Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The New Original Creations Thread (Major Update 6/10)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jonjorgensen" data-source="post: 4260723" data-attributes="member: 58093"><p>QUICKLING</p><p>Quickings are wicked and wild fey that kill other creatures for food, treasure, or sport. They like to set ambushes and outwit enemies, and they frequently ally with other creatures that share their desires. If their escapades enrage an adversary too strong to overcome, quicklings have no problem fleeing in a chorus of nerve grating laughter, leaving their so-called allies to fend for themselves. </p><p></p><p>RACIAL TRAITS </p><p>Average Height: 3´ 10˝–4´ 2˝ </p><p>Average Weight: 75–85 lb. </p><p>Ability Scores: +2 Dexterity, +2 Wisdom </p><p>Size: Small </p><p>Speed: 10 squares, climb 6</p><p>Vision: Normal </p><p>Languages: Common, choice of one other </p><p>Skill Bonuses: +2 Acrobatics, +2 Athletics </p><p>Light Build: Quicklings cannot wear heavy armour without sacrificing their speed. </p><p>-4 to move in anything but light armour.</p><p>Nimble Reaction: You gain a +2 racial bonus to AC </p><p>against opportunity attacks. </p><p></p><p>Quick Cuts Quickling Racial Power</p><p>Moving faster than the eye, the quickly slashes at its enemies as it darts past them..</p><p>Daily * Minor Action * Basic Melee (light)</p><p>Attack: Dex - 2 vs. AC</p><p>Damage: Weapon (light only)</p><p>Effect: The quickling moves its speed. At any two points during its move, </p><p>the quickling makes a melee basic attack at a –2 penalty. The </p><p>quickling cannot use this power while immobilized or slowed. At 11th level </p><p>the attack is (2) Weapon damage, and at 20th level (3) Weapon damage. </p><p></p><p>Racial Feats:</p><p></p><p>Improved Quick Cuts</p><p>*Quickling only Improve the Quick Cuts from daily to encounter and remove the -2 penalty.</p><p>Tier: Heroic</p><p></p><p>Blinding Quick Cuts</p><p>*Quickling only Improve the Quick Cuts from encounter to at-will and add +2 to hit. </p><p>Tier: Paragon</p><p></p><p></p><p> </p><p></p><p>Thri-Kreen</p><p>Mantis-like desert nomads with an alien perspective.</p><p></p><p>Racial Traits: </p><p>Average Height: 6’-7’2”</p><p>Average Weight: 125-250 lbs.</p><p>Ability Scores: +2 Strength, +2 Dexterity </p><p>Size: Medium</p><p>Speed: 8 squares </p><p>Vision: Darkvision </p><p>Languages: Common, Thri-Kreen </p><p>Skill Bonuses: +2 Athletics, +2 Perception, Proficiency Gythka, Chatka</p><p>Special: May not wear normal armor, must have all armor custom made.</p><p></p><p>Multi-Limbed: Thri-kreen have six limbs: two are used as legs, two are primary arms, and two are secondary arms. The thri-kreen gains +1 to AC when wielding two weapons, and changing/drawing weapons and retrieving/stowing items are free actions for the thri-kreen. They may carry an item in all four arms, but are still limited to one attack per round unless they have a power that changes this.</p><p></p><p>Trance: Thri-kreen need only 4 hours of rest during an extended rest. During this time, they remain partially aware of their surroundings, taking a -5 penalty on Perception tests.</p><p></p><p>Poisonous Bite * Thri-Kreen Racial Power</p><p>While they usually rely on weapons, the thri-kreen also has a poisonous bite.</p><p>Encounter * Minor Action * Poison</p><p>Attack: STR+2 vs. AC</p><p>Damage: 1d4+STR</p><p>Effect: The thri-kreen makes a bite attack in addition to its other attacks. In addition to damage, the target takes ongoing 2 poison damage (save ends). At 11th level this increases to STR+4 and 2d4+STR damage, and at 21st level it increases to STR+6 and 3d4+STR damage.</p><p></p><p>Racial Feats:</p><p></p><p>Crystal Gland</p><p>*Thri-Kreen only By sacrificing its ability to use the poison in its bite attack, the Thri-Kreen can generate a sticky substance that hardens in 24 hours to the strength of steel. During the 24 hour time the Crystal can be shaped into any form the Thr-Kreen chooses. The amount generated is enough to create a small dagger or Chatka, the substance cannot be maintained in its glue form.</p><p>Making larger items takes building the item in stages, and the Thri-Kreen can only generate his CON bonus in days each month.</p><p>Tier: Heroic</p><p></p><p>Thri-Kreen Equipment:</p><p></p><p>Weapon Prof. Damage Range Price Weight Group Properties </p><p>Gythka +2 1d6 6/12 NA 1lbs Light Blade One-Handed, thown </p><p>Chatka +2 2d4 - NA 5lbs Pole Arm Two- HandedReach</p><p></p><p> </p><p>Half Celestial</p><p>A race of divinely touched beings that move through the world preaching goodness and grace.</p><p></p><p>Racial Traits: </p><p>Average Height: 6 0˝ – 6 5˝ </p><p>Average Weight: 140–190 lb. </p><p>Ability Scores: +2 Charisma, +2 Wisdom</p><p>Size: Medium </p><p>Speed: 6 squares, fly 4 squares (see below) </p><p>Vision: darkvision </p><p>Languages: Common, Supernal </p><p>Skill Bonuses: +2 Heal </p><p>Special: May not wear normal armor, must have all armor custom made.</p><p></p><p>Whirlwind Charge: Half-Celestail Racial Power</p><p>Charging into the foe, the divine rage pours forth in a torrent of blind power striking each of the celestials adversaries.</p><p>Encounter* free action *Melee Basic</p><p>Target: enemies within reach </p><p>Effect: When a half-celestail charges an enemy, it can make an additional</p><p>attack against each enemy within its reach at the end of its charge. </p><p></p><p>Clumsy Flying: Half-Celestial Racial Ability</p><p>While gifted with beautiful white wings, the Half-Celestial is not the most gifted flyer.</p><p>Effect: Fly 4 squares. A clumsy flier takes a –4 penalty to attack</p><p>rolls and defenses while flying. This creature is ill-suited to</p><p>flying in the air.</p><p>Sustain Minor: So long as you sustain this power you remain in </p><p>flight, and you can continue to use move actions to fly 4 spaces </p><p>(or shift in mid-air). </p><p></p><p></p><p> </p><p>Ogre</p><p>Average Height: 7 0˝ – 9 5˝ </p><p>Average Weight: 210–290 lb. </p><p>Ability Scores: +2 Strength +2 Constitution </p><p>Size: Large</p><p>Reach: 2 (nonthreatening) </p><p>Speed: 8 squares</p><p>Vision: normal </p><p>Languages: Common, goblin</p><p>Skill Bonuses: +2 Intimidate </p><p></p><p>Tough Hide: Ogre Racial Bonus Feat</p><p>The skin of the ogre can be likened to that our heavy leather.</p><p>Effect: Toughness bonus feat at 1st level</p><p> </p><p>Medusa</p><p>Average Height: 5˝ – 6 5˝ </p><p>Average Weight: 110–190 lb. </p><p>Ability Scores: +2 Cha +2 Dex</p><p>Size: Medium </p><p>Speed: 6 squares</p><p>Vision: normal </p><p>Languages: Common</p><p>Skill Bonuses: none </p><p>Special: Resist 5 poison, raise to 10 at 11th level</p><p></p><p>Snaky Hair Medusa Racial Power</p><p>Writhing tendrils of vicious vipers sprout from the head of the Medusa</p><p>At-Will</p><p>Melee Basic</p><p>Target: enemies within reach </p><p>Effect: Poison 1d6 damage, and the target takes ongoing 2 </p><p>poison damage and takes a –2 penalty to Fortitude defense (save </p><p>ends both). </p><p></p><p>Petrifying Gaze Medusa Racial Power</p><p>The eyes of the Medusa sparkle with a baleful light, those that stare into them find their bodies turned to stone.</p><p>Encounter</p><p>Target: Close blast 3; blind creatures are immune </p><p>Effect: Cha vs. Fortitude; the target is slowed (save ends). First Failed Save: The target is </p><p>immobilized instead of slowed (save ends). Second Failed Save: </p><p>The target is petrified (no save). </p><p></p><p>Racial Feats:</p><p></p><p>Improve Snake Venom</p><p>*Medusa only Raise ongoing damage of Snaky Hair damage to 5</p><p>Tier: Heroic</p><p></p><p>Petrifying Glare</p><p>*Medusa only Increase blast 3 of Petrifying Gaze to blast 5</p><p>Tier: Heroic</p><p> </p><p>Illithid </p><p>Average Height: 5´ 6˝–6´ 2˝ </p><p>Average Weight: 135–220 lb. </p><p>Ability Scores: +2 Wis, +2 Int</p><p>Size: Medium </p><p>Speed: 6 squares </p><p>Vision: Normal </p><p>Languages: Common, choice of one other </p><p>Skills: +2 History, +2 Arcana</p><p></p><p>Tentacle Attacks</p><p>Flailing tentacles around a toothy maw reach out to grasp those within reach.</p><p>Tentacle Attacks Illithid Racial Power</p><p>At-will, standard action</p><p>Melee Basic</p><p>Target: one enemy within reach </p><p>Effect: melee att vs. AC; 1d6 + DEX damage, and the target is grabbed (until </p><p>escape). </p><p></p><p>Bore Into Brain</p><p>With needle like teeth, the Illithid tears into the skull and brain of the unfortunate victim.</p><p>Bore into Brain Illithid Racial Power</p><p>At-will, standard action</p><p>Melee Basic</p><p>Target: enemies grabbed </p><p>Effect: Grabbed or stunned target only; Str vs Fort; 1d6 + STR </p><p>damage, and the target is dazed (save ends). Raise to 2d6 + STR at 10th lvl, and 3d6 + STR at 20th.</p><p>If this power reduces the target to 0 hit points or fewer, the mind flayer devours its </p><p>brain, killing the target instantly. </p><p></p><p>Racial Feat</p><p></p><p>Mind Blast</p><p>*Illithid only *10th level or higher Gain Mind Blast feat.</p><p>Tier: Paragon</p><p></p><p></p><p>Mind Blast</p><p>Encounter, standard action</p><p>Psychic </p><p>Target: Close Blast 5</p><p>Effect: mind flayers and their thralls are immune; Cha </p><p>vs. Will; 2d8 + WIS psychic damage, and the target is dazed (save </p><p>ends). Raise to 3d8 + WIS at 20th. </p><p>Miss: Half damage, and the target is not dazed. </p><p></p><p> </p><p>Cyclops</p><p>I got a big eye. See. Here in my forehead. Ow. I just poked myself in the eye. This one. The one in my forehead. Ow. I just poked myself in the forehead.</p><p>Average Height: 9 0˝ – 9 5˝ </p><p>Average Weight: 410 – 590 lb. </p><p>Ability Scores: +2 Strength +2 Constitution </p><p>Size: Large </p><p>Speed: 8 squares</p><p>Reach: 2 (nonthreatening)</p><p>Vision: truesight 6, the cyclops can see through illusions within 6 squares automatically.</p><p>Languages: Common,</p><p></p><p>Evil Eye</p><p>With unerring precision and speed, the Cyclops surges forward brining his weapon around and striking his adversary.</p><p>At-Will, immediate reaction when attack misses the cyclops</p><p>Melee Basic</p><p>Target: enemies within reach </p><p>Effect: The cyclops guard makes a melee basic attack against the attacker. </p><p> </p><p>Empyreal</p><p>Descended from angels trapped on the earthly plane after the murder of their Deity during the great rebellion.</p><p></p><p>PHYSICAL QUALITIES</p><p>Average Height: 5’ 10”‐6’ 10”</p><p>Average Weight: 160 lbs‐260 lbs.</p><p>Empyreals’ bearing testify to their celestial heritage.</p><p>They have strong ascetic features, eyes with gold pupils, skin color ranges from pale to midnight blue and hair of lighter colors, blondes, reds, silver or sometimes black; light enough to form a cloud about their head when dry. They are generally tall and have a slender to athletic build.</p><p>Ability Scores: +2 Constitution, +2 Charisma</p><p>Size: Medium</p><p>Speed: 6 squares</p><p>Vision: Normal</p><p>Languages: Common, Supernal</p><p>Skill Bonuses: +2 Diplomacy, +2 Perception</p><p>Angelic Aura: Attacks against you take a –1 penalty until you are bloodied.</p><p>Radiant Resistance: You have resist radiant 5 + one-half your level.</p><p></p><p>EMPYREAL RACIAL POWERS</p><p></p><p>Radiant Blade</p><p>When you are bloodied your weapon flares with a cobalt light. </p><p>At Will ✦ Radiant</p><p>Minor Action (usable only while bloodied)</p><p>Target: One target</p><p>Attack: (Wisdom bonus) vs. Reflex</p><p>Hit: b +4 radiant damage until the start of your next turn.</p><p></p><p>Angelic Flare</p><p>A flash of cerulean light envelops your foes, leaving them dazed.</p><p>Encounter ✦ Radiant</p><p>Standard Action Close Burst 1</p><p>Target: Each foe in area of burst</p><p>Attack: (Wisdom bonus) vs. Fortitude</p><p>Effect: 1d8 radiant + (wisdom bonus) damage to all creatures in the burst area and they are dazed until the end of your next turn.</p><p>Miss: Half damage and the creatures are not dazed.</p><p></p><p>Celestial Sense</p><p>Your celestial nature gives your allies insight into your foes actions.</p><p>Encounter ✦ </p><p>Minor Action Burst 5</p><p>Target: All allies in area</p><p>Effect: All allies in the 5 square burst area gain a +1 bonus to Perception.</p><p></p><p>EMPYREAL RACIAL FEATS</p><p></p><p>Angelic Heart: Your angelic heritage gives you immunity to the Fear effect.</p><p>Tier: Heroic</p><p></p><p>Resistance: you develop resistance 5 to a specific form of energy attack; this can be taken more than once for different types of energy attacks.</p><p>Tier: Heroic</p><p></p><p>Astral Trek: You are able to enter the Astral Sea, you gain the insubstantial condition until the end of your next turn</p><p>Tier: Paragon</p><p></p><p>Wings: you grow a pair of white feathered wings, Fly: Move +2 (Good)</p><p>Tier: Paragon</p><p> </p><p></p><p>Moogle</p><p>It’s a friggin’ balloon, that looks like a cat with wings. Why is it crackling with death dealing energy? – Last words of Randal</p><p></p><p>Average Height: 2 0˝ – 3 5˝ </p><p>Average Weight: 30 – 90 lb. </p><p>Ability Scores: +2 Charisma +2 Dexderity </p><p>Size: Small </p><p>Speed: 5 squares</p><p>Vision: Normal.</p><p>Languages: Common, Choose one other</p><p>Skill Bonus: +2 Diplomacy, +2 Insight</p><p>Group Insight: All allies within 10 squares gain a +1 racial bonus to Insight checks.</p><p>Winged Shift: Ignore difficult terrain when you shift.</p><p>Special: May not wear normal armor, must have all armor custom made.</p><p></p><p>Mog Wings (Moogle Racial Power)</p><p>You flap the small bat wings on your back, and surprisingly, they lift you up into the air.</p><p>Encounter * Flight</p><p>Move Action Personal</p><p>Effect: Fly up to 4 squares. If you do not land, you remain in flight until the beginning of your next turn.</p><p>Sustain Minor: So long as you sustain this power you remain in flight, and you can continue to use move actions to fly 4 spaces (or shift in mid-air). You can sustain this power with a successful saving throw (which is made at the minor action used to sustain this power). Failure results in an immediate fall to the ground.</p><p>Special: Heavy armor gives you a penalty to the sustaining saving throw equal to it's movement penalty.</p><p></p><p> </p><p>Rakshasa</p><p>Rakshasas are clever, malicious, and sophisticated. Although rakshasas come in many </p><p>varieties, they all share some common traits, namely their feline heads, backward claws, and taste for luxury. </p><p> Rakshasas often conceal their true appearance, using illusion magic to adopt whatever disguises serve them best. They </p><p>typically masquerade as nobles or wealthy merchants, lying and manipulating other creatures into doing their bidding. </p><p>A rakshasa has the head of a feline predator, usually a tiger, as well as a luxurious coat of fur and clawed hands. It is clothed in fine attire and expensive jewelry. A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human—a subtle feature that adds to the creature’s unsettling appearance. </p><p></p><p>Average Height: 5 0˝ – 6 5˝ </p><p>Average Weight: 230 – 390 lb. </p><p>Ability Scores: +2 Strengthy +2 Intelligence </p><p>Size: Medium </p><p>Speed: 6 squares</p><p>Vision: Low-light.</p><p>Languages: Common, Choose one other</p><p>Skill Bonus: +2 Bluff, +2 Climb</p><p></p><p>Claw * Rakshasa Racial Ability</p><p>While they usually rely on weapons, the Rakshasa also has vicious claws.</p><p>At-will * Basic Melee</p><p>Attack: STR vs. AC</p><p>Damage: 1d6+STR</p><p>Effect: The Rakshasa makes a bite attack in addition to its other attacks. In addition to damage, the target takes ongoing 2 poison damage (save ends). At 11th level this increases to STR+2 and 2d6+STR damage, and at 21st level it increases to STR+4 and 3d6+STR damage.</p><p></p><p>Decptive Veil *Rakshasa Racial Power</p><p>You wrap the power of illusion around you to reveal an ordinary man walking down an ordinary street.</p><p>Encounter * Arcane</p><p>Move Action Personal</p><p>Effect: The rakshasa can disguise itself to appear as any Medium humanoid. A successful Insight check (opposed by the rakshasa’s Bluff check) pierces the disguise. The effect lasts until dispelled or the creature is knocked unconcious.</p></blockquote><p></p>
[QUOTE="jonjorgensen, post: 4260723, member: 58093"] QUICKLING Quickings are wicked and wild fey that kill other creatures for food, treasure, or sport. They like to set ambushes and outwit enemies, and they frequently ally with other creatures that share their desires. If their escapades enrage an adversary too strong to overcome, quicklings have no problem fleeing in a chorus of nerve grating laughter, leaving their so-called allies to fend for themselves. RACIAL TRAITS Average Height: 3´ 10˝–4´ 2˝ Average Weight: 75–85 lb. Ability Scores: +2 Dexterity, +2 Wisdom Size: Small Speed: 10 squares, climb 6 Vision: Normal Languages: Common, choice of one other Skill Bonuses: +2 Acrobatics, +2 Athletics Light Build: Quicklings cannot wear heavy armour without sacrificing their speed. -4 to move in anything but light armour. Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks. Quick Cuts Quickling Racial Power Moving faster than the eye, the quickly slashes at its enemies as it darts past them.. Daily * Minor Action * Basic Melee (light) Attack: Dex - 2 vs. AC Damage: Weapon (light only) Effect: The quickling moves its speed. At any two points during its move, the quickling makes a melee basic attack at a –2 penalty. The quickling cannot use this power while immobilized or slowed. At 11th level the attack is (2) Weapon damage, and at 20th level (3) Weapon damage. Racial Feats: Improved Quick Cuts *Quickling only Improve the Quick Cuts from daily to encounter and remove the -2 penalty. Tier: Heroic Blinding Quick Cuts *Quickling only Improve the Quick Cuts from encounter to at-will and add +2 to hit. Tier: Paragon Thri-Kreen Mantis-like desert nomads with an alien perspective. Racial Traits: Average Height: 6’-7’2” Average Weight: 125-250 lbs. Ability Scores: +2 Strength, +2 Dexterity Size: Medium Speed: 8 squares Vision: Darkvision Languages: Common, Thri-Kreen Skill Bonuses: +2 Athletics, +2 Perception, Proficiency Gythka, Chatka Special: May not wear normal armor, must have all armor custom made. Multi-Limbed: Thri-kreen have six limbs: two are used as legs, two are primary arms, and two are secondary arms. The thri-kreen gains +1 to AC when wielding two weapons, and changing/drawing weapons and retrieving/stowing items are free actions for the thri-kreen. They may carry an item in all four arms, but are still limited to one attack per round unless they have a power that changes this. Trance: Thri-kreen need only 4 hours of rest during an extended rest. During this time, they remain partially aware of their surroundings, taking a -5 penalty on Perception tests. Poisonous Bite * Thri-Kreen Racial Power While they usually rely on weapons, the thri-kreen also has a poisonous bite. Encounter * Minor Action * Poison Attack: STR+2 vs. AC Damage: 1d4+STR Effect: The thri-kreen makes a bite attack in addition to its other attacks. In addition to damage, the target takes ongoing 2 poison damage (save ends). At 11th level this increases to STR+4 and 2d4+STR damage, and at 21st level it increases to STR+6 and 3d4+STR damage. Racial Feats: Crystal Gland *Thri-Kreen only By sacrificing its ability to use the poison in its bite attack, the Thri-Kreen can generate a sticky substance that hardens in 24 hours to the strength of steel. During the 24 hour time the Crystal can be shaped into any form the Thr-Kreen chooses. The amount generated is enough to create a small dagger or Chatka, the substance cannot be maintained in its glue form. Making larger items takes building the item in stages, and the Thri-Kreen can only generate his CON bonus in days each month. Tier: Heroic Thri-Kreen Equipment: Weapon Prof. Damage Range Price Weight Group Properties Gythka +2 1d6 6/12 NA 1lbs Light Blade One-Handed, thown Chatka +2 2d4 - NA 5lbs Pole Arm Two- HandedReach Half Celestial A race of divinely touched beings that move through the world preaching goodness and grace. Racial Traits: Average Height: 6 0˝ – 6 5˝ Average Weight: 140–190 lb. Ability Scores: +2 Charisma, +2 Wisdom Size: Medium Speed: 6 squares, fly 4 squares (see below) Vision: darkvision Languages: Common, Supernal Skill Bonuses: +2 Heal Special: May not wear normal armor, must have all armor custom made. Whirlwind Charge: Half-Celestail Racial Power Charging into the foe, the divine rage pours forth in a torrent of blind power striking each of the celestials adversaries. Encounter* free action *Melee Basic Target: enemies within reach Effect: When a half-celestail charges an enemy, it can make an additional attack against each enemy within its reach at the end of its charge. Clumsy Flying: Half-Celestial Racial Ability While gifted with beautiful white wings, the Half-Celestial is not the most gifted flyer. Effect: Fly 4 squares. A clumsy flier takes a –4 penalty to attack rolls and defenses while flying. This creature is ill-suited to flying in the air. Sustain Minor: So long as you sustain this power you remain in flight, and you can continue to use move actions to fly 4 spaces (or shift in mid-air). Ogre Average Height: 7 0˝ – 9 5˝ Average Weight: 210–290 lb. Ability Scores: +2 Strength +2 Constitution Size: Large Reach: 2 (nonthreatening) Speed: 8 squares Vision: normal Languages: Common, goblin Skill Bonuses: +2 Intimidate Tough Hide: Ogre Racial Bonus Feat The skin of the ogre can be likened to that our heavy leather. Effect: Toughness bonus feat at 1st level Medusa Average Height: 5˝ – 6 5˝ Average Weight: 110–190 lb. Ability Scores: +2 Cha +2 Dex Size: Medium Speed: 6 squares Vision: normal Languages: Common Skill Bonuses: none Special: Resist 5 poison, raise to 10 at 11th level Snaky Hair Medusa Racial Power Writhing tendrils of vicious vipers sprout from the head of the Medusa At-Will Melee Basic Target: enemies within reach Effect: Poison 1d6 damage, and the target takes ongoing 2 poison damage and takes a –2 penalty to Fortitude defense (save ends both). Petrifying Gaze Medusa Racial Power The eyes of the Medusa sparkle with a baleful light, those that stare into them find their bodies turned to stone. Encounter Target: Close blast 3; blind creatures are immune Effect: Cha vs. Fortitude; the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is petrified (no save). Racial Feats: Improve Snake Venom *Medusa only Raise ongoing damage of Snaky Hair damage to 5 Tier: Heroic Petrifying Glare *Medusa only Increase blast 3 of Petrifying Gaze to blast 5 Tier: Heroic Illithid Average Height: 5´ 6˝–6´ 2˝ Average Weight: 135–220 lb. Ability Scores: +2 Wis, +2 Int Size: Medium Speed: 6 squares Vision: Normal Languages: Common, choice of one other Skills: +2 History, +2 Arcana Tentacle Attacks Flailing tentacles around a toothy maw reach out to grasp those within reach. Tentacle Attacks Illithid Racial Power At-will, standard action Melee Basic Target: one enemy within reach Effect: melee att vs. AC; 1d6 + DEX damage, and the target is grabbed (until escape). Bore Into Brain With needle like teeth, the Illithid tears into the skull and brain of the unfortunate victim. Bore into Brain Illithid Racial Power At-will, standard action Melee Basic Target: enemies grabbed Effect: Grabbed or stunned target only; Str vs Fort; 1d6 + STR damage, and the target is dazed (save ends). Raise to 2d6 + STR at 10th lvl, and 3d6 + STR at 20th. If this power reduces the target to 0 hit points or fewer, the mind flayer devours its brain, killing the target instantly. Racial Feat Mind Blast *Illithid only *10th level or higher Gain Mind Blast feat. Tier: Paragon Mind Blast Encounter, standard action Psychic Target: Close Blast 5 Effect: mind flayers and their thralls are immune; Cha vs. Will; 2d8 + WIS psychic damage, and the target is dazed (save ends). Raise to 3d8 + WIS at 20th. Miss: Half damage, and the target is not dazed. Cyclops I got a big eye. See. Here in my forehead. Ow. I just poked myself in the eye. This one. The one in my forehead. Ow. I just poked myself in the forehead. Average Height: 9 0˝ – 9 5˝ Average Weight: 410 – 590 lb. Ability Scores: +2 Strength +2 Constitution Size: Large Speed: 8 squares Reach: 2 (nonthreatening) Vision: truesight 6, the cyclops can see through illusions within 6 squares automatically. Languages: Common, Evil Eye With unerring precision and speed, the Cyclops surges forward brining his weapon around and striking his adversary. At-Will, immediate reaction when attack misses the cyclops Melee Basic Target: enemies within reach Effect: The cyclops guard makes a melee basic attack against the attacker. Empyreal Descended from angels trapped on the earthly plane after the murder of their Deity during the great rebellion. PHYSICAL QUALITIES Average Height: 5’ 10”‐6’ 10” Average Weight: 160 lbs‐260 lbs. Empyreals’ bearing testify to their celestial heritage. They have strong ascetic features, eyes with gold pupils, skin color ranges from pale to midnight blue and hair of lighter colors, blondes, reds, silver or sometimes black; light enough to form a cloud about their head when dry. They are generally tall and have a slender to athletic build. Ability Scores: +2 Constitution, +2 Charisma Size: Medium Speed: 6 squares Vision: Normal Languages: Common, Supernal Skill Bonuses: +2 Diplomacy, +2 Perception Angelic Aura: Attacks against you take a –1 penalty until you are bloodied. Radiant Resistance: You have resist radiant 5 + one-half your level. EMPYREAL RACIAL POWERS Radiant Blade When you are bloodied your weapon flares with a cobalt light. At Will ✦ Radiant Minor Action (usable only while bloodied) Target: One target Attack: (Wisdom bonus) vs. Reflex Hit: b +4 radiant damage until the start of your next turn. Angelic Flare A flash of cerulean light envelops your foes, leaving them dazed. Encounter ✦ Radiant Standard Action Close Burst 1 Target: Each foe in area of burst Attack: (Wisdom bonus) vs. Fortitude Effect: 1d8 radiant + (wisdom bonus) damage to all creatures in the burst area and they are dazed until the end of your next turn. Miss: Half damage and the creatures are not dazed. Celestial Sense Your celestial nature gives your allies insight into your foes actions. Encounter ✦ Minor Action Burst 5 Target: All allies in area Effect: All allies in the 5 square burst area gain a +1 bonus to Perception. EMPYREAL RACIAL FEATS Angelic Heart: Your angelic heritage gives you immunity to the Fear effect. Tier: Heroic Resistance: you develop resistance 5 to a specific form of energy attack; this can be taken more than once for different types of energy attacks. Tier: Heroic Astral Trek: You are able to enter the Astral Sea, you gain the insubstantial condition until the end of your next turn Tier: Paragon Wings: you grow a pair of white feathered wings, Fly: Move +2 (Good) Tier: Paragon Moogle It’s a friggin’ balloon, that looks like a cat with wings. Why is it crackling with death dealing energy? – Last words of Randal Average Height: 2 0˝ – 3 5˝ Average Weight: 30 – 90 lb. Ability Scores: +2 Charisma +2 Dexderity Size: Small Speed: 5 squares Vision: Normal. Languages: Common, Choose one other Skill Bonus: +2 Diplomacy, +2 Insight Group Insight: All allies within 10 squares gain a +1 racial bonus to Insight checks. Winged Shift: Ignore difficult terrain when you shift. Special: May not wear normal armor, must have all armor custom made. Mog Wings (Moogle Racial Power) You flap the small bat wings on your back, and surprisingly, they lift you up into the air. Encounter * Flight Move Action Personal Effect: Fly up to 4 squares. If you do not land, you remain in flight until the beginning of your next turn. Sustain Minor: So long as you sustain this power you remain in flight, and you can continue to use move actions to fly 4 spaces (or shift in mid-air). You can sustain this power with a successful saving throw (which is made at the minor action used to sustain this power). Failure results in an immediate fall to the ground. Special: Heavy armor gives you a penalty to the sustaining saving throw equal to it's movement penalty. Rakshasa Rakshasas are clever, malicious, and sophisticated. Although rakshasas come in many varieties, they all share some common traits, namely their feline heads, backward claws, and taste for luxury. Rakshasas often conceal their true appearance, using illusion magic to adopt whatever disguises serve them best. They typically masquerade as nobles or wealthy merchants, lying and manipulating other creatures into doing their bidding. A rakshasa has the head of a feline predator, usually a tiger, as well as a luxurious coat of fur and clawed hands. It is clothed in fine attire and expensive jewelry. A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human—a subtle feature that adds to the creature’s unsettling appearance. Average Height: 5 0˝ – 6 5˝ Average Weight: 230 – 390 lb. Ability Scores: +2 Strengthy +2 Intelligence Size: Medium Speed: 6 squares Vision: Low-light. Languages: Common, Choose one other Skill Bonus: +2 Bluff, +2 Climb Claw * Rakshasa Racial Ability While they usually rely on weapons, the Rakshasa also has vicious claws. At-will * Basic Melee Attack: STR vs. AC Damage: 1d6+STR Effect: The Rakshasa makes a bite attack in addition to its other attacks. In addition to damage, the target takes ongoing 2 poison damage (save ends). At 11th level this increases to STR+2 and 2d6+STR damage, and at 21st level it increases to STR+4 and 3d6+STR damage. Decptive Veil *Rakshasa Racial Power You wrap the power of illusion around you to reveal an ordinary man walking down an ordinary street. Encounter * Arcane Move Action Personal Effect: The rakshasa can disguise itself to appear as any Medium humanoid. A successful Insight check (opposed by the rakshasa’s Bluff check) pierces the disguise. The effect lasts until dispelled or the creature is knocked unconcious. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The New Original Creations Thread (Major Update 6/10)
Top