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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="Kitsunekaboom" data-source="post: 987575" data-attributes="member: 8301"><p>Yes, I am QUITE mad. <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>Blue blood (Bloodthorn + Symbiotic + Blue)</p><p>Large Aberration</p><p>Hit Dice: 2d8+12 (25)</p><p>Initiative: +3 (Dex)</p><p>Speed: 0 Ft.</p><p>AC: 16 (-1 Size, +3 Dex, +4 Natural, +4 Deflection), touch 16, flat-footed 17</p><p>Base attack/grapple: +2/+11</p><p>Attack: Tendril +6 melee; or javelin +5 ranged</p><p>Full Attack: 4 tendrils +6 melee, Halfspear +1 melee; or javelin +5 ranged</p><p>Damage: Tendril 1d8+5, Halfspear 1d6+2; or javelin 1d6+5</p><p>Face/Reach: 10ft/10ft </p><p>Special Attacks: Blood drain, improved grab</p><p>Special Qualities: Darkvision 60', Detach, Plant traits, Psionics</p><p>Saves: Fort: +7, Ref: +4, Will: +3</p><p>Abilities: Str:20, Dex:17, Con: 19, Int:12, Wis:14, Cha:8</p><p>Skills: Hide +1, Listen +4, Move Silently +7, Spot +4</p><p>Feats: Inertial Armor</p><p>Climate/Terrain: Any desert and plains (Abyss, Carceri, Outlands, Pandemonium)</p><p>Organization: Solitary</p><p>Challenge Rating: 4</p><p>Treasure: Standard</p><p>Alignment: Always neutral</p><p>Advancement: By character class</p><p></p><p>Blue bloods are a strange mix of psionic goblin and an unknown species of plant. They are evil and methodical, and often become psionicists of great power. Few ever survive an encounter with a Blue blood.</p><p></p><p>Combat</p><p></p><p>Blue bloods use their Charm Person ability to bring a being close enough to be grasped by its tendrils. Should this not succeed it uses javelins that seem grown within the plant itself to throw at the foe until they are forced to come within melee range. </p><p></p><p>Blood Drain (Ex): If a blue blood grabs an opponent, it begins draining blood. It deals 1d4 points of Constitution damage each successufl grapple check. If the opponent wins a grapple check, one of the blue blood?s tentacles comes loose from the opponent?s body. The resulting wound continues to lose blood for 1 additional round.</p><p></p><p>Detach (Ex): If the survival of the symbiotic creature is threatened, its two members can seperate in an effort to save at least one of them (often this is the guest). This process deals 1d6 damage to the host. Detaching is a standard action that provokes an attack of opportunity, which may be made against the host or guest. A symbiotic creature may also seperate to better bring to bear a host?s or guest?s special attacks.</p><p></p><p>Reenagaging is not a simple matter; it takes one day of complete rest. If the reattaching creatures are disturbed during this proccess, they each take 1d6 points of Constitution damage and may seperate.</p><p></p><p></p><p>Improved Grab (Ex): To use this ability, the blue blood must hit an opponent that is at least one size category smaller with at least two attacks, it deals normal damage for each tendril and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can use its blood drain ability. Thereafter the blue blood has the option to conduct the grapple normally, or simply use two tendrils to hold the opponent (-20 penalty to grapple check, but the blue blood is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tendril damage and drains blood.</p><p></p><p>Plant Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing. Is not subject to critical hits or mind-influencing effects. A bloodthorn has low-light vision.</p><p></p><p>Psionics (Sp): At will - charm person, far hand, and finger of fire. These abilities are as the powers manifested by an 8th-level psion.</p><p>Attack/Defense Modes (Sp): At will ? ego whip, mind thrust/empty mind, mental barrier</p><p></p><p>Skills: Blue bloods gain a +4 racial bonus to Move Silently checks, and a +2 racial bonus to Hide, Listen, and Spot checks.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 987575, member: 8301"] Yes, I am QUITE mad. :D Blue blood (Bloodthorn + Symbiotic + Blue) Large Aberration Hit Dice: 2d8+12 (25) Initiative: +3 (Dex) Speed: 0 Ft. AC: 16 (-1 Size, +3 Dex, +4 Natural, +4 Deflection), touch 16, flat-footed 17 Base attack/grapple: +2/+11 Attack: Tendril +6 melee; or javelin +5 ranged Full Attack: 4 tendrils +6 melee, Halfspear +1 melee; or javelin +5 ranged Damage: Tendril 1d8+5, Halfspear 1d6+2; or javelin 1d6+5 Face/Reach: 10ft/10ft Special Attacks: Blood drain, improved grab Special Qualities: Darkvision 60', Detach, Plant traits, Psionics Saves: Fort: +7, Ref: +4, Will: +3 Abilities: Str:20, Dex:17, Con: 19, Int:12, Wis:14, Cha:8 Skills: Hide +1, Listen +4, Move Silently +7, Spot +4 Feats: Inertial Armor Climate/Terrain: Any desert and plains (Abyss, Carceri, Outlands, Pandemonium) Organization: Solitary Challenge Rating: 4 Treasure: Standard Alignment: Always neutral Advancement: By character class Blue bloods are a strange mix of psionic goblin and an unknown species of plant. They are evil and methodical, and often become psionicists of great power. Few ever survive an encounter with a Blue blood. Combat Blue bloods use their Charm Person ability to bring a being close enough to be grasped by its tendrils. Should this not succeed it uses javelins that seem grown within the plant itself to throw at the foe until they are forced to come within melee range. Blood Drain (Ex): If a blue blood grabs an opponent, it begins draining blood. It deals 1d4 points of Constitution damage each successufl grapple check. If the opponent wins a grapple check, one of the blue blood?s tentacles comes loose from the opponent?s body. The resulting wound continues to lose blood for 1 additional round. Detach (Ex): If the survival of the symbiotic creature is threatened, its two members can seperate in an effort to save at least one of them (often this is the guest). This process deals 1d6 damage to the host. Detaching is a standard action that provokes an attack of opportunity, which may be made against the host or guest. A symbiotic creature may also seperate to better bring to bear a host?s or guest?s special attacks. Reenagaging is not a simple matter; it takes one day of complete rest. If the reattaching creatures are disturbed during this proccess, they each take 1d6 points of Constitution damage and may seperate. Improved Grab (Ex): To use this ability, the blue blood must hit an opponent that is at least one size category smaller with at least two attacks, it deals normal damage for each tendril and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can use its blood drain ability. Thereafter the blue blood has the option to conduct the grapple normally, or simply use two tendrils to hold the opponent (-20 penalty to grapple check, but the blue blood is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tendril damage and drains blood. Plant Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing. Is not subject to critical hits or mind-influencing effects. A bloodthorn has low-light vision. Psionics (Sp): At will - charm person, far hand, and finger of fire. These abilities are as the powers manifested by an 8th-level psion. Attack/Defense Modes (Sp): At will ? ego whip, mind thrust/empty mind, mental barrier Skills: Blue bloods gain a +4 racial bonus to Move Silently checks, and a +2 racial bonus to Hide, Listen, and Spot checks. [/QUOTE]
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