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An ill wind bloweth...
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<blockquote data-quote="The Vorpal Tribble" data-source="post: 2138446" data-attributes="member: 9755"><p><span style="font-size: 15px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: SlateGray">Contretemps</span></strong></span></span></p><p><em></em></p><p><em>A gust of air whips about you and a voice echoes in ethereal tones, bringing forth a dismal account of that which is to come...</em></p><p></p><p>Type: Large Outsider (air, chaos, psionic)</p><p>Hit Dice: 8d8+32 (68 hp)</p><p>Initiative: +8</p><p>Speed: fly 180 ft. (perfect)</p><p>AC: 25 (+8 dex, +7 natural)</p><p>BAB/Grapple: +8/+14</p><p>Space/Reach: 10 ft./10 ft.</p><p>Attack: Slam +9 melee (1d8+2 plus 1d6 chaos)</p><p>Full attack: Slam +9 melee (1d8+2 plus 1d6 chaos)</p><p>Special Attacks: Destiny Dissonance, Keening Cry</p><p>Special Qualities: Darkvision 60 ft., Immune to electricity and sonics, Psionics, Spell and Psionic resistance 8, Unreadable</p><p>Saves: Fort +10, Ref +14, Will +12</p><p>Abilities: Str 14, Dex 26, Con 18, Int 10, Wis 22, Cha 21</p><p>Skills: Bluff +16, Concentration +15, Diplomacy +16, Escape Artist +19, Intimidate +16, Listen +17, Move Silently +19, Knowledge (History) +18</p><p>Feats: Dodge, Flyby Attack, Ghost Attack, Mobility(B) </p><p>________________________</p><p>Environment: Pandemonium</p><p>Organization: Solitary</p><p>CR: 13</p><p>Alignment: Chaotic Neutral</p><p>Treasure: None</p><p>Advancement: -</p><p></p><p>Contretemps, also known as Ill Winds, or Bad Omens, are spreaders of tales of woe from the future. Continuously suffering unclear visions on the winds of chance and happenstance, their messages are often exagerated or partially added onto by the contretemp's imagination, though always holding at least a kernel of truth. They feel an overpowering responsiblity to spread these visions, and will roam far and wide to give their messages. </p><p></p><p>A contretemp appears as a ghostly elderly but still beautiful woman with bits and pieces that seem to fade out and reappear all about her form. Her hair is many feet long and fades away into nothingness with the rest of her form at the end. She appears to be wearing a billowy robe with a whispy hood that is buffeted as if from a great wind. Her features are usually set into an expression of urgent concern.</p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong>Combat:</strong></span></p><p>A contretemps rarely is forced into battle, having little time or patience for such foolishness in their rush to spread their warnings, but if sufficiently threatened or provoked will rush at their victims. </p><p></p><p><strong>Psionics</strong></p><p>At will/Know Direction and Location, Precognition, Tongues (psionic); 3/day Control Wind, Sensitivity to Psychic Impressions;1/day Greater Precognition. Manifester level 4.</p><p></p><p><strong>Destiny Dissonance (Ps):</strong></p><p>If wished, a contretemp's slam attack also inflicts upon its foe an imperfect, unfocused glimpse of the many possible futures in store for it, usually those of an unpleasant nature. Unaccustomed to and unable to process the information, the victim becomes Sickened for 8 rounds. Destiny dissonance from multiple blows do not stack, but the next successful attack after the 8 rounds are up may bring forth yet another set of visions. </p><p></p><p><strong>Keening Cry (Su):</strong></p><p>Once per day a contretemp can let out a cry to those who disbelieve her, causing those within 60 feet of her to see the most dire visions she has witnessed concerning them. A DC 18 will save must be made or the recipients of the visions become Frightened for 1d6 minutes, though do not become violent towards her. </p><p></p><p><strong>Unreadable (Ex):</strong></p><p>The unstable nature of the contretemp in the stream of time makes them immune to attempts at scrying, divination and clairsentient powers concerning them. </p><p></p><p><strong>Skills:</strong></p><p>A contretemp gains a +7 insight bonus to Knowledge (history) checks.</p></blockquote><p></p>
[QUOTE="The Vorpal Tribble, post: 2138446, member: 9755"] [SIZE=4][FONT=Book Antiqua][B][COLOR=SlateGray]Contretemps[/COLOR][/B][/FONT][/SIZE] [I] A gust of air whips about you and a voice echoes in ethereal tones, bringing forth a dismal account of that which is to come...[/I] Type: Large Outsider (air, chaos, psionic) Hit Dice: 8d8+32 (68 hp) Initiative: +8 Speed: fly 180 ft. (perfect) AC: 25 (+8 dex, +7 natural) BAB/Grapple: +8/+14 Space/Reach: 10 ft./10 ft. Attack: Slam +9 melee (1d8+2 plus 1d6 chaos) Full attack: Slam +9 melee (1d8+2 plus 1d6 chaos) Special Attacks: Destiny Dissonance, Keening Cry Special Qualities: Darkvision 60 ft., Immune to electricity and sonics, Psionics, Spell and Psionic resistance 8, Unreadable Saves: Fort +10, Ref +14, Will +12 Abilities: Str 14, Dex 26, Con 18, Int 10, Wis 22, Cha 21 Skills: Bluff +16, Concentration +15, Diplomacy +16, Escape Artist +19, Intimidate +16, Listen +17, Move Silently +19, Knowledge (History) +18 Feats: Dodge, Flyby Attack, Ghost Attack, Mobility(B) ________________________ Environment: Pandemonium Organization: Solitary CR: 13 Alignment: Chaotic Neutral Treasure: None Advancement: - Contretemps, also known as Ill Winds, or Bad Omens, are spreaders of tales of woe from the future. Continuously suffering unclear visions on the winds of chance and happenstance, their messages are often exagerated or partially added onto by the contretemp's imagination, though always holding at least a kernel of truth. They feel an overpowering responsiblity to spread these visions, and will roam far and wide to give their messages. A contretemp appears as a ghostly elderly but still beautiful woman with bits and pieces that seem to fade out and reappear all about her form. Her hair is many feet long and fades away into nothingness with the rest of her form at the end. She appears to be wearing a billowy robe with a whispy hood that is buffeted as if from a great wind. Her features are usually set into an expression of urgent concern. [SIZE=3] [b]Combat:[/b][/SIZE] A contretemps rarely is forced into battle, having little time or patience for such foolishness in their rush to spread their warnings, but if sufficiently threatened or provoked will rush at their victims. [b]Psionics[/b] At will/Know Direction and Location, Precognition, Tongues (psionic); 3/day Control Wind, Sensitivity to Psychic Impressions;1/day Greater Precognition. Manifester level 4. [b]Destiny Dissonance (Ps):[/b] If wished, a contretemp's slam attack also inflicts upon its foe an imperfect, unfocused glimpse of the many possible futures in store for it, usually those of an unpleasant nature. Unaccustomed to and unable to process the information, the victim becomes Sickened for 8 rounds. Destiny dissonance from multiple blows do not stack, but the next successful attack after the 8 rounds are up may bring forth yet another set of visions. [b]Keening Cry (Su):[/b] Once per day a contretemp can let out a cry to those who disbelieve her, causing those within 60 feet of her to see the most dire visions she has witnessed concerning them. A DC 18 will save must be made or the recipients of the visions become Frightened for 1d6 minutes, though do not become violent towards her. [b]Unreadable (Ex):[/b] The unstable nature of the contretemp in the stream of time makes them immune to attempts at scrying, divination and clairsentient powers concerning them. [b]Skills:[/b] A contretemp gains a +7 insight bonus to Knowledge (history) checks. [/QUOTE]
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