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    The Vorpal Tribble's Avatar

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    Default For dread of silver puddles...

    Pdian

    Gargantuan Magical Beast (extraplanar, psionic)
    Hit Dice: 19d10+38 (142 hp)
    Initiative: +3
    Speed: Fly 80 ft. (good)
    Armor Class: 25 (+3 Dex, +16 natural, -4 size), touch 9, flat-footed 22
    Base Attack/Grapple: +19/+39
    Attack: Bite +23 melee (4d6+12)
    Full attack: Bite +23 melee (4d6+12) and slam +18 melee (2d6+6)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Detain ectoplasm, improved grab, silvertooth, swallow astral form
    Special Qualities: Astral ripple, darkvision 60 ft., greased, puddledive, power resistance 25, slippery mind
    Saves: Fort +14, Ref +15, Will +13
    Abilities: Str 27, Dex 16, Con 14, Int 7, Wis 20, Cha 10
    Skills: Concentration +16, Escape Artist +11 (+17 Greased), Listen +17, Spot +17
    Feats: Dodge, Flyby Attack, Iron Will, Psionic Charge, Psionic Meditation, Run, Speed of Thought
    Environment: Astral Plane
    Organization: Solitary, Mates (2), or Pod (4-16)
    Challenge Rating: 13
    Treasure: None
    Alignment: Often Neutral
    Advancement: 20-42 HD (Gargantuan), 43-69 HD (Colossal)
    Level Adjustment:

    Pdians appear as great headless tadpoles or eels with a fantastic array of membranous fins spiralling about the body that faintly glow with intricate silver patterns. The tail is enormously long and disapears from sight in a mist of ectoplasmic particles. Their pale grey skin appears slick with trickling moisture that seems to constantly bead about the lips of an enormous maw and run backwards as if the beast were moving forward at great speed. Despite its great bulk it appears almost graceful and displays considerable agility in its movements and contortions.

    Pdians are both a horrible nuisance and possible aid within the Astral Plane. Though predatory, they are in no way vicious, knowing that the astral bodies they feast upon does no harm to creatures. In fact, many are amusemed at the expression on their meal's face before they are chomped down and sent back to their true bodies, thinking it little more than a nutritious practical joke. In fact, most anything amuses them. It must, for otherwise they would grow unimaginably bored with the landscape of their home. However, if the pdian can be made to understand the creature before it it can be reasoned with and requests possibly made of it.

    They tend to seek out mates whom they stay with for life, entertaining one another with constant games, riddles and sport that are often incomprehensible to non-pdians. They greatly dislike enclosed space however, so large groupings are rarely formed as they are wont to trigger a claustrophobic fear of so many nearby bodies.

    A pdian mates only when both have consumed an enormous ammount of astral bodies and are nearly swimming in captured ectoplasm. They then enclose themselves within an astral pocket where they go into a state of suspended animation, leaving only parts of their minds active, instinctively generating and weaving ectoplasm at a subconscious level into a miniature pdian over the course of several years. When their work is through both generate a mental bolt of energy that awakens the pdian to life and consciousness. The three then emerge, the parents overjoyed by their child and eager to teach it all they know.

    Pdians speak only their own native language, a manipulation of the streaming ectoplasmic droplets upon its body.

    Combat:
    A pdian is wont to play with its meals, often stalking or disapearing and appearing, feinting and rushing away, building its hunger until it finally lunges and swallows the astral bodies. If they are threatened however they dispense with pleasantries; biting and swallowing their foe as quickly as possible. If they are seriously harmed or overwhelmed they retreat into an astral puddle. Pdian couples are very protective of one another and their children, and will draw an attack until the others have escaped before fleeing themselves.

    Astral Ripple (Su):
    A pdian can sense ectoplasm being drawn up to 1000 feet away. If it happens to be within a round's running range it may open a portal to the manifester's plane, using its mental link as a conduit. It appears fully within the plane and may immediately use its Detain Ectoplasm ability to pull the recently gathered material to itself. The portal remains open for as long as the created object would have remained. At any time it may re-enter the portal, as can any others. If the pdian does not re-enter it is trapped on the plane until another tries to gather ectoplasm. It may then re-open the portal and travel home.

    Detain Ectoplasm (Ps):
    A pdian may use Detain Ectoplasm (p.82 of Complete Psionic) as a 20th level manifester at will as a standard action. Their is no duration limit to how long it may retain this ectoplasm, its skin acting as a stabilizing agent. A pdian gains a +4 bonus on the relevant checks to gather this ectoplasm.

    Greased (Ex):
    While detaining ectoplasm a pdian gains a +6 bonus on escape artist checks from the slick substance.

    Improved Grab (Ex): To use this ability, a pdian must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Puddledive (Su):
    A pdian can use its captured ectoplasm to create a puddle of pure liquid ectoplasm which can be used two ways.

    While on the astral plane it may form an extradimensional pocket on the astral plane. It may then dive within, which allows an attack of opportunity, the puddle evaporating once it enters. It may stay within its safe haven for an indeterminate time, but once it feels it is safe it may reopen the puddle and emerge.

    If used on any other plane this puddle forms a direct link back to the Astral Plane.

    Though a pdian only requires one use of Detain Ectoplasm to gather enough raw ectoplasm to use its puddledive ability, each use exhausts its supply of on-hand ectoplasm. It may gather its own ectoplasm from the raw material of the astral plane itself up to three times per day, which takes a full minute of concentration. It may reduce this time to a full round action but it is a grueling process that leaves the pdian fatigued.

    Silvertooth (Ex):
    A pdian, to be rid of a particularly dangerous foe, can use its available ectoplasm if any to coat its teeth as a standard action. If it attacks its victim's back (by flanking it, catching it flat-footed, or making an attack of opportunity when its opponent moves out of its space), it can attack the silver cord that connects the astral form to its material counterpart. The normally insubstantial cord is treated as a tangible object with the owner's AC, hardness 10, and 20 hit points. A silver cord visibly trails 5 feet behind an astral traveler before fading into the astral medium. Attacking it draws an attack of opportunity from the astral traveler.
    When the cord is damaged, the astral traveler must succeed on a DC 13 Fortitude save or be immediately forced to return to his physical body. If the silver cord is severed, the traveler's astral and physical body is slain instantly.

    This special coating becomes unstable and flows back out its mouth within 1d6 rounds and another standard action must be made to recoat the teeth.

    Slippery Mind (Ex): A pdian has the ability to wriggle free from magical and psionic effects that would otherwise control or compel it. If it is affected by an enchantment spell or effect and fails its saving throw, it can attempt it again 1 round later at the same DC. It gets only this one extra chance to succeed on its saving throw.

    Swallow Astral Form (Ex): A pdian can try to swallow a grabbed Huge or smaller opponent's astral form, and only astral form, by making a successful grapple check. If they are successful the astral form is killed and the spirit flees back to its true body, unharmed.

    Skills: Pdians have a +8 racial bonus on listen and spot checks, and a +4 racial bonus on concentration and escape artist checks.
    Last edited by The Vorpal Tribble; 2008-08-22 at 12:45 PM.

  2. - Top - End - #2
    Pixie in the Playground
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    Default Re: For dread of silver puddles...

    You may want a name that's actually pronouceable.

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    Default Re: For dread of silver puddles...

    Quote Originally Posted by dvrabel
    You may want a name that's actually pronouceable.
    The P is silent. Its pronounced 'Die-inn', or 'Die-ann' if you prefer.

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    Ogre in the Playground
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    Default Re: For dread of silver puddles...

    Strange. I don't know much about it's abilities, but it is fun for sure. Scary and great to throw against unsuspecting PCs.

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    Default Re: For dread of silver puddles...

    this is even more deadly to people who travel physically to the astaral plane than those with acces to astaral projection, with kind of defeats the point cause 17th level charachters can pone this in no time
    Cekiatar

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    Default Re: For dread of silver puddles...

    Quote Originally Posted by LordOfNarf
    this is even more deadly to people who travel physically to the astaral plane than those with acces to astaral projection, with kind of defeats the point cause 17th level charachters can pone this in no time
    Well, possibly. If it manages to make a successful grapple, which at an attack of 39 it should challenge even to a 17th level character, it can swallow them and make them disapear. All it requires is that one grapple to.

    However, when I made this I was under the assumption that any creature who not native to the Astral Plane was connected by their silver cord. Upon looking more closely it does appear that only those under the affect of that one power have silver cords.

    Seems kind of odd then that githyanki have special swords to chop these threads when the only way you are there to begin with is through a power only near-epic creatures can cast.

    Makes me wonder if I shouldn't change these things so that they can swallow normal visiters, otherwise they would be half starved most of their life.

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    Dwarf in the Playground
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    Default Re: For dread of silver puddles...

    I think it's assumed that 90% of traveler's to the astral use Atral Projection because it allows totally non-lethal travel so long as the silver cord remains intact. It allows you to travel to any plane with (practically) no risk of death.
    Howler in Darkness Avatar by Beleriphon&&Clan of Cthulhu&&don\'t make me rip the sanity from your pitiful human brain.&&&&

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    Default Re: For dread of silver puddles...

    Since they only eat ectoplasm, and are intelligent, one can assume they are harmless to Gate-ers.

    I can see this going in a non-comedy campaign, and I can also see it going in a comedy one. Depends which aspects you play up.

    And as for the Silver Teeth, this creature can't defend itself against people who are truly on the Astral plane. Well, it can, but it loses a ton of efectiveness. Kind of like fighting a fire elemental in the middle of the ocean.

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    Default Re: For dread of silver puddles...

    in my campaign psions run most astaral travel through the astral caravan power, which is alot more efficient than any other spell (plane shift, astaral projection) and it alows for a lot more people.
    Cekiatar

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    Default Re: For dread of silver puddles...

    Quote Originally Posted by Brickwall
    Since they only eat ectoplasm, and are intelligent, one can assume they are harmless to Gate-ers.
    Not really. It DOES have a pretty nasty bite

    And as for the Silver Teeth, this creature can't defend itself against people who are truly on the Astral plane. Well, it can, but it loses a ton of efectiveness. Kind of like fighting a fire elemental in the middle of the ocean.
    How can it not defend itself? Its got the mentioned bite, which btw lets its grapple very effectively, it can flee very quickly, and appear out of nowhere from its hidey hole.

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    Default Re: For dread of silver puddles...

    I phrased that poorly. It just loses some CR. Though, to Gate-ers, that shouldn't matter. They'll be about level 17+

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    Default Re: For dread of silver puddles...

    in my campaign psions run most astaral travel through the astral caravan power, which is alot more efficient than any other spell (plane shift, astaral projection) and it alows for a lot more people.
    Aye, so imagine these guys come roaring in, scattering the players apart. Astral caravanners are now stranded with these bizarre beasts charging at them.

    Quote Originally Posted by Brickwall
    I phrased that poorly. It just loses some CR. Though, to Gate-ers, that shouldn't matter. They'll be about level 17+
    Aye, maybe. But as Pdians are most often found as mates that raises the challenge just a tad, especially as one will most likely fight to the death to protect the other.

    Basically how you use these fellows is have them come sprinting up, mouths gaping, and then zip off at the last second. Lunging and then turning away. If the players think they are being attacked they will retaliate, and end up harming or killing a creature that really meant them no harm.

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    Default Re: For dread of silver puddles...

    Pdians were fun, so thought I might expand upon them ;)

    -=-=-=-=-

    Pdian'doola

    Large Magical Beast (extraplanar, psionic)
    Hit Dice: 6d10+6 (39 hp)
    Initiative: +4
    Speed: Fly 60 ft. (good)
    Armor Class: 22 (+5 dex, +8 natural, -1 size), touch 14, flat-footed 17; 20% miss-chance
    Base Attack/Grapple: +6/+13
    Attack: Bite +10 melee (1d8+3)
    Full attack: Bite +10 melee (1d8+3) and slam +5 melee (1d4+1)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab
    Special Qualities: Concealing amorpha, darkvision 60 ft., ectocloud, greased, power resistance 15, puddle sense, slippery mind, telepathy
    Saves: Fort +6, Ref +10, Will +5
    Abilities: Str 17, Dex 20, Con 12, Int 7, Wis 16, Cha 14
    Skills: Concentration +6, Escape Artist +14, Listen +6, Spot +6
    Feats: Dodge, Psionic Charge, Speed of Thought, Weapon Finesse(B)
    Environment: Astral Plane
    Organization: Family (2 pdians)
    Challenge Rating: 5
    Treasure: None
    Alignment: Often choatic neutral
    Advancement: 7-11 HD (Large)
    Level Adjustment: -

    A pdian'doola is the young offspring of the Pdian, and appears in all ways as a miniature version of the parent, though somewhat more stream-lined and flexible seeming, surrounded by a silvery white haze.

    Though adventerous and possessed of great curiosity, a pdian'doola rarely ventures far from its parent's. The death of both parents or a particularly violent psychic storm is practically the only time a pdian is found alone. It then roams about, crying out mentally in distress.

    A pdian'doola understands the same language as its parent's, but can only speak telepathically, and then only to other pdians, an ability it will lose upon maturity.

    Combat:
    Pdian'doolas are more prone to pick a fight than its parents, but also more wont to flee if their play provokes dangerous retribution. It will then seek out its parents whom are always close-by unless it has become seperated. When feeling particularly threatened it spins a great cloud around itself within which to hide.

    Concealing Amorpha (Ex):
    Because of its inexperience with controlling ectoplas, a pdian'doola is constantly surrounded in a cloud of shifting ectoplasmic particles that grants it continous concealment as the Concealing Amorpha power.

    Detain Ectoplasm (Ps):
    A pdian may use Detain Ectoplasm (p.82 of Complete Psionic) as a 5th level manifester at will as a standard action. Their is no duration limit to how long it may retain this ectoplasm.

    Ectocloud (Ex):
    As a full-round action once per minute a pdian'doola can go into an energetic spin that flings the ectoplasm upon itself in all directions, with itself at the center. This forms a hazy cloud alike to an Obscuring Mist spell. It can flee the cloud, or as another full round action it may regather the particles. If the cloud disipates before it can regather the ectoplasm, or it flees the cloud, it loses its concealing amorpha and greased traits until it can gather more ectoplasm.

    Greased (Ex):
    A pdian'doola gains a +6 bonus on escape artist checks from the slick ectoplasm coating it.

    Improved Grab (Ex): To use this ability, a pdian'doola must hit a creature of huge or smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Puddlesense (Su): A pdian'doola can sense its parent's extradimensional pocket and if it wishes the pdian can reopen the portal to allow it in. Diving within this puddle counts as a move action.

    Slippery Mind (Ex): A pdian'doola has the ability to wriggle free from magical and psionic effects that would otherwise control or compel it. If it is affected by an enchantment spell or effect and fails its saving throw, it can attempt it again 1 round later at the same DC. It gets only this one extra chance to succeed on its saving throw.

    Telepathy (Su):
    A pdian'doola can speak mind-to-mind with any pdian out to 200 feet. Any non-pdian 'listening in' detects only the occassional emotional spike that cannot be pinpointed with any degree of accuracy.
    Last edited by The Vorpal Tribble; 2008-08-22 at 12:47 PM.

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    Dwarf in the Playground
     
    Flumph

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    Default Re: For dread of silver puddles...

    The Pdian-Doola sold me. When I get players that actually play Psions for many levels, I will almost definitely use these creatures. May a thousand Pdians not swallow you, Vorpal Tribble. (I like to invent all sorts of fluff for awesome stuff.)

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    Default Re: For dread of silver puddles...

    Quote Originally Posted by chaiyo
    The Pdian-Doola sold me. When I get players that actually play Psions for many levels, I will almost definitely use these creatures. May a thousand Pdians not swallow you, Vorpal Tribble. (I like to invent all sorts of fluff for awesome stuff.)
    Though they are most affective with psions, or at least those who use metacreativity, these can be used with anyone who ventures about the astral.

    I've actually found psionic creatures to be most fun with a party who doesn't know much about psionics. Adds that extra edge to 'What the frickin' frack was THAT?!'

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