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    Default [Creature] Keen of mind, cold of blood...

    Chill Scattered

    Fine Elemental (cold, psionic, swarm)
    Hit Dice: 15d8+12 (79 hp)
    Initiative: +8
    Speed: Fly 60 ft. (good)
    Armor Class: 37 (+8 dex, +11 natural, +8 size), touch 26, flat-footed 29
    Base Attack/Grapple: +15/-
    Attack: Swarm (10d6 cold plus crystal cold)
    Full attack: Swarm (10d6 cold plus crystal cold)
    Space/Reach: 15 ft./-
    Special Attacks: Caught up, cold as crystal, destructive frequency, hazy mind, psionics
    Special Qualities: Blindsense 200 ft., darkvision 60 ft., elemental traits, immunity to cold and weapon damage, power resistance 25, refreeze, swarm traits, telepathy 100 ft., vulnerability to fire
    Saves: Fort +7, Ref +17, Will +11
    Abilities: Str 12, Dex 27, Con 11, Int 23, Wis 19, Cha 18
    Skills: Autohypnosis +24, Concentration +18, Knowledge (nature) +24, Knowledge (psionics) +26, Listen +22, Psicraft +26, Sense Motive +22, Spot +22
    Feats: Extend Power, Iron Will, Maximize Power, Psicrystal Affinity (hero), Psionic Body(B), Psionic Endowment, Psionic Meditation
    Environment: Any Cold
    Organization: Solitary
    Challenge Rating: 13
    Treasure: None
    Alignment: Usually chaotic evil
    Advancement: By character class
    Level Adjustment: -

    A horrible quiet is in the frigid air, broken only by a strangely beautiful tinkling sound in the distance. It abruptly grows louder and a misty cloud floats over a nearby ridge, scintillating snowflakes whirling about in a windless breeze. Limp figures are dashed about in the gale, vaguely seen in the chaotic whiteness...

    Such is how most first encounter the Chill Scattered, the results of a mind shattered like a mirror into a thousand different facets of great brilliance, but also like a broken mirror, utterly cracked.

    Chill Scattered come from those who seek power and knowledge from the richest cache of crystals in the world, the arctics. But power such as this is not without its risk, and many find that despite their precautions, they have underestimated their surroundings, and fall to the merciless chill. As the soul and mind depart however it is drawn to the crystals in the air, most often from a blizzard that resonates with their mental energy. The crystals change and reshape themselves, forming psychic connections with each flake, storing itself within their fractal patterns. But with this power comes a cold, calculating insanity as the mind is fractured as it was never meant.

    They often become obsessed with power, trying to gain more and deeper insights into psionics, but as their wanderings usually keep them far from civilization, they rarely pose a threat. To counteract this a Chill Scattered often send their coldbloods to scout and gather information for their master.

    Combat:
    Chill scattered tend to be completely unpredictable, with no two sharing the same strategies. Unless they choose to speak, most of their victims succumb never knowing the purpose and scheming within the minds of the deadly cloud...

    Caught Up (Su):
    Any creature who ventures within a Chillscattered finds themselves growing lighter and being whisked off their feet by the telekinetic turmoil within. They must make a DC 23 reflex save each round they remain within or be lifted into the air and dashed about. Conflicting telekinetic spells or powers negate this ability for as long as they are in affect. The save DC is intelligence based.

    Cold As Crystal (Su):
    A chillscattered's swarm damage deals more than cold, but tries to turn flesh into a living, freezing crystal. This special attack is capable of damaging creatures normally unharmed by or resistant to cold. Its swarm damage completely ignores any resistance to cold a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to cold at all. Creatures normally immune to cold can be damaged by crystal cold as well. Its swarm damage deals half damage to these creatures.

    A creature that is killed by this ability has their insides frozen solid, blood and organs forming a crystaline matrix that bonds with the brain and nervous system, resonating with the Chillscattered's mind. If the Chillscattered wishes, they become Coldbloods, mindless automotons following the will of their creator. A chillscattered may give orders to his Coldbloods as if they were linked through the Correspond power.

    The chillscattered may control and communicate with a number of Coldbloods whoes combined HD equals no more than twice its own Hit Dice. If it exceeds this number, all the newly created Coldbloods fall under its control, and any excess Coldbloods from previous encounters become uncontrolled, following whatever their last instructions were. (The chillscattered chooses which creatures are released.)

    Destructive Frequency (Su):
    A chill scattered can resonate with any crystaline object or creature within 10 feet, destructively if it wishes, as if using the Shatter spell cast by a 15th level caster.

    Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 17 Fortitude save or be nauseated for 1 round. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

    Hazy Mind (Ex):
    A Chill scattered obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker canít use sight to locate the target).

    As well, a chill scattered automatically succeeds on touch attacks against those within its space.

    Psionics:
    A Chill scattered manifests psionic powers as a 12th-level psion, with either the kineticist, shaper, or telepath discipline.

    Typical Psion (shaper) Powers Known (power points 183); save DC 17 (18 with psionic endowment) + power level):
    1st - Attraction, Control Flames, Crystal Shard, Deceleration, Mind Thrust
    2nd - Concussion Blast, Ego Whip, Id Insinuation, Swarm of Crystals
    3rd - Body Adjustment, Ectoplasmic Cocoon, Forced Share Pain, Telekinetic Thrust
    4th - Energy Adaption, Intellect Fortress, Personality Parasite, Telekinetic Maneuver, Trace Teleport
    5th - Ectoplasmic Shambler, Hail of Crystals, Psychic Crush
    6th - Co-opt Concentration, Crystalize, Psionic Disentegrate, Temporal Acceleration

    Telepathy (Su): A chill scattered can communicate telepathically with any creature within 100 feet that has an Intelligence score and can speak the chillscattered's language. The creature can respond to the chillscattered if it wishes.

    Refreeze (Ex):
    A chill scattered reduced to -10 hit points does not die, but is rendered powerless with too few crystal interactions to be a threat. At this point it almost always flees high into the air. It slowly regenerates over the course of a week, refreezing moisture in the air.

    The only exception to this is damage from mental energy such as Mind Thrust or Ultrablast. This destroys a chill scattered if it would reduce it's Hit Points past -10.

    Vulnerability to Fire: A chill scattered takes half again as much (+50%) damage as normal from a fire effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.
    Last edited by The Vorpal Tribble; 2008-08-22 at 08:08 AM.

  2. - Top - End - #2
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    Default Re: Keen of mind, cold of blood...


    Coldblooded Template

    Coldbloods, living, breathing beings reduced to mindless wanders of the frozen wastes or unreasoning spies of chill towns and outposts. The most powerful however tend to be found within the bosom of a chill scattered, released to do battle with foes who pose a great risk to his master. Automotons utterly, they act as last directed by the creature who took their life, and forced their shell into slavery.

    They appear much as they did in life, though covered over with a layer of ice and with eyes that stare blankly from their sockets. Their skin, if visible, seems almost transparent, with a vague blueness beneath forming intricate patterns and shapes that are both fascinating and revolting. Tears in the skin from past battles reflect jeweled brilliance where their was once flesh.


    Sample Coldblooded

    Coldblooded Annis
    Large Construct [augmented monsterous humanoid] (cold, psionic)
    Hit Dice: 7d8 (31 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 26 (Ė1 size, +1 Dex, +16 natural), touch 10, flat-footed 25
    Base Attack/Grapple: +7/+18
    Attack: Claw +13 melee (1d6+7)
    Full Attack: 2 claws +13 melee (1d6+7) and bite +8 melee (1d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Brain freeze, improved grab, rake 1d6+7, rend 2d6+10
    Special Qualities: Chill dependency, cold subtype, construct traits, damage reduction 5/bludgeoning, darkvision 60 ft., tremorsense 40 ft., vulnerability to fire
    Saves: Fort +4, Ref +6, Will +6
    Abilities: Str 25, Dex 12, Con -, Int -, Wis 13, Cha 1
    Skills: Bluff +3, Hide +5, Listen +10, Spot +10
    Feats: Alertness, Blind-Fight, Great Fortitude
    Environment: Cold marshes
    Organization: Solitary
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Always neutral
    Advancement: -
    Level Adjustment: ó

    A coldblooded annis appears as an enormous woman with long hair stiff with ice and dead, unseeing eyes cloudy with cold. Her thin frame still wears the tatters of her former clothing, revealing blue flesh alike to a frozen corpse's. Upon looking closer one can see thousands of blue lines just under the skin as if her veins had ruptured into delicate jewels.

    Combat
    Coldblooded annis's are often use as scouts, though are commanded by the scattered chill to do battle with tooth and claw to protect themselves.

    Brainfreeze (Su): A coldblooded annis who makes a successful critical attack infects its opponent with a miniscule portion of the crystaline ice within itself. When the blood carrying the ice reaches the brain the crystal imbeds itself within and begins to interupt the subject's mental processes. The victim must success on a Will save every round (DC 13) or take 1d4 points of intelligence damage. If the victim is reduced to 0 Int it dies, and the crystaline matrix begins to take over its nervous system and becomes a Coldblooded itself. It also is given the mental imperative that the chill scattered impressed upon the hag. If the victim survives for a full minute the crystal melts unless the victim has the cold subtype. Creatures with the fire subtype melt the crystal in half this time.

    Chill Dependency (Ex): A coldblooded annis in temperatures above freezing begins to thaw, taking 1d6 damage per minute. When reduced to 0 hit points she is destroyed, her crystaline matrix completely melted.

    Cold Subtype (Ex): A coldblood has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw was allowed, or if the save is a success or a failure.

    Construct Traits: A coldblood has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

    Improved Grab (Ex): To use this ability, an annis must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Rake (Ex): Attack bonus +13 melee, damage 1d6+7. An annis can attack a grappled foe with both claws at no penalty.

    Rend (Ex): An annis that hits with both claw attacks latches onto the opponentís body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.

    Tremorsense (Su):
    While in contact with ice or snow a coldblooded annis gains tremorsense out to 40 feet.

    Vulnerability to Fire: A coldblooded annis takes half again as much (+50%) damage as normal from a fire effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.

    ---

    Creating a Coldblooded

    Coldblooded is an aquired template that can be added to any corporeal, non-mindless aberration, animal, dragon, fey, giant, humanoid, magical beast, monsterous humanoid, or plant.
    Size and Type: The creature's type changes to construct. It loses all previous subtypes, but gains the augmented, cold, and psionic subtypes. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
    Speed: The creature's fly speed, if it has one, becomes clumsy.
    Armor Class: The creature gains a natural armor bonus based on its size that stacks with any natural armor the base creature possessed.

    Code:
    Coldblooded Size  Natural Armor Bonus
    Tiny or smaller  +1
    Small       +2
    Medium       +4
    Large       +6 
    Huge        +8
    Gargantuan     +11
    Colossal      +15
    Attacks: A coldblooded retains all the natural attacks, manufactured weapon attacks, and weapon proficiencies of the base creature. A humanoid with no natural attacks gains a slam attack.
    Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage based on the coldblood's size.(If the base creature already had a slam attack, use the coldblood's slam attack only if its better).

    Code:
    Coldblooded Size  Slam Attack Damage
    Dimunitive or Fine 1
    Tiny        1d2 
    Small       1d4
    Medium       1d6
    Large       1d8 
    Huge        2d6
    Gargantuan     3d6
    Colossal      4d6

    Special Attacks: A coldblood retains all extraordinary attacks, though loses its supernatural special attacks, aside from psionics. It gains the following special attacks.
    Brainfreeze (Su): A coldblood who makes a successful critical attack infects its opponent with a miniscule portion of the crystaline ice within itself. When the blood carrying the ice reaches the brain the crystal imbeds itself within and begins to interupt the subject's mental processes. The victim must success on a Will save every round(10 + half the coldblood's HD) or take 1d4 points of intelligence damage. If the victim is reduced to 0 Int it dies, and the crystaline matrix begins to take over its body and becomes a Coldblooded itself. It also is given the mental imperative that the chill-scattered impressed upon the original coldblood. If the victim survives for a full minute the crystal melts. Creatures with the fire subtype melt the crystal in half this time, while those with the cold subtype take twice the standard duration to melt the infective ice.
    Special Qualities: A coldblood retains all special extraordinary qualities of the base creature, besides resistances or immunities to fire but loses supernatural qualities, besides those that are psionic-based. It gains the construct type and the cold and psionic subtype. It does not gain darkvision unless the base creature already possessed it.
    Chill Dependency (Ex): A coldblood in temperatures above freezing begins to thaw, taking 1d6 damage per minute. When reduced to 0 hit points they die, their crystaline matrix completely melted.
    Cold Subtype (Ex): A coldblood has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw was allowed, or if the save is a success or a failure.
    Construct Traits: A coldblood has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
    Damage Reduction (Ex): The coldblood gains damage reduction based on its Hit Dice, as shown below:

    Code:
    Hit Dice  Damage Reduction
    1-4 HD   1/bludgeoning
    5-9 HD   5/bludgeoning
    10-19 HD  10/bludgeoning
    20+ HD   15/bludgeoning
    Tremorsense (Su): While in contact with ice or snow a coldblood gains tremorsense out to 40 feet.
    Vulnerability to Fire: A coldblood takes half again as much (+50%) damage as normal from a fire effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.
    Abilities: Same as the base creature, except that the coldblood has no Constitution or Intelligence score. Its Charisma changes to 1.
    Environment: Any cold land.
    Organization: Any
    Challenge Rating: +1
    Treasure: None
    Alignment: Always neutral
    Advancement: As base creature (or - if creature advances by character class).
    Level Adjustment: -

  3. - Top - End - #3
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    Catch's Avatar

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    Default Re: Keen of mind, cold of blood...

    Very unique. A Chill Scattered (space or no? Some parts of the statblock have a space, some don't) might make an awesome villian for an arctic campaign, with a legions of Coldbooded servants. Makes me want to dig out my copy of Frostburn. Nice work.

    *goes off to find Frostburn*
    Yotsubatar by Dr. Bath

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    Default Re: Keen of mind, cold of blood...

    Couple of things. First off, are the constructs Coldbloods or Chillbloods? It's Chillblood in the Chill Scattered entry, but Coldblood in the template itself.

    Also, it says that the crystal from the brainfreeze ability doesn't melt in a minute if the victim has the cold subtype. Does it ever melt? If not, it seems a bit powerful, since it means that any cold creature that gets a critical hit from a coldblood is going to succumb eventually. I would have it lose its effects after a minute and a half or two minutes.
    I am a poor man, some say Iím half crazy,
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    Lady I pledge you my sword and my honor,
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    Alas, poor Draknir. By Mephibosheth

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    You will be missed, dear 'stache...

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    Default Re: Keen of mind, cold of blood...

    Quote Originally Posted by Catch
    Very unique. A Chill Scattered (space or no? Some parts of the statblock have a space, some don't)
    Err, Chill Scattered. I kept changing my mind through its entire making ;)

    Couple of things. First off, are the constructs Coldbloods or Chillbloods? It's Chillblood in the Chill Scattered entry, but Coldblood in the template itself.
    *wince*

    Coldbloods. Went and adjusted it all.


    Also, it says that the crystal from the brainfreeze ability doesn't melt in a minute if the victim has the cold subtype. Does it ever melt? If not, it seems a bit powerful, since it means that any cold creature that gets a critical hit from a coldblood is going to succumb eventually. I would have it lose its effects after a minute and a half or two minutes.
    Aye, I just went and reworded it to say it takes double the standard time to disolve.


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