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[FLUMPH] Lord of the Flumph!
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<blockquote data-quote="Gez" data-source="post: 761873" data-attributes="member: 1328"><p>What about a mutant, evil flumph with eye rays, and expelling an antimagic gas ? OGC replacement for the beholder !</p><p></p><p>Another mutant evil flumph could be mind-blasting and brain-eating.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Flumph Abominator prestige class:</p><p></p><p><strong>Hit Die:</strong> d6</p><p></p><p><strong>Requirements:</strong></p><p>To qualify to become a flumph abominator (Fab), a character must fulfill all the following criteria.</p><p>Craft (Alchemy): 9 ranks</p><p>Knowledge (arcana): 9 ranks</p><p>Knowledge (biology): 7 ranks</p><p>Knowledge (religion): 3 ranks</p><p>Language: Flumph</p><p>Spellcasting: Must be able to cast <em>polymorph other</em></p><p>Special: Must be a worshipper of the dark flumph.</p><p></p><p><strong>Class Skills</strong></p><p>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).</p><p></p><p>Skill Points per level: 2 + Int modifier</p><p></p><p>Class Features</p><p>All of the following are class features of the flumph abominator prestige class.</p><p></p><p><strong>BAB:</strong> Wizard</p><p><strong>Strong Save:</strong> Will</p><p></p><p>5 levels</p><p>level 1 – Knock-out +1d6, graft things</p><p>level 2 – Knock-out +2d6, +1 caster level</p><p>level 3 – Dementation, mutation</p><p>level 4 – Knock-out +3d6, +1 caster level</p><p>level 5 – Knock-out +4d6, horrible twistings</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> The flumph abominator gains no additional weapon or armour proficiencies.</p><p></p><p><strong>Spellcasting:</strong> 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.</p><p></p><p><strong>Knock-Out (Ex):</strong> 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.</p><p></p><p><strong>Graft Things (Ex):</strong> 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.</p><p>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.</p><p></p><p><strong>Dementation (Su):</strong> 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 <em>charmed</em> by the flumph abominator. If demented again, the flumph shift alignment once more, and is then permanently considered <em>dominated</em>. </p><p>A flumph abominator may have up to 3 times his level plus his Cha modifier HD of demented flumphs under his control.</p><p></p><p><strong>Mutation (Su):</strong> 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.</p><p>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.</p><p></p><p><strong>Horrible Twisting (Su):</strong> 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 <em>Flumph Observator</em>, the brain-eating <em>Mind Flumph</em>, and the deceiving <em>Phase Flumph</em>. The ultimate goal of many flumph abominator is to create a new and better Flumph Abomination.</p><p></p><p>See the individual Flumph Abomination for creation cost and requirements.</p></blockquote><p></p>
[QUOTE="Gez, post: 761873, member: 1328"] 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: [b]Hit Die:[/b] d6 [b]Requirements:[/b] 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 [i]polymorph other[/i] Special: Must be a worshipper of the dark flumph. [b]Class Skills[/b] 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. [b]BAB:[/b] Wizard [b]Strong Save:[/b] 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 [b]Weapon and Armor Proficiency:[/b] The flumph abominator gains no additional weapon or armour proficiencies. [b]Spellcasting:[/b] 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. [b]Knock-Out (Ex):[/b] 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. [b]Graft Things (Ex):[/b] 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. [b]Dementation (Su):[/b] 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 [i]charmed[/i] by the flumph abominator. If demented again, the flumph shift alignment once more, and is then permanently considered [i]dominated[/i]. A flumph abominator may have up to 3 times his level plus his Cha modifier HD of demented flumphs under his control. [b]Mutation (Su):[/b] 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. [b]Horrible Twisting (Su):[/b] 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 [i]Flumph Observator[/i], the brain-eating [i]Mind Flumph[/i], and the deceiving [i]Phase Flumph[/i]. 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. [/QUOTE]
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[FLUMPH] Lord of the Flumph!
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