2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
12/12/2012 - The "Lost" Holiday Ornament (and Child's Play)
11/26/2012 - Leftover OOTS Swag on Sale (+Thumb Report)
Frequently Asked Questions (FAQ)

Order of the Stick 889 Get Real
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Homebrew Design
Register FAQ Members List Mark Forums Read End

Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

Closed Thread
 
Thread Tools
Old 08-12-2006, 09:35 PM   Top  -  End  -  #1
The Demented One
Ettin in the Playground
 
 
Join Date: Apr 2005
Gender: Male
Default Believing it All [Creature]

Electrumach
Size/Type: Medium Outsider (Extraplanar, Psionic, Rilmani)
Hit Dice: 10d8+50 (94 hp)
Initiative: +4
Speed: 20 ft. (4 squares) in full plate, base speed 30 ft.
Armor Class: 22 (+4 Dex, +8 full plate), touch 14, flatfooted 18
Base Attack/Grapple: +10/+14
Attack: +1 Quarterstaff +15 melee (1d6+1)
Full Attack: +1 Quarterstaff +15/+10 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Manifesting, spell-like abilities, summon rilmani
Special Qualities: Outsider traits, darkvision 60 ft., immune to electricity and poison, resistance to acid and sonic 20, DR 10/deep crystal, PR 23, telepathy 100 ft., null alignment field
Saves: Fort +12, Ref +11, Will +14
Abilities: Str 12, Dex 18, Con 20, Int 18, Wis 24, Cha 18
Skills: Autohypnosis +20, Bluff +17, Concentration +18, Diplomacy +17, Heal +20, Intimidate +17, Knowledge (Psionics) +17, Knowledge (The Planes) +17, Listen +20, Psicraft +17, Spot +20, Use Psionic Device +17
Feats: Weapon Finesse (B), Psionic Endowment, Greater Psionic Endowment, Power Penetration, Psionic Meditation
Environment: Concordant Opposition of the Outlands
Organization: Solitary, circle (1-4), or cabal (1-3 and 2-8 Ferrumachs)
Challenge Rating: 11
Treasure: Standard
Alignment: Always True Neutral
Advancement: By Character Class
Level Adjustment: +7

Electrumachs are the psionic savants of the neutral Rilmani. While most Rilmani simply draw on the raw force of balance and neutrality Electrumachs, as their names suggest, alloy the powers of all alignments into a powerful force of balance. Electrumachs are small and humanoid in shape, with pale, almost white, gold skin. Their eyes are radiant, shedding light as torches, and seem to be made from deep crystal.

Manifesting
A Electrumach manifests powers as a 10th level ArdentCP with access to the Chaos, Evil, Good, and Law mantles. It receives 123 power points per day. The DC for its powers is 17 plus power level.

Typical Powers Known
1st–matter agitation, grip of iron, psionic protection from evil*, psionic protection from good*; 2nd–empathic transfer, psionic death knell*; 3rd–heavy earth*; 4th–immovability, planar apotheosis*; 5th–celestial conduit, fiendish conduit.

Spell-Like Abilities
At will–detect chaos/evil/good/law (DC 15), detect magic, detect thoughts (DC 16), feather fall, sanctuary (DC 15), tongues; 3/day–discern lies (DC 18), 1/day–psychic turmoil (DC 19). Caster level 10th. Saves are Charisma based.

Summon Rilmani (Sp)
Once per day, an Electrumach may attempt to summon 1d4+1 FerrumachsFF with a 50% rate of success.

Null Alignment Field (Su)
An Electrumach emits a field that damps the power of aligned spells and powers. Any non-rilmani attempting to cast a spell with an alignment descriptor or manifest a power with an alignment descriptor within 60 ft. of an Electrumach must make a Spellcraft or Psicraft check, with a DC of 20 plus the spell or power’s level. If they fail, the spell or power does not function normally, but any spell slots, components, or power points involved are lost. If they succeed, the spell or power functions normally.
__________________
I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

Homebrew by The Demented One.
The Demented One is offline  
Closed Thread


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 12:59 AM.



Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.