[FLUMPH] Lord of the Flumph!

HellHound

ENnies winner and NOT Scrappy Doo
Lord of the Flumph

This world isn't about who is good and who is evil. It is about who is Flumph and who isn't Flumph! - Clay More

Although there are those worship the flumph and attempt to emulate it, there are others who see themselves as obviously superior to the flumph. Some seek to become the masters of all flumphdom, to master the flumph, summon flumphs and rival even the Dark Flumph in power and influence.

Lords of the Flumph are always spellcasters of some kind, able to summon flumph and bend them to their will. Through this path of magic, they become greater than all flumph, able to use these noble creatures for their own ignoble ends.

Quiet tales are told of an avatar of the flumph who became mad with power after coming so close to perfection on the path of the flumph. It is said that this same avatar became a lord of the flumph, and walks the prime to this day, almost half-flumph himself, commanding an army of flumph that have been bound to his will.

Hit Die: d6

Requirements:
To qualify to become a lord of the flumph (Lof), a character must fulfill all the following criteria.
Knowledge (arcana): 7 ranks
Diplomacy or Intimidate: 4 ranks
Language: Flumph
Spellcasting: Must be able to cast summon monster II.
Special: Must not be a worshipper of the flumph god.

Class Skills
The lord of the flumph’s class skills (and the key ability for each skill) are Animal Empathy (Cha – exclusive skill), Concentration (Con), Knowledge (all skills– taken individually) (Int), Spellcraft (Int), and Tumble (Dex).

Skill Points per level: 2 + Int modifier

Class Features
All of the following are class features of the lord of the flumph prestige class.

BAB: Wizard
Strong Saves: Will & Ref

5 levels
level 1 – Minor flumph summons, +1 spellcaster level
level 2 – Control Flumph
level 3 – Greater flumph summons, +1 spellcaster level
level 4 – Mass control flumph
level 5 – Leader among flumph, +1 spellcaster level

Weapon and Armor Proficiency: The lord of the flumph gains no additional weapon or armour proficiencies.

Spellcasting: At the indicated levels, the lord of the flumph gains new spells per day as if he had also gained a level in the spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a lord of the flumph, he must decide to which class he adds the new level for purposes of determining spells per day.

Minor Flumph Summons (Sp): This spell-like ability summons d3 flumph to aid the lord of the flumph. The flumph appear where the lord of the flumph designates and act immediately, on the lord of the flumph’s turn. They attack the lord of the flumph’s opponents to the best of their ability. The character can direct the flumph not to attack, to attack particular enemies, or to perform other actions. Summoned flumphs act normally on the last round of the ability and disappear at the end of their turn. This spell-like ability may be used once per day per class level, and the flumphs remain for 4 rounds per class level.

Control Flumph (Su): With but a word and a glance, a lord of the flumph can force flumph to do his bidding. Once per round, as a free action, the lord of the flumph may give a single one-word command to any one flumph within 120 feet. The flumph must make a Will save or it obeys the single word command to the best of his or her ability for one round per class level of the lord of the flumph. A very reasonable command causes the flumph to suffer a penalty on the saving throw (from -1 to -4, at the GM's discretion). A command of "Die" causes the flumph to fake death. The save DC for this ability is 12 plus the lord of the flumph’s charisma bonus.

Greater Flumph Summons (Sp): This spell-like ability is identical to minor flumph summons (above) except it summons forth either 1d6+1 flumph or 1d3 celestial or infernal flumph. This ability can be used twice per day at level 3, and an additional time per day at level 5.

Mass Control Flumph (Su): This ability is identical to the control flumph ability (above), except that it affects all flumph within 60 feet of the caster and can only be used twice per day.

Leader Among Flumph (Ex): At level 5, the lord of the flumph gains an ability similar to the leadership feat, but which only applies to flumph. Calculate the lord of the flumph’s leadership score as normal (including the +1 bonus for “special power” – after all, he IS a level 5 lord of the flumph!) to determine the level of the character’s flumph cohort. Ignore the column for 1st level followers, but all other followers are replaced with flumph (level 2 followers are typical flumph, level 3 followers are flumph with a single class level, etc).
 

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Excellent. :)

Actually, with about half a page more work, this could form the basis of a Slayers Guide to Flumphs, although it would have to be expanded to 48 pages to accommodate all the info. Sorry, just venting after yet another disappointing SG purchase... should have learnt my lesson after hobgoblins....

Cheers
 


What about a mutant, evil flumph with eye rays, and expelling an antimagic gas ? OGC replacement for the beholder !

Another mutant evil flumph could be mind-blasting and brain-eating.

I can see these mutants created by demented cultists of the Dark Flumph, who think the flumph race, although the one fated to rule the whole world, is weak, in body and in mind.

The Flumph Abominators is the name of this mad cabal. They were named thus by the flumph themselves, and adopted the name with a twisted pride.

Flumph Abominator prestige class:

Hit Die: d6

Requirements:
To qualify to become a flumph abominator (Fab), a character must fulfill all the following criteria.
Craft (Alchemy): 9 ranks
Knowledge (arcana): 9 ranks
Knowledge (biology): 7 ranks
Knowledge (religion): 3 ranks
Language: Flumph
Spellcasting: Must be able to cast polymorph other
Special: Must be a worshipper of the dark flumph.

Class Skills
The flumph abominator’s class skills (and the key ability for each skill) are Craft (Alchemy) (Int), Concentration (Con), Heal (Wis), Knowledge (all skills– taken individually) (Int), and Spellcraft (Int).

Skill Points per level: 2 + Int modifier

Class Features
All of the following are class features of the flumph abominator prestige class.

BAB: Wizard
Strong Save: Will

5 levels
level 1 – Knock-out +1d6, graft things
level 2 – Knock-out +2d6, +1 caster level
level 3 – Dementation, mutation
level 4 – Knock-out +3d6, +1 caster level
level 5 – Knock-out +4d6, horrible twistings

Weapon and Armor Proficiency: The flumph abominator gains no additional weapon or armour proficiencies.

Spellcasting: At the indicated levels, the flumph abominator gains new spells per day as if he had also gained a level in the spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a flumph abominator, he must decide to which class he adds the new level for purposes of determining spells per day.

Knock-Out (Ex): A flumph abominator is expert in subduing and capturing innocent flumphs that will then be turned into twisted monsters. A flumph abominator deals the listed amount of extra damage when dealing subdual damage to a flumph.

Graft Things (Ex): A flumph abominator with an alchemy laboratory, a kidnapped flumph, and some spare body parts can attempt to use the former to connect both laters. The grafter body part must be of a size and type compatible with a flumph -- an elephant leg would be too heavy and pump-up too much of the flumph's blood for its little heart, and the flumph could not produce sap to feed a grafted branch. Once something suitable is grafted on a flumph, that flumph can attempt two saving throws to resist the transformation (DC 10 + flumph abominator's Int modifier + flumph abominator level). The first is a Fortitude saving throw, if successful, the graft is rejected and will detch itself from the flumph in less than a month. The second, attempted only if the first is failed, is a Will saving throw. If failed too, the flumph attune to the new limb and can use it "normally", but it also becomes quite mad in the process. Its alignment will usually change to neutral in the course of the month.
A grafted limb that gives a natural attack, such as a clawed arm, a beak, a tentacle, etc. can be used for an extra attack at maximum attack bonus during a full attack action.

Dementation (Su): A flumph abominator is able, over the course of three days of torture and insane gibbering, to convert a flumph victim that has been successfully gratfed, mutated, or horribly twisted, to the worship of the Dark Flumph, and of the abominator himself. The flumph must make a Will saving throw (DC 10 + flumph abominator's Cha modifier + flumph abominator level) or have its alignment shift one step toward chaotic evil. In addition, the flumph is permanently considered magically charmed by the flumph abominator. If demented again, the flumph shift alignment once more, and is then permanently considered dominated.
A flumph abominator may have up to 3 times his level plus his Cha modifier HD of demented flumphs under his control.

Mutation (Su): A flumph abominator is able, with the material from his alchemy lab, to make magical mutations to a flumph. The flumph will gain a permanent supernatural ability that emulate a non-instantaneous spell known by the flumph abominator. The flumph must make a Will saving throw (DC 10+flumph abominator's Int modifier + flumph abominator level), if successful, it reject the magical mutation; if failed, it accepts it and become a little mad, as well as a potential victim for dementation.
Mutating a flumph is akin to creating a magical item in terms of necessary work. It costs 25 x spell level x caster level GP in various arcane components, and spell level x caster level XP from the flumph abominator.

Horrible Twisting (Su): With this level of mastery, the flumph abominator is able to turn a flumph into a Flumph Abomination, the greatest achievment of this vile cabal. Known Flumph Abomination include the many-eyed Flumph Observator, the brain-eating Mind Flumph, and the deceiving Phase Flumph. The ultimate goal of many flumph abominator is to create a new and better Flumph Abomination.

See the individual Flumph Abomination for creation cost and requirements.
 



Why not ? I typed that straight as I thought it up, but it don't looks that bad.

If I find time, I could even take a stab at the flumph abominations.
 



Many of these PrCs seem to me to be more aimed at normal races trying to manipulate Flumphs. What about PrCs intended for the Flumphs themselves? They're intelligent creatures, they can take normal classes, so why not some specialized ones for them?

And what's the ECL of a Flumph? Let's see, they get a good flight mode, +6 DEX, +4 WIS, +6 Natural Armor, Acid, Darkvision 60', Weapon Finesse (natural), and the Nauseating Spray. Their downsides: start at 2HD, can't use equipment, and reach 0'. What'd that be, +5 ECL? Higher?

How about Feats for Flumphs? For example:
> One that lets them move their tentacles sideways to gain 5' reach, or even 10'. Of course, the question becomes, what does a flumph do if it can reach someone? Pull itself onto them in a Pounce-like maneuver to hit them with spikes?
> Let them "throw" the spikes like daggers, regenerating them each day.
> Let them move their eyestalks independently to get all-around vision (can't be flanked, etc., as the psionic power Ubiquitous Vision). You already do this for the "Avatar of the Flumph" PrC, but it's not an ability Flumphs themselves get.

Or maybe instead of Feats, have those be class abilities of the Flumphic Avenger class, a warrior caste of Flumphs determined to protect the herd from the depradations of the legged races. While the normal, Lawful Flumphs float along accepting whatever happens to them with an almost Zen-like calm, the Avengers (a very Chaotic group) actively hunt down anyone who harms the herd, especially the Abominators.

The nice part is, you can tie things into class level, so maybe they regenerate one spike per class level per day after they throw them. Hmm, I'll have to think about this a bit.
 

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