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<blockquote data-quote="TheCrazyMuffinMan" data-source="post: 3635374" data-attributes="member: 53470"><p>Emoti</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Tiny Outsider (Chaotic, Good, Extraplanar)</p><p></p><p>HD: 1d8 (4hp)</p><p></p><p>Str: 4</p><p>Dex: 20</p><p>Con: 10</p><p>Int: 9 (They may sound as though they have the intellectual capacity of a 6-year-old, but they aren't exactly drooling mouth-breathers).</p><p>Wis: 12</p><p>Cha: 25</p><p></p><p>Alignment: Always CG</p><p></p><p>Emotis are the servants of Chaotic Good deities on their home planes. They are essentially living concentrations of positive energy in a springy shell whose material is uncertain. They are roughly the size of soccer balls and they sport exaggerated faces representing emotions. While most emotis are yellow, they may take any color. An emoti's hands are separate from the body, telepathically controlled, exist in extradimensional space, and can enter or exit real space at will. Despite these hands being circular, they can mold to whatever shape is needed for nearly any manual task.</p><p></p><p>(3E/Present)</p><p></p><p>Initiative: +9</p><p>Speed: 50 ft</p><p>AC: 19 (+2 size, +5 Dex, +2 natural), touch 16, flat footed 13</p><p>Base Attack/Grapple +7/-11 (+7 for hugs and other affectionate grapples, -11 for all other grapple forms)</p><p>Attack: (+10, Pounce 1d8, +10 Pseudoarms 1d4 each (or a small weapon if needed, though Emotis usually only fight to defend themselves.), can be applied to either normal or nonlethal damage, w/o penalty)</p><p>Space/Reach: 5/5</p><p>Special Attacks: Self-destruct, spells as a sorcerer with corresponding HD</p><p>Special Qualities: Can use Small and natural weapons without Str penalties, Unnatural Cuteness, Telepathy</p><p></p><p>Saves: Fort +2, Ref +5, Will +1</p><p>Feats: Weapon Finesse (natural weapons and any weapon they may have in their possession), Improved Initiative</p><p></p><p>Self-destruct (Ex): An emoti may explode as a full-round action. All creatures within 20 feet of an exploding emoti take 2d8 damage plus 1d8 for each extra HD it has. (Reflex half for those 10 feet away or further, DC 10. The DC is constitution-based.) Other emotis negate damage on a successful save. Those that are brought between 0 and -9 hp may self destruct on a successful Constitution check (DC 10 - current HP). Undead receive double damage from this, and a failed reflex save on its part means that it is destroyed.</p><p></p><p>Unnatural Cuteness (Su): At the emoti's choice, those that see the emoti must make a Will save (DC 18) or be fascinated for 2d4 rounds. Even if they make the save and get in range to act against it, they must make a Will save (DC 18) or lose the action.</p><p></p><p>Telepathy (Su): All emotis can communicate telepathically with other living beings. Their thoughts are childlike and centered on emotions rather than logic or objective concepts </p><p></p><p>(Ex: "I like it when the bard plays his songs" becomes "<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Me ish lurf the yellow haired man strumming the pwetty strings and singing happy")</p><p></p><p>Elasticity (Ex): Emotis that fall past their safe fall limit can make a jump check (DC 10 + 1 for every 5 ft past the safe fall limit) to instantly bounce off with no damage, rising 40+1d20% of the distance they fell from the last fall.</p><p></p><p>Emotis have no conventional language, but they do give out the occasional *squee*. They communicate primarily through telepathy.</p><p></p><p>Emotis get a racial +10 to their Move Silently, Tumble and Jump checks.</p><p></p><p>Emotis feed on positive energy, though they do not feast on the energy of other living beings directly unless it is freely given. This grants the bearer one negative level, which goes away in 30 minutes and always goes away without permanency. One cannot do this if it would kill them. They are simply unable.</p><p></p><p>The act does leave the bearer fatigued for 30 minutes after though.</p><p></p><p>Emotis are asexual. Once they have ingested 100 levels of positive energy (spell levels, turning attempts, etc), they can create another of their kind. This creation takes 1 full round. </p><p></p><p>4 levels of positive energy are required daily to sustain an emoti outside of its home plane. On that plane, they are sustained simply by the positive energy OF that plane.</p><p></p><p>An emoti that "starves" or receives so much as one negative level immediately gets shunted to its home plane, where it recovers its full strength after 1 full hour, and is stable and unconscious until then.</p><p></p><p>Any emoti that damages an undead creature with its pounce attack grants it one positive level. This works like a negative level except that only negative energy creatures such as undead can be affected by them. Undead that have as many positive levels as they do hit dice are instantly destroyed. Self-destruct deals two positive levels to any undead caught in it that survive.</p></blockquote><p></p>
[QUOTE="TheCrazyMuffinMan, post: 3635374, member: 53470"] Emoti :D Tiny Outsider (Chaotic, Good, Extraplanar) HD: 1d8 (4hp) Str: 4 Dex: 20 Con: 10 Int: 9 (They may sound as though they have the intellectual capacity of a 6-year-old, but they aren't exactly drooling mouth-breathers). Wis: 12 Cha: 25 Alignment: Always CG Emotis are the servants of Chaotic Good deities on their home planes. They are essentially living concentrations of positive energy in a springy shell whose material is uncertain. They are roughly the size of soccer balls and they sport exaggerated faces representing emotions. While most emotis are yellow, they may take any color. An emoti's hands are separate from the body, telepathically controlled, exist in extradimensional space, and can enter or exit real space at will. Despite these hands being circular, they can mold to whatever shape is needed for nearly any manual task. (3E/Present) Initiative: +9 Speed: 50 ft AC: 19 (+2 size, +5 Dex, +2 natural), touch 16, flat footed 13 Base Attack/Grapple +7/-11 (+7 for hugs and other affectionate grapples, -11 for all other grapple forms) Attack: (+10, Pounce 1d8, +10 Pseudoarms 1d4 each (or a small weapon if needed, though Emotis usually only fight to defend themselves.), can be applied to either normal or nonlethal damage, w/o penalty) Space/Reach: 5/5 Special Attacks: Self-destruct, spells as a sorcerer with corresponding HD Special Qualities: Can use Small and natural weapons without Str penalties, Unnatural Cuteness, Telepathy Saves: Fort +2, Ref +5, Will +1 Feats: Weapon Finesse (natural weapons and any weapon they may have in their possession), Improved Initiative Self-destruct (Ex): An emoti may explode as a full-round action. All creatures within 20 feet of an exploding emoti take 2d8 damage plus 1d8 for each extra HD it has. (Reflex half for those 10 feet away or further, DC 10. The DC is constitution-based.) Other emotis negate damage on a successful save. Those that are brought between 0 and -9 hp may self destruct on a successful Constitution check (DC 10 - current HP). Undead receive double damage from this, and a failed reflex save on its part means that it is destroyed. Unnatural Cuteness (Su): At the emoti's choice, those that see the emoti must make a Will save (DC 18) or be fascinated for 2d4 rounds. Even if they make the save and get in range to act against it, they must make a Will save (DC 18) or lose the action. Telepathy (Su): All emotis can communicate telepathically with other living beings. Their thoughts are childlike and centered on emotions rather than logic or objective concepts (Ex: "I like it when the bard plays his songs" becomes ":D Me ish lurf the yellow haired man strumming the pwetty strings and singing happy") Elasticity (Ex): Emotis that fall past their safe fall limit can make a jump check (DC 10 + 1 for every 5 ft past the safe fall limit) to instantly bounce off with no damage, rising 40+1d20% of the distance they fell from the last fall. Emotis have no conventional language, but they do give out the occasional *squee*. They communicate primarily through telepathy. Emotis get a racial +10 to their Move Silently, Tumble and Jump checks. Emotis feed on positive energy, though they do not feast on the energy of other living beings directly unless it is freely given. This grants the bearer one negative level, which goes away in 30 minutes and always goes away without permanency. One cannot do this if it would kill them. They are simply unable. The act does leave the bearer fatigued for 30 minutes after though. Emotis are asexual. Once they have ingested 100 levels of positive energy (spell levels, turning attempts, etc), they can create another of their kind. This creation takes 1 full round. 4 levels of positive energy are required daily to sustain an emoti outside of its home plane. On that plane, they are sustained simply by the positive energy OF that plane. An emoti that "starves" or receives so much as one negative level immediately gets shunted to its home plane, where it recovers its full strength after 1 full hour, and is stable and unconscious until then. Any emoti that damages an undead creature with its pounce attack grants it one positive level. This works like a negative level except that only negative energy creatures such as undead can be affected by them. Undead that have as many positive levels as they do hit dice are instantly destroyed. Self-destruct deals two positive levels to any undead caught in it that survive. [/QUOTE]
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