Homebrew Campaign Setting - Shifting Kingdoms (comments very welcome, please)

Soldier of Frozen Chaos

Medium Undead (Cold)

Hit Dice: 2d12 (13 hp)

Initiative: +4

Speed: 40 ft. (8 squares)

Armor Class: 16 (+5 natural, +1 Dex), touch 11, flat-footed 15

Base Attack/Grapple: +1/+3

Attack: Bite +3 melee (1d6+3); or longsword +3 melee (1d8+2)

Full Attack: Bite +3 melee (1d6+3); or longsword +3 melee (1d8+2)

Space/Reach: 5 ft./5 ft.

Special Attacks: Ray of cold

Special Qualities: Darkvision 60 ft., undead traits

Saves: Fort +0, Ref +1, Will +5

Abilities: Str 15, Dex 13, Con —, Int 13, Wis 14, Cha 12

Skills: Climb +7, Jump +7, Listen +7, Move Silently +6, Spot +7

Feats: Improved Initiative

Environment: Any cold land

Organization: Solitary, pack (2-5), or patrol (6-10 plus 1 knight of frozen chaos)

Challenge Rating: 1

Treasure: None

Alignment: Always chaotic evil

Advancement: 3-6 HD (Medium)

Level Adjustment: —

Soldiers of frozen chaos resemble animated skeletons coated in ice that groans when the creature moves. However, they glow faintly in complete darkness. They also possess great cunning and a twisted intelligence. Soldiers of frozen chaos speak Abyssal and Common.

Soldiers of frozen chaos are created when chaotic or evil mortal humanoids die of cold with great guilt on their souls. Since many outlaws and unsavory types flee north, this is all too common.

A soldier of frozen chaos will always obey any knights of frozen chaos in the area. Without them, it serves only chaos. Its only joy in existence is battle, and it loves to tear apart living creatures.

COMBAT
Soldiers of frozen chaos are quick and vicious. They first loose their ray of cold, then attack with fangs or weapons.

Ray of Cold (Sp): A soldier of frozen chaos can create a ray of cold once per round. This is identical to the ray of frost spell as cast by a 1st-level sorcerer except that it has a range of 50 feet.
 
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Knight of Frozen Chaos
Medium Undead (Cold)
Hit Dice: 7d12+3 (48 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 19 (+8 natural, +1 Dex), touch 11, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d6+3); or longsword +1 +8 melee (1d8+4)
Full Attack: Slam +6 melee (1d6+3); or longsword +1 +8 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frost blast
Special Qualities: Darkvision 60 ft., undead traits
Saves: Fort +2, Ref +3, Will +7
Abilities: Str 17, Dex 13, Con —, Int 13, Wis 14, Cha 12
Skills: Climb +13, Jump +13, Listen +12, Move Silently +11, Spot +12
Feats: Improved Initiative, Toughness, Weapon Focus (longsword)
Environment: Any cold land
Organization: Solitary or patrol (1 plus 6-10 soldiers of frozen chaos)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8-21 HD (Medium)
Level Adjustment: —

Knights of frozen chaos resemble tall animated skeletons coated in ice that groans when the creature moves. However, they glow a bright blue in complete darkness. They are even more cruel than their lesser cousins. Knights of frozen chaos speak Abyssal and Common.
Knights of frozen chaos are created when a frost demon slays a mortal humanoid, or when chaotic or evil mortal humanoids of 7th level or above die of cold with great guilt on their souls.

A knight of frozen chaos will command soldiers of frozen chaos. On those rare occasions when a number of knights joined forces, they led a terrible army against human, elven, Weil, and dwarven lands.

COMBAT
Knights of frozen chaos are quick and vicious. They first loose their frost blast, then order their underlings into combat.

Frost Blast (Sp): A knight of frozen chaos can create a powerful blast of cold once per day. This is identical to the fireball spell as cast by a 6th-level sorcerer except that it deals cold damage.

Frost Demon (Frilkabrin)
Medium Outsider
Hit Dice: 11d8+36 (85 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 19 (+7 natural, +2 Dex), touch 12, flat-footed 17
Base Attack/Grapple: +11/+13
Attack: Claw +14 melee (1d6+2 and 1d6 cold)
Full Attack: 2 claws +14 melee (1d6+2 and 1d6 cold), tail slap +9 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Chill, create spawn, frost blast, spell-like abilities
Special Qualities: Darkvision 60 ft., demon traits, DR 10/good, low-light vision, fire and cold resistance 10
Saves: Fort +10, Ref +9, Will +7
Abilities: Str 15, Dex 14, Con 17, Int 11, Wis 10, Cha 21
Skills: Climb +17, Jump +21, Listen +17, Move Silently +17, Search +15, Spellcraft +15, Spot +17
Feats: Alertness, Improved Initiative, Toughness, Weapon Focus (claw, tail slap)
Environment: Pit of Dread
Organization: Solitary or patrol (1 plus 2 knights of frozen chaos)
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 12-22 HD (Medium); 23-33 HD (Large)
Level Adjustment: —

A frilkabrin, commonly known as a "frost demon", resembles a tall, exceptionally gaunt humanoid with a flexible, thick tail. Its head is topped with bony lumps and spines. Its skin is ice-blue. A frost demon stands 7 feet tall and weighs 195 pounds.

Frilkabrin are the necromancers of demons. They can transform mortals into undead by slaying them.

Combat

A frost demon begins combat with spell-like abilities and its frost blast.

Chill (Su): A frost demon's claw attacks inflict 1d6 additional cold damage.

Create Spawn (Su): Any humanoid slain by a frost demon becomes a knight of frozen chaos in 1 day if the body remains intact.

Frost Blast (Sp): A frost demon can create a powerful blast of cold once per day. This is identical to the fireball spell as cast by an 8th-level sorcerer except that it deals cold damage.

Spell-Like Abilities: At will - bane, chill touch, disrupt undead, halt undead, ray of enfeeblement, spectral hand, unholy blight. 3/day - control undead. 1/day - enervation.

Demonspawn, Sac (Gugatra)
Medium Magical Beast
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Bite +4 melee (1d6+1 and poison)
Full Attack: Bite +4 melee (1d6+1 and poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Diseased spit, poison
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 12, Dex 11, Con 14, Int 5, Wis 10, Cha 7
Skills: Listen +8, Spot +8
Feats: Alertness
Environment: Pit of Dread
Organization: Solitary or fester (2-5)
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 12-22 HD (Medium); 23-33 HD (Large)
Level Adjustment: —

A gugatra, commonly known as a "sac demonspawn", resembles a hideously bloated bipedal frog. Its body seems to be ravaged by disease. Its skin is yellow-green. A sac demonspawn stands 5 feet tall and weighs 150 pounds.

They exist as living weapons, to spread poison and disease.

Combat

A gugatra will spit its disease, then bite.

Diseased Spit (Ex): Once per hour, a sac demonspawn can spit a stream of diseased fluid up to 30 feet as a ranged touch attack (no range increment). If it hits, the victim must make a Fort save (DC 13) or contract fiend rot (incubation period 1 day, damage 1d4 Str).

Poison (Ex): Bite, Fort DC 13, initial and secondary damage 1d3 Dex.
 
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VOLCANIC SAPLING

Medium Plant (Fire)
Hit Dice: 2d8 (9 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d6+1)
Full Attack: Bite +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Blindsight 60 ft., plant traits, resistance to fire 5
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 11, Int -, Wis 10, Cha 1
Skills: Hide +0 (+8* in rocky environments)
Feats: Improved Initiative
Environment: Warm mountains
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3–5 HD (Medium); 6–7 HD (Large)
Level Adjustment: —
A volcanic sapling appears to be a small, free-standing outcropping of rock. Anyone approaching it soon discovers that it is a deadly monster, however. Volcanic saplings are, on average, 5 feet high and 2 feet in diameter, weighing 500 pounds. A volcanic sapling has several branches ending in mouth-like, thorn-rimmed appendages.

A volcanic sapling is composed of a thin core of living wood, and a thick bark with the density of heavy (but unfortunately brittle) rock. This protects the plant from heat, but barren rock has few nutrients. Therefore, it must capture live prey.

Volcanic saplings are the young stage of volcanic trees, found on the Volcanic Isle in the far Southwest. At this stage, they have not yet rooted. Despite their appearance, they can actually move at a reasonable speed.

COMBAT
A volcanic sapling breathes fire. If forced into melee, it relies on its bite in combat. Though it appears slow, its jaws can attack with surprising speed.

Breath Weapon (Su): Three times per day, a volcanic sapling can breathe fire in a 10-foot cone inflicting 1d6 points of damage (Reflex DC 11 half). The save DC is Constitution-based.

Blindsight (Ex): Though blind, a volcanic sapling is treated as if it can see all objects and creatures within 60 ft. It suffers no penalties for blindness against creatures or objects within this radius.

Skills: Volcanic saplings have a +8 racial bonus on Hide checks in rocky areas due to their coloration.
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VOLCANIC TREE

Large Plant (Fire)
Hit Dice: 8d8+24 (60 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 19 (-1 size, -5 Dex, +15 natural), touch 4, flat-footed 19
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (2d8+7)
Full Attack: Bite +10 melee (2d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, hypnosis
Special Qualities: Blindsight 60 ft., plant traits, resistance to fire 10
Saves: Fort +9, Ref -3, Will +2
Abilities: Str 21, Dex 1, Con 16, Int -, Wis 10, Cha 12
Skills: Hide -4 (+4* in rocky environments)
Feats: Improved Initiative (B)
Environment: Warm mountains
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Large); 13-19 HD (Huge)
Level Adjustment: —
A volcanic tree appears to be a branched, wind-sculpted outcropping of rock. Anyone approaching it soon discovers that it is a deadly monster, however. Volcanic trees are, on average, 14 feet high and 4 feet in diameter, weighing 5,500 pounds. A volcanic tree has several branches ending in mouth-like, thorn-rimmed appendages.

A volcanic tree is composed of a thin core of living wood, and a thick bark with the density of heavy rock. This rock is much less brittle than it was at the sapling stage. This protects the plant from heat, but barren rock has few nutrients. Therefore, it must capture live prey.

Volcanic trees are the adult stage of volcanic saplings, found on the Volcanic Isle in the far Southwest. At this stage, they have rooted to the rock. They must now rely on their unusual hypnotic power to gain prey.

COMBAT
A volcanic tree prefers to lure its prey without a fight, then cook them with its breath weapon. If forced into melee, it relies on its bite in combat. Though it appears slow, its jaws can attack with surprising speed.

Breath Weapon (Su): Three times per day, a volcanic tree can breathe fire in a 30-foot cone inflicting 3d8 points of damage (Reflex DC 18 half). The save DC is Constitution-based.

Attraction (Su): Three times per day, a volcanic tree can bewitch the mind of one creature within 50 feet (Will DC 15 negates). If the victim fails its save, it approaches to within 10 feet of the volcanic tree, doing whatever is necessary to reach the tree, and will not harm the tree until the effect ends, even if it takes damage. This attraction lasts 3 rounds.

Blindsight (Ex): Though blind, a volcanic tree is treated as if it can see all objects and creatures within 60 ft. It suffers no penalties for blindness against creatures or objects within this radius.

Skills: Volcanic trees have a +8 racial bonus on Hide checks in rocky areas due to their coloration.
 
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VULCANUSAURUS
Size/Type: Huge Dragon (Fire)
Hit Dice: 10d12+40 (105 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple: +10/+25
Attack: Bite +16 melee (2d8+7)
Full Attack: Bite +16 melee (2d8+7) and 2 claws +10 melee (1d6+3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent
Saves: Fort +11, Ref +8, Will +8
Abilities: Str 25, Dex 12, Con 18, Int 6, Wis 13, Cha 13
Skills: Climb +20, Intimidate +14, Listen +16, Spot +16, Survival +14
Feats: Alertness, Cleave, Improved Initiative, Power Attack, Weapon Focus (bite)
Environment: Warm mountains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral
Advancement: 11-18 HD (Huge); 19-25 HD (Gargantuan); 26-30 HD (Colossal)
Level Adjustment: —

A vulcanusaurus resembles a gaunt carnivorous dinosaur with four legs and a very long snout. Its head has a blunt, short horn. Its scales are deep red to brown. Vulcanusauruses tend to be around 30 feet in length and weigh around 4,000 pounds.

A vulcanusaurus is descended from dragons and dinosaurs. They are believed to have some ancestry from megaraptors, tyrannosaurus, and red dragons. They have now become their own true-breeding species. They live among the dinosaurs on the Volcanic Isle.

Vulcanusauruses often hunt humans and have become yet another of the myriad deadly threats of the Volcanic Isle.

COMBAT

Vulcanusauruses enter combat breathing fire.

Breath Weapon (Su): Three times per day, a vulcanusaurus can breathe a 30-foot cone of flame that inflicts 3d12 fire damage (Reflex DC 19 half). The save DC is Constitution-based.
 

Outermost Serf
Size/Type: Medium Outsider (Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Slam +3 melee (1d6+1)
Full Attack: Slam +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., immunity to poison, resistance to acid 10 and cold 10.
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 12, Dex 10, Con 12, Int 5, Wis 11, Cha 11
Skills: Escape Artist +7*, Listen +5, Move Silently +5, Profession (any one) +5, Spot +5
Feats: Endurance
Environment: Any land and underground
Organization: Solitary, pair, or work gang (3-8)
Challenge Rating: 1
Treasure: No coins, standard items and goods
Alignment: Usually chaotic (any)
Advancement: By character class
Level Adjustment: +1

An outermost serf is the lowest form of the species. The creature is about 4 1/2 feet tall, weighs around 80 pounds, and resembles a colorless, partially translucent humanoid with large, strong hands. Outermost serfs in modern Tellura speak crude Common, though the outermost race once had its own language.

Despite the superficially humanoid appearance, outermost are completely unrelated to any species native to the Material Plane. They seem to have redundant sets of organs and a rather simple body chemistry. These advantages allow them to survive conditions that might kill a human.

Outermost serfs form 85% of the species and serve to fulfill all the basic day-to-day work of the society.

Outermost are likely to be of any chaotic alignment, though a majority of those brought to Tellura tended toward evil. Some of those of good or neutral alignment escaped, while many joined the resistance and were freed during the Alien Wars.


*Skills: Due to their somewhat malleable flesh, outermost gain a +2 bonus to Escape Artist checks.
 
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Outermost Taskmaster
Size/Type: Large Outsider (Extraplanar)
Hit Dice: 7d8+21 (52 hp)
Initiative: +0
Speed:30 ft. (6 squares)
Armor Class: 17 (-1 size, +7 natural, +1 small shield), touch 9, flat-footed 17
Base Attack/Grapple: +7/+15
Attack: Claw +11 melee (1d8+4)
Full Attack: 2 claws +11 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to poison, resistance to acid 10 and cold 10.
Saves: Fort +8, Ref +5, Will +5
Abilities: Str 18, Dex 10, Con 16, Int 11, Wis 11, Cha 13
Skills: Bluff +11, Diplomacy +11, Escape Artist +12*, Listen +12, Move Silently +10, Profession (any one) +10, Sense Motive +10, Spot +12
Feats: Alertness, Endurance, Weapon Focus (claw)
Environment: Any land and underground
Organization: Solitary, pair, or work gang (3-8)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic (any)
Advancement: By character class
Level Adjustment: +1

An outermost taskmaster is a higher-ranking form of the species than serfs. The creature is about 8 feet tall, weighs around 500 pounds, and resembles a colorless, rough-skinned humanoid with four arms. Its back has hardened into a scaly, opaque carapace. Two arms end in wicked talons, while the other two end in human-like hands. Outermost taskmasters in modern Tellura speak Common, though the outermost race once had its own language.

Despite the superficially humanoid appearance, outermost are completely unrelated to any species native to the Material Plane. They seem to have redundant sets of organs and a rather simple body chemistry. These advantages allow them to survive conditions that might kill a human.

Outermost taskmasters form 10% of the species and serve to manage the work of serfs, whether kindly or cruelly depending on alignment. They are far more intelligent than the simple serfs, but are still not especially original thinkers.

Outermost are likely to be of any chaotic alignment, though a majority of those brought to Tellura tended toward evil. Some of those of good or neutral alignment escaped, while many joined the resistance and were freed during the Alien Wars.
COMBAT

If a taskmaster enters combat, it tries to crush its opponents in its mighty claws.

Spell-Like Abilities: 3/day - charm person (DC 12), command (DC 12). Caster level 3rd. Save DCs are Charisma-based.

*Skills: Due to their somewhat malleable flesh, outermost gain a +2 bonus to Escape Artist checks.
 
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Outermost Spy
Size/Type: Medium Outsider (Extraplanar)
Hit Dice: 6d8+18 (45 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 Dex, +4 natural, +1 small shield), touch 11, flat-footed 15
Base Attack/Grapple: +6/+8
Attack: Longsword +9 melee (1d8+2)
Full Attack: Longsword +9/+4 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +1d6, spell-like abilities
Special Qualities: Change shape, darkvision 60 ft., immunity to acid and poison, resistance to electricity 10 and cold 10.
Saves: Fort +8, Ref +5, Will +5
Abilities: Str 14, Dex 12, Con 16, Int 15, Wis 15, Cha 17
Skills: Bluff +12, Diplomacy +12, Disguise +12, Escape Artist +12*, Hide +12, Intimidate +12, Listen +13, Move Silently +12, Sense Motive +12, Spot +13
Feats: Alertness, Stealthy, Weapon Focus (longsword)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic (any)
Advancement: By character class
Level Adjustment: +5

An outermost spy is a fairly high-ranking form. In its natural form, the creature is about 6 feet tall, weighs around 160 pounds, and resembles a colorless humanoid. However, it almost always appears in another form. Outermost spies in modern Tellura speak Common and Undercommon, though the outermost race once had its own language.

Despite the superficially humanoid appearance, outermost are completely unrelated to any species native to the Material Plane. They seem to have redundant sets of organs and a rather simple body chemistry. These advantages allow them to survive conditions that might kill a human.

Outermost spies form just under 4% of the species and serve to merge with the societies of humanoids, either to harm them or merely to gain information. They are quite intelligent and quick-thinking.

Outermost are likely to be of any chaotic alignment, though a majority of those brought to Tellura tended toward evil. Some of those of good or neutral alignment escaped, while many joined the resistance and were freed during the Alien Wars.

COMBAT

If they must fight, outermost spies use stealth and sneak attacks.

Sneak Attack (Ex): When attacking a flat-footed or flanked opponent with a discernible anatomy, the outermost spy gains +4 to its attack roll and +1d6 to damage. Only the first attack in a round can be a sneak attack.

Spell-Like Abilities: 3/day - charm person (DC 14), command (DC 14). 1/day - invisibility. Caster level 6th. Save DCs are Charisma-based.

Change Shape (Su): An outermost spy can assume any humanoid form of Medium size.

*Skills: Due to their somewhat malleable flesh, outermost gain a +2 bonus to Escape Artist checks.

Outermost Baron
Size/Type: Large Outsider (Extraplanar)
Hit Dice: 9d8+36 (75 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 size, +8 natural, +1 small shield), touch 9, flat-footed 18
Base Attack/Grapple: +9/+18
Attack: Claw +14 melee (1d8+5)
Full Attack: 2 claws +14 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to poison, resistance to acid 10 and cold 10.
Saves: Fort +9, Ref +6, Will +6
Abilities: Str 20, Dex 10, Con 18, Int 14, Wis 11, Cha 17
Skills: Bluff +15, Diplomacy +15, Escape Artist +14*, Intimidate +15, Listen +14, Move Silently +12, Profession (any one) +12, Sense Motive +12, Spot +14
Feats: Alertness, Endurance, Improved Initiative, Weapon Focus (claw)
Environment: Any land and underground
Organization: Solitary or troupe (1 plus 1 taskmaster and 2-5 serfs)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic (any)
Advancement: By character class
Level Adjustment: +6

An outermost baron is the highest-ranking form of the species. The creature is about 9 feet tall, weighs around 650 pounds, and resembles a colorless, rough-skinned humanoid with four arms. Its back has hardened into a scaly, opaque carapace. Two arms end in enormous, curled talons, while the other two end in human-like hands. Outermost barons in modern Tellura speak Common, though the outermost race once had its own language.

Despite the superficially humanoid appearance, outermost are completely unrelated to any species native to the Material Plane. They seem to have redundant sets of organs and a rather simple body chemistry. These advantages allow them to survive conditions that might kill a human.

Outermost barons form barely over 1% of the species and serve to manage the other forms. They tend to rule based on personal power rather than law, due to the chaotic nature of outermost. They are the most intelligent outermost.

Outermost are likely to be of any chaotic alignment, though a majority of those brought to Tellura tended toward evil. Some of those of good or neutral alignment escaped, while many joined the resistance and were freed during the Alien Wars.
COMBAT

If a baron enters combat, it first weakens and divides foes with spell-like abilities, then tries to crush its opponents.

Spell-Like Abilities: 3/day - charm monster (DC 17), charm person (DC 14), command (DC 14). 1/day - greater magic fang. Caster level 4th. Save DCs are Charisma-based.

Change Shape (Su): An outermost baron can assume any humanoid or giant form of Medium or Large size.

*Skills: Due to their somewhat malleable flesh, outermost gain a +2 bonus to Escape Artist checks.

HALF-OUTERMOST

Many of the Outermost spies and barons that escaped from the rule of Relch and the other alien gods took on humanoid form and intermarried with humans. Their children are the half-outermost.

A half-outermost is shaped like its other parent, but is silvery and slightly translucent.

"Half-outermost" is an inherited template that can be applied to any humanoid or giant of Small to Huge size (the base creature). The base creature's type remains unchanged.

Armor Class: Natural armor increases by 3.

Special Attacks: A half-outermost retains its special attacks and gains the following:

Spell-Like Abilities: 3/day – charm person, command. Those half-outermost with 5 or more HD can also use charm monster three times per day. Caster level = 1/2 half-outermost's HD, save DC 10 +half-outermost's Charisma modifier + spell level.

Special Qualities: A half-outermost retains its special qualities and gains cold and acid resistance 5.

Skills: A half-outermost gains a +2 bonus to Escape Artist checks due to its slightly malleable flesh.

Environment: Any land

Challenge Rating: As base creature + 1

Alignment: Often chaotic (any)


UNIQUE OUTERMOST

As a chaotic species, outermost do not always fall entirely into one of the four major forms. Occasionally (around 5% of the time if at least one parent is a baron or spy, about 1% of the time otherwise), an outermost is born with unusual abilities. Due to the outermost's chaotic nature and respect for personal power above politics, these unique individuals tend to become very influential.

Some unique outermost are visually identical to one of the four major types of outermost, while others have beautiful or hideous forms. Even half-outermost can be born with these abilities.

"Unique outermost" is an inherited template that can be applied to any outermost or any creature with the half-outermost template (the base creature). The base creature's type remains unchanged.

Armor Class: Natural armor increases by 2.

Special Attacks: An unique outermost retains its special attacks and gains the following:

Spell-Like Abilities: An unique outermost gains one of the following spell-like abilities: blight, cure moderate wounds, gust of wind, or silence. It may be used once per day. Caster level = 1/2 unique outermost's HD, save DC 10 + unique outermost's Charisma modifier + spell level.

Special Qualities: An unique outermost retains its special qualities and gains one of the following:

Extra Body Part (Ex): An unique outermost can have one extra arm, one extra leg, a tail, or a tentacle. An extra arm gives it one additional claw attack. An extra leg increases its speed by 10 ft. A tail gives it a +2 racial bonus on Balance checks and a tail slap attack. A tentacle gives it a slam attack and a +2 racial bonus on grapple checks. The tail slap or slam deals 1d4 damage for an outermost serf or any half-outermost, 1d6 damage for a taskmaster or spy, and 1d8 damage for a baron.

Glowing Wings (Ex/Sp): An unique outermost with this ability has beautiful wings that emit light. It has a fly speed of 30 ft. (clumsy). In addition, it can use flare as a spell-like ability (save DC 10 + unique outermost's Charisma modifier, caster level 1st) three times per day.


Horrific Appearance (Ex): The body of an unique outermost with this ability is so twisted, hideous, and misshapen that anyone who sets eyes upon one must succeed on a Fortitude save (DC 10 + 1/2 unique outermost's HD + outermost's Charisma modifier) or instantly be weakened, taking 1d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same unique outermost’s horrific appearance for 24 hours. The save DC is Charisma-based.

Scaly Form (Ex): An unique outermost with this ability has thick, hard scales covering most of its body. These scales are unusually tough and resistant, giving the unique outermost fire and cold resistance 15.

Environment: Any land and underground

Challenge Rating: As base creature + 1

Alignment: Always chaotic (any)
 
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Prestige Class - Silvermarked

SILVERMARKED

The silvermarked is one who walks alien paths. Many in Tellura have some heritage from the outermost race. The silvermarked is one of the few who have sought out this heritage and gloried in it. To these few are granted powers like the Outermost themselves.

Most silvermarked tend to be barbarians, rogues, and bards, because these classes are ready to accept the chaotic nature of the outermost. Some rangers also follow this path.

The term "silvermarked" comes from the change in body appearance that affects those who follow this path. Many silvermarked prefer to call their way the Outer Path.

Hit Die: d6.

Requirements: To qualify to become a silvermarked, a character must fulfill all the following criteria.
Skills: Knowledge (the planes) 8 ranks.
Feats: Outer Influence.
Alignment: Any nonlawful.

Class Skills:
The silvermarked’s class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Hide (Dex), Knowledge (the planes) (Int), Move Silently (Dex), Profession (Wis), and Sense Motive (Wis).

Skill Points at Each Level: 4 + Int modifier.

Table: The Silvermarked
Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Command
2nd +1 +0 +3 +0 Charm person
3rd +2 +1 +3 +1 Minor body shift
4th +3 +1 +4 +1 Charm monster
5th +3 +1 +4 +1 Major body shift


Class Features

All of the following are Class Features of the silvermarked prestige class.

Weapon and Armor Proficiency: Silvermarked gain no proficiency with any weapon or armor.

Spell-Like Abilities: At 1st, 2nd, and 4th levels, the silvermarked gains a spell-like ability. All spell-like abilities can be used three times per day and have a save DC of 10 + silvermarked's Charisma modifier + spell level.

Minor Body Shift (Ex): At 3rd level, a silvermarked's eyes, hair, and skin become silver in color. This gives the silvermarked cold and acid resistance 5.

Major Body Shift (Ex): At 5th level, a silvermarked's body becomes malleable and partially translucent. This gives the silvermarked a natural armor bonus of +3 and a +2 racial bonus to Escape Artist checks.
 
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DEMONSLAYER

Demonslayers are those who have devoted their swords and their lives to fighting the demons overrunning Eidrhelm. One of the few things that a demon fears is an enraged demonslayer.
Hit Die: d10.

Requirements: To qualify to become a demonslayer, a character must fulfill all the following criteria.
Base Attack Bonus: +8.
Feats: Foe of the Pit.
Alignment: Any good.


Class Skills:
The demonslayer’s class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Intimidate (Cha), Knowledge (the planes) (Int), Ride (Dex), and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

Table: The Demonslayer
Lev BAB Fort Ref Will Special
1st +1 +2 +0 +0 Terror of fiends, protection from evil 3/day
2nd +2 +3 +0 +0 Consecrated weapon (good)
3rd +3 +3 +1 +1 Protected soul +2
4th +4 +4 +1 +1
5th +5 +4 +1 +1 Magic circle against evil 3/day
6th +6 +5 +2 +2 Consecrated weapon (cold iron)
7th +7 +5 +2 +2
8th +8 +6 +2 +2 Protected soul +4
9th +9 +6 +3 +3 Dismissal 3/day
10th+10 +7 +3 +3 Consecrated weapon (holy)

Class Features

All of the following are Class Features of the blooded one prestige class.

Weapon and Armor Proficiency: Blooded ones are proficient with simple and martial weapons and with light and medium armor.

Terror of Fiends (Su): Evil outsiders within 30 feet of a demonslayer must make a Will save (DC 10 + demonslayer's Charisma modifier + 1/2 character's demonslayer level) or be shaken for 4d6 rounds.

Spell-Like Abilities: At 1st, 5th, and 9th levels, the demonslayer gains a spell-like ability. All spell-like abilities can be used three times per day and have a save DC of 10 + demonslayer's Charisma modifier + spell level.

Consecrated Weapon (Su): At 2nd level, a demonslayer can consecrate a weapon to the purpose. The weapon chosen must be masterwork and may be magical. A sacrifice of incenses worth 1,000 gp must be made, and the demonslayer loses 200 XP as a portion of his spirit enters the weapon.
The weapon is treated as good-aligned. At 6th level, the weapon is treated as cold iron for the purpose of penetrating damage reduction regardless of its actual material. At 10th level, the weapon is treated as if it were a holy weapon. In the hands of anyone other than the demonslayer who consecrated it, none of these abilities apply.
If the weapon is ever lost, the demonslayer may consecrate a new weapon but must pay the costs again.

Protected Soul (Su): A demonslayer gains a bonus to Will saves against mind-affecting effects used by evil outsiders.
 

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