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    Default OGL Adaptations, Pt. I - Vazjura [3.5, Tyrath, PEACH]

    Preface

    Back when I first started to create my homebrewed campaign setting, Tyrath, it was my hope to someday get it published.

    With the formation of Victorious Press, I saw a golden opportunity. Unfortunately, Victorious Press, being a third-party company, is restricted to content that's covered by the Open Gaming License - which means that mind flayers, yuan-ti, and beholders (among others) are Not Allowed. Since mind flayers and yuan-ti are fairly powerful factions in the metaplot, I need replacements for them.

    So, without further ado, allow me to present the vazjura, your new subterranean psionic overlords.
    [hr]
    Vazjura
    Medium Aberration (Augmented Humanoid, Psionic)
    HD 8d8+16 (52 hp)
    Speed 30 ft. (6 squares)
    Init: +6
    AC 17; touch 15; flat-footed 14
    (+3 Dex, +2 natural, +2 insight)
    BAB +6; Grp +6
    Attack Tentacle +9 melee (1d4 bludgeoning) or sting +9 melee (1d4 piercing plus vazjura fever)
    Full-Attack Tentacle +9 melee (1d4 bludgeoning) and sting +9 melee (1d4 piercing plus vazjura fever)
    Special Attacks Extraction, improved grab, psionics, terrifying gaze, vazjura fever
    Special Qualities Aberration traits, incorporation, mental redundancy 2, spell resistance 18, telepathy 100 feet, vazjura fever
    Saves Fort +4, Ref +5, Will +10
    Abilities Str 10, Dex 17, Con 14, Int 19, Wis 19, Cha 16
    Skills Bluff +14, Concentration +13, Knowledge (dungeoneering) +15, Knowledge (psionics) +15, Intimidate +14, Listen +6, Sense Motive +15, Spot +6
    Feats Weapon Finesse, Psionic Fist, Greater Psionic Fist, Psionic MeditationB
    Environment Underground
    Organization Solitary, pair, faculty (3-6 and 6-12 slaves), laboratory (6-36 and 12-180 slaves), university (40-800 and 80-4,000 slaves)
    Challenge Rating 8
    Treasure Standard
    Alignment Usually LE
    Advancement by class; Favored Class Psion
    Level Adjustment +1

    This hideous, hunchbacked figure emerges like something out of the darkest nightmares. It is not the figure's all-too-human face that makes her so repulsive, however; rather, it is the bulbous growths on her back, the wickedly glistening blade growing from one forearm and the bizzare, five-flanged tentacle in place of the other that inspires your revulsion.

    Spoiler
    Show

    Vazjura are extremely mutated humanoids whose origins are shrouded in mystery. Their own legends have it that the first of them were created - or rather, will be created - millennia from now, when a spacefaring civilization is struck by a deadly plague epidemic. Somehow, the survivors used their psionic abilities to turn the plague into symbiotes, and thus the vazjura were created. Then, some kind of catastrophe sent the vazjura back in time to Tyrath's ancient past.

    Vazjura are keenly intelligent, and desire either to alter the course of history by preventing the plague from wiping out the future civilization by converting them all into vazjura, or to ensure that they are created as their legends account by deliberately introducing the plague to the future civilization. Both factions agree that they need to get to that point first, however, and so for now they work together, studying the psionic arts in all their variety. So that they can devote all their time to research and academic politics, vazjura capture members of other humanoid races for use as test subjects, slaves, and breeding stock.

    Vazjura reproduce by sexual reproduction; they are interfertile with all medium-sized humanoid species, and offspring are whatever non-vazjura parent is. Offspring without psionic potential are raised as slaves; those with it are rigorously trained in the psionic arts until their 16th birthday, and then infected with vazjura fever. Those who can use their abilities to turn the disease into a symbiote then undergo the modifications to become full vazjura. Those who cannot are killed to prevent the infection from spreading through the slave population.

    Typically, Vazjura speak their own language, Vazjuran, which uses its own script, as well as Common, Draconic, Dwarven, Terran, and Undercommon.

    Combat
    Extraction (Ex): A vazjura that begins its turn with its tentacle attached to an opponent gains a +4 racial bonus to grapple checks against that opponent until the beginning of its next turn. If, at the beginning of the vazjura's next turn, its tentacle is still attached, it can make another grapple check with a +8 racial bonus; if this check succeeds, it automatically extracts the opponent's brain, instantly killing the creature. Undead and creatures without a brain are immune to this power, and it is not instantly fatal to creatures with more than one head or brain.
    Improved Grab (Ex): To use this ability, a vazjura must successfully hit a Small, Medium, or Large opponent with its tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head.
    Incorporation (Ex): Brains that a vazjura extracts travel up the hollow interior of its tentacle arm to its back, where, over the course of the next 1d4+3 days, it will be ensconced in a new bulbous growth and connected to the vazjura's primary brain, and will thus increase the vazjura's mental redundancy by 1.
    Mental Redundancy (Ex): The extra brains that vazjura extract and incorporate into themselves give them a number of benefits, including:
    • A +1 insight bonus to Listen and Spot checks per brain incorporated.
    • A +1 insight bonus to Armor Class per brain incorporated.
    • A +2 bonus to initiative per brain incorporated.
    • The ability to store one additional psionic focus per brain incorporated.
    • When a vazjura would be targeted by a mind-affecting effect, it is allowed one saving throw per brain incorporated. As long as one of the brains succeeds on its saving throw, the vazjura is considered to have successfully resisted the effect.
    • Vorpal weapons, another vazjura's extraction ability, and similar effects are not instantly fatal to vazjura.

    Psionics: Vazjura manifest psionic powers as if they were 8th-level psions; they typically specialize in psychometabolism.
    Typical Psion Powers Known (power points 78, save DC 16 + power level, ML10): 1-force screenA, hammerA, inertial armorA, thicken skinA, vigorA; 2-animal affinityA, biofeedbackA, body equilibriumA, concussion blastA; 3-body adjustmentA, body purificationA, hustle, remove disease, psionic*, touchsightA; 4-energy adaptationA, metamorphosis, psychic vampire (Fort negates).
    *New power described below.
    Terrifying Gaze (Su): Anyone within 30 ft. of a vazjura (except for other vazjura) must make a Will save against DC 17 or be paralyzed by fear for 1d4 rounds. A character who successfully saves or is cured of paralysis before the duration ends is shaken. This is a mind-affecting fear effect gaze attack, and the save DC is Charisma-based. Vazjura can suppress or reactivate this ability at will as a free action.
    Vazjura Fever (Ex): When a vazjura does damage to an opponent with its sting attack, the opponent must succeed on a DC 16 Fortitude save or become infected with vazjura fever (see below). The save DC is Constitution-based.

    Vazjura Fever
    Vazjura fever is the disease that makes the vazjura what they are. It is most infectious when spread by injury, but the pathogen can also be inhaled. In addition to causing a fever, it also causes a persistent cough. It has a save DC of 16 when spread by injury and 14 when inhaled. It has an incubation period of 1d4 days and deals 1d2 points of Wisdom damage. When a character reaches 0 Wisdom, she dies.

    Vazjura fever is a supernatural disease and cannot be fought off naturally. The remove disease spell and similar effects work normally, with the exception of the psionic remove disease power, which turns the disease into a symbiote which grants a +2 bonus to manifester level and save DCs for psionic powers. These bonuses are included in the statistics above. This bonus can only be acquired once.

    Remove Disease, Psionic
    Psychometabolism
    Level: Psion/Wilder 3, psychic monk 3
    Display: Olfactory and visual
    Manifesting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: Instantaneous
    Power Points: 5

    As remove disease, except as noted here.

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

    Lore
    {table="head"]Knowledge (dungeoneering) result|Lore Gained
    18|The vazjura are a race of superintelligent mutants with astonishing mental powers who live underground and absorb the brains of their victims. This result reveals abberation traits, psionics, improved grab, and extraction.
    23|Vazjura society revolves around psionic and scientific research; although their ultimate goals are a matter of dispute even among themselves, they all agree that distractions from their research are a bad thing, and so the vazjura capture and breed slaves so that they can continue their research in comfort and safety. Their gaze is said to instill paralyzing fear in any non-vazjura who comes too close. This result reveals terrifiying gaze, telepathy, and spell resistance.
    28|The vazjura are the carriers of a strange disease called vazjura fever, which becomes symbiotic when exposed to certain psionic energies. Furthermore, they use the brains they absorb to magnify their powers. This result reveals incorporation, mental redundancy, and vazjura fever.[/table]
    Last edited by Lord Iames Osari; 2009-01-06 at 11:48 AM.

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    Default Re: OGL Adaptations, Pt. I - Vazjura [3.5, Tyrath]

    As I was designing Tyrath's equivalent to the Underdark, I started to wonder where dark elves had come from. Religious wars drove them under the surface, but how did they acquire their kewl powerz? And why did they turn black?

    My solution: they were a slave race for the illithids, and the reason for their powers (which I changed) and appearance was generations of experimentation by their masters. I also decided that of all the slave races under the illithids, the dark elves were the most trusted. Still immeasurably inferior to their tentacled masters, but superior to other slave races and trusted to serve as artisans, bodyguards, and low- to mid-level field commanders of slave armies. To help reflect that, I created the Neo-Penumbran Guard prestige class, which I've adapted below.
    [hr]
    The Vazjuran Guard
    Vazjuran Guards are a group of elite dark elves who protect their vazjura masters with the utmost devotion. They undergo a special ritual, becoming infected with a special strain of vazjura fever that grants them abilities as it spreads through their bodies.
    Vitality Die: d10

    REQUIREMENTS
    Race: Dark elf.
    Alignment: Lawful evil or lawful neutral.
    BAB: +5.
    Skills: Intimidate 4 ranks, Knowledge (psionics) 4 ranks, Sense Motive 4 ranks.
    Feats: Combat Expertise, Weapon Focus (vazjuran pikeworm).
    Special: Sworn allegiance to a vazjura sage-lord of the Vazjuran Dominion, must willingly undergo ritual infection with a special strain of vazjuran fever.

    Class Skills
    The Vazjuran Guard's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (psionics) (Int), Listen (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), and Spot (Wis).
    Skill Points at Each Level: 2 + Int modifier.

    {table="head"]Level|BAB|Fort|Ref|Will|Special|PP/day|Powers Known|Highest Level Power Known
    1st|+1|+2|+0|+0|Favor of the Dominion|1|1|1st
    2nd|+2|+3|+0|+0|Claim the blow|2|2|1st
    3rd|+3|+3|+1|+1|Augmentation|3|3|2nd
    4th|+4|+4|+1|+1|Defender of the Dominion|4|4|2nd
    5th|+5|+4|+1|+1|Augmentation|5|5|3rd
    6th|+6|+5|+2|+2|Augmentation|6|6|3rd
    7th|+7|+5|+2|+2|Augmentation|7|7|4th
    8th|+8|+6|+2|+2|Final stand|8|8|4th
    9th|+9|+6|+3|+3|Augmentation|9|9|5th
    10th|+10|+7|+3|+3|Augmentation, vazjuran exhalation|10|10|5th[/table]

    Class Features
    Weapon and Armor Proficiency: A Vazjuran Guard gains no proficiency in any weapons or armor.
    Powers: Wisdom determines the number of bonus power points a Vazjuran Guard has, and Charisma determines how hard those powers are to resist. The NPG selects his powers known from the psychic warrior list.
    Favor of the Dominion (Su): At 1st level, the Vazjuran Guard undergoes a long and painful ritual during which she is infected with a special strain of vazjuran fever. This strain allows telepathic communication between between Guards, vazjura, and anyone else who is infected by or symbiotic with vazjura fever, with a range of 50 feet. The Guard also receives a +2 on all Search, Sense Motive, and Spot checks made to detect threats to vazjura within range of his senses. The Guard automatically fails all saving throws against mind-affecting spells, powers, spell-like abilities, and psi-like abilities cast, manifested, or activated by a vazjura.
    Claim the Blow (Ex): At 2nd level, the Vazjuran Guard gains the ability to interpose herself between an attacker and a vazjura. Any time that the Guard is within 5 feet of a vazjura and that vazjura is the target of an attack, the Guard may switch places with that vazjura and suffer the attack herself. The Vazjuran Guard must declare that she is using this ability after the attack roll is made, but before she knows whether or not it has hit.
    Augmentation (Ex): At the 3rd, 5th, 6th, 7th, 9th, and 10th levels, the infection in the Vazjuran Guard slowly spreads, granting the Guard increased psionic ability in the form of a bonus feat, which must be chosen from the list of psionic feats. The Vazjuran Guard must still meet all the prerequisites of a feat in order to select it.
    Defender of the Dominion (Ex): Beginning at 4th level, the Vazjuran Guard gains a +2 morale bonus on attack and damage rolls against creatures she has observed attacking her or a vazjura. At 8th level, this morale bonus increases to +4, but the Guard takes a -2 penalty to her AC.
    Final Stand (Su): Once per day as a standard action, a Vazjuran Guard of at least 8th level can inspire herself and her troops to greater efforts. Allies within 10 feet of the Guard, including the Guard herself, gain 2d10 temporary vitality points. This ability affects a number of creatures, and lasts a number of rounds, equal to the Guard's class level + Cha modifier. Closer allies are affected first. This is a mind-affecting ability.
    Vazjuran Exhalation (Ex): At 10th level, the infection has spread throughout the Guard's body. 3 + Constitution mod times per day as a standard action, a Vazjuran Guard can expel a 15-foot cone-shaped spread of airborne vazjuran fever. Anyone within the cone has to make a Fortitude save against a DC of 14 or become infected. The spread lingers for 10 minutes before dispersing naturally; wind and certain spells can disperse it more quickly, as if it were obscuring mist.

    New Weapon: Vazjuran Pikeworm

    The vazjuran pikeworm is a tribute to the vazjura's mastery of biology and psychometabolism. In its most compact form, it appears to be an unnaturally symmetrical serrated tooth, like a shark's, the size of an adult human's hand. Closer inspection reveals that the serrated edge is at least partly metallic in composition, and that there is a circular plug of some kind in what would be, on a tooth, the root.

    Pushing the plug in will cause the weapon to spring open to a length of 9 feet, suitable for use as a longspear, with the plug forming the butt of the weapon, the "tooth" forming the head, and the two connected by a hard shaft of black flesh. In this form, the weapon is wielded as if it were a longspear.

    The weapon can also be shortened to a length of about 6 feet. In this form, it is wielded as if it were a spear. The Exotic Weapon Proficiency feat allows the wielder to switch between the three forms as a free action.

    Because the length of the weapon can be adjusted, a wielder proficient with a vazjuran pikeworm who makes a full attack and hits an enemy 10 feet away gains an additional attack against an adjacent enemy at the same attack bonus with a -4 penalty.

    Vazjuran pikeworms are living creatures and feed on blood. They can go for up to a month without feeding before they die and freeze in their longspear configuration.

    Vazjuran pikeworms, when they can be bought at all, tend to sell for about 350gp. They weigh 8 pounds in all three configurations, have 10 hardness and 20 hit points, and count as masterwork weapons for the purpose of creating magical weapons.
    Last edited by Lord Iames Osari; 2008-11-27 at 10:45 PM.

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    Default Re: OGL Adaptations, Pt. I - Vazjura [3.5, Tyrath, PEACH]

    Vazjura Sage-Lord (7th-level Psion)
    Medium Aberration (Psionic)
    HD 8d8+7d4+30 (83 hp)
    Speed 30 ft. (6 squares)
    Init: +11
    AC 21; touch 18; flat-footed 16
    (+5 Dex, +3 natural, +3 insight)
    BAB +9; Grp +8
    Attack Tentacle +14 melee (1d6-1 bludgeoning) or sting +14 melee (1d6-1 piercing plus vazjura fever)
    Full-Attack Tentacle +14 melee (1d6-1 bludgeoning) and sting +14 melee (1d6-1 piercing plus vazjura fever)
    Special Attacks Extraction, improved grab, psionics, terrifying gaze, vazjura fever
    Special Qualities Aberration traits, incorporation, mental redundancy 3, spell resistance 25, telepathy 100 feet, vazjura fever
    Saves Fort +6, Ref +9, Will +16
    Abilities Str 8, Dex 20, Con 15, Int 24, Wis 20, Cha 20
    Skills Autohypnosis +23, Bluff +23, Concentration +20, Knowledge (dungeoneering) +18, Knowledge (psionics) +25, Intimidate +23, Listen +8, Sense Motive +23, Spot +8
    Feats Weapon Finesse, Psionic Fist, Greater Psionic Fist, Psionic MeditationB, Improved Natural Attack (tentacle, sting), Burrowing Power, Split Psionic Ray, Quicken Power
    Environment Underground
    Organization Solitary, pair, faculty (1-2 plus 2-4 vazjura and 6-36 slaves), Laboratory (3-6 plus 5-30 vazjura and 12-180 slaves), university (10-20 plus 30-800 vazjura and 80-4,000 slaves)
    Challenge Rating 15
    Treasure Standard
    Alignment Usually LE
    Advancement by class; Favored Class Psion
    Level Adjustment +1

    This vazjura immediately stands out from the others; it has an additional hump on its back, and the tight-fitting dark grey jumpsuit of its kind is clearly of a higher quality, bearing some simple but elegant decoration.

    Vazjura sage-lords are the elite of vazjuran society, who decide what experiments are allowed, who will perform them, and on what. They are in charge, and lower-ranked vazjura defer to them without hesitation.

    Typically, vazjura sage-lords speak their own language, Vazjuran, which uses its own script, as well as Aquan, Common, Draconic, Dwarven, Gnome, Ignan, Terran, and Undercommon.

    Combat
    Extraction (Ex): A vazjura that begins its turn with its tentacle attached to an opponent gains a +4 racial bonus to grapple checks against that opponent until the beginning of its next turn. If, at the beginning of the vazjura's next turn, its tentacle is still attached, it can make another grapple check with a +8 racial bonus; if this check succeeds, it automatically extracts the opponent's brain, instantly killing the creature. Undead and creatures without a brain are immune to this power, and it is not instantly fatal to creatures with more than one head or brain.
    Improved Grab (Ex): To use this ability, a vazjura must successfully hit a Small, Medium, or Large opponent with its tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head.
    Incorporation (Ex): Brains that a vazjura extracts travel up the hollow interior of its tentacle arm to its back, where, over the course of the next 1d4+3 days, it will be ensconced in a new bulbous growth and connected to the vazjura's primary brain, and will thus increase the vazjura's mental redundancy by 1.
    Mental Redundancy (Ex): The extra brains that vazjura extract and incorporate into themselves give them a number of benefits, including:
    • A +1 insight bonus to Listen and Spot checks per brain incorporated.
    • A +1 insight bonus to Armor Class per brain incorporated.
    • A +2 bonus to initiative per brain incorporated.
    • The ability to store one additional psionic focus per brain incorporated.
    • When a vazjura would be targeted by a mind-affecting effect, it is allowed one saving throw per brain incorporated. As long as one of the brains succeeds on its saving throw, the vazjura is considered to have successfully resisted the effect.
    • Vorpal weapons, another vazjura's extraction ability, and similar effects are not instantly fatal to vazjura.

    Psionics: Vazjura sage-lords manifest psionic powers as if they were 15th-level psions; they typically specialize in psychometabolism.
    Typical Psion Powers Known (power points 254, save DC 19 + power level, ML17): 1-force screenA, hammerA, inertial armorA, thicken skinA, vigorA; 2-animal affinityA, biofeedbackA, body equilibriumA, concussion blastA; 3-body adjustmentA, body purificationA, hustle, remove disease, psionic*, touchsightA; 4-energy adaptationA, metamorphosis, psychic vampire (Fort negates); 5-catapsiA, psionic revivifyAX, psychic crushA, psychofeedback, restore extremity; 6-breath of the black dragonA, fuse fleshA, restoration, psionic; 7-decerebrate, energy conversion, mind blank, personal; 8-true metabolism.
    *New power described below.
    Terrifying Gaze (Su): Anyone within 30 ft. of a vazjura (except for other vazjura) must make a Will save against DC 22 or be paralyzed by fear for 1d4 rounds. A character who successfully saves or is cured of paralysis before the duration ends is shaken. This is a mind-affecting fear effect gaze attack, and the save DC is Charisma-based. Vazjura can suppress or reactivate this ability at will as a free action.
    Vazjura Fever (Ex): When a vazjura does damage to an opponent with its sting attack, the opponent must succeed on a DC 19 Fortitude save or become infected with vazjura fever (see above post). The save DC is Constitution-based.
    [hr]
    Vazjura As Characters
    Most vazjura with class levels are psions.
    Vazjura characters possess the following racial traits.
    • +6 Dexterity,+4 Constitution, +8 Intelligence, +8 Wisdom, +6 Charisma.
    • Base speed of 30 ft.
    • Darkvision out to 60 ft.
    • Racial Hit Dice: A vazjura starts with 8 levels of aberration, which give it 8d8 hit points, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +2, and Wis +6.
    • Racial Skills: A vazjura's racial hit dice give it 11 + (2 x Int modifier) skill points. Its class skills are Autohypnosis, Bluff, Concentration, Intimidate, Knowledge (any), and Sense Motive.
    • Racial Feats: A vazjura's aberration levels give it three feats.
    • +2 natural armor bonus.
    • Natural Weapons: Tentacle (1d4 bludgeoning) and sting (1d4 piercing plus vazjuran fever).
    • Psionic Meditation: A vazjura gains Psionic Meditation as a bonus feat.
    • Psionics: A vazjura manifests as an 8th-level psion.
    • Special Attacks: Extraction, improved grab, terrifying gaze, vazjura fever.
    • Special Qualities: Incorporation, mental redundancy, psionics spell resistance equal to 10 + hit dice, telepathy 100 ft., vazjura fever.
    • Vazjura Fever: A vazjura has a symbiotic relationship with this disease, granting them +2 bonus to manifester level and save DCs for psionic powers.
    • Automatic Languages: Common, Vazjuran. Bonus Languages: All.
    • Favored Class: Psion.
    • Level Adjustment: +1.
    Last edited by Lord Iames Osari; 2009-09-18 at 10:22 PM.

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    Default Re: OGL Adaptations, Pt. I - Vazjura [3.5, Tyrath, PEACH]

    Vazjuran Jumpsuit

    The vazjura's preferred garb are these tight-fitting, living garments. There are several breeds of them, suitable for various environments, and all of them provide at least a +2 natural armor bonus to the wearer. The greater protection they provide, the higher-up in vazjura society the wearer is.

    The basic vazjura jumpsuit grants a +2 natural armor bonus to the wearer, weighs 5lbs, and brings 2,000gp on the market. For each additional +1 of natural armor, the price increases by 1,000gp.
    Last edited by Lord Iames Osari; 2008-12-20 at 02:54 PM.

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    Default Re: OGL Adaptations, Pt. I - Vazjura [3.5, Tyrath, PEACH]

    Quote Originally Posted by Lord Iames Osari View Post
    Post reserved for future content.

    Also, bumping for comments.
    Oh, okay, we are cool to comment on this. I wasn't actually sure

    First off; I like the Vazjura so much more than mindflayers. The reasons of which, I shall now commence with in sentence fragment form:

    • Pikeworms; cool and freaky.
    • Vazjura Fever; an infectious disease that's inhaled? Scary.
    • Brain extraction actually provides benefits more than 'sustenance.'
    • Five tentacles; fantastic.
    • Festive mix of mindflayer/daelkyr. Gleeful!


    Two questions, though. Do the Vazjura actually need to incorporate brains? Also, any chance of getting a picture for them?
    Last edited by Lappy9000; 2008-12-02 at 10:33 AM.

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    Default Re: OGL Adaptations, Pt. I - Vazjura [3.5, Tyrath, PEACH]

    Thank you for your comments. They actually only have one tentacle, with 5 starfish-esque "fingers" arranged equidistantly around a lamprey-like mouth at the end.

    The daelkyr were an inspiration, I'll admit, along with the Borg from Star Trek, the Yuuzhan Vong from the Star Wars Expanded Universe, and the Vajra from Macross Frontier. Since I stole from more than three sources, I guess you could call the vazjura original.

    As to your questions: The vazjura don't actually need extra brains to survive, but in addition to the mechanical benefits, it also serves as a status symbol in their society.

    As for art, I have toyed with the idea of attempting to apply my own artistic abilities to the matter.
    Last edited by Lord Iames Osari; 2008-12-06 at 12:34 AM.

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    Default Re: OGL Adaptations, Pt. I - Vazjura [3.5, Tyrath, PEACH]

    ART

    Stage 1
    Spoiler
    Show

    Final
    Last edited by Lord Iames Osari; 2008-12-09 at 11:58 PM. Reason: Photobucket deleted Stage 2. Stupid Photobucket

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    Default Re: OGL Adaptations, Pt. I - Vazjura [3.5, Tyrath, PEACH]

    Veni, vidi, offensi ligamentem
    I came, I saw, I bumped the thread

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    Default Re: OGL Adaptations, Pt. I - Vazjura [3.5, Tyrath, PEACH]

    Sweet!

    Personally, I pictured them looking something like this, albeit more menacing.

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    Default Re: OGL Adaptations, Pt. I - Vazjura [3.5, Tyrath, PEACH]

    That picture you linked is pretty goofy looking.

    Anyway, my concept was that the vazjura would be attractive if not for their self-modifications, so I wanted to capture the dissonance between their humanoid and monstrous features as best as my meager artistic skills would allow.

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    Default Re: OGL Adaptations, Pt. I - Vazjura [3.5, Tyrath, PEACH]

    Veni, vidi, offensi ligamentem
    Last edited by Lord Iames Osari; 2009-01-30 at 03:27 PM.

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    Default Re: OGL Adaptations, Pt. I - Vazjura [3.5, Tyrath, PEACH]

    I do like them a lot. The stored brains and mental redundancy, in particular, are great abilities. I would try to make them more disturbing, however, even if it is in little touches. The hunch back is a good start, and so is the tentacle hand, but if they look otherwise human aside from that...It's just my opinion, though. If you're comfortable (or uncomfortable, as the case might be) with their appearance, that should be all that matters.

    A 'Half-Vazjura' template might be something to consider to ramp up their creepiness, trying to force their innate traits of others with varying amounts of success...but since you already have the 'symbiotic virus' thing, it might fall a little flat.
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    Default Re: OGL Adaptations, Pt. I - Vazjura [3.5, Tyrath, PEACH]

    Hmmmm. Perhaps some sort of modification to the face? Around the eyes?

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    Default Re: OGL Adaptations, Pt. I - Vazjura [3.5, Tyrath, PEACH]

    Quote Originally Posted by Lord Iames Osari View Post
    Hmmmm. Perhaps some sort of modification to the face? Around the eyes?
    Maybe give then four eyes, two on each side. You can pass it off as a "science experiment in gene alteration that bred true", since quadnocular vision will give better perception than binocular.

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    Default Re: OGL Adaptations, Pt. I - Vazjura [3.5, Tyrath, PEACH]

    Quote Originally Posted by Fax Celestis View Post
    Maybe give then four eyes, two on each side. You can pass it off as a "science experiment in gene alteration that bred true", since quadnocular vision will give better perception than binocular.
    Could even have each eye be different, in an attempt to 'test the utilization and efficiency of differing ocular types' that just stuck. Not sure if that'd be too detail-oriented, but might add to the shock value.
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    Default Re: OGL Adaptations, Pt. I - Vazjura [3.5, Tyrath, PEACH]

    Hmmm. I dunno about the multiple eyes thing. I was thinking more like a modification of the eyes that were already there. Maybe giving them one eye on a stalk?

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    Default Re: OGL Adaptations, Pt. I - Vazjura [3.5, Tyrath, PEACH]

    Changed the LA values to be more in line with what I intended.

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