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new outsider - Brylandian (evil tree trunks)
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<blockquote data-quote="Devon" data-source="post: 245719" data-attributes="member: 1446"><p>Hi, folks,</p><p></p><p>I decided to create a somewhat sinister race of outsiders, somewhat akin to Lovecraft's Great Race of Yith. Please let me know what you think when you have a moment.</p><p></p><p>Cheers,</p><p></p><p>- Devon</p><p></p><p>Brylandian</p><p>Large Outsider</p><p>Hit Dice: 12d8+60 (114 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 5 ft., fly 30 ft. (good)</p><p>AC: 19 (-1 size, +8 natural, +2 Dex)</p><p>Attacks: 8 tentacle rakes +13 melee; or telekinetic strike +13 ranged</p><p>Damage: tentacle 1d2 + shrivel (see below); telekinetic strike 1d8</p><p>Face/Reach: 5 ft. by 5 ft./ 5 ft.</p><p>Special attacks: shrivel, telekinetic punch</p><p>Special Qualities: all-around vision, flight, immune to critical hits, immunities, blindsight, telepathy</p><p>Saves: Fort +13, Ref +10, Will +14</p><p>Abilities: Str 10, Dex 14, Con 20, Int 18, Wis 18, Cha 18</p><p>Skills: Spot +23, Listen +19, Search +23, Intimidate +19, KS: (any two) +19, Wilderness Lore or KS: Planes +17, Spellcraft +18, Concentration +20, Sense motive +16</p><p>Feats: weapon focus (tentacle), iron will, flyby attack</p><p>Climate/Terrain: any land or underground</p><p>Organization: solitary, triad (3), or gang (4-16)</p><p>Challenge Rating: 12</p><p>Treasure: normal</p><p>Alignment: usually neutral (evil)</p><p>Advancement: 13 - 24 HD (Large), 25 - 36 HD (Huge)</p><p></p><p>This floating, treetrunk-shaped plane wanderer shrivels opponents with its touch.</p><p></p><p>The brylandian appears to be a hovering column of solid, ruddy flesh, ten feet tall, with 5-foot long, branch-like tentacles sprouting from all across its body. Upon closer inspection, the tip of each tentacle has a cluster of smaller, hairlike tendrils, between which can be found a small eye, and a needle-thin stinger. These tentacles can be used for the finest of manipulation, allowing microsopic maneuvering underneath one of many well-developed eyes, and brylandians secretly command considerable power in the field of microtechnology. </p><p></p><p>It is unknown whether or not the brylandians are distantly related to the Great Race of Yith, although they share a similar penchant for technological achievement. Brylandians wander the various planes, accumulating wealth and knowledge. Occasionally one will settle in a remote location and begin converting the locals into its servitors, bullying the shrunken wretches who had the misfortune of surviving the effects of its shrivelling toxins. Reports of pigmy tribes glimpsed in the dark corners of the world are sometimes an indication that a brylandian is afoot.</p><p></p><p>Brylandians have been known to take levels in sorceror, wizard, expert or psion.</p><p></p><p>Combat:</p><p>The brylandian has a strong sense of self-preservation, and will attack at range until it is satisfied that its opposition has been weakened, at which point it will move in and employ its hideous shrivelling attack.</p><p></p><p>Telekinetic Strike (Su): As a standard action, the brylandian can strike one foe within 100 feet with a blast of concussive force, dealing 1d8 points of damage. </p><p></p><p>Shrivel (Ex): The toxin secreted by a brylandian's tentacles shrivels the flesh and body of most creatures, permanently affecting its victims as a reduce spell cast by a 10th-level sorceror; the pain of the transformation deals 2d6 points of damage. Victims who succeed at a Fortitude save (DC 21) are not reduced, but must make a second Fortitude save or take 1d8 points of damage as their skin pulls taut. </p><p></p><p>A creature affected by the toxin appears emaciated and dark, almost burned. The transformation can be reversed by a restoration or a heal spell. Anyone who has survived the toxin cannot be affected again, unless the transformation has been reversed.</p><p></p><p>This toxin does not affect elementals, constructs, or creatures that are either immune to transformation or otherwise lack an organic body. </p><p></p><p>All-Around Vision (Ex): Brylandians have eyes all over their bodies, which gives them a +4 racial bonus to Spot and Search checks; they cannot be flanked.</p><p></p><p>Blindsight (Ex): The delicate tendrils of the brylandian's tentacles afford it blindsight in a 60-foot radius.</p><p></p><p>Flight (Ex): A brylandian's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 30 feet. This buoyancy also grants it a permanent feather fall effect with personal range. </p><p></p><p>If a brylandian's flight ability should ever be nullified, it will be forced to move around by either hopping short distances, or by bending its torso, falling forward, and rotating, much like a Slinky(tm).</p><p></p><p>Telepathy (Su): A brylandian can communicate telepathically with any creature within 100 feet.</p><p></p><p>Immunities: The brylandian is immune to critical hits, as well as all mental and mind-affecting abilities. Brylandians need not breathe, and can survive equally well in any environment: vacuum, deep ocean, etc.</p></blockquote><p></p>
[QUOTE="Devon, post: 245719, member: 1446"] Hi, folks, I decided to create a somewhat sinister race of outsiders, somewhat akin to Lovecraft's Great Race of Yith. Please let me know what you think when you have a moment. Cheers, - Devon Brylandian Large Outsider Hit Dice: 12d8+60 (114 hp) Initiative: +2 (Dex) Speed: 5 ft., fly 30 ft. (good) AC: 19 (-1 size, +8 natural, +2 Dex) Attacks: 8 tentacle rakes +13 melee; or telekinetic strike +13 ranged Damage: tentacle 1d2 + shrivel (see below); telekinetic strike 1d8 Face/Reach: 5 ft. by 5 ft./ 5 ft. Special attacks: shrivel, telekinetic punch Special Qualities: all-around vision, flight, immune to critical hits, immunities, blindsight, telepathy Saves: Fort +13, Ref +10, Will +14 Abilities: Str 10, Dex 14, Con 20, Int 18, Wis 18, Cha 18 Skills: Spot +23, Listen +19, Search +23, Intimidate +19, KS: (any two) +19, Wilderness Lore or KS: Planes +17, Spellcraft +18, Concentration +20, Sense motive +16 Feats: weapon focus (tentacle), iron will, flyby attack Climate/Terrain: any land or underground Organization: solitary, triad (3), or gang (4-16) Challenge Rating: 12 Treasure: normal Alignment: usually neutral (evil) Advancement: 13 - 24 HD (Large), 25 - 36 HD (Huge) This floating, treetrunk-shaped plane wanderer shrivels opponents with its touch. The brylandian appears to be a hovering column of solid, ruddy flesh, ten feet tall, with 5-foot long, branch-like tentacles sprouting from all across its body. Upon closer inspection, the tip of each tentacle has a cluster of smaller, hairlike tendrils, between which can be found a small eye, and a needle-thin stinger. These tentacles can be used for the finest of manipulation, allowing microsopic maneuvering underneath one of many well-developed eyes, and brylandians secretly command considerable power in the field of microtechnology. It is unknown whether or not the brylandians are distantly related to the Great Race of Yith, although they share a similar penchant for technological achievement. Brylandians wander the various planes, accumulating wealth and knowledge. Occasionally one will settle in a remote location and begin converting the locals into its servitors, bullying the shrunken wretches who had the misfortune of surviving the effects of its shrivelling toxins. Reports of pigmy tribes glimpsed in the dark corners of the world are sometimes an indication that a brylandian is afoot. Brylandians have been known to take levels in sorceror, wizard, expert or psion. Combat: The brylandian has a strong sense of self-preservation, and will attack at range until it is satisfied that its opposition has been weakened, at which point it will move in and employ its hideous shrivelling attack. Telekinetic Strike (Su): As a standard action, the brylandian can strike one foe within 100 feet with a blast of concussive force, dealing 1d8 points of damage. Shrivel (Ex): The toxin secreted by a brylandian's tentacles shrivels the flesh and body of most creatures, permanently affecting its victims as a reduce spell cast by a 10th-level sorceror; the pain of the transformation deals 2d6 points of damage. Victims who succeed at a Fortitude save (DC 21) are not reduced, but must make a second Fortitude save or take 1d8 points of damage as their skin pulls taut. A creature affected by the toxin appears emaciated and dark, almost burned. The transformation can be reversed by a restoration or a heal spell. Anyone who has survived the toxin cannot be affected again, unless the transformation has been reversed. This toxin does not affect elementals, constructs, or creatures that are either immune to transformation or otherwise lack an organic body. All-Around Vision (Ex): Brylandians have eyes all over their bodies, which gives them a +4 racial bonus to Spot and Search checks; they cannot be flanked. Blindsight (Ex): The delicate tendrils of the brylandian's tentacles afford it blindsight in a 60-foot radius. Flight (Ex): A brylandian's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 30 feet. This buoyancy also grants it a permanent feather fall effect with personal range. If a brylandian's flight ability should ever be nullified, it will be forced to move around by either hopping short distances, or by bending its torso, falling forward, and rotating, much like a Slinky(tm). Telepathy (Su): A brylandian can communicate telepathically with any creature within 100 feet. Immunities: The brylandian is immune to critical hits, as well as all mental and mind-affecting abilities. Brylandians need not breathe, and can survive equally well in any environment: vacuum, deep ocean, etc. [/QUOTE]
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