berries rot within 1d4 days unless they are preserved. Berries which have lost the toxin are of no use as they are not fresh enough to be of interest to most buyers.
Camouflage While the plant has its mouth underground it is indistinguishable from a mound of moss, needing a DC 10 spot check to tell the difference.
Carnivorous Thyme tends to remain hidden. When a group of creatures has passed by it continues to remain hidden. When a creature rematerialises it extends its head. If there is a single creature it will try to establish a grapple against it, grabbing it in its jaws and hold it until the target is dead. It will then grab the corpse and withdraw to digest it (this takes 24 hours). If there is more than one creature it will single one out to grab in its jaws. A corpse can be recovered by digging the plant up, this takes 5 hours (reduce this by 1 hour for everyone who helps to a maximum of 4 diggers).
Lore can be rolled using a successful Knowledge (Nature) or Survival check.
10|This is Carnivorous Thyme, a carnivorous plant which grows mainly in wooded areas.
15|The berries which grow around it may transport the person who eats them forward in time, so that the plant can separate them from their comrades for an easy meal.
20|Once it kills a creature it will withdraw to digest the corpse. When this happens it may be dug up to recover the corpse.
01-19-2009, 02:02 AM
Hit Dice: 18d10+30 (129 hp)
Speed: 100 feet
Armor Class: 39 (+6 Dex, -1 size, +6 deflection, +8 natural, +9 armor, +1 insight); touch 21; flat-footed 33
Base Attack/Grapple: +13/+27
Attack: Slam +22 melee (2d6+9 plus disruptive strike)
Full Attack: 2 slams +22 melee (2d6+9 plus disruptive strike)
Space/Reach: 10 feet/30 feet
Special Attacks: Disruptive strike, psi-like abilities
Special Qualities: Backstagger, construct traits, damage reduction 15/adamantine and magic, darkvision 60 feet, ephemeral surge, immunity to magic, low-light vision, reach through space, resistance to acid 10, cold 10, and fire 10, spatial shield, telepathy 100 feet
Saves: Fort +9, Reflex +17, Will +11
Abilities: Str 28, Dex 23, Con –, Int 16, Wis 18, Cha 22
Skills: Balance +21, Concentration +15, Hide +22, Jump +29, Knowledge (the planes) +16, Listen +9, Move Silently +21, Search +26, Spot +9
Feats: (B) Smoke Strike, (http://www.giantitp.com/forums/showthread.php?p=4237205#post4237205) Improved Initiative, Combat Reflexes, Great Fortitude, Power Attack, Improved Bull Rush, Ability Focus (disruptive strike), Knockback
Environment: Sigil, or any land
Organization: Solitary, Team (2-4), or Squad (8-12)
Challenge Rating: 17
Advancement: 19-36HD (Huge); 37-54 HD (Gargantuan); 55+ HD (Colossal)
Level Adjustment: –
Visual Inspiration for this creature (http://gilgamesh44.deviantart.com/art/Mecha-1-92966527)
A hulking, metal-encased figure flickers and stutter-steps forward, at times seeming to disappear altogether, only to reappear immediately, further along on its original course. Its movements are at once fluid and mechanically rigid. Twin pinpoints of luminous cobalt stare out from the impenetrable darkness underneath its bronze helm. Between the joints of its spotless bronze armor, light reflects off of flawless angles of crystal.
These constructs have always been a part of Sigil; some say that they are the sword arm of the Lady of Pain. Others say that they are her secret police. They have no official name, and are only known by the nickname given them by the Caged; they call these constructs by the name of restrospects.
Each retrospect is a golem made of alchemically treated bronze over a frame of crystal and crystal wire. They are extremely tough and alarmingly fast. They never communicate with anyone around them–giving credence to the idea that they are creations of the enigmatic Lady of Pain–but they seem to be able to silently communicate with one another.
Retrospects are very rarely seen, and usually only appear when a threat to Sigil has been discovered. In these instances, entire squads of retrospects have been seen flickering and teleporting through the streets and plazas of the city. They are so rarely out in public that even most of the Caged assume that they are just folk tales.
Strangely though, as of late they have been encountered outside of the Cage, though it is unsure as to whether they are working for their mysterious master in Sigil, a new master, or whether they work now for themselves. These retrospects have been witnessed doing such uncharacteristic tasks as raiding temples and ruins, acting as bounty hunters for valuable treasures, and waging private wars with demons, angels, and anything in between.
It is rumored by some–though sources are hardly credible–that the squadrons of retrospects are ruled by a council of greater retrospects, golems the size of small mountains, that answer directly to the Lady of Pain herself. No one has ever seen evidence of these godly beings though, and even if they were real, Sigil has certainly seen things far stranger.
Each retrospect can speak telepathically up to 100 feet away with any creature that has a language, though they have no need to speak to anyone but themselves and their masters. They do understand the common tongue, Abyssal, Celestial, and Infernal, as well as their own, strange language that is based off of the subtle manipulations of time and space around them.
Anyone charging into combat thinking that a retrospect is like any other golem is going to be disappointed. Retrospects seem to harness some of the energy of time and space itself, and can utilize this power to great effect in combat. Further, all known retrospects have been dazzlingly proficient with psychokinetic and psychoportive psionics, allowing them a great advantage against even arcane casters and their ilk.
A lone retrospect usually stalks its foes long enough to determine how best to dispatch them, whether in brutal melee combat, or with a barrage of psionic energy. In groups, a single retrospect will be sent as a scout, in order to observe its prey. When the scout has communicated what it can back to the squad, all of the retrospects will teleport in, coordinating masterful ambushes and cooperating to take down even the most powerful foes.
Disruptive Strike (Su): When a restrospect hits a target with a slam attack, that creature or object has its place in time and space scrambled. For the next round, if the target should become affected by an effect (either its own, or someone else's) with the Teleportation descriptor, that effect fails, and the target takes 1d10 damage per 2 caster levels of the effect. If the target should become affected by any effect that alters the flow of time in any way (celerity, timestop, etc), the effect fails, and the target is instead slowed, as the spell, for 1 round per 2 caster levels. The target receives a Will saving throw (DC 27; Cha-based) in order to negate the damage or the slow effect, though the effects that triggered them still fail. Teleportation effects that also affect the flow of time would affect the target with both the damage and the slow effect.
Constant–defensive and offensive precognition (stats already figured), trace teleport, psionic freedom of movement; At will–greater teleport; 3/day–chained to the earth (http://www.giantitp.com/forums/showthread.php?t=89093) (DC 22), dimensional lock (DC 24), dispel psionics, plane shift, psionic banishment (DC 22), psionic fly, telekinesis (DC 21); 1/day–quickened energy current (DC 25; electricity; only when struck in melee or successfully grappled; lasts one round), null psionics field. Caster Level 18th. The DCs are Charisma-based.
Backstagger (Su): A retrospect does not exist in only one location on the timeline. Its point of existence tends to blur and shift randomly. A few times a minute though, the retrospect catches up with all of its temporal selves, and can take advantage of this focus of the flow of time in order to augment its capabilities, and even repair damage.
Once every 2d4 rounds, a retrospect experiences one of these backstaggers. During a round in which a retrospect backstaggers, it is healed 2d12 damage, and gains a +4 insight bonus to armor class and saving throws, as it replaces its current existence with fragments of future existences in which it knows what will come to pass, and fragments of past existence, in which it was uninjured. If a retrospect has lost body parts, or has suffered another lingering, negative effect, it is cured of all of these conditions on a round in which its backstagger heals it to full hit points.
Ephemeral Surge (Su): A retrospect does not simply trudge from place to place. It winks in and out of existence with extreme rapidity, each instance moving it substantially along its path. This movement is capable of bypassing physical obstacles so long as they are less than 20 feet thick. This movement can also seem to cover larger distances, similar to a dimension door effect. In this fashion, a retrospect can step over a chasm, to the roof of a building, etc. Every square moved into in this fashion counts as two squares. Thus, a retrospect making a move action can surge over a 40-foot chasm (counting as 80 feet), and still have 20 feet of movement left over with which to move where it pleases, even through doors, walls, etc. Moving in this fashion does not constitute a teleportation effect for the purpose of triggering a feat, contingent effect, etc.
Further, a retrospect's ephemeral surge gives it a constant effect similar to the blink spell, though this effect is in no way tied to the Ethereal Plane, and instead gains its power from its fluid existence in the flow of time and space. Unlike the blink spell, if the retrospect's attacker can see invisibility, it gains no benefit against it, though true seeing or any similar spell of equal or greater power negates any miss chance or spell failure chance whatsoever.
Once per hour, a retrospect can surge forward in a straight line as a full-round act with a series of dimension door-like steps that gives it a double move. The retrospect can attack any foe threatened during this move with one melee attack at full BAB. Any target hit by this attack is affected as if by baleful teleport, taking 9d6 points of damage on top of the melee damage (Fort save DC 21 for half; Cha-based). This effect replaces the retrospect's disruptive strike for the rest of the move.
A retrospect that has lost the effect of its ephemeral surge (through an antimagic field, having taken sonic damage, or some other way) loses all of these benefits, and can only walk and run normally, at a base movement rate of 40 feet.
Immunity to Magic (Ex): A retrospect is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
An effect that deals electricity damage heals 1 point of damage for every 3 points of damage that it would have otherwise dealt. If the amount of healing would cause the retrospect to exceed its full hit points, it gains any excess as temporary hit points.
An effect that deals sonic damage slows the retrospect for 3 rounds, and causes it to lose its ephemeral surge ability for the same duration. There is no save against this effect.
Reach Through Space (Su): A retrospect has a natural reach of 30 feet, thanks to its ability to reach through time and space. Further, as a standard attack, it can make a single melee attack against any target within 200 feet as if it threatened the target. As a full-round act, it can make a single melee attack against any target within sight, no matter how far away, as if it threatened the target. If this ability is suppressed (through a null psionics field, or some other measure), the retrospect is left with a natural 10-foot reach as a standard large creature.
Spatial Shield (Su): A retrospect is surrounded by a rippling aura of time and space that grants it a +6 deflection bonus to its armor class, and a +4 bonus to Reflex saves.
Racial Skill Bonuses: A retrospect receives a +8 racial bonus to all Knowledge (the planes), and Search checks.
(ECL 24) A squad of retrospects was probing at a strange portal within the bowels of Sigil, presumably searching for a way for the Lady of Pain to escape the plane. They accidentally opened a portal to the Abyss, and now the PCs must battle both a horde of rampaging demons, and the cornered retrospects that do not care to tell innocent bystander from foe.
(ECL 17) A single retrospect has ambushed the PCs as they enter an ancient tomb on the Prime Material Plane, seeking to hide the secrets of this hidden planar touchstone from those that might be able to use it against the retrospect's reclusive master.
(ECL 21) Two retrospects have suffered defeat in battle while attempting to search for something within the subterranean fortress of a powerful lich. They have hired the PCs to assault the fortress while they sneak in and make off with their target.
The Vorpal Tribble
01-21-2009, 02:03 PM
This month's contest has come to a close. A voting thread has been posted here (http://www.giantitp.com/forums/showthread.php?t=102820).
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