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  1. - Top - End - #1
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    The Vorpal Tribble's Avatar

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    Lightbulb GITP Monster Competition XLVII - Beings of Legend IV

    Beings of Legend IV


    Stories are told of legendary beings. Spread by word of mouth around the fire, sung in great halls, or whispered in the dark of night. Some are told to be as majestic as the setting sun, others darker and more ominous than a rumbling thunderhead. Whether terrifying or comforting, immense in stature or unimpressive to the eye, they compel both awe and wonder. Gather around and hear their tale...

    _/ _/ _/ _/ _/ _/ _/ _/


    The contest begins with the posting of this thread and will continue until the 20th of July.

    Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the last day of the month.


    Rules

    1. You will be creating a D&D template. This contest will be a little different, so read on carefully. This contest requires two things.

    I. All entries this month must be a template that either A. increases a creature's CR by 20 or higher or B. Can only be applied to a creature with 20 or more HD. The sample creature need not be original or unique, only the template must.

    For rules on Epic-levels click here.

    Basically there is little difference in monster making except epic creatures may now take epic feats and gain special types of qualities and abilities, for example, Damage Reduction #/epic.

    II. All entries must also be done as an Epic. This means that along with the creature's stats and ability a short story, poem, saga, etc., must be written to go along with it. This epic can be about the template itself, or the sample templated creature.

    Creature and Epic will be voted on separately, one for the best creature and the other for the most well-done story.


    2. The entry must include name, base creature, complete details on how a creature gains the template, physical alteration (if any), basic background information.. A plot hook or similar in addition is optional but encouraged. Incomplete entries will be disqualified upon the deadline.

    3. Entries must be 3.5 edition, using the standard format listed below on the next page.

    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).

    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 template, not one previously posted.

    7. No reserving posts. Feel free to post your entry and tweak it, but you have to have the basic template already done.


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    Last edited by The Vorpal Tribble; 2010-06-21 at 05:52 PM.

  2. - Top - End - #2
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    Default Re: GITP Monster Competition XLVII - Beings of Legend IV

    Vorpal Tribble's Guide To Making Monsters

    As well, here is the standard 3.5 monster template 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.

    -=-=-=-=-=-=-

    No Parsed Template Code Block
    Spoiler
    Show

    [SIZE="5"][FONT="Book Antiqua"]<Name of Template>[/FONT][/SIZE]

    - Origins, descriptions and general fluff of the template -


    [SIZE="4"][FONT="Book Antiqua"]Creating A <Template>[/FONT][/SIZE]
    “Template” is an <acquired/inherited> template that can be added to any <creature type/subtype/other specific> (referred to hereafter as the “base creature”). A <template> creature uses all the base creature’s statistics and special abilities except as noted here.

    [SIZE="3"]Sample <Template>[/SIZE]

    <Template Name> <Size> <Type>
    [B]Hit Dice:[/B]
    [B]Initiative:[/B]
    [B]Speed: [/B](# squares)
    [b]Armor Class:[/B] (), touch, flat-footed
    [B] Base Attack/Grapple:[/b]
    [b]Attack:[/b]
    [b]Full Attack:[/b]
    [b]Space/Reach:[/b]
    [b]Special Attacks:[/b]
    [b]Special Qualities:[/b]
    [b]Saves:[/b] Fort +, Ref +, Will +
    [b]Abilities:[/b] Str , Dex , Con , Int , Wis , Cha
    [b]Skills:[/b]
    [B]Feats:[/B]
    [B]Environment:[/B]
    [B]Organization:[/B]
    [B]Challenge Rating:[/B]
    [B]Treasure:[/B]
    [B]Alignment:[/B]
    [B]Advancement:[/B]
    [B]Level Adjustment:[/B]

    Description/background/characteristics

    [B]Combat[/B]

    Ability descriptions


    [B]Size and Type: [/B]
    [B]Hit Dice:[/B]
    [B]Armor Class:[/B]
    [B]Attack:[/B]
    [B]Special Attacks:[/B]
    - <attack/attacks>

    [B]Special Qualities:[/B]
    - <quality/qualities>

    [B]Abilities:[/B]
    [B]Feats:[/B]
    [b]Epic Feats:[/b]
    [B]Environment:[/B]
    [B]Challenge Rating:[/B]
    [B]Alignment:[/B]
    [B]Advancement:[/B]
    [B]Level Adjustment:[/B]


    <Name of Template>

    - Origins, descriptions and general fluff of the template -

    Sample <Template>
    Spoiler
    Show

    <Template Name> <Size> <Type>
    Hit Dice:
    Initiative:
    Speed: (# squares)
    Armor Class: (), touch, flat-footed
    Base Attack/Grapple:
    Attack:
    Full Attack:
    Space/Reach:
    Special Attacks:
    Special Qualities:
    Saves: Fort +, Ref +, Will +
    Abilities: Str , Dex , Con , Int , Wis , Cha
    Skills:
    Feats:
    Environment:
    Organization:
    Challenge Rating:
    Treasure:
    Alignment:
    Advancement:
    Level Adjustment:

    Description/background/characteristics

    Combat

    Ability descriptions


    Creating A <Template>
    “Template” is an <acquired/inherited> template that can be added to any <creature type/subtype/other specific> (referred to hereafter as the “base creature”). A <template> creature uses all the base creature’s statistics and special abilities except as noted here.

    Size and Type:
    Hit Dice:
    Armor Class:
    Attack:
    Special Attacks:
    - <attack/attacks>

    Special Qualities:
    - <quality/qualities>

    Abilities:
    Feats:
    Epic Feats:
    Environment:
    Challenge Rating:
    Alignment:
    Advancement:
    Level Adjustment:

  3. - Top - End - #3
    Ogre in the Playground
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    Default Re: GITP Monster Competition XLVII - Beings of Legend IV

    Chosen of Juiblex



    In musty olden days and times forgot
    The Faceless Lord grew wroth at mankind.
    He chose a vessel to ruin man's lot
    Recast it in his form, kept its mind.
    This fell beast tore away house and home
    It slew and slew and oozed to infamy
    Men at arms and masters of the tome
    Fell all, and maestros of the symphony.
    All hope seemed lost and humankind fled
    Till strode forth a champion orange
    He would not melt, for a curse on his head
    His tool of choice was most strange: door hinge.
    He grappled and tore and with a slam
    The beast was no more, the people had jam.

    Creating A Chosen of Juiblex
    “Chosen of Juiblex” is an acquired template that can be added to any Aberration, Animal, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Vermin with twenty or more hit dice. (referred to hereafter as the “base creature”). A Chosen of Juiblex creature uses all the base creature’s statistics and special abilities except as noted here.

    A Chosen of Juiblex uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

    Size and Type
    Type becomes Ooze with the Augmented subtype of their former type. A humanoid would become Ooze (Augmented Humanoid)

    Hit Dice: Unchanged.

    Speed: A Chosen of Juiblex keeps all forms of movement at their previous rates from the base creature.

    Armor Class: A Chosen of Juiblex is unable to wear armor or use a shield. It retains natural armor from the base creature and gains its constitution modifier as a bonus to natural armor.

    Attack: A Chosen of Juiblex retains all natural attacks from the base creature and if the base creature has no natural attacks it gains two slam attacks which may only be used as primary attacks. These slam attacks do 2d6 damage for a medium sized Chosen of Juiblex and the damage scales with size as weapon damage scales with size. All Chosen of Juiblex gain a constrict attack which does 2d6 damage for a medium sized Chosen of Juiblex with the damage scaling with size as weapon damage scales with size.

    Special Attacks: A Chosen of Juiblex loses the special attacks of the base creature but gains the following special attacks.

    Acid(Ex):All natural attacks of the Chosen of Juiblex now do 6d6 additional acid damage. This also applies to constrict damage.

    Engulf(Ex): As a swift action, a Chosen of Juiblex can extend itself in all directions. Creatures next to it must make a reflex save DC 10+1/2 hit dice+Str mod or be engulfed by the Chosen of Juiblex. Engulfed creatures are treated as grappled by the Chosen of Juiblex.

    Paralysis(Ex): Any creature touched by a Chosen of Juiblex, including by one of its natural weapons; or any creature that touches a Chosen of Juiblex with a hand or natural weapon must make a fort save of DC 10+half hit dice+con mod or be paralyzed for 1d4 rounds.

    Ultimate Dissolution(Su): The acid of a Chosen of Juiblex is so powerful it not only dissolves material, but magic as well. In a radius equal to 10' times the hit dice of the base creature, all ongoing spell effects and magic items must make a caster level check every round. The DC starts at 10, for every sequential check the item or spell has to make the DC increases by two. If the CL check fails, the effect or item is treated as though it was dispelled. This dispels spells and suppresses magic items for one minute. Spells and items cast or worn by the Chosen of Juiblex are immune to this ability, but spells cast onto the Chosen by other sources are not immune.

    Special Qualities
    A Chosen of Juiblex gains the following special qualities
    -Immunity to Acid(Ex)
    -DR 10/Slashing(Ex)
    -Fast Healing 20(Ex)

    Seeping Retreat(Ex): A Chosen of Juiblex may, as a standard action which provokes attacks of opportunity, seep in to the ground it is on. This suppresses all of its abilities except for Seeping Retreat, but it gains a burrow speed of 60'. This may be blocked by Dimensional Anchor or Dimensional Lock, but see Ultimate Dissolution.

    Hold Fast(Ex): A Chosen of Juiblex has a racial +10 to grapple checks, and Freedom of Movement is ineffective for purposes of escaping from being engulfed by it.

    Oozy Distortion(Su): Any teleportation effect which would remove someone from inside a Chosen of Juiblex has only a 50% chance of working.

    Abilities
    +10 bonus to Str and Con, Int is unchanged which is an exception to the ooze type. This creature is not mindless, if the base creature was mindless the Chosen of Juiblex has an Int score of 10.

    Environment: Anywhere Juiblex needs overt destruction and mayhem.

    CR: +3

    Alignment: Always CE

    Level Adjustment: -

    Sample Chosen of Juiblex

    Chosen of Jubilex Kraken "Gloopy"
    Gargantuan Ooze (Augmented Magical Beast)
    Hit Dice:20d10+280 (390 hp)
    Initiative:+4
    Speed: Swim 20 ft (4 squares)
    Armor Class: 34(-4 size, 28 natural), touch, flat-footed
    Base Attack/Grapple:+20/+59
    Attack:Tentacle +33 2d8+17 +6d6 acid
    Full Attack:2 tentacles +33 melee (2d8+12 19-20x2)+ 6d6 acid and 6 arms +28 melee (1d6+8)+6d6 acid and bite +28 melee (4d6+8)+ 6d6 acid
    Space/Reach: 20/15, 60' with tentacles, 30' with arm
    Special Attacks:Acid (6d6), Constrict 6d6+12+6d6 acid, Engulf, Paralysis, Ultimate Dissolution
    Special Qualities:Darkvision 60', Ink Cloud, Jet, Low Light Vision, Spell Like Abilities, Immunity to Acid, DR 10/Slashing, Fast Healing 20, Seeping Retreat, Hold Fast, Oozy Distortion
    Saves: Fort +26, Ref +12, Will +13
    Abilities: Str 44, Dex 10, Con 39, Int 21, Wis 20, Cha 20
    Skills:Concentration +26, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16
    Feats:Alertness,Blind-Fight, Combat Expertise, Improved Initiative, Improved Trip, Improved Critical (Tentacle), Iron Will
    Environment: Oceans. Generally oceans of blood.
    Organization:Solitary
    Challenge Rating: 15
    Treasure:Triple Standard
    Alignment:CE
    Advancement:21-32 HD (Gargantuan); 33-60 HD (Colossal)
    Level Adjustment: -

    This unassuming Kraken was selected by Juiblex to be his champion due to a number of adventurers traveling by ocean.

    Combat
    Gloopy will generally begin an encounter by attacking the ship the party is riding on with its control weather SLA. Once the adventurers are in water they are less dangerous. Gloopy's added abilities make him more capable of dealing with flying parties as well as significantly more capable of doing large amounts of damage per round.

    Special Attacks
    Acid(Ex):All natural attacks of the Chosen of Juiblex now do 6d6 additional acid damage. This also applies to constrict damage.

    Engulf(Ex): As a swift action, a Chosen of Juiblex can extend itself in all directions. Creatures next to it must make a reflex save DC 37 or be engulfed by the Chosen of Juiblex. Engulfed creatures are treated as grappled by the Chosen of Juiblex. The DC is Str based.

    Paralysis(Ex): Any creature touched by a Chosen of Juiblex, including by one of its natural weapons; or any creature that touches a Chosen of Juiblex with a hand or natural weapon must make a fort save of DC 34 or be paralyzed for 1d4 rounds. The DC is Con based.

    Ultimate Dissolution(Su): The acid of a Chosen of Juiblex is so powerful it not only dissolves material, but magic as well. In a radius equal to 200', all ongoing spell effects and magic items must make a caster level check every round. The DC starts at 10, for every sequential check the item or spell has to make the DC increases by two. If the CL check fails, the effect or item is treated as though it was dispelled. This dispels spells and suppresses magic items for one minute. Spells and items cast or worn by the Chosen of Juiblex are immune to this ability, but spells cast onto the Chosen by other sources are not immune. The radius is 10' times the hit dice of the creature.

    Special Abilities

    Hold Fast(Ex): A Chosen of Juiblex has a racial +10 to grapple checks, and Freedom of Movement is ineffective for purposes of escaping from being engulfed by it.

    Ink Cloud (Ex) A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.
    Jet (Ex) A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

    Oozy Distortion(Su): Any teleportation effect which would remove someone from inside a Chosen of Juiblex has only a 50% chance of working.

    Seeping Retreat(Ex): A Chosen of Juiblex may, as a standard action which provokes attacks of opportunity, seep in to the ground it is on. This suppresses all of its abilities except for Seeping Retreat, but it gains a burrow speed of 60'. This may be blocked by Dimensional Anchor or Dimensional Lock, but see Ultimate Dissolution.

    Spell-Like Abilities
    1/day—control weather, control winds, dominate animal (DC 18), resist energy. Caster level 9th. The save DC is Charisma-based.
    Last edited by Glimbur; 2010-08-01 at 01:02 PM. Reason: added a picture

  4. - Top - End - #4
    Bugbear in the Playground
     
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    Default Re: GITP Monster Competition XLVII - Beings of Legend IV

    Omni Template

    Grampa! Grampa! Tell me that story again! The story of the Black Eyed kid!
    Spoiler
    Show

    Are you sure, little one? It's not a pleasent story...

    Yeah, Grampa! You haven't told it in so long...

    Well alright then. Settle down, sit down here and I'll tell the tale.


    You see... long ago, there was a kingdom here in the land of Lindrai. Castle after castle dotted the horizon, as the King and his nobles ruled the land. It was not a bad time, to read the histories. The King was kind enough, and his nobles kept in line. Even the knights respected the small folk like us.

    But there's no castles anymore, grampa. And no knights.

    Just so, little one. Let me tell the tale.

    The people all believed they were safe. The nobles each had small batallions of well trained fighters on hand to keep any creatures at bay, and the King's army was truly magnificent. They fought many great battles against foreign kingdoms and beasts even larger than the king's castle itself.

    But they were all undone, when the Black Eyed Child appeared.

    What did he look like?

    He looked not all that different from you, little one.


    It was a young elf, by all appearances, except his eyes were black. Blacker than night. Blacker than the blackest depths of the Underdark. And this was no mere child. It's hard to say if it was even an elf. No one knew what it was, truly. It could take any form, and had more power than anything the kingdom had ever seen before. It was said it could create a castle twice the size of the King's and demolish it before a single soldier could loose an arrow.

    It was strong, and it was pure evil. It killed and destroyed everywhere it went. After it tore its first castle to the ground, every army tried to prepare itself for its next appearance. But there was nothing they could do. Every time it appeared, it would raze another castle, or another town or whatever it wanted to the ground. Thousands died.

    Eventually he came for the capitol. The people fought valiantly. They really did. But they too fell, and our country was left in chaos.

    It's a sad story grampa...

    It is. I do not like telling that part. But do you know why the Black Eyed Child hasn't come back?

    Why?


    You see, after his conquest of the capitol, the Black Eyed Child decided to take a nap. So he took the form of a viper, found a wide, open field, and slept.

    It just so happens, that a farmer was out in the field that day, plowing it, as was his routine that time of year. The sleeping viper didn't hear the mule coming, and CRUNCH, the mule stepped on its head, crushing it. Killing the viper, and thus the Black Eyed Child, instantly.

    But how? If the Child was so powerful, how could it be killed by a mule?

    Yes, there were likely a number of things the Black Eyed Child could have done to protect itself. But as it turns out, all the power in the universe wasn't enough to make up for one moment of foolishness.

    Foolishness?

    Yes, child. Never forget that. Power is meaningless without the wisdom to use it.

    I'll remember grampa.

    Good child. Now, run along and play. That's enough darkness for one day.




    Relative to the rest of existence, the characteristics of most things can be measured. This rock is twice as big as that one. That elf is three times as old as that human. This ocean is half as wide across at that one. There exist some creatures, however, that are beyond comparison. There is no twice as or thrice as. The numbers to describe them do not exist. They are 'All.' Within a particular realm, they possess all that there is to possess.

    Typically, these qualities are reserved for the gods. Many gods, however, still lack them. Creatures that become All are necessarily rare, and it is impossible to say where they gained this nature. Some simply awaken to it. Some are born with it. Some may be given it. Others simply are.


    Creating an Omni Creature
    Omni is an acquired or inherited template that can be added to any intelligent creature. An Omni creature uses all the base creature’s statistics and special abilities except as noted here.

    Size and Type: Unchanged

    Hit Dice: Unchanged

    CR: +25

    Omni Aspect

    Each Omni creature is All of a particular aspect. When creating an Omni creature, select one of the following aspects and apply the appropriate changes.

    Potency
    An Omnipotent creature uses all the base creature's statistics and special abilities except as noted here.

    Speed and Movement: An omnipotent creature freely use any movement type at his base land speed.

    Ability Scores: An Omnipotent creature can change its Strength and Dexterity scores at will as a free action.

    Armor Class: An Omnipotent creature gains an armor bonus to AC that it can change at will as a free action.

    Attack: An Omnipotent creature retains all natural attacks from the base creature.

    Saves: An Omnipotent creature gains a sacred bonus to all saves that he can change at will as a free action.

    Spells: An Omnipotent creature can cast all arcane and divine spells at-will. When casting a spell, the creature can decide what its effective caster level is for that spell.

    Power Points: An Omnipotent creature effectively has an infinite number of power points.

    Powers: An Omnipotent creature can manifest all psionic powers at-will. There is no limit on how many points he can spend to augment a power. When manifesting a power, the creature can decide what its effective manifester level is for that power.

    Special Qualities: An Omnipotent creature gains the following special qualities.

    Omnipotence: An Omnipotent creature is always exactly as powerful as it desires to be. An omnipotent creature does not need to roll dice for any effect (excepting hit points/level). Instead, he decides the end result desired, and play continues as if that was the end result. This end result can surpass the normal limitations of the effect. He also decides the range and area of effect of any ability or effect with a range or area of effect.

    Additionally, the DCs for an omnipotent creature's spells are not determined normally. The omnipotent creature, when casting a spell or manifesting a power with a difficulty class, chooses what the difficulty class will be.

    Improved Evasion: If an Omnipotent creature makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Additionally, on a failed save, it takes half damage.

    Improved Mettle: If an Omnipotent creature makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of will half or Fortitude partial), it instead completely negates the effect. Additionally, on a failed save, the spell resolves as if it had made the save.

    Immunities: An Omnipotent creature is immune to critical hits.

    Presence
    An Omnipresent creature is literally everywhere at once. It may choose to only manifest its presence in one location at a time, but in reality, its existence isn't limited to merely that point. It is All of space. You may never realize you have encountered an omnipresent creature, many are simply benign. Others may be more mischevious, plucking small objects from your home, leaving you to wonder where that other sock may have gone. Still others may be entirely malevolent, the creature lurking in your periphery that's never there when you look, waiting for the opportunity to drag you back to its lair.

    An Omnipresent creature uses all the base creature's statistics and special abilities except as noted here.

    Speed and Movement: An Omnipotent creature maintains it's normal base speed and movement types.

    Special Qualities:

    Omnipresence (Ex): An omnipresent creature is never in only one place. It may often appear that way, but the creature will soon demonstrate otherwise. The creature can target any point from any other point, for the purposes of any ability.

    Special Attacks:

    One with the Universe: An Omnipresent creature can, at will, as a free action, appear to vanish entirely from the world. In reality, its presense is simply being extended across the whole of reality. It cannot be targetted by any effects while in this state, and it is entirely invisible.

    Manifest Presence: "Being there" for an omnipresent creature is an esoteric excersize. Rarely does it have reason to do so, but if it so chooses, it certainly can. As a free action, an omnipresent creature can appear as the base creature had at any point it chooses.

    Additionally, the creature can manifest its senses at any point as a free action. This has no physical manifestation, and simply allows the creature to see, hear, etc. as if he were standing at the point he chooses.


    Knowledge
    All knowledge. To know everything, and understand everything. It is the goal of many who hide themselves in ivory towers, but very few ever actually achieve it. It's a gift given to an incredibly select few. The Omniscient know All there is. While they lack knowledge of what will be, knowing what was and what is is a powerful weapon in itself.

    Ability Scores: An Omniscient creature can change its Intelligence and Wisdom scores at will as a free action.

    Skills: An Omniscient creature adds all Knowledge skills as class skills. He also always has ranks in all knowledge skills equal to 3 + his hit dice.

    Spells: If the base creature casts spells, add all arcane spells to his list of spells known.

    Special Qualities:

    Omniscient: An Omniscient creature knows things beyond what knowledge skills can accomodate. It literally knows everything there is to know. Where any and everyone is, every possible fact about everything, every opinion anyone has ever held. Everything and all things. An aboleth sneezes in the deepest depths and the omniscient knows it, and can recall that information at a thought. No amount of divination protection of any kind can prevent an omniscient creature from knowing everything there is to know about a creature (even gods are not immune.)


    Sample Omnipotent

    The Black-Eyed Child
    Omnipotent Medium Humanoid
    Hit Dice: 1d8+2
    Initiative: +35
    Speed: Move 30ft (6 squares), Burrow 30ft, Swim 30ft, Flight 30ft (perfect)
    Armor Class: 11 (+1 Dex) , 11 touch, 10 flat-footed
    Base Attack/Grapple: +1/+2
    Attack: Unarmed +1Melee (1d3+1)
    Full Attack: Unarmed +1 Melee (1d3+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spells, Powers
    Special Qualities: Omnipotence, Improved Evasion, Improved Mettle, Immunities
    Saves: Fort +2, Ref +1, Will -1
    Abilities: Str 12, Dex 12, Con 10, Int 10, Wis 9, Cha 8
    Skills: Hide +1, Listen +2, Search +3, Spot +2
    Feats: Weapon Focus (Longbow)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 25
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: By character class
    Level Adjustment: -

    The Black-Eyed Child made itself known to the world some decades ago. No one knows for sure where it came from or who it is, but it seems to look like a young elf, not even an adolescent, with pitch black eyes. When it appears, it leaves a trail of destruction behind it like none have ever seen.

    Perhaps it was blessed by some dark ancient beast. Maybe it stole the power of a higher deity. Or maybe it was just in the wrong place at the wrong time, but somehow, this creature found the most incredible power, and began using it for pure chaotic destructive means.

    If it has revealed itself as the Black-Eyed Child, it is mostly likely already too late to stop it or save yourself. When it doesn't want to be destroying, it will often use its power to hide in the form of some innocuous creature for decades at a time.

    Combat
    The Black-Eyed Child will open an encounter with the biggest, baddest bang it can think of at the moment. It might be a fireball more massive than any wizard has been able to conjure, or it might simply start running down the streets of a metropolis, ripping out hearts and crushing heads, entirely unstoppable as it goes.

    Spells
    The Black-Eyed Child casts Arcane spells as a level 25 sorceror and Divine spells as a level 25 cleric.

    Powers
    The Black-Eyed Child manifests Psionic powers as a level 25 psion.

    Omnipotence: An Omnipotent creature is always exactly as powerful as it desires to be. An omnipotent creature does not need to roll dice for any effect (excepting hit points/level). Instead, he decides the end result desired, and play continues as if that was the end result. This end result can surpass the normal limitations of the effect. He also decides the range and area of effect of any ability or effect with a range or area of effect.

    Additionally, the DCs for an omnipotent creature's spells are not determined normally. The omnipotent creature, when casting a spell or manifesting a power with a difficulty class, chooses what the difficulty class will be.

    Improved Evasion: If an Omnipotent creature makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Additionally, on a failed save, it takes half damage.

    Improved Mettle: If an Omnipotent creature makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of will half or Fortitude partial), it instead completely negates the effect. Additionally, on a failed save, the spell resolves as if it had made the save.

    Immunities: An omnipotent creature is immune to critical hits.
    Last edited by Hyooz; 2010-07-20 at 02:05 AM.

    Current Contest Entries:

    Prestige Class Contest: In the Shadows -The Ghost Wyrm

    Base Class Contest: Altar of Naught - The Nihilist

    Monster Competition: Beings of Legend - The Omni Template

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  5. - Top - End - #5

    Default Re: GITP Monster Competition XLVII - Beings of Legend IV

    {Scrubbed}
    Last edited by Roland St. Jude; 2010-06-25 at 09:23 AM.

  6. - Top - End - #6
    Bugbear in the Playground
     
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    Default Re: GITP Monster Competition XLVII - Beings of Legend IV

    Adamantine Beast

    Legends stalk among us.

    Adamantine beasts are creatures of incredible power. None know from whence they came to the Material Plane. Some say they are avatars of strange gods from beyond all known realms. Others suggest that they are from the mechanical worlds of Law, kin to the inevitables; but the marut lords are silent on the matter. Some have speculated that they hail from another Material Plane like to this one, but one that was ravaged and ultimately destroyed by their wars.

    For they came here and immediately set about the continuation of a conflict that, by their own admission, has raged for millenia. They care nothing for good and evil; theirs is a war of law versus chaos, a war both against their own kind and against outsiders who embody these ideals. A chaotic adamantine beast will destroy archons and devils with equal relish.

    It was to the dwarves that they first revealed themselves, as is told in the dwarven Saga of Herusk Halfspear. The folk of the other races long believed them to be a dwarven myth. In form they are like natural creatures, and so perhaps they long escaped notice; though if one comes close to an adamantine beast, it becomes immediately obvious that it is a thing of metal not of flesh.

    But when they wish to deal with mortals, they change their shape, with unearthly screechings of metal, and present themselves with face and hands and humanoid form. They retain somewhat of their bestial shape; claws, perhaps, ring their hands like bracelets, or their face looks out from between the jaws of their beast-form like a barbarian hero dressed in animal skins. However they look, when they come to speak to mortals—because they come to speak with mortals—they can no longer be ignored.

    Their war is raging openly now around us. They claim to mean us no harm; but can we trust that word?

    The Saga of Herusk
    An excerpt, dealing with the first known encounter with adamantine beasts, and translated from the original Dwarven.
    Spoiler
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    When Red-beard warriors rode to war,
    Herusk Halfspear and his host,
    ’Gainst the fell and grim Frost-helms,
    None foresaw what new fate stirred.

    A thousand Red-beards, throng right boastful,
    A thousand Frost-helms, thews full hardy,
    Met in violence, matched most even.
    Lions o’erseeing were little observed.

    Legged reptile leapt and ran,
    Red-beard, Frost-helm regard it, forgetting
    For an instant the fierce engagement.
    Mysterious reptile was of metal wrought!

    Lions seeing lizard stirred,
    Two were seen, treading softly:
    Dark their skins and dim the sun,
    But mayhap ’twere of metal too?

    Even so! ’Tis very strange,
    (Had spoken those of Halfspear’s throng.)
    Foes then parted for to ponder
    What new tale would now be told.

    Lion leapt, lizard lunged,
    So crashed amidst the screech of metal.
    In blinding speed the lion sprung
    again. But lizard gave a blast!

    Yea, its tail yawned a tear,
    Scorpion-like it swung and lifted.
    From tear burst light, blast most lethal.
    Lion struck now lay scarce moving.

    Second lion silent leapt
    Full on back of fell behemoth.
    Claws rent and cut the reptile,
    Reptile tried to raise its tail.

    Lizard fell, lay defeated
    In two places, torn apart.
    Lion stood: and lion stood not!
    Gone, in stead a giant stood.

    Like of metal as lion was made,
    And teeth around its throat were ringed.
    Sight aglow scanned about,
    Saw dwarves, several dead

    From lashings of fallen lizard,
    Which crushed warriors, uncaring
    Or unknowing; all unnoticed
    As the foot, not ants does notice.

    Lion-giant looked and greeted;
    Halfspear haltingly first spoke.
    "Battle ye mightily, beasts of metal.
    Desirest thou to destroy us too?"

    "Nay," it said, a noise of steel
    That grates itself ’gainst the stone.
    No more it spoke. Now moved its peer
    And self away at speed unmatched.


    Creating an Adamantine Beast
    “Adamantine Beast” is an inherited template that can be added to any animal (referred to hereafter as the “base creature”). An adamantine beast uses all the base creature’s statistics and special abilities except as noted here.

    Size and Type
    The creature’s type changes to construct. It loses all subtypes except aquatic or swarm. It does not gain the augmented subtype.

    Hit Dice
    Drop any Hit Dice other than racial Hit Dice. Increase the number of Hit Dice by 24 and change all Hit Dice to d10s. An adamantine beast has no Constitution score but gains bonus hit points depending on its size, as normal for a construct.

    Speed
    Same as the base creature.

    Armor Class
    An adamantine beast’s natural armor bonus is +30.

    Base Attack
    An adamantine beast’s base attack bonus is ¾ of its Hit Dice.

    Attacks
    An adamantine beast retains the natural attacks (or swarm attack, if applicable) of the base creature.

    Damage
    Increase the damage of all natural attacks and swarm attacks by two steps.

    Special Attacks
    An adamantine beast retains all extraordinary special attacks of the base creature. Damage from a constrict, rake or rend attack increases commensurate with the increase in natural attack damage. An adamantine beast’s natural weapons are adamantine and epic for the purposes of overcoming damage reduction.

    An adamantine beast may also choose from the following special attacks. Each adamantine beast chooses a total of three options from this list and the optional special qualities (below).
    • Breath weapon (Su): An adamantine beast that chooses this special attack gains one of the following as a breath weapon usable once every 1d4 rounds. The saving throw DC against an adamantine beast’s breath weapon is 10 + ½ its Hit Dice.

      Line breath weapons are 30 ft. long for Tiny or smaller adamantine beasts, 40 ft. long for Small adamantine beasts, and +20 ft. for every size category above Small. Cone breath weapons are half this length. Breath weapons that deal damage do a number of dice of damage equal to 10 + 1 per two Hit Dice of the base creature. The die size is specified for each type of breath weapon that deals damage.

      • Acid, cold, fire or lightning (cone or line, d12 damage, Reflex half)
      • Adamantine shards (line, d8 damage, Reflex half, Fort or blinded permanently)
      • Exhaustion (cone, Fort or exhausted, fatigued on successful save)
      • Force (line, d8 damage, no save)
      • Poison (cone, 2d6 Con initial and secondary, Fort negates)
      • Prismatic spray (as the spell, but with dimensions of breath weapon cone)

      An adamantine beast may choose the breath weapon special attack more than once; each time, it chooses a different breath weapon from the above list. The breath weapon remains useable in the adamantine beast’s alternate form. An adamantine beast with the swarm subtype can only use its breath weapon in its alternate form.
    • Crush (Ex): An adamantine beast of at least Large size can choose this special attack. As a standard action, a flying or jumping adamantine beast can land on creatures at least two size categories smaller than itself, dealing the damage indicated below plus 1½ times the adamantine beast’s Strength bonus.

      Crushed creatures must make a Reflex save (DC 10 + ½ the adamantine beast’s Hit Dice) or be pinned, taking crush damage again on the following round and for each round that the adamantine beast maintains the pin.

      The base damage for the crush attack depends on the adamantine beast’s size: Large, 2d6; Huge, 2d8; Gargantuan, 4d6; Colossal, 4d8.
    • Energy blast (Su): An adamantine beast that chooses this special attack can make a ranged touch attack as a standard action. This blast of pure energy deals 10d8 damage, +1d8 per two Hit Dice of the base creature. This special attack is available in the adamantine beast’s normal form and its alternate form.
    • Epic weapon (Su): An adamantine beast that chooses this special attack possesses a magic weapon with an effective enhancement bonus of +12, of which at least +6 must be an actual enhancement bonus. This weapon is wielded only in the adamantine beast’s alternate form.

      The adamantine beast can ready or sheathe its epic weapon as a free action. The weapon is a part of the adamantine beast and disintegrates if separated from it; the adamantine beast can ready the weapon again on its next turn.

      An adamantine beast can choose the epic weapon special attack more than once; each time, it adds a new epic weapon to its arsenal. (A double weapon chosen for this special attack can have each end be a +12 equivalent weapon, if this special attack is chosen twice; if it is chosen only once, the double weapon is a +6/+6 weapon with no special qualities.)


    Special Qualities
    An adamantine beast retains all extraordinary special qualities of the base creature, except those that are superfluous for a construct (such as amphibious). It gains construct traits, including darkvision 60 ft. (or the base creature’s darkvision, if it is better). It loses any damage reduction of the base creature, but gains damage reduction 20/epic and adamantine.

    All adamantine beasts gain the alternate form and immunity to magic special qualities:

    Alternate form (Su): An adamantine beast can take on a vaguely humanoid form, very similar to that of an adamantine golem. In this form, it retains its natural armor and special qualities. Its physical ability scores change: Strength −4, Dexterity +4. It loses its natural weapons, and gains a single slam attack with base damage of 2d6 for a Medium adamantine beast. It retains all modes of movement and speeds, except that it loses any fly speed not gained from the flight special quality. It keeps only those special attacks chosen from the above list (some of which only function in this form). A quadrupedal adamantine beast may gain extra reach in its alternate form, as appropriate for a biped. An adamantine beast with the swarm subtype merges its component creatures into one Large alternate form.

    Immunity to magic (Ex): An adamantine beast is immune to any spell or spell-like ability that allows spell resistance.

    An adamantine beast may also choose from the following special qualities. Each adamantine beast chooses a total of three options from this list and the optional special attacks (above).
    • Flight (Su): An adamantine beast that chooses this special quality gains a fly speed of 50 ft. with good maneuverability. It can cease or resume flight as a free action.
    • Unearthly speed (Su): An adamantine beast that chooses this special quality is constantly under a displacement effect, as the spell. As a free action, it can haste itself, for three rounds per day, plus one round per two Hit Dice of the base creature. The duration of the effect need not be consecutive rounds.
    • Concealed nature (Sp): An adamantine beast with this special quality can make itself appear like its base creature. This is a spell-like ability useable at will and is otherwise identical to disguise self.


    Saves
    An adamantine beast’s base save bonuses are ⅓ of its Hit Dice.

    Abilities
    An adamantine beast’s Strength increases by +18, it has no Constitution, its Intelligence increases by +6, and its Charisma increases by +4. Also, its additional Hit Dice give it six ability score increases.

    Skills
    An adamantine beast has 2 + Int modifier skill points per Hit Die, with quadruple this amount for its first Hit Die. Its class skills are Balance, Climb, Hide, Intimidate, Jump, Listen, Move Silently, Speak Language, Spot, Swim and Tumble. (An adamantine beast cannot automatically speak, even with animals of the base creature’s kind. It is therefore recommended that it puts one or more skill points into Speak Language.)

    Calculate its new skill ranks as follows:
    1. The adamantine beast retains all skills of the base creature, but loses any racial skill bonuses. (The change of type from animal to construct does not increase skill points per HD.)
    2. It also gains 24 skill points from its new Hit Dice. (The +6 increase to Intelligence is not enough to bring any animal, with Int 1 or 2, to more than 1 skill point per Hit Die.) However, if you allocate ability score increases to Intelligence, or raise the adamantine beast’s Intelligence some other way (such as the Great Intelligence epic feat), it may gain additional skill points. In that case, continue with the next step.
    3. If the base creature’s Intelligence was 1, the first point of Intelligence increase has no effect.
    4. Once thus increased, or if the base creature’s Intelligence was 2, every two points of Intelligence will give it one skill point for every Hit Die after the level at which its Intelligence was last increased.


    Feats
    An adamantine beast has seven non-epic feats. It retains all the feats of the base creature, except Endurance or any for which it no longer meets the prerequisites.

    Recommended feats include:
    • Ability Focus
    • Improved Critical
    • Improved Natural Attack
    • Multiattack (Improved Multiattack)
    • Power Attack
    • Weapon Focus (Greater Weapon Focus)


    Epic Feats
    An adamantine beast gains two epic feats, plus one for each feat the base creature possesses. It may instead gain a non-epic feat in place of one of these.

    Recommended feats include:
    • Blinding Speed
    • Epic Prowess
    • Epic Speed
    • Epic Toughness
    • Overwhelming Critical


    Environment
    Same terrain as the base creature, but any climate.

    Organization
    Solitary

    Challenge Rating
    20 plus ⅓ the base creature’s.

    Treasure
    No coins, standard goods, double items.

    Alignment
    Lawful neutral, neutral or chaotic neutral.

    Advancement
    As base creature, but +20 HD.

    Level Adjustment


    Sample Adamantine Beast

    Adamantine Lion
    Large Construct
    Hit Dice: 29d10+60 (219 hp)
    Initiative: +5
    Speed: 70 ft. (14 squares), fly 80 ft. (good)
    Armor Class: 44 (−1 size, +5 Dex, +30 natural), touch 14, flat-footed 39
    Base Attack/Grapple: +21/+40
    Attack: Claw +36 melee (1d8+15)
    Full Attack: 2 claws +36 melee (1d8+15) and bite +37 melee (3d6+7/19-20)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Epic weapon (+6 axiomatic brilliant energy greatsword), improved grab, pounce, rake 1d8+7
    Special Qualities: Alternate form, construct traits, damage reduction 20/epic and adamantine, flight, immunity to magic, unearthly speed
    Saves: Fort +8, Ref +13, Will +9
    Abilities: Str 40, Dex 20, Con —, Int 10, Wis 12, Cha 10
    Skills: Balance +11, Listen +15, Hide +16, Move Silently +13, Spot +15, Swim +19, Tumble +13
    Feats: Alertness, Fleet of Foot, Improved Critical (bite), Improved Multiattack, Multiattack, Power Attack, Run, Weapon Focus (bite)
    Epic Feats: Epic Prowess, Epic Speed, Epic Toughness
    Environment: Any plains
    Organization: Solitary
    Challenge Rating: 21
    Treasure: No coins, standard goods, double items.
    Alignment: Usually lawful neutral
    Advancement: 26-28 HD (Large)
    Level Adjustment:

    Adamantine lions speak Abyssal, Celestial, Common and Infernal.

    Combat

    An adamantine lion relies above all on speed. It will lie in ambush and strike rapidly, always attacking any chaotic adamantine beast in preference to other foes, unless its very existence is threatened.

    When facing living opponents, including chaotic outsiders, it will change to its alternate form in order to employ its brilliant energy greatsword.

    Alternate Form (Su): In its alternate form, an adamantine lion has AC 46 and initiative +7. It wields a +6 axiomatic brilliant energy greatsword +41/+36/+31/+26 (3d6+22/19-20), or uses its slam attack +36 melee (3d6+22).

    Flight (Su): An adamantine lion can cease or resume flight as a free action.

    Improved grab (Ex): To use this ability, an adamantine lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

    Pounce (Ex): If an adamantine lion charges a foe, it can make a full attack, including two rake attacks.

    Rake (Ex): Attack bonus +36 melee, damage 1d8+7.

    Unearthly speed (Su): An adamantine lion is constantly under a displacement effect. It can haste itself as a free action for five rounds per day. These rounds need not be consecutive.
    Last edited by Peregrine; 2010-07-21 at 04:21 AM. Reason: Finished! Am I in time?
    I support paladins and the alignment system.

    My Homebrew Gaming Stuff (not updated lately) - My Campaign (ended)
    Homebrew licence:
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    All my homebrew stuff is released under the Open Game License, except where based on non-OGC work or otherwise stated. For Section 15:

    <name of homebrew here> Copyright <year first posted>, T. Pederick

  7. - Top - End - #7
    Barbarian in the Playground
     
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    Default Re: GITP Monster Competition XLVII - Beings of Legend IV

    Fortuitous Creature

    There comes a time in any warrior’s life where he must face an opponent of equal strength. On this day he quivers and shivers run over his spine as he realizes the outcome of the battle will not rely on his strength, but on that of sheer luck. Luck is the omnipresent force that not even the mightiest arcanist can bind to his will. Luck is a chaotic force, never fair, always partial and rarely just. Even the teeth of the frail housecat could slay a might troll by chance and a veteran soldier might lose a fist-fight to a child by accident. Such is the force that stands behind the fortuitous, blessed by a lucky star at their birth these creatures always reach the best possible outcome of their situation. Only pure invincibility will overcome their good fortune, and who among man and beast really possess such a power?

    Creating A Fortuitous Creature
    Fortuitous is an inherited template that can be added to any creature (referred to hereafter as the “base creature”). A Fortuitous creature uses all the base creature’s statistics and special abilities except as noted here.

    Size and Type:
    The base creature’s type remains unchanged.

    Hit Dice:
    A fortuitous creature always has maximum hit points.

    Speed:
    As base creature.

    Armor Class:
    A fortuitous creature gains a +25 luck bonus to AC.

    Attack:
    A fortuitous creature makes all its attacks with a +21 luck bonus on the attack roll.

    Special Attacks:
    A fortuitous creature’s special attacks, if any, all gain a +13 luck bonus, if applicable. The +13 luck bonus may only be applied to a given special ability once.

    Special Qualities:
    A fortuitous creature retains all the special qualities of the base creature and also gains the following.

    - Improved Evasion
    - Improved Mettle

    Critical Immunity:
    A fortuitous creature is not subject to critical hits.

    Fortune’s Friend (Su):
    A fortuitous creature may reroll any dice on any roll with a -1 penalty. This penalty is cumulative so a fortuitous creature that makes its 5th reroll on an attack get’s a -5 penalty.

    Roll the Dice (Su):
    A fortuitous creature may as an immediate action roll 1d20 and add the result to any statistic where applicable. This ability is affected by Fortune’s Friend

    Lucky Break (Su):
    A fortuitous creature may substitute any roll with a flip of a coin. If the coin comes up heads the check is automatic success, if the coin comes up tails the check is an automatic failure. This ability is not affected by Fortune’s Friend.

    Impenetrable Luck (Su):
    Whenever a fortuitous creature rolls a natural 1 it may reroll the check at no penalty (any penalty from Fortune’s Friend still applies, but does not increase from this reroll).

    Nine Lives: (Su):
    Whenever a fortuitous creature is slain it is immediately restored to full hp and cleared of any negative effects it desires such as ability damage, negative levels, and spells. This ability is useable 8 times in the creature’s entire lifespan. A wish spell is able to restore 1 use of this ability.

    Abilities:
    A fortuitous creature gains a +21 bonus on all saves.

    Abilities:
    Same as base creature.

    Feats:
    Same as base creature.

    Epic Feats:
    Same as base creature.

    Environment:
    Same as base creature.

    Challenge Rating:
    As base creature +20.

    Alignment:
    Same as base creature.

    Advancement:
    Same as base creature.

    --------------------------------------------------

    Sample Fortuitous Creature
    Spoiler
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    Whiskers - The Cat with 9 Lives
    Fortuitous Cat
    Tiny Animal
    Hit Dice: ½d8 (4)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 39 (+2 size, +2 dex, +25 luck), touch 39, flat-footed 37
    Base Attack/Grapple: +0/-12
    Attack: Claw +25 melee (1d2-4)
    Full Attack: 2 claws +25 melee (1d2-4) and bite +20 melee (1d3-4)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: -
    Special Qualities: Low-light vision, scent, improved evasion, improved mettle, fortune's friend, roll the dice, lucky break, impenetrable luck, nine lives
    Saves: Fort +23, Ref +25, Will +22
    Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 17
    Skills: Balance +10, Climb +6, Hide +16*, Jump +10,
    Listen +3, Move Silently +8, Spot +3
    Feats: Stealthy, Weapon FinesseB
    Environment: Temperate plains
    Organization: Domesticated or solitary
    Challenge Rating: 20¼
    Treasure: -
    Alignment: Always True Neutral
    Advancement: -
    Level Adjustment: -

    The tale of the 9 lives of the common housecat starts with this very being. Whiskers was born in a common household in the middle of a secluded farmland. For the most of his life Whiskers did nothing more than what a cat was expected to do, he killed mice, slept near the stove and strutted around the house as if it were his kingdom. One day a band of raiders approached the farm. They murdered the farmer and his wife, leaving only their baby daughter crying in her bed. As the king’s soldiers who had been trailing the bandits arrived in the house they saw eight dead robbers lying spread across the farmhouse’s floor. The only beings left alive were a crying baby girl, and a cat licking it’s paw clean of blood. The tale was told across the kingdom of the cat who took eight lives for himself and by word of mouth he became the cat with 9 lives.

    Combat
    Whiskers fights as any cat would do, with his claw and teeth. He isn't aware that luck is the force that stands behind his power, and fights bravely against any opponent, confident that he is the strongest being in the world.

    Skills
    Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

    Critical Immunity:
    A fortuitous creature is not subject to critical hits.

    Fortune’s Friend (Su):
    A fortuitous creature may reroll any dice on any roll with a -1 penalty. This penalty is cumulative so a fortuitous creature that makes its 5th reroll on an attack get’s a -5 penalty.

    Roll the Dice (Su):
    A fortuitous creature may as an immediate action roll 1d20 and add the result to any statistic where applicable. This ability is affected by Fortune’s Friend

    Lucky Break (Su):
    A fortuitous creature may substitute any roll with a flip of a coin. If the coin comes up heads the check is automatic success, if the coin comes up tails the check is an automatic failure. This ability is not affected by Fortune’s Friend.

    Impenetrable Luck (Su):
    Whenever a fortuitous creature rolls a natural 1 it may reroll the check at no penalty (any penalty from Fortune’s Friend still applies, but does not increase from this reroll).

    Nine Lives: (Su):
    Whenever a fortuitous creature is slain it is immediately restored to full hp and cleared of any negative effects it desires such as ability damage, negative levels, and spells. This ability is useable 8 times in the creature’s entire lifespan. A wish spell is able to restore 1 use of this ability.
    Last edited by Darwin; 2010-07-19 at 11:57 AM.
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    I am just saying that Nam seems crazy to Kohl even by violent, homeless, grave-robbing arsonist with a death wish standards.

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